Techniques make up the main gameplay and combat system in God Hand.
Overview[]
Techniques describe the entirety of Gene's combat abilities short of anything that utilizes the Godhand and its power, such as the Roulette Wheel. Every basic attack in his arsenal, from the steps in his combos, to his more advanced single-step maneuvers, is part of his Techniques list. Within God Hand's gameplay system, the player may directly customize virtually any of the attacks Gene is able to do.
Gene begins the game with the ability to perform up to four steps in his basic combo, and he gains the ability to add two more slots for a maximum of six by purchasing the "Samurai Sushi" then "Shogun Sushi" Power Ups.
Aside from the combo, the player may also customize Techniques to , , +, +, and +.
List of Techniques[]
Gene begins the game with 9 customizable Techniques and 6 "fixed" Techniques. Fixed Techniques aside, there are total of 114 obtainable Techniques in the game.
This section requires expansion.
No. | Technique | Type | Game Description | Attack Str. | Availability | Properties |
001 | Left Jab 1 | Punch | 3 | Start | ||
002 | Left Jab 2 | Punch | Stronger version of left Jab. Fast and fierce. | 6 | 6000G (Stage 2) | |
003 | Left Jab 3 | Punch | 10 | 10000G (Stage 5) | ||
004 | Left Hook 1 | Punch | 4 | Start | ||
005 | Left Hook 2 | Punch | 9 | 6000G (Stage 3) | ||
006 | Left Hook 3 | Punch | 15 | |||
007 | Uppercut 1 | Punch | 6 | Start | ||
008 | Uppercut 2 | Punch | 9 | 8000G (Stage 4) | ||
009 | Uppercut 3 | Punch | 20 | 12000G (Stage 8) | ||
010 | Pimp Hand | Punch | 9 | 5000G, Elite Demon (Stage 1) | ||
011 | Pimp Smack | Punch | 18 | 9000G (Stage 3) | ||
012 | Straight 1 | Punch | 4 | Start | ||
013 | Straight 2 | Punch | 8 | 6000G (Stage 2) | ||
014 | Straight 3 | Punch | 15 | 10000G (Stage 6) | ||
015 | Long Straight 1 | Punch | A straight with longer extension and more power. | 8 | 2000G | |
016 | Long Straight 2 | Punch | 16 | 8000G (Stage 3), Elite Demon (Stage 5) | ||
017 | Long Straight 3 | Punch | 24 | 12000G (Stage 5) | ||
018 | Right Hook 1 | Punch | 5 | 2000G, Elite Demon (Stage 1) | ||
019 | Right Hook 2 | Punch | 9 | 5000G, (Stage 3) | ||
020 | Right Hook 3 | Punch | 14 | 8000G (Stage 6) | ||
021 | Short Uppercut 1 | Punch | 5 | 2000G, Elite Demon (Stage 2) | ||
022 | Short Uppercut 2 | Punch | 10 | 5000G (Stage 5) | ||
023 | Short Uppercut 3 | Punch | 15 | 8000G (Stage 7) | ||
024 | Pay Up | Punch | Power for when you gotta get your money. | 10 | 6000G | |
025 | Really Pay Up | Punch | 20 | 10000G (Stage 4),
Elite Demon (Stage 4) |
||
026 | Chop | Punch | 10 | 4000G | ||
027 | Elbow Spin 1 | Punch | Two hits with one attack. A real keeper. | 4+4 | 5000G | |
028 | Elbow Spin 2 | Punch | 8+8 | 8000G (Stage 4), Elite Demon (Stage 4) | ||
029 | Elbow Spin 3 | Punch | 12+12 | 11000G (Stage 7) | ||
030 | Spinning Backfist | Guard Breaker | 4 | 8000G | Break Guard | |
031 | Backfist Strike 1 | Punch | 8 | 4000G | ||
032 | Backfist Strike 2 | Punch | 16 | 7000G (Stage 5) | ||
033 | Chin Music | Punch | 3+4 | 5000G (Stage 2) | ||
034 | Punch Rush | Punch | 4+4+6 | 1200G (New Game+), Casino Treasure Chest | ||
035 | Sugar Gene Combo | Punch | 5+5+7 | 10000G (Stage 4) | ||
