View Full Version : Gundam Wing Endless Duel
What's up guys? Hi, I'm game_tip. I play GW:ED and DBZ HD but lets make this an informative GW:ED topic. I'm sure there are plenty of people out there looking to become better in this game but cannot find the right material or opponents to play.
http://www.combovideos.com/page.php?id=581 <- combo video
First of all, I would like to list a tier list
Top Tier:
Shenlong, Epyon
Mid Tier:
everyone else.
Other than Shen and Epyon, everyone else has a fair chance at beating each other. Though I'm not particularly a Tallgeese fan myself, Tallgeese has whupped my ass in the past.
Short Guide on the terms I will use:
s. - standing
c. - crouching/low
j. - jump
sj - super jump
ad - air dash
bd - block dash
xx - cancel
Y - weak punch
X - strong punch
B - weak weapon
A - strong weapon
wake up - getting up after being knocked down
qcf - quarter circle forward / down, downforward, forward
qcb - quarter circle backwards / down, downback, back
Great, now that I got that down. I hope everyone else will use the same terms to lessen the confusion later on.
ANYONE can contribute to this thread. THERE ARE NO STUPID QUESTIONS! (meaning any question you ask, even if it's been asked before, it's not stupid)
Anyway lets get along shall we?
First off, I like to start off with some basics.
Tip #1
There has been a trend ALWAYS in the GW:ED community and that's SUPER JUMPING on a wake up. ALWAYS, I always see this happen.
My friends, if you play against me. You know I will always mess people up if you super jump. The best thing to do IMO is to patiently crouch block until you feel like you can read your opponent well enough to know that you can super jump away.
Tip #2
Another thing, block dashing backwards is a good thing if you missed an attack or if your attack is blocked. It's a good thing, it's not great. If your opponent reads it, you're screwed because near the end of a back block dash you are vulernable to crouching attacks
Tip #3
All supers are qcf, qcf + any button. With the exception of Wing/Wing Zero. They both have an extra super that you can do qcb, qcb + any button.
Also with people that you can't do air supers with (Tallgeese, Sandrock, Wing0, HeavyArms, Mercurius)
You actually can do air supers with them. You just can't do it off a Super Jump or an Air Dash. ONLY ONLY ONLY JUMP.
The motion is this FOR GUNDAMS THAT I LISTED ABOVE
qcf, qcf + TWO buttons
Anyways that's it for general basics.
My own advice on how to get better, just practice execution. I know there are a lot of keyboard players that play GW:ED. I don't use keyboard but meh practice! It sucks when your stuff doesn't come out because you didn't execute it right.
*edit post*
Blazn
08-25-2005, 06:56 AM
yeah that game was fun I use to play it when I had zsnes emulator a looooooooooong time ago...
*edit* fb
fatherbrain
08-25-2005, 06:25 PM
Don't ask that again.
really guys I can show you guys some basics
the GW:ED forum on gamefaqs is pretty big back then I used to post tactics on it all the time
Tiers as listed
Top: Shenlong / Epyon
There are no real low or middle tier. Everyone else is just the same.
I'm sure everyone knows the Deathscythe infinite
Deathscythe
anywhere
c. B, s. A xx qcf strong, repeat
Coming up tiers are Vayeate and Mercurius.
Vayeate used by DoS420 but he's in the army now Survivor knows a lot about Vayeate
Mercurius by Glacius if you guys ever see him
Hue is good with Epyon/Shen/Wing
Feesh if you guys ever see him is a Wing/Sandrock user
seriously any questions you guys have, I can answer. Very positive about this.
This game needs more attention, I can give vids to anyone also. There's a combo vid over at combovideos too
Man, I wanted to play some GWED at evo. But fuck, this is Tippy^, nig is like too good. Well, maybe its just his EPYON, haha.
I used to be on the GFs board a while ago. I used to play everyday on the hot hours, 2pm-6pm pacific. I played against you once and didn't do too well.
ah the good ol' days
ah I see we should play again :)
I'm always down for some GWED. Just gotta get used to the lag again. :lame:
no lag if you got cable internet and put it to 01 lat :)
Damn for real^?
Never knew about that latency counter on zsnes online.
Also, I think Heavy Arms is near top, due to his HCB X command grab. Its like Makoto/ST Gief, good range, almost inescapable when tick grabbing, and when you do the heavy version of the grab you regain the meter lost while executing it.
What are some good super jump wake up stuffers? Only one I know, is super jump with shenlong, QCF X and you grab the opponent when the super jump on wake up.
HA's is okay due to the tech throw system in GW:ED. But HeavyArms does have a glitch where he jumps (sj/jump/air dash) and uses B
HeavyArms
j. B -> it will break thru their high guard since it's a counted as a "low attack"
W3s: that Shenlong tactic is good IF they super jump. It's good to use the strong version of the move just in case they don't super jump and try to catch you with a jump move.
the strong version of Shenlong's qcf will allow him an extra super jump as if he were standing on the ground :)
HeavyArms: c. A is good for wakeup
Wing: c. A is also good for wake up but usually I do this combo on the ground
c. Y, c. B, s. A xx qcf strong. It'll keep 'em lock down
Deathscythe: c. B, s. A xx qcf weak or strong
Sandrock: c. X or s. A
yeah some more later :-p
HeavyArms: c. A is good for wakeup
Wing: c. A is also good for wake up but usually I do this combo on the ground
c. Y, c. B, s. A xx qcf strong. It'll keep 'em lock down
Deathscythe: c. B, s. A xx qcf weak or strong
Sandrock: c. X or s. A
yeah some more later :-p
So all of those ^ will stuff a wake up super jump?
man who tries to do wake up supers anymore lol :D
pretty much yeah
if they try to do a wake up super just super jump :)
come on guys anyone? any takers? I'll start forcing people :(
Shocky II
09-15-2005, 11:20 PM
I'll throw down in this!
FatalFuryD
09-16-2005, 09:58 PM
WTF am I seeing this correctly, another heavyarm user?
I have to disagree on c.LW being a good wakeup though. QCB+HW/super/c.LAxx b+2button is a better option imo.
AIM me: seaechiowai
It'd be great to get a few games in. Not too long though I get tired easily
imo the best wake up for HA is jump in X or jump in B
jump in B has this glitch where it hits low instead of high but most people try to block high on a jump in all the time :P
it's nice to knock them back down
otherwise, HA is too slow and all the other guys are too fast and you can't really use HA's moves unless you're really far away (missle or machine gun)
FatalFuryD
09-18-2005, 02:58 AM
alright.. we use wake up differently in that case. I meant getting up move. HA IS slow, but I'm kinda used to it so I know how to deal shenlong and epyons. I fucking love his reversal games, it's the best.
Anime12478
09-18-2005, 08:38 AM
I've used Sandrock and Deathscythe. However, I am so bad at the game that I have yet to get beyond level 4 in the trial mode (and that's just on a fluke).
Edit: I actually got to level 5 this morning!!
what's up guys? it's cool any input is good :)
Something I'm fond of using is the 'rebound'. Attacks push you backwards a bit; more so if the target is blocking. You can move to the opposite corner of the screen almost instantly if you can read the block and boost backwards DURING the attack.
IMO, corner isn't the best place to be unless you have high priority attacks like Shenlong (s. A)/Epyon (j. X). Though the Block dash backwards is good, I would use it more so to get the "upper hand."
Yes, whenever you get hit, you do get pushed back. But you can cancel out the "push back" part by Block Dashing Backwards (or Super Jumping up [thus why people began to super jump so much x_x]) to cancel out the "moving back" part of your opponent's attack on your block.
Whenever you Block Dash backwards, you will most likely land in a position where you'll want to SJ upwards (due to the fact I believe there is some delay after Block Dash backwards on all Gundams.)
If memory serves, this is also the move to cancel Merc's shield, but I don't use the shield in the first place. So I don't know.
Tip #4
Mercurius' Shield Attack: Shield must be activated (qcb + any button), then HCF + any button
weak version just shoots it straight forward, up, back, down
strong version gives the projectiles homing ability
good to use after you knockdown or from far away to close in on your opponents
Shenlong is stronger than Wing. Wing does give Shenlong trouble due to his projectiles but his projectiles are slow.
A dashing Shenlong doing s. A vs. a Wing doing qcf weak will trade off most likely causing Wing to fall to the ground giving Shenlong the advantage of doing his mix up attacks.
I believe Wing vs. Shenlong matchup is underrated as well but I still believe Shenlong to be the victor.
Wing has quite the arsenal to own up Shenlong with projectiles, s. X, c. A, j. X or B.
But unlike Shenlong, all his normal moves are very important.
Why Shenlong is top tier is because all his normals are VERY important and can all be very very good.
Plus Shenlong has his dragon claw glitch :)
Tip #5
Shenlong Dragon Claw Glitch
qcf + strong in the air allows you an extra SJ from wherever you are doing the strong version of the Dragon Claw
Up to 300 energy, you can run away from your opponent for 8 seconds.
Even Epyon's super photons could not hit you off the screen.
Avelon: you make good points that Shenlong lacks a good projectile to fight these guys but... Block Dash owns it all. After any gundam does his/her special projectile (other than DS not entirely sure) and if the opponent block dashs through the projectiles, s/he will not be able to sweep them fast enough. The opponent will escape by super jumping or blocking downward most likely
Tip #6
Put Vulcans to good use. Yes they give your opponent lots of energy if blocked, but Vulcans will pressure your opponent and give you the upper hand if you use them correctly.
any punch button = vulcan (with the right distance you'll see that aim thing)
down + any punch button = raised vulcan height a bit higher
Deathscythe is scrubby. Just because he has a one hit kill doesn't mean he excels in his normals.
It's hard to get the infinite on a good player unless you use the Low/Throw tactic
Tip #7
Low/Throw Tactic
Used with any Gundam that can Jab
Dash in with a Jab, you can follow up with the following..
