EHRGEIZ MASTER'S GUIDE: ADVANCED STRATEGY AND TECHNIQUES VERSION 1.40 5/24/99
Unpublished work Copyright 1999 Mike Allen
FORWARD: ========
We're writing this FAQ in response to the horrible reviews and lame attitudes by people who've given up on Ehrgeiz because it's "different." The first time you play Ehrgeiz you'll feel like a lost puppy and won't know how to do anything other than run and slide (and give bad reviews). After a few days, you might learn how to walk and block low without thinking. After a week, you'll have thrown Tekken 3 in the garbage.
Check out my individual Character FAQs for easy reference. Updated strategy will be here first.
If you have any questions or comments, go ahead and write me in English or Japanese. Label the subject heading "Ehrgeiz."
I. Strategies to Separate "Players" from Button-Smashers
- Basic Fighting - The Half-Second Rule - Interrupt - Sword-Grab - Getting Up - Wake-Up Games - Air Combos - Throws and Tackles - Jumping Attacks - Projectile Evasion - Just-Frame Attacks - Inputting Commands - The Best Way to Practice - Other
II. Individual Strategies
1. Godhand 2. Cloud 3. Tifa 4. Sephiroth 5. Matsuda 6. Clair 7. Naseem ("Doza" in U.S.) 8. Lee 9. Sasuke 10. Yoko 11. Jo 12. Inoba 13. Han 14. Yuffie 15. Vincent 16. Django (incomplete)
III. Character Rankings
IV. Picking the Right Character for YOU
V. Giving Credit to Those Who Helped Put This Thing Together
VI. My Personal Feelings about This Game
- My Background - Ehrgeiz vs. Tekken - "Ehrgeiz Sucks!" Did I Say That? - The "Final Fantasy Fighter" - The Future of Fighting Games - Soul Calibur
H: high M: middle (input H+L) L: low G: guard J: jump S: special button Basic: standard attack (not moving or using the directional pad) Step: Step move (tap the directional pad while holding G) Ducking: a fully-ducked position (hold G) Rising: "while rising" position (after certain low attacks or ducking) Walking: direction pad while holding G Running: direction pad without holding G j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)
Terminology: ------------
jab = Basic H combo = if the first hit lands, the rest will connect mid = an attack that hits middle low = an attack that hits low counter = counter-hit delay = pushing the buttons at a slower speed to alter the timing lifter = move that sets up an air combo wake-up attack = a move while on the ground after being knocked down down attack = a move used to hit opponents lying on the ground sleeper = an opponent who sits on the ground after being knocked down turtle = an opponent who plays defensively
I. STRATEGIES TO SEPARATE "PLAYERS" FROM BUTTON-SMASHERS ========================================================
Basic Fighting --------------
Mix-ups are becoming the norm in today's fighting games. Take Yoko's LL technique. Even if the first L connects, your opponent will block low to stop the second hit. In Ehrgeiz, if your opponent blocks the second hit, you won't get the standard continuation into the third link because your motion will be cut off. But as a Yoko player you want to get the LL out there so you can do a nasty 2-choice with the LLL and LLS. How do you get the opponent NOT to block after the first hit?
The answer is through "mix-ups." Try doing just the L. Your opponent will block low expecting the second L, but instead pop up with the rising H. Can you say AIR COMBO? If you "mix-up" your attack patterns using unconventional links like this one, you'll force your opponent to block high in fear of the air combo and have little difficulty getting the second low hit to connect.
An alternative to mix-ups is the "delay." Do just the L and wait a half-second. Your opponent will feel you won't be continuing the attack, and will let off his low guard. This gives you a perfect opportunity to do another L.
Most players favor big, high damage moves. In most other fighting games, a high kick at close-range will crush a jab. I'm delighted to say that Ehrgeiz has fixed this problem, and jabs have unbelievable priority over other moves at close-range.
Here's some GREAT advice most of you will read but not pay attention to: Use the jab. Tap H once. It's not hard. The jab is VERY effective at close-range, is great for mixing up your attack patterns, and stops all throws and most other attacks. When walking next to your opponent, release G for a split-second and pop the jab. Try it. You'll like it.
Another basic strategy players forget is ducking to avoid high attacks. Most players are concerned entirely with walking and jumping, and they only consider "ducking" in the expectation of a low attack. Most of the Ehrgeiz characters are blessed with rising attacks that can do heavy damage and set up air combos. If you expect a high attack, DUCK and COUNTER.
Low attacks are more important in Ehrgeiz than any other fighting game. The reason for this is best explained in three steps:
1. The benefits of moving at close range are GREAT. If you make an opponent miss by moving outside of his attack range, you'll have a chance to counter heavily.
2. Whenever you move at close range you ALWAYS walk. Walking not only keeps you facing your opponent, but also allows you to block high and medium attacks.
3. Against walking opponents high and middle attacks won't work. You'll need to focus on moves that hit LOW.
Most of the basic moves in Ehrgeiz leave you safe when blocked. However, blocked techniques aren't as safe if your opponent is backed up against a wall. Clair's HH will normally push your opponent out of range if he blocks. If your opponent is against a wall, however, you'll be stuck right next to him and left open to a jab or throw counter.
The Half-Second Rule --------------------
With the air recovery, "breaking" throws, sword-grabs, and blocking attacks after being grabbed or tackled, you can only input the G button once per half-second. After inputting G the first time, the "game system" won't register another button press until a half-second expires, so tapping G repeatedly will get you nowhere.
This rule also applies to walking (moving with G pressed). For example, you cannot grab Cloud's sword-attack after walking by immediately releasing the G button and inputting again. You need to stop walking and release G for at least a half-second before you input the sword- grab. If you don't have enough time to release and input the G, you'll need to interrupt.
At close range, players have a BAD habit of always holding G. When you're attacking it doesn't seem to matter, to block low you release the directional pad, and to block high and middle you simple push to the side. This has a MAJOR drawback, however. You won't be able to stop moves like Sasuke's basic HHH or Matsuda's attack-tackle links because you're always pressing G. You need to make a habit of releasing G when you're not moving.
Once you input G, release the button quickly in case your timing is off. Most players have a bad habit of holding G when trying to break a tackle or grab a sword, but if you mess up, the half-second lag period won't begin until you release G. Always TAP the button.
Interrupt ---------
Interrupt works against high, medium, and low attacks, as well as swords. However, all attacks involving the torso (i.e. Lee's basic middle), two-fisted attacks, and attacks where the opponent's feet are off the ground (i.e. J+L) CANNOT be interrupted. Only Cloud and Sephiroth's slides can be interrupted.
You cannot interrupt if you are rolling, jumping, attacking, stunned, in the middle of a ground-recovery, or your back is turned.
You cannot interrupt sword attacks that are input with the L button. Against these you must use the sword-grab.
Interrupt timing is simple to explain but a pain to pull off. Hit S while your opponent's hand, foot, or sword is "touching" your character.
Interrupt takes off a large chunk of your white meter and does minimal damage. If your opponent interrupts you attacks, don't get frustrated. Remember that interrupt damage is mostly psychological. If you allow interrupts to dictate your game play, you'll never win.
It is especially important to interrupt before nasty 2-choice attacks. Naseem's links aren't scary if you interrupt the jH, which is a necessary component in almost all of his "wonder combos." If you wait too long, he'll set up multiple 2-choice attacks within a single link, and you'll get nailed.
Once you know the basic character links that cannot be delayed, you can interrupt after the first attack when you know what's coming next. A good example is Vincent's G+L, H. After the G+L, if Vincent does the H it will have exactly the same timing every time. Time it right and press the S button.
If you have problems guarding the 3-punch/3-kick attack after an opponent grabs you, interrupt at any time to stop the damage. It isn't difficult, but neither is the block timing.
Sword-Grab ----------
The timing on sword grabbing is easier than interrupt and does more damage. Hit G just before the sword "touches" your character.
You need to release G for at least a half-second before inputting the sword-grab.
All basic sword attacks can be grabbed.
Jumping sword attacks cannot be grabbed when your opponent's feet are still in the air (a.k.a. Sasuke, Yuffie, and Sephiroth). Either run away or uppercut before they come down on you. Cloud's jumping S can always be grabbed or interrupted.
You can't sword-grab if you are rolling, jumping, attacking, stunned, in the middle of a ground-recovery, or your back is turned.
IMPORTANT: Remember that for interrupts, you input S WHILE your opponent's punch or kick is "touching" your character. With most techniques involving G (sword-grab, getting out of the 3-punch/3-kick after being grabbed or tackled, and the air recovery), you need to input G SLIGHTLY BEFORE your opponent connects.
Getting Up ----------
There are three "good" ways to get up. First is the basic ground recovery. While on the ground, push G to get up invincibly. This effectively counters all ground attacks by your opponent, and works particularly well against J+L, G+L, and sliding attacks.
Second is the quick ground recovery. Push G while in the air and you will become invincible just before touching the ground. This counters air combos working off attacks that hit just before you land on the ground.
Third is the quick roll. Push G while in the air and immediately (while still airborne) input the directional pad in the direction you want to roll. This will avoid most wake-up games by your opponent.
It is impossible to say one of these wake-up techniques is better than another. All three have their place in countering your opponent's wake- up games.
There are times when a wake-up projectile-evasion is called for. Push to the side and QUICKLY input G twice to get out of projectile corner traps from Tifa and Django.
Getting up with S works INCREDIBLY well with Matsuda if your opponent misses a ground attack. Other characters with strong wake-up specials include Clair, Inoba, Lee, and Jo.
Wake-up attacks (input H, M, or L while down) should only be used if you have a clear opportunity to nail your opponent. Wake-up attacks do minimal damage, and missing with your attack will usually hurt--BAD.
If your opponent throws a box at you while you're on the ground, hit G just before it hits to get up safely.
Wake-Up Games -------------
Knowing how to punish opponents on the ground is just as important as knowing how to get up. Always remember that when your opponent is on the ground, YOU have the advantage. Letting your opponent get up without inflicting any damage or mental anguish is wrong. Take control and dictate their ground game.
The fact that opponents can get up with G and pass through any ground attack is depressing (and physically impossible), but that's the way it is. Therefore, blindless use of ground attacks will only get you hurt. The J+L is a great move, but if your opponent gets up through the attack with G, you're heavily exposed. You can only use the J+L as a counter to wake-up attacks.
A handful of characters have quality down attacks that won't leave you open for a counter. Check the character section for individual wake-up strategies.
Characters lacking a quality ground attack have to wait. Your opponent will automatically wake-up in 4 seconds. Opponents who are forced to get up automatically after 4 seconds are NOT invincible. Plan your attack strategy and move in for the kill when you feel your opponent will rise.
Tackles work incredibly well against opponents who pull the ground recovery. Even if you launch the tackle while they are invincible, you'll land on top of them and can go for the 3-punch combo.
Air Combos ----------
From a rising position, most characters have a lifter for air combos. Almost all characters have low attacks that set up the rising position. You are automatically set up in the rising position after blocking low attacks.
Many air combos can only be input on a counter hit. Counter hits ALWAYS lift your opponent higher.
Rebound combos require perfect timing, but you can hit characters during their bounce off the floor. For example, Tifa's running HHH can hit twice with perfect timing on the rebound. Lee can sweep characters off the floor with LH. To avoid these attacks, pull a quick ground recovery (hit G while airborne).
You can pull an air recovery to get out of air combos. Just before your opponent hits you in the air, push G and you'll rise up unharmed. During this time, use the control pad to push you away from the enemy, or come down on them with a mid-air attack. If Tifa pops you with a running HHH, hit G to break out after the first or second hit. You can only input the G once every half-second.
Character weight is a determining factor in air combos. Heavies include Godhand, Inoba, and Django. They fall faster but do not travel as far away from your character. Lighter character travel higher and further away, and include Joe, Tifa, and Yoko. All other characters make up the "normal weight" class. All characters within their respective weight class fall identically. Choose your air combos in relation to your opponents' weight and their distance from the wall.
Throws and Tackles ------------------
You can "break" out of almost every throw in the game by pushing G when your character's body is flashing. You can only input G once per half- second, and tapping the guard button repeatedly will get you nowhere. All of Inoba's down-throws are "unbreakable."