036 | Floating Butterfly | Punch | 6+6+10 | 14000G (Stage 6) | ||
037 | Stinging Bee | Punch | 8+8+10 | 18000G (Stage 8) | ||
038 | Fist of Justice | Punch | Charge and fire with the power of righteousness! | 16 | Fat ninja (Stage 2) | Charge Attack |
039 | Mach Speed Jab 1 | Punch | Unleash jabs with mach speed! | 3+3+3+3+3 | 15000G (Stage 3) | |
040 | Mach Speed Jab 2 | Punch | 6+6+6+6+6 | 22000G (Stage 8) | ||
041 | Haymaker 1 | Punch | The one and only punch of a stupendous badass. | 18 | 11000G (Stage 4), Elite Demon (Stage 4) | Break Guard |
042 | Haymaker 2 | Punch | 35 | 14000G (Stage 7) |
Launch Enemy | |
043 | Forearm Smash 1 | Launch | Harness your "chi" for incredible power! | 25 | 10000G (Stage 3) | Launch Enemy |
044 | Forearm Smash 2 | Launch | 50 | Freed villagers (Stage 6) | Launch Enemy | |
045 | One-Two Punch | Launch | 16+24 | 20000G (Stage 6) | Juggle Enemy
Launch Enemy | |
046 | Elbow Vortex | Punch | 6+6+10 | 13000G (Stage 4) | ||
047 | Palm Smash | Punch | Channel your explosive power through both hands! | 60 | 32000G (Stage 8) | Unblockable
Launch Enemy |
048 | Low Kick 1 | Low | 6 | Clear Stage 1-1 | ||
049 | Low Kick 2 | Low | 12 | 6000G (Stage 4) | ||
050 | Right Roundhouse 1 | Kick | 12 | Start | ||
051 | Right Roundhouse 2 | Kick | A simple, easy to use attack. Recommended. | 20 | 10000G (Stage 4) | |
052 | Right Roundhouse 3 | Kick | 28 | 15000G (Stage 7) | ||
053 | Left Roundhouse | Kick | 18 | |||
054 | High Side Kick 1 | Kick | 10 | Start | ||
055 | High Side Kick 2 | Kick | 20 | 10000G (Stage 4) | ||
056 | High Side Kick 3 | Kick | 30 | 15000G (Stage 7) | ||
057 | High Kick | Kick | 16 | 6000G (Stage 2) | ||
058 | Knee Strike | Kick | 9 | 5000G | ||
059 | Right High Knee | Kick | 10 | 11000G (Stage 5) | Break Guard | |
060 | Flying Knee | Kick | Jump up and introduce knee to face. | 28 | 13000G (Stage 6) | Juggle Enemy |
061 | Reverse Sweep | Low | 6 | Elite Demon (Stage 1) | Evade High Atk | |
063 | Reverse Hell Kick | Launch | 30 | 12000G (Stage 3) | Launch Enemy | |
064 | Expert Sobat | Launch | 12 | 8000G (Stage 2) | Launch Enemy | |
065 | Dashing Sobat | Kick | 20 | 12000G (Stage 6) | Launch Enemy | |
066 | High Cross Kick | Kick | 28 | 10000G (Stage 3) | ||
067 | Spinning Sobat | Kick | 18 | 9000G (Stage 3) | Break Guard | |
068 | Rolling Sobat | Launch | 26 | 10000G (Stage 6) | Launch Enemy | |
069 | Drunken Fist 1 | Punch | 9 | 6500G (Stage 2) | ||
070 | Drunken Fist 2 | Punch | 18 | 10000G (Stage 5) | ||
071 | Chin Rocker | Punch | 8 | 8000G (New Game+) | Evade High Atk | |
072 | Side Swipe | Punch | 8 | 10000G (Stage 5), Elite Demon (Stage 5) | Break Guard | |
073 | Drunken Twist | Low | 18 | 6500G (Stage 5) | Evade High Atk | |
074 | Overhead Blow | Punch | Hammer on your opponent with intensity. | 22 | 10000G (Stage 5), Elite Demon (Stage 5) | |
075 | Stomping Fist | Punch | 19 | 11000G (Stage 6) | Juggle Enemy | |
076 | Rocket Uppercut | Punch | 23 | 20000G (Stage 6) | Juggle Enemy | |
077 | Right Twister | Punch | Twist around and make enemies pay a hefty price. | 15 | 15000G (New Game+) | Evade High Atk |
