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Forums > FAQ/Game Guides/TEXT Tutorials > Gundam Wing: Endless Duel Thread
 
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draculax

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 03-20-2006 23:35 GMT - #22581    IP:

 
Since i saw no point in having all my strats i types up in the tutorial videos section of the forums i decided to do a cut and paste jub and put them here. Hope it's alright with staff.

 

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draculax

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 03-20-2006 23:37 GMT - #22582    IP:

 
I'll say this before i start into the guides. I am not the best at this game, nor the best with any given character. I just know a lot about the game and decided to share it. First off a tier list (subject to change)

-----------------------------------------------------------------------------------------------------------------------------------------------

Top tier- Epyon, Shenlong

Mid tier- Mercurius, Wing, Wing Zero, Sandrock,Heavy Arms, Death Scythe

Lower Tier- Tallgeese, Vayeate

*whether or not Tallgeese and Vayeate are really low or not is a matter of speculation. I'm not really a fan of those two but some players have *severly* kicked my ass with them in the past. Most everyone who has played this game will agree that Epyon and Shenlong are the top tier.


My personal rant: People thing Death Scythe is hella GOD tier because of a certain combo he has. Well he is not. He lacks the extra special moves other characters have and takes a bit more damage than usual. Plus getting the combo off on a good player is very difficult. He CAN beast though. Just not as much as Epyon, Shenlong, or even Wing and Wing Zero.

-----------------------------------------------------------------------------------------------------------------------------------------------
Basics

Controls:

Y = weak punch (wp)
X = strong punch (sp)
B = weak weapon (ww)
A = strong weapon (sw)

dash - done by tapping forward twice in quick succession or back twice for a back dash

Boost Dash/Block dash - Press any two attack buttons + forward or backward. *note that you are vunerable to low hitting attacks and throws when doing this.

Boost Jump/super jump - press any two attack buttons. can be repeated once in the air for a second boost. You can also control the direction of the boost while you are in the air.

Venier - Boost jump and then hold down after first jump. This will make you slowly decend towards the ground. You can also boost again during the venier. Vernier is very useful for some Gundams (Tallgeese) but not so much for others.

Throws - Forward + Y or X when close to your opponent. All gundams except Mercurius, Sandrock, and Heavy Arms can preform throws in the air as well.

Throw blocking- AKA tech throws. Preform a throw at the same time your opponent tries to throw you. This will prevent you from getting thrown but you will still take a small amount of damage.

Special moves - All gundams have at least 2 special moves they can use. Preformed by doing certain button combinations like any other fighting game. There are 2 versions of every special move: weak and a strong by pressing wp or ww, you get the weak version of the special; and pressing sp or sw buttons nets you the strong version of the move. Weak special take nothing from your power bar while strong specials take 100 units (1/3) from your power bar. Which brings me to the next subject:

The Power bar

It always starts at 300 when you begin the first round of the match. Using strong specials takes 100 power units from it and using super moves takes 200 units from it. The amount of power units you have at the end of each round carries over to the next.

You can recharge the power bar is several ways:

A sucessful hit will get you 15 power units back

if your opponent blocks the attack you get 5 units back.

if you block an attack you get 10 units back



Vulcans

If you are far enough away from your opponent a targeting box wil appear on your opponent. When this happen you can press wp or sp to shoot vulcans at your opponent. They are low damaging bullets that shoot rapidly and consume a few power units. Again there is a weak and strong version respectively. The weak and strong version can also be linked together by pressing wp and then sp after a short time. Not to useful on its own but you can cancel either version into a special or super move if timed right. If they are blocked you opponent takes no damage and gets a lot of power back so use them wisely. They are also good as a pressure tactic. All gundams except Epyon can do this.

Super moves

All gundams can preform a super move by pressing Qcf x 2 + any attack button. The excepting is Wing and Wing Zero as they have an extra super that is done by Qcb x 2 + any attack button. Using a super move takes 200 power and they generally do a lot of damage if they connect.

Canceling

As with nearly all other fighting games your normal attacks can be cancelled into your special and super moves. It differs from gundam to gundam as to which normals can be cancelled and i will go over that in later posts. To cancel a normal move simply input the motion for the special/super move before the attack animation ends thus creating a combo. Example Standing A canceled into Qcf + sp/sw with Wing get you a 4 hit combo.

