,Oo 000O,. ,08#80, 08##8. O0###O O####0 .@####0 O####0 0####0o ,,####@.. 8###o.,,###0@. 0###8,###0; ..0###8##@. G U I L T Y 0#8#8#0 G E A R 8#8###8#O0 .o0O##88###@. Guilty Gear X FAQ/Movelist 0###80O,,O0###0 0####0@. ..0####0. 0###0Oo,,,,,,,,,O0@###0 By AdrenalineSL 0#80o0, ..0O0#8O0 ,Ooo08O, ,O;OO@o, V E R S I O N 1 . 4 Last updated on August 15, 2002 The very latest versions and updates can be found at CheatCC and GameFAQs: http://www.cheatcc.com http://www.gamefaqs.com _____________________________________________________________________________ This is currently [Version 1.4] of Adrenaline's Guilty Gear X Strategy Guide for the Playstation®2 console. You feeling lucky, punk? Contact me: toiletrabbit@hotmail.com ----------------------------- -- VERSION HISTORY -- ----------------------------- Version 1.4 | August 15, 2002 Looked over the basics section of the guide and reworded some sentences. Last update I will probably ever make. I'm sorry this FAQ didn't turn out that well. This was my first fighting game FAQ after all. If I make another, I'll be sure to make it a whole lot better than this one. Thanks for your support and all! Version 1.39 | March 7, 2002 Finished Move Descriptions for every character. Also added some comments for Dizzy and Testament. Yep. Version 1.38 | March 5, 2002 It's been a while, hasn't it? In this version, I've reformatted a lot of things and reorganized the lists and stuff. I've finished mostly everything that were left undone (except for a few small things). Some information for Guilty Gear X Plus were added as well; that's it for this update. Version 1.2 | January 7, 2002 First update of the new year. Cleaned up some stuff and re-formatted things. Yeah. Version 1.0 | October 21, 2001 Got around to finishing the move list for Dizzy and Testament. So all the Characters have move lists now. I guess that makes the move list officially done. Also added the secret to getting Guilty Gear Mode and other stuff. Version 0.9 | October 10, 2001 A pretty complete version. All I need to do is add some finishing touches to the whole guide and add some new sections if necessary. I know there's some other things to do, but time is cutting me short and I may need to stop here. Although I will try my best to do more of what I can to the FAQ, I promise no one as to the content of the guide. Like anyone cares, anyway... Version 0.6 | October 8, 2001 The basic move list is done! However, the whole guide is far from finished. I will add the two bonus characters: Testament and Dizzy when I can figure out how to get them, as well as add the addition attacks for the characters. I'm awfully tired right now, so bleah. So much for the "updates will be very scarce" comment. :) Version 0.44 | October 7, 2001 It's been a lot of work, but I've finally gotten the basics done, but the combo section is still undergoing some serious work. It's easily the most complicated feature of GGX, so I will take some time on that. I finally have the lowdown on game details, which you can find in Game Overview. I've also added 3 new characters. I have a lot of things planned for this guide, so don't stray too far. I've added 3 more characters and a code to get Testament and Dizzy onto the team. Thanks to AceAreWild231@aol.com. Version 0.2 | October 6, 2001 I don't really have much done. Just got some of the character moves done and gone. Everything else is still under construction for further updates. However, due to many other activities and hell--er, I mean school--updates will be very scarce, but I'll try my best to complete this ASAP! I'm very truly sorry for the lack of info! Remember that this is a VERY EARLY version and updates will follow! This has got to be my worst FAQ yet, and I typed all this in haste. I'm tired and grumpy, so maybe the writing content ain't so nice. Sit tight, my Guilty Gear X-owning friends, updates will come, and the brilliance of this guide will shine shortly. _____________________________________________________________________________ C O N T E N T S *************** 01. Introduction 02. Story/Game Details • Game Overview 03. Character Guide • Anji Mito • Axl Low • Baiken • Chipp Zanuff • Dizzy • Faust • Jam Kuradoberi • Johnny • Ky Kiske • May • Millia Rage • Potemkin • Sol Badguy • Testament • Venom • Zato-1 04. Game Engine 05. Guilty Gear X Plus Notes 06. Easter Eggs & X-tras 07. Outro • Legal Junk • Sources • Credits, Plugs and Extra Junk • Closing Statement ___ ___ ====================================================================\ \/ /= \ / 01. - Introduction - / \ / /\ \ ===================================================================/__/==\ \ \_/ Truthfully, I'm not the biggest fan of fighting games. Sure, I played one of the earliest Street Fighter games on the Super Famicom (or something of the likes my step brother brought from Hong Kong), and played many other games of the fighting genre that have grown on me, but no, I'm really not crazy about them. Mostly because I can never get really good at 'em; let alone, beat a human opponent other than a fragment of my imagination. And what really infuriated me most about these games were the crackbrained controls--I could never get my stupid characters to perform their moves. Not even when I've got fingers full of blisters. By the time I do, however, the 2-liter bottle of pop by my side has already gone insipid. So I can finally do something, but can I do it again? The repulsive thought hammers in my head and tells me to stop trying; to stop playing these evil games. I complied. But that was months ago. Now that I've heard exciting comments about this new (and probably revolutionary) game, I'm thinking of starting playing these types of games again (Duh, you retard! Otherwise, you wouldn't have made this FAQ!). So what makes this game so great? Most notably, the character designs. What's so great about them? They're really anime-ish! So? So, they're really cool anime characters...And? Shut up! Guilty Gear X is definitely a game that screams for attention, but it's more likely to be overlooked as "that one fighting game". Folks who are into anime should surely give this game a go! Although my opinion is just biased, I'll definitely champion Guilty Gear X as the most intuitive fighter simulation of the year! And not to mention, the sleeper hit of the year...If you aren't convinced, you could always check IGN or Gamespot for screenshots and info. ________________ _________________________________________________________ | SURVIVAL TIPS / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Did any of you wonder why GGX was valued 10 bucks less than a regular PS2 game? I don't know why either, don't ask me. Regardless, isn't that a GOOD thing? So, you retched 40 bucks onto the cashiers hand and dashed out the store like a thief who've just stolen 5 bucks from an old lady and jogged home, leaving your parked car bathing in the sun. You fumble clumsily for your house key and you accidentally drop it in a hole in your porch. Great, genius. But, wait! You have a spare key in your car! And that car is still gleaming sun-chrome in the mall parking lot. You check your pockets to find a rabbit's foot, a paperclip, a coat hanger, a half-eaten cookie, 2 cents, a ripped dollar and a bottle cap along with some lint. So what do you use or do to retrieve the key? Hitchhike back to the mall because you're too tired from running 40 miles back home from the mall in the first place. An old hag pulls over and gives you a ride in her jacked up '45 Ford. It runs at 2 MPH and 3 hours later, you reach the end of your street. You're getting a little impatient...You knock the granny out of the car and run! You run all the way back to your house and make a desperate leap for the window, crashing through it. You ignore the cuts and bruises and proceed to your basement to play some GGX. Glee was spread out through the world... The moral of this story? Don't leave the mall without GGX in a bag. Lovely. Who said the heading "Survival Tips" had to do with the game? :) ___ ___ ====================================================================\ \/ /= \ / 02. – Game/Story Details - / \ / /\ \ ===================================================================/__/==\ \ \_/ In the 22nd Century, mankind succeeded in harnessing the power of magic, Which provided for a limitless source of natural energy. Scientific thought, as it was known, was outlawed through this world. But warring among the nations continued, and eventually, a new breed of amazingly powerful biologi- cal weapons was developed. This was the birth of the "Gears." One day, from among the ranks of these slave-like Gears, a rebel appeared, declaring himself capable of independent thought. This powerful being possessed awesome fighting ability, and went by the name of "Justice". Enlisting an army of fellow Gears from around the globe, he declared war on the human race. In opposition, humankind formed the Sacred Order of Holy Knights, whose sole purpose was to crush the Gear rebellion and wage a Holy War against the renegade humanoids. After a period of countless battles, which came to be known as the Crusades, Justice was eventually banished to an impenetrable dimensional prison and the remaining Gears, now leaderless, were hunted down one by one... Five years later, a morbid sense of fear that Justice had been resurrected enveloped the world. The Union of Nations, who looked gravely upon the current state of affairs, organized an international fighting tournament to select members suitable enough for inclusion in the Sacred Order of Holy Knights. It was a cruel and suspicious affair, wherein criminals were allowed to compete and the shedding of blood during battles was not only permitted, but common... In the year 2180, Justice--the most powerful and diabolical Gear ever to have been encountered by humans--was defeated in the international fighting tournament. The remaining Gears, now leaderless, were hunted down and eliminated. Humankind was finally free from the catastrophic menace brought on by the Gears. However...less than a year after the incident, information about the discovery of a particular Gear rose to the public's attention. The report stated, "This Gear is functioning properly, even though its activities should be inhibited by its lack of leadership. There are no signs of abnormalities or physical damage. It is also noted that no civilians have been harmed, either intentionally or accidentally. We have made several attempts to eliminate the Gear, but due to its tremendous combat capabilities, we have been unsuccessful. The number of casualties have yet to be confirmed. We are currently keeping the Gear under surveillance." Gears are biological weapons that are programmed to blindly obey the orders given to them by their commander. In the absence of orders, they become passive and behave peacefully. However, all existing Gears have had their memories erased by Justice and without orders, they are incapable of doing anything. Not only do they lack the instinct to protect themselves, they cannot even perform the essential activities they need to keep themselves alive. As long as a Gear is functioning properly, it should be following commands given by Justice. Understandably, the news of this Gear that seemed to have a will of its own stunned everyone. Humans became terrified by the possible emergence of a second self-reliant Gear like Justice. To make matters worse, rumors were flying that each nation was in possession of their own Gears for the purpose of military use, driving anti-Gear sentiment among humans to an all-time high. They would not have given up their long-awaited peace so easily, and soon, an announcement was made: Whosoever brings about the demise of this dreadful Gear shall be rewarded with the lofty sum of 500,000 World Dollars! --From the Instruction Booklet BOTTOM LINE: Gears are bad. You're going to choose one of 12 participants in the tournament and whip each other's butts for 500,000 World Dollars! I don't exactly know how much that's worth, but it sounds like enough to goad these 12 people to risk their lives for it. Of course, they have their side stories and what not. The winner of the tournament gets to join the Holy Knights in a battle of wits against the Gears of demolition! ________________ _________________________________________________________ | GAME OVERVIEW / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Have you ever wanted to summon a dolphin right out of mid-air to attack your opponent with? And even ride this dolphin? How about looking like an 11 year old school girl attired in pirate style rain coats and rain boots that make squeaky noises as you walk? Then, supervise a flying pirate ship with the crew made up entirely of women (I know you wouldn't mind, but you're missing the point)? Now you can. That's May, a little girl in cute yellow that brandishes a huge anchor as her main attack weapon, from Guilty Gear X. Guilty Gear--technically meaning "equipment disengaged having done wrong", but don't take that from me. It doesn't make sense. Originally an arcade and Japanese Dreamcast exclusive, it was incidentally a big hit in Japan. So I guess the guys in Japan were thinking, "Hell, why not! Let those pigs in America have some share of fun!" Boy, can we ever thank them. They are damn right we are having fun. In fact, it's more than our share. And fun just doesn't cut it... "It's pretty," says many first gawkers at this game...Or otherwise known as a typical "Ohhhhh" and "Ahhhhh..." game. There's much more to the pretty guise. The primary deviation from Capcom classics and other fighting games is that it introduces a new breed of character creation and intense game play. While it doesn't offer vast options to choose from (like Team or Tag-Team battles), it still is quite the treat for those functional visual receptors. Considering we have been seeing a lot of 3D fighting games nowadays, it's a nostalgic and refreshing change to the weary pattern of recent fighters. 