=================================================== Guilty Gear XX: The Midnight Carnival FAQ/Movelist For Guilty Gear XX on Arcade using Naomi GD-Rom Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com ================================================== - For Soozii - By Your Side ================ Version History: ================ Version 1.79 September 14, 2002 In depth for everyone. A lot of new stuff Version 1.30 September 11, 2002 More info added. ================== Table of Contents: ================== I. Introduction II. Story III. Basics IV. Basic Movelist -Anji Mito -Axl Low -Baiken -Bridget -Chipp Zanuff -Cranberry Jam -Eddie -Faust -I-No -Ky Kiske -Johnny -May -Millia Rage -Potemkin -Slayer -Sol Badguy -Testament -Venom -Zappa V. In Depth Character Analysis VI. Miscellany VII. Notes and Credits VIII. Legal Information =============== I. Introduction =============== The Guilty Gear is an over often looked game series. Its beautiful anime style and quality graphics mixed with its fast but technical game play makes this a cult hit amongst many players. The first Guilty Gear game, Guilty gear : The Missing Link came out for the Sony Playstation in 1998. It boasted some innovative gameplay but many felt that it was somewhat broken. Yet, a few years later, Sammy released the sequel, Guilty Gear X: By your Side for the Arcade, Dreamcast, and the Playstation 2. Now, the next real incarnation of the game has been released. Boasting four new characters and a new 'Burst' system, the Guilty Gear series is gaining some fame as well as nearing balance in the gameplay. Added is the new "Dust" button, in which it was previously done by pressing Hard slash with slash. This is my first general FAQ for a fighting game. If you have any comments or insults, feel free to sling them my way. I have played this game for quite a while over the summer during lunch break at work. There is still a lot of stuff that I have not seen, so if you know, please help. ========== II. Story: ========== No idea. Someone fill me in here? ============= III. Basics: ============= UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF P = Punch S = Slash K = Kick HS= Heavy Slash Dust= Dust QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) Double Jump= Tap Up During a Jump. The character will boost themselves again in the air to go higher. A direction can be specified, such as Up-Forward or Up-Back. This is useful for avoiding attacks or for psyching the opponent out. High Jump= Tap Down, then U. The character will launch themselves into a large jump. They cannot perform the Double Jump though. A direction can be specified, such as jumping towards the opponent by pressing Up-Forward. You will know if you have done this if a trail of shadows follows your character during their jump. Forward Thrust Attack= Forward +Attack button. Certain characters may do special or different attacks when performing this. This usually will have the effect of launching them into the air or across the air, open to a combo. Note that the target can recover out of this. Dead Angle Attack= During Guard, Tap Forward + 2 Attack buttons. Assuming you guarded the attack, immediately do this and the character will counter with an attack. You need a tension gauge of above 50% however. Dust Attack= Press Dust button. The character will perform an attack that if hit, will launch the enemy into the air. Press Up to leap up after to continue attacking the opponent. The execution time and recovery for this move is often slow, but can lead to some very nasty air combos. Sweep= Press the Dust button whilst crouching. The character will do an attack that hits low and knocks down the opponent. Unlike the Dust attack, the sweep attack will not have the mandatory start up delay. Air Knock Down= Press Dust button in the air. If the move connects, the character will perform an knock down attack. Like the sweep, there usually is no start up delay unless the character itself has it. Think of it as an Air BD attack from King of Fighters. Recovery= After being knocked down, press two attack buttons to flip out and recover. Note that you can also recover in the air, but it is riskier and can set you up for more punishment, Throw= Press Forward or Back and Heavy slash when near opponent to perform a throw attack. Faultless Defense= Press Punch and Kick whilst blocking to negate block damage. However it expends some of the tension gauge every time you perform this move and requires the buttons to be tapped every time the move hits. Roman Cancel= Push Three attack buttons during an attack to stop further animation. Used for creating custom combos otherwise impossible. Requires more 50% of Tension gauge to perform. Note that you can create some very, very nasty combos with this. False Roman Cancel= Press Three Attack buttons during an attack to stop further animation. Unlike the 'real' Roman Cancel, this only requires 25% of the gauge instead of the full 50%, giving off the blue flash instead of the normal red one. However, the downside is that it can only be done in specific animations of the attack, thus, making the timing more specific and tight. Staggering= Similar to Virtua Fighter 4, certain moves will make the opponent 'stagger' in which they stumble around for a bit, stunned and open. However, the opponent can expedite recovery by shaking the joystick back and forth quickly. Burst= The new feature of Guilty Gear XX, it has two purposes. Both are activated by pressing HS+Dust at the same time. If done correctly, the character will 'burst' away and form a 'circle flash.' The First purpose is for combo breaking. When you are being hit by a combo, you can opt to 'Burst' out of it. It does no damage, but it will knock the character away. The second is to hit the opponent with the burst attack itself. If it connects as a hit, id est, unblocked, it will fill up your tension gauge. However, the limiting factor is that you are limited by the Burst Gauge, located under the life gauge. It fills up like the Tension bar, but at a much slower rate. Therefore, realistically, you can only burst once per round or match even. Nonetheless, it is an essential part of the game play system. When performing the 'Burst' Attack there are several frames of invincibility at the start up of the attack. Overdrive Attack= With Overdrive gauge at either 50% or full, do the specific command for the character to unleash a powerful attack. Instant Kill Technique= Press all 4 attack buttons. The character will go into Instant Kill mode, where the tension gauge turns red and starts deceasing. During that time, the character can unleash an Instant Kill Attack. If the character misses or the bar runs out, the tension gauge cannot be used. It can be summoned at anytime, but if the Instant kill timer runs out, the character will start taking damage until you perform the Instant Kill Attack. ============= IV. Move List ============= The following section will give the commands for each character's special moves. ---------- Anji Mito: ========== Fan Open - (F+P) Fan Swing - (F+K) Fan Spin - (F+HS) Shitsu - (QCF+P) Fujin - (QCF+S or HS) Nagiha - (During Fujin, S) -Shin Ichishiki - (During Fujin, P) -Hitoashitobi - (During Fujin, K) Shin Nishiki - (QCB+P in air) Kou - (During Auto Guard, P) On - (DPM+HS) Kai - (QCB+P or K) Overdrive Attacks: ------------------ Issei Ougi: "Seki" - (HCB, F+HS) Flower Bird "Fugetsu" - (HCB+S During AutoGuard) Tenzin Leg - (Charge D, then U+K) Instant Kill Attack: -------------------- Zetsu - (QCF, QCF+HS) -------- Axl Low: ======== Kusari-gama Hit - (F+P) Leaping Kusari-Gama - (F+HS) Benten Gari- (DPM+S or HS) - Axl Bomber -(DPM+HS)- (after DPM+HS - or in Air) Resen Geki- (Charge B, the F+S) - Kyokusa Geki - (Hold U or UF after Resen Geki) - Sensa Geki - (Hold D or DF after Resen Geki) Rasho Sen - (Charge B, the F+HS) Tenhou Seki: High - (QCB+P) Tenhou Seki: Low - (QCB+K) Honey Comb Box - (DPM+P) Raiei Sageki - (HCB+S or HS) Overdrive Attacks: ------------------ White Cap: (During Honeycomb Box) - (RDP+P) Hyakue Renshou: (QCF, HCB + HS) Instant Kill Attack: -------------------- Midare Gami - (QCF, QCF + HS) ------- Baiken: ======= Elbow - (F+P) Slash - (F+HS) Tatami Gaeshi - (QCF+K) - Can be done in Air. Suzuran - (HCB+K) Mosquito Hook - (HCF+HS) - Iron Chopping Fan - (S when Mosquito Hook hits) Yozansen - (DPM+S when in Air) Zakuro - (During Guard, B, DB, D+P) Mawarikomi - (During guard, B, DB, D+K) Sakura - (During Guard, B, DB, D+S) Overdrive Attacks: ------------------ Sanzu Watashi - (QCF, QCF+S) Baku Ki - (During Guard, B, HCB+P) Baku Ron - (During Guard, B, HCB+K) Baku Ryu - (During Guard, B, HCB+S) Baku Hou - (During Guard, B, HCB+HS) Instant Kill Attack: -------------------- Garyotensei - (QCF, QCF+HS) -------- Bridget: ======== YoYo Arrangement - (HS) - Can be done in Air -Yoyo Return - (HS) during Yoyo Arrangement -Roger Rush - (QCF+HS) during Yoyo Arrangement -Juggle de Roger - (QCB+HS) during Yoyo Arrangement, can be done in Air. -Roger's Hug - (DPM+HS) during Yoyo Arrangement -Rolling Movement - (QCB+K) during Yoyo Arrangement Kick Start my Heart - (QCF+K) -Kick Start my Heart: Stop - (P) during Kick Start my Heart -Kick Start my Heart: Discharge - (K) during Kick Start my Heart Star Ship - (DPM+P) - Can be done in Air Overdrive Attacks: ------------------ Loop the Loop - (HCB, F+S) Tragedy in Maintenance - (HCF, HCF+S) Killing Machine - (HCB, F+HS during Yoyo Arrangement) Instant Kill Attack: -------------------- Chute the Moon - (QCF, QCF+HS) ------------- Chipp Zanuff: ============= Rotary Rock Leg - (In air, D+K) Double Palm - (F+P) Flying Kick - (F+K) Downwards Stab - (F+HS) Alpha Blade - (QCF+P) - Can be done in Air -Alpha+ - (HS, after Ground Alpha Blade) Beta Blade - (DPM+S) - Can be done in Air Gamma Blade - (HCF+HS) Takeshi Type Transfer - (D, D+P, K, S, or HS) Takeshi Type Camouflage - (QCB+K) Genro Zan - (HCF+K) Ressho (QCF+S) -Rokusai (during Ressho, QCF+S) -Senshu (during Ressho or Rokusai, QCF+K) Overdrive Attacks: ------------------ Zansei Roga - (HCB, F+HS) Banki Messai - (QCF, QCF+K) Instant Kill Attack: -------------------- Delta End - (QCF, QCF+HS) -------------- Cranberry Jam: ============== Double Punch - (F+P) Twirl - (F+HS) Houeikyaku - (D+K when in the air) Breath of Asanagi - (D, D+K, S or HS) Ryujin - (QCF+K) - Can be done in Air Gekirin - (QCB+K) - Can be done in Air Kenrokaku - (DPM+K) - Can be done in Air Bakushu - (QCF+S) -Mawarikomi - (During Bakushu, P) -Ashibarai - (During Bakushu, K) -Hyappo Shinsho - (During Bakushu, S) -Senri Shinsho - (During Bakushu, HS) Talisman Ax - (B, F during High or Low Attack) Overdrive Attacks: ------------------ Chokyaku Houosho - (HCB, F+S) Renhoukyaku - (HCB, F+HS) Intense God Palm - (QCF, QCF+HS) Instant Kill Attack: -------------------- Gasenkotsu - (QCF, QCF+HS) ------ Dizzy: ====== Dragon - (F+P) Big Tail Thing- (F+HS) "In the beginning, there was Light" - (QCF+S) "At the Time for Hunting, Fishing" - (QCF+HS) "Use the Fruit from the Tree of Truth" - (RPD+S) "Speak to be One with the Lord" - Slow - (QCB+P) "Speak to be One with the Lord"- Fast - (QCB+K) "Speak to be One with the Lord"- Laser (slow) - (QCB+S) "Speak to be One with the Lord"- Laser (fast) - (QCB+HS) Please Leave Me Alone - (QCB+P or K in air) Overdrive Attacks: ------------------ Imperial Ray- (HCB, F+HS) Necro is Angry- (DF, HCF, B, F+P) Gamma Ray- (F, B, F, HCF+HS) -Full Gauge Dizzy has no Instant Kill Attacks. ------ Eddie: ====== Mace - (F+P) Shadow Claw - (F+HS) Flight - (U when in the air) Invite Hell - (D, D+S or HS) Break the Law - (QCB+K, hold K) Drunkard Shade - (QCB+S) Damned Fang - (DPM+S when near opponent) Shadow Gallery - (HCF+HS when in Air) Summon Eddie - (QCF+P, K, S, or HS) -Tiny Attack - (P) -Moving Attack - (K) -Anti-Air Attack - (S) -Drill Special - (HS) -Sub Level Skill - (Dust) Overdrive Attacks: ------------------ Executor - (QCF, QCF+S when in Air) Amorphous - (HCB, F+HS) Megalith Head - (HCB, F+S), (with Eddie summoned) Instant Kill Attack: -------------------- Black in Mind - (QCF, QCF+HS) ------ Faust: ====== Backhand - (F+P) Back Arch - (F+HS) Special Skill - (D+K when in air) Thrust - (HCF+K) - Pull - (After Thrust, B) - Hello! - (After Pull, QCF+P) - Speak Up! - (After Hello!, QCF+P) - Hello Again! - (After Speak Up!, QCF+P) What's Next? - (QCF+P) Love - (QCF+P when in Air) Souten Enshin Rambu - (QCF+S) -Forward Move - (F,F during Souten Enshin Rambu) -Backward Move - (B,B during Souten Enshin Rambu) -Neck Periscope - (P during Souten Enshin Rambu) -Growing Flower - (K during Souten Enshin Rambu) -It is Uncertain what is to be - (HS during Souten Enshin Rambu) -With Something? - (Dust during Souten Enshin Rambu) Shower Hack - (QCB+HS when near Opponent) In your Face! - (QCB+P) Watch your Back! - (QCB+K) From On High - (QCB+S) To be or Not to be - (QCF+HS when in Air) Overdrive Attacks: ------------------ Super What's Next - (QCF, QCF+P) Gamble Attack - (QCF, QCF+S) Instant Kill Attack: -------------------- This Week's Climax - (QCF, QCF+HS) ----- I-No: ===== Microphone stand - (F+HS) Large Tree in Hand - (HCF+S or HS) Anti-Musical Scale - (QCB+P) - Can be done in Air Farce Execution - (When in Air, QCF+P, K, S or HS) - Can be charged Chemical Love - (HCB, F+K) - Can be done in Air Overdrive Attacks: ------------------ Window Side Desperate - (HCB, F+HS) Limited Fortissimo - (QCF, HCB+S when in air) Heart Break Symphony - EX I-No only. Instant Kill Attack: -------------------- Overlooked Booking - (QCF, QCF+HS) ------- Johnny: ======= Forearm Hit - (F+P) Dashing Split Kick - (F+K) Turn Slash- (F+HS) Bacchus Sigh - (QCB+P) Divine Blade - (DPM+S, then S or in Air, QCF+S) Glittering Gold - (QCF+HS) Tsubame Fang - (HCF+HS when in air) Mist Finer - (QCF+P/K/S, HS to cancel.) -Mist Finer - High - (QCF+P) -Mist Finer - Middle - (QCF+K) -Mist Finer - Low - (QCF+S) Overdrive Attacks: ------------------ Johnny Special- (HCB, F+HS) Instant Kill Attack: -------------------- Joker Trick -(QCF, QCF+HS) -------- Ky Kiske ======== Elbow - (F+P) Side Kick- (F+K) Turn Slash- (F+HS) Stun Edge - (QCF+S) Aerial Stun Edge - (in Air, QCF+S or HS) Stun Edge Charge Attack - (QCF+HS) Vapor Thrust - (DPM+S or HS) Stun Dipper - (QCF+K) Crescent Slash - (QCB+K) Overdrive Attacks: ------------------ Ride the Lightning -(HCB, F+HS) Sacred Edge - (QCF, QCF +P) Instant Kill Attack: -------------------- Rising Force - (QCF, QCF+HS) ---- May: ==== Hard Punch - (F+P) Anchor Smash - (F+HS) Special Skill - (D+HS in Air) Mr. Dolphin!: Horizontal - (Charge B, then F+ S or HS) Mr. Dolphin!: Vertical - (Charge D, then U+S or HS) Restive Rolling - (DPM+S) - Can be done in air -Change Direction - (Any direction + Slash) Applause for the Victim - (HCF+ P, K, S, or HS, hold to charge) Overhead Kiss - (HCB+K when near opponent) Overdrive Attacks: ------------------ Ultimate Whiner - (HCB+HS) Great Yamada Attack - (QCF, QCF+S) Super Heart Stopping Grand Typhoon - (HCB+S) Deluxe Goshogawara Attack - (P during Super Heart Stopping Grand Typhoon) Instant Kill Attack: -------------------- May and the Jolly Crew - (HCB, HCB+HS when near opponent) ------------ Millia Rage: ============ Flower - (F+P) Flip Kick - (F+K) Hair Slam - (F+HS) Lust Shaker - (Tap Slash Repeatedly, or QCB+S) Maximum Velocity Fall - (QCF+K when in Air) Tandem Top - (QCF+S or HS) Bad Moon - (QCF+P when in Air) Iron Saber - (QCB+P) Forward Roll - (QCB+K) Secret Garden - (QCF+HS, then any direction +HS) Overdrive Attacks: ------------------ Winger - (QCB, HCF+HS) Emerald Rain - (QCF, QCF+S) Instant Kill Attack: -------------------- Iron Maiden - (QCF, QCF+HS) --------- Potemkin: ========= Headbutt - (F+P) Lunging Punch - (F+HS) Sit - (D+K when in Air) Mega Fist: Front - (QCF+P) Mega Fist: Rear - (QCB+P) Sliding Head - (QCF+S) Hammer Fall - (Charge B, then F+HS) -Hammer Fall Break - (P during Hammer Fall) Potemkin Buster - (HCB, F+P when near opponent) F.D.B - (HCB+S) Heat Knuckle - (DPM+HS) -Heat Extend - (HCB+HS during Heat Knuckle) Overdrive Attacks: ------------------ Giganter - (HCB, F+HS) -Gigantic Bullet - (HCF, HCF+P) during Giganter Heavenly Potemkin Buster - (QCF, QCF+S) Instant Kill Attack: -------------------- Magnum Opera - (QCF, QCF+HS) -------- Slayer: ======== Bat Stamp - (D+HS) Feint - (F+K, hold K) Dandy Step - (QCB+P or K) -Pile Banker- (During Dandy Step, P) -Cross Wise Heel- (During Dandy Step, K) -Under Pressure- (During Dandy Step, S or HS) -Late Rejuto - (During Under Pressure, S or HS) Mapper Hantzsch - (QCF+P or K) Blood Sucked into Outer Space - (When close, HCB+HS) Under Tow - (HCB, F+P) Foot Loose Journey - (QCF+K when in the air) Overdrive Attacks: ------------------ Dead on Time - (HCB, F+S) Eternal Wing - (QCF, QCF+HS) Falling Perpendicular Type Dandy - (When in Air, QCB, QCB+S) Instant Kill Attack: -------------------- All Dead - (QCF, QCF+HS) ----------- Sol Badguy: =========== Gut Punch - (F+P) Downwards Slash - (F+HS) Gun Flame - (QCF+P) Fake Gun Flame - (QCB+P) Volcanic Viper - (DPM+S or HS) - Can be done in air -Knock Down - (QCB+K) after Volcanic Viper Grand Viper - (QCB+S) Bandit Revolver - (QCF+K, hold K for continued attack) - Can be done in air Riot Stamp - (QCB+K) Wild Throw - (DPM+K when near opponent) Chaff Neal - (HCF+HS) Overdrive Attacks: ------------------ Dragon Install - (QCB, QCB+S) then (DPM+HS -Optional) Tyrant Rave version Beta - (HCB, F+HS) Instant Kill Attack: -------------------- Napalm Death - (QCF, QCF, HS) ---------- Testament: ========== Backwards Hit - (F+P) Downwards Slash - (F+HS) Ghost Arm - (DF+HS) Phantom Soul - (QCF+P or K) Grave Digger - (QCB+P) - Can be done in Air Exe Beast - (HCF+S) Warranted - (QCB+K) Hitomi - (QCB+S) Zein Nest - (QCB+HS) - Can be done in Air Overdrive Attacks: ------------------ Nightmare Circular - (HCB, F+HS) Master of Puppets - (QCF, QCF+HS) Instant Kill Attack: -------------------- Seventh Sigh - (QCF, QCF+HS) ------- Venom: ======= Cue - (F+P) Circular Smash - (F+HS) Turn Stab - (B+HS) Stinger Aim - (Charge B, then F+S or HS) Carcass Raid - (Charge D, then U+S or HS) Mad Struggle - (in Air, QCF +S or HS) Double Head Morbid - (DPM+S or HS) Due Screw Curve - (RPD+P, K, S or HS) Instant Movement - After Ball formation, (DPM+K) Ball Formation - (QCB+P, K, S or HS) - Can be done in Air. Overdrive Attacks: ------------------ Dark Angel - (QCB, HCF+S) Red Hail -(in Air, QCF, QCF+HS) Instant Kill Attacks: --------------------- Dim Bomber - (QCF, QCF+HS) ------- Zappa: ======= Hello Three Ghosts - (QCF+P) - When non-possessed Ghost Possession: Way of No Return - (QCF+P) - Can be done in Air. Sword Possession: Painful, You say Painful - (QCF+S) -Sword Possession: It is Painful, so Admit it - (during You say Painful, HS) -Sword Possession: Falling Solving - (DPM+HS) -Sword Possession: Come closer and you will die - (HCB+HS) Dog Time - (Dust, or Dust + Direction) -Dog Attack - (During Dog Time, Dust) Raou Possession: Darkness - (QCF+S) -Raou Possession: Darkness Additional Attack - (During Darkness, P) - Raou Possession: Last Edgar - (QCB+S) Overdrive Attacks: ------------------ It's Alive! - (HCB, F+HS) Raou Possession: Uxmal Tongue Fracture - (HCB, F+S) Instant Kill Attack: -------------------- We Fear - (QCF, QCF+HS) ============================== V. In-Depth Character Analysis ============================== ---------- Anji Mito: ========== Command Moves: -------------- Fan Open - (F+P) Anji extends his fan and flips it open. About half the speed of his normal Punch. Knocks down on contact. Fan Swing - (F+K) Anji does two swings with his fan. Launches opponent across screen if it hits. Pretty fast execution, but only the second swipe will actually hit the opponent. Fan Spin - (F+HS) Anji spins and the opponent, with both fans extended. Hits three times, traveling about 1/4 screen. Has good coverage, but moves pretty slowly. It has an autoguard though. Throws: ------- Flip - (F+HS) Anji does a circular swing around the opponent with his fan. Hard to follow up, if at all possible. Special Moves: -------------- Shitsu - (QCF+P) Anji fans a butterfly of light towards the enemy. When it makes contact, be it a hit or blocked, it transforms into the Aerosmith symbol (!) which then becomes an overhead attack. The attack itself is slow and easy to avoid, but most people tend to forget about the second hit of the attack. Good for corner pressuring.. slow pressuring. Novice rushers tend to get hit by this move a lot, or rather the second part of the move. Fujin - (QCF+S or HS) Anji does a dash move, hitting the opponent with his shoulder and fan. Slash version has his fan extended through out but travels at a short range. The HS version will travel slightly further but only perform the actual attack when he finishes the dash. The recovery on this move is pretty bad though, so don't pull this out blindly. Note that the follow-ups can only be done if the first hit connects with the opponent. Nagiha - (During Fujin, S) Anji follows up with a low swipe with his fan, knocking down the opponent. Good for confusion tactics. Shin Ichishiki - (During Fujin, P) Anji leaps into the air and hurls some fans at the opponent. The opponent can block these though, where he can recover by the time he reaches the top of the screen. Hitoashitobi - (During Fujin, K) Anji will do a leap forward. Can leap over the opponent if close enough, such as the Slash version of the Fujin. Opponent maybe able to retaliate on time though. Shin Nishiki - (QCB+P in air) Anji leaps into the air and does a downwards angled blast. Acts as a shield move, since it has little range but good coverage of Anji. The move lasts for about a second in the air, and he is totally vulnerable on the way down. He falls slightly faster than usual though. Still good for air battles or jumping in towards the enemy. Will knock down the enemy if it connects. Kou - (During Auto Guard, P) Anji will do a spinning fan attack into the air, similar to an uppercut. Carries the opponent up into the air. Nothing special here. On - (DPM+HS) Anji leaps up into the air. If he makes contact with the enemy, he will pull out a giant fan which sandwiches the enemy in between for damage. The priority seems to be pretty high for this, since he grabs them when he is in proximity as opposed to actual contact. He is vulnerable on the way down, and reaches about normal jump height. The opponent will be launched somewhat far away, where Anji maybe able to follow up with an attack. Kai - (QCB+P or K) Anji does a flying stomp onto the opponent; looks a lot like Bison/Vega's head stomp attack, but only it hits the ground. The HS version reaches about 1/3 of the screen at jump height, whereas the S version travels about one character length at half the height. They both come out pretty fast, but Anji is vulnerable if blocked since he will land right next to the enemy. Overdrive Attacks: ------------------ Issei Ougi: "Seki" - (HCB, F+HS) Anji leans back then hurls a giant fan at the opponent. The fan then spins like a blender blade, finishing with the fan folding the opponent in between like a sandwich. Comes out fast and has about two character lengths range. Great for interrupting attacks, ending combos and so forth. Pretty safe move to do, since the spinning fan gives good protection for Anji. Flower Bird "Fugetsu" - (HCB+S During AutoGuard) Tenzin Leg - (Charge D, then U+K) Instant Kill Attack: -------------------- Zetsu - (QCF, QCF+HS) Anji flies back in a globe of light, then flies back onscreen riding a giant white Dragon of light. The opponent is free to move about during the warp out of the screen though. Synopsis: --------- Anji still retains his famed autoguards. His basic moves have autoguards, although his special moves do not, which really fooled me. He makes a good defensive character, but also a great pressuring character with his Fujin attacks. The downside to him is that his moves tend to have a lot of lag, or hit the opponent in a weird or delayed manner. Aside from his odd appearance and equally odd looking moves, Anji is a good character. -------- Axl Low: ======== Command Moves: -------------- Kusari-gama Hit - (F+P) Axl does a quick, short ranged hit with the handle of his Kusari-gama. Good for a quick up close hit. Leaping Kusari-Gama - (F+HS) Axl leaps into the air, digging at the enemy with his Kusari-Gama. Comes out fast, mainly used as a standalone attack. Throws: ------- Flip - (F+HS) Axl grabs the opponent with the chain of his Kusari-gama and flips them over. It will flip the opponent to the opposite direction to the direction pressed. Bounces the opponent, allowing a follow up attack. Special Moves: -------------- Benten Gari- (DPM+S or HS) Axl whips out a circle or damage around him, similar to Leona or Heidern's moon slasher from the King of Fighters Series. It makes a great defensive tool, countering all offensive attacks to the proximity of Axl. Note that there is some recovery time, so be careful with it. Nonetheless, it is great for countering Jump-ins and rushes. The HS version will make Axl hurl his scythe at a 45 degree angle forward, reaching to the top of the screen and counting as a second hit when up close. Only the HS version can be continued into the Axl Bomber. - Axl Bomber -(DPM+HS)- (after DPM+HS - or in Air) After performing the Benten Gari, Axl will leap up at a 45 degree angle with a thin trail of fire. This is meant to be a follow up to the HS Benten Gari, making it three hits. It can be used as a fake out tactic though. It can also be done in the air as a stand alone move, mainly for combo ending purposes. It does win its share of air to air battles, but keep it to combos. Resen Geki- (Charge B, the F+S) Axl hurls his scythe towards the enemy at knee level. From full screen, it can reach up to 3/4s of the stage. This is a great move for poking as well as punishing whiffed moves from afar. The recovery seems to be okay, but given the pace of the game, it can be lethal if you whiff as well. Nonetheless, if they are turtling from afar, feel free to hurl this move with discretion. (oxymoron) - Kyokusa Geki - (Hold U or UF after Resen Geki) The follow up move to the Resen Geki; Axl will when whip his scythe upwards and form an arc. This is great for countering jumpers who went to the air to avoid and counter the Resen Geki. Think of it as Ivy's extended Sword hitting the side steppers. - Sensa Geki - (Hold D or DF after Resen Geki) The other follow up move, Axl will pull his scythe back half way and spin in front of him, forming a sort of shield. Kind of like a propeller as opposed to a 360 circle facing the screen. It has an okay coverage, mainly used for players rushing forward towards Axl. Rasho Sen - (Charge B, the F+HS) Axl hurls his scythe similar to the Resen Geki, but this time, the scythe looks pretty different. It travel slowly too, but once it connects, it will grab the enemy, where Axl will pull them upwards (Similar to Rolento's 'Take no Prisoners') and hits them with an explosion. To my knowledge, this is either unblockable or hits low. It is a good surprise move though, despite its speed. Tenhou Seki: High - (QCB+P) Axl will cross his scythes in a defensive position. If hit, Axl grabs the enemy and hurls them toward the other end of the screen. It is a counter move, in which physical attacks attacking Axl during this stance will trigger the counter move. The window of opportunity is a bit odd though, since it has a weird timing. Nonetheless it is a good move to use against predictable players. He is still vulnerable to projectiles as well as low attacks and throws. Tenhou Seki: Low - (QCB+K) The other version of the Tenhou Seki, this is used to counter low moves. Same idea here. Slight change in animation, where he throws his bandana over the enemy, then does a large X slash, similar to the Xbox logo. Honey Comb Box - (DPM+P) No idea what it does. Never seen someone do it nor people perform it. Some help here? To my knowledge, or guess, it traps the enemy in a 'web' similar to Testament's new move. Good for trapping enemies, I'd reckon. Raiei Sageki - (HCB+ S or HS) Axl will fly up into the air and hit the enemy. The Slash version will make Axl do a leap towards the enemy, hitting the enemy right in the face. It comes out ultra fast, so its an extremely good surprise move. Great for flying over projectiles, although the range is about 1/4 screen. The recovery time is bad though, so watch out. The Hard Slash version will make Axl fly out of the screen. At this point, you can control where he lands (although you can't actually see where- you need to estimate) in which he literally falls onto the opponent. I never could block this move, but most of the time, they just totally missed. It is good for avoiding Overdrives though, such as Ex I-No's Heart Break Symphony. Overdrive Attacks: ------------------ White Cap: (During Honeycomb Box) - (RDP+P) No idea what this does. Never seen it in action. Help? Hyakue Renshou: (QCF, HCB + HS) Similar to Billy Kane, Axl draws a huge circle of flame and whips is scythe out. Think of it as a HS Beten Gari on steroids. Good for punishing jumpers as well as rushers. The flaming circle negates projectiles and almost all attacks (aside from Overdrive projectiles.) Unlike Billy Kane though, Axl does not launch the flaming circle towards the enemy. It is still a great defensive move nonetheless. Instant Kill Attack: -------------------- Midare Gami - (QCF, QCF + HS) Axl strikes a pose whilst a scythe comes from knee height of the enemy. If it hits, the screen will fill with chains, hitting the opponent upwards and ending with an explosion. This is perhaps the best Instant kill in the entire game. It comes out extremely fast, must be blocked low, and easy to do. What were they thinking?! They should have just made this into an Overdrive instead. Synopsis: --------- Axl is a pretty powerful character. Think of him as Ivy from Soul Calibur (almost.) He is a master of range, but also has some good, up close moves. His moves do tend to have a lot of lag, which is typical for range fighters. At the arcade I go to often (Hong Kong Times Square) Axl is actually at the top of the ranking charts although for some reason I never see anyone use him. Must be some legendary player who comes out once in a blue moon to kick ass. ------- Baiken: ======= Command Moves: -------------- Elbow - (F+P) Baiken does a two hit attack, hitting the opponent with her elbow then back of her fist. Has surprisingly high priority. The range is somewhat short though considering the length of her arms. Slash - (F+HS) Baiken does a hard looking slash downwards. Good range but pushes the opponent away slightly further than usual. Throws: ------- Stab - (F+HS) Baiken knocks down the opponent, then stabs them in the chest with her Katana before kicking them away. Hard to follow up. Special Moves: -------------- Tatami Gaeshi - (QCF+K) - Can be done in Air. Baiken steps on the ground before her, making a tatami mat snap up from thin air. Pretty useful move actually. The tatami mat snaps upright from the ground, then fall over flat on the ground. The mat is approximately Baiken's height, and will hit the opponent