078 | Left Twister | Punch | Twist around and make enemies pay a hefty price. | 12 | 12000G (Stage 6), Tiger Joe (Stage 6) | Evade High Atk |
079 | Drunken Sweep | Low | 10+10+10 | 7500G (Stage 5) | Evade High Atk | |
080 | Drunken Fall | Kick | 25 | 7500G (Stage 5) | Evade High Atk
Launch Enemy | |
081 | Hand Plant Kick | Kick | 20 | 11000G (Stage 4) | Juggle Enemy | |
082 | Double Snap Kick | Kick | 5+10 | 9500G (Stage 4) | Juggle Enemy | |
083 | Toe Touch Kick | Kick | Stretch out and bring the pain! | 35 | 10000G (Stage 5) | Launch Enemy |
084 | Heel Drop | Kick | 25 | 10000G (Stage 5) | Juggle Enemy | |
085 | Half Moon Kick | Kick | 10+15 | 90000G (Stage 7) | Juggle Enemy
Evade High Atk | |
086 | Somersault | Kick | 14 | 8500G (Stage 3) | Juggle Enemy | |
087 | High Snap Kick | Kick | 5+5+5 | 8000G (Stage 4) | ||
088 | Triple Side Kick | Kick | 6+6+6 | 10000G (Stage 4) | ||
089 | Flying Triple | Kick | 8+8+8 | 18000G (New Game+) | Juggle Enemy | |
090 | Step Back Kick | Launch | Line dance! 1, 2, Step back! 3, 4, Side Kick! | 25 | 9000G (Stage 4) | Launch Enemy |
091 | Mule Kick | Kick | 15 | 9000G (Stage 2) | Juggle Enemy | |
092 | Double Spin Kick | Kick | 20+20 | Tiger Joe (Stage 6) | Break Guard
Launch Enemy | |
093 | Barrel Roll Kick | Kick | 25 | Start | ||
094 | Guard Breaker 1 | Guard Breaker | 2 | Start | Break Guard | |
095 | Guard Breaker 2 | Guard Breaker | 5 | 8000G (Stage 3) | Break Guard | |
096 | Charged Punch 1 | Charged | 6 | Start | Charge Attack
Juggle Enemy | |
097 | Charged Punch 2 | Charged | Charge this attack to the limit for quadruple the power! | 8 | 8000G | Charge Attack
Juggle Enemy |
098 | Charged Punch 3 | Charged | 12 | 12000G (Stage 4) | Charge Attack
Juggle Enemy | |
099 | Charged Punch 4 | Charged | 16 | 20000G (Stage 7) | Charge Attack
Juggle Enemy | |
100 | Granny Smacker | Slow | 10 | Demon (Stage 4) | Dizzy Enemy | |
101 | Yes Man Kablaam | Slow | 10 | Elvis | Heat Up | |
102 | Jab of God | Punch | 20 | 35000G (New Game+) | ||
103 | Godly Straight | Punch | 25 | 40000G (New Game+) | ||
104 | God Hook | Punch | 30 | 45000G (New Game+) | ||
105 | God Uppercut | Punch | 35 | 50000G (New Game+) | ||
106 | Godly Smack | Punch | Smack the smirk, and the horns, off a demon! | 28 | 45000G (New Game+) | Break Guard |
107 | Pay Up NOW! | Punch | Lay the smackdown on deadbeats... Slowly. | 30 | 50000G (New Game+) | Launch Enemy |
108 | Godly Chop | Punch | 20 | 55000G (New Game+) | Break Guard | |
109 | Godly Low Kick | Kick | Nothing beats a heavenly kick to the shin | 20 | 35000G (New Game+) | |
110 | Haymaker of God | Punch | 50 | 50000G (New Game+) | Unblockable
Launch Enemy | |
111 | God Breaker | Guard Breaker | 25 | 35000G (New Game+) | Break Guard | |
112 | God Charged Punch | Charged | 30 | 100000G (New Game+) | Charge Attack
Juggle Enemy | |
113 | Fist of God | Punch | 40 | 600000G (New Game+) | Charge Attack | |
114 | Invincible Fist | Punch | Ignore your limits and strike with invincibility! | 100 | 400000G (New Game+) | Charge Attack
Unblockable |
Fixed Techniques[]
Gene has a set of Techniques inherent to him that cannot be changed, and remain a part of his moveset for the whole game. The Techniques are not named, nor are their exact values for Attack Strength given.
