Gundam Wing Endless Duel (e)

Identity
--------
This is a gameplay guide for the two-player mode of Gundam Wing Endless Duel
(GWED) for the Super Famicon, published by Bandai, 1996.  First, an
explanation:  why a guide for the two-player aspect of the game?

When you play against a CPU, you are merely participating in a diversion,
no matter how complex the diversion may be.  However, when you play any game,
electronic or otherwise, against another person, it becomes something more.
The struggle of will against will, and ego against ego can be enjoyed without
fear of anyone being seriously injured.

The intent of this guide is to equip you to think for yourself, not tell you
exactly what to do and think.  For exhaustive game info, miscellaneous
combos, one-player advice, and GWED terminology, read the excellent GWED
guide by Jacob Poon.  Find it at:

www.geocities.com/Tokyo/Dojo/1997/
www.gamefaqs.com

If you see a word that doesn't make sense,  check the glossary of general
terms at the end of this file.





Winning Strategies
------------------
The ultimate overall winning strategy is attacking.  Whenever you attack,
you acquire the initiative, since the opponent must respond in some way to
your attack, regardless of what else he has planned.  If you are not
attacking, the opponent has more options.  This may sound incredibly simple,
but it is of supreme importance.  Never forget that attacking is your
entire gameplan, and anything else you might choose to do must exist for
the purpose of facilitating your attack.

However, never lose sight of the other necessity of victory, which is staying
alive.  Just because attacking is your ultimate method of victory, it may not
be intelligent to attack continuously or even often.  This is the second part
of a winning philosophy, which is to never take unnecessary risks.  More
specifically, never assume that your opponent will fail to respond with
perfect counterplay.  If you choose to attack, and your attack may connect,
or may leave you vulnerable to a counterattack, it is not wise to attack in
that fashion.  You may develop more complex tactics which involve voluntary
risk taking, but the backbone of your strategy should be to take no risks
whatsoever.  Choose attacks which are completely safe from counterattack, or
do not attack at all.

Counterattack is the third most important part of winning.  Offense may
require intuition, imagination, etc. but defense requires none of these
things.  If your adversary makes a mistake, capitalize upon it to the maximum
possible degree, by doing the most possible damage to them, or placing them
in the worst position you can.  The purpose for this is not as simple as
taking the most efficient road to victory.  Think carefully:  If you 'allow'
an opponent to make a mistake, in the sense that you do not counterattack,
or counterattack to a lesser degree than is intelligent or possible, the
mistake that they made is to some degree still a viable option for them.
If the enemy makes a particular mistake often, and you only punish this
mistake 75% of the time, they may consider using it at any time, which means
the possibility of them doing whatever this mistake consists of is something
else you have to worry about.  On the other hand, if you punish it each and
every time, it will only take a few instances for them to realize that the
mistake they are making is suicidal and will have to be abandoned.  If you
can punish enough foolish mistakes, you can limit the enemy systematically,
reducing their options, and increasing your own.

The word 'cheap' is used to describe a tactic the speaker has decided is
unfair or otherwise unnaceptable for anyone to use.  That should be all the
information you require to determine the true nature of cheapness.  If a
player chooses not to do anything that is possible in order to win, they
cannot also state that anything is unfair, since they have already implied
by abstaining from an effective tactic that playing to win is not their
true objective.  A person who claims something is unfair seems to care about
the results of the contest, but if their true concern is not playing to win,
then their true concern must be the actual act of winning.

Cheapness is an alarmingly addictive lie to those who thoughtlessly seek only
victory, because it at once states that the person who lost is not at fault
for losing, and that the person who won is morally inferior.  When a less
experienced player assumes that a powerful tactic is unfair, they assume that
they completely understand a game at which they did not win.  These same
players are also giving up without even making an effort to learn to use the
tactic that is defeating them.  Because they are unwilling to or incapable of
improving, they state that something which they are vulnerable to is
unacceptable.  A groundless claim of this nature is the only thing which is
unfair to the other players.  While it is indeed very possible for a game
to be flawed in specific ways, it is not possible for a particular tactic to
be unfair, since both players have access to the same characters, the same
controllers, and the game itself is not changing during play.

There are some who cannot seperate sport from reality.  And there are very
few who can completely seperate ego from success.  Using competition as a
replacement for self esteem is dangerously volatile.  There is no
significance to any game whatsoever beyond what it establishes on its own,
meaning that success or failure at a game means only one thing:  success or
failure at a game.  Never relinquish your will to prevail at all costs, but
also, never become so consumed by victory that it becomes more enjoyable
than the competition itself.  It is the strive towards victory that is the
true source of enjoyment.





Winning Tactics
---------------
The following information concerns only GWED, and will be useful no matter
which character you are playing.

Any normal can be interrupted into a block dash after it has connected, or
after it has passed the point in time at which it is able to hit.  If the
normal has the ability to hit multiple times, you cannot block dash until
the last hitting portion is finished.  Simply attack, and then immediately
after you hit the enemy, hold in a direction and press two buttons.  This
essentially makes most normals in the game completely safe.  You can dash in,
attack with a good normal like a sweep, and then block dash back, preventing
any risk.  Also, always block dash back after hitting them while they are
lying on the ground, since you can't be sure when they will stand up.

You can also interrupt a normal into a superjump up, or a block dash forward,
if you wish to keep pressuring them.  Specials and supers cannot be aborted
in this fashion, which makes them riskier.  It may not be necessary to use
your specials at all.  Don't assume that because you have a move, you should
use it.  Don't forget that half of your normals (weapons, buttons B+A) do
block damage; use them when you have a choice.  Also, hit stun for weapons
is slightly longer than for body attacks, (buttons Y+X) which will makes
comboing after them easier.

A basic and powerful tactic is to create situations where you can attack the
enemy safely, and if they don't block, you can proceed to combo into a
powerful attack which would otherwise not be safe.  The initial safe attack,
or series of safe comboed attacks needs to last long enough to let you
observe whether they are blocking.  If they are, you stop and risk nothing,
and if they aren't, you continue comboing into something like a super.  Weak
body attacks are perfect for this purpose, because they will usually chain to
themselves even if the opponent is blocking.  Weapons will not chain if the
opponent blocks.

Even though launchers don't knock the enemy up very far, if the enemy is on
the ground when the launcher hits, they will be in hit stun until they land
on the ground again, which is significantly longer than any other hit stun in
the game.  This should give you extra time to combo into something powerful.
Notice that this 'permanent air hit stun' only counts for the hit that
actually knocks them into the air, so if they are hit a second time, like
with Tallgeese's crouching Y, they will experience the normal hit stun of the
last hit and may gain the ability to block before landing.