If your opponent grabs you and tries the 3-punch/ 3-kick combination, input G just before the second attack, which is always the same type as the first attack. If this fails, go ahead and interrupt the third attack.
You can duck all tackles EXCEPT Matsuda's attack-tackle links. Ducking the tackle will leave your opponent open, and you can pop him up for an air combo.
If you're too slow to duck the tackle, input G just after your opponent tackles you to knock him on the floor. The half-second rule applies here.
Work on blocking the first and third punch in a tackle (you can only input one G per half-second). Input G just before their punch connects.
Don't use the roll-over after a tackle. The timing is very easy to break and you'll find yourself on the bottom getting socked. Stick with the flip.
Tackles work well against opponents who ground recover. Even if you connect with their body while they're invincible, you'll still take your opponents down.
Jumping Attacks ---------------
Watch out for unblockable air moves from Lee, Inoba, Cloud, Matsuda, Clair, Sephiroth, Sasuke, and Yuffie.
You can grab and interrupt jumping sword-attacks from Sasuke, Yuffie, and Sephiroth if they input the sword late and have their feet on the ground. Cloud's jumping S can always be grabbed and interrupted.
The basic strategy against these attacks is to hit your opponent in the air while he's still high, although this is harder against Inoba. For characters lacking a quality uppercut, you can substitute the J+H.
If you aren't feeling confident, you can roll, run, walk, or jump out of harm's way.
All airborne unblockables leave you wide open if missed.
Projectile-Evasion ------------------
The projectile-evasion is easiest to input by pushing in any direction and QUICKLY tapping G twice. You can do it on the ground, while down, or in the air. The projectile-evasion also goes through box-weapons.
Strategies against projectiles depend on the range from your opponent. At close-range, you'll generally pop the jab or a quick low. At medium- range, you'll generally projectile-evade towards your opponent, do the J+L, or jump up and counter. From far-range, you'll generally want to projectile-evade or jump.
If a "gunner" charges S for the "homing attack of death," you can do several consecutive projectile-evasions OR throw or tackle your opponent to cancel the attack.
Just-Frame Attacks ------------------
To perform a just-attack you can't push the button until a certain amount of time has expired. You normally want to push the attack buttons preceding a "just" attack quickly.
Most just-attacks are input slightly after or just as the preceding hit connects with your opponent. Others can only be done if you hit your opponent, if it is blocked, or if you hit air.
For example, to do Godhand's HHjH, you need to input the first two H attacks quickly, and input the third after enough time has expired (in this case, just after the second hit connects).
I'd be glad to help you with specific examples, but you'll have to let me know exactly which character's moves you're having problems with.
Inputting Commands ------------------
To input the Step LH technique at maximum speed, Step, hold down L, and push M. Once mastered you'll be able to use Godhand's Step LH as a counter against many missed attacks.
To input attacks involving J or G and another button (i.e. J+H or G+L), push J or G slightly before the other button to make things easier. An exception is the G+H from a special position, like Sephiroth's "draw- position." Here, you want to push the H slightly before the G, because the G has priority in canceling the stance.
The 360-degree command can be input with only a 225-degree turn. If you start from "right" and go clockwise, you can press M after getting to the "left-up" position on the directional pad. Always hold G before inputting the command. It doesn't matter if you input clockwise or counter-clockwise. What DOES matter is the speed. Spin the pad as fast as you possibly can (REALLY FAST!), worrying more about the speed and less about the accuracy. Input speed is also the critical element in the 90-degree moves.
The Best Way to Practice ------------------------
To master Ehrgeiz you'll need a lot of practice. Unfortunately, most of us don't have friends who can interrupt, sword-grab, and break tackles as consistently as the computer. In fact, I learned how to get out of most of the cheap moves and where the "breaks" in all of the throws were by using these moves and throws repeatedly against the computer.
The Practice Mode against the computer on "Very Hard" is in my opinion the best way to practice. The computer plays a LOT better than it does in Arcade Mode, and you'll be able to go up against other opponents like Matsuda and Clair. The AI will really go at it, using all available techniques, frequent interrupts and sword-grabs, and breaking out of most throws.
If there's a move or attack pattern your friend is killing you with, try using it repeatedly against the computer, and more often than not the computer will put you on your ass. However, certain moves, like Matsuda's attack-tackle links and Cloud's sword LLL, will not be countered effectively by the computer.
If you're sick of the computer interrupting EVERYTHING you dish out, simply turn the "Special Gauge" to EMPTY.
Have you tried going up against the CPU Matsuda on "Very Hard?" He's one tough son-of-a bitch.
Other -----
J+L is a great move that works well if used in moderation. It travels a half-screen quickly, leaves you relatively safe when blocked (except for Yoko, Han, and Naseem), cannot be interrupted, and most importantly goes over the top of projectiles and most wake-up attacks. You can also use it against box-pushers. If your opponent uses J+L too much, counter with an uppercut.
Counter-hits do more damage, stun your opponent longer, and lift your opponent higher. They also make a different sound on impact--listen closely to help determine which air combo to use.
Tap the buttons and directional pad as fast as possible if you're stunned.
All "gunners" can cancel their shot by pushing G. If your opponent is going to dodge, don't shoot or you'll leave yourself open for a counter. Matsuda, Clair, and Inoba can also cancel out their specials.
If your opponent heads for a weapon, use the J+L while they're bending down to pick it up to nail them every time.
If your opponent is on a lower level and you see them jumping up onto your level, hit M while they're in the air to do the "lower-level homing unblockable" as they land.
II. INDIVIDUAL STRATEGIES ==========================
1. GODHAND => No weaknesses. Too many strengths. ===========
This guy can do it all. Godhand can fight at close or medium-range, is great at air combos and wake-up games, and has more quality moves than any other character in the game. He's my favorite character to play.
Close-Range Fighting ====================
The jab mix-ups are the CORE of Godhand's close-range fighting. Be sure to switch between the H and HH when linking these attacks. The basic H, HH, and L mix-ups are listed below.
Follow the Basic H or HH with: ------------------------------
1. H (against fast counters) 2. L (against high blocks; sets up L mix-ups) 3. M (against low blocks) 4. H+S, H (against slow counters) 5. Throw (against turtles) 6. Basic S (against turtles who can break throws) 7. 90-degree H (against most counters) 8. Step LH (against slow counters; input at maximum speed) 9. G+L (against high counters; can extend to G+L, H) 10. Rolling S 11. Duck (set-up Rising H)
Notes:
The HH will combo if the first hit connects.
2-choice the HHL and the HHjH. You can extend the HHL to HHLH, and lengthen the HHjH to HHjHHHHH for variety.
Follow the Basic L with: ------------------------
1. Rising H (against slow counters; air combo with HHH) 2. Rising H+S (strong against most counters; vulnerable to a jab) 3. Basic M (against low blocks; leaves you open if blocked) 4. Throw (against turtles) 5. Basic S (against turtles who can break throws) 6. Ducking H (against slow counters; stuns on a counter) 7. Ducking H (hold) (another anti-turtle move) 8. Basic L (against high blocks; follow with another mix-up) 9. Step LH (against slow counters; input at maximum speed) 10. 90-degree H (against most counters) 11. G+L (against high counters; can extend to G+L, H) 12. Rolling S 13. Duck (set-up Rising H)
Notes:
To set up the Ducking H and Ducking H (hold) after a basic L, you need to hold G for a split-second after the L.
You can follow a counter Ducking H with the Basic M or J+L for a combo.
Other Close-Range Tips: -----------------------
Don't forget that the Rising H hits high, while the same move after HHL or G+L hits middle.
The H (quick L) HHHHHHHH is great for pushing opposition into a corner. If your opponent expects the entire chain, stop after the third or fourth hit and do a throw, basic S, basic L, or L+S, jH. If you expect a counter, pop the basic M.
Godhand's 90-degree H comes out faster if you input counter-clockwise.
Only use the HHH for air-combos.
Medium-Range Fighting =====================
Medium-Range Attacks: ---------------------
1. Walking H 2. Step LH (follow with HHH) 3. Step LL (to Step LL links) 4. L+S, jHjH 5. Step H (to Step H links) 6. Running G+H 7. J+H (to J+H links) 8. Running HHH 9. Rolling S 10. 90-degree H 11. Duck (set-up Rising H)
Follow the Walking H with: --------------------------
1. H 2. H (delay) 3. G+H 4. Basic H (to Basic H and HH links) 5. Basic L (to Basic L links) 6. H+S, H 7. L+S, jHjH 8. Basic S 9. Rolling S 10. Step LH (input Step LH at maximum speed; follow with HHH) 11. 90-degree H 12. Throw 13. Duck (set-up Rising H)
Follow the Step LL with: ------------------------
1. L 2. Basic M 3. Throw 4. Rolling S 5. 90-degree H 6. Rising H
Note: The Step LLL will combo if the first hit is a counter.
Follow the Step H with: -----------------------
1. L 2. H (only if your opponent blocks the Step H) 3. LjH (only if your opponent blocks the Step H) 4. Basic S 5. Rolling S 6. 90-degree H 7. Throw 8. Duck (set-up Rising H)
Follow the J+H with: --------------------
1. L 2. Basic M 3. Throw 4. 90-degree H 5. Rolling S 6. Duck (set-up Rising H)
Other Medium-Range Attack Strategies ------------------------------------
The M+S (hold) comes out quick enough to mix-in with your medium-range attacks. Against defensive-minded opponents who like to walk around, this technique can really pay off.
Wake-up Games =============
Godhand's best down attack is the Rolling S. After knocking an opponent down, roll forward and set the mine. If your opponent waits, detonate. If they pull a quick recovery, wait until it wears off and trigger. If they try to roll out of the way, hit G.
Frustrated opponents will either get up with the quick roll or use wake-up attacks to hit you while you roll. If they chose the wake-up attack counter, make them miss and land the Step LH for an air combo.
M+S (hold) works great against "turtles," but is much more effective against opponents who consistently ground recover. Knock them down and start the M+S (hold). When their invincibility wears off--POW! Mixed with the rolling step mine, you can have a LOT of fun.
You know how fantastic the L+S, jH is for normal fighting, but its superior range also makes it ideal for opponents pulling a ground recovery from a distance. Begin the move when they start to rise, and it will hit them after the invincibility wears off.
Step LH is your best counter when opponents hits air. Follow with HHH for an air combo.
After blocking certain low attacks, the rising H will miss on a counter attempt. Against blocked moves that leave your opponent in a ducked position, stick with the rising H+S. If the rising H+S is too slow to counter, use the basic M.
After blocking an attack that doesn't give you enough time for a major counter, try mixing in the L+S, quick H, quick L. This move goes around the side of your opponent and can hit as a back-attack if your opponent doesn't move. Best of all, if the attack hits, your opponent is stunned. Follow with J+L. The L+S, quick L, quick H is exactly the same move but goes around the other side. Go with whichever version you can input faster.
Specials ========
The Basic S -----------
Godhand's basic S is completely ineffective at long range if your opponent can projectile-evade. You can aim the bullet with the directional pad if you know which way your opponent will run or jump.
Unless a perfect opportunity is available, save your white meter for interrupts and the rolling step mine.
The Rolling S -------------
See the "Wake-Up Games" section for detonation information.
Roll back with the step mine to teach rushing opponents a lesson in humility. Never use the basic step mine.
If you connect with a slide, immediately do a forward Rolling S.
Other Specials: ---------------
Don't use the jumping S.
If your opponent is near-death and far away, charge the S. This move takes off a LOT of white meter, so stick with the basic S or rolling S under normal circumstances.
HHH HHLH HHjHHHHHjHHjHHHHG H (quick L) HHHHHHHHH M M+S H+S, H L L+S, quick H L+S, quick L L+S, jH L+S, quick H, quick L L+S, quick L, jH L+S, M 90-degree (either direction), H G+H, H Running HHH Running L Running M Running G+H Projectile-Evasion, H G+H G+L, H Ducking H Ducking H (hold) J+H, L J+L Step HH Step HLjH Step LH Step LM Step LLL Rising H Rising H+S
THROWS ------ front front, hold H left right back 360-degree
SPECIALS -------- S SS J, S Charge S Rolling S Running S 90-degree (either direction), S S (white meter empty)
V.S. GODHAND ============
After a G+L or HHL, don't be foolish or the rising H (which hits MIDDLE) will nail you for big damage AND set you up as an airborne punching bag. Look for the lifter, and if it comes interrupt or block.
