Gundam Wing Endless Duel

Yeah, you’re right sorry about that. I’ll fix it later.

Same goes for DS. His infinite is not easy to get on a good opponent. The thing is… Most of Shen’s moves just have more priority over DS.

You can throw Deathscythe out of his normal dash due to the fact you can’t counter during the throw (unless you press a button but that would cause DS to get out of regular dash mode)

All Shenlong really has to do is Super Jump/Jump Back with down B to keep Deathscythe away. Suppose you’re fighting against another player whose defense was near perfect. Blocking and teching every move. There is still chip though due to all weapons attacks. Shenlong can literally poke DS to death.

Shenlong can force DS to come to him. Sure, DS has a projectile, but anyone can see that coming.

Tip #8
All weapon attacks that are blocked will chip off Gundam’s hp

DS cannot reach Shenlong in order to start the infinite. (If you’re going to refer to down B, from a far away distance which trades off with Shen’s s. A it will not combo.

Take for instance the beginning of a match, if Shenlong does s. A and DS does down B. I’m for sure it will trade or Shenlong will hit first.

The only ways you can really start the DS infinite

Tip #9
How to do the DS infinite

DS infinite
anywhere
c. B, s. A xx qcf strong, repeat

Ways to connect the DS infinite

  1. Jump in A, land, qcf strong, infinite
  2. Dash in c. Y, infinite
  3. Vulcan from far away (opponent must be on ground), qcf strong, infinite
  4. c. B (if close enough), qcf strong

Notice how the opponent HAS to be on the ground at all times in order to start up the infinity.

I’m not a DS player myself but… jump A seems to have great priority. It hits in super jump range, jump range, ground range. All at the same time.

c. X is good. It knocks them down and hits low. You can always cancel out mistakes with block dashing backward or super jumping. Always.
Who uses Standing B? Last I saw most people use jumping B in order to counter people who super jump too much. Jump B, FDF + any button.

c. A is too good. s. Y hits low also. Wing0’s qcb is great for anti air from afar or when they are dropping in on you.

Tip #10
If you rely on supers in order to beat others, you’re not really good.

Wing0’s super isn’t great, but last I saw I never used supers much to begin with to win my matches. Wing0’s down A beats out so much it’s not even funny.

Not to mention Wing0’s c. A, blockdash forward, throw over and over again
If they decide to super jump, jump B them in the face.

About ground combos with Wing0, s. A hits knocked down opponents as well. If you time s. A right you can follow up with c. A and it’ll force your opponent to block. Usually, it’s s. Y for 3-5 times then s. A into c. A, BD forward, throw

I believe Wing0 can hold his own quite well.

New Terms:
FDF - Forward, Down, Forward (Dragon Punch motion) [yes I know you stated this before Avelon but I’m just listing it here for future references]

Since we’re talking about infinites…

Tip #11
Infinitys -
Epyon
close to your opponent
c. B, qcb weak xx B, land, repeat

Sandrock
corner close
s. A xx qcf strong xx block dash forward, repeat

Semi Infinitys
Wing
close, anywhere
s. Y, s. X xx BD f, repeat

Question: How can we bring in more people to get interested in GW:ED?

I believe taping match videos is the key.
We must all learn how to tape match videos but not just through ZSNES. I’m talking about .mpg, .avi, .wma, etc formats

Anyway…

Tip #12
Cross ups and Combos

Wing Cross up
Opponent must be on floor
Dash in, c. Y, j. forward, A

Epyon Cross up
Opponent must be on the floor
Dash in close, qcb + strong, X, land on other side

Mercurius 5 hit X air combo
Opponent is standing on the floor
sj. X, land, slow j. X, land, s. X xx sj X, land, j. X
practice the timing on this combo, you’ll get the hang of it

Wing Air Combo
Opponent must land on the tip of s. X
s. X xx sj, A xx FDF strong
powerful combo, I use it all the time

Game_tip’s Unique Epyon Combo (yes this combo is mine << and mine only but you guys can do it too >>.)
c. A, qcb + weak, B, land xx jump xx Y xx qcf strong, move downforward, move upforward, land, dash in xx c. A, c. B, c. A, c. B, c. A xx qcb weak, B, land, c. A

Tip #13
Game_tip HeavyArms Strategy

Usually, I don’t like the regular style of only keep away HeavyArms into throw, otg, dash in combo. Though it is very very powerful indeed (as you just need 2 or 3 of these combos to finish off your opponent.) I don’t like to only rely on one thing ever.