In the air is one of the best places you can be in GWED.  Anything that can
be blocked on the ground can be blocked in the air.  A few characters cannot
throw you while you are airborne.  Many attacks in the game cannot hit
unless you are on the ground.  Any attack which functions as an overhead
will be airblocked so long as you are holding away from the enemy.  While
jumping, you can superjump twice to avoid projectiles and gain ground
effortlessly.  If you attack very soon before landing, your recovery time is
automatically cancelled by the act of landing.  Blocking in the air often
pushes you back farther than blocking on the ground, which can be good or
bad.  It is always possible to block in the air after you recover from
attacking in the air, but it is not possible to attack after blocking in
the air, so it pays to attack first if possible.  If you block two different
attacks in the air, you fall very rapidly.  Jumping straight up is a
tremendous tactic.  Your character will usually have a normal that will hit
the enemy if they try to advance, and one that will knock them out of the
air.  Look for these and use them to turtle or to poke safely.

Crouching attacks can rarely be ducked under and often hit low, but standing
attacks have a few advantages also.  Since you don't have to duck first,
the move is easier to execute.  While you can press down and attack at the
same time to execute a crouching attack exactly as quickly as a standing
attack, if you press the attack button just an instant before pressing down,
you will get a standing attack instead, which may not be desired.  As a
result, you subconciously create a delay period between pressing down and
pressing the attack button.  Don't attempt to get rid of this habit manually,
it's actually smart since you don't want an accidental standing attack when
your object is a crouching attack.  Just realize that very often in the
course of play, you will perform a standing attack more rapidly than you
would a crouching one.  So, if it doesn't matter, choose standing.  Also, in
many games you take more damage if you are crouching when you get hit.  In
GWED, crouching attacks knock the opponent back slightly more than standing
attacks.

Supers have one powerful attribute which you should take advantage of
whenever appropriate, which is that they can interrupt block stun.  This is
the main reason it is so important to block dash after any normal, because
if the opponent is waiting for you, they can easily enter a super motion
while blocking and annihilate you.  Don't leave yourself open.  Supers can
also interrupt a normal's recovery (which is called a buffer), just like a
block dash can, which is useful for some combos and tactics.  In GWED, you
cannot buffer into a special unless the attack you are buffering from
actually hits.  This is a tremendously convenient 'option select,' since you
can attempt to combo into a special every time you attack, and it will only
work when you are actually hitting.  Note that jabs can be buffered into
special or super regardless of whether they are blocked, or hit at all.
Beware the 'random win;' supers which are executed randomnly because the
person getting attacked doesn't feel he's getting enough chances to attack
you back.  Learn to judge them and make sure you are blocking when they whip
it out.

Fireballs are a prevalent part of GWED, and take many forms.  A fireball
must be judged carefully for real usefulness.  At long range, they are
rarely anything more than risky guesses.  If your opponent is already
jumping or blockdashing forward, you have made a mistake and will probably
take damage.  At close range, how quickly it comes out and how quickly you
recover are very important to determining proper application.  Air fireballs
often prove to be far more useful as random attacks, since they are easier to
position, and more difficult to approach from a vulnerable direction.

Notice that vulcans come out very rapidly and recover quickly but may
only be used at long range.  Since they are vulnerable to a random guess
just like a regular fireball, and charge the opponents super meter if
blocked, they must be used with discretion.  Their speed and the fact that
their execution doesn't accompany any loud noises or drastic animation makes
them useful as a change-up.  You can often catch people trying to dash in on
you, or jumping normally to advance.

There is a simple method of jumping and then immediately executing an air
fireball.  This will keep you close to the ground while attacking, to make
you harder to counter.  Rather than enter a fireball motion, (down > forward)
enter a half circle motion, from down to forward to up, and then wait a
moment before you press an attack button.  You will begin to jump, but the
game will 'remember' what you just entered a moment before (the down to
forward) and when you press an attack button, it will consider this the
completion of the fireball motion.  The result is that you will jump and
immediately start shooting.  Practice this and it will help you.

When you are walking or dashing forward, observe that you have already
inputed half of the command to execute an uppercut.  If you are walking
forward and the enemy suddenly jumps, and you wish to uppercut them, rather
than enter an entire uppercut motion, simply enter down to forward and this
will become a complete uppercut motion.  Notice that this design prevents you
from walking forward and immediately throwing a fireball.  It is still
possible, but you have to wait a short time before entering the motion or
actually pressing the button.

If you have a jumping normal that doesn't hit crouchers, it may still be
a worthwhile guess against a ground enemy, since they may assume you will
use an attack that will hit them while they are crouching, and so block high.
Or, if they fail to block high, you will land without hitting them and will
be able to throw them if you immediately enter a direction+punch.

Throw.  Throwing serves a simple purpose, to prevent someone from winning
without remaining alert.  If your opponent is so absorbed by the concept of
blocking that they allow themselves to be thrown, it is their just
punishment.  If you choose to wait, rather than actively seek victory, and
your opponent takes that opportunity to throw you, your mistake was
strategic, not tactical.  The object of a fighting game is to play to win,
not to prevent all risk to yourself.  You may notice that good players do not
throw or get thrown often.  This is perhaps because they have integrated it
into their gameplay by continual practice and use, and found it to be only
one of many necessary tactics, powerful only against players who have little
experience with it.  Decide for yourself.  If you're still clueless, notice
that to prevent a throw, all you must do is prevent the opponent from getting
very close to you.  Fast weak attacks are perfect for this purpose.  Don't
get killed by some idiot over throwing, but do not pervert fairness by
agreeing to not throw.  Instead, do not play against someone who is
unreasonable.  No-throwers don't know much about the game anyway, and beating
them won't help you improve.

Note:  If you have noone to practice against, change the difficulty to hard,
go to the versus mode and press select on controller 2 to have the CPU
control that character.  On the next screen, change the damage of the CPU
character to 8 and your own to 1 for maximum difficulty.  The computer seems
to block a lot more often in this mode, which is exactly the sort of practice
you want.  Pick different enemies, including Epyon.





Individual Characters
---------------------
Information about specific characters follows.  It's better to use the SF
standard for the names of attacks, because abbreviations are hard to read.

jab:     weak body attack (button Y)
fierce:  strong body attack (button X)
short:   weak weapon attack (button B)
RH:      strong weapon attack (button A)
low:     crouching
high:    standing (aka neutral)
j.:      jumping (aka flying)


This is how normals chain, in simple terms:

jabs -> either fierce  OR

jabs -> high short -> low short -> (either fierce) or (one RH -> other RH)

Any of these normals may be skipped.  This is not 100% accurate in every
case, so experiment.  Just because something chains doesn't always mean it
will combo.

