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