through out all frames of its animation. The range of this move is about one step in front of Baiken, but the mat is about character height and length size, meaning that the mat will hit further than it looks. The move has projectile priority, meaning it will defeat virtually all physical special moves as well as negate projectiles. If done in the air, it will hit as an over head attack, where the mat will fall on the opponent. Great for air to air battles, as it forms a 'shield' of sorts when the Tatami mat is formed. Good as a surprise move. Suzuran - (HCB+K) Baiken will run towards the opponent, auto guarding what ever comes her way. Looks just like her normal dash, but she will run into and ignore many attacks, including overdrives and Instant kill attacks. It can be defeated if enough hits are landed or she is hit low or sweeped, and Baiken will continue running for the entire duration of the move even if the opponent does not hit her. Good for fooling the enemy or just running in to kick ass though. Try not to abuse it too often though, since the enemy will let you run the entire move then counter with their own attack. It is also possible to throw Baiken out of this move, so don't run right into a Potemkin Buster... Mosquito Hook - (HCF+HS) Back from the original Guilty Gear, Baiken hurls a chained claw from her kimono , and pulls the enemy towards her. Closest to Scorpion's Harpoon from Mortal Kombat. The enemy will be staggered for the duration of the move, allowing Baiken to follow up with an attack of her choice. Travels about one and a half charater length at a fair speed. Priority isn't that good though, so try to use it as a counter attack or dashing opponents. - Iron Chopping Fan - (S when Mosquito Hook hits) Baiken will add an extra slash. Do this if you feel that you do not have enough time to take advantage of the stagger. Better doing a set attack than not doing one at all. Yozansen - (DPM+S when in Air) A fan like blade extends from under her kimono, slashing in an arc in the air. Works similar to her previous version in Guilty Gear X, but with slightly more range. Great for air to air battles, or air combo ending. Comes out fast as well. Zakuro - (During Guard, B, DB, D+P) One of Baiken's counters, used to counter air attacks supposedly. Baiken will stick her armless sleeve into the ground, and summon forth an anchor blade which rises from the ground in front of her. Kind of like Basara's attacks from Samurai Spirits. It doesn't actually hit very high, at approximately waist level. Unlike the previous version, where she spins a blade in the air, it is designed to hit landing opponent's, I'd reckon. Nonetheless, also good for hitting ground opponents as well, I suppose. Mawarikomi - (During guard, B, DB, D+K) Another one of Baiken's counters, Baiken will dash through the opponent, appearing behind them. Good for slower opponents or for moves with long recovery time. Don't perform this if the enemy can recover in time, since you will have to recover right next to them as well. Good for advanced Baiken players though, who can dish could a lot of damage if used properly. Sakura - (During Guard, B, DB, D+S) The last of Baiken's normal counters. Baiken will turn her back to the opponent and do a stab behind her. The fastest, more direct counter. The range is approximately 3/4 of a character length from Baiken, and she will stab at the midsection, making it miss air opponents. Used for rushing attacks such as the Grand viper I suppose. The more basic of counters, but most useful in a sense for basic application. Note on counters: the Window of opportunity is actually quite long, to the point where it is possible for the opponent to block the counter attack itself. The window starts from the moment Baiken makes contact with the opponent to about 1/2 a second afterwards. Overdrive Attacks: ------------------ Sanzu Watashi - (QCF, QCF+S) Baiken rushes forward, and does three slashes. She will do all three slashes regardless, and each slash will be accompanied by a kanji letter, being "Sky," "Earth," "Flash/Slash." As such, it is possible for the opponent to avoid the first two hits, but still get hit by the final slash for quite a lot of damage. A rather useful overdrive, as it can be comboed into and she will travel abut 1/2 screen. She can be hit out of it though, but it still maintains Overdrive priority status. Baku Ki - (During Guard, B, HCB+P) One of the four Counter Overdrives for Baiken, she will interrupt the enemy's attack with a palm attack with the kanji 'ki.' If it connects, the opponent will be unable to jump for about 14 game seconds. Useful against jump happy characterse I suppose, as it forces them to play only a ground game for a while. Not that useful in my opinion. Baku Ron - (During Guard, B, HCB+K) Baiken will counter the enemy's attack with a palm thrust with the kanji 'Ron.' Enemies hit with this attack will be unable to perform special, overdrive, or instant kill attacks. Only basic attacks will be available. Useful depending on the character really, since some characters get on fine without use of special moves, such as Chipp. Up to the opponent's playing style basically. Baku Ryu - (During Guard, B, HCB+S) Baiken will counter the enemy's attack with a palm thrust with the kanji 'Ryu.' This has the effect of making Baiken receive less damage from the character. Good for high damage characters I suppose, or if the Opponent is pressuring offensively. Baku Hou - (During Guard, B, HCB+HS) Baiken will counter the enemy's attack with a palm thrust with the kanji 'Hou.' This has the effect of making the opponent receive more damage. Useful against weak characters such as Chipp, or if you are losing the round. Characters tend to play defensively for the duration if they know what the counter does. Note: all counters last for approximately 14 game seconds, although the counter itself can be blocked. It has absolute priority though, where it can interrupt any move including destroys and overdrive attacks. The timing frame is same as her normal counters. Instant Kill Attack: -------------------- Garyotensei - (QCF, QCF+HS) Baiken will dash forward. If she makes contact with the enemy, a traditional Japanese frame will appear. Blood will splatter on the paper windows as the opponent is slayed. Good for counters and upclose attacks. Synopsis: --------- Baiken is a contrast of sorts. Her moves tend to contradict in sense. On one hand, she has some excellent offensive pressure moves, where as on the other hand, she has some defensive counter moves. Her moves appear to be extremely specialized in their role, lacking versatility and spectrum in which they can be used. It is best to play a pressure game and counter on opportunity due to the Negative Penalty. Try to think of her as a sort of Rock Howard character. -------- Bridget: ======== Command Moves: -------------- Throws: ------- Special Moves: -------------- YoYo Arrangement - (HS) - Can be done in Air Bridget throws out his Yoyo either forward or backwards depending on the direction pressed. The Yoyo will travel to about two and a half character lengths away and remain there until returned. As such, Bridget has no actual HS attack in practice. -Yoyo Return - (HS) during Yoyo Arrangement The Yoyo will return to Bridget. Nothing special there. Use it if you misplaced it or sent it out accidentally. -Roger Rush - (QCF+HS) during Yoyo Arrangement The Yoyo turns into a teddy bear with twirling blades, slowing traveling back to Bridget. Freaky, yes but good for catching opponents off guard since it can travel from behind the opponent if placed right. -Juggle de Roger - (QCB+HS) during Yoyo Arrangement, can be done in Air. Roger (the bear) rides in a bike. .encircled by a flaming wheel. Slightly larger target than the Spinning Roger blade of death. -Roger's Hug - (DPM+HS) during Yoyo Arrangement Roger turns into some.. gear...thing slightly resembling Testament's Phantom Soul. It homes in on the enemy and pulls them towards Bridget. -Rolling Movement - (QCB+K) during Yoyo Arrangement I forgot what this does. My brain hurts. Something similar to Venom's Instant movement, where he appears next to his yoyo. Kick Start my Heart - (QCF+K) Bridget rides his Yoyo like a scooter or a Segway thing. Pretty good priority and travels rather fast. Good as a counter attack or surprise move, believe it or not. It can be followed up, which is recommended since the move is still vulnerable to projectiles and higher order attacks. It has pretty bad recovery time though, so use this carefully. -Kick Start my Heart: Stop - (P) during Kick Start my Heart Bridget will screech to a complete stop, sending out a 'wave' of dirt towards the enemy, damaging them. Similar to Felicia's litter box kick. Has projectile properties in the sense that it will beat physical attacks out. -Kick Start my Heart: Discharge - (K) during Kick Start my Heart Bridget flies towards the enemy, like jumping a ramp. Travels very fast, and is good for surprise attacks or jumping over low attacks. It is somewhat safer in the sense that you can fly away from the enemy even if you whiff, but the recovery is still pretty bad. Star Ship - (DPM+P) - Can be done in Air Bridget whips her yoyo around, good for combo ending or as a stand alone attack. It covers a large area of his body, so it is good for rushing enemies too. The priority of this move seems to be okay, but don't expect it to beat out attacks like the Grand Viper. Overdrive Attacks: ------------------ Loop the Loop - (HCB, F+S) Bridget does a hyped up version of the Starship. Bridget whips the Yoyo around, clobbering the target into oblivion. Treat it like Whip's DM attack, where you can use it in combos or as a counter attack. Good for surprises too since it has Overdrive level priority. It will usually 'suck' in the enemy, in the aspect that if they get hit by the initial frames, they will get hit by the remaining hits. However, it might push the enemy away, leaving Bridget flailing his Yoyo around like a wacko. Treat it like a defense move really. The move ends with a Giant Roger landing on the enemy. Some people might forget about this and still get hit. Tragedy in Maintenance - (HCF, HCF+S) I forgot what this does. Killing Machine - (HCB, F+HS during Yoyo Arrangement) Roger turns into a giant flaming bicycle. Yes. It travels much quicker though, and tracks the enemy slightly. Bridget can move around freely once the move has been performed, so feel free to follow up with it. The main concept is to trap them in between Bridget and Roger. Instant Kill Attack: -------------------- Chute the Moon - (QCF, QCF+HS) Never seen anyone do this yet. Synopsis: --------- Bridget seems to be quite a good character. He is adept at stopping rushers, and his Yoyo formation does seem to be a good confuser tactic. He is somewhat hard to learn though, since his Yoyo arrangement attacks aren't really that all hardhitting. If used right though he can stamp out hard core attackers out cold. ------------- Chipp Zanuff: ============= Command Moves: -------------- Rotary Rock Leg - (In air, D+K) Chipp dives vertically downwards, spinning. Very limited horizontal range. Used for hitting ground opponents; great for combo starting. Has pretty high priority. Double Palm - (F+P) Chipp does a double palmed strike. Rather quick, but the timing to chain into a gattling combo is somewhat slower. Flying Kick - (F+K) Chipp does a double legged kick, similar to a drop kick in place. Moves slighty forward during exectution. Somewhat slow, and does not knock down. Downwards Stab - (F+HS) Chipp digs downwards with his blade. Long range, and can hit opponents lying on the ground. Good as a poke as well. Some delay in recovery though. Throws: ------- Falling Elbow - (F+HS) Chipp pushes the opponent down with his own body weight (even against Potemkin!?) and falls on them with his blade. Cannot be followed up. Special Moves: -------------- Alpha Blade - (QCF+P) - Can be done in Air Chipp glides along the ground at blinding speed, cutting the enemy down at the knees. There is a slight delay in start up, where he poses and reels back before gliding across the screen. Note that you cannot actually 'see' Chipp during the attack, only the 'hit flash' and the end of the move, where he skids of a stop. The move will travel through the enemy to the other side even if blocked, making counterattacking difficult. The main crux of this move is that it travels the same distance. What this means is that if you perform this move from right across the screen, Chipp will recover right next to the enemy. Conversely, if you perform this move when right next to the enemy, Chipp will recover far away. This is an extremely, if not, the most useful move in Chipp's arsenal. The only downside is the slight lag in execution and recovery (which is now redundant.) It is a good combo ender, as well as counter attack for whiffed moves from far away. It makes an okay standalone attack, since Chipp does telegraph it before performing the move. It can be done in the air as well, making it a good air combat move. Try to position it so that you recover outside their range if you are unsure of it hitting. -Alpha+ - (HS, after Ground Alpha Blade) After performing the Alpha blade, Chipp will elbow the enemy with his blade. This cuts down the 'skid' animation for the Alpha Blade recovery and replaces it with the attack. This is extremely useful, as it provides both a back attack and a counter hit for their counterattack. The recovery time for this move is shorter than the Alpha Blade, but it leave Chipp Standing right next to the enemy. Also note that you don't need to be next to the enemy to perform this. You can continue to combo after this hits. This can only be done on the ground though. Beta Blade - (DPM+S) - Can be done in Air Chipp does an uppercut type move. Pretty banal here. It covers the side of Chipp's body, making it pretty invincible. The recovery is what you'd expect from an uppercut type move. It can be done in the air, typically as an air combo ender. Fast execution, but somewhat bad recovery. Gamma Blade - (HCF+HS) Chipp projects forth an image of himself. Unlike the previous version, instead of knocking down the enemy for damage, it 'traps' the enemy in a web of energy for a second or so. It does slight damage, which is unimportant since the main use for this move is for further damage onto the opponent. If it hits a downed opponent, it will pull them back up to standing position. An extremely useful move, if not, somewhat cheap. The recovery is somewhat slow, but it can be combo;ed into, leading to some very long, damaging combos by Chipp. The enemy can speed up recovery by mashing the buttons about. Takeshi Type Transfer - (D, D+P, K, S, or HS) Chipp does a teleport type move. It performs quickly and recovers quickly. Good for getting out of tricky situations, as well as positioning. However, if misused, it can put Chipp in even worse trouble. The button pressed determines where Chipp will reappear. Punch - Chipp will re-appear in the exact same place. Kick - Chipp will re-appear right behind the opponent. Slash - Chipp will re-appear behind his current position. Hard Slash - Chipp will re-appear right above the opponent. The punch version is mainly used for psyching out the opponent, or temporarily dodging an attack. The kick version is great for obvious reason, as it allows Chipp to re-appear right behind an opponent. Note that the closer you are to the opponent, the further away you will appear. The slash version