1. Low Attack
2. Throw
3. Jump Anti Air (basically your jump attack that hits upward)
Usually after you jab, your opponent will most likely do one of the following
1. Try to counter throw you (which will have them holding back + any button)
2. block your attack (in which you throw)
(3. Super Jump)
This is basically a different version of "tick throw." It's also a big part of any Gundam strategies and a big part of my own.
I can use this with basically any Gundam. I can show setups later. If you like to try to prove me wrong on this, play me.
Zero is really good Avelon. He's the first gundam I ever used seriously. down A is beastly.
Anyway if there is anything wrong about what I said, please correct me :) I like the community to get the correct info.
New terms:
HCF - Half Circle Forward. Back, downback, down, downforward, Forward
HCB - Half Circle Backwards. Forward, downforward, down, downback, Back
posted from another thread :)
Correction: You don't need to HCF for merc's shield thingy, quarter circle works.
I never knew that shenlong strong dragonclaw bug... I heard it mentioned, but never figured out what people were referring to. Funny stuff. I like that.
Yeah, you're right sorry about that. I'll fix it later.
Shen-Long does have excellent normals, but not much else. His attack speed is a definite advantage, but take for example Deathscythe. He can dash for more or less the same effect as a blocking back-dash, and he can attack as soon as he stops moving, or super jump, or whatever needs to be done. Shen-Long's excellent attacks, combos, and other such are worthless if you can't hit, and about the only way you're going to hit a talented Deathscythe player with Shen is by dashing yourself, which leaves you wide open to someone with good reflexes.
Same goes for DS. His infinite is not easy to get on a good opponent. The thing is... Most of Shen's moves just have more priority over DS.
You can throw Deathscythe out of his normal dash due to the fact you can't counter during the throw (unless you press a button but that would cause DS to get out of regular dash mode)
All Shenlong really has to do is Super Jump/Jump Back with down B to keep Deathscythe away. Suppose you're fighting against another player whose defense was near perfect. Blocking and teching every move. There is still chip though due to all weapons attacks. Shenlong can literally poke DS to death.
Shenlong can force DS to come to him. Sure, DS has a projectile, but anyone can see that coming.
Tip #8
All weapon attacks that are blocked will chip off Gundam's hp
DS cannot reach Shenlong in order to start the infinite. (If you're going to refer to down B, from a far away distance *which trades off with Shen's s. A* it will not combo.
Take for instance the beginning of a match, if Shenlong does s. A and DS does down B. I'm for sure it will trade or Shenlong will hit first.
The only ways you can really start the DS infinite
Tip #9
How to do the DS infinite
DS infinite
anywhere
c. B, s. A xx qcf strong, repeat
Ways to connect the DS infinite
1. Jump in A, land, qcf strong, infinite
2. Dash in c. Y, infinite
3. Vulcan from far away (opponent must be on ground), qcf strong, infinite
4. c. B (if close enough), qcf strong
Notice how the opponent HAS to be on the ground at all times in order to start up the infinity.
I'm not a DS player myself but... jump A seems to have great priority. It hits in super jump range, jump range, ground range. All at the same time.
Zero doesn't have a desireable set of attacks. Down+X is craptastic, standing B doesn't hit (most?) Gundams on the ground unless you're dashing forward, Y (standing or crouching) has poor range, his super takes too long...Heavy-Arms could knock you down easily if you missed, its 'uppercut' special leaves it vulnerable too long, and recovery time is unspeakably bad if you miss a normal.
The best use of Zero I can think of would be hit & run with the beam sword. You can pull off a 4-hit combo with A/Down+A coming down from above, or incorporate X into it and get a ground combo...
c. X is good. It knocks them down and hits low. You can always cancel out mistakes with block dashing backward or super jumping. Always.
Who uses Standing B? Last I saw most people use jumping B in order to counter people who super jump too much. Jump B, FDF + any button.
c. A is too good. s. Y hits low also. Wing0's qcb is great for anti air from afar or when they are dropping in on you.
Tip #10
If you rely on supers in order to beat others, you're not really good.
Wing0's super isn't great, but last I saw I never used supers much to begin with to win my matches. Wing0's down A beats out so much it's not even funny.
Not to mention Wing0's c. A, blockdash forward, throw over and over again
If they decide to super jump, jump B them in the face.
About ground combos with Wing0, s. A hits knocked down opponents as well. If you time s. A right you can follow up with c. A and it'll force your opponent to block. Usually, it's s. Y for 3-5 times then s. A into c. A, BD forward, throw
I believe Wing0 can hold his own quite well.
New Terms:
FDF - Forward, Down, Forward (Dragon Punch motion) [yes I know you stated this before Avelon but I'm just listing it here for future references]
Since we're talking about infinites...
Tip #11
Infinitys -
Epyon
close to your opponent
c. B, qcb weak xx B, land, repeat
Sandrock
corner close
s. A xx qcf strong xx block dash forward, repeat
Semi Infinitys
Wing
close, anywhere
s. Y, s. X xx BD f, repeat
Question: How can we bring in more people to get interested in GW:ED?
I believe taping match videos is the key.
We must all learn how to tape match videos but not just through ZSNES. I'm talking about .mpg, .avi, .wma, etc formats
Anyway...
Tip #12
Cross ups and Combos
Wing Cross up
Opponent must be on floor
Dash in, c. Y, j. forward, A
Epyon Cross up
Opponent must be on the floor
Dash in close, qcb + strong, X, land on other side
Mercurius 5 hit X air combo
Opponent is standing on the floor
sj. X, land, slow j. X, land, s. X xx sj X, land, j. X
practice the timing on this combo, you'll get the hang of it
Wing Air Combo
Opponent must land on the tip of s. X
s. X xx sj, A xx FDF strong
powerful combo, I use it all the time
Game_tip's Unique Epyon Combo (yes this combo is mine <_< and mine only but you guys can do it too >_>.)
c. A, qcb + weak, B, land xx jump xx Y xx qcf strong, move downforward, move upforward, land, dash in xx c. A, c. B, c. A, c. B, c. A xx qcb weak, B, land, c. A
Tip #13
Game_tip HeavyArms Strategy
Usually, I don't like the regular style of only keep away HeavyArms into throw, otg, dash in combo. Though it is very very powerful indeed (as you just need 2 or 3 of these combos to finish off your opponent.) I don't like to only rely on one thing ever.
If you guys don't know what I'm talking about... it's basically this combo
HeavyArms
anywhere
Y throw xx c. X (otg), dash in, c. B, c. X, s. A or c. A
if you're in the corner though, it's better to use X throw xx c. X (otg) as it does much more dmg.
New Terms:
OTG - Off the Ground
A good patient HeavyArms can get rid of any Gundam for free if s/he knows how to block dash backwards properly in order to get the throw. Of course that's not my style though. That's the general use of HA is to just keepaway
The new HeavyArm's I'm going to introduce to you is the use of his j. X and j. B.
Basically if you notice, HeavyArm's jump is very very small. I believe he has the smallest jump in the whole game. Because of this, you can just repeatedly do j. X to lock your opponent down.
If you are in the corner and your opponent tries to super jump, j. X will usually hit your opponent out of the super jump.
Tip #14
Small tidbit of information if you didn't already know:
During the super jump while the Gundam is going straight up, s/he cannot block.
Moving along, your opponent will must likely try to counter using a move that outprioritizes (not sure if that's a word) HeavyArm's j. X (yes there are moves that outbeat this but you can predict it coming and just go back to defensive mode).
When you start the j. X rushdown when your j. X first hits
you can either do one of the following:
1. do another j. X to keep them locked down (no chip though)
2. j. B to break their standing block
3. j. Y, land, throw
4. Predict your opponents next move and follow up by blocking or getting out of the way
j. X itself has massive priority in the front and a bit under him. It's also very fast.
The only way for a gundam to get out if s/he doesn't have a move that beats out the j. X is to block dash forward but rarely anyone does that.
If they do, just block and go into defensive mode. Throw them back into the corner, OTG c. X for the win.
HeavyArm's FDF missles are good too only from far away though.
j. A is also part of HeavyArm's semi infinite? or infinite? I'm not sure, no one has ever really done it and put it on video.
j. A catches opponents who are in super jump air and pushes them back up.
Remember what I said about HeavyArm's having a small jump? Well you can j. A again in order to continue hitting getting in a few hits.
If you know your j. A won't hit again, just j. back X. Best protection there
Oh By the way, HIS SUPER IS AWESOME. Use it when you can.
Especially doing it in jump Air when the opponent thinks he can hit you.
It'll do massive loads of damage.
Here's how to do it again if you forgot:
jump, qcf qcf + two attack buttons.
Tip #15
All supers have invincibly frames. Try to learn about 'em on your own gundam, it can make all the difference if you time your supers correctly.
Anyway that's pretty much it for HeavyArms and tips for today
FatalFuryD
09-19-2005, 11:54 PM
Good shit man good shit. I even learned a few here.. I knew I should have stuck with shenlong, but didn't want to fall onto being a top tier whore. You forgot one really minor thing though, which is that sandrock's dp can be cancelled into 2-button movement. Appreciate your time.
Gen2000
09-20-2005, 01:01 AM
Question: How can we bring in more people to get interested in GW:ED?
I believe taping match videos is the key.
We must all learn how to tape match videos but not just through ZSNES. I'm talking about .mpg, .avi, .wma, etc formats
Recored the replays through Zsnes, then convert to .avi, mpg, etc. formats with Screen Capture programs such as Fraps, Camtasia, or HyperCam (Registered version unless you don't mind your vids having the "Unregister" watermark).
Using the Zsnes to record the replays is easier IMO than just recording directly to .avi, etc. formats because you can record many, many replays per session vs. a few matches directly converted into .avi format since raw .avi files can take up a alot of space and may lag down your matches even more.
I just want to let everyone know, I post the same exact posts @ GameFAQs GW:ED board, Shoryuken's Zbattle/Kaillera/Netplay board, and Zbattle.net General Forums.