You can ground recover after the Step H to pass through the L and counter.
2. CLOUD => This lighting-quick character will POUND your carcass ========= into the ground if you don't keep him away from you.
Cloud is the most one-dimensional fighter in the game. He is the epitome of close-range fighting. Cloud's specials are worthless and he has no dominant moves at medium-range. Stay close or die.
Boxing-fans will inevitably make Cloud their character of choice. Cloud's jab combos and variations are the quickest and deadliest in the game.
Close-range Fighting ====================
Follow the Basic HH with: -------------------------
1. H (to Basic HHH links) 2. L (can be heavily delayed; can extend to HHLjHH) 3. M+S (to M+S links) 4. Basic M (against counters) 5. Basic L (to Basic L links) 6. Basic HH (restart Basic HH links) 7. G+L (can extend to G+L, jHH) 8. H+S (to H+S links) 9. Throw
Notes:
The HHHH is a combo, but if you try it every time you'll be interrupted. Most opponents aren't fast enough to interrupt the HH unless they're looking for it.
If opponents don't interrupt until the last hit in HHHH, go ahead an extend the HH to HHH and follow with the HHH links listed below.
If your opponent has no white meter left, dish out the full HHHH every time.
If the low in HHL or G+L hits as a counter, the extension jHH will combo. Delay the low in HHL to facilitate a counter-hit.
Cloud's best counter at close-range is the Basic M, which unfortunately hits high. The basic M can be followed with HHHH or HHL or HLL for an air combo.
Follow the Basic HHH with: --------------------------
1. H 2. H (delayed; against interrupts) 3. M+S (to M+S links) 4. Basic L (to Basic L links) 5. Basic HH (to Basic HH links) 6. G+L (can extend to G+L, jHH) 7. H+S (to H+S links) 8. Throw
Notes:
The HHHH is a combo. Most opponents will interrupt the last hit on a successful HHHH to stop the damage, so either cut it off at HHH or delay the last hit.
Follow the Basic HL or Basic L with: ------------------------------------
1. jH 2. L 3. L (delayed) 4. Basic M (against counters) 5. Rising H (essentially a "delayed" jH) 6. M+S (to M+S links) 7. Running G+H 8. Throw/Tackle
Notes:
The HL is a combo.
Starting with the Basic L works best against opponents who consistently walk at close-range.
You can extend the HLL or LL to HLLH and LLH. This addition hits high, but offers priority over most counters and can be delayed. If opponents block the low, they can also duck the H. It is crucial that you mix in the delayed H to lure your opponent to counter.
If opponents block the Basic L you cannot do the jH, but you can get around this by intentionally missing with the first low to set up the LL and LjH mix-up.
Follow the M+S with: --------------------
1. H 2. H (delayed) 3. Basic HH (to Basic HH links) 4. Basic HL (to Basic HL links) 5. Basic L (to Basic L links) 6. Basic M+S (restart the M+S links) 7. Basic M (against counters) 8. H+S (to H+S links) 9. Running G+H 10. Throw
Notes:
The M+S, H is exactly the same as the third and fourth hits in HHHH.
Cloud's other close-range mid is the Running G+H. This move is exactly that same as the last hit in HHHH. It comes out quickly with great range, and it knocks your opponent down.
Follow the H+S with: --------------------
1. H (to H+S, H links) 2. H (delayed; to H+S, H links) 3. Throw 4. Basic HH (to Basic HH links) 5. Basic HL (to Basic HL links) 6. Basic L (to Basic L links) 7. M+S (to M+S links) 8. Basic M (against counters)
Notes:
You can heavily delay the second hit in H+S, H.
The problem with the H+S, H is that the second hit is easy to interrupt if opponents are looking for it. It is imperative that you mix up the delayed version of the second hit with other moves. Once your opponent expects the delayed version, go ahead and input the full-speed H+S, H.
Follow the H+S, H with: -----------------------
1. H 2. H (delayed) 3. L (can extend with jHH) 4. L (delayed; can extend with jHH) 5. Throw 6. Basic HH (to Basic HH links) 7. Basic HL (to Basic HL links) 8. Basic L (to Basic L links) 9. M+S (to M+S links) 10. Basic M (against counters)
Notes:
You can heavily delay the third hit in H+S, HH and H+S, HL.
The H+S, HH can be followed up with G+H, HjH for an air combo.
If the low attack in the H+S, HL hits as a counter (try delaying it to entice your opponent to attack), the extension jHH will combo.
Medium-Range Fighting =====================
Cloud is a one-dimensional, close-range powerhouse. Stay close.
The Step LH can be used to close the distance between you and your opponent. It has incredible range, and leaves you safe if blocked.
While walking at medium-range let off the directional pad for a half- second to duck. Release G and immediately come up with the Rising H. This process can be done very fast if you practice, and the Rising H offers great speed, superior range, and it knocks your opponent down.
You'll generally counter with the basic M or HHHH.
The basic M has a tendency to miss after you block low attack that lowers your opponent's body (exp. = sliding attacks). To counter "low" opponents, try the M+S, H. If you're feeling lucky, you can pull out the sword LLL.
Sword Techniques ================
Cloud only has two "usable" sword moves: the Jumping S and LLL.
If you find that you're not using the sword much, don't let your white meter go to waste! Interrupt, interrupt, INTERRUPT!
The Jumping S: --------------
The jumping S has great range, is hard to jump around, takes off almost no white meter, and is unblockable. However, it CAN be grabbed and interrupted, and is vulnerable to uppercuts.
Jump up and watch your opponent's reaction. If your opponent is in the middle of an attack, they CANNOT interrupt or sword-grab, giving you an opportunity to input the S without fear of retribution.
The LLL: --------
Opponents can grab any of the three slices in LLL. However, once one of the slices hits, the rest will combo and there's NOTHING your opponent can do about it. I have seen a computer-controlled Matsuda do the 90- degree H to get out of it, but most players won't be able to handle the timing. Since the sword hits low, interrupts won't work.
Unless you're a masochist, don't even think about drawing the sword at close-range.
Pull out the sword maybe 4 or 5 times a round at medium-range. Slice without question if they MOVE. An opponent in mid-attack or recovering from an attack cannot sword-grab. Look for an opportunity to land the first hit of the LLL after an opponent's miss and watch his life bar go bye-bye.
If your opponent is sitting and waiting to pull the sword-grab, sheath the sword. Opponents quickly tire of watching you pull out the sword and put it away. They eventually decide to counter the next time you pull it out. At this point, pull the sword and immediately pop the LLL. This is a guessing game, of course, and something I'm not in love with.
Opponents at medium-range might sit back and wait for you to attack so they can counter with the sword-grab. This sucks, but there is a way to get around this if you have the dedication to practice and learn the LLL's range. Basically, you want to pop the LLL so that the first hit is just out of range. Your opponent will input the sword grab, but since the sword misses he'll be grabbing nothing but air. The half- second rule is in effect here, and your opponent probably won't recover fast enough to counter the second slice. If the second hit connects, there is nothing he can do to stop the third.
My advice: F**k the sword. Stick with the jab and kick some ass.
Other Sword Information: ------------------------
If your opponent is stunned, pull out your sword and wait for him to turn his back. He can't interrupt or sword-grab from this position, so use the MHHjH to take off a big chunk of health.
Be careful pulling out the sword from long-range. Opponents will nail you with a J+L or jumping attack. If you are VERY far away from your opponent (i.e. if they can't hit you with a J+L and can't shoot), go ahead and charge the S.
If you're charging the S, most opponents with guns will shoot you down. However, opponents who can't shoot might run at you and slide. If your opponent tries this, hit G at the last second, block the slide, and counter.
CLOUD'S COMPLETE MOVES LIST ===========================
HLjH HLLH HHHH HHLjHH 90-degree (either direction), H H+S, HH H+S, HLjHH LLH LjH L+S M M+S, H Running H Running M Running L Running G+H Projectile-Evasion, H G+H, HjH G+L, jHH Rising H Step LH J+H J+L
Throws ------
front front, hold (H or L) left right back 360-degree
Specials --------
S (draw sword) S (hold) S (white meter empty)
Sword-Drawn Techniques ----------------------
HHH LLL M, G+H G+H, HH M, HHH M, LLL M, HHjH Running (enter direction key) G+H, H Running G+H, jL
V.S. CLOUD ==========
The Sword LLL -------------
First and foremost is the LLL sword slice when you're on the ground. Push G to get up invincibly through the first hit, and jab, throw, or perform the sword-grab. You must wake-up early through the first slice so that you'll be recovered from the invincibility in time to counter the second hit. If you wake-up too late, you'll pass through the first hit, but will recover while Cloud's second blow is IN your body, and you'll get nailed.
You can avoid the down-attack sword LLL all together by doing the quick roll.
If Cloud misses with the first LLL slice while you're standing, do the J+L, or jump up and counter.
You CAN grab every slice in his LLL sword attack, but if one slice lands the rest hit clean.
Remember that you cannot interrupt the LLL.
Other Sword Techniques ----------------------
If Cloud jumps up to do the S, nail him with a J+H or uppercut before he comes down. You can grab this attack but it isn't easy. Use the Practice Mode and get the timing right.
J+L is an effective counter against a sword-drawn Cloud every time.
If he's charging the S, pull out the J+L for a perfect counter (he can't do ANYTHING).
Counter G+L -----------
Cloud players are always looking for a counter on the G+L to land the jHH. If they pull out the jHH on a non-counter and you block the attack, COUNTER HEAVILY or they'll keep doing it.
3. TIFA => She's a top-level character with high damage potential and ======== great speed.
Since I'm upset at the inclusion of Final Fantasy characters into this game, it makes sense that I should hate Tifa. Unfortunately, she is a lot like Godhand, who's my favorite character.
Tifa has no weaknesses. She can counter heavily, has quality 2-choice attacks, quick basics, great wake-up games, and a deadly special. Almost every move in her arsenal can be used, and she doesn't need to rely on any particular technique to win. Tifa is an easy choice for my second favorite character.
Close-Range Fighting ====================
The Ducking H -------------
The move you want to land at close-range is the Ducking H. There are a few things to keep in mind:
1. You don't have to be fully-ducked to pull off the move. As soon as Tifa beginning to duck, hit H to launch your opponent. 2. You'll get nailed setting up this move if your opponent is rushing you with middle attacks. It's important to use your quickest moves to set up the Ducking H. You want to encourage your opponent to counter with a jab or quick low. You'll duck the jab and block the low, and the Ducking H will hit every time.
3. Follow the Ducking H with a Running HHH or G+H (hold), H.
Follow the Jab with: --------------------
1. H (to Basic HH links) 2. L (to Basic L links) 3. Basic M (to Basic M links) 4. H+S (can extend to H+S, H) 5. Throw 6. Basic S 7. Basic H (to restart Jab Links) 8. Running G+L, H 9. G+L 10. M+S 11. M+S (hold) 12. Running HHH 13. G+H (hold) (can extend to G+H (hold), H) 14. Duck (set-up Ducking H) 15. L+S
Follow the Basic HH with: -------------------------
1. H 2. L (to Basic L links) 3. Basic M (to Basic M links) 4. H+S (can extend to H+S, H) 5. Throw 6. Basic S 7. L+S 8. Basic H (to Jab links) 9. Running G+L, H 10. G+L 11. M+S 12. M+S (hold) 13. Running HHH 14. G+H (hold) (can extend to G+H (hold), H) 15. Duck (set-up Ducking H)
Follow the Basic L with: ------------------------
1. jH 2. H (against fast counters) 3. Basic H (to jab links) 4. Basic M (to Basic M links) 5. Basic S 6. Throw 7. L+S 8. Basic L (restart Basic L links) 9. Running G+L, H 10. G+L 11. M+S 12. M+S (hold) 13. Running HHH 14. G+H (hold) (can extend to G+H (hold), H) 15. Duck (set-up Ducking H)
Follow the Basic M with: ------------------------
1. H 2. L 3. Throw 4. HHH (or HHL) 5. M, H+S (or H+S, S) 6. Basic M (restart Basic M links) 7. Basic H (to Jab links) 8. Basic L (to Basic L links) 9. Running G+L, H 10. G+L 11. M+S 12. M+S (hold) 13. Running HHH 14. G+H (hold) (can extend to G+H (hold), H) 15. Duck (set-up Ducking H) 16. L+S
Notes:
Even if you miss the "just" timing on LjH, HLjH, or HHLjH, you can still tack on a basic M to cover yourself or use as a delay.