will transport Chipp roughly 1/4 of the screen backwards, making it good for retreating or positioning for a counterattack. The Hard Slash version will teleport Chipp about jump height above the enemy. Good for combo starting or meeting the enemy in the air. Takeshi Type Camouflage - (QCB+K) Chip will flash between transparencies. It is supposed to convey the fact that he is invisible. No idea what practical purpose it serves. Genro Zan - (HCF+K) Chipp will disappear in a breeze of leaves. If it makes contact with the opponent, Chipp will appear on the shoulders of the enemy, slashing their neck. How they survive this and continue fighting is beyond me. It does good damage, but hard to connect against players of any skill. He can be hit out of the attack with almost anything, but it cannot be blocked. It can be used over downed enemies or as a slow counterattack though, but really it is used for Abusing the AI or for style points. Ressho (QCF+S) Chipp dashes forward with a palm strike. Short range, but good for comboing. It has medium priority, and mainly used for CQB attacks as an alternative. -Rokusai (during Ressho, QCF+S) Chipp does another Palm stike. Yippee. -Senshu (during Ressho or Rokusai, QCF+K) Chipp then does an overhead kick. The downside is that it does not combo, meaning they can block it or even interrupt it if fast enough. The only real advantage is the overhead hit. Overdrive Attacks: ------------------ Zansei Roga - (HCB, F+HS) Chipp strikes a pose before lunging at the enemy at blinding speed, crisscrossing the screen five times. If it hits, the enemy will be carried upwards each slash, ending in a stylish ninja slash downwards straight to the ground. This is the more popular Overdrive for Chipp. There is a slight startup delay, but it hits instantly, making this virtually the best counter attack in the game. It has virtually supreme priority in the air, almost unblockable at times. The downside is that if it misses, Chipp will still fly around the screen and land vulnerable. The only exception is that if the enemy is at the center of the screen, they must block each of the five hits properly. Furthermore, Chipp will continue to execute the downwards slash, which can hit the opponent for almost 80% of the Overdrives potential damage. The enemy can retaliate though in that time frame, but many players will just block and let Chipp land vulnerable, next to them. Another quirk with this move is that if the target is close to the ground at the side of the screen, only the first two hits may connect, allowing the opponent to recover whilst Chipp flies around. Nonetheless, this is an extremely powerful Overdrive, bordering on overpowered. Use it as a counterattack or anti air, or even as a Dust Attack follow up. It does a lot of damage too, so... Banki Messai - (QCF, QCF+K) Chipp reels back, then charges forward, beating the enemy into oblivion with a 20+ hit auto combo. It has a frame of invincibility at start up, where it travels through projectiles and attacks (!) making this an extremely useful counterattack for grounded opponents (use the Zansei Roga for air.) It does a lot of guard damage as well, making it a good choice to finish off a match with. The downside is that if the opponent blocks it, or if it misses, Chipp will still continue to perform the attack, even if all 20+ hits are whiffing. In other words, if it misses or is blocked, it leaves Chipp to a potentially round ending counterattack. Nonetheless, think of it as Geese's Deadly Rave from Capcom Versus SNK. Instant Kill Attack: -------------------- Delta End - (QCF, QCF+HS) Chipp levitates in the air, where five Chipp- shaped globes or fire appear. They form a pentagon shape, where if one of them touches the enemy, they will be hit by the rest of the attack. If hit, a pentagon is traced out with the target in the centre. The pentagon then explodes, destroying the target with it. It is a rather poor Instant kill, in which the start up delay is too long to do anything. Stick to the other stuff. Synopsis: --------- Chipp has seriously improved in this incarnation. His slash and Hard slash attacks have been sped up a lot, meaning it is easy to link his Dust attack. His special moves have been revamped a lot, making them more useful as well as deadly. Chipp is an all out offense character, pressuring the opponent with hard hit and run attacks. He is the most mobile character in the game, with a triple jump attack and teleport moves. As such, utilize his mobility properly, as he also takes the most damage in the game, but also with the potential to deal the most. Whilst it may seem tempting to button-mash with Chipp, he actually requires a lot of thinking and know-how to play. All in all, an extremely powerful character. -------------- Cranberry Jam: ============== Command Moves: -------------- Double Punch - (F+P) Jam does a quick double punch. Simple enough. Can be followed up. Twirl - (F+HS) Jam does a twirl in the air, hitting the opponents with her legs. Travels quite a bit. Pretty bad recovery time though. Houeikyaku - (D+K when in the air) Jam pauses then dives down at the opponent with a series of kicks. Throws: ------- Launch and Kick - (F+HS) Jam pulls the enemy back then kicks the enemy into the air. Easy to follow up in a way. Enemy will be starting to land by the time Jam recovers, slightly out of Jam's jump range. Special Moves: -------------- Breath of Asanagi - (D, D+K, S or HS) Jam pauses temporarily to charge up an attack. Jam is totally vulnerable for the duration. Kick version charges up her Ryujin, making it cover more powerful with more "waves" behind her. Also will make the move travel full screen and the opponent cannot recover from in the air. Slash version charges up her Gekirin, making the flames larger and dealing more damage. Cannot be air recovered by opponent. Hard Slash version charges up her Kenrokaku, making the move deal more damage and do more hits, as well as traveling further up. Cannot be air recovered by opponent. Ryujin - (QCF+K) - Can be done in Air Jam does a flying kick at the opponent, with the shape of a dragon forming the attack. Does a lot of damage, and is very high priority. Easy to combo into, and can be followed up with Gekirin or Kenrokaku as well. Note that it travels in a slight curve upwards, meaning the opponent can duck underneath it. It reaches almost at full screen, just missing if the opponent is at the direct opposite edge. Jam will fly the full length of the move regardless of hitting or not. Good move to use in the air too though. The recovery time is horrible for this move, so watch out. Gekirin - (QCB+K) - Can be done in Air Jam does a downwards heel attack at the enemy. Jam will leap in the air before it is performed, where the attack and flames will appear right after the apex of the jump. Knocks down the opponent if it connects and has pretty good priority. If done in the air though, Jam will do a small leap upwards before doing the heel. Good strategic move. Kenrokaku - (DPM+K) - Can be done in Air Jam flies upwards, upside down. Designed as an uppercut type move, with poor horizontal range. Good as combo ender or follow up to Ryujin though. Nothing special here really. Bakushu - (QCF+S) Jam glides along the ground, at knew level. Does not do an actual attack, but rather, followed up with the following attacks. Comes out pretty fast though, traveling half screen in length. Make a good all round move, since it is very versatile. -Mawarikomi - (During Bakushu, P) Jam will slide behind the opponent. Good confusion move. Travels rather fast. Good for escaping corners, or dodging their attack and giving them one of your own. The only danger is if they just block and let you glide by, where they can follow up with their own counterattack. -Ashibarai - (During Bakushu, K) Jam does a sweep. Looks identical to her normal sweep move aside from some new pyrotechnics. Comes out fast though, and good if the opponent likes to block high. Great for mixing up attacks, but Jam likes to pose for a while after the sweep leaving her pretty vulnerable right next to the opponent. -Hyappo Shinsho - (During Bakushu, S) Jam pauses for a while before doing a forearm hit with a blast globe of energy. Pretty big coverage, and has projectile status. Good for faking out the opponent and hitting their counterattack. The pause is a bit long though, allowing quick opponent time to counter. -Senri Shinsho - (During Bakushu, HS) Jam does an extremely fast dash behind the enemy, then dashes back at the enemy with an attack similar to the Jyappo Shinsho. If done far away from the opponent, Jam will continue forward then does the attack. Versatile move here, good for ranged attacks or close quarters. Talisman Ax - (B, F during High or Low Attack) Jam does a parry-esque block, allowing her to counter immediately. Overdrive Attacks: ------------------ Chokyaku Houosho - (HCB, F+S) Jam wiggles her butt for a bit then bashes forward at the enemy. If it connects, Jam will do a thirteen hit autocombo at the enemy, ending with a rather dramatic phoenix in the end. Treat it like any other auto combo overdrive. Has a very short invincibility window, and will not continue with hits if the opponent blocks it. It reaches about half screen, and Jam will continue dashing the distance even if blocked. Nowhere as powerful as Chipp's overdrive, but comes out fast. If it hits air opponents most of the hits will connect. Renhoukyaku - (HCB, F+HS) Jam does a huge blast of energy, covering Jam and the area around her. Similar to Chunli's Kikosho from the versus series. Excellent overdrive to use, as a defensive shield attack. It covers more of her front though, where her back is covered but does not extend from Jam herself. It has no recovery time though, assuming it counts from when Jam finishes the blast of energy. Intense God Palm - (QCF, QCF+HS) Instant Kill Attack: -------------------- Gasenkotsu - (QCF, QCF+HS) Jam smashes into the opponent with her back. A series of pictures of Jam then appear with her in different attacks, ending with flying kick. Has the same range and speed as her Bakushu. Pretty good instant kill attack, considering its range and speed. Synopsis: --------- Cranberry Jam, another speedy yet powerful character. She was perhaps the top character back in Guilty Gear X, right next to Johnny. Her special moves are powerful and easy to link to and together. The fact that she is fast doesn't hurt either. Her only real weakness appears to be her range and the amount of damage she takes. Aside from that, ------ Dizzy: ====== Command Moves: -------------- Dragon - (F+P) Dizzy motions her hands forward, summoning a dragons head towards the opponent. Has short range and aimed towards the gut. Can combo into Ice Spike if far enough. Big Tail Thing- (F+HS) Dizzy's tail turns into a big shadowlike monster with teeth. Has good range and priority, but has long recovery time.. Good for combo ending or annoying the opponent. It can beat out quite a lot of moves. Throws: ------- Necro Grab...Thing - (B or F+HP) Necro grabs the opponent into the air. It transforms into several Serpent heads and strikes the away. Can be followed up with a ranged attack. Special Moves: -------------- "In the beginning, there was Light" - (QCF+S) Necro comes forth and summons a spinning scythe. The scythe travels in a J shape, where it curves upwards. Someone good anti-air move, but it needs to be timed or the opponent may avoid it altogether. Will do 3 hits up close on grounded opponents. It can negate projectiles too. Fast recovery time but long execution time. "At the Time for Hunting, Fishing" - (QCF+HS) Undine comes forth and summons a stalagmite of ice from the ground. It comes out about 2 character lengths away. It will miss characters next to Dizzy and leave her totally vulnerable. It cannot negate projectile as well. It is a good anti air though, reaching slightly higher than character height. Good for surprise attack though, as well as combo ending. However, there is a lot of recovery time, so if they manage to avoid this, prepare for pain. "Use the Fruit from the Tree of Truth" - (RPD+S) Undine waves forth an ice blade into the air and dives to stab the opponent. Some delay as the blade travels to top of screen before diving at opponent. It will hit the midsection of where the opponent was when the globe reached the apex of its ascension, but easily avoided by jumping high enough or moving as last moment. Dives pretty fast though, and aims as the mid-region of the opponent. It has the ability to home into the opponent, and seems to be harder to dodge in this version. "Speak to be One with the Lord" - Slow - (QCB+P) Undine creates a Fish like thing with big jaws towards the opponent. It travels towards the opponent, snapping its jaws open and shut three times if allowed to travel full screen. Up close it becomes three hits, and Dizzy can follow up and hit at the same time. Good for pressuring the opponent. Only vulnerable when actually performing the move. It can negate projectiles, but opponents can defeat it with their own attack. "Speak to be One with the Lord"- Fast - (QCB+K) Dizzy does a similar move to the Ice Bite, but this version moves faster towards the opponent. Good for faster opponents or to counter them. Similarly, good for keeping the opponent on the defensive. "Speak to be One with the Lord"- Laser (slow) - (QCB+S) Undine summons forth a similar object, but instead of biting, it strafes the opponent with a beam of laser. The laser will activate when near the opponent, and hits once. It will fire at the midsection and move upwards with the laser activated, in a similar curve to the Twirling scythe. It travels slowly, and will activate at above Dizzy's height. Good for ranged attacks. "Speak to be One with the Lord"- Laser (fast) - (QCB+HS) Dizzy sends forth a similar Ice...Thing, but instead of biting, it strafes the opponent with a beam of laser. The laser will activate when near the opponent, and hits once. It will fire at the midsection and move upwards with the laser activated, in a similar curve to the Twirling scythe. Please Leave Me Alone - (QCB+P or K in air) Dizzy will summon forth a bubble, which travels in a straight path from her. When hit with an attack, the bubble will explode into several smaller ones in all directions, hitting the enemy. I had no idea what it did until I saw someone do it Friday night. Or maybe I was drunk? Anyhow it is a setup move like the Ice Piranhas, where it has a 'delay' in hitting. Recommended for expert usage really, or for 'fire and forget' attacks. Overdrive Attacks: ------------------ Imperial Ray- (HCB, F+HS) Dizzy whips forward a chain of explosions along the ground. Looks similar to Sol's Gun Flame, but on a much larger scale. It travels the entire screen and reaches double jump height. Travels fast and comes out fast. Pretty hard to punish, unless the opponent is right next to Dizzy. Nonetheless this is a great move to use, providing good defense since it pushes the opponent back, and can beat almost all projectiles (other than charged Stun Edge.) Good for offense too, as a counter move or just to annoy the opponent. This is the more popular Overdrive attack for Dizzy, since it is a very flexible one. Necro is Angry- (DF, HCF, B, F+P) Yes, that is the real motion. A portal appears right under the opponent, whilst Dizzy holds her head in pain. If the opponent gets trapped, he/she will get sucked into it, and appear back in a gothic Coffin. Dizzy will be enveloped by Necro and shoots forth six