God Hand Guide to making your combo

How to make your ultimate combo in God Hand



Before you assign your combo, there are a few things you should remember:



1. The combo is changed in the Pause menu.

This is easily overlooked, but very important. The fact that you change your combo in the pause menu effectively means that you can change it whenever you want to. This means that you do not need a single combo throughout the entire level, or in fact for the entire stage. Don't be afraid to change it in the middle of a fight, if you're finding the current version is inadequate.



For example, I made a combo that accidentally would kick away enemies just before I got into the real heavy-hitting moves in the combo. I changed it almost immediately.



2. Powered Techniques are the key to victory.

It's true. Some of the techniques have inherent powers, such as the ability to break an opponents guard. Others can be used to launch enemies into the distance. There's even a rare few that can't be blocked. Ever. It's a good idea to keep as many of these on hand as possible.



Guard Break moves are especially important. An enemy that has been successfully been Guard Broken is unable to attack, and takes more damage from attacks until they recover. At no point in your combo should you be more than one move away from a GB'er attack. However, generally GB attacks do not chain well, leaving you open for counter-attack.



I tried out starting my combos with a GB'er and setting a charge attack (Fist of Justice) on Down + Square. That way, should I need a GB, I just FoJ'd them, which restarted the combo, which of course started with a GB'er. It worked fine until I got to a boss that hardly ever blocked, so I swapped it out for a regular attack, instead having my GB'er on Triangle.



I also had an Evade Low Attack set to Down + Triangle, a Launch to Down + X and a regular high kick (which could also launch on weakened enemies) on X.



3. Always update when you get a good Technique.

Simple. Whenever you get a good Technique (either finding one, killing a Demon for one or buying one from the Shop) you should immediately put it into your combo to try it out. If it works, keep it. If not, dump it.



4. Order is important.

Keep in mind that some attacks chain better than others. A roundhouse can be lead into easily, but generally should not be used in the middle of a chain as it will launch weakened enemies away, and takes a while before your next attack. As such, they are more suited for the final blow in the combo, as they will launch away defeated enemies and stun the others, allowing you plenty of time to launch your next combo.



5. How you play should be reflected in how you fight.


Basically, you're making this combo for yourself. No-one else. Thusly, you should configure it so that it works for you, not make you work for it. If you like to single out enemies, then make a combo that deals masses of damage to a single target. If you're the kind of guy who likes to have 'breathing space', then have more area attacks and Launch techniques. If you like to dodge, use the Evade High Attack techniques.



6. Trial and Error.

If you're not sure about a combo, then try it out. Through using your combos, you can better learn timing and precision than just looking at the demonstration of each individual technique. Moves might have additional abilities that you don't find out until you see them in action against a live target, and moves that don't appear to chain very well could chain very well and vice versa. Don't diss it until you've tried it.



Well, that's about as much advice as I can give you on what to think about when filling out your combos. Good luck!
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