If you guys don’t know what I’m talking about… it’s basically this combo

HeavyArms
anywhere
Y throw xx c. X (otg), dash in, c. B, c. X, s. A or c. A

if you’re in the corner though, it’s better to use X throw xx c. X (otg) as it does much more dmg.

New Terms:
OTG - Off the Ground

A good patient HeavyArms can get rid of any Gundam for free if s/he knows how to block dash backwards properly in order to get the throw. Of course that’s not my style though. That’s the general use of HA is to just keepaway

The new HeavyArm’s I’m going to introduce to you is the use of his j. X and j. B.

Basically if you notice, HeavyArm’s jump is very very small. I believe he has the smallest jump in the whole game. Because of this, you can just repeatedly do j. X to lock your opponent down.

If you are in the corner and your opponent tries to super jump, j. X will usually hit your opponent out of the super jump.

Tip #14
Small tidbit of information if you didn’t already know:
During the super jump while the Gundam is going straight up, s/he cannot block.

Moving along, your opponent will must likely try to counter using a move that outprioritizes (not sure if that’s a word) HeavyArm’s j. X (yes there are moves that outbeat this but you can predict it coming and just go back to defensive mode).

When you start the j. X rushdown when your j. X first hits

you can either do one of the following:

  1. do another j. X to keep them locked down (no chip though)
  2. j. B to break their standing block
  3. j. Y, land, throw
  4. Predict your opponents next move and follow up by blocking or getting out of the way

j. X itself has massive priority in the front and a bit under him. It’s also very fast.

The only way for a gundam to get out if s/he doesn’t have a move that beats out the j. X is to block dash forward but rarely anyone does that.

If they do, just block and go into defensive mode. Throw them back into the corner, OTG c. X for the win.

HeavyArm’s FDF missles are good too only from far away though.

j. A is also part of HeavyArm’s semi infinite? or infinite? I’m not sure, no one has ever really done it and put it on video.

j. A catches opponents who are in super jump air and pushes them back up.
Remember what I said about HeavyArm’s having a small jump? Well you can j. A again in order to continue hitting getting in a few hits.

If you know your j. A won’t hit again, just j. back X. Best protection there

Oh By the way, HIS SUPER IS AWESOME. Use it when you can.
Especially doing it in jump Air when the opponent thinks he can hit you.
It’ll do massive loads of damage.

Here’s how to do it again if you forgot:
jump, qcf qcf + two attack buttons.

Tip #15

All supers have invincibly frames. Try to learn about 'em on your own gundam, it can make all the difference if you time your supers correctly.

Anyway that’s pretty much it for HeavyArms and tips for today

Good shit man good shit. I even learned a few here… I knew I should have stuck with shenlong, but didn’t want to fall onto being a top tier whore. You forgot one really minor thing though, which is that sandrock’s dp can be cancelled into 2-button movement. Appreciate your time.

Recored the replays through Zsnes, then convert to .avi, mpg, etc. formats with Screen Capture programs such as Fraps, Camtasia, or HyperCam (Registered version unless you don’t mind your vids having the “Unregister” watermark).

Using the Zsnes to record the replays is easier IMO than just recording directly to .avi, etc. formats because you can record many, many replays per session vs. a few matches directly converted into .avi format since raw .avi files can take up a alot of space and may lag down your matches even more.

I just want to let everyone know, I post the same exact posts @ GameFAQs GW:ED board, Shoryuken’s Zbattle/Kaillera/Netplay board, and Zbattle.net General Forums.

That’s true, only if blocked though. If Sandrock’s DP is blocked, it puts him in a bad position which is why you should SJ out or Block Dash backwards.

Thanks for taking your time to read guys. I just want to share my knowledge about the game and hope it’ll bring back the GW:ED scene.

Thanks, I think I’ll try Fraps. Last time, I couldn’t get it to work for some reason but I’ll try to record some match vids and have some people look @ it.

Alright, I’m going to talk about Wing today

Tip #16
Wing Strategies

First of all, I want to say…
standing QCF + strong is really really good. But only when your opponent is coming up from wake up or if your opponent is far away from you.

It’s constant pressure! constant! But there is a bit of delay at the end of it, so you want to either block dash backwards/forwards, or super jump and meet your opponent in the air or jump in on him.

