Ehrgeiz

Ehrgeiz

12.10.2013 11:10:23
~B
VERSION 1.1
4/17/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" for Han players. The strategies are from
my Expert FAQ Version 1.33.

Send any tips/questions/comments to: Mallen1@csulb.edu


=======================================================================


TABLE OF CONTENTS
-----------------

I. COMPLETE MOVES LIST

II. STRATEGIES

III. V.S. HAN

IV. WHY SHOULD I PLAY HAN?

V. REVISION HISTORY


=======================================================================


KEY:
----

H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)


=======================================================================


I. COMPLETE MOVES LIST
----------------------

HHHHH
HHL
HHHLH
90-degree (either direction), H
HHHjH to motion change
H+S
LLjLH
LLjLL
L+S, H or Ducking LH or Walking LH to motion change
MH
M+S
Running HHH
Running HHjH to motion change
Running HHjHHHHH
Running H, G+H, HHH
Running ML
Running L
Running G+L
Projectile-Evasion, H
Walking HHH
Ducking HH
G+L, HH
G+L, LjH to motion change
G+L, LLL
Step H
Step L
Rising HH
J+H
J+L

Motion Change
-------------
HHHHHHHH (can switch to LHHHH during first 4 hits)
LHHHH
G+H, HH
HLHHHH
G+H, LH

Throws
------

front
left
right, G
back
360-degree, G

Specials
--------

S
S (hold)
J, S


=======================================================================


II. STRATEGIES
--------------

Close-Range Fighting
--------------------

The basic L is a PRIMARY technique for Han. A successful L pushes your
opponent back considerably, and you can follow up with a running G+L,
an S, a G+L link, G+H (quick), H+S, or G+H (hold for motion change).

Han has a nice 2-choice mix-up with LLjLL and LLjLH. If your opponent
starts blocking the initial LL, use the L alone for awhile, and then
pop the LLjH or LLjL.

Mix up the G+L, HH with the G+L, LLL. Input G+L, LjHLH to go low, low,
middle, low, middle and stay in the motion shift.

After a basic M, press away from your opponent for safety distance.

Forget most of his H links. Your opponent will simply duck these and
beat you down. Stick with the H and HH, but don't go any further.


Medium-Range Fighting
---------------------

Mix-up the running HHH and the running G+L for a 2-choice.

The running G+L works better than a slide, and does a hefty 20 damage.

Do the J+H and 2-choice with the L or a throw.


Does Han have a weakness? Yep. A BIG one.
-----------------------------------------

"I'd give up my motion shift (or my other leg) for a decent middle
attack!"

All (yes, ALL) of his H links hit high or low. No middles. Not one.

Han's best moves work off low links. At close range your opponent will
block low all day if you don't do something about it. If they start
ducking, you can do the basic M, the basic MH, or throw.

Han's only close-range mid is the basic M. It's pretty weak.


Does Han have a lifter for air combos? Yep. A crappy one.
---------------------------------------------------------

From a fully-ducked position do the rising H to pop up enemies.
Unfortunately, the best air combos only work if the rising H hits as a
counter (HHHH works well). It's hard enough getting to a fully-ducked
position, but getting this VERY SLOW attack to counter is VERY
DIFFICULT.


Getting into the Motion Shift
-----------------------------

Holding G+H is the standard way to enter the motion shift. It is hard
to do when right next to your opponent, so try it at a medium distance.
The shift comes out quickly, and unless your opponent counters
immediately you should be able to get your kicks out.

A great way to enter the shift is the running HHjH. Pop the running
HHjH or the running HHjHH, and follow with one of the patterns listed
below.

The G+L, LjH is yet another sweet set-up for the motion shift. However,
if the second hit is blocked you won't be able to do the jH. You'll
need mix in the G+L, HH to keep your opponent blocking high.

A less effective method is the L+S, H. This can also be input with a
walking L, H or a ducking L, H. In any event, the move hits low, high,
which represents a bad combination for "middle-hit-challenged" Han.


Motion Shift Attacks
--------------------

Mix-up your mids and lows as much as possible to push your opponent
into the corner and PUNISH him. Stick to the following patterns:

H
HH
HHH
HHHH
HHHHH
HL
HHL
HHHL
HHHHL
HLH
HHLH
HHHLH
HHHHLH

Once you finish a pattern, you can:

-- move closer to your opponent and start a new pattern
-- immediately start a new pattern
-- delay to draw a counter and start a new pattern
-- sidestep to draw a counter and start a new pattern
-- hit S to nail "turtles"
-- purposely miss with an H or L to "lure" your opponent to counter
-- hit G to return to normal (not recommended)

Remember that an opponent who blocks your attacks will be pushed away
and can escape easier. Therefore, you MUST use delay and sidestep
tactics to make your opponent attack.

You are relatively agile while in the motion shift. You can sidestep
many attacks, but we don't recommend trying. While shifted, you should
be doing ALL of the attacking.

If your opponent escapes while you're in the motion change, IMMEDIATELY
hit G to revert to a normal stance.


Specials
--------

We will list other uses for Han's missiles below. However, the missiles
are BEST used as part of your mix-up in the motion change. You have
four shots per round. You should use ALL of them from the motion
change.

Han's missiles are slow to fire. If they immediately jump after you
push S, either delay the trigger (hold S) to hit them when they
approach, or push block to cancel.

Missiles work better in larger arenas because they can track without
hitting a wall. The elevator stage has been dubbed in our circle,
"Han's Stage."

If your opponent is hit by a guided missile after you've fully
recovered, you can try and pull off an air combo.

Jump backward and look for an opening to use the jumping S.


=======================================================================


III. V.S. HAN
-------------

Nothing much. Just kick his ass.

If he doesn't stick in mids regularly while at close range, duck to
avoid the highs and block the lows, and COUNTER heavily.

Han can mix up a running HHH with a running G+H for a 2-choice. Block
low because the low pops out more quickly.

In large arenas you'll be hurt if you don't jump or projectile-evade
the missile.


=======================================================================


IV. WHY SHOULD I PLAY HAN?
--------------------------

He's not a great player, but kick and Hworang fans will go for his
fighting style. Everything's there for a quality character, but he
lacks a solid mid for close-range fighting, his lifter sucks (i.e. no
air combos), and the motion change has almost no quality variations, is
too easy to get out of, and isn't as strong as it was probably meant to
be. Like him or hate him, he's still a character you should play and
master if you want to enjoy Ehrgeiz to the fullest.

Don't play for money, because you'll probably lose.


=======================================================================


V. REVISION HISTORY
-------------------

1.0- used Expert FAQ Version 1.3;
1.1- used Expert FAQ Version 1.33

I'll be updating this FAQ infrequently. New Han strategies will appear
in my Expert FAQ first.

Send any tips/questions/comments to: Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen


 
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