You forgot one really minor thing though, which is that sandrock's dp can be cancelled into 2-button movement. That's true, only if blocked though. If Sandrock's DP is blocked, it puts him in a bad position which is why you should SJ out or Block Dash backwards.
Thanks for taking your time to read guys. I just want to share my knowledge about the game and hope it'll bring back the GW:ED scene.
Recored the replays through Zsnes, then convert to .avi, mpg, etc. formats with Screen Capture programs such as Fraps, Camtasia, or HyperCam (Registered version unless you don't mind your vids having the "Unregister" watermark).
Using the Zsnes to record the replays is easier IMO than just recording directly to .avi, etc. formats because you can record many, many replays per session vs. a few matches directly converted into .avi format since raw .avi files can take up a alot of space and may lag down your matches even more.
Thanks, I think I'll try Fraps. Last time, I couldn't get it to work for some reason but I'll try to record some match vids and have some people look @ it.
Alright, I'm going to talk about Wing today
Tip #16
Wing Strategies
First of all, I want to say...
standing QCF + strong is really really good. But only when your opponent is coming up from wake up or if your opponent is far away from you.
It's constant pressure! constant! But there is a bit of delay at the end of it, so you want to either block dash backwards/forwards, or super jump and meet your opponent in the air or jump in on him.
Wing Trap
Corner (works outside Corner but best in Corner) and opponent is knocked down
dash in c. Y, c. B, s. A xx qcf strong, block dash in to cancel the delay
That's the start up of the Trap... you have the options of doing the following:
1. throw
2. j. forward B xx FDF + strong (only do the FDF if the j. forward B hits)
3. s. Y, throw
4. s. Y, c. Y, s. X -> semi infinite or FDF combo
5. let them SJ and wait till they fall then s. X (opponent will hit the tip of your shield) xx sj xx A xx FDF strong
I'll review each option.
Option #1 will glitch up the tech throw spacing.
Usually whenever you tech throw, you and your opponent will be pushed back from each other.
But in this special case, for Wing after doing the follow up trap. If you opponent tries to tech throw, both of you will not be pushed back allowing you the option to try to throw again.
Remember, tech throwing chips off your opponents life. The only way to escape this tactic is if your opponent tries to throw you instead of teching your throw.
Tip #17
Tech Throwing
If you tech throw your opponents throw, it will cost you some of your hp. Tech throwing your opponents throw will push you back also.
If your opponent techs your throw in the air. You're still given the option to block/special/super before you hit the ground.
Option #2 will hit those opponents who try to super jump all the time to escape the corner. If it hits, go for another Wing Trap setup. If they block, don't do the FDF. Your opponent can fall and you can either jump B again, if they jump.
Or try the Low/Throw combination. s. Y, throw or s. Y, c. Y, s. X
Hit or no hit, your opponent will come back to the ground keeping the upper hand.
Option 3 is for those patient players trying to study you/trying to calm down/whatever.
Option 4 is for the players predicting your tick throw, which you can punish into the semi-infinite. Refer to Tip 11 on how to do it.
Option 5
Putting tip #15 into good use. Sometimes, people trapped in the corner will super jump and try to come down on you with an attack. Your s. X will beat out anything that comes down on Wing like that.
Also with Wing...
c. A covers anything in front of him and a bit in the air coming diagonally
s. X will cover anything above that
FDF + weak or strong, the last hit will cover all that left over space but it's slow and not too reliable
for example
W = wing
O = open area
X = where it'll hit
c. A:
ooooo
oooxx
owxxx
s. X
ooxoo
ooxxo
owxxo
FDF + weak or strong
oooxx
ooxxx
owxoo
During mid-screen battles, if you knock them down... I like to do this
dash, c. Y, j. forward, A - Wing Cross up. Tip #12 again.
Most likely, they'll fall for it. They usually block and that's where you do the Low/Throw combination again.
If they block dash backwards, Great. They're in the corner now :)
If they super jump, Great. Beat 'em down again with j. B or j. X
If they jump backwards, Great. Land and c. A, qcf strong, BD forward
They'll super jump or stay still. Just up to you to follow what they do and counter.
QCB + weak / strong is good for follow up hits on c. A if you hit them in the air. If they're not in the air just QCF strong
When coming down from a Jump or SJ, Y or A are pretty good.
Tip #18
With most Gundams, coming down with Y will allow you to tick throw them afterwards.
Hmm that's pretty much it for Wing strategies for me, for now.
FatalFuryD
09-23-2005, 07:03 PM
Hey, good game. Hit me up some time again, it was fun. Launcher combo is dope.
Hey guys, another good day for GW:ED I must say :)
Tip #19
Deathscythe Strategies
Alright, I'm going to be honest. I'm not great with Deathscythe but I can win with him.
Things people should be aware of.
Most of Deathscythe's normals are alright. Not anything too fancy but I like j. A. I think I talked about it before where j. A covers super jump air, jump air, and the standing ground. If it connects you can QCF + strong into the infinite.
Honestly, people who can't get around the infinite need to jump more ;). Just joking, the infinite is hard to get on in the first place.
Refer to Tip #9 for more details on the DS Infinite
Deathscythe's teleport is good. I like it a lot better than block dashing.
Deathscythe's FDF + weak is safer than FDF + strong but I wouldn't do FDF + weak too much.
One weakness I noticed with Deathscythe, if your opponent has a beam super and 200 energy. If you try to qcf + weak/strong him on wake up and he blocks. He can counter super right away and Deathscythe will not be able to block dash or super jump away. He has lots of delay when QCF hits so be careful about that. Only use it as a wake up when your opponent doesn't have the energy to super you.
The Low Attack/Throw strategy is really really good for Deathscythe. Try to use it and understand it.
Yup that's pretty much it except for one more thing
Oh and a correction on the Wing corner trap. If you want to Y then throw, sometimes you have to block dash then add an extra dash and press Y right away to cancel dash.
Couple of points -
When they do a low attack on you after a blockdash backward and you try to block low or tech then you'll get hit. However you can use the super's invinc the moment you land to blow through the attack or, even easier, just super jump when you land and miss being tripped completely.
The low hit also beats instant throw when they land from jumping/s.jump/hit in air, you just have to time it late. It's easier with c.X's due to their meatyness, but you can do it with c.B's that hit low.
And with HA the reason to do the c.B, c.X, c.A series after OTG is because if they try to super jump on wakeup, c.A stuffs it, and once they land you get free QCB throw. And if they tech you get another free QCB throw. x N. Because the throw is instant and out of counterthrowing range you can do it constantly and tech them to death - taking the hit here is actually the better thing to do. (Course that's if they always get the timing for the throw right.)
I found this very informative.
Deathscythe is good.
Basically if you get hit you die...
Jump X, cr. B = infin
cr. Y, cr. Y, cr.B = ifnin
Dash in cr.b+ infin
Basically the cr. B is the linker to the infin.
Man I should make some combo vids. I remember Ulukai had like 2, one got out to combovideos, but I thought his first one was way better.
Okay just to let everyone know who comes out when strategies come out in order
Sandrock comes out next on Wedsenday, Sept 28, 2005
Wing0 comes out Thursday, Sept 29th, 2005
Shenlong comes out Friday, Sept 30th, 2005
Mercurius comes out Saturday, October 1st, 2005
Tallgeese comes out Sunday, October 2nd, 2005
Vayeate comes out Monday, October 3rd, 2005
Epyon comes out Tuesday, October 4th, 2005
someone can compile my tips into a FAQ if I don't
perhaps I'll make a FAQ by October 10th, 2005
I'll take anyones questions at any time.
Just contact me through AIM/MSN unless you're Hue which I blocked O_O.
msn: newnice_guy@hotmail.com
aim: tickle me im tam
okay thanks guys
Hey guys sorry about the delay, I'll work on Sandrock and Wing0 today.
Tip #20
Sandrock Strategies
The first thing I want to write about Sandrock is that he has the strongest armor in the game. It'll take a lot to kill this guy and I MEAN A LOT!
Things I must mention never to use:
S. X. THIS IS SLOW! DON'T USE IT! SLOW SLOW SLOW! it's not good to do s. X, avoid this at all costs because it can cost you a match.
Things I must mention to often use:
j. B, j. X is your friend. sj. Y is alright, good for tick throws and stuff.
j. back B is REALLY good for priority against SJ opponents. After you hit an enemy in the air with j. back B you want to throw the shotel then rush in afterward with low/throw combination. If they super jump out of it, chase them down on the ground (just regular dashing) and jump B again.
s. B and j. B are really good for ground cross ups. In lat 03, it's hard for people to block because it's really instant when you see Sandrock get onto the other side. In lat 01, it shouldn't be a problem but even if they block the s. Y (or c. Y), you can do the low/throw combination once again which I talk about later for Sandrock.
i.e.
Sandrock
close
s. B, BD forward, s. Y...
1. Throw
2. c. B, FDF strong
j. X is a fast strong hit. I don't know too much about j. X as I don't use it as much but it's fast and it hits mostly up forward. It's good to get the opponent to be pushed back and knocked down. This is for the person who likes to knock people back onto the ground rather than j. B for a mix up game. j. X does a great deal more damage than j. B also
It's up to you, both are good!
j. A is really good for a small chipping trap just like HeavyArms except his focuses on chipping rather than actually getting the hit off. j. A attacks both sj air, jump air, and ground just like Deathscythe's j. A.
Differences between QCF + Weak vs. QCF + Strong
QCF Weak -
1. It pushes back
2. It's one hit
3. Comes out slower
QCF Strong -
1. Traps opponent in the Shotel
2. Multiple Hits
3. Comes out faster
Shotels have the highest priority when it comes to projectiles. Even against supers such as Shenlong or Wing, Shotels will keep going until it reaches off the screen or hits someone. SHOTELS ARE STRONG! Use them wisely! They do provide some delay if used incorrectly! They can put you into a bad position but as long as you know the opponent is far enough from you, it'll be alright. Right when they super jump off the ground you should throw a shotel when you see them get off! Not when they're at their peak of the super jump!