The following moves will combo if the first hit COUNTERS:
1. Basic HH 2. H+S, H 3. G+H (hold), H 4. Running G+L, H
Medium-Range Fighting =====================
The Godhand -----------
1. The Step LS (a.k.a. "Godhand") is a close-range unblockable. 2. Use the Practice Mode to do the Step LS at maximum speed. 3. Used carefully, this move will become a MAJOR force in your close- range fighting game. 4. Used incorrectly, you'll get nailed in the back. Practice.
Medium-Range Attacks: ---------------------
1. Running HHH 2. Running G+L, H 3. G+L 4. M+S (hold) 5. Basic M (to Basic M links) 6. H+S (can extend to H+S, H) 7. G+H (hold) (can extend to G+H (hold), H) 8. Godhand
The running HHH comes out fast enough to counter your opponent when he hits air. It's also the perfect counter for missed wake-up attacks.
The Ducking H is your best counter after blocking a low attack. Follow with the running HHH for an easy air combo.
Wake-Up Games =============
Tifa has a MEAN corner trick. Do the S (hold), L to throw an "energy ball" at the ground to hit a downed opponent in the corner. Even if they get up with G, the special "hangs around" in the corner for a second and will NAIL them. Unless your opponent gets up with the projectile-evasion, he's toast.
Against sleepers, do an S (hold), L to wake `em up. 2-choice the L and M if you see them rising, and if you expect a wake-up attack, counter with J+L. Opponents grounded at a distance are easy prey for the L+S. You can also use the Godhand to counter anything.
The M+S (hold) can be used against opponents who ground recover.
The G+L works well as Tifa's "safe" ground attack.
If the L+S hits and you don't expect an immediate ground recovery--do it again.
Specials ========
Tifa's basic S tracks well.
The jumping S is easy to land if you learn the range.
The charged S tracks better than any other move in the game and does BIG damage.
Other =====
After her front throw (hold L), input the slide for a 2-hit combo.
TIFA'S COMPLETE MOVES LIST ==========================
HHH HHLH HHLjH HLH HLjH 90-degree (either direction), H H+S, H MH M+S M+S (hold) LH LjH L+S 90-degree (either direction), L Running HHH Running M Running L Running G+L, H Projectile-Evasion, H G+H (hold), H G+H, H G+H, L G+L, H J+H J+L Ducking H Step HLH Step LHS Step LS Step LL
Throws ------ front front, hold H front, hold L left left, hold (H or L) right back 360-degree
Specials -------- S S (hold), H S (hold), L S (hold) Running S J, S S (white meter empty; exchange health for white meter recovery)
V.S. TIFA ==========
The Running HHH ---------------
If she does the running HHH, block it and throw, or hit her w/ a quick jab to knock her down in the middle of it. If you get nailed push G after any of the three kicks for an air recovery to stop the damage.
The Basic M and MH ------------------
If your jab is fast enough you can knock her out of the MH. Look for the M (only) and throw.
Against the Specials --------------------
Do the projectile-evasion repeatedly if she unleashes the charged S.
Use the projectile-evasion to get out of her S (hold), L corner-trap.
4. SEPHIROTH => He's a slower Cloud with a better sword. =============
Sephiroth was one of three Final Fantasy characters added to the Playstation version. But unlike Vincent and Yuffie, who are 99% copies of Godhand and Sasuke, Sephiroth is "only" a 90% copy of Cloud. I don't hate him as much as the other two.
Close-Range Fighting ====================
Sephiroth's basics may resemble Cloud's moves, but they are not nearly as effective.
1. The HHHH and HL are no longer combos. 2. You cannot air combo after the basic M. 3. There is no jHH extension after the HHL to mix-up your attacks. 4. All of the basic moves come out slower.
The H+S is your best close-range attack. It comes out a bit slow, but even on a normal hit your opponent will be stunned, and you can follow with LL or LjH for a combo. Even if the H+S is blocked, you'll be perfectly safe.
Use the H+S as your basic mid. For a faster mid you can substitute the J+H.
The HLL and HLjH mix-up is your best 2-choice. Alternatively, you can mix the LL and LjH. The jH won't come out if the L is blocked. You can delay the second low.
The running G+H is a quick mid with good range.
The M+S, HH is a combo, but the range is short so make sure you're right next to your opponent. If your opponent doesn't ground recover, you can extend to M+S, HHjH.
The HH will combo on a counter.
Stay away from the basic M.
The Rising H ============
Sephiroth's Rising H is arguably the best lifter in the game. Against top-level opponents who can grab the sword, this move is the key to victory.
To win with Sephiroth you'll need to duck. When your duck a high attack or block a low attack, pop the rising H. The Rising H has enough range to allow you to duck from medium-range and pop opponents who try anything.
Mix the LL (delayed) and the L, Rising H.
Air combos after the Rising H are easy to input and do sweet damage. Always start with the G+H, H. Follow with HHHH (slightly delay the last H) for a 6-hit.
Medium-Range Fighting =====================
The Step LH can be used to close the distance between you and your opponent. It has incredible range, and leaves you safe if blocked.
The Jumping S =============
Input a HIGH jump (hold J) to clear basic attacks, and just after the peak of the jump press S to come down hard with an unblockable air attack that cannot be sword-grabbed OR interrupted.
If you press the S button late, you'll do the attack while your feet are on the floor, and this CAN be grabbed and interrupted.
Try jumping straight-up after blocking an attack. After holding J for a quarter-second, quickly input the S button to dish out the jumping S at minimum height.
Wake-Up Games =============
The H+S should definitely be included in your wake-up games.
The rising H is your best counter after blocking low attacks. After launching your opponent try G+H, HH for an easy combo. If this leaves you with enough space, draw the sword.
If you block a high attack, H+S followed by LL is your best counter.
The basic M tends to miss the opponent when used as a counter after blocking a low attack.
The M+S, HH is another easy, quick counter after blocking attacks.
A Quick Look at the Sword =========================
While Sephiroth's sword attacks are quicker, have more range, and are all together better than Cloud's sword moves, they are still too easy to grab for top-level players. This is sad and depressing for Cloud and Sephiroth players alike.
Unfortunately, Sephiroth fans will find themselves not only without the sword, but also without Cloud's incredible close-range fighting skills. Sephiroth is definitely towards the bottom of the ranking chart for advanced players. However, against beginners who don't know the sword- grab, you can really kick some ass.
The strategies I list below will teach you how to properly wield the sword, but again, these cannot be used in top-level competitive play. Sword freaks will need to stick with the jumping S.
If you find that you're not using the sword much, don't let your white meter go to waste. Interrupt!
The best time to draw the sword is when your opponent is on the floor and far away.
If by some miracle you find yourself next to an opponent while in the draw-position and he hasn't kicked your ass yet, pop the HjH. Even if your opponent blocks the H, the jH will knock him down.
A nice way to draw the sword is pushing S right before you land from a jump. You'll go immediately into the draw-position, and can pop the G+H before your opponent knows what hit him. If your opponent runs away from the jumping sword and gives you plenty of room, hit S again to do the full-draw. Mixed with the jumping S, this strategy works well.
If the above strategies don't work out for you, resort to pulling the sword at random or after knocking your opponent down. The distance between you and your opponent is a major factor. If you are too close, you'll get hit with a quick jab or wake-up attack. If you are too far, you'll be nailed with the J+L, a slide, or a projectile.
The best "draw-position" attack is the G+H.
If your opponent rushes you when you enter the "draw-position," you can use the H for a quick pop. If it hits as a counter they'll fall over in pain. You can land the L after this, but we recommend drawing the sword and taking a step back or popping the LLL.
It is critical to spend time in the Practice Mode inputting S to enter the draw position and unleashing the G+H as fast as possible.
Some people try to pull the sword out all the way after a rising H. You simply don't have enough time, and they'll pop you with a wake-up attack.
Unfortunately, Sephiroth's sword attacks are not fast enough to avoid being grabbed by top-level opposition. Against opponents who can consistently grab the sword, you'll need to leave it out of your arsenal.
Unlike Cloud, Sephiroth can stay in this stance for a long time safely and effectively. The main difference between the two is Sephiroth's ability to move with the sword drawn. And you WILL be moving if you want to keep the sword out.
You are vulnerable to slide since they track so well. Most jumping attacks and projectiles are easy to sidestep. The J+L can also be avoided with the sidestep.
Most opponents will sit and wait for you to attack, and counter with the sword grab. This sucks, but there is a way to get around this with the LLL if you have the dedication to practice and learn the LLL's range. Basically, you want to pop the LLL so that the first hit is just out of range. Your opponent will input the sword grab, but since the sword misses he'll be grabbing nothing but air. The half-second rule is in effect here, and your opponent won't be able to recover and counter the second slice. Since the second hit connects, there is nothing he can do to stop the third.
If your opponent likes to wait on the ground while you're in the fully- drawn position, pop the LLL. Even if they hit G to get up through the first hit, the remaining slices usually connect.
If your opponent jumps at you to try and knock you out of the stance, take a step back or to the side. When they land, do the LLL for 35% damage.
The LLL is great because if the first slice hits, they ALL hit. Unfortunately, you need to be relatively close to your opponent, and it's weak against jumps.
You can step back after using a sword LLL if you're too close. Your opponent can nail you with a wake-up kick. If they miss the wake-up attack, step forward and do the LLL again.
The LLL can cancel the forward-step or sidestep motion at any time.
The Running G+H has incredible range, but your opponent will recover quickly and counter every time. However, this technique makes a GREAT finishing move.
SEPHIROTH'S COMPLETE MOVES LIST ===============================
HHL HHHHH HLLH HLjH 90-degree (either direction), H H+S, jH LLH LjH L+S MjH M+S, HHjH Running H Running M Running L Running G+H Projectile-Evasion, H G+H, HjH G+L Rising H Step LHjHHH J+H J+L
Throws ------
front front, hold (H or L) left right back 360-degree
Specials --------
S (normal -> "draw-position"; "draw-position" -> fully-drawn position) Directional key up or down while in "draw-position" -> fully-drawn pos. Running M while in fully-drawn position -> "draw-position" S (hold) J, S S (white meter empty)
"Draw-Position" Attacks -----------------------
HjH G+H L
Fully-Drawn Attacks -------------------
G+H Running G+H (while side-stepping left or right), G+H HHHjH LLL SHH
V.S. SEPHIROTH ==============
Against the "Draw Position" ---------------------------
"Shoot me please!"
For projectile-impaired characters, J+L and the slide are your best counters.
Don't run away if Sephiroth enters the "draw-position." This will give him time to enter a "fully-drawn" position and ruin your day.
Against the "Fully-Drawn" Position ----------------------------------
The best strategy is to just sit and wait. Sword-grab anything that comes at you. If he charges the S to "lure you in," pop the J+L or slide.
Jump straight-up over the LLL and counter.
You can slide under the S. Only a quick LLL can stop the slide.
5. MATSUDA => He's the best. Try not to humiliate the opposition. ===========
Matsuda f**king RULES! He isn't as fun to play as Godhand and Tifa because he relies on fewer techniques and less strategy, but he can kick some SERIOUS ass once you get him going.
The Basic S offers a high damage counter whenever your opponent hits air. His basic attacks, while not overly powerful, are more than enough to get the job done. Matsuda's wake-up games are the best part. After you nail a down throw, most opponents are scared shitless and will ground recover right into your throws and basic S. It really is a LOT of fun.