flaming blasts from his Bow. Has up to half screen range and is unblockable. It can only hit ground opponents though. Excellent surprise move if the command movements does not give it away. Gives the opponent a great reason to keep away. The command is actually pretty easy to pull off once you get used to it. The only difficult is staying calm enough to pull it off in the heat of battle. It has supreme priority over anything (aside from EX I-No's Heart Break Symphony) on the ground, be it attacks or overdrives. Note that the residual attack, such as a projectile, can still hit Dizzy when the opponent is trapped and end the attack without damage to the target. Gamma Ray- (F, B, F, HCF+HS) -Full Gauge Necro fires two thin lasers from both hands. A giant wolf's head then appears from underneath Death's cloak and fires a giant beam at the enemy. Extremely powerful move. If the first two laser beams hit, the rest of the move will hit. Dizzy will always get thrown back after the giant laser blast. Has absolute priority over any move. Can be jumped over, but requires expert timing so it will not land right onto the laser. Move comes out very fast, and does horrific block damage. Requires a full gauge, and by that time the block damage maybe enough to kill the opponent outright. Does about 34 hits, depending on character size. It can miss opponents who are right next to Dizzy. The only problem is getting a full tension gauge, since most of the time you can only charge up to half. You could try Burst attacking the enemy, but hard to do. The only real purpose is to block damage the enemy to death at the end stages of the match. Dizzy has no Instant Kill Moves Synopsis: --------- Dizzy is a very powerful but hard to use character. She loses her triple jump, but she gains back her Roman Cancel ability. Her strength lies in her setup, where does a series of attack that has a delay in hitting the opponent, thus, adding or supporting her attacks. Her most commonly used move is the Ice Stalagmite, mainly in combos. Her standing slash is also very useful and thus used very often. Her only weakness is that she has no direct way of attack the opponent with her special moves. ------ Eddie: ====== Command Moves: -------------- Mace - (F+P) Eddie swings around, forming the shape of a mace at chest level. Hit twice. Shadow Claw - (F+HS) Eddie forms a giant shadow claw, raking upwards to the top of the screen. Excellent defense move, useful as anti-air or general move. Has good vertical as well as horizontal range. Since all phases of the attack hit, the recovery time is virtually nil. If it connects with a ground opponent, the target will be launched. Flight - (U when in the air) Instead of double jumping, Eddie can fly around for a few seconds. Yay. He can go up to the top of the screen and hang for a second or so before dropping down. When in his mode, he will slowly descent if uncontrolled. Throws: ------- Shadow Claw - (B or F+HP) Eddie grabs the opponent and proceeds to rip them a new facial orifice. Special Moves: -------------- Invite Hell - (D, D+S or HS) Eddie summons a character height drill from the ground. Slash version reaches just in front of Eddie, where as Hard Slash reaches to half screen. Comes out very fast; good as a range move as well as surprise. If it hits, the enemy gets knocked down. Eddie himself recovers fast, but given faster opponents, it's all the time they need. The Slash version is actually an excellent rush stopper. It has the ability to negate projectiles. Break the Law - (QCB+K, hold K) Eddie vanishes into the ground, for about four game seconds. Eddie is totally invulnerable whilst doing this. Good for avoiding attacks. It can serve as a teleport, but he moves pretty slowly in relation to moves of this purpose. A shadow will still remain over where he is, so the enemy can just waltz over and wait for him to reappear. Drunkard Shade - (QCB+S) Eddie forms a wall. Reflects projectiles, even the charged stun edge. Makes a good last resort defense move I guess, but it does pitiful damage. It appears for a short duration, so you have to time it right to reflect the projectiles. Damned Fang - (DPM+S when near opponent) Eddie grabs the enemy; if successful, a large dark globe will encompass the enemy. Eddie will pop out from the top and pop the globe in an explosion of blood. If he misses, Eddie (in humanoid shadow form) will stand there like an idiot with arms outstretched. Has grapple priority, so do it if enemies are close. Don't expect it to beat out moves like the Potemkin buster though. Shadow Gallery - (HCF+HS when in Air) New move. Never seen I think. Help? Summon Eddie - (QCF+P, K, S, or HS) Eddie will appear in shadow form. The gauge under Eddie's life bar will start depleting; when it is empty Eddie will disappear and the gauge will fill up again. Eddie's shadow will move faster than Eddie's body, so it will reach the opponent before Eddie's body does. Eddie's body and shadow will both perform the attack if the button is pressed. Repeating the motion will unsummon Eddie. The button you summon Eddie with will make him do the action listed below; he will also do The follow moves are done with Eddie Summoned: -Tiny Attack - (P) Eddie does a wussy looking poke with his claws. Eddie moves forward every time it does the attack. -Moving Attack - (K) Eddie forms a buzzsaw and spins towards the opponent. Good one to use with Eddie. Reaches up to chest height too. Good move to pin the enemy down with. -Anti-Air Attack - (S) Eddie does the same attack as his F+HS. Only difference is that you can position it this time. The move is rather slow, so try to stick with the saw. -Drill Special - (HS) Eddie transforms into a large flashing mine. After three seconds, it will explode into a large jump height drill. Good weapon to trap the opponent with, but rather hard to use unless the opponent forgets about a large, blinking mine. -Sub Level Skill - (Dust) Eddie does an overhead attack of sorts. Overdrive Attacks: ------------------ Executor - (QCF, QCF+S when in Air) Eddie transforms into a giant sword and slams right into the enemy. High priority air to air overdrive. Wins almost any air battle, but it can hit opponents on the ground if close enough to the ground. Makes a good combo ender, core to his ultra damaging air combos. Amorphous - (HCB, F+HS) Eddie summons forth a giant wave of shadow, in the form of a serpent's head. Reaches about a step in front of Eddie. Overrides almost any attack in range, and does an unusually high amount of damage. Can be used as a combo ender or general counter or defensive move. The only weakness is its range; although the shadow itself is pretty wide. There is a mild delay when Eddie summons forth the shadow wave though. Good overdrive to use nonetheless. Megalith Head - (HCB, F+S), (with Eddie summoned) Looks a lot like the Amorphous overdrive. In fact I thought it was the same thing. Basically same thing, but different shape and speed. Does much less damage though, since it is much more confusing to the opponent. Use it when you have the opponent pinned. Instant Kill Attack: -------------------- Black in Mind - (QCF, QCF+HS) Eddie reels back. If he manages to touch the opponent, they will be transformed into a large womans face, which melts into a large skull. Extremely fast instant kill. Starts the moment Eddie touches the opponent. The range is virtually none though, so... Synopsis: --------- Eddie is a very powerful character. His main strength is the ability to attack two spots at once, or attack almost non-stop. Once the opponent is trapped in the corner, the round is virtually won for Eddie. A very powerful character indeed. His real weakness is that his recovery time seems to be a bit bad. ------ Faust: ====== Command Moves: -------------- Backhand - (F+P) Faust does a backhand attack at the enemy. Will launch the enemy. It has quite good range, but somewhat slow, as with other F+P attacks. Back Arch - (F+HS) Faust does a backwards arch...then falls over, slamming the scalpel into the opponent. Quite good reach, but it is somewhat slow overall. Special Skill - (D+K when in air) Faust dives down at a 45 degree angle (or 315, technically) with his scalpel pointed at the enemy, similar to Dhalsim's dive...thing. Slow, but good for... uh... Throws: ------- Lick - (F+HS) Faust leaps onto the enemy, licks them in the face, and knocks them away with his crotch. Yep. Hard to follow up though. Special Moves: -------------- Thrust - (HCF+K) Faust sticks his scalpel at the enemy. Has incredible range; covers almost entire screen, missing opponents who are right at the opposite end. Somewhat slow execution, but still good priority. Excellent move for snuffing ranged attacks cold. Can be followed up with the follow up attacks, for a lot of damage. The recovery time is pretty bad though, since he will push his scalpel for the entire length and pull it back. What this means is that the opponent can block this if close enough, and counterattack Faust whilst he is still performing the move. - Pull - (After Thrust, B) After connecting with the scalpel, Faust will reel them in. The window to do this move is when the opponent is still in the hit stun animation. - Hello! - (After Pull, QCF+P) Faust will then launch them up into the air. Faust can choose to follow up with an attack of his own, but the opponent can recover if Faust is too slow. - Speak Up! - (After Hello!, QCF+P) Faust will then jump up into the air after the opponent. Can be followed up with the "Hello Again!" attack or an attack of his own, but it is rather difficult. - Hello Again! - (After Speak Up!, QCF+P) Faust will do a big chop at the enemy, smashing them into the ground. Does a lot of damage. If the entire series is done properly, the opponent cannot recover at any stage of the attacks. What's Next? - (QCF+P) Faust will hurl something into the air, which lands. Faust will randomly throw one of seven different possible objects: Donut/ Chocolate: A donut or chocolate bar will fall from the sky and land on the ground. Which ever player walks over this will recover some health. Similar to the chicken or roast from Samurai Showdown, but doesn't heal as much. The donut or chocolate will disappear after a short period of time. Poison: A Jar of poison will fall from the sky. If the opponent makes contact with this, they will be poisoned for approximately 5 or 6 seconds. It will wear off if the opponent successfully hits Faust with an attack though. Faust Doll: A much smaller, doll sized version of Faust will slowly land from the sky, holding onto a balloon. Once they land, it will slowly crawl towards the opponent, and deal slight damage. It can also hit the opponent when the doll is descending from the sky. Hammer: A Hammer will fall from the sky. Simple enough. Will do a small bounce on the ground, but nothing worth noting. Bomb: A round bomb will fall from the sky and land onto the ground. After three seconds (or three pulses from the bomb) the bomb will do a 1/4 screen sized explosion, damaging any player including Faust that gets in the way. Seems to be unblockable, and will knock down if hit. Has excellent priority over any move. A good strategic item, but funnier if Faust himself loses the round due to this. Meteor: After Faust hurls something into the air, nothing will land...at least not yet. After a second or two, half a dozen meteors will stream from the sky. Does a lot of damage, even when blocked. Rare though. Love - (QCF+P when in Air) Never seen this before. Souten Enshin Rambu - (QCF+S) Faust will stab his scalpel into the ground, then pole vault himself onto. Faust will roost at the end of the scalpel, and he can perform several moves. Note that when in this mode, only Faust himself can be hit; meaning he will avoid most ground based attacks since he is hoisted up. Faust cannot block whilst in this move, but pressing DOWN will make Faust land. When Faust vaults on top of his scalpel, he will wobble back and forth for a bit, hitting the opponent and launching them away. -Forward Move - (F,F during Souten Enshin Rambu) Faust will flick himself forward. The both Faust and the scalpel will move, meaning that he will not land onto the ground. Faust will wobble forward, hitting the opponent if close enough. -Backward Move - (B,B during Souten Enshin Rambu) Faust will move backwards instead of forward. Same as above. -Neck Periscope - (P during Souten Enshin Rambu) Faust's neck will stretch down towards his enemy, hitting the opponent with his face. Somewhat short range, but good as a surprise attack then. -Growing Flower - (K during Souten Enshin Rambu) A flower will pop up from the ground. Cute, but practicality isn't very high. -It is Uncertain what is to be - (HS during Souten Enshin Rambu) Faust will launch off from his scalpel, and do a spinning attack in the air. It will travel in a slight upwards arc. Good priority in the air, useful for hitting airborne opponents or surpise attack/ -With Something? - (Dust during Souten Enshin Rambu) Faust's head will fly off... like a bomb... Shower Hack - (QCB+HS when near Opponent) Faust will spin his scalpel, slashing up the enemy. Does up to eight hits, looking similar to Bridget's Star Ship move. If Faust misses with this attack, instead of whipping his scalpel around he will fumble it around in his hands, leaving Faust vulnerable. Good move for close combat though. Seems to have some grappling properties. In your Face! - (QCB+P) Faust will hurl a blanket over himself and seemingly disappear into the ground. A giant door will appear right in front of the enemy, and Faust will come out, slamming the opponent with the door. The entire door is Faust's full height, meaning it has excellent coverage. Excellent for guessing games, as well as surprising the enemies. Seems to be a teleport move too, but with an attack attached. The only downside is that the move has a long recovery time, and takes a while to perform. If it connects, it will hit the opponent some distance away. Watch your Back! - (QCB+K) Faust will appear right behind the opponent, slamming them with the door. This makes a better surprise move, or counter since you will appear with an attack right behind the opponent. If blocked though, it leaves Faust vulnerable right next to the opponent. From On High - (QCB+S) Faust will appear from the sky, diving down at the opponent. The alternative if the opponent has front and back covered. The recovery is the worst in this version, though, since Faust will roll around for a bit if the opponent blocks. It will knock down the opponent though. To be or Not to be - (QCF+HS when in Air) Faust spins in the air, turning into a giant spinning blur. Good for air combat, but noting else. Travels in a slight curve upwards, and can be used in combos. Overdrive Attacks: ------------------ Super What's Next - (QCF, QCF+P) Faust will do an enhanced version of his 'What's next.' Instead of throwing one, he will throw four objects. The objects are still random, so it is possible to feed your opponents four donuts or four meteors. Try it for fun or as a risk. Most of the time, they tend to be a mix, so the opponent has to guess each time too. Gamble Attack - (QCF, QCF+S) Faust will 'swim' along the ground at the opponent. If he makes contact, four chest will appear with the enemy stunned, standing at the center. At this time the opponent can press one of the four attack buttons to choose which chest to open; there are two possibilities; three death statues or one angel statue. If a death statue is chosen, Faust