This post was edited by draculax (05-12-2009 18:15 GMT, --- ago)
 

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draculax

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 03-20-2006 23:37 GMT - #22583    IP:

 
i'll add a few things to the basics above before i start getting into each Gundam.

On Supers:

Some characters can also do a super in the air normally. These gundams are Wing, Death Scythe, Shenlong, Vayeate, and Epyon. The other gundams cannot doa super in the air UNLESS you use the glitch.

With Heavy Arms, Sandrock, Wing Zero, Mercurius, and Tallgeese you can do their supers in the air by pressing Qcf x 2 + any two attack buttons after a jump. Note you can only only only do this off of a normal jump not a super jump. This can be useful sometimes, especially if your opponent doesn't know that this is possible.

Also all supers have invincibility frames at some point during startup. If you know this and how to use it you can blow right through you opponents attack and make them eat super to the face.


Boosting/Boost Dashing

A lot of the gundams normal attacks in this can be cancelled into a boost jump or boost dash. This can be helpful for some combos (Wing especially) and can also get you out of trouble if your attack is blocked. You can also boost out of some special moves if they are blocked, or boost back or forward to keep pressuer on your opponent. Remember that you are vulnerable on the way up of you boost jump and that you are also vulnerable to low attacks and throws if you boost dash either forward or backwards. This little technique is a good thing. It's not great because you CAN be punished if your opponent reads it and is quick enough to lay the hurt on you.

Because of the fact that neraly every normal in the game can be cancelled with a boost people boost all over the place, all the time. It's fun to see someone try do boost up and the forward to try to land you with an attack only to be stuffed lol.

but yeah everyone boosts a lot but the best players don't use it to incredibly often.

Throwing:

Throws have EXTREME priority over nearly every move in the game if timed properly. You can even get thrown out of supers and special moves if you are that unlucky. (it's happened to me more times than i can count :P) Throws are very very potent in this game so you must be on your guard and ready to tech throw at any time.

Another thing about the throws in this game is that they allow follow up attacks after your opponent has been thrown due to the way your opponent will bounce. For the most part weak (Y button) throws are better because they bounce you opponent a bit more and they land closer allowing for an easier followup. Ex. Wing Zero does his weak throw and quickly does a Down A for an extra hit. Not every gundam in the game can do this however. You can also follow up after air throws for almost every character that has one.


Blocking and guard canceling

Blocking is just holding away from you opponent when they are attacking. You can also block in the air in this game. Nothing to it

Guard cancelling in this game is sort of wierd. It's nothing like the guard cancels in KoF, CvS2, or Guilty Gear but it's still there and can be deadly.

Say you block a set of attacks and you want to guard cancel. What you do is a super motion and if your timing is good you will break your guard and super and most likely it will connect. This is also called Super countering by us GW:ED players =P

You can also throw you opponent right after you block an attack at close range if you time it right.


One other thing i think i'll out here is Boost jumping on wake up. A lot of people do this since mashing buttons will help you get up faster if you get knocked down. I see a whole lot of people boost on wake up. If you do this when you play some of the more experienced Gwed players you will get messed up. Because you are vulnerable while going up your opponent can just jump up and do an attack effectively grounding you again. Instead you should patiently block low on wake up and wait for an opportunity to attack.

ok i think i covered all the basics. (in a nutshell anyway :P) I'll start going over the different gundams in the next few posts.

Also if any of you guys have any questions DON'T HESITATE TO ASK. No question is stupid and I will answer anything i can.

This post was edited by draculax (05-16-2008 07:57 GMT, --- ago)
 

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 03-20-2006 23:38 GMT - #22584    IP:

 
Ok Chapter 1 (sort of XD)

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.


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 (slightly delayed)

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.

Next up Deathscythe or maybe Mercurius XD

This post was edited by draculax (12-21-2006 20:35 GMT, --- ago)
 

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draculax

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 03-20-2006 23:41 GMT - #22585    IP:

 
Quote
Robot :
Well, first thing, congrats for your job DraculaX.

