_______  _______  ______              _______  _        ______  
(  ____ \(  ___  )(  __  \   |\     /|(  ___  )( (    /|(  __  \ 
| (    \/| (   ) || (  \  )  | )   ( || (   ) ||  \  ( || (  \  )
| |      | |   | || |   ) |  | (___) || (___) ||   \ | || |   ) |
| | ____ | |   | || |   | |  |  ___  ||  ___  || (\ \) || |   | |
| | \_  )| |   | || |   ) |  | (   ) || (   ) || | \   || |   ) |
| (___) || (___) || (__/  )  | )   ( || )   ( || )  \  || (__/  )
(_______)(_______)(______/   |/     \||/     \||/    )_)(______/ 


God Hand Techniques In-Depth FAQ Version 1.0
Copyright 2007 Michael Q. Larson 
michaelqlarson at gmail dot com
15 May 2007

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*INTRODUCTION*
God Hand is a 3D beat-em-up saga from Clover Studios via Capcom. It is 
unique in its quirky humor, precise gameplay and self-adjusting difficulty. 
I managed to put about 40 hours into this game. I plan on beating it on hard
mode one of these days. It's worth picking up. The goal of this FAQ is to 
answer questions that troubled me during my first trip through the game. It 
will break down individual moves in terms of power, speed and cost.

*LEGAL* 
This may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any other web site or as a part of any public display is strictly prohibited, 
and a violation of copyright.

*CREDITS*
Thanks to Clover for creating this engrossing teeth-gnashing experience. I 
shouted and squeezed my controller in frustration, but I never felt like 
giving up. I'm glad there are still developers who know how to make a game 
difficult without letting it get too frustrating.

Thanks to gamefaqs.com posters sephirosuy, Animerox and mikeburnfire for 
taking the initiative and filling the vacuum with useful FAQs for this 
game. 

Thanks to Rikiya, my Japanese friend hailing from Tianjin, China, for 
introducing me to this game. Rikiya crashed on my couch in Guangzhou 
for three weeks and alternated with me on our trip through the English 
version. I promise I'll get around to explaining the silly-ass story 
line to you later on, Rikiya!

*METHODOLOGY*
I gathered information from this guide by beating the game, going to 
practice mode and timing all the different moves available. I timed 
ten iterations of each move, then divided the final time by 10 to 
limit the impact of my very human reaction time. I rounded to the 
tenths-of-seconds. To calculate the damage-to-time ratio, I divided 
the damage of each move by its duration. The dividend is the theoretical 
amount of damage the move deals per second. Since special attributes 
of moves are unquantifiable, I've left those as side notes.

*LEGEND*
GB - Guard Break (stuns enemy long enough to land a free hit)
LNCH - Launch (sends enemy flying backward, taking with him others in his path)
CHRG - Charge (holding down the button increases the length and strength of 
       this attack, possibly rendering it unblockable)
JUG - Juggle (sends enemy into the air, where you can air combo him)
UNBLK - Unblockable
EH - Evades High Attacks (this attack ducks under high attacks, thus is safer)
STUN - Stuns enemy (provides a longer interval during which you can land free
       hits)
HEAT UP - Boosts your God Hand bar, allowing you to go into God Hand Mode 
          sooner
RANGE - Longer range attack
() - Values in parenthesis indicate the attributes of a move that is cancelled 
     after it connects but before it finishes. This is accomplished by 
     flicking the right analog stick to the left or right after impact.