Chains high RH to low RH:  Wing, Deathscythe, Sand Rock, Wing Zero, Mercurius
Chains low RH to high RH:  Tallgeese, Epyon
Doesn't chain RH to RH:  Heavy Arms, Shen Long, Vayeate

Specials will be referred to by their exact motion, rather than a made-up
name.  The better version of a special that uses 100 super is called an ES
special.





Heavy Arms
----------
high jab:  Slow.  Sometimes, pause and use the backwards fireball instead
of continuing to tap them.

low jab:  Slow launcher.  Combo into this rather than using it by itself.
Will not chain back into high jab.

high fierce:  This should be an overhead, considering how slowly it comes
out.  It cuts a pretty wide swath, meaning it will serve as anti-air if you
misguessed their intention.  Superjump or block dash after it hits.

low fierce:  Even though the range is short, this is a very important move
because of it's speed.  Use it while dashing in, and mix it up with a dashing
backwards fireball.

high short:  Hits crouchers and has more range than the jabs.  Combo into
this.  It has a little more range than low short.

low short:  More range but less speed than the crouching fierce.  Chain into
this instead of the high short just in case they're still blocking high after
your initial jab(s).  Also, you can dash in with this and attempt to buffer
into a fireball, and then immediately attempt to block dash back.  If they
get hit you will get the combo, and if they don't you will be safe.  However,
because you are block dashing forward, you will get an uppercut instead of
a fireball unless you release forward immediately after starting your dash.

high RH:  It hits downed opponents, and will chain from a fierce that hits.
It is exactly like the regular fireball, but because it aims down, it is less
likely to hit at all.  The one advantage it has over the regular fireball
is that you can block dash after it comes out.  The range is better than
half the screen.

low RH:  Anti-air and miscellaneous.  The blue explosions which actually
do the hitting are distinct from you, but are not formed immediately.  So, if
you are hit right as you start this, the enemy will not be hit.  You cannot
block dash until the blue explosions are fading away.  If the enemy
airblocks, you are safe.  This is a good choice if the enemy is poking at you
from long range, because the explosions will hit the enemy's own pokes.
Attempt to stay just at the edge, or just outside of hitting range.

j. jab:  Wow, a jumping jab that hits crouchers!  It comes out fast, but it's
very hard to combo into anything after you land.  Instead, use it as a tick:
Jump in with this and let it hit or be blocked, wait an instant, and then use
the backwards fireball.  Highly effective, but if you use it too often they
will tech out or super.

j. fierce:  This is your best choice for offensive jumping, whether they are
in the air or on the ground.

j. short:  This is very unlikely to hit an enemy on the ground, so use it
when you jump straight up or back.

j.  RH:  Use it when they superjump at you, or against a standing opponent
if you are that cool.

Fireball:  It's fast enough to combo after a high or low short, so combo into
the ES version if you have it.  The recovery time is just too long to use
it randomnly.  The ES version is better than anyone's except Vayeate's or
Sand Rock's, but it will still be beaten by downward angled air fireballs.

Backwards fireball:  The ES version has better range.  If they are in hit
or block stun they will not be grabbed, so practice grabbing at the earliest
possible instant after tapping them.  Execute this motion while dashing
forward normally, and the grab stops the dash automatically.  Mix this up
with dashing low fierce.  If you become predictable with this you will be
supered or outpoked every time, so use normal jumping to advance also.

Uppercut:  Because this move homes in, doing it in the air is usually
preferrable, so that it can home up or down.  Since there is no way to get
large guaranteed damage out of this, it is simply a decent tactic to
randomnly use.  Use the ES version immediately after the ES backwards
fireball for kicks.

Super:  Not very good.  Doesn't juggle well, low damage, hits downed
opponents only a few times, doesn't go the full screen, and is very difficult
to combo into.  (Try comboing from low short, but you have to be pretty
slick)  You can only use this to countersuper in a few cases.  Save your
super for ES specials.

Useful combos:  High jabs, low short, ES fireball.  For a knockdown:  High
jab, low fierce or high jab, low jab, high fierce.

After knockdown:  Low short, low fierce, either RH.  Skipping the low short
is safer.





Wing
----
high jab:  You've got to admit this is the funniest looking attack in the
game.  His head is ducked down and he's punching at the chest area, so he
looks like a midget going ballistic.  Hit crouchers, but low jab is much
better.

low jab:  This move has everything, so start every chain with it.

high fierce:  Chain into this launcher for a guaranteed easy combo into the
following special.  ES uppercut is the best and easiest to time.  Super will
combo but won't juggle well.  The towards+fierce is decent, because it has
range, hits crouchers, doesn't knock down, and you can chain it into low
fierce.  Combo into super after towards+fierce if you are that badass.

low fierce:  An average sweep.  Chain into this if you are too far away to
combo into something better.  Doesn't have that much more range than low
short, and is slower, so you don't want to dash in with this.

high short:  Doesn't hit crouchers and thus is completely useless.

low short:  More range than low jab so chain into it.  Use it to outpoke if
they are staying close.

high RH:  Speed, range, and priority.  Practice comboing this into your beam
super.  Use this often to outpoke the enemy.

low RH:  Like high RH, only the range is better.  It won't outprioritize
quite as much as high RH.  Combo into super.

j. jab:  It doesn't push the enemy back as far as a heavy attack, but it's
difficult to combo after.

j. fierce:  Not as good as j. RH.  Slower and hits a smaller area.

j. short:  Useless.  Even if they are superjumping above you, j. RH will
still work and do more damage.  Style only.

j. RH:  It covers your front, hits crouchers, and comes out quickly, but
pushes them back quite a bit.

Fireball:  This is the worst fireball in the game.  Slow coming out, long
recovery, small projectile, and flies slowly.  The ES version is decent.  Use
the ES version to combo after a RH if you don't have super.

Backwards fireball:  Combos after a launcher or a close RH.  From full range,
this will go over or out-prioritize a lot of stuff.  You recover pretty
quickly, so it's fun to poke with, but suicidal if you use it very often.
Not integral but not worthless either.  Also use this to advance if they are
just inside full screen range or fallen.  Use it very early against downed
opponents to tap them at the last second.

Uppercut:  In spite of air blocking, this is actually good anti-air, since
it hits a several times in the air, and then lands quickly enough to be
safe.  Note that it doesn't come out geewhiz quick like ye olde shoryuken
so you have to do it a little early.  Never guess with this if they are on
the ground.  It may pay off occasionally, but if they are smart they will
block and then obliterate you.

Beam Super:  Average.  It won't hit downed enemies and juggles horribly.
It's much easier to combo into this super than Wing Zero's, because you can
buffer from either RH.