I played GWED since kid, and the char most hard to win for me are DeathS. Ok, he depend 70% of your easy infinite combo, but your dash, and fast shoryuken make DeathS an monster...

You mean, Epyon are a Top tier, but he a boss
Shenlong ? Good char, but i don't play many matches versus him. Because it i don't know about your "Real" strength.

Anyway, very good job.
Ah i remember, you think make movies about GW Battle Assaults for PSX ?

See ya, sorry for my poor english...





*begin rant*

Well Epyon is the games boss but he is totally legit competitively. He's not overly broken like some games bosses (igniz,goenitz,shin akuma to name a few) He was only banned from a tournament once, which ended up not really mattering because not a whole lot of people use Epyon real well anyway. He is Hard hard hard to learn. True his super is cheesy as hell but if you play me or some of the so called "experts" you rarely see it. "Noobs" love to spam it though and get mad when they lose

Sorry lol. There are so many other options availabe for him though. Best Ground chains in the game, really damaging combos, Serious corner trap/pressure tactics, cross up options, good armor, and infinite among other things.

And Shenlong is ranked high because of his speed, keep away tactics with his poke stick of death XD, High damaging simple combos, probably the best set of normals in the game (stand A, jump X, and Jump Down + B come to mind), good mixup options, and good otg combos and wakeup/corner trap tactics. The only thing that is flawed about him is that he takes more damage than others. But it is REALLY hard to get close to a good Shen player.

*end rant*

Well Deathscythe's basic strategy does revolve around nailing his infinite at some point. and his regular Dash is pretty useful due to the small window of invincibility it has (except throws own it of course) But online his infinite can be tough to do consistently at times.

I honestly don't use it a lot when i play unless it's in a tournament or i'm just pissed off, which usually doesn't happen XD. I actually use Tallgeese in tournaments for the simple reason NO ONE ELSE DOES lol.

Also if you want to see a little Epyon stuff check this vid out:

http://www.combovideos.com/page.php?id=1110

It's the first vid i made so it's not to great but it has some combos in it. Most of the stuff is from some old match videos though.

Deathscythe stuff will be up tomorrow. I'll also type up a transcript for the vid tonight and get it added somehow.

And as far as the BA games on PSX, i thought about making one for Battle Assault 2 at some point but haven't really messed with it yet. GW:ED is more combo friendly imo but Battle Assault 2 is a decent game too.

If you have anymore questions fire away here. I'll answer anything,even if it's been asked 10 times

don't worry about your english man, it's cool

 

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draculax

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 03-20-2006 23:41 GMT - #22586    IP:

 
Ok finally got this stuff up. again sorry for the delay.


Chapter 2

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 might want to try to play defensively. 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
Down B, A, Down A (close)

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.The last one is good because it can set up a meaty attack and possibly land you an infinite. If not then if ythe down a connects you can always get a super or dp + strong afterwards. if i'ts blocked eiter block dashback to be safe of blockdash forward to attempt a throw.


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.

Next up Mercurius or Wing Zero

This post was edited by draculax (05-12-2009 18:23 GMT, --- ago)
 

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bamjam

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 03-21-2006 11:57 GMT - #22593    IP:

 
haha, your right deathscythe looks damn cool. I use him most of the time when i play endless duel.

Other than that, i didnt know shenlong is top tier bcos when i use him, he seem to die fairly quickly, lol.

 

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 03-21-2006 12:05 GMT - #22594    IP:

 
Hey what about Heavyarms? Ive been playing endless duel for a few years now, and heavyarms is always been my favorite character. Hes got alot of range and projectles that do a good amount of damage. He doesnt have any type of uppercut move, but hes strong attack is a knockdown. he's really easy to combo with, and if u get someone in a corner u can do some serious damage. I think tallgeese is pretty good, i seen som really good combos with him.

 

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 03-21-2006 16:53 GMT - #22600    IP:

 
Yay more interest =D

@ Bamjam. Shenlong takes some time to learn but once you do you can rape with the best of them. He's all about poking, mixup, poking, mixup, rushdown, mixup, poking, etc. Shen has some of the best range for pokes in the game. I'll go over all that stuff for him soon. Also he can get really damaging combos with his Qcf + strong in combos on the ground or in the air. And his low throw/mixup is INSANELY good.