Wing Trap
Corner (works outside Corner but best in Corner) and opponent is knocked down
dash in c. Y, c. B, s. A xx qcf strong, block dash in to cancel the delay

That’s the start up of the Trap… you have the options of doing the following:

  1. throw
  2. j. forward B xx FDF + strong (only do the FDF if the j. forward B hits)
  3. s. Y, throw
  4. s. Y, c. Y, s. X -> semi infinite or FDF combo
  5. let them SJ and wait till they fall then s. X (opponent will hit the tip of your shield) xx sj xx A xx FDF strong

I’ll review each option.
Option #1 will glitch up the tech throw spacing.
Usually whenever you tech throw, you and your opponent will be pushed back from each other.

But in this special case, for Wing after doing the follow up trap. If you opponent tries to tech throw, both of you will not be pushed back allowing you the option to try to throw again.

Remember, tech throwing chips off your opponents life. The only way to escape this tactic is if your opponent tries to throw you instead of teching your throw.

Tip #17
Tech Throwing
If you tech throw your opponents throw, it will cost you some of your hp. Tech throwing your opponents throw will push you back also.

If your opponent techs your throw in the air. You’re still given the option to block/special/super before you hit the ground.

Option #2 will hit those opponents who try to super jump all the time to escape the corner. If it hits, go for another Wing Trap setup. If they block, don’t do the FDF. Your opponent can fall and you can either jump B again, if they jump.

Or try the Low/Throw combination. s. Y, throw or s. Y, c. Y, s. X

Hit or no hit, your opponent will come back to the ground keeping the upper hand.

Option 3 is for those patient players trying to study you/trying to calm down/whatever.

Option 4 is for the players predicting your tick throw, which you can punish into the semi-infinite. Refer to Tip 11 on how to do it.

Option 5
Putting tip #15 into good use. Sometimes, people trapped in the corner will super jump and try to come down on you with an attack. Your s. X will beat out anything that comes down on Wing like that.

Also with Wing…
c. A covers anything in front of him and a bit in the air coming diagonally
s. X will cover anything above that
FDF + weak or strong, the last hit will cover all that left over space but it’s slow and not too reliable

for example
W = wing
O = open area
X = where it’ll hit

c. A:
ooooo
oooxx
owxxx

s. X
ooxoo
ooxxo
owxxo

FDF + weak or strong
oooxx
ooxxx
owxoo

During mid-screen battles, if you knock them down… I like to do this

dash, c. Y, j. forward, A - Wing Cross up. Tip #12 again.

Most likely, they’ll fall for it. They usually block and that’s where you do the Low/Throw combination again.

If they block dash backwards, Great. They’re in the corner now :slight_smile:
If they super jump, Great. Beat 'em down again with j. B or j. X
If they jump backwards, Great. Land and c. A, qcf strong, BD forward

They’ll super jump or stay still. Just up to you to follow what they do and counter.

QCB + weak / strong is good for follow up hits on c. A if you hit them in the air. If they’re not in the air just QCF strong

When coming down from a Jump or SJ, Y or A are pretty good.

Tip #18
With most Gundams, coming down with Y will allow you to tick throw them afterwards.

Hmm that’s pretty much it for Wing strategies for me, for now.

Hey, good game. Hit me up some time again, it was fun. Launcher combo is dope.

Hey guys, another good day for GW:ED I must say :slight_smile:

Tip #19
Deathscythe Strategies

Alright, I’m going to be honest. I’m not great with Deathscythe but I can win with him.

Things people should be aware of.
Most of Deathscythe’s normals are alright. Not anything too fancy but I like j. A. I think I talked about it before where j. A covers super jump air, jump air, and the standing ground. If it connects you can QCF + strong into the infinite.

Honestly, people who can’t get around the infinite need to jump more ;). Just joking, the infinite is hard to get on in the first place.

Refer to Tip #9 for more details on the DS Infinite

Deathscythe’s teleport is good. I like it a lot better than block dashing.

Deathscythe’s FDF + weak is safer than FDF + strong but I wouldn’t do FDF + weak too much.

One weakness I noticed with Deathscythe, if your opponent has a beam super and 200 energy. If you try to qcf + weak/strong him on wake up and he blocks. He can counter super right away and Deathscythe will not be able to block dash or super jump away. He has lots of delay when QCF hits so be careful about that. Only use it as a wake up when your opponent doesn’t have the energy to super you.

The Low Attack/Throw strategy is really really good for Deathscythe. Try to use it and understand it.

Yup that’s pretty much it except for one more thing

Oh and a correction on the Wing corner trap. If you want to Y then throw, sometimes you have to block dash then add an extra dash and press Y right away to cancel dash.

I found this very informative.

Deathscythe is good.

Basically if you get hit you die…

Jump X, cr. B = infin
cr. Y, cr. Y, cr.B = ifnin
Dash in cr.b+ infin

Basically the cr. B is the linker to the infin.

Man I should make some combo vids. I remember Ulukai had like 2, one got out to combovideos, but I thought his first one was way better.

Okay just to let everyone know who comes out when strategies come out in order

Sandrock comes out next on Wedsenday, Sept 28, 2005
Wing0 comes out Thursday, Sept 29th, 2005
Shenlong comes out Friday, Sept 30th, 2005
Mercurius comes out Saturday, October 1st, 2005
Tallgeese comes out Sunday, October 2nd, 2005
Vayeate comes out Monday, October 3rd, 2005
Epyon comes out Tuesday, October 4th, 2005

someone can compile my tips into a FAQ if I don’t
perhaps I’ll make a FAQ by October 10th, 2005

I’ll take anyones questions at any time.
Just contact me through AIM/MSN unless you’re Hue which I blocked O_O.

msn: newnice_guy@hotmail.com
aim: tickle me im tam

okay thanks guys

Hey guys sorry about the delay, I’ll work on Sandrock and Wing0 today.

Tip #20

Sandrock Strategies

The first thing I want to write about Sandrock is that he has the strongest armor in the game. It’ll take a lot to kill this guy and I MEAN A LOT!

Things I must mention never to use:
S. X. THIS IS SLOW! DON’T USE IT! SLOW SLOW SLOW! it’s not good to do s. X, avoid this at all costs because it can cost you a match.

Things I must mention to often use:

j. B, j. X is your friend. sj. Y is alright, good for tick throws and stuff.

j. back B is REALLY good for priority against SJ opponents. After you hit an enemy in the air with j. back B you want to throw the shotel then rush in afterward with low/throw combination. If they super jump out of it, chase them down on the ground (just regular dashing) and jump B again.

s. B and j. B are really good for ground cross ups. In lat 03, it’s hard for people to block because it’s really instant when you see Sandrock get onto the other side. In lat 01, it shouldn’t be a problem but even if they block the s. Y (or c. Y), you can do the low/throw combination once again which I talk about later for Sandrock.

i.e.
Sandrock
close
s. B, BD forward, s. Y…

  1. Throw
  2. c. B, FDF strong

j. X is a fast strong hit. I don’t know too much about j. X as I don’t use it as much but it’s fast and it hits mostly up forward. It’s good to get the opponent to be pushed back and knocked down. This is for the person who likes to knock people back onto the ground rather than j. B for a mix up game. j. X does a great deal more damage than j. B also

It’s up to you, both are good!

j. A is really good for a small chipping trap just like HeavyArms except his focuses on chipping rather than actually getting the hit off. j. A attacks both sj air, jump air, and ground just like Deathscythe’s j. A.

Differences between QCF + Weak vs. QCF + Strong

QCF Weak -

  1. It pushes back
  2. It’s one hit
  3. Comes out slower

QCF Strong -

  1. Traps opponent in the Shotel
  2. Multiple Hits
  3. Comes out faster

Shotels have the highest priority when it comes to projectiles. Even against supers such as Shenlong or Wing, Shotels will keep going until it reaches off the screen or hits someone. SHOTELS ARE STRONG! Use them wisely! They do provide some delay if used incorrectly! They can put you into a bad position but as long as you know the opponent is far enough from you, it’ll be alright. Right when they super jump off the ground you should throw a shotel when you see them get off! Not when they’re at their peak of the super jump!

Now, there are some people you just do not want close to you. Shenlong for instance… USE QCF WEAK more often! If Shenlong super jumps, do QCF weak!

If he comes down on you after a QCF weak just block dash backward and throw him as you come out of block dash.

QCF Strong is good because well… it’s part of his infinite and there is a glitch with it.

If your opponent is blocking standing up against a QCF Strong Shotel, then his lower guard can be broken. In other terms, this is Sandrock’s Guard Break! Most likely, the opponent must be taking the hits from the beginning of the Shotel to keep him in block stun before there is a chance to break his guard.

Sandrock’s Infinite
corner
s. A xx qcf strong xx BD f. repeat

Alright some combos I like to do

Sandrock
corner
s. Y (3x), s. B xx qcf strong xx j. B xx qcf strong, land xx j. B xx qcf strong.

Sandrock
anywhere
s. Y (3x), s. B xx qcf strong xx BD f xx s. B xx FDF strong

His super is perhaps the worst in the game. It’s hard to connect even after a blocked opponent’s super. You can trick people into the super if you do a FDF strong and cancel right away into the super. Surprises people and it works sometimes.

Oh, s. A is good too :slight_smile: s. A xx BD f, repeat is fun.

Sandrock Wake Up Games

I’m not quite sure what anyone really uses for Sandrock but this is what I use.

I want to note that all of these setups start with c. B!

  1. c. A is the norm for damage
  2. qcb weak is alright (though not the greatest)
  3. wait, dash in xx s. Y (low/throw mixup)
  4. qcf weak or qcf strong
  5. c. X xx BD F, throw

Sometimes I don’t even use c. B first and just go for a j. A rushdown for fun lol.

Some people really can’t get out of that corner j. A rushdown lol and it slowly chips their life away.

They don’t know you have to block dash forward! haha :slight_smile:

Wing0 later tonight!

Tip #21
Wing0 Strategies

Wing0’s c. A is good. It’s very good. I don’t care what you do, just spam it if you don’t know what’s going on.

j. B is a good anti air. j. A is good for coming down.

s. Y hits low and reaches farther than c. Y. I’m not sure if c. Y is faster than s. Y but I don’t see a reason for using c. Y.

Wing0’s ground qcf + weak/strong fireballs are slow you don’t want to use these other than a wake up or from far far away (the opponent should be on the other side of the screen at least or else you’ll get owned due to the delay)

qcb + weak/strong is very good too for some keepaway or pushing them back down.
I like this better than the FDF.

Basically Wing0’s rush game is c. A xx BD f, throw. Repeat when they tech throw.

c. A is one of the fastest normals in the game.
you can connect a c. A after a weak throw on the ground for an extra hit (otg.)

I’ve also noticed some of my opponents after I blocked ground qcb + weak, they would block dash towards me in the corner and try to throw me.

This would cause something like the Wing Corner Trap Throw glitch.
Wing0 has a trap too but I really don’t know how to elaborate on it.

I think it’s c. A xx BD f, throw. If they tech, do it again. I’m sure I said this above but the problem is… after you actually do throw them.

See when you throw them in Wing’s trap, you have the fireballs to keep them trapped still and to block dash forward for some more mix up.

Let me say this again, WING0’S QCF FIREBALLS SUCK! lol I don’t like them at all and you can’t use them the same way as Wing.

That being said perhaps the best way is after the throw
try to time the s. A right when they’re about to get up then do c. A into qcb weak

for example
Wing0
corner, opponent on ground
dash in, s. Y (*3 or 4), s. A xx c. A (opponent should be up by now)

If it hits, qcb weak/strong or FDF weak strong
If it doesn’t, block dash in for another throw

s. X is alright but I’m not sure how to use it, if you find a way good times for you Smile

Combos
j. X, land, c. B, c. A xx qcf weak xx BD f, c. A xx qcb strong

I really don’t know what else to add for Wing0 but I think it’s alright.

Tip #22
Shenlong Strategies

SHENLONG IS TOP TIER! If you’re looking for a way to counter him or use him. I think this explanation I’m about to present to you will be useful.

Normals
s. A - this move has really good priority. No joke, it’s really good. It extends 1/3 of the screen forward and it goes all the way up. Once you see the s. A move, you’ll know why it’s so good.

weak points in s. A

Though s. A is very very powerful. There are weak points in it also.

Shenlong - s
s. A hitbox - x
empty space weak points - o

xxooo
xxxoo
sxxxo

Usually how people approach that “o” space is by floating down hoping Shenlong will do s. A and miss. This will leave Shenlong open for an attack but remember, block dashing or super jump will save you

j. A is good against the super jumpers who do it all day. Shenlong comes up very fast and anything above him will most likely get hit.

c. B - Low attack, hits twice. It reaches 1/2 of the entire screen. Great move, use it too.

air c. B - VERY IMPORTANT! this counters s. A! It’s also one of the farthest reaching pokes in the game. USEEEEE ITTT!!!

j. X - Shenlong’s usual attack when coming down on someone. (j. X or air c. B will be the usual stuff you see against other people)

SHENLONG’S LOW/THROW GAME IS INSANELY GOOD.
I see people doing it wrong though so let me clarify on certain things.