Notes[]
- The "God" techniques unlocked on a New Game Plus all have Gene's limbs engulfed in a flaming aura. This is not visible outside of combat, as their animations in the Techniques menu do not display the aura.
Tips[]
- Most techniques, such as High Side Kick, can be used repeatedly by canceling into a dodge move (High Side Kick -> Upwards Dodge -> Repeat). This unique tech is known as "Dodge-Canceling".
- Some techniques are noncancelable and cannot be interrupted by one of the dodge moves at any point of the attack animation. The moves that cannot be dodge-cancelled are: Drunken Sweep, Drunken Fall, Half Moon Kick, Somersault, Flying Triple, Double Spin Kick, Barrel Roll Kick, and Invincible Fist.
- Any technique that can be dodge-cancelled can also be cancelled into a dash ( on the Left Analog Stick).
- By dodge-cancelling the first part of Step Back Kick, the player may use the backwards dash for mobility purposes. Be aware that the back-dash lacks the invincibility frames that Gene's backwards dodge ( on the Right Analog Stick) grants.
- Techniques that hit multiple times, such as Mach Speed Jab, are useful for building up stun but have the downside of potentially hitting an enemy multiple times while they're blocking, which in turn causes them to retaliate. Caution is advised when using these moves on harder difficulties, since enemies will react faster to blocked attacks.
- When executing combos, punch and related Techniques strung from the same arm execute slightly faster than the same exact Techniques transitioned to one arm from the other. For the most efficient punch-only combos, equip Gene's combo with Techniques using only one arm.
- Some techniques have a hidden property to them, whether they hit normally or as a counter hit, during a Dizzy, after a Guard Break, or after the Roulette move 'Ball Buster' (Example: High Side Kick has a hidden 'Launch Enemy' property).
- Certain techniques can 'trip' an enemy, making them fall to the ground. These moves require a Counter Hit, Dizzy, or Guard Break effect for the trip effect to occur. The techniques that have this hidden 'trip' property are: Low Kick (all versions), Right Roundhouse (all versions), Left Roundhouse, Reverse Sweep, Back Roundhouse, Half Moon Kick, and Godly Low Kick.
- Exception to this are Reverse Sweep, Half Moon Kick, and Godly Low Kick; these Techniques can trip enemies without the need for a Counter Hit, Dizzy, or Guard Break effect, provided the enemies are on difficulty level 1-3.
- Hand Plant Kick has a 'Evade High Attack' property during the first half of the animation.
- Stomping Fist and Heel Drop both share a unique 'Undodgeable' property, where they cannot be dodged by enemies that are capable of doing so (Tiger Joe, Azel, Arena Challenge #51).
- On difficulty level DIE, enemies are resistant against Techniques with the 'Launch Enemy' property (e.g. Reverse Hell Kick, High Side Kick, Expert Sobat, etc.); this requires them to be properly staggered or stunned via Counter Hits, Dizzy moves, or Guard Break effects in order for those Techniques to inflict Launch Enemy.
- Exception to this are Forearm Smash (both versions) and Barrel Roll Kick; these Techniques can launch enemies on difficulty level DIE without the need for a Counter Hit, Dizzy, or Guard Break effect.
- Granny Smacker and Yes Man Kablaam can be permanently missed, for the current playthrough, if not obtained at their respective locations.
- Techniques with the 'Charge Attack' property only need to be charged up to roughly 3/4ths of the charging time to reach full attack power.
- To perform Gene's airborne moves (Laughing Dragon Punch and Mid-Air Roundhouse kick), enemies must be juggled at a great height. A good reference point to use is whether or not enemies are completely above Gene's head.
- The Roulette Wheel can be cancelled into one of Gene's airborne moves, as long as the enemy is at the minimum height required.
- In the Japanese version of God Hand, Left Roundhouse cannot be dodge-cancelled, Chin Music's recovery animation is twice as long, and Expert Sobat has the 'Break Guard' property instead of 'Launch Enemy'.
Trivia[]
- The appearance of the Laughing Dragon Punch is a reference to the "Shōryūken", a rising spinning uppercut technique from Street Fighter. The move is considered iconic, and is utilized by multiple characters across the Street Fighter franchise, namely Ryu and Ken Masters.
- The techniques, "Floating Butterfly" and "Stinging Bee" are a reference to a quote from the boxer Muhammad Ali: "float like a butterfly, sting like a bee". This is more apparent when considering that these techniques are both boxing combination attacks.