will poke them in the butt with his Scalpel, dealing a lot of damage to the opponent. If the opponent manages to choose the angel, Faust will take minor damage instead from an explosion. If the opponent does not choose, the death figure will always appear. Excellent move to use, although it does travel slowly. It must be blocked low, and Faust travels right along the ground, avoiding many attacks. Good as a counter attack or up close. Faust is pretty vulnerable if he misses or is blocked though. Instant Kill Attack: -------------------- This Week's Climax - (QCF, QCF+HS) Apparently, the opponent will no longer receive an Afro. Faust will do a pose. If he make contact with the enemy, the screen will focus on Faust, which will dive from the screen onto the opponent, who is now lying on a hospital bed. Faust will bounces off the opponent and next to a plunger detonator, attacked to a big bomb. Faust will depress the plunger several times, but appear dumbfounded as the bomb appears to be a dud. He walks towards the opponent...then the bomb explodes. Synopsis: --------- Faust is still a hard character to use, but very powerful. His godly Slash from Guilty Gear X has been changed. Nonetheless, he gained two new moves, which adds to an already varied character. Hard, but fun and powerful character to use. ----- I-No: ===== Command Moves: -------------- Microphone stand - (F+HS) A Microphone complete with stand appears. I-No holds the microphone but kicks the stand, making it flip in a circle and hitting the opponent with the base. Surprisingly high priority move with good coverage. Slow in execution though. Throws: ------- String Quartet - (F+HS) I-No wraps a guitar string around the neck of the enemy, then tightens it. Hard to follow up unless with ground hitting attacks, since it grounds the enemy. Special Moves: -------------- Large Tree in Hand - (HCF+S or HS) I-No slides forward with an upwards swing of her arm, creating a blade like projection from the ground. Kind of like Mature's Metal Massacre from the King of Fighters. Staggers the opponent if it connects, and the attack has character height range. Button used will determine range, were the HS version will travel further before I-No does the attack. It comes out pretty quickly and seems to have good priority too, easily used in combos. The stagger can be followed up with many attacks. Anti-Musical Scale - (QCB+P) - Can be done in Air I-No's hat spits forward a green musical note. Projectile attack, but travels very slowly. It beats out other projectiles such as the stun edge though, and can be done in the air. It is usually to slow to do anything though. Farce Execution - (When in Air, QCF+P, K, S or HS) - Can be charged I-No will dive in towards the enemy, according to the button pressed. Hard Slash will make I-No travel horizontally, where as Slash will dive towards the enemy. Kick will make the dive more steep, where the Punch version is the steepest. Holding down the button will delay the attack, but it leaves I-No rather vulnerable. Good for waiting out an opponent or luring them though. The recovery time on the move isn't too bad, but still very punishable. It does have pretty good priority and attacks pretty quickly, making it a good counterattack or surprise attack. Don't use it too much though, since it is an average move at best. Chemical Love - (HCB, F+K) - Can be done in Air I-No will do a small flip in the air, strumming the guitar. Two parallel lines will appear at almost full screen length at I-No's head level. It is a semi-projectile class type move, where it can beat out any physical attack but will not counter projectiles. It is an extremely useful move, since you can outrange virtually anyone with this move. It covers almost 95% of the screen's length, so you can use it to counter projectile happy Ky's and so forth. It can also be done in the air, but the ground version is more useful. The enemy can duck underneath both versions though. Still, this is a great move to use if your opponent has a penchant of attacking without thought and doing moves from afar. Overdrive Attacks: ------------------ Window Side Desperate - (HCB, F+HS) I-no will whip forward a wave of energy, similar to Heidern's projectile. It has Overdrive projectile status, in which it overrides all regular projectiles and physical attacks. It comes out quickly too, making it a good combo-ender move. The projectile travels rather quickly, but only for a short distance. Manly used for close ranged enemies. Limited Fortissimo - (QCF, HCB+S when in air) I-No will strum her guitar, forming a circular wave of energy traveling outwards from her. Mainly used as a defensive move, it has supreme priority over anything in the air. It executes and recovers quickly, making it a deadly combo ender or air to air move. The wave about Burst-attack size, so don't expect it to be an offensive move though. Still, it is a good move if the opponent has a penchant for taking to the air up close and personal. Heart Break Symphony - EX I-No only. The screen turns dark as I-No gets into position on the ground. Two pods with a wing each appear behind I-No's shoulders. A series of warning signals appear on screen in a path, which later turn into a beam of hearts. I-No is invincible for the entire duration of the move, from the moment the screen turns dark. It can be activated at any time, even when being hit. The warning signals progress through three stages, with each stage lasting for about 1/2 a second: Caution -> Warning -> Danger -> Actual Attack. There are three formations in which the beam can take; note that she can change the formation at anytime during the warning lights sequence: Straight Curve: The beam will travel straight forward, but curve upwards to slightly above character height at the edge of the screen. The most simple beam to avoid, assuming the character is mobile enough. Simply stand under the curve at the edge of the screen. Sine/Cosine Curve: The beam will take on a curve formation similar to the graphed functions of the sine function. As the attack progresses, it will progressively translate to the Cosine curve, meaning that it will shift towards I-No as a wave. The only way to avoid this is to stand under the maximum of the curve, then walk forward and as the curve narrows behind you. Eventually you will end up right in front of I-No, ducking if necessary for the larger characters. You can hit her to fill the Tension Gauge, but be careful your character does move during the attack and right into the beam. Full Screen Wave: the beam is projected in a funnel like projection, where it starts off small but covers the entire screen as it moves away from I-No. The only way to avoid it is to travel to right in front of I-No, then double jump upwards as the attack begins. A tell tale sign is if the two red runes appear from the pods. Note that if ANY one of the hearts hits the character, the rest of the heart will follow. Even when blocked, it does up to 99% damage (!) meaning you must Faultless Defense with character such as Potemkin, who are less mobile. You must avoid the beam in front of I-No, since the beams will home in on you if you are behind her. Certain characters have an easier time, such as Chipp, who can teleport as the formation changes or triple jump, or Eddie, who can use the "Break the Law" move to avoid it. Instant Kill Attack: -------------------- Overlooked Booking - (QCF, QCF+HS) The opponent gets bounced between two large demon speakers. Each speaker fires a sound wave of energy, bouncing the opponent back and forth until both speakers fire simultaneously, launching the opponent high up into the air. Synopsis: --------- I-No is a pretty neat and fun character to use. She isn't as powerful as the Boss version, for obvious reasons, but she has some good combo potential. Nonetheless she takes some thinking to use, as her moves are pretty limited in number. They tend be rather specialized in purpose. Most players either tend to fly around with the Farce Execution, or rush with her Tree in Hand and abuse her HS attack. ------- Johnny: ======= Command Moves: -------------- Forearm Hit - (F+P) Johnny leans into a forearm blow to the opponent. It will knock down the opponent if it connects. Dashing Split Kick - (F+K) Johnny slides forward and does a turning, split kick to launch the opponent into the air. Comes out extremely fast and has great vertical range. Not very good horizontal range though, and is pretty vulnerable on the way to opponent. Used as a launcher. Turn Slash- (F+HS) Johnny does a quick turn and does a stronger version of his HS. It has slightly longer range than the normal version, but is slower in execution. It does almost double the damage though, and has great priority. Throws: ------- Grab and Launch _ (B or F+HS) Johnny grabs the opponent by the collar, and hurls them into the air with one arm. Johnny can follow this attack up with almost anything. Great move to use. Note that the opponent can recover midair though. Special Moves: -------------- Bacchus Sigh - (QCB+P) Johnny unsheathes his sword slightly whilst leaning slightly towards the opponent, releasing a mist that slowly travels towards the opponent. If it makes contact, the opponent cannot block the Mist Finer. The mist last for approximately six seconds if it makes contact, and it cannot be blocked. However, if Johnny is hit during its release, the mist will not appear at all. Aside from that, it does have a long start up which makes it hard to perform at times. Try performing it over a fallen or cornered opponent though. The mist has about 1 character length's distance and travels pretty slowly. It is an essential move for him at higher levels of play though. Divine Blade - (DPM+S, then S or in Air, QCF+S) Johnny does a leap forward, similar to a short super jump. When slash is pressed again, Johnny will slam a thin pillar of fire down, reaching from ground to Johnny. If done in air, Johnny will do the Pillar of flame only. Good as a corner escape move, or as an aerial surprise. It has virtually no horizontal range though, so try to do it when directly overhead. Leap is fast, but low, so it maybe easy to counter. The air version is a good combo ender, for air combos obviously. Glittering Gold - (QCF+HS) Johnny casually throws a coin towards his opponent. Basically recycled Punch animation with an added coin. The coin travels at a parabola towards the ground, and doesn't really move that fast. It can be combo'ed from ANY normal attack though, as well as hit opponents on the ground. It can negate weak projectiles, but Johnny only has Eight coins, as indicated above the Tension gauge, per round. The purpose of this move is to level up the Mist Finer. Each coin that hits will level up the Mist Finer by one level, where it requires 2 to push it to the Highest. However, regardless if it made contact, performing the Mist Finer will reset the level. The level the move is at will show quickly underneath the coin counter when a coin hits or Mist Finer is performed. Core of Johnny's offensive efforts. It seems to have amazing priority, stopping many attacks cold! Tsubame Fang - (HCF+HS when in air) Johnny does an aerial version of the mist finer, where a long trail of flame is formed. He doe a HS looking slash, where the trail of fire follows in the path. Good for air to air combat, but most importantly, as his air combo ender. A good, useful move to Johnny's already powerful arsenal. Mist Finer Attacks ------------------ Mist Finer - (QCF+P/K/S, HS to cancel.) Johnny whips out his sword and does an extremely fast slash towards the opponent. The button can be held down, making Johnny enter a Battou-stance. Releasing the button will cause Johnny to whip out his sword, hitting the opponent *immediately.* The core move along side with the Coin toss for Johnny. Johnny can move back and forth whilst in the Battou-stance, but he cannot defend nor do anything other than move. Pressing Hard Slash will cancel the attack. Note that Johnny moves very slowly and is totally vulnerable attacks such as projectiles. This move has virtually no lag in execution, but some recovery time as Johnny re-sheaths his sword. Even then, I've seen the AI pull of multiple Mist Finers without a pause in between, so the recovery time is virtually nil. The Mist Finer can be levelled up with the Glitter Gold move. Level 1 Mist Finer - 0 Coins - Standard 1 hit attack. Level 2 Mist Finer - 1 Coin - Looks like Level 1, but does more damage and the opponent cannot recover in the air from it. Level 3 Mist Finer - 2 Coins - Does a nine-hit Mist Finer. Button used really makes no difference, since it tends to hit high and low, but with a certain start up in the direction. Mist Finer - High - (QCF+P) Johnny does an upwards angled slash. Hits air borne opponents and will knock the enemy across the screen. Does the most damage, but has a tendency to miss ground opponents from far away due to angle. Use for anti-air purposes. Level 3 does almost as much damage as his overdrive, as well as having the highest chance of interception. Mist Finer - Middle - (QCF+K) Johnny slashes directly horizontally at the opponent. Has the furthest range (almost three character lengths.) Will knock down the opponent but not launch them across the screen. Good for ground based opponents attacking or approaching Johnny. It hits high and low at Level 3, so it is very difficult to block. Mist Finer - Low - (QCF+S) Johnny slashes downwards. Good for hitting low attacks such as the Alpha Blade or the Viper Rush. Knocks down opponent and must be blocked low. Good as a surprise attack, but doesn't really give Johnny much cover. Level 3 does 7 downwards slashes, 1 horizontal, then last slash downwards. Does the least damage out of all the Mist Finers. Overdrive Attacks: ------------------ Johnny Special- (HCB, F+HS) Johnny does a slash upwards. If it connects, Johnny will drag his sword across the opponent in the shape of a "J"; Johnny then twirls and sheaths his sword posing. The J explodes and blows the opponent away. This is the only Overdrive Johnny has, and it is the only one he needs. It has supreme priority over virtually any move (non projectile) and hits air and ground opponents. It is easy to link into, even from his throw, and easy to pull off. Aside from that, the main weakness is that it does little damage in comparison, and may miss small ducking opponents. Johnny will always be on the left hand side of the screen, regardless of where it is performed. Good for escaping or placing opponents into the corner. It has the same range as the end of his Standing HS. Instant Kill Attack: -------------------- Joker Trick -(QCF, QCF+HS) Johnny flings a card towards the opponent. If it hits, the opponent is transformed into a giant playing card (character in dizzy animation as face on card) and Johnny does a downwards circular slash, cutting the card in half. Numerous problems with this move. The card travels pretty slowly, and it travels at Johnny's shoulder height. This means that it TOTALLY MISSES short characters; Zappa, Chipp, Baiken, May, and so forth. The only choice is to hit them in the air, which is near impossible. Stick to the other methods. Synopsis: --------- Even more powerful. Who would have thought that? Johnny isn't very mobile, and given it is for balance reasons, it is easy to imagine how powerful he is. The core of his game is the famous Mist Trap, where Johnny traps the opponent with his Bacchus sigh and the Level two Mist Finer. The level two Mist Finer cannot be air