2D fighting has made a thundering reappearance! Lead planner, Daisuke Ishiwatari, is also the man responsible for the dainty character designs. It's easy to say that Guilty Gear X isn't the boy wonder of a well-defined exhibit, but its mechanics can rival that of Capcom's or Tecmo's any day of the week and twice on Sundays. The cast disposes 12 enigmatic characters to choose from. The choices aren't as extended as the 50 some characters KOF and SF games have to proffer. Quite respectably, this may scotch a decent challenge for some advanced, hardcore fighters. A really cheap way to kill a human opponent is to use a special move called an Instant Kill. As the name implies, it instantly KO's the opposing character in one sweep. However, using that costs energy from a gauge called the Tension Gauge, which works generally the same as that gauge from SF (you know, that one gauge. The name eludes me at the moment). GGX attracts less skillful players, like myself, to enjoy this game and gleefully pulverize immobile CPU dummies. On the Title screen, there are 4 real modes to choose from: Arcade, Versus, Training and Survival. They all speak for themselves so they don't bear long explanations. If you're a true purist, this game can engross you for months to come, or until Capcom VS SNK 2 hits the local shores. Otherwise, it gets a little too prosaic for the average gamer. Adrenaline, what's this I hear about a Guilty Gear X Plus? Is it different or does it have more goodies? Well, obviously, it should. Here's the breakdown. We, American pigs have gotten this game a whole month earlier than Japan! Why? The one released for Japan is entitled Guilty Gear X Plus, which is forcefully packed with extra eggs and mouth-watering features, like the art gallery mode and two extra characters (Justice and Kliff Underson from the original GG). The American version is, unfortunately, a revamped conversion from the Dreamcast exclusive released in Japan. Why they decided to torture us this way is beyond me. I say we e-mail Sammy and those other bastards and whine like the little Americans we are! ___ ___ ====================================================================\ \/ /= \ / 03. – Character Guide - / \ / /\ \ ===================================================================/__/==\ \ \_/ You're wondering: "Why the hell would you make a move list when there is one in the game AND in the manual?" Or "Why are you making this pointless guide when BCureton's superior one towers yours in comprehensiveness?" My answer applies to both questions: Because I like to, and I can. Also because there are many things that the manual doesn't cover that you can only find out yourself, or with the help of Cureton's guide (Praise the lord!). And I'm also here to clarify some misunderstandings between the two versions--DC and PS2, and the upcoming GGX Plus set out for Japan. I just hope people will respect my intellectual property and investment of time. This game is pure um, pureness and I'm willing to set aside some time to make up what you call a guide. NOTE: In some damage estimations, you will see the tilda character ("~"). It usually means approxitemately, but in some cases, it means the damage will vary depending on how or when you use it. For example, while in the air, it will do more damage than it normally would. So you should try various forms of the same move to find out. +--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=+ | ANALOG NOTATION | +--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=+ ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- N -- f Run back/Block Neutral Move forward / | \ db d df Block Low/Crouch Crouch Offensive Crouch +--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=+ | LEGEND | +--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=+ P - Punch K - Kick S - Slash HS - Heavy QCF Quarter-circle Forward (D, D/F, F) QCB Quarter-circle Back (D, D/B, B) HCF Half-circle Forward (B, D/B, D, D/F, F) HCB Half-circle Back (F, D/F, D, D/B, B) (NP) Near Opponent (J) During a jump (optional sometimes) (CJ) Concurrent Jump (CT) Consecutive tapping (G) While/After Guarding (PA) Pause for a second and continue move (D-) During a certain move, append to that (HZ) Horizontal (FS) After a move, follow sequentially (VR) Vertical (ADB) Push any directional button -- Damage done is unknown +--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=+ | CHARACTERS | +--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=+ There are 16 playable fighters in all including the secret characters. Below are their move lists from the manual and descriptions that accompany them. ________________________------------------------------_______________________ \ ANJI MITO / /_______________________------------------------------______________________\ Height: 183 CM Weight: 68 KG Blood Type: B Eye Color: Black Birthday: January 1 Origin: Japan before destruction Nationality: Japanese Hobby: Vigorous sports and traveling Anji is a descendent of pure Japanese ancestry. Because there are only a handful of Japanese in this time period, they are viewed as international treasures, and do not receive the same treatment as regular citizens. Anji has decided to conceal his own racial origins in order to search for "The Man" who developed the Gears and who is responsible for the destruction of the Japanese people. Comments: Anji can be very capable of powerhouse status if used effectively. He uses a Japanese fan and umbrella as weapons, which makes him rather slow. His main fault is his speed, but his power is exceptionally sufficient. I would advise against using him if you're a first timer, as you may find him a bit frustrating to use correctly. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +----------------+----------------------------------------+-----------------+ | Movename | Command | Damage | +----------------+----------------------------------------+-----------------+ | Shitsu | QCF + (P) | 17~29 | | Fujin | QCF + (S) / (HS) | 39~45 | | Nagiha | (D-) Fujin + (S) | 26 | | Shin Ichishiki | (D-) Fujin + (P) | 2~8 | | Shin Nishiki | (D-) Fujin + (K)/(J) QCB + (P) | 76 | | Kou | (G) + (P) | 89~100 | | On | QCF + (HS) | 81 | | Kai | QCB + (P) / (K) | 41 / 24 | +---------------------------------------------------------------------------+ | Deadly Moves | +----------------+----------------------------------------+-----------------+ | Issei Ogi "Sai"| HCB, F + (HS) | 124 | | Zetsu | QCF, QCF + (HS) | One-hit Kill | +----------------+----------------------------------------+-----------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Shitsu - Revolves fan and expels an energy ball at opponent. Fujin - Shoulder charges the enemy. Nagiha - A low slash to the lower section of opponent's body. Shin Ichiskiki - Flings a series of fans from the air. Shin Nishiki - Creates an energy ball and shoots at opponent. Kou - Spirals into the air, using fan as weapon. On - Uses his fan as an eletricity generator and jolts his foe a few times. Kai - Jumps into the air and rushes at opponent. Issei Ogi "Sai" - Anji's two fans become one large fan becoming a Venus Fly Trap-like thing that closes on its victim for damage. Zetsu - Leaves screen by creating an orb that encompasses him and comes back riding a figmented-dragon. ________________________------------------------------_______________________ \ AXL LOW / /_______________________------------------------------______________________\ Height: 179 CM Weight: 78 KG Blood Type: B Eye Color: Blue Birthday: December 25 Origin: England Hobby: Shooting Billiards Axl is actually a man of the 20th century. Due to a cruel twist of fate, he got sucked into a time slip that has been bouncing him around irregularly through time and space. Unable to find a way back home, he continued to roam through time in search of an answer. During his journey, he learned another of another time traveler just like him, known only as "The Man." Sensing the presence of "The Man" behind the incident with the Gear, he decides to enter the Tournament... Comments: Axl is very proficient with his um, sickles and proves to be a very worthwhile character to fool around with. It's hard to escape the long range of his weapons, so most opponents will get dragged in by his attacks. It's very unfortunate when you're playing against him because you'll tend to be in rough shape afterwards, unless you're really good. Axl is fast and fairly easy to use. It warrants my unsolicited recommendation for beginners and even intermediate players. Advance players will be cheaters using him. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +----------------+----------------------------------------+-----------------+ | Movename | Command | Damage | +----------------+----------------------------------------+-----------------+ | Bentan Gari | QCF + (S) / (HS) (PA) QCF + (HS) | 39~50 | | to Axl Bomber | | | | Rensen Geki | B (PA) F + (S) | 44 | | Kyokusa Geki | (D-) Rensen Geki U / UF | 31 | | Sensa Geki | (D-) Rensen Geki D / DF | 102 | | Rasho Sen | B (PA) F + (HS) | 65 | | Tenhou Seki | QCB + (P) | 54 | | Raiei Sageki | HCB + (S) / (HS) | 48~36 | | Axl Bomber | (CJ) QCF + (HS) | 59~41 | +---------------------------------------------------------------------------+ | Deadly Moves | | +----------------+----------------------------------------+-----------------+ | Hyakue Renshou | QCF, HCB + (HS) | 185 | | Midare Gami | QCF, QCF + (HS) | One-hit Kill | +----------------+----------------------------------------+-----------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Bentan Gari - Attacks vary. Prepares his sickle for varying combos. to Axl Bomber Rensen Geki - Flings the sickle out at the opponent. Kyokusa Geki - A sickle cleave. Sensa Geki - Spins the sickle around him. Rasho Sen - Sends out projectile to hook onto opponent for a series of swipes. Tenhou Seki - Uses sickles to counter and ward off an incoming attack. Raiei Sageki - Rushes forward in an overhead sickle attack. Axl Bomber - Streaks upwards, setting his trail ablaze. Hyakue Renshou - Surrounded in flames, Azl sends a sickle out as a whip. Midate Gami - Inserts his sickles on the ground and makes contact with opponent; then repeatedly juggles him in the air. ________________________------------------------------_______________________ \ BAIKEN / /_______________________------------------------------______________________\ Height: 162 CM Weight: 45 KG Blood Type: B Eye Color: Peach Birthday: March 5 Origin: Japan before destruction Hobby: Drinking When the Japanese institution she lived in was raided, Baiken witnessed the horrible deaths of her parents and friends. This massacre was the work of the gears, but what had been etched into her memory was the image of a man surrounded by dancing flames and his creations. She became acutely aware, even in the absence of evidence, that he was an enemy. Her memory of this event has not faded, and she continues to search for the true identity of "The Man," to exact her revenge. Comments: She (surprise!) looks so much like Himura Kenshin, it's sickening. She kinda sounds like him too! Except her swordsmanship isn't as well defined as Kenshin's, unfortunately. She still proves to be a competent character in Arcade Mode, although she isn't the easiest of characters to get used to. I've never used her much, though. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +----------------+----------------------------------------+-----------------+ | Movename | Command | Damage | +----------------+----------------------------------------+-----------------+ | Tatami Gaeshi | (J) QCF + (K) | 19~39 | | Zakuro | (G) QCB + (P) | 86 | | Mawarikomi | (G) QCB + (K) | -- | | Sakura | (G) QCB + (S) | 29 | | Suzuran | HCB + (K) | -- | | Yozansen | (J) HCB + (K) | 43 | +---------------------------------------------------------------------------+ | Deadly Moves | +----------------+----------------------------------------+-----------------+ | Sanzu Watashi | QCF, QCF + (S) | 158 | | Baku KI | (G) B, QCB + (P) | 19 | | Baku RIN | (G) B, QCB + (K) | 19 | | Baku RYU | (G) B, HCB + (S) | 19 | | Baku HOU | (G) B, HCB + (HS) | 28 | | Garyotensei | QCF, QCF + (HS) | One-hit Kill | +----------------+----------------------------------------+-----------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Tatami Gaeshi - Plunges sword in the ground to raise a green mat to attack opponent. Zakuro - Flings a projectile upward in a diagonal fashion. Mawarikomi - Appears on the opposite side of opponent. Sakura - Shoots a purple projectile. Suzuran - Enables ability to prevent being knocked down by opponent. Yozansen - Whirls around using sword as a rotating blade. Sanzu Watashi - Rushes forwards and slashes opponent multiple times. Baku Ki - Thrusts her sword and forms the "Ki" kanji letter to block off opponent's attack. Baku Rin - Thrusts her sword and forms the "Rin" kanji letter to ward off opponent's attack. Baku Ryu - Thrusts her sword and forms the "Ryu" kanji letter to ward off opponent's attack. Baku Hou - Thrusts her sword and forms the "Hou" kanji letter to ward off opponent's attack. Garyotensei - A small flashback of Baiken's training that materializes with the opponent as her partner. ________________________------------------------------_______________________ \ CHIPP ZANUFF / /_______________________------------------------------______________________\ Height: 183 CM Weight: 67 KG Blood Type: B Eye Color: Red Birthday: February 9 Origin: Insists on Japan (Actually, USA) Hobby: Dreaming A former drug trafficker and addict, Chipp entered the previous tournament To take revenge against the Mafia for killing his master, who saved his life And taught him the ways and beliefs of the Ninja. But during battles, Chipp Realized he lacked the devotion to complete the task at hand, and decided to go back into training. Now, he is once again ready to go out in search of that which might truly save him, and so, he focuses his interest on the story of the Gear. Comments: He's unbelievably fast and has a neat teleport trick that allows him to dodge attacks with ease, as well as surprise the opponent and kick off with some combos. Chipp is apt for the beginner because of his speed and easy flow of controls. But if you let an advanced player come to flex his muscles, watch out, he's going to lay the smack down, HARD. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +-------------------+-------------------------------------+-----------------+ | Movename | Command | Damage | +-------------------+-------------------------------------+-----------------+ | Alpha Blade (J) | QCF + (P) | 49 | | Beta Blade (J) | F,D,DF + (S) | 53 | | Gamma Blade | HCF + (HS) | 31 | | Tsuyoshi-S. Teni | D,D + (K) / (HS) / (S) / (P) | N/A | | Tsuyoshi-S. Mensai| QCB + (K) | Varies | | Genro Zan | HCF + (K) | 82 | | Ressho | QCF + (S) | 17 | | Rokusai | (D-) Ressho QCF + (S) | 19~21 | | Senshu | (D-) Ressho/Rokusai QCF + (K) | 29 | +---------------------------------------------------------------------------+ | Deadly Moves | +-------------------+-------------------------------------+-----------------+ | Zansei Roga | HCB, F + (HS) | 170 | | Banki Messai | QCF, QCF + (K) | 119 | | Delta End | QCF, QCF + (HS) | One-hit Kill | +-------------------+-------------------------------------+-----------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Alpha Blade - Disappears from sight and is able to launch opponent into the air. Beta Blade - Procures energy and channels to his arm blade for an uppercut. Gamma Blade - Creates silhouette and charges at opponent, knocking him down. Tsuyoshi-Shiki Teni - Teleports to different locations dependant on the Button pressed. P = Forward S = Into the air K = Teleports to other side HS = Higher than S Tsuyoshi-Shiki Mensai - Becomes invisible, but can still be controllable. Genro Zan - Teleportation to an opponent's back, leaving leaves behind and snaps his neck. Ressho - Charges toward opponent with a flame punch Rokusai - Charges toward opponent with a low sweep kick. Senshu - Charges forward with a somersault heel thump. Zansei Roga - "Flies" around the screen, unleashing a flurry of A- Type attacks. Banki Messai - Advances and releases a flurry of swipes. Delta End - Releases some energy balls to lure opponent and if caught, the opponent is treated to an excruciating explosion. ________________________------------------------------_______________________ \ DIZZY / /_______________________------------------------------______________________\ Comments: Dizzy is a little clumsy to handle, but once you've perfected her moves, you can easily set of chains and chains of devastating combos. I have just noticed that she doesn't do the fighting herself. Rather, the demons attached to her do most of the work. Not that it's a bad thing, but it's interesting to note. Although I'm not proficient in the Japanese language, I think each time she does the "tail" attack and some other ones, she would say "Gome" or "Sorry" in Japanese. Don't raise a fuss, though, if I'm wrong. Just politely point out that I'm as dumb as a rope. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +------------------+--------------------------------------+-----------------+ | Movename | Command | Damage | +------------------+--------------------------------------+-----------------+ | Pirahna | QCB + (P) / (K) | 24 | | Moving Pirahna | QCB + (S) | 24 | | Icicle Column | QCF + (HS) | 59 | | Arc Wheel | QCF + (S) | 50 | | Projecting Spear | B,D,DB + (S) | 54 | | Wing Thrust | F + (P) | 25 | | Tail Jab | F + (HS) | 79 | +---------------------------------------------------------------------------+ | Deadly Moves | +------------------+--------------------------------------+-----------------+ | Volcanic Upheaval| HCB, F + (S) | 129 | | Crucifixion | DF, HCB, B, F + (P) | 151 | | Shadow Laser | F,B,F, HCF + (HS) | 264 | +------------------+--------------------------------------+-----------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Pirahna - A pirahna creature is sent out to lunge at opponent, but only a short distance. Moving Pirahna - A pirahna that will move with Dizzy to bite opponent. Icicle Column - A stalagmite erupts from the ground to prostrate foe. Arc Wheel - Shoots a wind-mill-shaped projectile at opponent. Projecting Spear - The Angelic side flings a dagger surging in electricity at foe. Wing Thrust - One of her wings thrust at opponent. Tail Jab - Dizzy raises her pointy tail and jabs opponent, like a scorpion's tail. Volcanic Upheaval - A series of small eruptions occur in the ground in a row towards opponent. Crucifixion - Traps opponent in a coffin and pierces it with arrows. Shadow Laser - Three small particle beams and a giant cannon follows. ________________________------------------------------_______________________ \ FAUST / /_______________________------------------------------______________________\ Height: 282 CM Weight: 55 KG Blood Type: Unknown Eye Color: Flourescent Birthday: Unknown Origin: Unknown Hobby: Unknown Once a highly-regarded surgeon, Faust committed a medical mishap that caused Him to snap and go on a murderous rampage. After the last Tournament, he managed to regain his humanity, and decided to take his own life to atone for his sins. But just as he was about to end it all, he learned that it was someone else who caused the mishap. It was then that he decided to seek the truth behind his past misfortunes. Now, he has resolved to save lives. And this resolve isn't just limited to human lives... Comments: Faust's attacks are just hilarious to watch. Use him if you want some comic relief. He has an extended reach that enables to connect with opponents from far away, and did I mention he has the coolest attacks? Yes, he does, and I guess I just did. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Thrust... | B,DB,D,DF,F + (K)(PA) B (PA)D,DF,| -- | | | F + (P) (PA) D,DF,F + (P) (PA) D,| | | | DF,F + (P) | | | What's Next? | D,DF,F + (P) | -- | | Souten Enshin Rambu | D,DF,F + (S) | 23 | | Going My Way | (CJ) D,DF,F + (HS) / (D-) (HS) | 58 | | Forward Move | (D-) SoutenER F,F | 59 | | Backward Move | (D-) SoutenER B,B | -- | | Neck Periscope/ | (D-) SoutenER (P) / (K) | 43 | | Growing Flower | | | | Shower Hack | (NP) D,DB,B + (HS) | 39 | | In Your Face! | D,DB,B + (P) | 39 | | Watch Your Back! | D,DB,B + (K) | 29 | | From On High | D,DB,B + (S) | 37 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Super What's Next? | D,DF,F,D,DF,F + (P) | -- | | Gamble Attack | D,DF,F,D,DF,F + (S) | -- | | This Week's Climax | D,DF,F,D,DF,F + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Thrust – Pull – Hello! - Various slashes from Faust's weapon. What's Next? - Throws random objects at enemy that range bombs to fuzzy animals. Souten Enshin Rambu - Faust hops on his weapon and stands erected like a pogo stick. Going My Way - Hurtles toward opponent in a whirlwind-like shape. Forward Move - Moves forward while on scalpel. Backward Move - Moves backward while on scalpel. Neck Periscope/Growing Flower - A flower grows from his head that doesn't do anything to help the fight. Shower Hack - Twirls his scalpel rapidly and slices up his opponent. In Your Face! - Disappears under a cloak and re-appears to open a door into opponent's face. Watch Your Back! - Disappears under a cloak and appears from behind. Then he sandwiches his foe with the door. From On High - Disappears and reappears in the air to come down on opponent. Super What's Next? - Throws a whole bunch of random objects. Gamble Attack - Swims to opponent. If touched, 4 treasure chests will appear and the opponent must choose one. If not, a grim reaper will appear and do a lot of damage. Some chests will also contain this grim reaper. It is a gamble on the opponent's life. This Week's Climax - Sets opponent on a table and rigs it with an explosive. ________________________------------------------------_______________________ \ JAM KURADOBERI / /_______________________------------------------------______________________\ Height: 163 CM Weight: Unknown Blood Type: B Eye Color: Brown Birthday: February 8 Origin: China Hobby: Cooking, Observation, and Research Jam is an aspiring master chef who works day and night to become famous in the culinary world of China. Her goal is to create dishes that anyone would find delicious. To achieve this goal, she decided to open her own restaurant. she seeks to eliminate the dangerous Gear in order to earn seed money for her culinary enterprise. Comments: Jam is so deadly if you know how to use her. She's like the Chun-Li of GGX, only better (and sexier). It gets anal when you try to beat her down in Arcade Mode, but you'll dominate the tournament using her. Her main fault is her lack of power. Her attacks don't do terribly too much damage like some oversized brute I know. *cough*Potemkin*cough* He does way too much damage for one blow. But yeah, Jam's a really cool fighting companion. Her controls are seamless and easy to use at the right times. Aw. Yeah. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Hochifu | QCB + (S) | -- | | Breath of Asanagi | D,D + (K) / (S) / (HS) | -- | | Ryujin (J) | QCF + (K) | 65~104 | | Gekirin (J) | QCB + (K) | 29~59 | | Kenrokaku (J) | F,D,DF + (K) | 18~83 | | Bakushu | QCF + (S) | -- | | Mawarikomi | (D-) Bakushu + (P) | -- | | Ashibarai | (D-) Bakushu + (K) | 29 | | Hyappo Shinsho | (D-) Bakushu + (S) | 45 | | Senri Shinsho | (D-) Bakushu + (HS) | 51 | | Houeikyaku | (CJ) D + (K) | 15~51 | | | | | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Chokyaku Houosho | HCB, F + (S) | 132 | | Renhoukyaku | HCB, F + (HS) | 109 | | Gasenkotsu | QCF, QCF + (HS) | One-hit Kill | | | | | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Hochifu - Faultless Defense move. Breath of Asanagi - Powers up Jam's moves. See note below. Ryujin - Flies forward in a jump kick. Think Bruce Lee. Gekirin - A somersault kick backwards. Kenrokaku - Jumps into the air performing a series of spinning kicks and fire stuff. Bakushu - Moves swiftly forward. Usually combined with other moves and attacks. Mawarikomi - Moves to the other side of opponent for a counterattack Opportunity. Ashibarai - Slides across opponent, knocking him down. Hyappo Shinsho - Knocks opponent into the air with her tough fists. Senri Shinsho - Moves swiftly to the other side and knocks him into the air with the power from her fists. Houeikyaku - Kicks opponent into the air, opening up for a combo. Chokyaku - Unleashes a flurry of wild kicks and punches with a red Phoenix in the background. Renhoukyaku - Forms a large electric orb to knock down opponent. Gasenkotsu - Scrolling through incredible backgrounds, Jam finishes her opponent with devastating combos. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [BREATH OF ASANAGI] Thanks to TailsandLuigi@aol.com Doing the move with kick powers up the next "Ryuu Jin" (QCF+K) you do. Doing the move with slash powers up the next "Gekirin" (QCB+K) you do. Doing the move with hard slash powers up the next "Ken Roukaku" (F,D,DF+K) you do. You can have up to three of each card stored up. If you pay close attention, you can see each card has a different icon to represent what it'll affect (dragon head, etc.). It's a way to bump up the damage/effectiveness of her kick special moves. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ________________________------------------------------_______________________ \ JOHNNY / /_______________________------------------------------______________________\ Height: 184 CM Weight: 72 KG Blood Type: O Eye Color: Blue Birthday: October 24 Origin: USA Hobby: Looking for female companionship When he was young, Johnny's father was slain by a Gear. Because of this hor- rifying experience, Johnny came to truly understand the plight of orphans and endeavored to become a man of compassion like his father. He now leads a band of chivalrous bandits, who aim to help those in need. But just what is it that motivates Johnny not to forget his pledge to save the lonely? Comments: Johnny is surprisingly a good character despite his fey appearance. He's almost immaculate since he's good with his hands, swift, and just an all around good fighter. His attacks are easy to remember, but it gets just a teeny bit confusing when it comes to his Mist Finer. Other than that, I'd recommend him to anyone who's willing to take a new approach. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Glistering Gold | QCF + (HS) | 9 | | Bacchus Sigh | QCB + (P) | -- | | Mist Finer (High) | QCF + (P)* | 31~114 | | Mist Finer (Middle) | QCF + (K)* | 29~109 | | Mist Finer (Low) | QCF + (S)* | 25~108 | | Divine Blade | F,D,DF + (S) (FS) (S) | 49 | | Aerial Divine Blade | (J) D,DF,F + (S) | 49 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Johnny Special | HCB, F + (HS) | 126 | | Joker Trick | QCF, QCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ * Hold down to Pose, -> or <- (Move Forward or Backward) (HS) Cancel Pose; draw sword ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Glistering Gold - A gold coin is tossed that determines Mist Finer lvl. Bacchus Sigh - Creates a fog effect to impair opponent's vision. Mist Finer (High) - Slashes high. Knocks opponent into the air. Mist Finer (Middle) - Slashes in the mid-body section. Mist Finer (Low) - Slashes low. Beats opponent down. Divine Blade - Flings a blade engulfed in energy at opponent. Aerial Divine Blade - Jumps into the air and pitches a flaming blade down. Johnny Special - Slashes the letter "J" and all hell breaks loose. Joker Trick - Flicks a joker card at opponent and turns him into a playing card, then slices it in half. ________________________------------------------------_______________________ \ KY KISKE / /_______________________------------------------------______________________\ Height: 178 CM Weight: 58 KG Blood Type: AB Eye Color: Blue Green Birthday: November 20 Origin: France Nationality: French Hobby: Collecting Tea Cups A charismatic and talented swordsman, Ky was appointed leader of the Sacred Order of Holy Knights when he was only 16. Worshipping justice and order, he treasures peace above all. But after the previous tournament, he began to question his sense of justice and his belief that all Gears are evil. Upon receiving word of a Gear who may have no intentions of hurting humans, he decides to embark on a new journey. Comments: Ky's a very powerful fighter if used correctly, but he isn't easily mastered, or easy to control, at that. But when you handle him effectively, he can whoop really hard. His speed is average which makes it frustrating at times to maneuver him, but his power makes up for it. He's also a bit slow in-between combos, so you'll need to know the right moves to form some effective and powerful combos. Other than a few flaws, he's a player's choice to begin with. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Stun Edge | QCF + (S) | 39 | | Stun Edge Charge A. | QCF + (HS) | 32 | | Aerial Stun Edge | (J) + QCF + (S) / (HS) | 51 | | Vapor Thrust (J) | F,D,DF + (S) / (HS) | 41 / 49 | | Stun Dipper | QCF + (K) | 43~46 | | Crescent Slash | QCB + (K) | 35 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Ride the Lightning | HCB, F + (HS) | 131 | | Rising Force | QCF, QCF + (HS) | One-Hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Stun Edge - A huge cluster of lightning energy is sent out at opponent. Stun Edge Charge Attack - A bigger variation of the Stun Edge, but slower. Aerial Stun Edge - Jumps into the air and slings a jolt of lightning. Vapor Thrust - A downward slash at opponent. Stun Dipper - Slashes low. Crescent Slash - Backflips, while swiping at opponent. Launches foe in the air for extra combos. Ride the Lightning - Surrounded by lightning orbs, he charges at foe in full force. Rising Force - Summons powerful lightning strikes at opponent. ________________________------------------------------_______________________ \ MAY / /_______________________------------------------------______________________\ Height: 158 CM Weight: 47 KG Blood Type: B Eye Color: Black Birthday: May 5 (The day she was found) Origin: Unknown Hobby: Daydreaming about Johnny Having lost her parents at a young age, May was picked up by pirate Johnny and raises as a chivalrous bandit. As time passed, she came to be charmed by her new guardian's kindness and fairness. After the previous tournament, she had hoped to give Johnny a birthday present, but she realized she didn't have money. Then, she learned of the huge bounty put on the Gear, and decided to go for the Tournament. Comments: May is squeaky clean and makes cute squeaky noise when she moves around. Probably made from a mouse toy. Her Mr. Dolphin! attack can be pretty devastating if used properly. She's an average speedy character, but her fairly large reach of her anchor makes her an okay character. Not really great, but you can slide by battles enough. I envy you if you can master her. I really do. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Mr. Dolphin! (HZ) | B (P) F + (S) / (HS) | 49 | | Mr. Dolphin! (VR) | D (P) U + (S) / (HS) | 49 | | Restive Rolling | F,D,DF + (S) / (J) + (S) | 29 | | Applause for Victim | HCF + (K)/(P)/(S)/(HS) | 21 | | Overhead Kiss | (NP) HCB + (K) | 59 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Ultimate Winner | HCB + (HS) | 122 | | Great Yamada Attack | QCF, QCF + (S) | 189 | | May and The Jolly C.| (NP) HCF, HCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Mr. Dolphin! - Rides a dolphin that pops out of no where and leaps at opponent. Restive Rolling - Somersaults in the air with her anchor stretched out. Applause for Victim - Calls Mr. Dolphin to do cool stunts. Type dependant on what button pressed. K = In front S = In front P = Rear End HS = Hits opponent in the front The longer you hold the button, the more powerful the attack. You can perform other moves at the same time, combining attacks to best your opponent. Overhead Kiss - Knocks down opponent with her giant anchor. Ultimate Winner - Thrusts giant anchor at opponent and swings it around and around. Great Yamada Attack - Moby Dick leaps across the screen, damaging foe. May and the Jolly C. - Topples opponent to the ground and calls crewmembers of the ship to trample opponent silly. ________________________------------------------------_______________________ \ MILLIA RAGE / /_______________________------------------------------______________________\ Height: 169 CM Weight: 48 KG Blood Type: B Eye Color: Blue Birthday: Unknown because she was orphaned Origin: Village of the Assassins, Russia Hobby: Chasing Cats Losing bother her parents when she was still a child, Millia was trained by a group of assassins to use her hair as a weapon. However, a bout with her conscience caused her to quit the organization and eventually defeat its leader, Zato, in the last Tournament. The complex feelings she experienced as a result of this troubled her greatly, and so now she feels it's time to settle the score with Zato once and for all. Comments: Her hair is deadly. Lot's of a hair spray to keep it that hard and thrash people around with. Her deftness with her uh, hair is beyond what I've ever seen in a fighting game. Pretty cool. At times her attacks become plain annoying and a chore to execute at the right time. When you play against her, she tends to use "Iron Saber" a LOT. So if you're using a character with an attack that involves teleporting elsewhere, you will feel the benefit of it. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Lust Shaker | (S) (CT) | 19 (-2)* | | Max. Velocity Fall | (CJ) QCF + (K) | -- | | Tandem Top | QCF + (S) / (HS) | 39 / 49 | | Bad Moon | (J) D,DF,F + (P) | 78 | | Forward Roll | QCB + (K) | -- | | Iron Saber | QCB + (P) | 39 | | Secret Garden | QCB + (HS) / (ADB) + (HS) | 29 (-3)** | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Winger | QCB, HCF + (HS) | 148 | | Emerald Rain | QCF, QCF + (S) | 90 | | Iron Maiden | QCF, QCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ * Any additional attacks after the first hit is subtracted by 2. ** Any additional attacks after the first hit is subtracted by 3. ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Lust Shaker - Whips at opponent several times with her hair. Max. Velocity Fall - Plummets to the ground at an arc trajectory. Tandem Top - Whips a crescent-shaped disc around her. Bad Moon - A bad hair-do. Spirals towards opponent. Forward Roll - Rolls forward. Iron Saber - Slashes through opponent with her hair. Secret Garden - Forms an energy orb and dependant on which direction you choose to send it, the damage varies. Winger - Spans hair to become wings and flies upward to prepare a dive-bomb attack. Emerald Rain - Pitches three energy projectiles forward. Iron Maiden - Uses her hair as sharp blades and slices opponent a few times before crossing over to slash an "X". ________________________------------------------------_______________________ \ POTEMKIN / /_______________________------------------------------______________________\ Height: 245 CM Weight: 656 KG Blood Type: O Eye Color: White Birthday: October 18 Origin: Zepp, the country of scientific civilization Hobby: Drawing pictures Potemkin hails from Zepp, a massive airborne nation that maintains a society based on science and technology. A former slave soldier who brought this once militaristic nation under peaceful rule, the now-famous Potemkin has just received direct orders from the President. His top-secret mission? Find the gear that the bounty hunters are pursuing and bring it back safely to Zepp. Comments: This guy unloads explosive damage and I'm not the least bit kidding either! One blow from this guy knocks off at least a 1/4 of your life. No joke. Potemkin is crazy shit and bad news for anyone playing against him. Not only have I had mounds of trouble beating him, he always ends up sucking my life gauge dry before I land a hit on him. He may be slow, but don't take him too lightly. Plus, the fact that he can do a sudden rush attack to as some... uh, speedy attack. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Mega Fist I | QCF + (P) | 49 | | Mega Fist II | QCB + (P) | 49 | | Sliding Head | QCF + (S) | 39~0 | | Hammer Fall | B (PA) F + (HS) | 59 | | Potemkin Buster | (NP) HCB, F + (P) | 129 | | Heat Knuckle | F,D,DF + (HS) | 51 | | Heat Extend | (PA) F,DF,QCB + (HS) | 89 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Giganter-Gigantic | HCF,HCF + (HS) (PA) HCF,HCF + (P)| 48~189 | | Bullet | | | | Heavenly Potemkin B.| QCF, QCF + (S) | 170 | | Magnum Opera | QCF, QCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Mega Fist I - Leaps into the air and extends both his arms to smash opponent. Mega Fist II - Jumps backwards and does the same thing as Mega Fist I. Sliding Head - Trips forward and creates a tremor. Hammer Fall - Lunges with his arms extended to crush opponent. Potemkin Buster - Grabs opponent and holds him above him. Then he leaps into the air and cracks his opponents back on his shoulders. Heat Knuckle - Grabs opponents and sets his opponent ablaze with constant fire assaults. Heat Extend - A follow-up attack to Heat Knuckle in which he charges up and makes a finishing blow. Giganter - Puts up a force-field that can cause dizzy status to opponent. Gigantic Bullet - Forms a huge surge of energy and charges forward. Heavenly Potemkin Buster - Aerial version of Potemkin Buster. Magnum Opera - Tosses opponent into the air and pulverizes his opponent as he comes down. ________________________------------------------------_______________________ \ SOL BADGUY / /_______________________------------------------------______________________\ Height: 182 CM Weight: 74 KG Blood Type: Unknown Eye Color: Ochre Birthday: Unknown Origin: USA Hobby: Listening to Queen Sol was once a subject of a biological weapon research. To conceal his past, he has spent the last 150 years living as a bounty hunter. To avert further tragedy, he continues his quest to find and eliminate all Gears and their creator from the annals of history. Hearing news of a still-functional Gear, he sets out for the Tournament to investigate. Comments: Sol is generally what the average first-timer would use to get used to GGX's complex mechanics. I don't blame them. He's pretty easy to use and very powerful. Well, fairly powerful, anyway. His combos are also easy to properly manage so mastering him takes less time than it would with any other character. Because of his muscular build, he's a little slow... ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Gun Flame | QCF + (P) | 49 | | Volcanic Viper (J) | F,D,DF + (S) /(HS) + QCB + (K) | 51 / 55 | | Grand Viper | QCB + (S) | 53 | | Bandit Revolver (J) | QCF + (K) / (K) + (CT) | 55 / 72 | | Riot Stamp | QCB + (K) | 39 | | Wild Throw | (NP) + F,D,DF + (K) | 64 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Dragon Install | QCB, QCB + (S) | -- | | Tyrant Rave | HCB, F + (HS) | 135 | | Napalm Death | QCF, QCF + (HS) | One-hit Kill | | | | | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Gun Flame - Uses sword to expel a line of flame towards opponent. Volcanic Viper - Sets opponent ablaze with a flurry of sword attacks. Grand Viper - A small variation of the Volcanic Viper. Bandit Revolver - Kicks opponent in the air. Riot Stamp - Kicks off the back wall and uses the momentum to advance towards opponent. Wild Throw - Grabs opponent and throws him to the ground. Dragon Install - Powers up his Volcanic Viper and his general vitality. It basically invigorates him. Tyrant Rave - Slashes upwards, creating a fire whirlwind in front of him and towards opponent. Napalm Death - The roof! The roof! The roof is on fire! ________________________------------------------------_______________________ \ TESTAMENT / /_______________________------------------------------______________________\ Comments: Testament is a cool guy and can be really deadly when an advanced player steps in to flex his muscles. The crow (Zio) that accompanies Testament aids him in battle--its attacks do quite a lot of damage and can append to extra combos. Testament's duty and primary purpose in the tournament is to protect Dizzy from potential hazards. Like Dizzy, he was shunned by mankind since they believed him to be a vicious gear. But anyway, he's recently become one of my favorites. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Accursed Skull | QCF + (P) / (K) | 14 | | Heaven Slash | QCB + (P) | 59 | | Inferno Dragon I | HCF + (S) | 39 | | Inferno Dragon II | HCF + (HS) | 39 | | Blunt Strike | F + (P) | 23 | | Leap Slash | F + (HS) | 45 | | Scythe Sweep | F, DF, D + (HS) | 49 | | Upward Slash | D + (S) | 33 | | The Rising Dead | (S) + (HS) | 35 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Hell's Gate | HCB, F + (HS) | 59 | | Succubus | QCF, QCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Accursed Skull - Unleashes a floating skull that moves slowly toward the opponent. When inflicted upon, opponent will be cursed. This will cause the crow above Testament to attack the opponent independently. Heaven Slash - A forward leap and an overhead slash in one movement. Inferno Dragon I - A dragon's head emerges and bites opponent from below or behind him. Inferno Dragon II - An opened dragon's mouth appears and moves swiftly across the screen toward opponent. Blunt Strike - Bonks opponent with the back of the scythe. Leap Slash - Lunges and strikes down on opponent. Scythe Sweep - A 360 degree ground sweep with scythe extended. Upward Slash - Lifts scythe up in one quick movement. The Rising Dead - Four demon claws erupt from the ground and launch the opponent high in the air. Hell's Gate - A red orb appears and projects a stream of energy. Succubus - Protracts two scythes. Opponent ends up in a bed with a lady whose hand will suddenly pierce through his chest. Ouch. ________________________------------------------------_______________________ \ VENOM / /_______________________------------------------------______________________\ Height: 179 CM Weight: 66 KG Blood Type: A Eye Color: Blue Birthday: Orphaned, Unknown Origin: Village of Assassins, England Hobby: Reading and Chess Orphaned at a young age, Venom was taken in by the Guild of Assassins. He pledged his allegiance to his benefactor, Zato, who saw the boy as a necessity to the guild. However, in the middle of a certain scheme, Zato was arrested and sealed away in the Prison of Dimension. Yet Zato, who was supposedly freed in the last Tournament, failed to return to the guild. Now, having received information about a possible Zato sighting, Venom departs to investigate. Comments: As an ally, Venom can be put to beneficial use and kick butt like me, high on Coke. But if you're fighting against him, prepare yourself. You are in for a challenging fight. I honestly haven't used him enough to judge what he's capable of, so I'll, again, get back to this later. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Stinger Aim | B (P) F + (S) / (HS) | 29 / 41 | | Carcass Raid | D (P) U + (S) / (HS) | 35 / 49 | | Ball Formation | HCB + (K)/(P)/(S)/(HS) | Varies | | Double Head Morbid | F,D,DF + (S) / (HS) | 53 / 68 | | Warp | F,D,DF + (K) | -- | | Mad Struggle | (CJ) QCF + (S) / (HS) | 36 / 47 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Dark Angel | QCB, HCF + (S) | -- | | Red Hail | (CJ) QCF, QCF + (HS) | 135 | | Dim Bomber | QCF, QCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Stinger Aim - Conjures a slow-moving ball of energy forward. Carcass Raid - Blasts a small energy ball onto the ground. This will cause the ball to bounce up and down the screen. Ball Formation - Forms a ball. Depending upon the button pressed, the location of the ball will differ. This attack can be utilized to form combos. They disappear over time if not immediately used upon summon. You can conjure each "type" of ball from the four buttons, but not from the same button at any one time. Make sense? Double Head Morbid - Rushes forward while twirling his weapon stick. Also, a good thing to know is that Venom will slide further by pressing HS. Warp - Teleports into the air, or to the position of his ball formation. Mad Struggle - Venom dives down while drilling his stick into his opponent. The K button will add an extra backward jump kick at the end. Dark Angel - Forms a huge, red sphere. It advances towards opponent and hits him multiple times. Red Hail - Jumps higher in the air and unleashes multiple shots from weapon. Dim Bomber - A really cool pool table animation commences in which the opponent gets repeatedly bashed by the balls. Once he drops back down, he will experience intense pain from an ensuing explosion. ________________________------------------------------_______________________ \ ZATO-1 / /_______________________------------------------------______________________\ Height: 181 CM Weight: 68 KG Blood Type: A Eye Color: Originally Blue Birthday: January 28 Origin: Village of Assassins, Spain Hobby: Guess who wrote certain flowery phrases The leader of an organization of assassins, Zato has gained the ability to manipulate shadows in exchange for his vision. But the constant battling in the previous Tournament took its toll on him, and the shadows seized control of his body. Now, his shadow possesses its own will and thought, and seeks out its brethren. With the word of a substantial amount of prize money, the shadow begins to follow the scent of the new Gear. Comments: I haven't been able to use him to a full extent, but I've seen him in action enough to comment his capabilities. Zato basically uses his shadow as his weapon and it's damn deadly if you aren't careful playing against him. He can get really good if played by the right person. Unfortunately, I'm not one of them. He has whooped my ass numerous times and it's difficult to escape his shadow's grasp. ==--==--==--==--==--==--==--== - Move List - ==--==--==--==--==--==--==--== +---------------------+----------------------------------+------------------+ | Movename | Command | Damage | +---------------------+----------------------------------+------------------+ | Invite Hell | D,D + (S) / (HS) | 39 | | Break the Law | QCB + (K) (press down) | -- | | Summon Eddie | QCF + (K)/(P)/(HS)/(S) | -- | | Tiny Attack | (D-) Summon Eddie (P) | 14 | | Moving Attack | (D-) Summon Eddie (K) | 62 | | Anti-Aerial Attack | (D-) Summon Eddie (S) | 49 | | Drill Special | (D-) Summon Eddie (HS) | 105 | | Drunkard Shade | QCB + (S) | 19 | | Damned Fang | (NP) F,D,DF + (S) | 84 | +---------------------------------------------------------------------------+ | Deadly Moves | +---------------------+----------------------------------+------------------+ | Executor | (CJ) QCF, QCF + (S) | 176 | | Amorphous | HCB, F + (HS) | 158 | | Megalith Head | (D-)Summon E. HCB, F + (S) | 128 | | Black in Mind | QCF, QCF + (HS) | One-hit Kill | +---------------------+----------------------------------+------------------+ ==--==--==--==--==--==--==--== - Move Descriptions - ==--==--==--==--==--==--==--== Invite Hell - A shadow springs from the ground either in front or a few feet distance away. Break the Law - Zato drops into a liquid in the ground and stays down for a limited time. During this time, he can avoid all attacks. Summon Eddie - This calls forth a shadow creature that will aid Zato in battle. Input the command again to send Eddie back. Tiny Attack - Pokes opponent. Moving Attack - Eddie takes the shape of an animated saw and rolls forward opponent. Anti-Aerial Attack - A claw extends from the side and slashes up. Drill Special - A huge drill erupts from the ground and perforates his opponent. Drunkard Shade - Forms a shadow barrier for an instant. Damned Fang - Encapsulates opponent in a huge sphere and pops it with his hands to create an explosion. Executor - Transforms into a sharp weapon and hurtles across the screen. Amorphous - A shadow creature emerges from the ground and knocks opponent into the air. Megalith Head - Anyone know what this does? I haven't been able to do it yet. Black in Mind - A female silhouette changes into a death skull. ___ ___ ====================================================================\ \/ /= \ / 04. – Game Engine - / \ / /\ \ ===================================================================/__/==\ \ \_/ ________________ _________________________________________________________ | CONTROLS / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ START: Pause Game/Open Menu_______ | L1: Memory Button______ | ____________R1: Taunt/Respect \_____ | /_____ | L1,2| | | R1,2 | ------- | -------- Triangle: Slash/ / _ \_________|__/ |¯¯¯\¯¯¯¯¯¯¯ Cancel | _| |_ ___ _|_ /\ _ | | |_ _| |sel| |str| [] (_)| D-Pad: Move Char.