Part 52: Default moveset deconstruction (text)
Gene's default moveset deconstructionLocked moveset + damage data
Gene's default moveset contains all the tools you need to beat the game. The default moves all have a very fast startup animation speed and are easily cancelable - except Barrel Roll Kick, but don't diss this move just yet because of its sluggish appearance, more on that later.
Fast startup animations means an easier time pulling off counter-hits. Counter-hits are one of, if not the most, important mechanic to master in God Hand, especially if you plan on conquering Hard Mode. Knowing when enemies are vulnerable to counter-hits is the key to crowd control as well. If you're not familiar with the counter-hit mechanics, go watch the tutorial videos linked in the OP.
counter-hits tl;dr
-You can stagger enemies when they're in the middle of attacking
-Counter hits will change your moves property. A Charged Punch counter-hit will send enemies high up in the air, thus allowing a Shoryuken/Air Launch Kick/whatever follow up, a High Side Kick counter-hit will instantly launch enemies, etc.
Default moveset analysis
Square combo:
Left Jab
Straight
Left Hook
Uppercut
Pros:
Your main Bread and Butter
Very fast startup and recovery animation
Easy to cancel
Average stun build up (~6 to 8 hits after a Guard Break)
Cons:
Below average DPS
Counter-hit property:
Staggers enemy for a short time
Roundhouse Kick
Pros:
Can hit multiple enemies (arc range)
Good damage
Cons:
Can't up-dodge cancel when mapped to Triangle (the default position)
Enemies can dodge it
Counter-hit property:
Trips enemy
Against stunned opponent:
Trips enemy
High Side Kick
Pros:
Fast startup and recovery animation
Decent damage
Easy to cancel
Cons:
Enemies can dodge it
Counter-hit property:
Instant launch
Against stunned opponent:
Instant launch
Charged Punch
Pros:
Easy to cancel
Big damage when fully charged
With the God Hand active, briefly stops TP meter depletion when charging
A quick Charged Punch can launch enemies to bust height
Invinciblity-frame extension (apply to every charge moves)
Cons:
Release timing is strict, hard to master
Chance that the move will whiff and enemies will either backflip or up-dodge and immediately counter
Counter-hit property:
Launches enemy above Gene's head, possible Air Launch Kick/Shoryuken follow-up
Against stunned opponent:
Launches enemy above Gene's head, possible Air Launch Kick/Shoryuken follow-up
Against stunned opponent who is face on the ground:
Launches enemy above Gene's head, possible Air Launch Kick/Shoryuken follow-up
With the God Hand active:
Same effects stated as above
When halfway/fully charged, launches Fatties above Gene's head
With the God Hand active, as a counter-hit:
Same effects stated as above
When halfway/fully charged, launches Fatties above Gene's head
Guard Breaker 1
Pros:
Fast startup and recovery animation
Easy to cancel
Cons:
Shit damage
Guard Breaker cannot dizzy enemies
Barrel Roll Kick
Pros:
Semi-unblockable
Instant launch property
Big damage
Cons:
Can't cancel it
God awful startup and recovery animation
Despite how the animation looks, doesn't dodge high attacks (high evade property only lasts for 2 frames when you're flat on the ground - unpractical and impossible to time it properly)
Small chance that enemies will dodge or block it
Counter-hit property:
Strong instant launch
Against stunned opponent:
Strong instant launch
Dragon Punch (shoryuken)
Pros:
Good to catch and juggle multiple enemies at once
Okay damage
Good stun build up
Cons:
Rather slow
Cannot cancel
Vulnerable during the startup and recovery animation
Enemies can dodge it
Air Launch Kick
Pros:
Unblockable property
Good damage
Strong launch
Great wide range, amazing for crowd control
Cons:
Cannot cancel
Vulnerable during the startup and recovery animation
Axe Kick
Pros:
Can send enemy up in the air for Air Launch Kick follow up when halfway/fully charged
Can send enemy up to bust height if not charged
Can catch and juggle multiple enemies at once
Invinciblity-frame extension (apply to every charge moves)
Cons:
Doesn't connect often, enemies tend to roll out of the way
Cancelling the move is awkward and clunky
Axe Kick followup (kick)
Pros:
Can catch multiple enemies with it
Launches enemy above Gene's head, possible Air Launch Kick/Shoryuken follow-up
Cons:
Slow
Enemies can dodge it
Reverse Sweep
Default effect at difficulty level 1 to 3 only:
Trips enemy
Pros:
Fast counter-hit
Dodge high-attacks
Cons:
Shit damage
Enemies can dodge it and will counter you
Counter-hit property:
Trips enemy
Against stunned opponent:
Trips enemy
Running Attacks:
Running Kick (triangle)
Pros:
Instant launch property on difficulty level 1 to 3 only
Good for counter-hit
Can cancel the recovery animation
One of the greatest move in the game for closing up distance with enemies
Cons:
Enemies might block it
Meh damage
Counter-hit property:
Instant launch
Against stunned opponent:
Instant launch
Slide (cross)
Pros:
Instant trip property on difficulty level 1 to 3
High-attacks dodge
Good for counter-hit
Cons:
Enemies might block it
Meh damage
Counter-hit property:
Trips enemy
Against stunned opponent:
Trips enemy
Headbutt roll (square)
Pros:
Instant launch property on difficulty level 1 to 3 only
Wide range
Biggest running attack damage, 15 dmg compared to 10 for the others
Both pros & cons, it's hard to tell and depends on the context:
Gene's model will spaz the hell out when you headbutt an enemy, you'll either end up behind a guy or on his left/right, really confusing and can get you hit
Cons:
Enemies might block it
Counter-hit property:
Instant launch
Against stunned opponent:
Instant launch