recovered, thus, ensuring a knock down. Johnny then does a Bacchus Sigh over the fallen opponent, which is also unblockable and repeats the process with a Glitter is Gold move. Alternatively, Johnny can work with his gattling combo, but unlike the other characters, his tend to be air born launching from his F+K, then linking into P, S, K, S, K, then Tsubame Fang. Another, more tricky method is to use his Mist Finers to keep the opponent away, but that requires quite good reflexes and anticipation. Nonetheless, Johnny is a very powerful character with excellent moves. -------- Ky Kiske ======== Command Moves: -------------- Elbow - (F+P) Ky does an extended elbow. Slower than the Punch, with same range. Side Kick- (F+K) Ky slides (steps) towards the enemy and does a side kick to the mid section. Good for annoying and pressuring the enemy, but it is pretty vulnerable. Turn Slash- (F+HS) Ky does a turning slash towards the legs of the enemy. Does two hits up close. Slower than the standard HS, but it can combo as well. Mainly used as combo filler. Throws: ------- Leaping Slash - (F+HS) Ky grabs the stunned opponent, does a small flip and slashes down onto the opponent, Special Moves: -------------- Stun Edge - (QCF+S) Ky whips his sword sideways, launching a crescent of electricity towards the opponent. Looks similar to Sagat's Tiger shots. Comes out pretty fast, and mainly used for zoning the opponent. It is extremely eay to avoid in this game though, so try to launch it from far away or within combos. Aerial Stun Edge - (in Air, QCF+S or HS) Ky does an Aerial Version of the Stun Edge. The slash is aimed steeply downward though, so don't expect to hit anyone from full screen away. The Heavy slash version is more horizontally angled, and may miss the opponent totally. At full screen, it can usually hit average height characters (Axl, Sol etc) right in the head. Typically used for air encounters. Both are good for surprises or making the opponent whiff their anti-air counters. Ky gets boosted slightly upwards and is vulnerable when landing, since he cannot be controlled. Stun Edge Charge Attack - (QCF+HS) Ky charges up and does a large version of the stun edge. This version is much longer (about 2 character lengths) but travels slightly slower and has a slight delay before it. I think it cancels out other projectiles as well. Ky can actually run after this version and hit the opponent the same time the projectile does. Vapor Thrust - (DPM+S or HS) Ky does an overhead arcing slash of electricity whilst leaping upwards. Basically his uppercut type move, where the Heavy slash travels further up. It can hit grounded opponents though, but misses some crouching opponents. Can be used in combos. Moves pretty fast, but has long recovery time when landing. HS can go double jump height, so it is recommended it is used in combos or absolutely sure you can connect. This move can be done in midair. Useful if the opponent manages to jump that high, which I have no idea on how. Stun Dipper - (QCF+K) Ky doe a sliding kick and ends with a slash to the opponent. He will do the slash regardless if the first part hit at all. Comes out pretty fast and must be blocked low. Useful for surprise attacks or in combos. However it is vulnerable if blocked or missed. It can slide under some attacks though. Crescent Slash - (QCB+K) The move is different than the Guilty Gear X version. Instead of doing a backwards flip, Ky now does a forward air summersault, doing a flying arced slash downwards. It hits as an overheard attack and is pretty fast. Excellent for pressuring the opponent. The move does have a slight recovery delay when he lands, but it is still a great move to rush the enemy with. A vast improvement over the old move. Overdrive Attacks: ------------------ Ride the Lightning -(HCB, F+HS) Dashes towards his lightning in a huge circle of electricity. Multiple orbs of lightning encircle the larger one. Does 5 hits up close, and less from further away. The diameter of the globe is about character height, but it is pretty much invincible to almost anything Non-Dizzy (final boss.) Comes out fast and can travel full screen, but the opponent can see it from a mile away as well as block it easily. It moves pretty fast though, but it is better used as a counter or within combos Sacred Edge - (QCF, QCF +P) Ky is now officially a black hole of boredom, where a Boredom star collapsed on itself to form a vortex of Boring known as Ky Kiske. Using the recycled sprite of his Instant kill and F+S attack, Ky stabs forward, where a more refined, large and blade-like projectile (similar to Charged Stun Edge) forward. It comes out as fast as his stun edge and will defeat all other normal projectiles. It can be used in combos as well. Practicality over Appearance I suppose. Instant Kill Attack: -------------------- Rising Force - (QCF, QCF+HS) Ky stabs the enemy with a gigantic bolt of lightning. Similar to his slash move, but encompasses with a very large beam of lightning. Has long horizontal range and comes out instantly. Useful but pretty lame really when compared to the others. Can be a good counter, but you would have to either get into destroy mode and perform the motion really quickly, or be in destroy mode in advance. Has high priority though, which most of the other destroy moves does not have. I think the boring moves kills the enemy instead though. Synopsis: --------- Boring, but a very well balanced character. Seems to go hand in hand now and days. He is a very strong character, with good combos as well as strong defense. He is average in speed though. Think of him as the typical Ryu character in the Fighting game. Zzzzz. ---- May: ==== Command Moves: -------------- Hard Punch - (F+P) May will do a harder punch, leaning into the attack more. Will hit the opponent to the opposite end of the screen if it connects. Anchor Smash - (F+HS) May will hit the opponent harder with her Anchor, leaning into the attack more. Hardly noticeable. Special Skill - (D+HS in Air) May hits the opponent with the anchor. Hardly noticeable either. Throws: ------- Hurl - (F+HS) May does not vomit, but instead, grabs the opponent and flips them backwards into the air. Easy to follow up. Special Moves: -------------- Mr. Dolphin!: Horizontal - (Charge B, then F+ S or HS) A dolphin will appear from out of nowhere, and May will ride on its back, smashing into the enemy. Great move for May. Comes out fast, and recovers at a very safe distance. It has good priority, but the main weakness if that it is a charged attack, forcing May to pace her attacks every now and then. It can be comboed into though. Slash will travel about 1/3 of the screen, where as Hard slash will travel about 2/3. Mr. Dolphin!: Vertical - (Charge D, then U+S or HS) May will ride on a dolphin again, but this time in an arc towards the opponent. Restive Rolling - (DPM+S) - Can be done in air -Change Direction - (Any direction + Slash) May will launch into the air, spinning around with the anchor. Good for anti air attacks. May can be controlled with the direction pad, spinning around the screen like a sugar hyped monkey. Good for...flying around like a sugar hyped monkey. Applause for the Victim - (HCF+ P, K, S, or HS, hold to charge) A dolphin will appear from the ground, flying upwards and diving down. Similar to a fountain or something. Good for surprise or ranged attacks, but main purpose is to snuff attacks and to contain the opponent. Great move to stop aggressive opponents from far away. The attack button used will determine where the dolphin will appear. Punch will make it appear right over May, where Kick will move it slightly forward. Slash will appear mid screen, where as Hard Slash will appear full screen. Think of it like Goenitz's tornados or Shermie's kisses. Overhead Kiss - (HCB+K when near opponent) May will grab the opponent, hurl them hit into the air, then bounce them backwards with her knee. Acts as a command throw, with grappling priority. Good for close combat or for getting out of corners, since it will throw them to the other side of the screen. Overdrive Attacks: ------------------ Ultimate Whiner - (HCB+HS) May will smash downwards with her anchor. If she connects, she will spin her anchor around like a windmill, bashing the opponent into oblivion. The attack will not continue if she misses the opponent totally. If the opponent blocks the initial attack, May will still continue with the rest of the hits. Easy command to do, making it great for combos as well as close quarters combat. Great Yamada Attack - (QCF, QCF+S) May will call forth a giant, pink whale which dives right at the enemy. Supreme priority; beats out every move in the game or at least will trade slightly damage if they do it first. Acts as a projectile, and can beat out any other ones. I have seen this beat out Dizzy's Gamma Ray attack at times. Does a lot of block damage too, but hits only once. The whale covers the entire screen, making it rather difficult to avoid. Comes out fast and has no recovery time. Excellent counter or ranged overdrive, snuffing attacks and getting the counter bonus. Super Heart Stopping Grand Typhoon - (HCB+S) May will spin like a top, smashing the opponent with her anchor. She will continue with the attack regardless of being blocked or missing. Does good block damage, and seems to be pretty invulnerable. Deals good block damage too. Good for combo ending and the like. Deluxe Goshogawara Attack - (P during Super Heart Stopping Grand Typhoon) Instant Kill Attack: -------------------- May and the Jolly Crew - (HCB, HCB+HS when near opponent) May grabs the opponent and knocks them down. The entire crew of the Jellyfish Pirates trample over the enemy, followed last by the granny, who trips and lands on top of the enemy. The only overdrive with a different motion, it acts as a command throw. Rather hard to connect with. Synopsis: --------- May is an often overlooked but very powerful character. Her dolphins are excellent at keeping the opponents at bay, curbing their aggression. Her range of her normal attacks seem to be lackluster, but they give a lot of good coverage for May. Most of her special moves have excellent recovery properties, but tend to be charge motion, thus, forcing May users to plan carefully. ------------ Millia Rage: ============ Command Moves: -------------- Flower - (F+P) Millia's hair opens and blooms like a flower, hitting the opponent twice. Rather slow move. Flip Kick - (F+K) Milla does a slow forward flip with her hair as support, kicking the enemy. Slow, but nothing special here. Hair Slam - (F+HS) Millia pauses for a bit, then slams down with a long whip of hair. High priority and range. Knocks down the enemy if it hits. Not as buggy as previous versions. Good for a last hit on combos for hitting them on the ground. Throws: ------- Poke in the butt - (F+HS) Millia impales the opponent with her hair. Hard to follow up, if even possible. Special Moves: -------------- Lust Shaker - (Tap Slash Repeatedly, or QCB+S) Millia's hair pokes at the enemy. Similar to Chunli's thousand kick. Great for combo ending, or just as a standalone move. Does a lot of damage for some reason. Slight aesthetic difference, where her hair looks sharper. The range seems to have been decreased though, but still a useful move for Millia. Since there are two ways to perform this move, players have more choice in where this move is used. Maximum Velocity Fall - (QCF+K when in Air) Millia will do a quick dive at the ground. Not much use aside from landing quickly or to position herself in a better position. Note that Millia can still be hit out of this, so use this with caution. Chances are though, since this is a very fast move, most people will miss it. Tandem Top - (QCF+S or HS) Millia does a spin. A green circle will form around her and remain for a second, hitting the opponent if they touch it. Slash version will form the circle immediately, and will knock the opponent far away. Hard Slash version will give the circle a delay, where the outline appears before the full attack appears. Millia is free to move about in this version, making it good for trapping enemies or combos. Good defensive move to have, adept at stopping attacks at come near Millia. However, Millia will pause slightly before spinning the circle with her hair. Tends to hit grounded opponents only, and will usually well placed air attacks. Bad Moon - (QCF+P when in Air) Millia will dive at the opponent as an attack, having her hair form a circular shield around her. Generally used as an air to ground attack. Try mixing it with the maximum velocity fall to confuse the opponent. Can be beaten with attacks like the Colcanic Viper or the Beta blade though. Travels pretty fast though, so it is still a useful move to have. Iron Saber - (QCB+P) Milla will hop backwards, then glide along the ground, riding her hair like a sharp surfboard. Some delay in the execution, but manages to catch a lot of people off guard (initially) since it must be blocked low. The move travels full screen and is rather fast, making it a good attack. Millia will bounce back slightly when the move is blocked, giving the opponent enough time to counter though. She tends to recover faster than most people think, so it is possible to counter their own efforts. Forward Roll - (QCB+K) Millia does a roll forward, able to pass behind the opponent. Millia is vulnerable when she recovers, and the Hard Slash version will travel further. Similar to Ken's roll from Street Fighter Alpha Series, but is not totally invincible. Generally used for positioning and passing behind the opponent. Secret Garden - (QCF+HS, then any direction +HS) Millia will strike a pose, summoning forth a big bubble which rises vertically upwards. The player can control the movement of this, and seems to be invincible for a period of time. Good for covering the screen, but Millia is totally vulnerable whilst doing this move. There is a long lag in execution as well. Overdrive Attacks: ------------------ Winger - (QCB, HCF+HS) Millia's hair will form wings, where she will fly upwards, then dive down at the enemy. If she hits the opponent with the rising animation, the dive hit is guaranteed to hit unless the positioning was a bit off. Great move overall to use. Can be used as anti air, or ground attack in combos or as a snuffing attack. The only weakness is that she lands right next to the enemy when the move is over, thus, if blocked, leaves her vulnerable to an overdrive of the opponent's choice. Nonetheless, still a good overdrive to use if time properly. Emerald Rain - (QCF, QCF+S) Millia will do an attack similar to her Tandem Top, but this time, the discs will launch at the enemy as an overdrive projectile. They follow each other pretty closely, but still far enough to cover the screen length. If one hits, the rest will hit as well. Good to use as a combo ender or general purpose overdrive projectile. Instant Kill Attack: -------------------- Iron Maiden - (QCF, QCF+HS) Millia sticks her hair into the ground. A portal will appear underneath the opponent, where spikes of hair travel upwards. Two giant, spiked braids of hair then cross the opponent in the shape of an 'X,' destroying the opponent. Note that although the portal will home in on the opponent, they can still block it. Still a useful overdrive to use. Synopsis: --------- Still quick and offensive as ever, Millia hasn't changed much aside from her Lust Shaker attack. On the same offensive power league as Chipp, Millia is a popular choice for a good