Close-Range Fighting ====================
Attack-Reversal ---------------
Input H+S for the attack reversal. It works against all "interruptible" high and middle attacks.
Follow a successful Attack-Reversal with HHH or HHL, in which the first two hits will combo before your opponent recovers, and the last is a 2- choice.
You can also input the Attack-Reversal with L+S, but the H+S is easier to input when using the Playstation-pad.
Attack-Tackle Links -------------------
The Attack-Tackle can be done with:
1. LH 2. G+H, L 3. HHLH
The attack-tackle links cannot be ducked. The time between the low kick and the tackle is short enough that almost no counter by your opponent can stop the tackle. Opponents can only break the tackle by inputting G just after you make contact with their character.
For opponents who consistently hold G at close-range (i.e. most players), the tackle cannot be stopped unless they release G immediately after the low kick.
Most opponents can look for the low kick but still do not give themselves enough time to break the tackle. This makes the attack- tackle links one of the game's cheapest moves.
Follow the HH or G+H with: --------------------------
1. L (to Basic L links) 2. Basic M (to Basic M links) 3. Basic S 4. Throw 5. G+L 6. Basic HH (restart Basic HH link) 7. Attack-Reversal 7. Running H 8. Running M 9. Running G+L 10. Ducking H
Follow the Basic M with: ------------------------
1. jH 2. Basic HH (to Basic HH links) 3. Basic M (restart Basic M link) 4. Basic L (to Basic L links) 5. Throw 6. G+L 7. Running H 8. Running M 9. Running G+L 10. Ducking H 11. Attack-Reversal 12. Duck-and-Counter (if opponents try to get around the Attack- Reversal and jH with a quick low)
Follow the Basic L with: ------------------------
1. H (attack-tackle) 3. Basic HH (to Basic HH links) 3. Basic M (to Basic M link) 4. Basic L (restart Basic L links) 5. Throw 6. G+L 7. Running H 8. Running M 9. Running G+L 10. Ducking H 11. Attack-Reversal 12. Duck-and-Counter (if opponents try to get around the Attack- Reversal with a quick low)
Notes:
The HH is a combo.
The Ducking H is quick with good range. You don't need to be fully- ducked to use this technique.
If the Running H connects, you have a chance to go for a quick down- throw.
2-choice the running M with the running G+L. The Running M goes over low attacks. The Running G+L goes under high attacks.
The G+L has incredible range for a low attack, and is perfect for knocking down opponents who adore walking around at medium distances.
Medium-Range Fighting =====================
Matsuda fights better at close-range.
Medium-Range Attacks: ---------------------
1. Running H 2. Running M 3. Running G+L 4. Basic S (when opponent misses an attack) 5. Walking H 6. Walking L 7. Ducking H 8. G+L
The Special from HELL =====================
Opponents can't break out of the punches, and the arm lock (hold H) has a VERY short break point.
Use the Basic S: ----------------
1. When your opponent hits air with almost any move - missed basics - missed wake-up attacks - missed jumping attacks
2. When you block a big attack - blocked slides and nose-dives - blocked
3. While on the ground - missed down attacks - your opponent jumps up
4. After a Ground Recovery - pass through opponents' ground attacks and hit S
5. After a Roll - if your opponent is exposed - if your opponent is unaware - if your opponent jumps
Charge the S ------------
Try holding S just outside your opponent's attack range. When they see you crouch, they'll expect an IMMEDIATE tackle attempt, so they'll time their attack to hit you quickly. However, by holding the button down for an extra second, they'll hit nothing but air and you'll have a guaranteed 25% damage with a chance for more.
If the "fake-rush while you hold the S button down" trick fails and your opponent is waiting to pop you, hit G to cancel and avoid getting creamed.
The Jumping S -------------
The Jumping S is "nice," but save your white meter for the basic S.
The G+L is a quick counter that puts opponents on their butt and sets up wake-up games.
Against Airborne Opponents ==========================
Use the J+H to counter jumping opponents.
This is risky, but using the Basic S against jumping opponents can pay off--BIG TIME. Watch as Matsuda performs the "miracle" circle around your opponent's jumping attacks. You need to time the special so Matsuda approaches your opponent just before they land.
While on the Ground ===================
Matsuda's H attack while on the ground was meant to be an advantage, but it's hard to use and I personally don't use this technique. The move limits your mobility and is hard to get out of safely. You'll normally get up with G, L, or a ground recovery roll.
Stunned Opponents =================
After stunning the opponent you can always do the special. If it's early on in the match and you want to conserve your white meter, wait until their back is turned and pop the MjH.
Wake-Up Games =============
Input H when close to a downed opponent for a sweet ground attack. This should be mixed with your down throws.
The down throws do a lot of damage and are a MAJOR part of your wake-up games. You can perform down throws by inputting S while your opponent is on the ground, but it comes out slowly and wastes your white meter. Stick with the 360-degree command. The 360-degree is a pain--I KNOW-- but it's worth it.
By effectively mixing in the down-attack H and down-throws, you'll scare opponents to get up early. Your opponent will begin using the quick roll, wake-up attacks, and invincible recovery.
1. The Basic S can snatch them after a quick roll. 2. If they miss a wake-up attack, do the Basic S. 3. If they pull the invincible wake-up, 2-choice, input the Basic S, or Throw after they recover.
MATSUDA'S COMPLETE MOVES LIST =============================
HHH HHLH HLH 90-degree (either direction), H LH MjH Running H Running M Running L Running G+L Projectile-Evasion, H
(after a tackle)=> HHG or HH, hold L, or H, hold L, or hold L (after a back-tackle) => wait or H, G G+H, H G+H, LH G+L, J+H J+L Ducking H Rising LL H+S or L+S (either one does the same attack reversal vs. high and middle attacks that can be interrupted) H (when opponent is down and close)
Throws ------ front front, hold H front, hold L left right back back, hold H 360-degree
Specials -------- S S, jG (as fourth punch hits) S (hold) (jG after sixth hit for variation) J, S
Down Throws ----------- 360-degree (2 variations depending on position of opponent) 360-degree, G S (while opponent is down) 360-degree or S (when opponent is face-down) 360-degree or S (when opponent is face-down) => G, H, or L
While Down ----------- H -> Guard Position
Guard Position -------------- H G+H (2 different attacks -> depends on distance from opponent) G+L
V.S. MATSUDA ============
Against the Basic S -------------------
If you're on the ground and you see the S coming, don't sit there or you'll be down-thrown. Push G to get up and immediately do a quick M or L to counter (he can't grab you while you're invincible). If you try a regular wake-up attack and miss, you're dead.
If you want to use a wake-up attack, stick with the L. He can go under the H, and the M headspring misses easily.
Don't jump up against the Basic S, because when you come down and try to kick him there's a chance he'll pull the "miracle" circle by zooming around your character, and BAM--he's got you.
I generally stay the hell away after I knock him down.
1. If you're too close his wake-up special is quick enough to snatch you (it's VERY quick). 2. Missing a down attack is also certain death. If he rolls to the side or inputs G to avoid your attack and hits S, it's all over. 3. Unless you have a LOT of confidence in your wake-up game, walk away to about a half-screen's distance until he gets up.
If he does the basic S from far away and you're ready to dish out a counter, make sure you keep your feet on the ground. When playing Cloud I have a bad tendency to counter with a basic M to set up an air combo. Unfortunately, once your feet leave the ground, even at close-range, Matsuda will perform the "miracle circle," running around your character until he's got you. I recommend you stick with quick low attacks. A Basic L counters the special EVERY time.
The jumping special has minimal range, but is another unblockable so be careful.
Against the MjH ----------------
The second hit in the MjH is unblockable, so always use your FASTEST move to counter. If he likes the Attack-Reversal, make sure your counter hits LOW.
Against the Attack-Tackle Links -------------------------------
The attack-tackle links are more powerful than ordinary tackles because they cannot be ducked. Listen for the sound the tackle makes when it hits you, and input G quickly to push Matsuda onto the floor.
Basic Advice ------------
Don't use big, risky moves like slides and nose-dives. If you miss he's got you.
When you weigh the risks of missing with your wake-up attacks, it's normally better to get up with G.
If you miss a down-attack, he'll get up with S.
Missed jumping attacks will kill you every time.
Above all, DON'T HIT AIR! (Are you Jo players listening?)
6. CLAIR => Everybody was Kung-Fu Fighting... =========
Clair relies on brute force, strong but simple attack patterns, and a skillfully placed Basic S. She's my fourth favorite character.
Close-Range Fighting ====================
Follow the Jab with: --------------------
1. H (to Basic HH links) 2. Basic L (to Basic L links) 3. G+L (to G+L links) 4. Basic M 5. Running M 6. Throw 7. Basic S (can be delayed) 8. S (hold), H (can be delayed) 9. S (hold), L (can be delayed) 10. Basic H (restart Jab links) 11. S (white meter empty)
Notes:
The LH will combo and is a PRIMARY move at close-range. If the L hits as a counter, your opponent will be pushed away and the H will miss (unless your opponent is against a wall).
The Running M cannot be interrupted and leaves you less exposed than the basic M when blocked.
If your white meter runs out, S can be used to perform a summersault. This is your best close-range mid, and provides extra incentive to POUND the opposition with Clair's special attacks.
Follow the Basic HH with: -------------------------
1. H 2. H (hold) 3. G+L 4. Basic L (to Basic L links) 5. Basic M 6. Running M 7. Throw 7. Basic H (restart Jab links) 8. S (white meter empty)
Notes:
2-choice the HHH and HHH (hold). If they try to counter the unblockable and you dish out the regular HHH, it will get them EVERY time.
Follow the Basic L with: ------------------------
1. H 2. Basic M 3. Throw 4. Basic S 5. S (hold), H 6. S (hold), L 7. S (white meter empty)
Note: Don't use the LL (it comes out too slow to mix-up).
Follow a Normal G+L with: -------------------------
1. Basic M 1. jH (cannot use if G+L is blocked) 2. Ducking H (hold G after G+L to set-up) 3. G+L (input easily by holding G after G+L and tapping L)
Follow a Counter G+L with: --------------------------
1. H (against light opponents) 2. Basic HHH (against heavy and normal opponents)
Notes:
You don't have to input H right away, so only stick it on if you see your opponent go flying into the air.
The timing on the Basic HHH is easier against heavy opponents. If your timing is bad, air combo with the H.
Medium-Range Fighting =====================
Clair works best at close-range.
Medium-Range Attacks: ---------------------
1. Running M 2. G+L 3. Step LH 4. Step (release G), M 5. 90-degree H
Notes:
If the Step LH hits, follow with G+L for a 2-hit combo. If your opponent doesn't ground recover, tack on the jL for extra damage.
The Step (release G) M has nice range, leaves you protected when blocked, and pops out quickly.
The 90-degree H is a bit slow, but against opponents who like walking around defensively at medium-range, this unblockable does good damage and makes a nice addition to your attack patterns.
Specials ========
Basic S -------
Use the basic S after blocking attacks or at random from a medium distance. Most players will jump up, so charge the S and pop them when they come back down. If they jump towards you, hit H (while charging S) to do an uppercut slice. If they jump out of range, hit G to cancel.
If opponents consistently jump out of range when you try the S, charge S and hit G immediately to cancel. Run after them when they jump and try to nail them when they come down.
Don't use a basic S when you opponent is in the corner or against a wall. Even if you connect their wake-up attack will nail you. This doesn't apply if the S will finish the round.
S (hold), H -----------
If you hit an opponent with the S (hold), H at close-range, follow with the Walking H or LH for an air combo.
S (hold), L -----------
The S (hold), L can be mixed with the Basic S at close-range. If opponents try and counter the Basic S with a high attack, switch over to the S (hold) L to duck their attack and cut them down.
Jumping S ---------
Try mixing in the Jumping S. This unblockable cannot be sword-grabbed or interrupted, but it has a short range and leaves you open if missed.
Note: Clair is best played using a COMBINATION of basics and specials. Make sure you never finish a round with a full meter, and if it's always empty you're probably relying on the specials too much.
Wake-Up Games =============
Against missed wake-up attacks, you can counter with the Basic S, the Running M, or the S (hold), H.