____|__/|_| __ __ __ | >< | | | / \ | | / \ | | | | \ | AL |----| AR ||__|__|/__________Square: Punch \ / \__/ \__/ \ | | \___/ / / \_|_/|_____Circle: Heavy Slash / / | (HS) Analog Stick: Move Char._____/ / |________Cross: Kick/Confirm / R. Analog Stick: L3/R3 when pressed__/ D-Pad...................................................Move Character/Cursor Left Analog Stick........................Move Character only when switched on Right Analog Stick.....................................L3/R3 when pushed down Circle Button................................................Heave Slash (HS) Cross Button......................................Kick/Confirm Menu Selection Triangle Button...................................Slash/Cancel Menu Selection Square Button...........................................................Punch L1 Button................................Memory/Used for background selection L2 Button............................................................Not used R1 Button..............................................Taunt/Respect Opponent R2 Button............................................................Not used SELECT Button.........................................................Pending START Button..........................................Pause/Open Command Menu ________________ _________________________________________________________ | GAME BASICS / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o| Rules for Knockout -------------------------------- ===== MATCH FORMAT ===== As with all other fighting games, the last one standing will be determined as the winner. There's a life gauge at the top, and whether you're 1P or 2P, your bar can be on either side. If you fully exhaust your opponent's life bar, then he will, of course, be KOed (Knocked out). Now there will be times when both of your gauges are on the verge of depleting completely. You could both get KOed by battering each other at the same exact moment, which results in a draw. You can have up to 3 rounds only. Two out of three wins the match. ===== TIME LIMIT ===== There are time limits placed on each battle. You must quickly knock down the opponent before the counter reaches zero. If you do not, your ass will be grass and I will smoke some (Haha, Steve). One round offers 99 seconds of pure whoop ass. If you so happen to have both characters still standing after the time expires, the player with the most life remaining automatically wins the battle. o| Modes of Play -------------------------------- ===== ARCADE MODE ===== Arcade mode is the main mode you'd want to fool around with if you play solo. It offers Sudden Death matches, in which if you lose the match, you lose the "tournament", but you have the chance to continue. That's always nice. Arcade Mode is much like the tournament explained in the story itself. When you battle the CPU opponent, you always fight in that character's venue. The opponents you face are chosen at random from a cast of eleven other characters. Choose from your deadly arsenal of 12 characters to crap on the competition. ===== VERSUS MODE ===== You and another physical being can duke it out one-on-one in the arena! Dual Shock 2 is preferred. Select Versus Mode on the title screen, and both of you will be able to choose your character. You can choose the arena of a specific character if you'd like by pressing L1. A yellow box will overlap the blue one. Move that to a character who meets the standards of your desired battle arena. They're all set, so it won't be randomized among characters. ===== TRAINING MODE ===== If you happen to feel attached to a certain character and you would like to meliorate your skills with that character, then take him to Training Mode! When you do, select the character and a "practice dummy" for sparring. As you enter commands (press buttons), the game will record them on a line at the bottom of the screen. So you could see what the hell you pressed that unleashed that ultra cool move! As for the sparring dummy, it will initially be standing and stoical to all attacks, regardless of how horrifyingly you've punished it. The AI can be tampered with, however. Just pop into the menu screen and select ENEMY SETTING, and do your dirty work there. You could beef it up to max and watch it spank you. It's all up to you. ===== SURVIVAL MODE ===== Survival Mode puts you in a position to fight your way through a great number of unbroken battles to rack up those points--experience points to increase your ability level. This is based on the Sudden Death set of rules--once you lose one match, it's all over. You'll have to start from the very beginning. There are no continues. As you continue through successive battles, your opponents increase in power and become much harder. Once your level has reached 100, you will have cleared this session of Survival Mode. If you gather enough, you can unlock Guilty Gear X Mode! More info on this in the secrets section. ===== RECORDING MODE ===== Have you ever wanted to record one of your most astounding plays? You want to see how well you perform during combat, and you want to know how you can improve? Well, you can with the Recording Mode. This mode records one round of your performance against an opponent. You can only do this if you have a Memory Card. It requires 95KB of free space for one recording session. You may choose to overwrite a current one if you'd like to replace it with a better clip. To record, select Recording from the title menu and select "Recording". It will start to record any fights from there. However, if you select this option before inserting the Memory Card, all previous files will be deleted. The same holds true for when you turn the console off. ===== OPTIONS ===== Like any Options mode in any type of game, it lets you change the default game settings to suit your tastes. You can choose to adjust the difficulty of the CPU opponents in the Arcade Mode, subtract and add time to the match clock, set the number of rounds per match, choose to skip cut scenes and other demos and toggle the Medal Mode. Medals are just indicators as to the number of wins you've earned in Arcade Mode. All these settings can be messed around with. ===== RANKING ===== After each duel, you will earn a certain number of points depending on your overall performance for that particular round. Things like the amount of time left in the round is counted toward your total points. The faster you beat down your opponent, the more points will roll in. You can check these statistics in the Arcade and Survival Modes. The CPU characters will be included. ________________ _________________________________________________________ | BATTLE STUFF / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o| Basic Moves -------------------------------- D -> -> or <- <- A It really depends where you're facing and where you want to go. Dashing is S a key basic to pulling off deadly attacks, and avoiding them. Facing H forward, tap -> twice to dash forward. To move backwards, tap <- twice. G <- or Crouch / U The Guard technique can block almost all attacks, except for Instant Kill A and probably some Overdrive moves. If you block upright, you'll be open R to attack in the lower body portion, so you've got to watch for where the D opponent is going to attack and press either buttons to defend yourself. J ^ ^ U | or to jump higher | | M v P Pretty useful if you're looking to execute some deadly combos and whatnot. T -> + (P)/(S)/(HS) H R Basically, you run forward and press any attack button to manage a forward U thrust attack. While it isn't the best attack, it certainly is a good S combo starter. Some characters can use this to perform a forward thrust T attack with a kick. D During Guard -> + Any 2 buttons pressed simultaneously . A N Abbreviated for Dead Angle Attack. It acts as a counter attack after you G have defended yourself against an attack. After an attack, immediately L tap forward and 2 button simultaneously to throw the opponent off-guard E and down. At this time, you also might want to consider doing some combos. D (S) + (HS) Simultaneously U S What this does is break a crouching guard, and leave him open to deadly T chains of attacks. Where the name "Dust Attack" came from is beyond me. S (S) + (HS) while crouching W E Basically, the character will slip under the opponent which such force, it E will knock the opponent down or up and leave him vulnerable to combos. P This is pretty effective to get yourself out of a jam. Corners, you know. R Any 2 buttons when knocked down E C O I find this to be a really neat thing. Once you're knocked down, the guy V is bound to have more tricks up his sleeve, so you've got to regain your E composure to prevent yourself from losing any more life! While you're in R the air, press any 2 buttons to have a sudden boost of strength and redeem Y yourself and get ready for the next attack. T -> + (HS) H R When your opponent is inactive for that split second, you should quickly O press forward and the (HS) button to grab hold of him and slam him on the W ground. That way, he'll be off guard; you'll be on him slapping him silly. o| A Closer Look At These Moves -------------------------------- ===== JUMP/DOUBLE/TRIPLE JUMP ===== Wazzis? A neat trick you can employ in Guilty Gear X. Yes, it's also known as the common jump command. You can Jump up, by pressing Up on the D-Pad or Analog stick. You can jump even higher by pressing Down, then Up. Incidentally, you can also double jump, or even triple jump for some characters. What the hell do I mean by that? By double jumping, the character jumps up, as you know, and at the peak of his jump, you can press Up again to force an extra kick to jump higher. Same holds true for the triple jumpers except you press Up one more time. I know of only one character right now that can perform the triple jump, and that is Chipp. Double or Triple jumps can be somewhat useful if you need to do some aerial combat or carry out some attack that requires some air. ===== DUST ATTACK ===== Dust Attacks are often used for combo starters. What it does is lift your opponent into the air and cues you to prepare a nasty combo. Then you can combine some Roman Cancels and whatnot. If the opponent switches the role and decides to do a Dust Attack on you, you can simply block it. It's entirely up to you what you want to do with the guy once you've swept him off his feet. You could follow suit and jump in the air as well, slam him down, or prepare an Instant Kill while he's floundering in the air. However, the opponent can make a Recovery and return to normal if you wait too long. ===== RECOVERY ===== After or while being beaten up by an opponent, you can regain your composure and prepare to block off his successive attacks. This works best when you're being juggled in the air. When you press any two buttons simultaneously, the character will suddenly be charged with extra energy at his feet to give him a boost of power to dart away from any further danger. This is one of those things that makes GGX unique. ===== SWEEP ===== As the name implies, the character performs a sweep move, which is a movement of sliding through the opponent, knocking him off balance. By pressing Slash and Heavy Slash together, your character can perform this move. When this attack connects with your opponent, he cannot use a Recovery to regain his balance. ===== THROWS ===== Throwing an opponent on the ground is a very good way to inflict a moderate amount of damage. For Potemkin, it does more than a "moderate" amount, believe me (it's more like 1/4). The effect of a throw depends on the sheer weight and power of that character doing it. Like I said before, Potemkin will get the most benefit from this move than other characters because of his prodigious size and strength. To perform a throw, press the joystick toward the enemy and press Heavy Slash. The character will cling on to the other character and throw them down in their own unique way. ===== TAUNTS/RESPECT ===== Taunt is what you'd find in most fighting games, especially