reason. --------- Potemkin: ========= Command Moves: -------------- Headbutt - (F+P) Potemkin takes a bow. Supposed to be a headbutt of sorts. Kind of slow in execution and weak range in relation to the other moves. Lunging Punch - (F+HS) Potemkin leans back for a second, then lunges forward with both fists. Extreme range; almost 4/5ths of the screen. Some delay in execution, but good for out of the blue attacks. Knocks down opponent if connects. Sit - (D+K when in Air) Potemkin tries to hit the opponent from the air with his ass. Literally. Short range, mainly used for hitting ground opponents. Good for connecting to the Potemkin Buster. Throws: ------- Toss - (F+HS) Potemkin grabs the opponent with one arm and casually flings them behind him. Special Moves: -------------- Mega Fist: Front - (QCF+P) Potemkin does a small jump forward, with both fists aimed downwards. Does not knock down the opponent though, but it does leap at jump height. Good for counter or stand alone attacking. Executes quickly, so the opponent might not have time to counter against it. Mega Fist: Rear - (QCB+P) Does the same as the other Mega Fist, but this time, jumps backwards. Good for hitting opponents who are rushing towards Potemkin. Aside from that, same as the other version Sliding Head - (QCF+S) Potemkin falls over, shaking the screen. Knocks down grounded opponents, but does not do damage. If close enough, the falling animation of Potemkin will do some slight damage though. Potemkin will always recover faster than the fallen opponent, but it will miss opponents who are off the ground. Good for buying some time, or interrupting their attack. Be careful though, since they can just jump towards you to avoid it, leading to a very nasty combo. Hammer Fall - (Charge B, then F+HS) Potemkin rushes forward, and smashes the opponent between his fists. Potemkin has a one hit autoguard during the rush animation of the move, but can be stopped with multi hit attacks. Has pretty high priority and does good damage. Useful for getting close to the enemy as well as getting the counter hit from hitting poking enemies. The recovery time is pretty bad though, so it leaves Potemkin open. -Hammer Fall Break - (P during Hammer Fall) This will cancel the attack. Use it to fake out the opponent or if it looks like Potemkin is moving into danger. Potemkin Buster - (HCB, F+P when near opponent) Potemkin grabs the enemy and hoist them over his shoulders. He flies into the air and slams them on his back when he lands. Probably the most powerful special move in the game, Overdrive attacks aside. The move is a bit funny in a sense, in which it is impossible at times to grab an opponent after an attack, such as a punch. However, it has Grapple move priority, in which it will beat out virtually any move up close aside from Burst and so forth. It has a few frames of invincibility as well during the start up of the move, but if whiffed, Potemkin will go into a missed animation, vulnerable to counterattack. Even though the animation is short, since the opponent usually will be close to you it makes counter attacks easy and potentially nasty. Nonetheless, use it when the opponent whiffs an attack, or does something stupid. It is possible to just walk into attacks and grab them, assuming they don't combo it into a special move. F.D.B - (HCB+S) No idea. Forgot. Something to do with reflecting projectiles. Or was it? Heat Knuckle - (DPM+HS) Potemkin raises his arm to a 45 degree angle, and if it hits, will 'explode' the enemy in his hands with those bullets he has in his gauntlets. Good for anti-air move too. It can miss ground opponents unless you perform the move right next to them, so keep it as anti air. -Heat Extend - (HCB+HS during Heat Knuckle) Potemkin will add an extra hit. Don't see why you shouldn't do this. Overdrive Attacks: ------------------ Giganter - (HCB, F+HS) Potemkin will create forth a 'window' of sorts that slowly travels towards the opponent. If it hits the opponent, the opponent will be stunned. The distance is about 1/2 screen though before it disappears. It beats out virtually all attacks, aside from Projectile Overdrives. The main purpose is to create a defensive shield for the follow up, but you might want to keep this and make your own combo. One trick is to do the Instant Kill once the Giganter dizzies the opponent, but it requires quite a lot of speed before the opponent recovers. -Gigantic Bullet - (HCF, HCF+P) during Giganter Potemkin will charge each fist with fire, then dash forward and smash into the opponent. It is pretty fast in execution, but the enemy can move about during the animation. The priority is overdrive status, meaning you can beat out a lot of moves. The only problem is inputting the command, since it has to be inputted right after the Giganter command. Heavenly Potemkin Buster - (QCF, QCF+S) Potemkin will leap into the air. If he makes contact with the opponent, he will perform an aerial version of the Potemkin Buster for more damage. The priority in this move is okay, mainly used for jumping opponents with a normal attack. However I have been air thrown out of this on occasion, so... use it to your own discretion. Instant Kill Attack: -------------------- Magnum Opera - (QCF, QCF+HS) Potemkin will pose whilst his collar and gauntlets vaporize away. If the opponent touches any part of Potemkin during this (aside from blocking,) they will be hit by the rest of the attack. The enemy is then launched into the air and Potemkin gives his Fist a kiss before punching the enemy into oblivion. Personally, I found this to be quite a good Instant kill attack. Just move close to the enemy, and perform the move. Most likely you will snuff their wake up attack with this move. The start up animation is pretty slow though, especially the Instant Kill activation animation. Synopsis: --------- Potemkin is the big grappler guy for Guilty Gear. He is the least mobile, as he cannot dash and the obvious fact that he is slow. Still, he does the most damage with his attacks, and takes the least as well. It is pretty clear how to play with him, given his grappling style. -------- Slayer: ======== Command Moves: -------------- Bat Stamp - (D+HS) Slayer does a stamp forwards, causing a splash area of bats around his feet. Excellent move, since it covers both in front and behind Slayer. Rather high priority as well, since the bats have minor projectile status, beating out most physical attacks. Knocks down and may launch on counter hit. Throws: ------- Smoke in the Face - (F+HS) Slayer blows a puff of smoke into the opponents face from his pipe, and trips them from behind. Hard to follow up. Special Moves: -------------- Feint - (F+K, hold K) Slayer appears to do his normal Kick, but doesn't actually do it. He does the full spin, but does not extend his leg. Useful for feinting... Dandy Step - (QCB+P or K) Slayer does a blurred dash backwards, and will dash back to original position unless an attack button is pressed. Slayer will do a different attack according to button used. Quite similar to Vanessa from the King of Fighters in a sense. -Pile Banker- (During Dandy Step, P) Slayer dashes forward with a straight looking punch. Kind of a nifty pose, similar to Mega Mans charge shot pose. Knocks down enemy, but can be followed up with an attack. Rather fast and straight forward attack, since Slayer performs a single punch. Good for counter hits or snuffing attacks. The priority on this seems to be okay. Projectiles and attacks like the Grand Viper will beat this clean though. -Cross Wise Heel- (During Dandy Step, K) Slayer does a double kick, launching the opponent. Looks similar to Kyosuke's Shadow Cut Kick, or Charlie/Nash's Flash kick. Slayer can follow up with this move with an overdrive or what ever he wishes. The range is a bit short and the recovery time seems to be pretty bad, leaving Slayer rather vulnerable. Still, a great move since the follow ups can be excellent. As with the Pile Banker, the priority on this move seems to be pretty average. Nonetheless, feel free to whip this out when the opponent is being stupid. -Under Pressure- (During Dandy Step, S or HS) Slayer does a double punch, similar to Sol's Tyrant Rave Beta animation. He does an uppercut in the enemy, but slams his fist downwards on the enemy, bouncing them off the ground if successful, allowing a follow up hit. The window of opportunity seems to be smaller, but harder for the opponent to recover from. The second hit seems to be an overhead attack. -Late Rejuto - (During Under Pressure, S or HS) Slayer follow s up with another attack. Do this if you don't think you can follow up with a good attack. Mapper Hantzsch - (QCF+P or K) Slayer does a dashing punch at the enemy. Punch version travels shorter range, where as kick will travel further. Looks like he is really leaning into the punch. Pretty fast execution, but does not knock down opponent. The recovery time for this, as one can imagine, is pretty bad. Try to do this in combos, or at least pull the punch version for normal attacking. The Kick will continue traveling its full distance even when blocked, allowing the opponent plenty of time to consider what to retaliate with. Blood Sucked into Outer Space - (When close, HCB+HS) Slayer grabs the enemy and sucks their blood. Works as a grab, thus, is unblockable. It will stagger the opponent when it connects. If he misses, Slayer will go into a 'miss' animation, where he is temporarily vulnerable. Good for upclose combat. I reckon you could pull this off if you recover right next to the opponent, but you'd have to be real quick with it, and the opponent would have to be somewhat slower. Depends on the character really. It can be followed up with some really nasty attacks too. Under Tow - (HCB, F+P) Slayer leans and turns back for a while, then does a turning back punch, with pyrotechnics. Very slow in execution, but there must be a purpose to this move. Personally I don't know how to use this move properly. Foot Loose Journey - (QCF+K when in the air) Slayer will make his skirt do a spin. Seriously. He makes his skirt which appears from nowhere spin around his waist, like a saw. Short ranged too. Combo-ender basically. Overdrive Attacks: ------------------ Dead on Time - (HCB, F+S) Slayer does a rushing punch, similar to the Mapper Hantzsch but with more damage and faster execution. Easily comboed into, but has a pretty long recovery time. The range for this move appears to be full screen, but opponents apparently can duck under the move, making it whiff totally. It only hits once, and will knock down the enemy. Pretty hard to hit with as a standalone attack; really meant for a combo ender. Eternal Wing - (QCF, QCF+HS) Forgot what this does. Falling Perpendicular Type Dandy - (When in Air, QCB, QCB+S) Slayer dashes at a 45 degree angle upwards, slamming into the enemy. Good for air to air combat, or air combo ending. Nothing special aside from that. Slayer is vulnerable on the way down though. Instant Kill Attack: -------------------- All Dead - (QCF, QCF+HS) Slayer will dash towards the enemy. If he makes contact, the screen will change to a portrait shot of Slayer, reciting a Haiku. Apparently the lines are different each time, or at least mixed and matched. Synopsis: --------- Slayer is a surprisingly fun character to play as. He plays similar to Vanessa from the King of Fighters, but with a slight twist. His playing style is somewhat original, seeing how his dash can travel through attacks and the opponent. His main weak point is that he has bad recovery time on his moves, but his potential for destruction is very high. Can't beat his style or gait as well. He can combo like Jam to a degree, linking in a couple of his special moves. Try using him for a "good time." ----------- Sol Badguy: =========== Command Moves: -------------- Gut Punch - (F+P) Sol does a punch to the gut of the opponent. Somewhat slow, but same range as his normal punch (slightly more at most.) If it hits, the opponent will be launched away. Downwards Slash - (F+HS) Sol will do a chop downwards with the Fireseal. Good coverage and speed, but mainly used for hitting downed opponents to restart his bastardly long combos of death again. Throws: ------- Head Butt - (F+HS) Sol grabs the opponent, then head butts them away. Pretty slow move to complete. Good for wasting time though. Special Moves: -------------- Gun Flame - (QCF+P) Sol stabs the Fireseal into the ground, where an eruption of fire travels towards the enemy. It does not reach full screen, but rather at waist height for two and a half character lengths. It negates projectiles and overrides any physical attack that comes into contact with the flames. If it hits the opponent, it will launch the opponent away. A pretty useful move for Sol. It comes out quickly, but he remains vulnerable for the entire duration of the move. Nonetheless, it is a very useful move, good for pressuring the opponent in the corner or as a defensive move. It can also be comboed into as well. Fake Gun Flame - (QCB+P) Sol stabs the Fireseal into the ground, where an eruption of fire DOES NOT travels towards the enemy. It's a fake out move. Don't see much point to this. Volcanic Viper - (DPM+S or HS) - Can be done in air Sol does an Uppercut type move. Nothing special here. The HS version travels higher, doing slightly more damage but having longer recovery time. Both versions can be done in the air, making it useful for air to air combat, combo ending, or hitting birds that fly that high. It has pretty good priority, but only vertical range. It can beat out quite a few non-projectile moves, making it the standard Dragon punch move in the game. -Knock Down - (QCB+K) after Volcanic Viper Sol adds an extra kick in after the Volcanic Viper for extra damage. Similar to K' kick after his Crow Bites move. Grand Viper - (QCB+S) Sol rushes along the ground engulfed in flames. Upon making contact with the enemy, Sol continues to rush forward then finish with an upwards attack, similar to the Volcanic Viper move. The move must be blocked low, and can travel under high projectiles such as the Stun Edge or Stinger Raid. The move has excellent priority, but leaves Sol extremely vulnerable if blocked or whiffed. It travels at a fair speed, so use it as a counter only when up close. Nonetheless, it is a staple move of Sols, in combos and out. Bandit Revolver - (QCF+K, hold K for continued attack) - Can be done in air Sol does a leaping tornado kick at the enemy. It travels at jump height and is quite fast. Holding Kick will include a flame attack at the opponent. Hits as an overhead attack, and can travel over some low attacks. The recovery time on this move is okay, since Sol will hang in the air for a while leaving him vulnerable. Use it as a pressure move for defensive opponents, or to mix up the attacks. It can also be done in the air, but the priority isn't that good for air to air battles. Riot Stamp - (QCB+K) Sol leaps backwards onto the edge of the screen, then bounces off with a flying kick towards the enemy. Fast move, safe recovery. The funny thing is that it takes a long time to perform, but not many people will actually counter it due to its high priority. If blocked, Sol lands a pretty safe distance away from the enemy. The AI always gets hit by this move for some reason. Wild Throw - (DPM+K when near opponent) Sol grabs the enemy and throws them to the other side, bouncing them off the ground. The enemy lands right next to Sol, and cannot be recovered from. This leaves the enemy free to a follow up attack. