Garouden anyone?

If that’s the case, here’s the soundtrack for Garouden :wink:
http://www.megaupload.com/?d=9UYC75D9

Btw, any of you willing to help in making a Garouden Breakblow : Fist or Twist FAQ? I got a rough draft up on the gameplay mechanics, and I need some info on certain things, since I couldn’t confirm them myself with my Japanese PS2 broken atm:

  • Tutorial translations (lots of Kanji in sight, not that I understand any Japanese)
  • How to escape submissions (I don’t know whether you have to mash or time the press of a button in order to escape those submissions)
  • Escaping grabs (after failing to escape from the initial grab)
  • Info on Kazue Shiina’s parries and counter (I rarely use him, but he does have a shitload of good defensive techniques)
  • Move list (There’s a command list in-game btw)

Thanks for the soundtrack, love the music in this game.

I usually mash when in submissions and that seems to work. I think there might be a guide on Gamefaqs with a command list. And can you escape throws after failing to escape from the original grab? I thought it was a timing issue, so if you teched early, you’d knee them, if you did it a little later, you’d shake them off, and if you did even later you’d both tumble. If I don’t tech immediately, I just try another tech attempt when they’re physically holding me.

There is a command list ingame IIRC…but it’s in Japanese. Then again, it’s not that hard to figure it out as it’s a very simple control scheme.

True, but specific stuff like the coniditions in which certain specials have to be activated e.g. certain specials only being able to be performed when being grabbed, can be a bit of hassle to work out if you don’t know how to read Japanese.

The command buttons displayed should be fine, since I can figure it out from there. Notation will be: Punch = P (Square), K = Kick (Triangle), A = Unique Attack (Circle; I don’t know a better way to call it), G = Guard (X). I know most of the special properties of the attacks, with the exception of Kazue Shiina, since I rarely got to use him.

Mashing out of submissions usually works unless it’s at the highest difficulty, where the CPU always seem to escape from submissions, but I can’t escape from theirs. Out of all the highest difficulty CPU games I’ve played… I think I’ve only escaped from two submission attempts total, and I forgot how I did it.

But I wonder how I should call out Toru Kamiyama’s move list. You can time A (circle) as you attack to turn the attack into a “no touch” attack, where he stops the attack an inch before hitting, which makes the opponent react and in turn, the shared gauge goes against their favor, for a lack of a better way to explain it. See manga for details, although that part of the manga is not yet scanlated in english. Should the notation be, for example: P~A, with the tilde indicating that ‘A’ needs to be pushed before P hits the opponent?

The faq on gamefaqs only describes commands for supers iirc, sukotsuto, there’s a guy called doctor dre in our baki thread who does chapter summaries for us of the new chaps, he might be able to help you with information on the menus(though I don’t know if he has the game)

What a strange game…it looks like the players just hammer out as many punches and kicks per minute as possible? No hitstun? Are there some strange mechanics that make the game worth playing after you get over that first impression?

There is hitstun, but only if a body part is damaged or if the opponent is low in stamina. Mashing (which I did when I first played) can work in the easier difficulties, but against higher AI difficulty and intermediate players, a whole lot of shit can be done against you, so you really have to make your hits count or else you’ll end up getting countered, parried, sidestepped, or grabbed. The more damaged a body part is, the longer it takes to recover and the higher the damage you receive if that part is hit, but in general, if the part is at full health (green), there won’t be hitstun if attacked there unless it’s a counter hit (usually after a parry).

That’s why one fight strategy is not to spam all sorts of attacks all over the place, but to concentrate on damaging either your opponent’s body, legs, arms, or legs so that as damage accumulates to that part, it’s easier to hit harder, that results in hitstun. But simply concentrating on one part of the body makes you predictable for counterattacks, parries, sidesteps and grabs, so you have to mix it up. Certain specials only damage certain parts of the body, so there’s a lot of mindgames involved, especially once the special attacks are out and stamina is running low, because whenever you get hit, your stamina is depleted, and although it recovers fast when you stand still, the MAX stamina decreases the more hits you take, making it take longer to recover from attacks.

EDIT: I guess I’ll make it a habit of posting a vid every post lol:
Scissors takedown to kneebar ftw:
[media=youtube]sIIO7_bD4UU"[/media]

Yeah, what Sukotsuto said, just hammering down punches and kicks can work against you in this game. Your stamina decreases as you take hits, so sooner or later your character will be unable to take hits as much, or at all and you’ll get owned.

Plus some characters have more stamina then others, so it might not always be a good thing to slug it out with certain characters…

my favorite guy is the judo guy!

he has like 0 combinations of strking, but he has one really mean footsweep that sets up his throw / attack mixup nicely =D especially deep in a fight when getting hit puts you into staggering animations.

he also can counter quite a few attack types (punches / kicks / throws).

pretty much impossible to just wail on buttons against him, strings are easy to counter, and kick counters do alot of damage, throw counters are really easy to do. add in the parry function, and you got yourself omega turtle! that all being sed, hes still not that good.

i just hate how all the defensive grappling stuff, is simply mash your buttons to get out of situation the fastest. thats my only big gripe about the game.

Is that Kosei Ino or the Judoka? I have to admit I rarely got to use those two Judo characters, although I know they can get nasty up close with that one low kick, counters, grabs, takedown and sidestep grab. Although I usually try to keep them at bay with kicks, I really had to watch out for that kick counter, which does a shitload of damage, even though it’s hard to time kick counter specials.

I also liked the fact that there’s a couple of Brazilian Jiu Jitsu guys in the game too (they weren’t in the manga though, and are game-exclusive), like Jyoji Umekawa (one of my favorites) and Jiujitsuka (unplayable, unless you do the character switch trick in story mode; looks suspiciously a lot like the late Ryan Gracie IRL).

Oh btw, to those having trouble using certain characters in story mode, you can hold R1 (or was it L1?) while selecting that stage in order to use the opponent character instead of the initial character. This is very useful in the EX Story mode fights, which pits you against Hanma Yujiro :stuck_out_tongue:

Here’s my obligatory video for the post, which features specials only found in the story mode opponents:
[media=youtube]v6Kvr0z6lmI[/media]

Kosei Ino is who i was speaking of =D

didnt know about the character switch thing, pretty cool!

^Are you sure they’re game exclusive sukotsuto? The garouden story mode, iirc, goes all the way up to end of the novels, hence there’s a lot of spoilers and characters not introduced yet for those who only read Itagaki’s manga version.

Hmmm it is possible. I initially just thought that they just put in Umekawa so that there will be Brazilian Jiu Jitsu in the game :stuck_out_tongue:

Another match video uploaded in youtube btw:
[media=youtube]xE9lMKGdr9g[/media]

Hello again everyone! My apologies for double posting, but anyway, here’s what I’ve written for the Garouden Breakblow : Fist or Twist FAQ I’m working on (well, used to be “we’re working on”, but I guess I’m alone in writing this at the moment :wink: ). This is my first time writing an FAQ, and this is still a rough draft with some unconfirmed info:


Notation (default control scheme):
P = Punch - Square button
K = Kick - Triangle button
A = Unique Attack - Circle button
G = Guard - X button

Fighting System:

  1. Tandem Mental gauge: This will be your general “life bar” in fighting games, with a unique property - it’s tandem with both you and your opponent’s, and the more you damage the opponent, the more the tandem bar expands towards your opponent’s. If your bar reaches all the way to the opponent’s side fully, you win.

  2. Stamina gauge: This is the green gauge that indicates how much stamina and maximum stamina you have. The gauge recovers fast when standing still, and recovers slowly while guarding. Doing an attacks depletes a little stamina, getting hit depletes a more, and getting hit while stunned or recovering from an attack depletes a lot more. Getting attacked while low in stamina will stun you longer, rendering you open for even more attacks until you recover, do a recovery roll or get knocked down. Getting hit also decreases the maximum stamina gauge, and getting hit decreases it more. Stamina gauge starting length differs for each character.

  3. Body Health: Right next to your stamina gauge, there’s an outline of a body, which represents the health of each of your individual body parts. This includes the head, body, left arm, right arm, left leg, and right leg. The more a body part gets damaged, the more damage you’ll acquire if you get hit on that weakened body part. The body part health are indicated by colors: green for full health, yellow for damaged body part, red for heavily damaged body part, and black if the part is broken. When your body part is green, getting hit there would not flinch you, unless it’s a counter attack.

  4. Chains: On your Tandem Mental Gauge, there are three chains on your side and three chains on your opponent’s side. If you get damaged enough, the tandem bar goes towards your side and will “break” one of your chains. If the first chain breaks, the number ‘1’ will be shown, which enables you to use your Level 1 special move. If the second chain breaks, you can use your Level 2 special move and if the third chain breaks, it will enable you to use your Level 3 special. The chain also serves as defense, as the chain prevents some of the damage from going past the chain when the chain gets broken from an attack. (NOTE: I don’t know how much damage is prevented by the chain for now.)