Now, there are some people you just do not want close to you. Shenlong for instance... USE QCF WEAK more often! If Shenlong super jumps, do QCF weak!
If he comes down on you after a QCF weak just block dash backward and throw him as you come out of block dash.
QCF Strong is good because well... it's part of his infinite and there is a glitch with it.
If your opponent is blocking standing up against a QCF Strong Shotel, then his lower guard can be broken. In other terms, this is Sandrock's Guard Break! Most likely, the opponent must be taking the hits from the beginning of the Shotel to keep him in block stun before there is a chance to break his guard.
Sandrock's Infinite
corner
s. A xx qcf strong xx BD f. repeat
Alright some combos I like to do
Sandrock
corner
s. Y (3x), s. B xx qcf strong xx j. B xx qcf strong, land xx j. B xx qcf strong.
Sandrock
anywhere
s. Y (3x), s. B xx qcf strong xx BD f xx s. B xx FDF strong
His super is perhaps the worst in the game. It's hard to connect even after a blocked opponent's super. You can trick people into the super if you do a FDF strong and cancel right away into the super. Surprises people and it works sometimes.
Oh, s. A is good too :) s. A xx BD f, repeat is fun.
Sandrock Wake Up Games
I'm not quite sure what anyone really uses for Sandrock but this is what I use.
I want to note that all of these setups start with c. B!
1. c. A is the norm for damage
2. qcb weak is alright (though not the greatest)
3. wait, dash in xx s. Y (low/throw mixup)
4. qcf weak or qcf strong
5. c. X xx BD F, throw
Sometimes I don't even use c. B first and just go for a j. A rushdown for fun lol.
Some people really can't get out of that corner j. A rushdown lol and it slowly chips their life away.
They don't know you have to block dash forward! haha :)
Wing0 later tonight!
Tip #21
Wing0 Strategies
Wing0's c. A is good. It's very good. I don't care what you do, just spam it if you don't know what's going on.
j. B is a good anti air. j. A is good for coming down.
s. Y hits low and reaches farther than c. Y. I'm not sure if c. Y is faster than s. Y but I don't see a reason for using c. Y.
Wing0's ground qcf + weak/strong fireballs are slow you don't want to use these other than a wake up or from far far away (the opponent should be on the other side of the screen at least or else you'll get owned due to the delay)
qcb + weak/strong is very good too for some keepaway or pushing them back down.
I like this better than the FDF.
Basically Wing0's rush game is c. A xx BD f, throw. Repeat when they tech throw.
c. A is one of the fastest normals in the game.
you can connect a c. A after a weak throw on the ground for an extra hit (otg.)
I've also noticed some of my opponents after I blocked ground qcb + weak, they would block dash towards me in the corner and try to throw me.
This would cause something like the Wing Corner Trap Throw glitch.
Wing0 has a trap too but I really don't know how to elaborate on it.
I think it's c. A xx BD f, throw. If they tech, do it again. I'm sure I said this above but the problem is... after you actually do throw them.
See when you throw them in Wing's trap, you have the fireballs to keep them trapped still and to block dash forward for some more mix up.
Let me say this again, WING0'S QCF FIREBALLS SUCK! lol I don't like them at all and you can't use them the same way as Wing.
That being said perhaps the best way is after the throw
try to time the s. A right when they're about to get up then do c. A into qcb weak
for example
Wing0
corner, opponent on ground
dash in, s. Y (*3 or 4), s. A xx c. A (opponent should be up by now)
If it hits, qcb weak/strong or FDF weak strong
If it doesn't, block dash in for another throw
s. X is alright but I'm not sure how to use it, if you find a way good times for you Smile
Combos
j. X, land, c. B, c. A xx qcf weak xx BD f, c. A xx qcb strong
I really don't know what else to add for Wing0 but I think it's alright.
Tip #22
Shenlong Strategies
SHENLONG IS TOP TIER! If you're looking for a way to counter him or use him. I think this explanation I'm about to present to you will be useful.
Normals
s. A - this move has really good priority. No joke, it's really good. It extends 1/3 of the screen forward and it goes all the way up. Once you see the s. A move, you'll know why it's so good.
weak points in s. A
Though s. A is very very powerful. There are weak points in it also.
Shenlong - s
s. A hitbox - x
empty space *weak points* - o
xxooo
xxxoo
sxxxo
Usually how people approach that "o" space is by floating down hoping Shenlong will do s. A and miss. This will leave Shenlong open for an attack but remember, block dashing or super jump will save you
j. A is good against the super jumpers who do it all day. Shenlong comes up very fast and anything above him will most likely get hit.
c. B - Low attack, hits twice. It reaches 1/2 of the entire screen. Great move, use it too.
air c. B - VERY IMPORTANT! this counters s. A! It's also one of the farthest reaching pokes in the game. USEEEEE ITTT!!!!
j. X - Shenlong's usual attack when coming down on someone. (j. X or air c. B will be the usual stuff you see against other people)
SHENLONG'S LOW/THROW GAME IS INSANELY GOOD.
I see people doing it wrong though so let me clarify on certain things.
Whenever you go in for the c. Y. You know you have two options: to hit low or throw.
Well, the thing about hitting low... you want to be able to connect QCF strong after you do c. B.
c. B, QCF strong does a LOT of damage, it's a big part of Shenlong's rushdown.
The thing is when people try to counter the throw, they are holding back not backdown. You cannot hold backdown for some reason and counter throw. It just doesn't work in this game.
There's also another part of the Low/throw game I'm not sure if I mention earlier
They can super jump out! But this is where it becomes a 3 way game like Rock Paper Scissors.
after jab, your opponent will have a 33.3% chance of evading your attack. It is the same with you, that you will also have a 33.3% chance of hitting your
There are a couple of versions of Shenlong that has been created. I know it sounds silly but here it goes
Shenlong v1.0 (created by Oogle)
- I don't know his playing style but Question Mark copied him and we all copied Question Mark.
Basically Shenlong v1.0 knows...
-All the basic button moves and their properties
-Doesn't use down A
-Doesn't use jump A a lot (sometimes)
-sj. X xx qcf strong
-doesn't use dragon fang glitch.
-s. A a lot
-s. A as a starting move
-s. A as a wake up move
-on wake up flight down and hit him in the face with X as they get up, land, c. X
-block dashes a lot and super jumps a lot
Shenlong v1.5 (created by Tippy)
-Has all the capabilities of Shenlong v1.0 but now uses Dragon Flaw glitch and runs away.
-c. B as a wake up move
-
Shenlong v2.0 (created by Tippy)
Shenlong v2.1 an addition by NeoX
Though Tippy created most of the mix up. NeoX gave Tippy the idea of tick throw into the game. This began a chain of the term "low/throw" mixup.
Tip #23
Mercurius Strategies
I'm not a pro at Mercurius but I'll give you some strategies here.
light vulcan *must hit opponent to put him in block stun* xx qcb weak/strong will activate the shields and help Mercurius out
Mercurius is notorious for combos. I don't know a lot of combos for Mercurius but I do use this one a lot.
sj. X, land, j. X, land xx s. X xx sj. X, land, j. A xx FDF weak, land, qcf qcf + any button.
Tip #24
Tallgeese Strategies
Tallgeese's flight is the slowest in the game and he has the highest super jump.
Unfortunately, he's also the biggest gundam in the game. His hitbox is HUGEE I don't like this guy Very Happy
His normals don't hit too far. j. d. X has a lot of priority and knocks people down. No real followups after c. X
Tip #25
Vayeate Strategies
The Cable of GW:ED lol jk. Vayeate's normals are basically her gun attacks. USEEE ITT
Throw xx dash xx s. B is good
Tip #26
Epyon Strategies
Epyon = top tier.
All of his moves are good except for a combo, s. X (which I don't use very often but it can be used as an anti-air which Hue does.)
qcb + weak, X, land. That's all you need to win with Epyon.
WARNING: I'm still in the process of updating A LOT OF IT just to let you guys know I'm not dead haha
BTW: I WILL ANSWER ANY QUESTIONS! lol so start asking damnit haha
it's quite alright Dracula X
edit: 1. I made updates
WARNING: I'm still in the process of updating A LOT OF IT just to let you guys know I'm not dead haha
BTW: I WILL ANSWER ANY QUESTIONS! lol so start asking damnit haha
I made edits on the post above.
I also have some videos of my Epyon playing against SiR FoX's Shenlong if anyone wants them
Hey, just picked this game up, looking to paly some people to pratice. drop me a line sometime.
MiyagiShin X
10-24-2005, 04:17 PM
*edited for content* You should know better than to ask that. -fb
Just hit me up on aim. Id love to get into that game. :tup:
Clear Sky
11-12-2005, 04:29 AM
How about those vids?
Clear Sky
12-10-2005, 02:28 PM
Great thread you got here. Any new updates on the horizon?
sorry for the no updates for a while =)
I've been kind of busy at work and school but now that school is finished I have to put all my time into work it'll be a while before I put some vids out though
tho if someone bugs me enough on aim or something I might just do it all of a sudden
I'll only do it if there's a big demand for it though
solidfox
12-31-2005, 09:25 AM
Well I use wing here and there.
Clear Sky
01-21-2006, 02:54 PM
sorry for the no updates for a while =)
I've been kind of busy at work and school but now that school is finished I have to put all my time into work it'll be a while before I put some vids out though
tho if someone bugs me enough on aim or something I might just do it all of a sudden
I'll only do it if there's a big demand for it though
LOL my friend, I don't think that will happen. The only thing that will attract people are probably the videos.
Speaking of which, there are three matchs out @ combovideos (http://www.combovideos.com).
Well I use wing here and there.
And the point of this post is...?
Nocturnal
01-22-2006, 12:03 AM
Any of you guys have tried Gundam Seed Destiny for the GBA (japan only I believe). The game is pretty close to GWED I would say though I think the GBA version is a bit more fun for me at least. I'm making a short combo video for it since I found some interesting things as far as extending combos. Take care.