*THE LIST*

#   MOVE                 DAMAGE TIME (C) D/S (C) PRICE   SPECIAL 
001 Left Jab 1                3  0.6       5        NA          
002 Left Jab 2                6  0.6      10      6000          
003 Left Jab 3               10  0.6      17     10000            
004 Left Hook 1               4  0.8       5        NA            
005 Left Hook 2               9  0.8      11      6000            
006 Left Hook 3              15  0.8      19     10000          
007 Uppercut 1                6  0.7       9        NA             
008 Uppercut 2               12  0.7      17      8000            
009 Uppercut 3               20  0.7      29     12000            
010 Pimp Hand                 9  0.8      11      5000            
011 Pimp Smack               18  0.8      23      9000            
012 Straight 1                4  0.5       8        NA            
013 Straight 2                8  0.5      16      5000            
014 Straight 3               15  0.5      30      9000            
015 Long Straight 1           8  1.3       6      2000            
016 Long Straight 2          16  1.3      12      8000            
017 Long Straight 3          24  1.3      18     12000            
018 Right Hook 1              5  1.0       5      2000             
019 Right Hook 2              9  1.0       9      5000             
020 Right Hook 3             14  1.0      14      8000            
021 Short Uppercut 1          8  1.0       8      2000            
022 Short Uppercut 2         10  1.0      10      5000 
023 Short Uppercut 3         15  1.0      15      8000  
024 Chop 1                   10  0.8       8      6000  
025 Chop 2                   20  0.8      16     10000   
026 Elbow                    10                   4000
027 Elbow Spin 1            4-4  1.8       4      5000  
028 Elbow Spin 2            8-8  1.8       8      8000 
029 Elbow Spin 3          12-12  1.8      12     11000 
030 Spinning Back-Fist        4  1.5       3      8000  GB
031 Back-Fist Strike 1        8  1.1       7      4000  
032 Back-Fist Strike 2       16  1.1      15      7000 
033 Chin Music              4-3  0.7      10      5000
034 Punch Rush            4-4-6  1.0      14      8000  
035 Gene Rush             5-5-7  1.0      17     10000  
036 Float Rush           6-6-10  1.0      22     14000 
037 Sting Rush           8-8-10  1.0      26     18000 
038 Fist of Justice          16  1.7       9     14000  CHRG
039 Mach Jab 1        3-3-3-3-3  1.0      15     15000 
040 Mach Jab 2        6-6-6-6-6  1.0      30     22000 
041 Haymaker 1               18  1.8      10     11000  GB
042 Haymaker 2               35  1.8      20     14000  LNCH
043 Forearm Smash            25  2.2      11     10000  LNCH
044 Forearm Smash 2          50  2.2      22     22000  LNCH
045 1-2 Punch             16-24  2.6      12     20000  JUG
046 Elbow Vortex         6-6-10  1.9      12     13000  LNCH
047 Palm Smash               60  3.2 (1.3)19 (46)32000  LNCH, UNBLK
048 Low Kick 1                6  1.0       6        NA
049 Low Kick 2               12  1.0      12      6000 
050 Right Roundhouse 1       12  1.5 (0.4) 8 (30)   NA  
051 Right Roundhouse 2       20  1.5 (0.4)13 (50)10000  
052 Right Roundhouse 3       28  1.5 (0.4)19 (70)15000  
053 ?                         ?    ?       ?         ?
054 Left Side Kick 1         10  1.2 (0.6) 8 (16)   NA  
055 Left Side Kick 2         20  1.2 (0.6)17 (34)10000
056 Left Side Kick 3         30  1.2 (0.6)25 (50)15000
057 Right Side Kick          16  1.3      12      6000  
058 Knee Strike               9  0.7      13      5000 
059 Right High-Knee          10  1.4       7     11000  GB
060 Flying Knee              28  1.5      19     13000  JUG
061 Reverse Sweep             6  1.0       6      9000  EH
062 Back Roundhouse          36  1.4      26     13000  
063 Reverse Hell Kick        30  1.2      25     12000  LNCH
064 Expert Sobat             12  1.5       8      8000  GB
065 Dashing Sobat            20  2.4       8     12000  LNCH
066 High Cross Kick          28  1.7      16     10000  
067 Spinning Sobat           18  1.2      15      9000  GB
068 Rolling Sobat            26  1.6      16     10000  LNCH
069 Drunk Fist 1              9  1.3       7      6500  
070 Drunk Fist 2             18  1.3      14     10000 
071 Chin Rocker               8  1.1       7      8000  EH
072 Side Swipe                8  1.2       7     10000  GB
073 Drunken Twist            18  2.1 (0.5) 9 (20) 6500  EH
074 Overhead Blow            22  1.0      22     10000
075 Stomping Fist            19  1.4 (0.6)14 (32)11000  JUG
076 Rocket Uppercut          23  1.2      19     20000  JUG
077 Right Twister            15  1.1      14     15000  EH
078 Left Twister             12  1.6      8      12000  EH
079 Drunken Sweep      10-10-10  1.0      30      7500  EH
080 Drunken Fall             25  1.9      13      7500  EH, LNCH
081 Hand Plant Kick          20  1.3      15     11000  LNCH
082 Double Snap Kick       5-10  1.4      11      9500  JUG
083 Toe Touch Kick           35  1.7      21     10000  LNCH
084 Heel Drop Kick           25  1.4      18     10000  JUG
085 Half Moon Kick        10-15  1.7      15     90000  JUG, EH
086 Somersault               14  2.5       6      8500  JUG
087 Triple Snap Kick      5-5-5  1.3      12      8000 
088 Triple Side Kick      6-6-6  1.2      15     10000
089 Flying Triple Kick    8-8-8  1.2      20     18000  JUG
090 Step Back Kick           25  1.6      16      9000  LNCH
091 Mule Kick                15  1.2      13      9000  JUG
092 Double Spin Kick      20-20  3.1      13     12000  GB, LNCH
093 Barrel Roll Kick         25  3.5       7        NA  LNCH
094 Guard Break               2  1.4       1        NA  GB
095 Guard Break 2             5  1.4       4      8000  GB
096 Charge Punch 1            6  1.5       4        NA  JUG, CHRG
097 Charge Punch 2            8  1.5       6      8000  JUG, CHRG
098 Charge Punch 3           12  1.5       8     12000  JUG, CHRG
099 Charge Punch 4           16  1.5      12     20000  JUG, CHRG
100 Granny Smacker           10  3.3 (1.4) 3 (7)    NA  STUN
101 President Punch          10  4.0 (1.5) 3 (7)    NA  HEAT UP
102 God Jab                  20  0.6      33     35000 
103 God Straight             25  0.5      50     40000 
104 God Hook                 30  0.8      38     45000 
105 God Upper                35  0.7      50     50000 
106 Godly Smack              28  1.0      28     45000  GB
107 Pay Up NOW!              30  0.9      33     50000  LNCH
108 Godly Chop               20  0.8      25     55000  GB
109 God Low Kick             20  1.0      20     35000  
110 Haymaker of God          50  1.8      28     50000  LNCH, UNBLK
111 God Break                25  1.4      18     35000  GB
112 Charge God               30  1.5      20    100000  JUG, CHRG
113 Fist of God              40  1.7      24    600000  CHRG, RANGE
114 Invincible Fist         100  2.9      34    400000  CHRG, UNBLK

