Useful Tactics
Tactic contributions are most welcome.
If you're interested in sharing a tactic, please email CaT.
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CaT's email: cat.sekai@gmail.com
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This is a skill that shortens the recovery time of powerful attacks and thus let you get in strong attacks faster, or it can simply save your life if you mistime a slow but strong attack.
Combined with a God Hand unleash and the right moves, this can reduce enemies to cinders in seconds. It can be tricky to master, to get the most out of this tactic u have to evade ASAP after the attack hits to ensure that minimal time is wasted. Also note that a few moves in the game CANNOT be evade-cancelled.
Some evade-cancelling suggestions
- Roundhouse kicks + side dodge
- High Side kicks + ducking
- Launchers (e.g. Palm Smash) + ducking (best done during God Hand unleash due to slow start-up time)
- Missed Guard break moves + ducking/backflip (a lifesaver example ^_^ )
- Slow special moves like Yes Man Kablamm + side dodge (see next tactic for why)
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AKA Your best friend during the later fighting ring matches, seen by many as a rather cheap tactic, this is only because it works so well.
The tactic is as follows :
Step 1 - Use Chain Yanker on an enemy (most likely going to be a tough boss character, this tactic's one weakness is that it focuses on a single opponent)
Step 2 - While the enemy is dizzy, use Yes Man Kablaam and side dash after it connects to avoid the long animation that comes after the hit and use again.
Step 3 - If the enemy has a slow recovery time from dizziness (like demon form Elvis and Shannon) use side dash-cancelled Yes Man Kablaams 2 more times OR just launch into the circle button Pummel sequence after the first 2 Yes Man Kablaams.
This'll increase the Tension Gauge MUCH faster than normal, coupled with God Moves this can make Gene and lean, mean killing machine in one-on-one boss fights.
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Note: This little tactic will not work on LV3-Die enemies.
All you do, really, is to find the chance to break an enemy's guard, then perform Yes Man Kablaam (YMK) once, evade-cancel and perform Granny Smacker, evade-cancel and perform YMK 1-2 more times, then punch a few (or not) before doing the reaction attack, that is, considering the enemy is dizzied by Granny Smacker.
Note that many things can go wrong while attempting this, and it's up to you to decide how many YMKs to do or whether you even want to bet on Granny Smacker since it does NOT have a 100% probability of dizzying an enemy, but what the above procedure does is:
Guard break stuns an enemy. While he's stunned, you get in one YMK. The enemy should still be stunned at this point. Then Granny Smacker comes in and dizzies the enemy (hopefully), allowing you to do even more YMKs. A dizzied enemy will only take 3 YMKs before he recovers, so it's either you do all 3 YMKs or you do 2 + a reaction attack. Whichever you choose, you should end up with a lot of TP ready for pwnage.
If you wish to utilize this against LV3-Die enemies, I suggest only going as far as the first YMK. If it does not even hit, evade/back away.
Note: This little tactic may not work on LV3-Die enemies. (I'm not sure)
This is so easy it's stupid. All you do is stick Drunken Fist as your 3rd (recommended) or 4th move under combo sequence and do your combo only up to Drunken Fist. Once there, quickly perform Palm Smash. So long you're not interrupted by other enemies you are good to go.
Another way would be to equip Drunken Fist as an independent move and do it on its own + Palm Smash. In any case, depending on how the guys react when they are hit by Drunken Fist, it may be easier to miss than the ladies (who'd only bend over when stunned).
Note: This tactic works on all MALE humanoids on all levels.
This is the same as evade-canceling, only with High Side Kick, and you will need to stick your enemy between you and a wall. Once your position is set, stun them either by guard breaking or Ball Buster/Chain Yanker. Once dizzied, duck-evade-cancel High Side Kick for as long as you can. Bosses may flip around to recover sometimes but if your next Hide Side Kick still hits them while they flip in mid-air, it will STILL send them flying back, and if they bounce off a wall again you can still keep it going on and on.
While this might take a little getting used to, spamming High Side Kick is one of the fastest and cheapest ways to kill enemies without even relying on roulettes/godhand (especially in th beginning). Best of all, it works even on bosses (only the human sized males).
The use of Side Swipe(Technique No.72) and Step Back Kick (No.90) is proven to be effective. As shown in the demo clip, the benefit of the Side Swipe is that it hits as a counter against the demon's counter (which it does as Gene finishes attacking for a moment) because this guard break technique hits a moment later than the standard guard break, and thus twice the damage and the knock back effect like the one you get with Drunken Fist 1 and 2. You can even sometimes finish the purple demon by just repeating Square I, Guard Break, or Square I, Square II, Guard Break, with this guard break technique.
Also, Step Back Kick is an effective counter against the purple demon's continuous punch attack. This hits as a counter launch when used just about the timing the demon swings the big slam towards us as the demon often continues after and this hits just at the right timing in which the demon is about to continue.
Basically the same as above, but instead of the projectiles, they use deadly, spinning dive attack.
However, with Rolling Sobat (Technique No.68), the counter against it is now proven to be possible. (Both against the green demon and the red demon)
Now, as this counter is quite advanced and the timing varies depending on the distance between Gene and the demon, it is extremely hard to instantly grasp the right timing, but very satisfying when successfully executed, so it is highly recommended to give it some time for practice.
As for the red demon (spiked-type), again the strategy is basically the same, but a backflip must be used for evasion whenever it approaches as the red demon uses spike projection which cannot be avoided by ducking.
For an extra note, pressing R1 allows you to lock-on all types of enemies as long as they are in the range of God Reel (aka. Roulette) moves for long distance.
This little technique comes in handy to keep your focus to the enemy, especially enemies like those three demons, which are the kinds that tend to move around persistently, and trying to get your back.
Props go to YouTube user "enraiharuka" and another player "Crush" who originally invented this strat, for this one.
Once you managed to approach the demon, keep with the rush combo (Square Button) which has a combination of fast, multiple attacking techniques such as Punch Rush series, Triple Side Kick, or Elbow Vortex, until you see the demon starting to swing the trident. And as you avoid the first swing, counter either by continuing the rush combo or taking a safer option which is to use Sweep Kick followed by ducking. The counter is to stun the demon quicker, and the use of the combination of fast, multiple attacking techniques allows you to stun the demon even faster.
However, a couple of notes to be aware here. One: Do not stop attacking until you made sure that the demon is about to swing the trident as the demon is likely to go on the grab if you stopped attacking. However, using the combination mentioned above stops the demon from doing it as long as you keep with it.
Two: DO NOT go for Pummel until you are 100% sure that it can finish the demon. The reason for that is that the pummel is a lot likely to result in the demon dropping the trident. Now, this sounds like an advantage for us, but it is actually not. Why? Because once the demon dropped the trident, the attack routine of the demon changes significantly, and becomes a lot more likely to grab you, which is even more dangerous.