Dracula_X
02-03-2006, 05:42 PM
Heh i'm the only one making match videos. The ones at combovideos were done by me and were bad quality. There is a teaser trailer posted on there too that i also did that's a bit better. you'll just have to look for it. Seriously guys you should join me, Tippy, and the rest of the gwed crew on zbattle sometime. I guarantee you will have fun.
Yes tippy i will haunt you here as well :p
CoosCoos
02-12-2006, 05:46 PM
I'm up to playing this with some peeps sometime. Just hit me up on one of the messengers.
FatalFuryD
02-16-2006, 06:15 PM
Any of you guys have tried Gundam Seed Destiny for the GBA (japan only I believe). The game is pretty close to GWED I would say though I think the GBA version is a bit more fun for me at least. I'm making a short combo video for it since I found some interesting things as far as extending combos. Take care.
No, because I really didn't care much for Gundam Seed series, but I'll check that out soon. If it's close to GWED I'm down.
Dracula_X
04-20-2006, 01:43 PM
Hmm.. I'll revive this with a few of my text stuffs i've typed up.
*Some of the stuff here is restated from earlier posts but meh.
Wing Basics, combos and strategy
Well here's my little rant on good ol' Wing. I love playing this guy. He's one of the most fun to play in the game i think.
He's got good speed, Good specials, Good combos, not really anything bad about him i say. He does take a bit more damage because his armor isn't as good as a few others but that's not really a big deal honestly. He does take a bit of skill to play well, but new players will like him all the same.
Oh yeah whenever you see xx it means "cancel into" like Stand A xx Qcf + strong is A and then Qcf + strong doing a 4 hit combo.
Basic moves
Standing
Y: A basic jab. good for starting combos. not much else
X: A little uppercut with his shield. Sets up some easy Juggle opprotunities. One of the best "launchers' in the game
Y: A Forward Slash with his Beam Sabre. Not much use on it's own but good in combos.
A: Downward slash with his Beam Sabre. Good in combos and as a rush in. Will also OTG opponent.
Forward + X: Strait forward stab with his shield. Good in Combos and easily cancells into his specials and super
Note: All of Wing's standing normals are cancelable into any special or his Beam rifle super. good luck canceling the jab into super though.
Crouching
Y: A Low kick. Hits grounded opponent as well. Good in standing or ground chains.
X: Low Swipe with his shield. Knocks down opponent. Will also OTG opponent. Easy to chain into and works as a ground chain finisher.
B: Low slash with beam sabre. Good in either stand or ground chains. useful for mixups as well.
A: Crouching Slash that hits HIGH. Sometimes you can catch the opponent off guard with this. Good in chain combos.
Note: His Crouching Y, B, and A are cancelable moves.
Jumping
Y: Looks like his stand Y only in the air. Not much use really but can be cancelled if you're fast enough
X: Looks like his Down + X. Good jump in attack and air to air.
B: A wierd looking slash in the air with his Sabre. Good at stuffing wake up super jump attempts.
A: Downward slash in the air. Best air to air he has imo. Also good as a jump in attack.
Note: all of Wing's Jumping attacks are cancelable. Jump A xx Dp + strong is TOO good XD
Specials
note: There are no official names for these moves that i know of so don't ask <__>
Qcf + Weak/Strong
Wing shoots either 1 (weak version) or 3 (strong version) fireballs at the opponent. Can be done in the air. Good in combos and as a wake up trap. Weak version is not very good but the strong version can create problems and allows a super cancel of sorts. does not knock opponent down. (unless of course it KO's them :P) Can be TKed or tiger knee'd as well (Qcf,uf + weak/strong for jump buffered special :P)
Qcb + weak/strong
Wing jumps at the opponent shield extended and does a 2 (weak) or 3 (strong) hit auto combo. Will always knock opponent down if it connects. Good in some combos and can be used to stuff wake ups and as a corner trap, though the later is a little risky.
Dp + weak/strong
Wing's Shoryuken :P Anyway he jumps up at an angle with his shield and then does a downward slash with his sabre. Will always knock down if it connects. Weak does 3 hits, strong does 5. VERY good in combos and very nasty as air to air combo after a jump A of X. I wouldn't rely on this as anti air though...unless you want to commit suicide that is. Or your opponent doesn't air block at ALL. Dp's in GW:ED just don't do Street Fighter justice *sighs*
Supers
Qcf X2 + any attack button
Wing pulls out his Beam Rifle and shoots 3 large beams in quick sucession for good damage. Does more if done up close. Works well as a guard cancel/super counter due to it's speed. Has some invincibility in the start up frames to anything but Throws (why God, WHY?!?!) Works in the air very well. Best if used in combos (air or ground) and as a super counter. Does anything from 6- 10 hits i believe. Also you can buffer a jump into this move by doing QCf, Qcf, UF + any attack button to effectively Tk or tiger knee the move. doing this catches people off guard sometime as well. Does not knock down.
Qcb X2 + any attack button
Wing's secondary super. He transforms into a plane and the flies across the screen 3 times. you can control his flight by holding up or down. This super isnt very good imo. i have yet to find a way to combo it. But you ARE completely invincible during the move. Even Epyon's super will do nothing to you. The downside is that it is easily avoided and you are completely vulnerable upon recovery and will be in a world of hurt if your opponent plays his cards right. Use it as a super counter if you want (vs. blocked Sandrock and Epyon's super) or don't use it at all. 9 hits total *IF* it hits on all 3 fly bys :P
Basic Combos
These are Wing's Basic chain combos
Note: Anywhere there is a Y you can do a Down + Y for the same effect
Y(x2,3 OR 4)
Y,X
Y,B
Y,Down B
Y,A
Y, Forward X
Y,Down A
Y,Down X
Y,Y,X
Y,Y,B
Y,Y,A
Y,B,X
Y,B,A
Y,Y,Forward X
Y,Y,Down X
Y,B,Forward X
Y,B,A,Down A
Y,Y,B,A
Y,Y,B,Down A
Y,Y,B,Down X
Y,Y,B,Forward X
Y,Y,Y,Down X
Y,Y,Y,Forward X
Y,Y,Y,A
Y,Y,Y,Down A
Y,Y,B,Down A
Y,Y,B,Down X
Y,Y,B,Down B
Y,B,Down B,A
Y,B,Down B,Down X
Y,B,Down B,Down A
Y,B,Down B,Forward X
Y,Y,Y,Y,A
Y,Y,Y,Y,Forward X
Y,Y,Y,Y,Down A
Y,Y,Y,B,A
Y,Y,Y,B,Forward X
Y,Y,Y,A,Down A
Y,Y,Y,B,Down X
Y,Y,B,Down B,A
Y,B,Down B,A,Down A
Y,Y,B,Down B,Down X
Y,Y,B,Down B, Forward X
Down Y,Down Y,B,Down B,A,Down A
Chains can be started from any normal at any point in the combo. You don't have to start them with Y if you don't want to :P
Ok those are all the chains i know off of the top of my head. There may be more and if i remember them or find out something, i'll update later.
Ground chains aka OTG combos (after you knock opponent down)
Down Y,Down X
Down Y,Down B
Down Y,A
Down Y,Down Y,Down X
Down Y,Down Y,Down B
Down Y,Down Y,A
Down Y,Down B, A
Down Y,Down Y,Down B,Down X
Down Y,Down Y,Down B,A
Down Y,Down Y,Down Y,Down B,Down X
Down Y,Down Y,Down Y,Down Y,Down B,Down X
The last ground chain will only work in the corner and you have to be quick btw
Whew that was alot. Ok here are some decent Combos that use his special moves. I'm not gonna type out every chain into the special/super cause that would take too long. instead i'll just say which normal to cancel....yeah
whatever into stand X xx Dp + weak/strong or Qcb + Weak/Strong
any normal (except down X) into Dp + weak/strong
whatever into A/Down A xx Qcf + Strong
Any of his standing normals will cancel into his specials/beam rifle super btw. Though the QCB will only combo reliably after certain moves
Whatever into Forward X xx Qcb + Weak/strong
Yeah the best way to combo the Qcb move is after a Forward X
Also his Qcf + weak/strong can be comboed after a Stand X but you need to delay the special a bit.
Also any combo that knocks the opponent down always follow with whatever ground chain you want, depending on how fast your opponent gets up.
Some good example combos are:
Y,Y,X xx Dp weak/strong
Y,B,A xx Qcf + strong
weak vulcan,strong vulcan xx Qcf + Strong
Down Y,Down Y,B,Down B,A,Down A xx Qcf + Strong
The Qcf + strong can also be super cancelled (sort of) to the beam rifle super if the QCf + Strong connects and you have the power for the super.
Ex.stand A xx Qcf + strong xx Super is possible
Well like i said i'm not gonna put every chain to special/super combo i know. Maybe i'll add them at a later time. Just experiment and see what you can come up with.
Advanced combos
These combos use Block Dash cancelling and super jump cancelling to work. They take a bit more practice and are pretty damaging.
stand X xx superjump A xx Dp + strong
Works if you use Stand X and anti air and opponent lands on the tip of Wing's shield. A staple Wing combo in the GW:ED community XD
Stand X xx Qcf + strong (delayed a bit) Blockdash in B,X xx Superjump A xx Dp + strong
Stand A xx Qcf + strong Blockdash froward, A xx Qcf + strong Blockdash forward,repeat
This is Wing's Looping combo. Works best if the opponent is in the corner. Note this is not an infinite, you can loop this three times before you should do something else. At least i've only been able to loop it 3 times.
Y,X, blockdash forward, Y,X, blockdash forward, Y,X xx Dp + strong
you have to blockdash as soon as the stand X connects. It's hard to time but can be done. This one is 11 hits or up to 16 with a ground chain.
X,blockdash Froward X, blockdash forward X, blockdash forward X, repeat
His near infinite combo XD. Again you have to Blockdash as soon as the stand X connects to keep the combo going. The most you can possibly get out of this is 14 hits. I've gotten 12 a few times but you can get 14. Usually though if you can get 4 or 5 then do his Dp, you're probably better off as it is safer than to try to keep the combo going. But if you get the max amount of hits the opponent will be either dead or nearly dead. Good luck with this one btw =P
ok here's one of his 100% combos i know.
about 1/3 screen away opponent in corner.
Weak vulcan, strong vulcan xx Qcf + strong, blockdash forward A xx Qcf + strong , blockdash forward X, Blockdash forward Y,X blockdash forward Y,X, Blockdash forward Y,X, Blockdash forward X,X xx Super Jump Air super.
all together 33 hits. I test out combos on Sandrock btw because he has the strongest armor. If a combo will kill him, it will kill anyone. Again you have to blockdash the stand X's as soon as they hit. the last Two X's just link together, no dashing necessary. superjumping at the end and then doing the super is hella strict on the timing though. A very flashy combo for sure XD
Wing's Wake up/corner trap
ok this is a good way to keep pressure on your opponent.
after you knocy your opponent down do a 2-3 hit ground chain ending in stand A. then cancel the stand A into Qcf + strong. Even if the manage to block the fireballs you can still Blockdash in and throw them and keep the pressure on. or if the fireballs hit you can the cancel to super or blockdash in and start his loop or juggling combos or whatever you like. This tactic owns many an inexperienced player XD. Also you can Do Qcb + Strong after the stand A but it's a bit more risky.
or if they try to superjump on wakeup just do Jump B xx Dp + weak strong to ground them again.
Cross up
For Wing if you want to cross you opponent up knock them down and then do Down B, jump forward A. Most of the time you will cross them up on wake up and then you can combo whatever after that XD. Most people don't even know there are crossups in this game so use this knowledge to your advantage.
Also as a general rule use the trap if you have them cornered and the cross up midscreen. Though you'll want mix it up with regular OTG chains to keep them guessing.
Wing is a lot of fun to play. He does take some skill to play really well though. You gotta be careful though. His speed is balanced out by the fact that he take a bit more damage than some other characters. Learn his Traps and Pressure tactics and you will do fine with Wing.
Minor update to Wing. His Qcb +weak/strong is actually more reliably comboed from a down A than a forward X. Can't believe i messed that up lol.
Also if you manage to throw them in the air use down A as a followup attack while they are bouncing from the throw. Hard to time but very useful.
Duelist
04-27-2006, 05:00 PM
Hey, just wanted to say thanks to a4relzwutazn and Dracula_X for posting strategies and combos, they're really helpful.
I'd like to see some Tallgeese strategies if you guys have the time.
shinobi00
05-10-2006, 11:14 AM
I just started playing this, and someone told me I found deathscythes infinite. Catch me on zbattle I'm nikka1. Just keep in mind i'm new. Thanks for all the cool strategies. Hopefully we could get something set up at evo this year.
Kyokuji
05-10-2006, 11:48 AM
Bandai's development houses really got their shit together towards the end.
This and Hyper Dimension are awesome.
Dracula_X
06-06-2006, 03:30 PM
Some more of the stuff I've typed up. Again some of it is reiteration but meh
Deathscythe basics, combos, and general strategy
Rant on Deathscythe.
A lot of people start off with this guy because let's face it, he looks damn cool. First time i saw his super i was like woah...sweet! Deathscythe is pretty good when you know how to use him. Of course he has his infinite (easiest one in the game), But there are a lot of other things to use to mess with your opponent as well. Just remember that he does take more damage than other characters so you wanna try to play somewhat defensive. Hopefully this will help anyone who wants to learn this guy.
Normals
Y: Jab. good combo starter.
X: Strait kick. always knocks down if it connects.
B: Slash with his drill blade (don't ask, I couldnt think of a better name for it) Launches opponent for juggling opprotunities.
A: Downward slash with his scythe. Does 2 hits for decent damage. Easily canceled in whatever. Will also OTG opponent.
Crouching
Y: Low Jab. Less pushback then stand Y. Good combo starter and is actually really good in a rushdown/tick throw situation.
X: Low sweep. Knocks down if it connects and will OTG opponent.
B: Low "poke" with his scythe. Has more range than Down + X. Will OTG opponent and is easily cancelable into whatever.
A: Upward slash with his scythe. Sets up juggles and very easy to cancel into whatever you want. Will also OTG opponent though it's relatively useless to do so.
Jumping
Y: same as stand Y. it's ok as air to air but i wouldn't use it to much.
X: A kick at a downward angle. Good air to air and good for a jump in.
Y: Same as stand B. Okay air to air i suppose but i really don't use it. will hit standing opponent as an overhead though but it hard to position that.
A: A 2 hit downward slash with his scythe. Good air to air though it is a tad slow to come out. Works good as a jump in.
Note: all of Deathscythe's air normals, and standing/crouching Y, B, A are cancelable moves. Stand B cancels are more like links though and take good timing.
special moves.
Qcf + weak/strong.
Deathscythe throws his drill at the opponent it does a hit hit combo. Hits are the same for both versions but the strong version will teleport you right next to the opponent if it connects. Obviously this move is the basis for a lot of his combos. Does not work in the air. Also DO NOT use this outside of a combo because it is really easy to see coming and you could be in for some pain.
Dp + weak/strong
Deathscythe spins at a 45 degree angle upwards toward his opponent. Passable as anti air but i wouldn't do that to much. Weak does 3 hits strong does 5. Works in the air as well. Good in combos and the strong version in the air has amazing invincibility. Epyon's super will even go right through you harmlessly if you time it right. Glitch? I don't know but it works. Always knocks down if it connects. Bad recovery on a wiff.
yep he only has 2 specials. oh well.
Super
Qcf(x2) + any attack button
A suped up version of his DP special. Does 8 hits for real good damage up close. Hits vary with range but usually you get 6-8. Easily comboed into from most of his normals. Can be done in air normally. Jump A xx Super is good.
This super has bad range though. Not very reliable as a counter super unless you are right next to your opponent. Best used in combos or as anti-air and if blocked in the air does decent chip damage. If you miss you're screwed though.
Basic chains
A lot of his chains start with Y because it his best starter (as it is with most gundams) And also Deathscythe's best rushdown is with Y, Down Y mixups.
Y (x2,3,or 4 up close)
Y, B, X
Y, Down B, X or Down X
Y, Down A
Y, B, Down A
Y, B, A
Down Y, Down B, Down X or Down A
Y(x2), X or down X
Y(x2) B, X
Down Y(x2), Down B, Down X
Down Y(x2), Down B, A
Down Y(x2), Down B, Down A
A, Down A
Down Y, A, Down A
Y(x3), X
Y(x3), B, A
Y(x3), Down B, Down X
Y(x3), B, Down A *works best in corner*
Y(x4), X
Y(x4), B
Down Y(x3), Down B, Down A
Those are the one I use. He doesn't have as many chains as Wing and some other characters, but they still work and do damage.
Goround Chains aka Otg hits
Down B, Down X
Down B, A
Down B, Down A
The Down B, Down X is the one you will see used the most and is the standard for damage. Down B, A is good for wakeup traps/mixups and Down B, Down A works if you opponent gets up incredibly fast and it can hit them and lauch them for a combo. Stick with down B, X and Down B, A for best results.
A note on Deathscythe's throws.
Deathscythe's throws are good for spacing purposes. He throws them a good distance across the screen and allows for easy otg followups. Use a strong throw in the corner and only in the corner, and hit them with stand X, stand B, or down A for an extra hit while they are bouncing. His air throw is good but you cant follow up on it minus a quick dash in otg combo which is good too.
combos.
His standind Y, B, A and Crouching Y, B, A are cancelable moves. all of his Air normals are cancelable as well.
His Qcf + weak/strong will only connect in a combo after a stand B, Stand A, Down B, or Down A. Don't try to combo it after a stand or crouching Y. it won't work.
so here's some example combos.
Y/B xx dp + weak/strong
any chain into down A xx dp + weak/strong,
qcf +weak/strong(depends on distance), or super
Y,Y,down B xx qcf + strong, down A xx dp = weak/strong or super.
Weak vulcan/strong vulcan xx qcf + strong, dp +weak/strong
His combos aren't really to hard to figure out for the most part. Here's some advanced combos for ya.
A, Down A xx Dp + weak/strong, dash in Down B, Down X *
*the first hit of the dp is supposed to wiff*
Down Y (x2), Down B xx qcf + X/A, Down Y(x2), Down B xx Qcf + strong, Down A xx Super
Y(x2), B xx Qcf + X/A, Jump X xx Dp + weak/strong *
*the B xx Qcf + X/A is more of a link than a cancel and takes good timing*
Down Y(x2) Down B xx qcf + strong, A xx Qcf + strong, Down +A xx Super
Y(x4), B xx Qcf + strong, Jump A xx Super
again the B xx qcf is more of a link than a cancel and is strict on timing. One of my favorites.
opponent jumping. Down A xx superjump X xx Dp + weak strong or super.
This one is hard to pull off. You have time the down A so the 2nd hit of it barely hits the opponent and you have to super jump immediately to hit them with the X in the air. i couldn't record it for my video but it does work. Better if they are cornered though
*infinite*
Ok his basic infinite is:
Down B, A xx qcf + strong, Down B, A xx qcf + strong. repeat until opponent dies ro until you run out of power.
doing it this way make you lose 10 power units every cycle. Usually if you have at least 160 power you can kill someone with it.
Other variations.
Stand A xx qcf +strong, wait a second, stand A xx qcf + strong, repeat.
Down B xx Qcf + strong, Down B xx qcf + strong
This one's just for show. To much power loss to keep it going for any amount of time.
Down Y(x3), down B xx qcf + strong, Down Y(x3), down B xx qcf + strong, repeat.
this one will keep you from losing power during the combo.
Stand Y(x4), Down B xx Qcf + strong, Stand Y(x4), Down B xx Qcf + strong
Same deal, you wont lose power with this one but it's hard to keep up consistently.
Ways to connect the infinite.
Hit a Jump in A, land, Qcf + strong, infinite
Weak or strong vulcan from a distance xx Qcf + strong, infinite
Hit a stand A xx Qcf + strong, infinite
Y,down Y chain into Down B xx qcf + strong, infinite.
Knock opponent down, otg with Down B, A xx qcf + strong, infinite
The last one only workws if the opponent tries to do anything but block on wakeup. This one also depends on how fast the opponent gets up. More often than not it will work since a lot of people try to superjump on wakeup and the qcf will stuff them as soon as they are standing.
Note that for every setup your opponent has to be standing or crouching on the ground. To qoute someone i played online recently:
"if a jab hits i'm dead"
Because i was chaining Y/down Y to Down B xx qcf + strong, then he ate infinite. A bit Scrubby but he was pissing me off XD.
Some special notes on Deathscythe.
His regular Dash causes him to completely disappear off the screen except for his shadow. during the time he is dashing, there is a small window of invincibility. you can go through most fireballs and some attacks like Vayeate's B and A. You can attack during the dash but you are vulnerable to a few things. Throws and supers. All supers last to long for you to be able to dash through. Though you can Completely avoid Epyon's super this way with perfect timing and some luck.
Like I said earlier his Dp + strong in the air has amazing invincibility to it to anything but throws. Time it right and you can blow through Air supers, fireballs, normals, whatever. I think this is a glitch but it works so it's good XD.
His trap game involve using an A os otg the canceling into his Qcf + strong. Or Using Down A when they get up and then launch them into a combo. If they try to jump then just do Jump A or B xx Dp + Weak/strong or super. The hard part is setting up the trap because you have to knock the opponent down. Which is where the next section comes into play.
Throwing/mixup game
This works with all gundams but i thought i'd put it here. For tick throwing in this game you want to do Y or Down Y and whether it's blocked or not you can walk forward slightly and throw them. It's agood way to mix things up now and then. Remember your opponent can tech your throws pushing you back a little bit but they will still take a small amount of damage. If they tech you can dash in and try to throw them again, Jump in with A, Or do a low hitting attack and try to combo from there.
It all depends on what your opponent does. Normally a lot of people try to superjump away after a tech throw and a jump A or B will stuff them. If they try to block high then you can try to throw them again or go for a low attack (Down B to infinite if you can get it) and if they try to Block low you can throw them. Also if they try to counter attack you can either try to throw them out of it (works more often than you would think) or just block the attack and wait for an opening to attack your self.
This is known as the low/throw mixup in the GW:ED community XD
Well I hope that helped you with Deathscythe. Again if I find anything else or think of something, I'll update later.
yeah sorry I haven't updated in a while again
lol you know shit happens haha
anyway I'm back for a bit, I see DraculaX has put down some info on the game
I'll take a look at it pretty soon
But on the community part, I've known the same guys for about 5 years who started to play and got to grow up with them.
Unlike Kaillera, we're not on each others throats all the time and we keep in touch. We're all pretty cool once you get to know us though some of us may have weird personalities it's all good
The game's fighting engine is WOW for a SNES game. I got addicted after I saw you could super jump LOL
Dracula_X
06-28-2006, 03:50 PM
So he finally returns:P
I'll post up my Merc stuff later today.
Dracula_X
06-28-2006, 08:35 PM
Merc guide of sorts. Most of this should be new to whoever reads this :P
Mercurius
Merc! what can I say about this guy. Well first off when I started playing this game I never used him. And I got raped by the cpu version of him which didn't help lol.
After playing this game for a while i've learned to use him more and i find him to be a lot of fun to play. Some of his combos are hard to time, his infinite is a pain, but if you get hit with any random attack, you're going to be hurting. Next to Epyon maybe, Merc may have the most combo possibilites in the game. Anyway, on to the guide.
Normals
Standing
Y
Merc does a jab. Basic combo tool, nothing special
B
Merc does a 3 hit attack with his orbs? (still don't know the correct name for those) Good in chains and does chip damage.
X
A roundhouse type kick. Launches and sets up very nice combos.Very important to his loop. Very good move.
A
Downward slash with his shield sabre? Anyway this move covers a lot of space in front and somewhat above him. Also a very good normal.
Crouching.
Y
Pretty much the same as his stand Y. Same uses and works for tick throws.
B
3 hit attack with his orbs at a bit of an angle. Good in combos and does decent chip damage. Otg's opponent from the right distance.
X
Low kick that trips you opponent. good in chains and will Otg opponent as well
A
Shield sabre attack at about a 45 degree angle. Always knocks down if it connects. This is mrec's anti air in most situations. Can be used in some chains if you want.
Jumping
Y
Jumping jab. Not much use really
B
multi hit attack with his orbs at a downward angle. Very nice attack, Does chip and will otg the opponent (i'll explain that later)
X
Looks like his Stand X. On hit it will launch you opponent up for some ver nice combos. Very good normal.
A
Again looks exactly like his stand A. Has the same range and has decent priority. Good in air combos
Note: All of Merc'sNormals are cancelable moves. His super will only connect after certain normals though (will explain later)
Special note on his throws:
Merc's throws are special because they're the only throws in the game that build meter. Weak throw does 1 extra hit and strong version does 3. You can always OTG
after a sucessful throw. Merc does not have an air throw.
Specials
Dp + weak/strong
Merc does a dash with his shield in front of him. Can be done in the air and will knock down if connected cleanly. Does good chip as well. Generally use the strong version for best results.
Qcb + weak/strong
Merc creates a shield around him. Doesn't matter which button tou use to activate it, the shield will be the same. What this does is grants merc invincibilty to anything but throws once the shield is up. He can be hit out of the startup though so be careful when you use it. The shield also drains power over time and if your power runs out, the shield will disappear.
Qcf + weak/strong after shield is up.
Merc sends out the orbs of the shield to attack the opponent. weak version sends them out in a + pattern. Strong version sends them towards you opponent. Strong version seems to have a random path but will home in on your opponent to an extent. They do a ton of damage if the connect and do good chip if blocked. Also if they are blocked you can break their guard (situational, but it does work) The strong version can also be comboed after certain moves but only in the corner. Also they can OTG sometimes. Overall the strong version is an excellent move.
Super
Merc jumps in the air, his orbs extend a bit and he proceeds to shock the crap out of your opponent. This super will otg an opponent perfectly. It can also be done in the air but you have to use the air super glitch (explained in an earlier post). I can also be comboed normally after a stand X but it does not knock down. Does decent Chip damage as well. Not to useful as a supercounter because of it's range so I wouldn't advise using it as such. It also has a long recovery time so be careful with it outside of combos or you will be sorry (shouldn't be using it outside of combos anyway:P)
Chains
Instead of tyinging out a whole list of chain combos i'll just say what normals chain to which.
Y chains to itself, B, down B, X, and down X
B chains to Down B, X, down X, A, and down A (doesn't always connect though)
X chains down A, and links to stand A , stand B, and jump X
A Chains to Down A, and links to jump A if used after a stand X
So you can see what you can do with this. Examples:
Yx2, B, down X
Y, B, X, A/down A
Y, down B, X, Down A
and in the corner you can do stuff like:
Y x3, B, down B, X, A, jump A/down A That's 12 hits right there
Otg chains
Down B, X
X x2
jump B x2
With the jump B it has to be instant. Like just hit Up + B at the same time.
Combos
Here's where it gets fun XD
Yx2, B/down B xx dp + weak/strong, otg down B, down X
B, down B xx dp strong, otg down B, down X or otg super
Y,Y, B, X xx super
Corner Yx3, B, down B, X, A down A, otg combo or otg super
Yx3, B, down B, X, A, jump A xx dp + weak/strong, otg combo or otg super
Yx3, B, down B, X, jump X xx dp + weak
somewhat advanced combos
corner
Yx3, B, down B, X, A xx super jump B xx Dp + weak, otg hits
(anywhere)
Stand X xx blockdash forward, down B, A, jump A xx dp, otg hits
jump in X, stand X, super jump X xx dp + weak
Orb combos
These work after you activate the shiled and use qcf + A/X to have the orbs home in on them. Mostly these are corner combos.
at vulcan range with shield up:
qcf + X/A, weak vulcan, Dash in Yx3, B, down B, X, A, jump A xx dp + weak/strong, otg combo or otg super
qcf + X/A. weak vulcan, super jump in X, jump X, stand X, Super jump X xx dp + weak
With shield up:
Down Y x2, B, X xx delayed qcf + X/A, jump A xx dp + any, otg hits
Yx2, B xx qcf + A/X, B, wait a split second, Yx3, B, down B, X, A, jump A xx dp + weak/strong, otg combo or otg super. Lots of hits, lots of damage.
Infinite:
[dash down B, A dash down B, A] repeat in brackets
Only works in the corner. you have 24 frames fromn the stand A to connect the dash down B to keep it going. It's not easy by any means but not impossible either.
"X loop"
This is a staple combo that any decent Merc player will use and abuse. I only call it "X loop" because it reminds me of Sol's Dustloop form Guilty Gear XX.
Basically it starts with a jump in X. From there you have a few options like:
Jump in X, stand X, Down A. Basic combo that will ground opponent.
Jump in X, Stand X, super jump X xx dp + weak/strong. Again this will knock down.
Jump in X, stand X, super jump X, Jump X/A xx dp.
Those are the easy variations. Also always end with an otg combo for more damage.
Other more damaging and more difficult ways to do it.
Jump in X, land, Jump X, stand X, superjump X xx dp + weak/strong
Jump in X, land, jump X, stand X, superjump X, land, jump X xx dp + weak
Jump in X, land, jump forward X, stand X, super jump X jump A xx dp + weak/strong
Jump in X, land, jump X, stand X xx super. Doesn't knock down but does good damage.
To link the send jump X in the combo, you have to do the 2nd jump X as late in the jump as possible. Timing is tough at first but not so bad once you get the hang of it.
The is a way to get 6 and 7 hits out of this but i'll add that later.
*Edit 6 hit loop*
Jump in X, jump X, Stand X x3, jump X
These are all links and are kinda tight on timing btw.
Also if you catch them in mid air with jump X you can almost always link another jump X and a super jump X into dp for knockdown.
Like I said it's a staple combo that does good damage. It can be very hard to time correctly at first but you kind of build muscle for it I guess. Credit goes to Glacius for inventing this combo in the first place btw.
Merc tips and strategy
Generally anytime you knock down your opponent you want to do one of 2 things. One is to use you super as otg. Damage from the super is scaled a lot but doing this will wear your opponent down pretty quickly. Weak or strong throw -> super, down X -> super, Down A -> super, Dp + weak/strong -> super (if you have the power of course)
The other thing to do is to activate your shield. Doing so will give an advantage due to the invinciblilty you gain during the duration of the shield. A lot of people don't know that and will try to attack you or use a super or whatever and having it completely go through you harmlessly. This of course net's you a free combo. Just be aware that if you are thrown or you break out of a throw attempt you will lose you shield.
Of course you can always go for otg combos as well.
If you have your shield up and you knock your opponent down, use the qcf + X/A to launch the orbs at them if you are somewhat close. Sometimes it will otg them but what you want to happen is for them to wake up in a blocking state. From there you can super jump to the other side of them and break thier guard with a low/high (depending on how they are blocking) attack while they are still in block stun.This allows a free combo or at least another knockdown. this isn't 100% guaranteed but it takes some damn fast reaction to block in time so most of the time it will work.
A good tactic is to lockdown with jump B after knockdown. Against most opponents you can hit itg with instant jump B and then you can do it again as they wake up and if they don't block correctly you can cancel into dp + weak/strong, grounding them again.
Other wake up tricks.
After knockdown in the corner I sometimes do Down B for otg and the I'll do Stand B when they wake up. since a lot of people like to superjump on wake up the stand B will connect and you can go for big corner combos from there. This doesn't always work but it's still a viable mixup option you can use.
Use super as otg and then super again if you have enough power to. The first will hit as otg. The second one sometimes catches people off guard because doing 2 supers in a row isn't something that's usually expected. Unless you're playing a spam happy Epyon nooB of course =)
Merc's B, down B, and Jump B attacks count as projectiles. So you can use them to negate some projectiles like Wing/wing Zero's qcf specials, Vulcans, and possibly Heavy Arms missles and bullets. I actually never got a chance to try that but I will later. I hate playing theory fighter though.
Also since they are counted as projectiles you can Block Dash the recovery to keep pressure on your opponent.
ALWAYS end any air attack with dp + weak/strong
Ways to connect the X loop.
Well this depends entirely on your opponent realistically. Some people you can just jump in on them and remove a good chunk of thier life. Other people you have to bait into it or catch every mistake you can.
Like sometimes you can dash at your opponent normally and you can bait a qcf attack from them at which point you super jump over it and drop in with X and go from there. That won't work all the time though as some characters can just super and catle you out of the super jump (tallgeese for instance). Sometimes using jump x when they wake up works as well.
There's really no guaranteed way to connect it unles you are playing someone who doesn't know how to block or anti air you. For some reason though you almost always see this combo from any decent merc player at some point in a match.
Dracula_X
06-28-2006, 08:42 PM
Link combos:
In GW:ED most all combos are chains. Well like a lot of other fighting games there are links as well which are pretty tight on timing. For instance Merc's stand X -> stand B is a link because the stand B does not cancel the recovery of the previous move. It works because you hit the opponent before they get out of hitstun from the previous move. Every character has a few in one way or another. You can't mash these out. Most are frame dependent (merc especially) you just build muscle for them over time.
When you see this -> it represents a link. Chains are with commas.
Mercurius:
stand X, stand A -> stand A (anywhere)
stand X, stand A -> stand A -> jump A (corner)
Stand X -> jump X (anywhere)
Stand A -> dash stand/down B
3 hit chain to Stand X -> stand B (1 hit), stand X -> stand B (1 hit), stand X -> A -> jump A OR jump X xx dp + any
(only works in corner so far, still messing with it)
Sandrock:
Qcf + strong -> Y, Y, B xx qcf + strong -> jump B xx qcf + strong -> jump B
Epyon : Too many to list here (guide coming soon)
Y, B, Down A -> qcb + weak, B -> down B , X for starters though
Wing:
Qcf + strong -> Block dash A
stand X -> blockdash Y or X
stand X -> super jump A
Wing Zero
Weak throw -> down A
3 or 4 hit chain to Down A -> qcf + strong -> blockdash down A xx whatever
Deathscythe:
Stand B -> stand A
stand B xx qcf + strong
Down A (anti air) -> superjump X
Shenlong
Down A -> stand A
air throw -> air qcf + strong
qcf + strong -> down B
Jump A -> jump A -> jump X (only got this one to work in the corner 3 or 4 times, still messing with it)
Vayeate:
Dp + weak -> air Y -> stand Y x2 dp +weak relaunch
Actually Vayeate has a lot of variation to this. I'll add them when i make that guide
Tallgeese
Down X -> super -> down X (OTG)
Down Y, Down B -> Stand B, down B -> Jump B
Down A -> down X (OTG)
Heavyarms
Jump A -> jump A -> jump A (will explain when I make the guide)
Down Y, stand B -> stand X
Vulcan -> Super (near corner)
dp + strong -> vulcan OR stand X (near corner for the stand X)
There is more of course but i'll go over those when I make the guides for the rest of the characters. If anyone has anything to add to this thread at all please don't hesitate to do so. I need input from you guys I"m sorry this is taking so long but when it's finally done, it will be the most comprehensive GW:ED guide on the net.
Dracula_X
08-15-2006, 09:31 PM
Heavyarms and Vayeate guides coming soon.
Dracula_X
05-01-2007, 08:37 AM
Bump till i get the guides done..
God 2.0
05-15-2007, 03:22 PM
Interesting. I've had this game for a while, but never had the opportunity to play it against another human. I'd love to try this out on Kaillera some day.
Hyperhal
05-15-2007, 06:18 PM
This game made me want to get an SNES and arcade stick for it, thats how strong this shit is to me. Deathscythe ftw.
Dracula_X
05-15-2007, 11:14 PM
Play it with zsnes 1.36 along with zbattle. It's a p2p connection that is waay better than kaillera.
MiyagiShin X
05-16-2007, 01:15 PM
Play it with zsnes 1.36 along with zbattle. It's a p2p connection that is waay better than kaillera.
how those guides comin? Its been like forever, but its seems like every year this game is revived for a month
And i go home and laugh about recking face with Deathsythe
BigKiggzTheDon
05-24-2007, 11:12 PM
hey i just started playing agian with my buddy Fabolous AKA King Koopa & my other buddy martins i just wanted to know do you all think epyon is cheep should he be banned in serious tournament play ?
I just wanted to know what every 1 thinks about this i just actually started playing this game agian and want to take it serious this time around what kind of equipment should i use to play this game ? i was thinking 4 point stick & Sanwa buttons any recomendations ? is there special parts that the pro's use for this game ? also i was thinking how can an arcade stick fit into the SNES port ? do i need special parts?
BigRick70
05-25-2007, 07:40 AM
Wow, I remember that game it was so awesome!
Seeing this thread makes me wanna play it again.
!!Sazabi!!
05-25-2007, 12:15 PM
holy shit i totally forgot about this game.. used to play it all the time on zsnes haha..
BigKiggzTheDon
05-25-2007, 02:50 PM
This game is so sick im playing right now im killing this game every day so does anyone still play at all ? i was wondering if anyone plays on Kail. or Zbattle ?
My fav character is wing
Iapetus
02-26-2008, 06:03 AM
I just got into this game - it is the bomb dizzy.
Messing with Tallgeese, he seems cool. What uses are there for his command grab? I love catching opponents unawares, but I know it is not a reliable use. Anyone have any ideas?
-WiL-
03-02-2008, 02:31 PM
For tallgeese's command grab I'd only really use it in combos
something like y, b, down b--->qcb +x--->super
But tallgeese is like the worst in GW:ED. I'd start with learning deathscythe as he's probably the easiest.
I'm one of the better players at this so If anyone wants to learn to play this or just wants to play hit me up on aim or PM me. Or join my game on zbattle.
Stafos_Knight
03-06-2008, 01:20 PM
For tallgeese's command grab I'd only really use it in combos
something like y, b, down b--->qcb +x--->super
But tallgeese is like the worst in GW:ED. I'd start with learning deathscythe as he's probably the easiest.
I'm one of the better players at this so If anyone wants to learn to play this or just wants to play hit me up on aim or PM me. Or join my game on zbattle.
With Tallgeese, his QCB grab is pretty useless outside of combos for several reasons. First and foremost, it's not a real grab - they can block it and in many cases they'll try to throw you back afterward or punish it with a jab. Secondly, should you happen to miss, you're wide open for damage.
In terms of comboability, size, range and generally just comboing in general, Tallgeese is the worst in the game by a million miles. However, he can jump really really high, which is fun. Any time you happen to land a jumping X hit with him, it's probably best to go for down+B->QCB+X/A->Down+X->Super (if you don't have meter, go for a second down+X) It's annoyingly strong for being so easy.
Could also hit me up for a couple games on my IMs, but with any luck you'll happen upon me when I'm in one of my "Pick Mercurius repetitively" moods and most of the game will just be me getting free combos and messing around.
@Wil specifically:
Y/dashing Y with Tallgeese will never hit (it's too slow, yeh can see it a mile away), good luck. Of course Deathscythe is the easiest, the testing department forgot to try and use his projectile attack off of any of his normal moves.
ShinGouki00
03-08-2008, 10:27 AM
If anyone is ever down to play online.
Hit me up on AIM, I love this game.
My sn is in teh weeds
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