Whenever you go in for the c. Y. You know you have two options: to hit low or throw.

Well, the thing about hitting low… you want to be able to connect QCF strong after you do c. B.

c. B, QCF strong does a LOT of damage, it’s a big part of Shenlong’s rushdown.

The thing is when people try to counter the throw, they are holding back not backdown. You cannot hold backdown for some reason and counter throw. It just doesn’t work in this game.

There’s also another part of the Low/throw game I’m not sure if I mention earlier

They can super jump out! But this is where it becomes a 3 way game like Rock Paper Scissors.

after jab, your opponent will have a 33.3% chance of evading your attack. It is the same with you, that you will also have a 33.3% chance of hitting your

There are a couple of versions of Shenlong that has been created. I know it sounds silly but here it goes

Shenlong v1.0 (created by Oogle)

  • I don’t know his playing style but Question Mark copied him and we all copied Question Mark.

Basically Shenlong v1.0 knows…

-All the basic button moves and their properties
-Doesn’t use down A
-Doesn’t use jump A a lot (sometimes)
-sj. X xx qcf strong
-doesn’t use dragon fang glitch.
-s. A a lot
-s. A as a starting move
-s. A as a wake up move
-on wake up flight down and hit him in the face with X as they get up, land, c. X
-block dashes a lot and super jumps a lot

Shenlong v1.5 (created by Tippy)

-Has all the capabilities of Shenlong v1.0 but now uses Dragon Flaw glitch and runs away.
-c. B as a wake up move

Shenlong v2.0 (created by Tippy)

Shenlong v2.1 an addition by NeoX

Though Tippy created most of the mix up. NeoX gave Tippy the idea of tick throw into the game. This began a chain of the term “low/throw” mixup.

Tip #23
Mercurius Strategies

I’m not a pro at Mercurius but I’ll give you some strategies here.

light vulcan must hit opponent to put him in block stun xx qcb weak/strong will activate the shields and help Mercurius out

Mercurius is notorious for combos. I don’t know a lot of combos for Mercurius but I do use this one a lot.

sj. X, land, j. X, land xx s. X xx sj. X, land, j. A xx FDF weak, land, qcf qcf + any button.

Tip #24
Tallgeese Strategies

Tallgeese’s flight is the slowest in the game and he has the highest super jump.

Unfortunately, he’s also the biggest gundam in the game. His hitbox is HUGEE I don’t like this guy Very Happy

His normals don’t hit too far. j. d. X has a lot of priority and knocks people down. No real followups after c. X

Tip #25
Vayeate Strategies

The Cable of GW:ED lol jk. Vayeate’s normals are basically her gun attacks. USEEE ITT

Throw xx dash xx s. B is good

Tip #26
Epyon Strategies

Epyon = top tier.

All of his moves are good except for a combo, s. X (which I don’t use very often but it can be used as an anti-air which Hue does.)

qcb + weak, X, land. That’s all you need to win with Epyon.

WARNING: I’m still in the process of updating A LOT OF IT just to let you guys know I’m not dead haha

BTW: I WILL ANSWER ANY QUESTIONS! lol so start asking damnit haha

it’s quite alright Dracula X

edit: 1. I made updates

WARNING: I’m still in the process of updating A LOT OF IT just to let you guys know I’m not dead haha

BTW: I WILL ANSWER ANY QUESTIONS! lol so start asking damnit haha

I made edits on the post above.

I also have some videos of my Epyon playing against SiR FoX’s Shenlong if anyone wants them

Hey, just picked this game up, looking to paly some people to pratice. drop me a line sometime.

edited for content You should know better than to ask that. -fb

Just hit me up on aim. Id love to get into that game. :tup:

How about those vids?

Great thread you got here. Any new updates on the horizon?

sorry for the no updates for a while =)
I’ve been kind of busy at work and school but now that school is finished I have to put all my time into work it’ll be a while before I put some vids out though

tho if someone bugs me enough on aim or something I might just do it all of a sudden
I’ll only do it if there’s a big demand for it though

Well I use wing here and there.

LOL my friend, I don’t think that will happen. The only thing that will attract people are probably the videos.

Speaking of which, there are three matchs out @ combovideos.

And the point of this post is…?

Any of you guys have tried Gundam Seed Destiny for the GBA (japan only I believe). The game is pretty close to GWED I would say though I think the GBA version is a bit more fun for me at least. I’m making a short combo video for it since I found some interesting things as far as extending combos. Take care.