If you are right next to your opponent, do the G+L. If they get up with G to pass through the G+L, add the jL to nail them. If you counter a wake-up attack with G+L, follow with an air combo.
If your opponent is down and you charge the S just outside of their wake-up attack range, they'll normally freeze. If they try and roll away, released the S for an easy hit. Smart opponents won't move, and you can hit L (while holding S) for a low-knife sweep. Unfortunately, good players will get up invincibly through the knives with G, so be careful. You can always hit G to cancel the special, and stick in the G+L.
The M+S isn't as quick as Godhand's M+S, but you can use it in a similar fashion. If your opponent will ground recover, start the M+S a bit early. When they recover from their invincibility--BAM. I like to mix this one in after landing the Basic M. The M+S does sweet damage and cannot be interrupted.
CLAIR'S COMPLETE MOVES LIST ===========================
HHH HHH (hold last H) H (quick L) HHHHH (can insert an L between the second and sixth hits) HHjH HHjLH 90-degree (either direction), HH H+S, HH H+S, jH H+S, HjH LHHH LLH LLL LLLjHHH LLLjHjHjH L+S, H M M+S Walking HHH Walking HjL Walking LL Running H Running M Running L Running G+H Projectile-Evasion, H G+H, HH G+H, HjLH G+L, H G+L, jLH Step HjLH Step (release G), M Step LH Step LLH Ducking HjH J+H J+L
Throws ------ front left right back 360-degree
Specials -------- S S (hold) S (hold), L S (hold), H J, S S (white meter empty)
V.S. CLAIR ==========
Against the Special -------------------
Against her special, you'll normally jump. When you do be sure to jump AWAY from your opponent. If you're not careful, she will simply charge the S longer and pop you when you come down.
You cannot sword-grab or interrupt her jumping S. Either walk to the side, jump back, roll, or uppercut before she comes down.
Counter the Basic M and Running M ---------------------------------
If you block the Basic M, counter with a throw, an unblockable, or set up a 2-choice. You won't have as much time to counter the Running M.
Against the Sweep -----------------
If you feel the sweep coming, block low and don't get countered.
Against The L -------------
Her LLL and LLH have a 2-choice at the third hit, so block low on the second and counter with a quick H or M to save the hassle.
7. NASEEM => He has some HUGE links and extensions. Watch out for ========== interrupts.
Note: Naseem's name was changed to "Doza" for the U.S. version. In England, there really is a kickboxer named Prince Naseem, and Square went with a name change to avoid possible copyright infringement.
Naseem is an odd character. Some players might like his "ducking" maneuvers at close-range, but it gets in my way. His special tracks well enough and his throws are alright, but we all know that Naseem's strength lies in his HUGE variety of 2-choice extensions and links.
These extensions have some major problems. When your opponent isn't backed into a corner, blocked techniques push your opponent away. Sometimes opponents will escape by walking backwards or jumping, and they will PUNISH you after you stop hitting air with your 10-hit Indora chain. Many of Naseem's links can be stopped in the middle with a jab.
I suppose Naseem and Han share a common flaw. Naseem's links and Han's Motion Shift were meant to be unique strengths that could separate these two from the other characters. Unfortunately, both of these "strengths" aren't as strong as they should be.
To play Naseem you'll need to use his extensions to the best of your ability. Even though these links are flawed, they are all Naseem has to play with. His basic moves suffer from a lack of quality 2-choice attacks (easy to read) and cannot be delayed (easy to interrupt). To win, you might have to be a little "cheesy."
Close-Range Fighting ====================
You'll need to fight at close-range to win. Your ultimate goal here is to set up the Extension and finish off with your favorite link.
Extension Set-Up ----------------
LjH HLjH HHLjH
These 3 techniques are your life and blood at close-range. To insure your links connect, you need to set up your opponent not to block the L. If the L hits, the jH and following moves will have a much easier time connecting with your opponent. If the L is blocked, your opponent will be pushed farther away and you'll have problems.
To insure the L connects, you'll need to rely on the following 2-choice attacks.
2-Choice Set-Up for Extension -----------------------------
1. L and G+H (extend the L to LjH) 2. HL and H, G+H (extend the HL to HLjH) 3. HHH and HHL (extend HHH to HHHH or HHHL; extend the HHL to HHLjH)
Note: If the opening L is a counter, the following jH often will often combo and make it easier to complete the link. Unless your opponent is trapped in a corner, don't use big links if your opponent blocks the opening jab or low.
I've been debating whether or not to list my personal links for the Extension, Indora, and Gattling Combinations. I've decided not to provide this information because I feel this will limit your dedication to learning ALL of Naseem's links.
If your opponent runs out of white meter and can't interrupt, pound them down with blue flare streaming from your body the whole time.
If your opponent likes to interrupt a specific link in you attack combos, and you want REVENGE, don't give up the link. Simply start it up again, and at the point where your opponent is going to try and interrupt the link, stop and input the Basic S or throw. Say something afterwards if you want to rub it in ("Interrupt THAT, bitch").
You wouldn't play Naseem if your primary interest is winning. No, Naseem players like this guy because it's a hell of a lot of fun to pound people into the corner and 2-choice the mids and lows again and again and AGAIN.
Just Say No ===========
One of the most important strategies is learning when to STOP your links and switch over to a throw, a fireball, or a new link.
For example, do the HHjH followed by a HUGE Indora chain. Next time do the HHjH, throw. It works so well you'll be labeled EXCESSIVELY CHEAP, so be careful. Naseem has two front throw variations and the 360-degree can be extended twice.
Try the HHHHL. Next time do only the HHH or HHHH and throw out a fireball. Poof! Variety is key here. Don't be predictable.
Side-story: For Naseem fans ONLY! ---------------------------------
The most satisfying experience I've had playing this game occurred a few months ago in a match against my homeboy Dave. He was playing Yuffie and I was Naseem. Yuffie stuck me with the jumping H a few times and I was almost dead. Dave got cocky and tried to finish me off with the stun balls followed by his patented Step LH air combo. He got off three stun balls and missed each time.
After the last one missed his white meter was empty. Dave didn't realize this until I started to chuckle. He looked at the meter and mumbled, "shit." I said, "No interrupt, huh?," and went to work.
Dave knew I wanted to do the Extension. Of course, I knew this too and went with the H, G+H to open things up. He was expecting the HLjH, so it landed clean. I followed with the G+H, and again I scored because he was looking for the LjH. I added a final G+H to REALLY piss him off, and finally he decided to stand up and take it like a bitch.
HLjHH, G+H, G+H, HLM...damn, that felt good.
Other Close-Range Attacks -------------------------
G+H is your best close-range mid. Only use the basic M against jumping opponents.
If the Step LH hits, follow with a G+L, a G+H, a Step LL, or another Step LH.
Medium-Range Fighting =====================
Bad idea. Stay close, pound your opponent into a corner, and get to work.
After blocking regular attacks: -------------------------------
1. Basic S 2. Throw (2 front and 360-degree) 3. Extension Set-Up
Use the rising H after low blocks. Follow with HHHL, G+L.
Against Airborne Opponents ==========================
The basic M works great here. Don't miss.
Wake-Up Games =============
The Step LL is a quality down-attack.
Use the S (hold), L against sleepers.
The J+L goes over most wake-up attacks, but if you miss life sucks.
For opponents who like to ground recover, you can pop the regular special or throw.
Specials ========
Use the fireballs to mix-up your attack links.
The jumping S works well against rushing opponents and turtles.
NASEEM'S COMPLETE MOVES LIST ============================
HHLH HHLL HHHLH HHHLL HHHHLH HHHHLL HLH HLL LH LL H, G+H, H 90-degree (either direction), H 360-degree, HHHHH H+S M M+S Walking H Running HHHH Running L Running M Projectile-Evasion, H G+H G+L J+H J+L Ducking HHH Step LH Step LL Rising H Rising H (hold) Rising G+H Left-sway, G+H, H Right-sway, G+H, H
Note: For the following moves, you need to start with the opener and link the commands together.
Opener ------
LjH to Extension HLjH to Extension or Gattling HHLjH to Extension or Gattling HHjH to Gattling Right-sway, G+H, G+H to Indora or Gattling
Extension ---------
H to Gattling HH to Indora or Gattling H, G+H, H H, G+H, G+H to Indora or Gattling H, G+H to Indora or Gattling H, G+H, H HHLHHHH HHH HL
Indora ------
H -> H -> L -> H or M or L
H -> M or L -> H or M or L
Gattling --------
L -> H or jH or L
Throws ------
front front, hold (H or L) left right back 360-degree, G, G
Specials --------
S S (hold) S (hold), L S (white meter empty)
V.S. NASEEM ===========
His links aren't scary if you know the timing and can interrupt the initial jH.
If he foolishly misses with a basic M, punish him while he's coming down.
8. LEE => He's a power character wielding a nasty spear. Ouch. =======
Lee's attacks simply aren't fast enough to work effectively inside. In the end, Lee becomes a defensive player at close-range relying on block-and-counter gameplay to survive. This isn't as fun for me, but defensive-minded players might get into it. If you like Lee, you'll probably like the equally defensive-minded Jo.
Close-Range Fighting ====================
There are two moves I need to explain in detail before we can proceed with Lee's attack patterns: The Sidestep and Throw (quick H)
The Sidestep ------------
This is Lee's "coolest" move, but it requires a LOT of practice.
Input H+S and tap the control pad to the side. You will Sidestep to the direction you input. You can also do this after the second hit in the Walking HHH.
Here comes the hard part: Input the 90-degree HjH just as you recover from the Sidestep in the direction that will allow you to slip behind your opponent.
Example: If you're facing RIGHT and SideStep by tapping UP, you'll need to input the 90-degree HjH CLOCKWISE.
The 90-degree H will take you behind your opponent, and the jH will stun your opponent. Add the Running H, G+L, or basic L for a combo.
When mastered, you will have a LOT of fun kicking your opponent's ass with this awesome technique.
Notes:
Instead of adding the jH, you can try mixing in your own combos.
Alternatively, you can follow a Sidestep with the regular Step to get behind your opponent. From here you can do whatever you want.
Example: If you are facing RIGHT and you input the Sidestep UP, you'll need to Step to the down-right.
The Throw (quick H) -------------------
Input the basic front throw and hit H IMMEDIATELY. You need to input the H before you actually touch your opponent. This turns your opponent around and gives you a free shot at their back. Used effectively, this is the best front throw in the game (mainly because the throw is unbreakable).
Try and do the Throw (quick H) when your back is close to a wall, or else your opponent may escape by running away.
After the Throw (quick H), you'll have a free 2-choice with the G+H and G+L. Follow a successful G+L with a Rising M, the G+H, or the Rising L.
Attack Patterns ---------------
Here are Lee's primary close-range attacks:
1. Sidestep 2. Throw (quick H) 3. G+H 4. HHHH 5. L (follow with L links listed below) 6. HL (followed with L links listed below) 7. Basic S 8. G+L
1. The Sidestep is a great attack that can avoid straight, single attacks, but you'll be nailed if your opponent launches a multi-hit chain. You'll generally stick in the sidestep:
- after blocking attacks - after scoring a jab or Basic L and putting your opponent on the defensive - against turtles
2. The Throw (quick H) is a great move you should try at least three times a round. Use it after:
- blocking attacks - setting up your opponent to block [example: mix the HH and H, Throw (quick H)]
3. The G+H comes out slow, but it leaves you safe when blocked, cannot be interrupted, and you can follow with M+S on a counter hit.
4. The HHHH can be delayed on the second and fourth hits. The fourth hit can be HEAVILY delayed. Delay the fourth hit effectively and you get a free air combo. Mix the delayed HHHH with HHH, throw or HHH, L for variation.If the second hit in HHHH hits as a counter, they'll all hit. You can stop the HHHH at any point and mix in the close- range attacks (#1-8) listed above.
5. The Basic L can be followed with:
- H - L - Rising M - Rising L - Throw (quick H) - Sidestep - G+H - Basic S
6. The second hit in HL is exactly the same as the Basic L. Follow with the moves listed in # 5.
7. The Basic S is the ultimate "turtle-killer." Mix this in after cutting off your normal attack patterns. Try stopping the HHHH early and popping the Basic S for fun.