Bird super:  Totally, utterly worthless.  Impossible to combo into, and all
the enemy has to do is superjump 3 times and then hit you out of the air.
If Mercurius activates invincibility with low super, you could always
sacrifice the 200 super meter to burn about 130 off of Merc's meter, but you
still may be counterattacked.

Useful combos:  Low jabs, low short, either RH, ES fireball or beam super.

After knockdown:  Low jabs, low fierce or high RH.  Less jabs is safer.





Death Scythe
------------
Normally playing according to 'house rules' or agreements not directly
established by the game itself is foolish.  These house rules invariably
accomodate inexperienced players.  However, in this case, theres no point in
throwing the baby out with the wash.  Deathscythe has an incredibly simple
combo that does 100% damage and is clearly an error in the game's design.
The combo makes this character far more powerful and far more simple than
the others.  Players who are interested in serious competition, and not
just entering in one combo have little choice but to forego this character
completely.  Saying 'don't use that combo' is too arbitrary since the
character isn't all that complex or powerful to begin with, and requires it's
full range of normals and specials.  If you intend to use this character
against people, you certainly don't need any additional help.





Sand Rock
---------
high jab:  Standard fare, hits crouchers.

low jab:  There is no difference between this and high jab against enemies on
the ground.

high fierce:  Well this move certainly sucks, doesn't it?  Bad speed, range,
priority, doesn't combo after anything except high/low short, and doesn't
work as anti-air.

low fierce:  A little bit more range than high fierce but it's still weak.

high short:  This has impressive range, speed, and hits crouchers.  If you
want to use this as a random poke, always enter the uppercut motion
preemptively after you press this button, and press it again (to complete the
uppercut) if you actually hit for good damage.  Catching them with the
uppercut requires some timing, practice it.  If you hit from the maximum
range, the uppercut won't reach and you'll have to use either of your other
specials to juggle.  Chain into this and then uppercut.  Use for anti-air.

low short:  If you aren't going to launch, make sure you chain into this
just to make sure they're blocking low.  You can dash in with this, and
attempt to buffer it into the backwards fireball, and then immediately
attempt to block dash back.  If the low short hits you'll get the combo, if
it doesn't you'll be safe.  Option select!

high RH:  Much better than those fierces.  Use this from maximum range if you
are getting harassed by some of the other characters's good st. RH's.
Forget about comboing into super.  It is probably impossible.

low RH:  Just as bad as low fierce, though it does hit downed opponents.

Fireball:  Like Vayeate's, no other fireball can affect it, and it will
destroy normal fireballs.  Watch for Epyon to do his super and quickly jump
and throw this.

Backwards fireball:  Easy way to combo after any weak attack, but it's far
too risky if they have super available.  If you use it by itself, start
right at the edge of hitting range.

Uppercut:  For comboing after high short.  If you use it randomnly, do so
at the maximum range, so you can recover before they counterattack.

Super:  Pretty pathetic.  It's too slow to combo, and doesn't juggle well.
On the positive side, it recovers pretty quickly after it's finished, and
lasts so long it's hard to tell when it's going to end, so it is somewhat
hard to counter.  This makes it acceptable for it's only reliable purpose,
which is random use.  Save your super for comboing into ES uppercut.

Useful combos:  Jab, high short, ES uppercut.

After knockdown:  Low short, low RH.

Misc:  This character takes less damage and has a longer normal throw range
than any other character.  Try to stay close and throw.  Stamina means
little if most of the damage you take is block damage anyway.  Force traded
hits and attack continuously if possible.





Wing Zero
---------
high jab:  Normally a move like this is incredibly powerful, because you can
hit low without crouching, and thus easily advance and poke.  However, it
comes out at an average speed, has short range compared to many high RH's,
doesn't recover very fast, and your walking speed is slow, so it's not that
overwhelming.  Obviously, use it to start chains and attack randomnly.

low jab:  Worthless, but if you are already ducking, it's not that much worse
than high jab.

high short:  Doesn't hit crouchers, worthless.

low short:  Hits low, more range than jabs.  Combo into this.  Use it instead
of high RH to outpoke up close.

high fierce:  Doesn't hit crouchers, and knocks down.  It has more range than
low fierce so use it after:  4 high jabs, low short if you know they are
standing and want to knock them down.  Otherwise use RH.

low fierce:  Has only slightly more range than high jab, so you might want
to dash in with this if you are slightly more than half screen away.
Remember to block dash back or up after it.

high RH:  Fast and long range, just like Wing's.  Use this to outpoke the
enemy, or to finish a chain without knocking them down or launching.  Buffer
this into super, though it's rather difficult.  Chain into low RH then
fireball.

low RH:  Range, speed, and launches.  Chain into this if you want to juggle
with any special.  Use this for anti-air, rather than the uppercut.

j. jab:  This will hit a standing opponent as you jump back, which you can
then buffer into an air backwards fireball.

j. fierce:  Not as good as j. RH, because it only has one hit area.

j. short:  Air to air?  Use RH.

j. RH:  Fast, air to air, hits crouchers, has longer hit stun than fierce.

Fireball:  Average.  Comes out fast enough to combo after a short (or RH).
All four hits of the ES version won't combo unless they are in the corner, so
be careful with it.  Use the quick air fireball technique to keep them
grounded.

Backwards Fireball:  Use the ground version after jumping RH, low RH.
Otherwise, the ground backwards fireball version is just a wild guess.  The
air version rocks as much as Tallgeese's.  Jump backwards and use the ES
version liberally, since your super isn't too great.  Use the quick air
fireball technique.

Uppercut:  The low RH is a lot safer than this for anti-air.  For juggles,
the fireballs have more range and equal damage.  Using this to reverse
ground attacks is risky, especially since it doesn't come out that quickly.
Is this move completely useless?  Probably.

Beam super:  Not very good.  It's difficult to combo into, juggles poorly,
and doesn't hit downed opponents.  It does come out quickly though, and does
good damage up close.  It's a good wild guess if the enemy has low super and
can't gain enough to countersuper by blocking it.  Like any beam super, it
counters other supers well.

Bird super:  Worthless.  See description of Wing's bird super.

Useful combos:  Jabs, high RH, fireball or super.  J. RH, low RH, backwards
fireball. (or J. RH, high RH, low RH, fireball)

After knockdown:  Jabs, low fierce.  If they have no super:  Jabs, high RH,
fireball, and they will stand up into the fireballs.