wrestling games. You'd want to prod the opponent into attacking you. To taunt, simply press R1. Respecting--I'm sure you can figure out what it does, but it's my duty to enlighten you. You'd use this when you find that the opponent is overwhelmingly powerful and you want to show him your unsolicited regards. BUT, those are not what it's _really_ for. Taunting or respecting the opponent gives him the false impression that you are unshielded against an attack. You can cancel a Respect anytime, but you cannot cancel a taunt until you've seen the whole "cycle". o| What is the Tension Gauge? -------------------------------- ===== TENSION GAUGE ===== The Tension Gauge is like that meter in SF3 Third Strike (I forget what it's called). It's a bar that represents your character's hostility. Once it reaches the full mark, you can make the choice to unleash some super abilities from your character like the awesome Overdrive moves! You must learn to exercise this ability to separate yourself from the losers and average players. Utilizing attacks of the Tension Gauge is key to victory. ===== FILLING THE TENSION GAUGE ===== The bar increases as you use devastating combos and offensive basic moves on your opponent. The game determines that as you make relentless attacks against CPUs or any competitor. Once it's filled, you can make use of the following moves: Overdrives, Instant Kills, Faultless Defense, Roman cancel, and Dead Angle Attacks. Each of them gradually consume your tension gauge. ===== OVERDRIVE ATTACKS ===== This is the same name for the new limit break system in Final Fantasy X. They are almost similar in the way they work. Overdrive attacks are the character's special attacks. To simplify its purpose: These little puppies can send opponents on a free trip to hell. They are usually composed of twenty consecutive attacks. Each character has their innate overdrive moves. There may be more than the ones listed in the game and in the manual, but I have yet to confirm that. Overdrive attacks consume 50% of a filled tension gauge. ===== INSTANT KILLS ===== As the name implies, this attack is a one-hit kill that finishes the match quickly. They are really, really bad ass stuff. While it sounds like a really cool thing you want to harness, executing them is the hard part. Are you ready? First, you've got to make sure the character is inactive and will not attack while you prepare an Instant Kill, otherwise he can interrupt the process, causing you to do it again. The best way is to bash the opponent as many times as possible to stun him momentarily. Now, press all four face buttons down at the same time. Your character will be covered in light, indicating that the Instant Kill is ready. During this VERY limited time, quickly but precisely, input the corresponding commands for the Instant Kill of that character. If all goes well, your character should perform his signature move with really cool effects! Each character has their own instant kill moves for your viewing pleasures. Look at the pretty colors. ===== FAULTLESS DEFENSE ===== Faultless defense is generally another technique to lessen damage received from an opponent. To use it, you'd have to have some energy in the Tension Gauge, otherwise it won't work. Press the Punch and Kick [(P) + (K)] buttons down and hold them down together. What it does is nullify about 75% of the opponent's attack power. While you still take damage, it is reduced to a 20% damage reception. Continued use of the Faultless Defense gradually eats up the energy in the Tension Gauge. You have to remember that although the Faultless Defense is activated, you must defend segments of the body accordingly. For example, you could be guarding your mid portion, but the opponent can still attack your pelvic area and below with ease. This applies also the aerial defense abilities. Just remember that the ability is quite limited in some areas, and it doesn't make you invincible. ===== ROMAN CANCEL ===== What you do is press three of the attack buttons during a move that damages the opponent to withdraw your attack and return to a poised fighting stance. It's much like stopping a jump in mid-air and then dropping back down. Its primary use proves to be very effective if utilized correctly. Once you attribute this move to an ongoing combo, you can reset and begin another chain of combos to execute an incredible number of menacing sequences of multiple combos. Roman Cancel offers vast options for tactical playing, but the drawback is that it drains 50% of the Tension Gauge. ===== DEAD ANGLE ATTACKS ===== A Dead Angle Attack is a counterattack that can be used immediately after you have blocked an opponent's attack. Sinfully, it consumes 50% of your Tension Gauge, which is a whopping price to pay for something that does so little. Personally, I rarely use it, but there will be times when you'll really need it. While crouching and guarding, move your character to the direction of the attacker and down press any two buttons at the same time. Your person will be covered in some white light, indicating he has acknowledged your command, and proceed to counterattack the opponent. I might also want to add that this counter can be blocked if the opposing party is alert enough. ===== NEGATIVE PENALTY ===== A little thing that prevents you from doing much for a short time. The text "Negative Penalty" will appear on the side to which that character belongs. You get this penalty by wussing out and for taking the defensive for too long. The game determines that if you guard and backdash frequently without performing some offensive attacks. If that happens, Negative Penalty appears and sucks up your Tension Gauge. o| GGX' Attack System -------------------------------- ===== DAMAGE SCALING ===== Damage scaling typically measures the damage done by a certain type of attack or combo. Generally, adding combos to ongoing attacks lessens the damage that could be done if it were executed by itself. It's a pretty complicated system. There are several factors that change the scaling somewhat. A precise approximation of damage done is misleading since it differs with various opponents. For example, Chipp could be doing 135 to Millia, 80 to Potemkin, 112 to Baiken, and so on. The balance of damage corrupts also depending on your opponent's life gauge and his remaining life. If it is already dropping dangerously low, past 50%, your optimum damage is reduced. If the opponent has full health, or over half, no changes will be done to the damage dealt. This chart and information was selected from Ben Cureton's DC GGX Manual. All credit is due to him. This table is very easy to read. The left column is the Guts rating. The top column is how much health your character has remaining. The data within the table is the damage modifier. Depending on how much health your character has, the damage modifier will be different. As you can see, the lower the Guts rating, the more damage your character will take during the entire battle. Damage Scaling Chart ~56% ~42% ~31% ~21% ~15% ~9% ~4% ~0 Health 0 x1.00 x1.00 x1.00 x0.91 x0.75 x0.58 x0.48 x0.39 1 x1.00 x1.00 x0.94 x0.88 x0.69 x0.56 x0.47 x0.39 2 x1.00 x1.00 x0.91 x0.81 x0.66 x0.55 x0.45 x0.38 3 x1.00 x0.94 x0.88 x0.78 x0.64 x0.53 x0.44 x0.36 4 x1.00 x0.94 x0.88 x0.78 x0.63 x0.50 x0.39 x0.36 5 x1.00 x0.91 x0.83 x0.75 x0.58 x0.47 x0.38 x0.34 Guts Rating Chart Anji Axl Baiken Chipp Dizzy Faust Jam Johnny 5 1 4 4 1 0 3 4 Ky May Millia Potemkin Sol Testament Venom Zato 2 3 3 4 1 2 2 1 ===== CHARACTER DEFENSE ===== Character Defense statistics work like they would in a RPG. The higher the numbered statistic is, the less damage is received. However, that's reversed in GGX. It's the lower the number, the less damage received. Depending on the character, you are likely to receive different variants of damage estimations. Below, I've displayed a chart to help you understand this better. This chart and information was selected from Ben Cureton's DC GGX Manual. All credit is due to him. As you can see, Chipp's defense modifier is the largest and Potemkin's is the smallest. This means an attack that inflicts 100 damage on Sol (x 1.00), would inflict 131 on Chipp (x 1.31) and only 88 on Potemkin (x .875). Anji Axl Baiken Chipp Dizzy Faust Jam Johnny x1.06 x1.00 x1.18 x1.31 x1.06 x1.00 x1.06 x1.00 Ky May Millia Potemkin Sol Testament Venom Zato x1.03 x1.06 x1.21 x.875 x1.00 x1.00 x1.00 x1.06 ===== INSTANT BLOCK ===== Unlike Instant Kill, Instant Block allows you to block immediately and auto- matically block an incoming attack, and then quickly retaliate with an attack of your own. You can do this by pressing back the split second before you make contact with the opponent's weapon. This enables your character recover much quicker than he would in a normal stance guard. ===== STUN/STUNNED ===== Getting stunned isn't a very good thing. It's only bad if YOU are stunned. If either of you get dizzy (depending on who is the stunned victim here), then the dizzy person is momentarily open to ANY kind of attack. To prevent this from happening to you, you must avoid being trapped in a chain of combos or consecutive attacks by the opposing player. If you let him beat you around for too long, you'll eventually get dizzy and be totally out of control for a few seconds. That may not seem too long, but it really gives the opponent a helluva good opportunity to KO you. Vice versa if your opponent is stunned. To "force" dizzy status, you must pull off a chain of relentless attacks. Remember, you or the opponent remains dizzy until the "doves" fly off, or if you pound him enough. If you happen to be the one in dizzy mode, you can mash the face buttons to quicken the recovery rate. o| Combos & Fun Stuff -------------------------------- ===== GATLING COMBOS ===== A Gatling Combo is a technique of linking normal moves together to form a new string of combinations. This gives a character the ability to link their special moves and even Overdrive attacks together to develop one, very mean combo that can knock off over half of the opponent's life. One of many cool features in GGX. By unleashing Gatling Combos, the player can fully make use of the technique to win against any opponent. Of course, this is only one of the fundamentals of being a GGX master. ___ ___ ====================================================================\ \/ /= \ / 05. – Guilty Gear X Plus Notes - / \ / /\ \ ===================================================================/__/==\ \ \_/ What information I have in this section will not be accurate or possibly even relevant since this was translated from a HK gaming magazine. My Chinese isn't at master level. Therefore, some of the translations are goofed-up. If there are any discrepancies, those can be attributed to my incompetence. Or blame the writer of this article. It was very poorly written. If you are a Guilty Gear X Plus owner, I strongly urge you to e-mail me with corrections-- even better if you send me the correct terminology for some of these things. Again, this is a translation that was made using a HK Magazine. The Chinese language is very poetic so there are many cases in which a certain phrase has no translation. I would look at a Japanese 'zine, but my knowledge of the Japanese language can be inscribed on the head of a pin. I know a few persons who do know it well, but they were too damn lazy to help me out, those cheap bastards. I managed, anyway. "Adrenaline, why are you writing this pointless section?" Because I feel like it. Well, because there is currently no FAQ for GGX Plus. Whatever's here should be at least a tiny bit helpful. This isn't substantial enough to write a separate FAQ for GGX Plus, so I just decided to plug in this small section. It doesn't kill you to appreciate my efforts once in a while, does it? _____________________ ____________________________________________________ | GGX PLUS GIBBERISH / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As far as I know, Guilty Gear X Plus is the Japanese release of this sweet game. For Japanese consumers, Sammy decided cram in a few extra goodies to make it more appealing. These goodies include a full-size poster, extra modes (Gallery and Story), and extra characters. I have the poster. It's a hologram of Sol and a gear in the back of him (probably Dizzy). Whether or not the graphic on the poster varies is uncertain--ya know, since I don't have the game. How did I get the poster you ask? Well, I stole it from my friend's store--it's an independent game store so it gets a lot of imported stuff. Ok, so I didn't really steal it. Rather, I'm just "tight like dat" with the owner so I pestered him to give me something. Let's just say I swiped it, ok? It makes me look more badass that way. In addition to new characters entering the fray, GGX Plus can be connected to the Wonder Swan Color handheld. By connecting the PS2 version and the Wonder Swan Color's model together, you can play the games simultaneously. Most of the game's style has already been included in the WSC's GGX model, which will be out sometime soon. If you're a hardcore fan of the series, you wouldn't want to miss this opportunity. Boy, I sound like sales freak. _________________ ________________________________________________________ | SECRETS / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I have no idea what this falls under, but judging from the content, I guess it should belong to a "Secrets" section; although I have no clue about the validity of this information. If anything sounds inane, please do tell me with the correct term. | Arcade Mode | Story Mode | Gallery Mode | Survival Mode | -----------------|-------------|------------|--------------|---------------|- Testament | Clear game | Clear game | Lesson 1 | Level 20 Beat | | once (even | once (with | Clear (???) | Gold "Boss" | | if you use | any ending)| | | | Continue) | | | | -----------------|-------------|------------|--------------|---------------|- Dizzy | See above | See above | Lesson 3 | Level 30 Beat | | | | Clear (???) | Gold "Boss" | -----------------|-------------|------------|--------------|---------------|- Guilty Gear Mode | Clear game | ????? | Lesson 7 | Level 99 Beat | | once (with | | Clear (???) | Gold "Boss" | | a setting | | | | | higher than | | | | | Beginners) | | | | -----------------|-------------|------------|--------------|---------------|- Kliff | ????? | ????? | Lesson 12 | | | | | Clear | | -----------------|-------------|------------|--------------|---------------|- Justice | ????? | ????? | Lesson 18 | | | | | Clear | | ----------------------------------------------------------------------------- __________________ _______________________________________________________ | EXTRA MOVE LIST / / | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here are the move lists for the new arrivals, exclusive to this version. Many of the move names are very hard to translate into simple English. If I wrote them out phonetically, then that would abandon the original Japanese names. For this reason, I have left them blank. If anyone is willing to help me out, by all means, please do! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= KLIFF UNDERSON =--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--== Mini Move List: - QCF + P / S - QCB + S - QCB + K - QCB + P - R1 - QCF, QCF + S Soul Survivor - B, F, HCF + HS - QCF, QCF + HS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= JUSTICE =--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--== Mini Move List: Valkerye Arc - QCF + P Michael Sword – HCF + H Strike Backtail - B, D, DB + K (Up) - B, D, DB + S (Down) - QCB + S Imperial Eye - F, HCF + S Gamma Ray - F, B, F, B, DF, D, DB, F, B + HS Excel Laser - QCF, QCF + H ___ ___ ====================================================================\ \/ /= \ / 06. – Easter-Eggs & X-tras - / \ / /\ \ ===================================================================/__/==\ \ \_/ o| Unlocking Testament and Dizzy -------------------------------- There are two ways to unlock them: the cheap way and the diligent way. What and how you want to do it is entirely up to you. The cheap way: In the U.S. version of the game, there is a code for dragging Testament and the mighty, mighty Dizzy in to the tourney. On the title screen, just enter DOWN, RIGHT, RIGHT, UP, and START to unlock them. Thanks to jhjmonnee (AcesAreWild231) for the code. NOTE: This actually does work, but you must enter the code before you press start. Input the code and press start. You should hear Dizzy's voice. Then just go to the character selection screen and you'll find Dizzy and Testament at the bottom. The diligent way: Play through Survival Level 20 and beat Testament to have him inserted to the character roster. For Dizzy, reach Survival Level 30 and beat her to unlock her in all modes. It's not that bad. o| Guilty Gear Mode -------------------------------- To unlock Guilty Gear Mode, simply beat 100 enemies (Survival Level 100) in Survival Mode. In this mode, battles are greatly intensified and certain boundaries have been broken. Some characters can even have new enhanced abilities. The pace of the battles are noticeably quicker, which you must adapt to in order to pull off some successful combos and such. o| Special Introductions -------------------------------- Guilty Gear X is no Dead or Alive 2 with endings for each of the characters. While the GGX Characters do have incentives for their participation in the tournament, they aren't clear. As far as I know, there are NO endings. Ok? Stop asking me about that! However, special cinemas are highlighted before a fight between two certain people for, of course, special reasons. MILLIA RAGE vs ZATO-1 | KY KISKE vs SOL BADGUY | MAY vs JOHNNY -----------------------|----------------------------|------------------------ DIZZY vs SOL BADGUY | ZATO-1 vs VENOM | AXL LOW vs SOL BADGUY o| Music List -------------------------------- Love the heavy metal spice in the background music? Play the game again and you might catch yourself headbanging to the beats and humming along. You can actually tap into any of these songs by going to the "Options" menu on the title screen and selecting "Sound Test". Afterwards, you'll be taken to a fairly lengthy list of songs extracted from the entire game. You can browse through them and listen to your heart's content. Below are the songs that were listed. The right list is which character or screen the song belongs to. 01. Keep Yourself Alive 2 -Sol- 02. Holy Orders (Be Just or Be Dead) -Ky- 03. Blue Water, Blue Sky -May- 04. Writhe in Pain -Millia- 05. Feel a Fear -Zato- 06. Burly Heart -Potemkin- 07. Suck a Sage -Chipp- 08. The Original -Faust- 09. Momentary Life -Baiken- 10. Babel Nose (Hose?) -Jam- 11. Liquor Bar & Drunkard -Johnny- 12. Make Oneself -Axl- 13. Fuuga -Anji- 14. A Solitude That Asks Nothing In Return -Venom- 15. Bloodstained Lineage -Testament- 16. Awe of She -Dizzy- 17. No Mercy -Sol vs Ky- 18. Still in the Dark -Millia vs Zato- 19. Fatal Duel -Dou Chara-* 20. Soul Dealer -Opening- 21. Hello My Dear -Option- 22. Standby -Edit- 23. It Was Called Victim -Character Select- 24. Go! -Profile- 25. Retake -Continue- 26. Settlement -Game Over- 27. A Daredevil -Versus screen, demo- 28. It Was Called Steel-Victim -Win demo- 29. Keep the Faith -Testament demo- 30. Grief -Dizzy demo- 31. Primal Light -Ending 1- 32. Calm Passion -Ending 2- 33. Walk in the Dusk -Ending 3- 34. Beyond the Dark Life -Ending 4- * Dou Chara is short for "Double Character". Basically, this song plays only when two of the same characters are battling against each other. ___ ___ ====================================================================\ \/ /= \ / 07. - Outro - / \ / /\ \ ===================================================================/__/==\ \ \_/ ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= LEGAL JUNK =--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--== This Guilty Gear X guide was created on October 5, 2001. Document © 2001-2002 AdrenalineSL. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Playstation 2 and Playstation 2 logos are registered trademarks of Sony, Inc. Guilty Gear X is a registered trademark of Sammy, Inc. The author of this document is in no way affiliated with Sony Entertainment of America. You may not place this document on your website or reproduce it in any way without the author's consent. This Guilty Gear X FAQ/Move List was written by AdrenalineSL, who holds all copyright for this document, in whole and in part. This guide may be used for private and personal use only. You may not permit anyone under any patents to reproduce it, in part or in whole, or use it for profitable purposes. All content within this file is owned and created by Stephanie Lee. Should you attempt any infringement of these terms under the false belief that you are safe from international copyright law, it must be said that you are a moron. You may download the file through a web browser onto a single computer for your personal, non-commercial use only. You may not permit anyone else to modify the file or use it for any commercial purpose, display, performance, sale or rental. It absolutely cannot be decompiled, disassembled, modified, or create derivative works based on the documentation in whole or in part. Do not remove any copyrights. DISCLAIMER: Guilty Gear X, the Guilty Gear X logo, and all related characters are copyrighted and property of Sammy, Inc. ***************************************************************************** Webmasters- If you want to use this guide, just ask for permission. To make this known, here is a list of the official or authorized carriers of this GGX FAQ: Cheat Code Central GameFAQs Neoseeker Happy Puppy GameShark Game Winners Sources -------- - I really want to thank Ben Cureton's WONDERFUL Manual FAQ for GGX. It has helped tremendously in the production of this FAQ. It introduced me to many things I polished myself that has been incorporated into this FAQ! Thanks a bunch, Ben! I also used his some charts of his. Check the Game Overview section for details. If you can't find what you're looking for here, I suggest you check out his FAQ of the DC version! - The KiD for creating a great FAQ, from which a lot of information for this was used, and helping me in the first place! Thanke! :) - IGN for the GGX Plus lowdown. - The GGX instruction manual for providing a heap of helpful information! - Game Player HK Magazine for the Guilty Gear X Plus info. Credits, Plugs, and Extra Junk ------------------------------- - CJayC for hosting my work on his wonderful site! - Guilty Gear Mush (http://www.geocities.com/ggmush/) for being a superific fansite! - Sammy for creating a really awesome 2D fighting game! - Myself, for having the patience to deal with this horrible guide. - Improvius for a small addition to May's Applause for the Victim attack. _____________________________________________________________________________ ************* CLOSING STATEMENT ************** _____________________________________________________________________________ Again, let me expatiate a little about how great this 2D fighter is. It has really brought things to the next level. I hope you're enjoying the game as much as you are reading this guide (Of course, you are, silly!). It's really too bad Guilty Gear X has been looked down upon and given low review scores. Well, not my loss nor is it yours! Soul Calibur blew me away on the Dreamcast, and I haven't experienced anything like that again until now. Guilty Gear X boasts one of the best fighting game experiences yet--from the opulent eye-candy to the killer soundtrack. I must be dreaming! Kill me now. Anyway, I'm going to try to close this off with a nice boom. To do that, I'm going for language diversity. Here's my attempt at French (not really an attempt since I'm studying it): Au revoir! Un, deux, trois! Merci! Je ne sais pas! *gets shot in the head* ~AdrenalineSL Shameless plug--Other FAQs by yours truly: http://www.gamefaqs.com/features/recognition/8212.html ============================================================================= MUCHAS GRACIAS!! ============================================================================= /^ ^^ /// / // ^ ^ /O%G%/t( ///// O(@@ 6@e /RG(t////~t%K^/ //^/ DeFtones @#(((^ ^//~6K%^^^^ R@G%/~ //(CK@ @@B6((~/ ^^^~/~t%@ @@R6((~((/%/~(/CO@ / @@GC%GtC~/~((tte@@^ /@QGCCtCCt%tCCQQR@@/^^/ RBC%tCCGGC/GCeR@@@///// (#O((%%CGG#KKR@BB@et/~// et(/tt(K@@#K#eGGOQet//// C~/(((OB#OGC%6eGGKGGC(/// ^^ % /(OKeC%tCC6C6666OG%~// / / ^(t/~%G6(tC%(%tC%%C6%%/////// ^ ^%/(%KCC(((%((/(/(~// //^//~// C/%R@(t(/^ ^^ / / /// ^/^(t#@(((/^ !~AdrenALiNe~! ^%%@@(~/~/^ ^ ^//^// / /(//////// ^ / / R~%G^C~Gt~/^ ^ // ////// / ^^^///////G/ ~/ ///^ /// ^//^/// / / /^ / ^//// /// _Adrenaline_ Deftones 1995 ------------------------------------ The Guilty Gear X Strategy Guide Copyright © 2001-2002 Stephanie Lee October 2001