@ A.L.C.H.A.O.S.Xeno. True Heavyarms (Harms) has range with his projectiles, but using those outside of combos is to much of a gamble. His dp move (the missiles) are only good in air combos with the weak version (though they will otg at the right distance) and do good chip damage if blocked. As for a regular anti air, down +Y or jump A are your best bets. His strong punch (X) is good and damaging but is waaaaaay to slow for any decent use unless in a specific chain. Harms can do a lot of damage in a short amout of time but the hard part is getting close to be able to do it. His jump and super jump are the shortest in the game. On the plus side he has good armor and i can be hard to kill him. His Qcb + strong is really good and hard to see coming, especially if used as a tick throw. Did i mention his super hurts A LOT if it connect cleanly? Like nearly 50% on most gundams.

And Tallgeese is good, i don't understand why a lot of people don't use him. I love using him for that very reason. The tier differences are really not that far beside Epyon and Shenlong...like i said Tallgeese's place is debatable but that's what's generally accepted, forget what those FAQ's say.

I'll have some more stuff up tomorrow.

This post was edited by draculax (12-21-2006 20:47 GMT, --- ago)
 

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arczero

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 03-22-2006 05:45 GMT - #22614    IP:

 
Keep up the work Drac, you have to pass your greatness to some people! I'll be one of you apprentice!

 

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 03-22-2006 08:51 GMT - #22618    IP:

 
Just a few notes/additions.

DS's strong air DP is totally invincible. You can't be hit during or after, until you land. But you can be thrown out of it. So once you do it, just mash tech throw.
Also for DS "You can't attack until you recover from the dash " - actually you can attack at any point during the dash. There's a certain way of timing the attack after that makes it incredibly useful and the most reliable infinte setup.
You can also setup the ds inf after his B/down A launchers, it just requires a really meaty down B (the down A combo also requires a qcf strong after to get closer). They can just block it, but most prefer to either superjump or throw when they land. It's a very risky thing to time tho, I'd say 50/50 of whether you get thrown on the landing or if you're down B hits.
There's some really hard but cool looking stuff (re: pointless, hehe) you can do with DS, but I'm keeping them to myself :P
For the Wing combo that does 100%, you can't TK super. You have to superjump cancel off the X, and immediatly do super from it. I.e so that the super flash occurs on the frame after the superjump, timing is hella strict.

 

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 03-24-2006 21:02 GMT - #22672    IP:

 
Ok thanks for clearing that stuff up Survy. Updated my stuff too XD. After all, most of us that play this game are the product of your knowledge.

Btw, if i type something up and he corrects it, it's cannon.

 

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 04-06-2006 23:32 GMT - #23203    IP:

 
I'll have Mercurius stuff up by the middle of next week i hope. Been busy lately, sorry about the delay.

 

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 05-31-2006 20:34 GMT - #25752    IP:

 
Middle of next week when you made that post = 54 days later? lol

Maybe i'll type up some stuff as well to help you out. Be sure and explain the "X loop" for mercurius when you finish typing up the guide.

 

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 06-06-2006 22:40 GMT - #26033    IP:

 
Chapter 3 (sorry it took so long)

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. Special note: This is the FASTEST normal attack in the game. Even though it's a weak attack, it will beat out a lot of other moves due to it's sheer speed. USE IT!

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's Normals 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. Fopr the air strong version, it depends on height to get all the hits. Merc has to be a bit above the other character so the special will pull them, up into it for all of the hits. IF you're not sure if it will hit use the weak version for a guaranteed knockdown.

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)

The glitched air version of the super has INSANE range. Like between 1/3 and 1/2 the screen. Use it as a mixup naw and then. It's good.


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(1 hit) 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

7 hit loop

Little off of midscreen

Jump in X, jump X, Stand X x3, Super jump X, 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 and T4S 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. Basically you want to alternate between Jump B, Stand B, and Down B, to keep them guessing. Be careful because your opponent can super counter out of this for a lot of damage on you. Lock 'em down till you see their energy bar get to the yello then SJ away for relative safety.

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 catch 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. (hehehe)

Well that's all I got for now. I'll add more to this when I get home from work and can double check some things. Again sorry this took so long to get posted.

This post was edited by draculax (12-21-2006 20:55 GMT, --- ago)
 

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draculax

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 06-27-2006 22:57 GMT - #27047    IP:

 
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. 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 B (corner for any practical use)

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)

Stand X, delayed Stand A -> stand X xx SJ B xx dp + any (corner)

Sandrock:

Qcf + strong -> dash 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 hit chain to Down A -> qcf + weak/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


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, etc...(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)

Technically any extra hit after a throw bounce is a link as well.

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 possibly be the most comprehensive GW:ED guide on the net.

This post was edited by draculax (05-16-2008 08:15 GMT, --- ago)
 

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 06-29-2006 23:24 GMT - #27132    IP:

 
Wtf link combos? You mean like SF3 and LB2 kind of links?

This must be new since i've never heard of it before.

 

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 06-30-2006 22:47 GMT - #27191    IP:

 
Similar to those yeah. Like after stand X in the corner merc can link stand B to stand X to stand B to X . From there you can super jump B xx dp or keep it simple and just do down A.

It makes for some really interesting and somewhat useful combos. I say somewhat because some of these links are tight, so you probably won't get them online to often. I'll put them in videos though XD.

This post was edited by draculax (09-04-2006 18:41 GMT, --- ago)
 

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 07-01-2006 20:34 GMT - #27233    IP:

 
Merc X, A isn't a link. It's just a late chain. You cancel it either during the X kick frame or the X crouch recover frame. Same for a few of those others (eg. Sandrock B, X is a chain, as the X is higher in the chain series)
Don't feel like looking through them all at mo tho sorry :P

A link should be a combo that allows the move to recover fully, i.e no cancelled hit/recovery animation. So wing0 throw into dp is a link, because you have to return to neutral to be able to dp (that there is an uncancelable frame in there after the throw.) Merc A, B is a link because the A recovers so fast that the B can naturally follow. Wing X, X, X, X is another link.

 

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 07-03-2006 20:23 GMT - #27321    IP:

 
Yeah I realized that after I typed it. Guess I didn't fix it on here yet.

The Wing X -> X in the corner is hight dependant correct?

Again thanks for corrections/additions Survy. Your help is always welcome

Type up some Vayeate strats when you get some time :P

 

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 09-04-2006 18:23 GMT - #29753    IP:

 
Lol only T4S there or maybe hue could do a good vayeate section O.o

 

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 09-04-2006 18:42 GMT - #29758    IP:

 
Most likely

 

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 09-05-2006 21:07 GMT - #29827    IP:

 
I might type something for Harms up if you want. Y tick to qbc for the win.

 

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 10-29-2006 02:47 GMT - #31039    IP:

 
how to beat heavyarms? im getting sick of the guy.

 

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 10-30-2006 05:29 GMT - #31046    IP:

 
CPu harms or Human player harms?

Basically do not try to lock him down. his super HURTS up close and he can guard cancel into it pretty easily. Uh... if the opponent is human try to play keepaway. If the harms players gets close than can tick you into his command grab for good damage. And it doesn't take much of this to finish you off. Watch out for Jumping against him as well. He has an infinite juggle he can do if he catches you in the air with jump A. He can keep doing that indefinetly.

Other than that i really don't know what to say. I don't play to many Harms players. IF you want to know how to use him i could help a bit though :)

 

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 10-31-2006 10:33 GMT - #31060    IP:

 
Thanx me and my friend plat GWED and now i kick ass

 

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 10-31-2006 10:34 GMT - #31061    IP:

 
whoops friend plat=friends play

 

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 11-01-2006 06:05 GMT - #31067    IP:

 
No problem glad to help

 

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 11-01-2006 10:31 GMT - #31074    IP:

 
Epyons super is really cool and does a lot of damage. maby someone can write something about him because is cool! (but still not as good as Deatsythe)

 

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 11-03-2006 04:53 GMT - #31097    IP:

 
I'll type something up for ya when i get a day off from work.

 

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