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RPayne

Guizhang Chen’s Move List

Sep 29th, 2024 (edited)
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  1. Guizhang Chen’s Move List (Play as Guizhang in 70Man Battle MOD)
  2.  
  3. [VANILLA MOVESET]
  4.  
  5. HAND MOVES
  6.  
  7. Standard Punch X
  8. Punch + Elbow X X
  9. Punch Combo X X X
  10. Forward Slash ^ X
  11. Surprise punch (back turned) X
  12.  
  13. LEG MOVES
  14.  
  15. Standard high kick A
  16. Swallow Kick Combo ^ A [A]* [A]* (up to 3)
  17. Swallow Leap ^ ^ A
  18. Swallow Dive v A
  19. Crawl Cyclone v v A
  20. Swallow Bash ^ v A
  21. Brutal Swallow v ^ X
  22. Reverse Tornado Kick ^ X+A
  23. Flying Side Kick (R2) X+A
  24. Surprise High Kick (back turned) A
  25.  
  26. THROW MOVES
  27.  
  28. Throw Attempt B (if throw fails, this animation will play)
  29. 4 Kick Beatdown B
  30. Surprise Nape Hook Kick ^ B
  31. Skull Shatter (on the opponent’s side) B
  32. Swallow Diving Back Breaker Kick (on the opponent’s back) B
  33.  
  34. EVADE and COUNTER MOVES
  35.  
  36. Dodge (all directions) Y+^ | Y+> | Y+< | Y+v
  37. Evade & Strike (while standing still) Y
  38. Evade Backflip Y+X+A [A]* (2nd backflip may damage nearby foes)
  39. Tengu Drop (before high punch) v X+A
  40. Mud Spider (before high punch, e.g. enemy running punch) v X+A
  41. Counter Cyclone (before high kick, e.g enemy running kick) v X+A
  42. Punishing uppercut (before uppercut) - v X+A
  43.  
  44. *Move extension
  45.  
  46. CUSTOM MOVES [MODDED BUILD ONLY]
  47.  
  48. LEG MOVES
  49. Swallow Flash (replaces “Evade & Strike”) Y
  50.  
  51. EVADE MOVES
  52. Swallow Guard Stance (replaces “Standard High Kick”) A
  53. Swallow Escape (replaces “Throw Attempt”) B
  54.  
  55. NOTES
  56.  
  57. 1. Unlike for Ryo, Guizhang’s moves don't require changing directional arrows in accordance with the camera, so all directional inputs are the same for every direction the player is facing.
  58.  
  59. 2. Even though Guizhang can block when controlled by the CPU, this is not the case when made playable. In fact, there's no button assigned to blocking at all. My modded moveset build fixes that, but at the cost of an existing move.
  60.  
  61. 3. My modded moveset has the blocking ability set to the “A” button instead of “Y”, even though it should be the other way around. This is a side effect caused by how I modded the new moves in and, despite my best efforts, I could not fix it.
  62.  
  63. 4. As the block and duck mechanics are unavailable, so are Ryo’s counter and grab abilities.
  64. Guizhang does have his own counters, but, while strong and varied, are single target only.
  65.  
  66. 5. Evading can be pretty tricky as well, due to directional inputs being invariable.
  67. For example, to dodge forward, you need to press ^ and Y, even when Guizhang is facing the camera (it should be v and Y).
  68. Same applies for when you need to dodge backwards, you’ll always press v and Y, no matter what direction Ryo/Guizhang is facing.
  69. In addition, dodging sideways is very hit or miss too, as it feels quite sluggish to use and doesn’t cover much distance.
  70. Retargeting by pressing Y when standing still is also inconsistent, since it shares the same input as the “Evade and strike” attack (vanilla moveset), one of Guizhang's worst moves which is likely to miss and put you in a bad spot; or “Swallow Flash” (modded moveset).
  71.  
  72. 6. As side dodging can be annoying to use correctly, moves such as the “Skull Shatter” and the “Swallow Diving Back Breaker Kick” are trickier to use compared to when playing as Ryo.
  73. The best way to get a chance at using them is to first run away from the opponent, then either dodge or side dodge (both work for this purpose) once the enemy is about to launch a running attack (showcased in the video).
  74.  
  75. 7. "Punishing uppercut" is only triggered against very specific types of punches, making it a rare move to pull off.
  76. As far as I know, it's only usable against a couple of Ryo's punches and a very specific uppercut some of the Mad Angels can use. That’s why you might not ever see it come up.
  77.  
  78. 8 – Guizhang’s run cycle is much slower than Ryo’s. After further research, it appears this slow run cycle applies to all NPC movesets when applied to the player. When used by the CPU though, the run cycle’s speed seems to vary depending on context (NPCs can sometimes run even faster than Ryo). Could this be manipulated somehow? Probably, but I wouldn’t know how to do that.
  79.  
  80. 9 – There’s a bug with the running move conflicting with similar move inputs.
  81. If you’re running and execute a move whose input contains the “X+A” combination, the game will always perform the “Flying Side Kick” instead of whatever move you wanted to use (such as “Reverse Tornado Kick”, or any of the counters). This also happens if you start running, let go of the run button, wait a split second and, only then, input a move containing the “X+A” combination.
  82. Effectively, this means you won’t be able to counter moves while running, or you risk inadvertently using “Flying Side Kick” instead! Moves that don’t contain “X+A” are unaffected though, so you can still press “A” to block while running/immediately after releasing the run button.
  83. I realize this is a really annoying bug, but fixing it goes beyond what I’m capable, as it appears to be a bug in the code that handles move inputs.
  84.  
  85. OT: Move names I reference in the list and video are something I made up in 5 minutes (and it shows) and are by no means meant to be official. Feel free to make up your own names for Guizhang's moves and post them in the video description!
  86.  
  87. CONTACTS:
  88.  
  89. https://www.youtube.com/@RichardPayne5
  90. https://twitter.com/Richard_Payne5
  91. https://x.com/Richard_Payne5
  92. https://www.shenmuedojo.com/forum
  93. https://www.shenmuedojo.com/forum/index.php?members/richard-payne.3632/
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