Basics:

  1. Movement: Use the directional pad to move forward, backward, to the foreground and to the background.

  2. Neutral Guard: To perform a neutral guard, simply stand still without doing anything. It will block high, mid and low attacks, but the recovering from your opponent’s attacks as well as countering them with your own would take a longer time. Getting hit on a damaged part while in neutral guard will make recovery even longer. (NOTE: I forgot if doing a neutral guard when guarding attacks an attack towards a damaged part will guard it with slower recovery, or the opponent’s attack will go through).

  3. High/Low Guard: To perform a high guard, simply hold the G button. To perform a low guard, hold down + G. High guard blocks high attacks while low guard blocks both mid and low attacks.

  4. Parry: You can parry an incoming attack by pushing forward + G. When you successfully parried an enemy’s attack, the opponent will be open for an attack of your own, and your next attack immediately after a successful parry will automatically count as a counter hit.

  5. Quick avoid: You can lean and evade a high attack for a split second by pushing back + G. Good for avoiding a quick high attack at the extent of its range.

  6. Recovery roll: While you’re stunned and recovering from getting hit, you can push towards a direction twice to roll towards there. Use this to immediately get out of harm’s way.

  7. Grapple: To perform a grapple, push P+G button simultaneously. This can be followed up afterwards with P, K, or S (for most characters), or direction + P, K, or S (also for most characters unless otherwise specified. Performing a neutral + attack will throw a quick attack whereas performing a direction + attack will result in a stronger attack, but are easier to escape from. It’s generally recommended to grapple on your opponent’s left or right side (it’s harder to escape from a side grapple), grab when the opponent is expecting an attack and attempts a guard, or while the opponent is stunned. Grappler characters should know how to set up grapple attempts as part of their gameplan.

  8. Back Throw: Performing a grapple (P+G) on the opponent’s back will result in an inescapable throw that does good damage. Strikers would perform a back attack while grapplers would generally perform a suplex.

  9. Grapple Escape 1: To escape a grapple attempt, push P+G the moment the opponent grabs you to immediately escape it. During this escape, most characters will do a quick knee to counter for a small amount of damage, while wrestlers will deflect the attempt, creating an opening for less than a second.

  10. Grapple Escape 2: When failing to escape the grapple itself and if the opponent attempts a direction+button grapple attack, you push towards the direction the opponent goes to and hit P+G in order to throw the opponent off balance, therefore, escaping the grapple attempt.(NOTE: I forgot if P+G is necessary to escape or not, so I have to confirm this)

10: Grapple Escape 3: When caught in a grappling submission attack (the grappling attacks that gradually damages you, like armbars, kneebars and leglocks), pushing certain attack buttons at the right time will help you escape them. For example, pushing K at certain times while caught in a heel hook submission will have you kick at the opponent to escape the grab. (NOTE: I am still not sure on how to escape these moves. I can escape against opponents in easier difficulties, but I can’t escape them at the hardest difficulty, so I’m not sure whether it’s timing or simply just having to mash certain buttons).

  1. Cheap Attack: While your character is being introduced, push K+S to perform a cheap shot at your opponent. The attack used depends on what introduction the character did. Keep cheap shots in mind while the characters are being introduceed ;). List of introduction attacks used will be listed in character specific sections in this FAQ. (NOTE: List of introduction cheap attacks will be listed per character’s section).

  2. Level 1-3 Special Moves: To perform a special move, push K+S simultaneously when a chain from your side is broken, depending on condition. To perform a level 1 special move, the first chain must be broken. For the level 2, the second chain and for the level 3, the third chain. Special move can only be used once per chain, ie you can only use the level 1 special once, the level 2 special once and level 3 special once. Some moves are attacks that simply shoot out when you push K+S, some are grapple special moves in which you have to grab the enemy with a grapple first before you push K+S, and there are reversal special moves where you anticipate an attack as soon as you push K+S and it will reverse an incoming attack if successful.

Advanced:

  1. Reversals and Deflecting: Some characters can perform a reversal, in which when they’re attacked at a certain elevation, they can grab it and counter with an attack of their own. There are some who can deflect an attack in order to create an opening against the opponent. Here are some of the characters that has reversals:

Tanba Bunshichi:
-Back+A = Mid Kick reversal

Fujimaki Jyuzo:
-Up-Back+A = High Punch reversal
-Back+A = Mid Kick reversal

Izumi Soichiro:
-Up-Back+A = High attack reversal
-Back+A = Mid attack reversal
-Down-Back+A = Low attack reversal

Jyoji Umekawa:
-Up-Back+A = High punch reversal
-Back+A = Mid attack reversal (reverses into a grab position)

Tsutomu Himekawa
-Up-Back+A = Punch reversal

Toshio Kajiwara
-Back+A = Mid Kick reversal
-P+G immediately when grabbed = Grapple reversal into Triangle Choke

Kazue Shiina:
-Up-Back+A = High punch reversal
-Back+A= Mid reversal
(NOTE: I have to look into some of Kazue Shiina’s reversal attacks, since I know there are two that reverses with an attack, while there are two that deflect them.)

Toru Kamiyama:

  • A = Mid attack deflect
  • Up+A= High attack deflect

Shozan Matsuo:

  • Forward + P = Punch counter
  1. Ground Grapple: The grappler characters also have the ability to grapple against an opponent who’s laying on the ground. In order to perform a ground grapple push down-forward+P+G. Some grappler characters have or does not have a ground grapple technique depending on body position, which has four possibilities:
    Opponent facing up with feet pointed towards you
  • Heel Hook:
    Fujimaki Jyuzo
    Soichiro Izumi
    Toshio Kajiwara
    Hiroshi Nagata
    Jyoji Umekawa
  • Boston Crab
    GREAT Tatsumi
    Rikiozan
  • Figure Four Leg Lock
    Hikoichi Kurama
    Opponent facing up with head pointed towards you
  • Kimura/Reverse Keylock
    Fujimaki Jyuzo
    Soichiro Izumi
    Jyoji Umekawa
    Kosei Ino
    Toshio Kajiwara
    Opponent facing down with feet pointed towards you:
  • Rear Naked Choke
    Fujimaki Jyuzo
    Jyoji Umekawa
    GREAT Tatsumi
  • Half Boston Crab Neck Crank
    Toshio Kajiwara
    Opponent facing down with head pointed towards you
  • Guillotine Choke:
    Fujimaki Jyuzo
    Soichiro Izumi
    Jyoji Umekawa
    Toshio Kajiwara
    Hiroshi Nagata
    Rikiozan
  1. Counter attacks: In fighting game terminology, counter attacks are attacks that land on an opponent while they’re attacking, therefore, the opponent will get more slightly damaged than usual. See “Attack direction” for more details.

  2. Continuous “Combos”: Unlike other fighting games, this game does not have a true combo or juggle moves (which in a way, makes this game a lot more realistic than nearly all other fighting games out there). However, you can continously attack a stunned opponent so long as they’re standing, and some attacks will keep them standing for a few hits until they get knocked down. Experimenting with certain moves will help you find combos, and the ending credits of the arcade mode providess good examples of how combos are performed in the game: [media=youtube]g2jcAgvCuNc[/media]

  3. Attack direction: The direction of the attack plays a factor on the effectiveness of the attack. Hitting someone who’s hunched downward (either from attacking or while stunned) with an upward attack (like an uppercut) will have them lean back then standing while hitting them with a downward attack (like an overhead punch) will have them hunch forward then standing (if hit enough times, the opponent will fall down). So does hitting someone with a left hook while they’re moving or leaning towards their right and vice-versa, or hitting someone with a straight punch or kick while they’re moving forward with an attack. Knowing what attacks to use on an opponent’s body position will help in counter attacks and combos.


That’s just the first part of the FAQ, and therefore, is not finished and it’s not edited thoroughly yet.

Anyway, here are some vids that show the special moves in the game:
[media=youtube]HGwDbeux3lE"[/media]
[media=youtube]XQaKMAm8KJg"[/media]
[media=youtube]eBkOTI9FgV8"[/media]

:rofl::rofl::rofl::rofl:

Just got the game in the mail today, bought b/c of this thread. Looking forward to the completed FAQ.

if only namco got behind a baki/garouden fighting game using the tekken engine, or the creators of the hnk fighting game, they could have a seriously bad ass fucking game on their hands. considering the type of characters, i would say a tekken style baki/garouden game would be best suited for the fighting, but hnk was a broken mess of fun, and i likes. lol. i think namco could easily make this game. would probably be too much competition for tekken, and people would fall in love with the baki/garouden characters over fighting robots like alisa. i would love to play yujiro, jack, and many of the garouden cast in a tekken style game, especially with tekken 6 or better graphics. i would gladly be satisfied for the rest of my days if i could see that happen by the end of next year randomly.

Awesome stuff, thanks for the FAQ!

I’d love a Garouden/Baki sequel with today’s graphics, that’d be sick. If the game had the Tekken engine, that’d probably get more people into the game and make people think more of it than just a simple button mashing game but I like the way Garouden plays currently, it plays differently from other fighters and that’s what I like about it. I dunno about it playing like Hnk, lol, though that’d be hilarious.

How many Ex missions have you guys done? My brother and I are stuck on Great Tatsumi’s one, lol.

Still looks like one of those crazy games only Japanese godspeed people are any good at…