Shen Long
---------
high jab:  For juggling.

low jab:  Pressure and start combos.

high fierce:  Worthless.  More range than crouching fierce, but less range
than standing RH.

low fierce:  Best dash-in attack.  Always cancel into a block dash back or a
superjump.

high short:  The first hit is as fast as a jab, so you may prefer to start
chains with this.  The second hit has far more range than a jab.  Combo
into ES fireball, low short, or super.

low short:  This is a painfully effective move, which you should use at
regular intervals.  They must block low even if they are more than halfway
across the screen, and if you are half screen or closer, chain into high RH
for a knockdown, or a super.

high RH:  This is your other painfully effective normal, which hits almost
as quickly as a jab from half screen, knocks down, and functions as anti-air
if they happen to be jump.  If this hits, and you immediately block dash
forward and then sweep as quickly as possible, your sweep will be meaty,
hitting at the last second, which means you can tack on an additional attack
before they have any chance of standing up.

low RH:  Anti-air.  If they airblock you're usually safe.  If it hits, juggle
with a high RH then block dash forward.

j. jab:  Worthless, doesn't hit crouchers, j. short is better anyway.

j. fierce:  For close jumpins.  Combo into another jumping attack or high
short.

j. short:  Air to air.  Use the down+j. short if you are jumping in from
almost full screen, or jumping away from right next to them.  Always use it
right before you land, it's not effective for air to air, or if you do it
too early.  If it hits on the way in, follow it with high or low short.
However, on most jumpins use j. fierce.

j. RH:  Maybe if you are airborne, and they are coming in from above?....
Style points if you can even get this to connect.

Fireball:  By itself, it's far less effective than high RH or low short, but
it does a lot more damage than these.  Always combo into the ES version after
a high short for maximum damage.  The normal version will also combo after a
high short.  The air version is just a dangerous guess.

Uppercut:  The usefulness of this move is highly questionable given that
most of your good normals do block damage.  It always comes out more slowly
than a normal, and always leaves you slightly vulnerable while you recover
from it.  If the enemy blocks, you are wide open for a super.  The ES
fireball does much more damage in a combo.  It's not horrible, but not an
integral aspect to your gameplay.  Use it in the air, or for block damage as
they stand if they don't have super.

Super:  Average.  It's very quick but always knocks the enemy up and doesn't
juggle well.  Tack it on after a chain if you have it, but it only does a
little more than the ES fireball.  It will always combo after a low short,
while the ES fireball won't always.

Useful combos:  Low jabs, high short, ES fireball.  Low jabs, high short, low
short, super.

After knockdown:  Low short into low fierce or 2 low fierces.





Mercurius
---------
high jab:  Notice that it doesn't come out as quickly as Vayeate's.

low jab:  The only time you'd choose this over low short is when they are
about to stand up, and you don't want to commit to a move that stays out
for a while.  Chain into high fierce if you aren't in the corner.

high fierce:  Your launcher.  Always attempt to chain into this normal and
then immediately super.  Great damage and very easy.  This is useless outside
of chains.

low fierce:  Your best surprise dash-in attack.  If it hits, immediately do
a super for a little extra damage and you will get most of your super meter
back.  If it doesn't hit, block dash back or superjump immediately.

high short:  Has less range, comes out more slowly, and is less safe than
low short.  This is not useful outside of chains.

low short:  This move is completely insane.  It comes out almost instantly,
absorbs one fireball, hits 3 times (giving you plenty of time to decide
whether to block dash away or chain into high fierce) covers your entire
front, and thus trading with just about anything, and does 3 points of block
damage!  Beware waiting until the last hit to block dash back, since the
harassee may decide to super.

high RH:  A great attack because of it's wide hit area, but the air version
is better, because you're swinging through a even wider area.  The move takes
a moment to come completely forward, so always try to use it from the
maximum range.

low RH:  Anti-air.  It's much faster than Vayeate's but hits in a smaller
area.  It knocks down so you can super when it hits.

j. jab:  Use this to prevent obvious air throw attemps.  It has no range and
doesn't hit crouchers.

j. fierce:  Like j. jab, it doesn't hit crouchers, but has some range and
damage.  If you hit, immediately jump again and do j. RH, then uppercut in
the air.  It is a launcher exactly like high fierce, but it's too risky to
attempt to super after it.

j.  short:  This move looks abusable but it's not all that deadly.  Unless
you use it carefully you will be supered.  Jump and then quickly tap the
button, so that you land almost immediately after it stops hitting.  It can
be blocked low.  You can also do this from far above the enemy which will
give you time to start blocking by the time you fall to their level.

j. RH:  Wow.  Go nuts with this baby.  No matter which way they're coming
from, they will be hit.  Make sure you try to stay just within hitting range,
and not any closer.  If they jump, the middle frame, with the shield pointed
up at an angle, will knock them back.  It hits crouchers if you aim well,
and it must be blocked high.

Fireball:  How often does this come up?  With the invincibility on, you
should attack the enemy continuously with all the time you have.  The regular
fireball is crap and you should never want to abort invincibility.  If you
throw the ES fireball, you're wasting the rest of your super for the chance
that they won't block.

Backwards fireball:  While the invincibilty is on, the objective is to avoid
getting thrown.  Nothing but a throw can touch you, and if the enemy is smart
they will not press a button unless they think it will result in a throw.
If they are trying to wait you out, this is a good time for you to be sneaky
and attempt to throw them first.  Always use the fierce throw since Mercurius
has the only normal throw that charges super.  The j. short is good for
avoiding throws.  Try to get them cornered with some j. RH's, then do the
j. short over and over.  The best time to activate this is right after you
throw the enemy or knock them down.  It may be smarter to save your super
meter for chaining into a super.

Uppercut:  This has complete invincibility to high attacks and projectiles
for most of it's duration, and it hits crouchers with very high priority,
thus countering many low attacks that would otherwise hit it.  However it
takes a moment to come out.  This is comparable to a fireball that can only
be used at close range, comes out at average speed, and has average recovery.
If you use this often you will be blocked and countered.  Use it to juggle
after an air hit.  The ES version is very safe against a ground enemy.

Super:  It's easy comboability and ability to hit downed opponents is
balanced by the fact that it cannot counter other supers very quickly or from
far away.  If you know the opponent is supering and you are close, try to
enter it before you get pushed back very far, since it will go over or
through most attacks.

Useful combos:  Low short, standing fierce, super.

After knockdown:  Super or low fierce or low fierce into super.





Tallgeese
---------
high jab:  Slow but hits crouchers.  Start most combos with a couple of these.

low jab:  Faster than high jab, so use it if your high jab gets beaten a lot.
It only hits once if they block, so be ready to block dash back.  If it hits,
combo into low short then uppercut.  This will not chain back into high jab.

high fierce:  Good range and damage, and knocks down.  Towards+fierce has
the most range of anything that will knock them down, so use it after a
poorly spaced high jab, high short combo.

low fierce:  Best dash-in attack.  If it hits make sure to activate your
super immediately.  If it doesn't, always block dash back or superjump.

high short:  Speed, range, and hits crouchers.  Use within chains.

low short:  This is a lot safer and smarter than the uppercut for anti-air.
If you whack them out of the air, juggle with high fierce for a knockdown,
then super or other low attack.  If you chain into this and it launches them,
you have plenty of time to ES backwards fireball, and sufficient time to
super.

high RH:  Disgustingly good range and speed.  Use this if you are being
outprioritized on the ground.  Chain into it from standing jab or short.  Any
time it hits, make sure you combo into the ES fireball.  With practice you
can combo into your super after this hits for better damage.

low  RH:  Has a smaller hit area than high RH but the same range.  You can
chain into high RH if it hits of course.  Hits downed opponents, which is
useless.

j. jab:  Jump straight up with this if you want to fend off a jumper.
Otherwise useless, it doesn't hit crouchers.

j. fierce:  Hits crouchers.  Combo immediately into high short or another
jumping fierce to continue hitting easily.  The down+j. fierce knocks down,
but comes out more slowly and has less range.  You might want to use it
randomnly.

j. short:  Maybe if you are in the air and they are coming in above you....

j. RH:  Probably j. fierce is better in every case, because the area in which
this attack hits crouchers is small.

Fireball:  Good.  The projectiles come out quickly and move quickly.  The ES
version is excellent, proving useful at close range because it comes out as
fast as a normal and pushes them back.  Obviously, it will be dangerous if
they have super, or if you aren't keeping them grounded.  The air versions
are good random attacks, and difficult to punish.  Practice the quick air
fireball technique and use it.

Backwards Fireball:  This is an attack consisting of 2 hits.  The first hit
advances momentarily, has very low damage and average priority.  It's simple
to combo into this after a low short, but you may find it to be a useful
pressure tactic outside of combos.  You can throw them normally almost
immediately after they block it, as long as they don't hit you, throw you, or
jump very quickly.  The entire time you are glowing green the move is
completely vulnerable, so they will be able to see it coming if you use it
very often.

Uppercut:  Totally, utterly useless by itself.  They will airblock and you
will die.  Combo into this if you connect with a low jab, low short.

Super:  One of the best.  Combos, hits downed opponents, and has the speed to
counter other supers.  Damage is a little low.

Useful combos:  Jabs, low short, ES backwards fireball or super.  Jabs,
standing short, standing RH, ES fireball or super.

After knock down:  Super or low fierce or low fierce into super.





Vayeate
-------
high jab:  Use it to juggle when appropriate.

low jab:  Use repeatedly when close to harass and force them to block.

high fierce:  It has slightly more range than low fierce and knocks down.

low fierce:  Your best surprise dash-in attack.  Never fail to interrupt
this move into a block dash back or superjump up.

high short:  You can block dash forward the moment the projectile completely
leaves the gun.  This is an easy way to advance from full screen without
having to jump, since they will be in block stun, and no supers hit low.
The long delay makes it impossible to combo into, but you could use that
delay as a mind game, by chaining into it and allowing it to counter their
own delayed response.

low short:  Basically useless.  It flies closer to the ground than the other
anti-air fireballs, so if they are trying to jump back and air-fireball you
often, you could use it and then immediately block dash in.

high RH:  Comes out a little faster than the other anti-air normals.  It
won't hit an enemy that's on the ground.

low RH:  The move of choice when your opponent likes to superjump to gain
ground.  Block dash after and you will be right under them before they land.
Don't let them land unharassed or you will be thrown.  Guessing with his
attack is good if you intend to block dash forward anyway.

j. jab:  It's pretty large so use it for air to air.  Doesn't hit crouchers.

j. fierce:  Wow.  With this much range, who needs to advance?  Try not
to let them get a full screen away, and you can jump and whack them at
appropriate intervals.  If they foolishly attempt fireballs, this will do
the trick.  If your opponent likes surprise supers, occasionally jump away
with this move after tapping them with a few jabs.  It knocks down so you
get a free advance and hit.

j. short:  Your only reliable way to get some relatively safe block damage.
If you harass them with this a lot, they will start to get antsy, since the
block damage really adds up.  Beware surprise supers in those cases.  This
is your most important pressure attack for a simple reason, it's possible
to combo into a super before you land.  Timing is somewhat difficult but
always attempt to super if this hits.

j. RH:  Ok.  It's not too effective compared to the normal air fireball.
It's difficult to use the regular fireball immediately after jumping, so use
this instead immediately after a jump to keep them grounded.  J. down+RH is
totally useless during normal jumps since it will miss if they are ready to
jump.  Even though the regular j. RH may go over their head, they won't be
able to jump.  You could use the j. down+RH during a superjump however.

Fireball:  Comes out slowly, has a long recovery, and causes the entire
character to glow, clearly broadcasting what you are doing to the opponent.
However, the fireball cannot be destroyed by any other fireball, and it will
destroy most other fireballs.  In spite of these cool properties, it's not
all that useful.  Try not to be predictable with it.

Uppercut:  Comes out a little faster than a jab but not instantly.  It has
average priority, and will trade with just about anything for the duration
of it's rising portion.  This is a safe way to harass the enemy, because
of it's ability to attack on the way down.  Use it continuously to stay
close, mixed up with other attacks like low jabs.  If the move ever hits,
make sure you do a super in the air to combo for high damage.  Also think of
this as an incredibly slow overhead.  If you are close and want to jump at
them without going over them, use this instead.  It will place you in perfect
range to use the j. fierce or j. short.  It is the second hit of the uppercut
that actually launches the enemy, so they will stay in hit stun until they
land.

Super:  Excellent.  Use it for combos and for countering other supers.  If
your opponent has no super charged up, and you don't mind adding to his
super meter, jump back and super in midjump for some free block damage.  You
will descend towards the ground as the super is executed, so you will cut a
wider swath and they won't be able to avoid it easily.  You don't gain much
from ES versions of your two specials, so just save your super meter for this
super.

Useful combos:  Uppercut into super.  Jumping short into super.  Low jabs
into low fierce.

After knockdown:  Low fierce.




Epyon
-----
high jab:  Heh, this is crap even for a jab, but the advantage of a jab is
still significant, that it will chain to itself and thus make starting combos
easy.  Use low jab instead.

low jab:  This hits low.  Use this in conjuntion with the overhead to harass
continuously.

high fierce:  Sonic Boom!  No range, and because it leaves the ground, you
can't abort it with a block dash.  Use this for anti-air if they are coming
in close and you want to knock them down.

low fierce:  This sweep recovers more quickly than it comes out, so it's very
safe even without block dashing.  If you buffer into super immediately after
this hits, they will almost never be able to stand up before the super starts
hitting.  If they aren't in the corner however, they may be able to stand
inbetween hits (by mashing) and then countersuper.

high short:  Sick speed and range.  Use this from half screen to poke, often.

low short:  Unlike a normal low short, this will chain back to high short,
so you can alternate as long as you are within range.  Usually however, just
chain into low fierce or low RH before you get pushed back too far.  This
is very safe anti-air, allowing you to start attacking again before they
land.

high RH:  Never use this against an opponent on the ground, or you will die
promptly.  If you use this for anti-air, you will land at the exact same time
as them, so you will gain no advantage other than the slight block damage.
If they tend to attack on the way in, this will do more damage, but otherwise
low short is better.

low RH:  Wow.  Even though this hits low and launches, all the juggles with
normals require proximity, and this move has great range.  Instead, poke with
it from full range and attempt to buffer into the backwards fireball.  If the
low RH hits, you will gain ground easily, exactly like buffering into a block
dash, except you can choose to attack while hopping in.  If you are close
enough, or if you use the ES backwards fireball, you can juggle with jumping
fierce on the way in and knock them down.  If you aren't close enough to
juggle with fierce after the launch/hop, the RH has more range.  Also:  This
move chains to >anything< else.  When you knock the enemy down and you dont
want to risk a super, alternate between this and low short, which chain to
each other.

j. jab:  It will hit crouchers even if you are coming in from directly above.

j. fierce:  Comes out very quick and knocks down.  Use this if they are above
you since it cuts a wide swath around you.

j. short:  It's pretty easy to combo after, so jump in with this if you
intend to keep hitting.

j. RH:  Good air to air, but nothing else.  J. short may still be better
since you land faster.

Fireball:  This is ok for making them guess, since you can blast off in any
direction.  There are a lot of situations where you can prevent yourself
from being counterattacked, but if you are coming towards them and they
block, you will be thrown.  Take advantage of the decent priority of the
energy ball portion and then blast up and away from them.  The ball portion
does not hit immediately, it will be hit by an aggressive poker.  You may
want to forget this move and use your super meter for the super and the
better range on the backwards fireball.

Backwards fireball:  WOW!  Why is this the only overhead in the game?  In
case you missed something, this move starts and advances very quickly,
>any attack done during it must be blocked high<, is very hard to see coming,
and is very easy to combo after.  Mix this up with your low fierce and low
RH, and keep them grounded with low short, and they won't have any idea
which way to block.  Because of this one move, it is helpful to stay in the
air while fighting Epyon, because just holding back will block anything as
long as you are airborne.  It is possible to do an infinite with this move:
low short, hop with short, repeat, but it's quite difficult to maintain
for more than 10 hits or so.

Super:  Not nearly as good as you think.  The only way to combo into this is
to knock them down, and it will only do about 15% extra damage in those
cases.  It will not counter other supers at all, so they can just blast you
at will and theres nothing you can do about it.  If they block your super you
will be countered.  If you do this in the air, they can quickly dash in
underneath you to miss a lot of the shots.  On the other hand, the initial
ball portion hits, so it's pretty invincible, and the shots rarely if ever
miss completely.  Characters without good countersupers (Heavy Arms, Death
Scythe, Sand Rock, Mercurius) are pretty helpless against this super unless
you foolishly corner them before activating it, thus keeping them close to
you for the duration.  You always get a decent amount of super meter back.
Stick to the high/low game and use this after a knockdown or when it's
completely safe.

Useful combos:  High short, low short, low fierce.  Low RH, backwards
fireball, fierce in the air.  Close low RH, high fierce.

After knock down:  Super quickly if you have them cornered, otherwise use:
low RH, low short, low RH, low short, low RH, high short.(quickly)  This does
more damage than the one the computer does and is easier too.  Doesn't
always hit completely against some characters or in the corner.

Fun combos:  High short, low short, low RH, low short, backwards fireball,
flying short, jumping fierce.  Low jab, low jab, low short, low RH, low
short, high RH.





Rankings
--------
These rankings are just one person's opinions, provided for the purpose of
comparitive experience.  Feel free to have your own opinions.  They are
seperated into tiers, and well as a specific order, from best to worst.

Top tier:       Mercurius
                Epyon
Middle tier:    Shen Long
                Tallgeese
                Vayeate
                Wing
                Wing Zero
Bottom tier:    Death Scythe (w/o infinite, ie. if high RH wasn't bufferable)
                Heavy Arms
                Sand Rock




Basic Terminology
-----------------
This is a small and basic street fighter glossary, which is included just
in case you haven't heard a particular term before.


2in1/Interrupt/Buffer:  The process of aborting the recovery animation of
a normal (or even a special) by executing a special or super while the
normal is in the recovery animation.  Strict limitations on this are imposed
by the game itself, and vary from game to game.

Block damage:  A small amount of damage that you take when you block certain
attacks.  If an attack does block damage, you always take at least a little
bit of damage.  If you have no life left, you cannot block an attack that
does block damage.

Block stun:  A period of time right after you block in which what you can
do is limited, depending on the game.  Block stun is less than a second in
most games.  Obviously, if the opponent keeps hitting you while you block,
you may never leave block stun, or may do so only briefly.

Chain combo:  A type of combo in which the animation of the previous normal
is suspended and is replaced by a new normal.  In most games, a series of
normals will only chain if the hits are actually connecting with the enemy,
regardless of whether they are being blocked.  All chains are predetermined
by the game designers, since all normals in any game have some recovery
time.  Capcom seems to have gotten the idea for these after people stumbled
on a bunch of link combos in SF2 which looked cool.

Combo:  A series of hits which cannot be blocked, assuming the first hit
of the series is not blocked.  Any attack that hits the opponent while they
are in hit stun has comboed from the previous hit.

Come out:  Refers to how quickly an attack gains the ability to hit after it
is initiated.  Weak attacks usually 'come out' faster than strong attacks.

Crossup:  A jumping attack that hits the enemy on the far side, so they must
block towards the direction you jumped from.  A normal jumping attack is
blocked away from the direction you are jumping from.

Dash:  This is a faster way of moving than walking left or right in some
games.  It's usually performed by tapping left or right twice quickly, or
tapping twice quickly and then holding the second tap.

ES special:  A better version of a particular special that uses some of your
super meter.  In GWED, buttons X or A in conjunction with the correct motion
perform ES specials.  Also called 'EX.'

Fireball:  A projectile that generally moves forward, and has the ability to
hit but cannot be hit.  The important aspects of a fireball in rough order
are:  how quickly it comes out, how quickly you recover from creating it,
whether it hits crouchers, how fast it moves, how large it is, and (least
important) how much damage it does.  This also refers to the motion: down to
forward, then a button.