8. The G+L offers a bit more range than the basic L, Unlike the L, however, you can still perform rising attacks if the G+L is blocked.
Use the HLH and LH to pop up your opponent. Follow with HLH, HHHH for the game's most damaging air combo. This seems easiest against "normal" weight opponents. If the lifter is a counter, you'll have an easier time.
Don't forget that the Rising M leaves you in a standing position. I've pushed M twice thinking the Rising M returned me to a ducking position, but the Basic M pops out. If you want to return to a ducking position, go with the Rising L. After a Rising L, you're set up to perform another Rising L or a Rising M. Mix it up.
Never use the standing M. If you want a quick mid, go with the J+H or G+H.
Medium-Range Fighting =====================
Follow the G+H with: --------------------
1. Basic H 2. Basic L 3. G+H 4. Throw (quick H) 5. Sidestep 6. Ducking LjH (hold G after G+H to set-up) 7. Basic S
Notes:
The G+H is a fantastic move that leaves you safe when blocked, cannot be interrupted, and you can follow with M+S on a counter hit.
Most opponents attack after blocking the G+H, and you have a perfect opportunity to look for a counter hit. Try following a blocked G+H with another G+H. You will lose to a quick jab, but against most other moves the priority of the G+H is strong enough to score the counter.
Follow the Step LS with: ------------------------
1. Sidestep 2. H
Notes:
The Step LS is an unblockable grab. Opponents can duck this move, so you'll need to mix in the Step LM to keep your opponent blocking high.
You can follow the Step LS with the Sidestep. Simply input the directional pad to the side after grabbing your opponent.
Follow the Running L (or G+L) with: -----------------------------------
1. Rising M 2. Rising L 3. Rising H 4. Ducking LjH 5. Basic S 6. Throw (quick H)
Notes:
The Rising M and Ducking LjH cannot be interrupted.
If the Running L is blocked, you will be reverted to the standing position and cannot follow with rising attacks. However, even if the G+L is blocked, you'll have the opportunity to mix the Rising M and Rising L.
If your opponent blocks low every time you start running, you'll need to mix in the Running HH.
The Step LLH is a nice low attack, but if the low hits as a counter, the H will hit air and that's not good. I know it's difficult, but try NOT to counter with this move. I generally stick with the running L followed by the rising 2-choice.
After blocking a low-attack, you want to land the Rising H. Follow with HLH, Running L. If you don't have enough time to land the Rising H, however, you'll need to stick with the Rising M.
After blocking high attacks, do the Sidestep or Throw (quick H).
Wake-Up Games =============
Opponents who can't projectile-evade are easy prey to the Basic S, the J+L, and the Jumping S as they are getting up. Don't try any of these moves while your opponent is lying on the ground, or else your opponent will hit G to wake-up invincibly.
Specials ========
Opponents can projectile-evade through all of your spear attacks.
The Basic S -----------
The basic S is one of the game's best moves. You can nail opponents who ground recover, stick it in with your close-range mix-ups, and punish opponents who like to walk around at medium-range.
Most opponents aren't fast enough to projectile-evade the Basic S at close or medium-range unless they're looking for it. Make sure your opponent is looking for something ELSE. Don't be predictable.
Don't do the S, S. It's too easy to read and your opponent will always ground recover through the second hit. Save your white meter for the basic S and interrupts.
The J+L -------
Even if you run out of white meter, you can keep doing the J+L. Since the Basic S is a better technique, you might consider using up your white meter early on doing the Basic S, and then switch over to the J+L to finish things off. It really depends on how you want to fight.
Top-level opposition WILL projectile-evade the J+L and Jumping S.
Watch your distance, because close opponents can knock you out of the air with an uppercut or J+H, and you'll miss opponents who are right next to you. Use the spear from farther away.
Steer towards or away from your opponent during the beginning of a J+L to get the range exactly where you want it. You can also steer to the side to make opponents looking for the J+L miss their uppercut attacks.
If you start the J+L before your opponent gets up, he'll hit G and pass through the spear every time.
The Jumping S -------------
If your opponent is closing in to counter the jumping S with a J+H or uppercut before you hit the S button, try and steer away or switch over to a jumping H for protection.
LEE'S COMPLETE MOVES LIST =========================
HHHH HLL HLH 90-degree (either way), HjH H+S, HH H+S, direction key to side, jH LL LH M M+S M+S (hold) Walking HHH Walking HHH, direction key to side, jH Running HH Running L Running M Projectile-Evasion, H G+H G+H, quickly release G G+L J+H J+L Ducking LjH Rising H Rising M Rising L Step LH Step LLH Step LM Step LSH Step LSH Step LS, direction key to side, jH
Throws ------
front front, hold H (must input H before you grab the opponent) left right back 360-degree
Specials --------
S SS S (hold) S (hold), H S (hold), L J, S 360-degree, S S (white meter empty), H
V.S. LEE ========
Stay Close ----------
Lee's biggest weakness is close-range fighting. He's has the slowest basics in the game, and his jumping spear attacks aren't scary if you're close enough to hit him out of the air.
Don't Sit Still ---------------
Lee's basic S eats turtles for breakfast. If you sit around trying to dodge his attacks at close or medium-range, you'll eat a spear and like it. If the taste of his special doesn't appeal to you, I advise you "get medieval on his ass." (Pulp Fiction, anyone?)
Against the J+L and J, S -------------------------
Projectile-evade if you aren't in range for an uppercut.
Remember that the J+L works even if his white meter's empty.
Against Basic Attacks ---------------------
If you block the basic M, punish him.
All 4 hits of the HHHH and all 3 hits of the H+S, HH can be interrupted.
9. SASUKE => He's a bad-ass. Make that a CHEAP bad-ass. ==========
Sasuke, huh? Where do I begin? He's a prick with a cheap sword and those damn stunballs. Needless to say, I'm not a Sasuke fan. His moves are deadly but risky. It's funny how in one round you'll land the Jumping H eight times for victory, but in the next you'll miss with it three times and get killed. Not my style.
I'm not much for the guys with swords. Basically, there is NO sword attack in the game that is 100% based on skill. They all require your opponent to mess up in order to work. Does it feel good to win because your opponent missed the sword-grab? Not to me.
It's like in tennis. Which of these two "victories" feels better?
1. nail the winning shot down the line 2. have your opponent end the match by double-faulting
Players who rely on swords obviously don't have a problem with #2. They stick with the "Just win, baby!" approach. Whatever.
Close-Range Fighting ====================
From close-range you'll start with the HH, the Basic M, or the Basic L. The Rising H is another technique you'll want to include in your attack patterns.
Follow the HH with: -------------------
1. H (can be delayed; can extend the entire link to HHHLH) 2. HjH 3. Basic M (can extend to Basic M links listed below) 4. Basic L (can extend to Basic L links listed below) 5. Basic S 6. Throw 7. 90-degree H
Notes:
The third hit in the HHH can be HEAVILY delayed.
You can delay the low in the HHHLH. If your opponent blocks the low, you won't be able to add the last H and will get countered.
Follow the Basic M with: ------------------------
1. M 2. MH 3. MS 4. Basic L (can extend to Basic L links listed below) 5. Basic S 6. Basic HH (can extend to HH links listed above) 7. Throw 8. 90-degree H
Notes:
Your best move on the ground is the basic M. It cannot be interrupted, counters most moves, and leaves you safe if blocked. If opponents try and counter after the M, add the second M to pop them up.
After a successful M, the follow-up M will miss against "light" opponents.
Follow the Basic L with: ------------------------
1. H 2. Basic HH (can extend to HH links listed above) 3. Basic M (can extend to Basic M links listed above) 4. Throw 5. 90-degree H 6. Basic S
Notes:
You can intentionally miss with the L as part of the LH to draw your opponent to counter, and nail him with the H.
The Rising H -------------
After getting nailed with a slide, most opponents will pull an immediate ground recovery. Wait until they recover and input the Rising H. Follow with HHHLH for an air combo.
The rising H hits close downed opponents. Your opponent can get up invincibly through the sword and counter.
If you manage a back throw, use a rising H after you launch them (hold G after the throw to set it up), and follow with HHHLH.
Opponents can grab and interrupt the rising H.
Other Close-Range Attacks -------------------------
Sasuke's walking attacks (H and L) are quick and make a nice 2-choice.
The G+L goes under high attacks and has great range. You can follow with the Rising H.
Medium-Range Attacks ====================
Here are the basic principles of air combat all Sasuke players need to understand:
1. Your Jumping H is unblockable, cannot be grabbed, and cannot be interrupted as long as your feet are off the floor when the sword comes out. To input the command correctly you need to hit H just after the peak of a high jump or at the very beginning of a short jump.
2. If you do the sword slice late (when your feet are on the ground), opponent's can grab and interrupt your attack.
3. The only thing that can stop a jumping sword attack is an uppercut, a jumping kick, or you screwing up and hitting air.
4. If you do the sword slice every time you jump, players will uppercut your ass all the way to hell. It is crucial you mix-up your jumping patterns by:
- jumping up and doing nothing - jumping in various directions and at different heights - mixing in the Stunball (jumping S)
5. The Stunball is a primary technique to mix-up your air attacks. A successful Stunball will (obviously) stun your opponent. Wait until your opponent turns his back and input the Running HHH. If your opponent doesn't know how to "break" the back-throw, input the throw and follow with HHHLH.
6. You need to practice learning the delayed and quick versions of the Stunball. The delayed Stunball is input just before you come down from a jump, and is useful against opponent's who hit air at close- range or are charging in to nail you. The quick Stunball is input immediately after a short jump.
7. You only get three Stunballs each round. If you're not landing at least one stun ball per round, you need more practice mixing up your jumps and learning the Stunball's range. I advise refraining from interrupts and other S attacks because the stun balls rule.
Notes:
Against uppercuts, jump and head towards your opponent as if you're going to do a sword slice. Just after the peak of your jump, pull back so they hit nothing but air, and drop a low-height stun ball.
If your opponent is heading towards a box-weapon, jump up. If you see them reaching down to pick it up, you have almost a second (that's a LONG time) to hit them with a stun ball.
Other Medium-Range Attacks --------------------------
Use the L+S, L against opponents who walk around at medium-range. Since this attack hits low, your opponent can't interrupt. Unless he let's off the G button quickly , your L+S, L will hit clean.
You can do air combos after a successful Step LH, but you need to base them on your opponent's weight and whether or not the Step LH was a counter hit.
From a half-screen away, the Step H is a nice ranged-attack.
If the first hit on the running HHH can do enough damage to kill the opponent, it makes a GREAT finishing move.
Wake-Up Games =============
Against opponents who ground recover, jump up and throw out a Stunball. Don't do it too early or they'll be stunned on the ground.
You can jump straight up to avoid wake-up attacks and input the sword or a Stunball.
Against Airborne Opponents ==========================
Use the running HHH against opponents who jump straight up. It usually hits 3 times even when they're airborne.
After blocking a low attack, the Rising H is your best counter. Unfortunately, opponents can grab and interrupt this technique. You might need to settle for the Basic M.
After blocking high attacks, do a short jump and immediately input the H. You can substitute this with a backward jump to unleash the Stunball.
Other =====
Sasuke's M attack from a higher elevation is the worst in the game. Don't use it.
SASUKE'S COMPLETE MOVES LIST ============================
HHH HHHjH HHL HHHLH H (hold), jHHHHjL 90-degree (either way), H 360-degree (H or L), push S to jump H+S, H H+S, jL LHH L+S, L MMH Walking H Walking LL Running HHH Running L Running M Projectile-Evasion, H G+H G+L, H J+H J+L Step H Step LH Step LLH Step (delay) M Ducking HHH Ducking L Rising H
Throws ------
front front, hold (H or L), G, G left right back 360-degree
Specials --------
S S (hold) S (hold), H S (hold), L Running S J, S M+S (when white meter is 100% full; counters enemy attack) M+S (when white meter is not 100% full; restores white meter) S (white meter empty)
V.S. SASUKE ===========
Against the Sword -----------------
Learn to grab (or interrupt)the following sword moves:
Rising H Running HHH HHH J+L Jumping H (if his feet are on the ground)
Even if all three hits in the running HHH connect, you can sit Sasuke with a wake-up attack.
Against the Stunball --------------------
If you're hit by a stun ball push the buttons and directional pad as fast as you can. Being hit with the running HHH hurts less than a rising H followed by an air combo. If you recover during the running HHH when your back isn't turned, you can grab the last slice.
Be VERY careful using wake-up attacks. If he jumps up and you miss, he'll get you with the Stunball or a jumping H.
Other -----
The 360-degree, (H or L) "spinning-sword" move can be ducked.
Don't expect Sasuke players to interrupt much. They'll save the white meter for Stunballs.
10. YOKO => Only a few usable moves, but several of them can lift your ========= opponent really high. Do you like air combos? Thought so.
Writing this FAQ has allowed me to analyze why I like certain characters more than others. It seems that I am most interested in characters that can set up your opponent to look for one move, and then punish him with another. You might call this "baiting," "dictating your opponents moves," or "controlling the fight." In any event, this style of fighting is what I love to do.
Yoko is the epitome of this fighting style. When I play Yoko, I can only shake my head when I see opponents duck to avoid the low, just as I had planned out, and I bust the G+H. I can only chuckle when they REFUSE to block low, even once, because they're sick of getting nailed with my air combos. But the greatest moment of all is when the opponent who SWEARS he'll never block low finally gives in after taking six straight lows, and at that precise moment I switch over to the Rising H. The look on their faces is priceless.
Playing Yoko is so simple, yet so much fun. You won't require more than 10 or 15 different moves to play her effectively. She is closely behind Tifa and Godhand as my third favorite character. While her fighting style is number one in my heart, I wish I could use more than 10 to 15 of her moves and still be effective. With Godhand and Tifa, I can use entirely different moves and techniques each round. Yoko is the same every time.
Close-Range Fighting ====================
Yoko's is the best close-range fighter in the game. You cannot beat her deadly combination of a fast jab, quick lows, the counter G+L, and her five lifters.
Follow the Jab with: --------------------
1. H (will combo if jab is a counter; can extend entire link to HHjLHH) 2. Basic L (can extend to LL, LLL, or LLS; can follow w/ rising attack) 3. Basic M (against most counters; against low blocks) 4. H+S (against low counters; against low blocks) 5. G+L (against high counters; can extend link to G+L, HHHH) 6. G+H (against low blocks; follow with LLL or G+L, HHHH) 7. Basic H (against immediate counters; restarts the jab links)
Follow the Basic L with: ------------------------
1. L (can only be input if the Basic L hits) 2. LS (can only be input if the LL hits; follow with LLL or G+L, HHH) 3. LL (can only be input if the LL hits) 4. H (against immediate counters) 5. Basic H (against delayed counters; follow with H links) 6. Basic M (against most counters; against low blocks) 7. H+S (against low counters; against low blocks) 8. G+L (against high counters; can extend link to G+L, HHH) 9. G+H (against low blocks; follow with LLL or G+L, LLL) 10. Running G+H (against low blocks; follow with LLL or G+L, LLL) 11. Rising H (against low blocks; follow with LLL or G+L, LLL) 12. Rising H+S (against low blocks; follow with LLL or G+L, LLL) 13. Rising H+S (hold) [against turtles; follow with LLL or G+L, LLL] 14. Basic L (against high blocks; restarts the L links)
Important! ----------
Even if the Basic L is blocked, you'll be safe. However, if the second and third lows in LL and LLL are blocked, you will likely be countered. As a Yoko player, you need to practice linking together multiple Basic L attacks instead of doing the LL and LLL. If you work hard enough, the Basic L can be done repeatedly at a fast enough rate to rival the speed of the LL. Practice. Practice. Practice.
Notes:
The HH will combo if the jab hits as a counter.
Don't use the HL and HHL. If you opponent blocks the low in either of these moves, you'll get countered.
If G+L hits as a counter, all hits in G+L, HHH will combo.
By missing with the Basic L, you can set up a 2-choice with the second low and a rising H+S. If you hit with the LL, you have another 2-choice with the LLL and LLS.
Yoko's Rising Attacks ---------------------
The following moves set up the rising position:
1. L (follow with a rising attack or Basic L link) 2. LL (follow with a rising attack or Basic L link) 3. LLL (follow with a rising attack or Basic L link) 4. G+L (follow with a rising attack or Basic L link)
Opponents will recognize the slight pause after any of these low links, and will block high in expectation of the rising attacks. It is CRITICAL to mix-up the rising attacks with ANOTHER low-attack pattern to keep your opponent guessing.
1. Rising H ------------
The rising H is what you'll normally use. It comes out faster than the other two but has a limited range. Use it after blocking low attacks.
2. Rising H+S --------------
The rising H+S has greater range than the Rising H.
Stick out an L, even hitting nothing but air. If your opponent tries to counter, pop him up with the rising H+S.
3. Rising H+S (hold) --------------------
After sticking in a few Rising H+S attempts, opponents will learn to look for this attack. At this point, you should switch over to the Rising H+S (hold), which is unblockable.
After a slide, try using the rising H+S (hold) against anyone who ground recovers. When their invincibility wears off--BAM!
Medium-Range Fighting =====================
Yoko is played best at close-range. Use the following techniques to close the distance between you and your opponent.
The H+S is your best move to get back into close-range. It cannot be interrupted, leaves you safe if blocked, and avoids low attacks.
The walking H hits middle, has good range, and comes out quickly. Mix with the Walking HHHHHH.
Step H has great range and works on downed opponents.
The running G+H is the obvious counter after opponents hit air. Follow with an LLL or G+L, HHH.
The Rising H is your standard counter after a low block. Again, you should follow with the LLL or G+L, HHH.
Wake-Up Games =============
The G+L is your safest down attack. If your opponent ground recovers through the G+L, add the HHHH to nail him when the invincibility wear off.
The S (hold), L is another great move that cancels out many wake-up attacks.
The Step H and J+L are two other moves that can hit downed opponents, although the G+L and S (hold), L are generally more effective.
Specials ========
Yoko's specials are the worst in the game.
The only special we use is the S (hold) L. It makes a fantastic ground attack.
If you wisely chose to go the "no specials" route, Yoko players who are serious about winning need to master interrupts. Interrupt every round until your white meter runs out. Interrupts offer "free," easy damage and can be used to get around some of the oppositions nastier attack patterns.
If your opponent likes to jump straight-up over the yo-yo, charge S and let it fly when they come down.
YOKO'S COMPLETE MOVES LIST ==========================
HHH HL HHL HHjLHHjHHHHHjLL 90-degree (either direction), H H, quick S, HHHH H+S M LH LLL LLH LLS L+S, H L+S, M Walking HHHHHH Running HL Running HHH Running L Running M Projectile-Evasion, H Running G+H G+H Ducking L Ducking H G+L, HHHH J+H J+L Rising H Rising G+H Rising H+S Rising H+S (hold) Step H Step LH, quick L Step LL, quick H Step LL Step LH Step LM
THROWS ------
front front, hold L left left, hold (H or L) right back 360-degree M+S (attack reversal)
SPECIALS --------
S J, S S (hold) S (hold), L 90-degree (either direction), S S (white meter empty)
V.S. YOKO =========
Against Basic Attacks ---------------------
Watch for the G+L, and make sure it doesn't hit as a counter.
After an L look for another L, but if it doesn't come watch out for the Rising H.
Against the Attack Reversal ---------------------------
If she likes the attack reversal, stick with lows attacks. You can also set her up to look for a reversal point and switch over to an unblockable or throw move.
11. JO => Tap the buttons sparingly and you'll win a few. She's fun to ======= play, but you need to be careful with her links.
Jo was designed to be the ULTIMATE 2-choice powerhouse, with all moves hitting either middle or low (absolutely NO high attacks), and the ability to mix-and-match her moves to pull off two, three, or even FOUR 2-choice variations in one attack sequence.
Unfortunately, the game designers didn't make the 2-choice attacks quick enough. You simply can't call most of her links "2-choice" attacks when the movements give you enough time to spot the difference between the mid and the low, and block accordingly.
The worst part is the consequences that result from having your moves blocked. To "balance" Jo's strength and keep her from doing 2-choice combos the whole time and killing the opposition, the game's designers made sure that if Jo's opponent was "lucky" enough to block the low attacks, Jo would be left open for a counter. But as I explained, most of the 2-choices are easy to distinguish, and when an opponent knows how to read your moves and blocks the lows, you're going to get creamed.
Jo can be considered a STRONG character against beginners who can't read her 2-choice attacks (much like Eddy in Tekken 3). You will find that she is best played defensively, and to win you'll need to avoid using all links that are easy to distinguish (i.e. 50% of her moves).
Close-Range Fighting ====================
Against top-level opposition, many of Jo's links are slow and useless. You need to keep things simple and concentrate on using what few quality moves she has.
Note: There's a LOT of information to cover. I had to break it up into all of the different links because there are simply to many follow-ups after each move. If you aren't a Jo player and are just looking for the basic information, you need to check another FAQ. I'm about to get REALLY DEEP (perhaps too deep) into her playing style.
The Rising H ------------
The Rising H is a CRUCIAL move for Jo, and you need to stick it into your links as much as possible.
1. If the Rising H is blocked or you hit air => Add the M 2. If the Rising H hits => Input LHL if you're close to the opponent Input the Basic M if you're too far away
IMPORTANT: You can input the M late, so don't add it on if the rising H hits.
Check the Yoko section for tips on linking rising attacks to your basic L links. Like Yoko, Jo is set up for the rising H after most low attacks. You need to be more careful with Jo's button timing, however, because unlike Yoko if you press the H button too early a different move might pop out. Use the Practice Mode and learn to link all of Jo's low attacks to the Rising H.
Remember to mix-up a rising H with another L to start the chain over.
The Rising H doesn't have much priority over other moves and comes out painfully slow. If your opponent keeps nailing you when you try the rising H, STOP doing the rising H and input the ducking H (hold G after a low and hit H) or Basic M to counter almost anything they dish out.
Follow the Back-Turn (BT) with: -------------------------------
1. M (standard follow-up) 2. JH (against slow counters when opponents realize the M isn't coming)
Note: For all moves that are listed as "shift to BT," you need to hold the directional pad away from your opponent before (or slightly after) inputting the command to cancel the technique and turn around.
Follow the Basic H with: ------------------------
1. H (to Basic HH links) 2. H (delayed; against interrupts; to Basic HH links) 3. L (to Basic HL links) 4. G+H (to G+H links) 5. Tackle (against opponents who expect the 2-choice) 6. Basic M (against counters) 7. Basic S (against counters) 8. Duck (set-up Rising H)
Follow the Basic L with: ------------------------
1. H (to Basic LH links) 2. L (to Basic LL links) 3. Rising H 4. Rising L (to Rising L links) 5. Ducking H (against slow counters; hold G after L to set-up) 6. Basic M (against counters) 7. Basic S (against counters) 8. Tackle (if the L hits; against opponents who expect the 2-choice) 9. Throw (if the L is blocked; against opponent who are expecting the 2-choice)
Follow HH with: ---------------
1. H 2. H (delayed; against interrupts) 3. H (shift to BT; against interrupts) 4. G+H (to G+H links) 5. L (can follow with Rising H) 6. LH (against counters after the L) 7. LH (shift to BT) 8. Basic S (against counters) 9. Throw (against opponent who "turtle" against the 2-choice) 10. Basic M (against counters) 11. Basic HH (restart HH links) 12. Basic HL (start HL links) 13. Basic L (start L links) 14. Duck (set-up Rising H)
Follow HL with: ---------------
1. H 2. L 3. L (shift to BT) 4. Rising H 5. Rising L (to Rising L links) 6. S (against counters) 7. Throw (against opponent who "turtle" against the 2-choice) 8. Basic M (against counters) 9. Basic S (against counters)
Follow the Basic LH with: -------------------------
1. H 2. L 3. H or L (shift to BT; if LH hits simply hold back after the LH) 4. Rising H 5. Rising L (to Rising L links) 6. Basic M (against counters) 7. Basic S (against counters)