*ANALYSIS*
For building an optimal chain combo, it's best to look at the D/S column. The 
best moves in the game in this respect are God Straight and God Upper, with
God Hook and God Jab taking 3rd and 4th place. This means, assuming you've 
beaten the game and unlocked the Godly Moves, and have the money available, 
the optimal 4-string combo is: 

God Straight -> God Upper -> God Hook -> God Jab

This combo will deal 50+50+38+33 = 171 damage in 0.5+0.7+0.8+0.6 = 2.6 seconds
It's important to note that when not in God Hand mode, a lag of roughly one 
second exists between combos. So really it's more like 3.6 seconds.

As I said before, the special properties of moves and the general quirks 
surrounding enemy blocking behavior should weigh in on your ultimate decision. 
In some of the videos I've seen on line of people playing Hard mode (the Kick 
Me Challenge videos are amazing) they use moves which according to the chart 
above should be pretty mediocre. Who's to argue with success? It all comes down 
to finding combo strings and individual moves that work for you. Hopefully this 
data can help toward that end.

*INTERESTING FINDINGS*
- Although jabs seem like they should be faster, straights are actually faster. 
They deal more damage, too. 

- Right Roundhouse 3, if cancelled with a side dash, is the most powerful 
move in the game. If not cancelled, the move is rather mediocre. Thus, it 
probably wouldn't make for a good inclusion in your combo. I always assign 
this as a stand-alone command in case I'm really in a tough spot. It hits 
enemies while they're down, stunning them and allowing you to do it again 
indefinitely. It's simply so powerful it's cheap.

- The Sushi item that expands your combo one or two moves is a double-edged 
sword. It's good if you're wanting to postpone the inter-combo 1-second stall. 
It's bad if you're in God Hand mode because it means your strongest move will 
hit only once in five or six moves, lowering your overall damage/second ratio. 
Once a move is assigned to a sushi-expanded slot, you can't unassign it. Your 
God Hand mode combo will always be slightly weaker than it would have been. So 
I recommend against buying the sushi.

- I couldn't find any difference in move duration in situations where I 
alternated between left-handed and right-handed moves. The frames for these 
moves seem to be static, so linking several right-handed shouldn't affect the 
overall execution time.

- Mach Jabs and other multi-strike moves are often quite powerful. 
Unfortunately, enemies tend to only eat one or two hits before they start 
blocking, and only block one or two hits before they start parrying. These are 
best used in combos while in God Hand mode. I often change my combos back and 
forth during play.

- The presidential bunch (101) has only modest damage stats, but I have yet to 
see a serious player play without it. After obtaining it during the first Elvis 
boss fight, I kept it assigned throughout the game. The heat-up property is 
invaluable.

- I didn't break down the monetary cost/benefit of each move, but if I did, 
you'd clearly see that the Fist of God and Invincible fist are hardly worth the 
time you'd put in at the blackjack tables.

*SUGGESTIONS?*
If you have any comments or suggestions about this FAQ, please email me:
michaelqlarson at gmail dot com. Thanks for reading!