Frame:  This refers to the actual graphical representation of something
happening during the game in a particular instant.  Frame is used to refer
to particular aspects of a move, because in almost every case, the
properties of an attack (or whatever) do not change without the graphical
representation also changing.  This is not a universal truth, for instance,
in some games, after block stun wears off, you will still be portrayed by the
same frame or series of frames that were used during the actual process of
blocking, even though you are capable of doing anything normally possible
while in neutral.

Frame eating:  A basically useless term refering to a situation in which
one character is continuing to animate while the other is not, like when
the gameplay is momentarily paused during the start of a super.

High/low game:  Alternating attacks that must be blocked either high or
low to confuse the enemy and cause them to block the wrong way.

Hit stun:  A period of time right after you get hit in which you can usually
do nothing, depending on the game.  If you get hit while in hit stun, you
are being comboed.

Hits crouchers:  An attack that may be blocked either high or low, but
cannot be ducked under.  Attacks that can be ducked under are referred to
by 'doesn't hit crouchers' since 'hits high' usually means an overhead.

Hits low:  An attack that must be blocked while crouching.

Juggle:  To combo an enemy while they are airborne.

Jumpin:  A jump in, which is a jumping attack, usually while the opponent is
on the ground.

Knock back/push back:  When you hit the opponent they are pushed away whether
they block or not.  If they are in the corner, you are pushed back instead.

Launch:  To hit the enemy off the ground so that they may be juggled before
regaining control of their character.

Link combo:  A series of at least two hits in which the first hit is
animated completely from beginning to full recovery, and another hit which
is initiated immediately after the first hit combos.  Notice that for a
link combo to exist, the hit stun from the first hit must last longer than
the total time of:  the recovery animation of the first hit and the startup
animation of the second hit.

Meaty:  First, it's important to understand that many attacks have the
ability to hit over a period of time.  If you attack someone normally, that
move will connect as soon as it can, and then lose the ability to hit again,
while it goes into recovery animation. But, if at the first instant at which
it is able to hit, it does not, it still may retain the abilty to hit for a
short time before it begins its recovery animation.  If you use such an
attack while the opponent is in the process of standing, or otherwise
incapable of being hit, and they suddenly become eligible to be hit (eg:  by
standing completely up) the attack may hit later in it's excution/animation
than it otherwise would.  Notice that as a result of this, hit stun begins
AND ends at a later time during the attack than it otherwise would.  Meaty
attacks are the key to many links.  Yes, it's a strange terminology.

Neutral:  This is when you are just standing there doing nothing at all,
not even crouching.  This also refers to not pressing in any direction on
the crosspad or joystick.

Normal:  An attack that comes out when you press a button.

Option select:  This is an expression the SF crowd seems to have picked up
from Virtua Fighter players.  It means to do something, which no matter what
the opponent does in response, (or is already doing) the end result will be
favorable, or at least not unfavorable for you.  Also note that this refers
to a situation in which one of at least two different things may happen,
but you are not aware of which.  Meaning, blocking is not an option select.

Overhead:  An attack that must be blocked high.  Technically, all jumping
attacks are overheads.

Poke:  To attack for the purpose of maintaining the initiative by making
the enemy block, and not necessarily for starting a combo.  Important aspects
of good pokes are range, speed, and priority.

Priority:  A general and non-specific expression referring to how likely
a particular move is to hit other moves cleanly, or trade rather than being
hit cleanly.

Punish:  This is the act of counterattacking a mistake made by the enemy.

Recovery/Recovery animation:  A period of time after a particular move no
longer possesses the ability to attack, but still is animating, and
preventing you from doing anything else.

Reversal:  Technically, doing something immediately after standing so that
you never enter the neutral animation.  Also called a wake-up attack.  This
is also sometimes used to mean a simple counter, an attack that comes out
after the enemy's attack and yet still beats it.

Scrub:  A disparaging term used to refer to someone whom the speaker deems
to be inferior in experience or ability.

Semithrow:  A semithrow operates like a hit in that it can be blocked, but
it will not trade hits under any circumstances.  It will either win the
exchange or it will be hit cleanly.

SF:  Street Fighter, the game that every (?) fighter is based on.

Special:  This is an attack which is generally performed by inputing a
series of inputs on the crosspad or buttons, or anything more complicated
than just pressing a button.  Specials usually have unique properties, like
coming out rapidly, or doing block damage.

Super:  A more dramatic version of a 'special' which always uses up some of
your super meter and usually has some alarming property, like coming out
instantly, or doing lots of damage.

Super meter:  A numerical or graphical meter that grows when you do various
things, usually attacking, getting hit, blocking, etc.  Since some moves use
up part of the current amount on this meter, this meter limits the use of
those moves.

Sweep:  An attack that hits low and knocks down.

Tech-out/Tech-hit:  In some games it is possible to escape from throws by
performing a throw very soon after your enemy throws you.  Capcom called
this a tech hit.

Throw:  An unblockable attack, which usually must be performed within a
certain proximity of the enemy.  Range, damage, execution, and various
properties vary from game to game, but throws can almost never be executed
while the enemy is in block stun or hit stun.  A throw is distinguished from
its converse, a 'hit.'  Unlike a hit, a throw can never trade hits.

Tick:  This is hitting someone with an attack that produces short-duration
hit or block stun, and then throwing them.  AKA tapthrow.

Trade hits:  A situation in which both characters attack at approximately
the same time, and both attacks connect.  This places both characters in
hit stun at the exact same time, though the length of the hit stun may not
be the same for both characters.  This is distinguished from 'hitting
clean,' in which one attack hits, and the other character's attacks is
out-prioritized.   Notice that if one of the characters is in hit stun for
a shorter time than the other after trading hits, and follows this with a
very quick attack, it may be possible to combo even though both characters
were just hit.

Turtle:  Playing pure defense, or more specifically, attempting to reduce
risk by reducing aggression.  This may be a viable strategy in some cases,
but it is rarely if ever the best strategy.  Decide for yourself.

Uppercut:  A special that usually has high priority and comes out quickly,
but has an unsafe recovery.  This also refers to the motion:  Forward, then
down to down+forward (or completely forward again), then press a button.





Trivia
------
I learned of this game in October 98 after watching some of the anime series
that the game is based on.  The mobile suits look very cool, and of course,
Lady Une is dreamy. I realize that I have inevitably left many things out
due to the limitations of my knowledge and experience, and I welcome any
intelligent comment or discussion about this game or SF in general.  To be
perfectly honest, it is because this game is so amazingly scrubby that I felt
confident about exposing its various facets.  Use the thinking processes
you've gained from this game and apply it to a better game.

'Zeku'
gungnir@bga.com
This document is copyright January 1999 Casey Clayton, etc.  Version 1.0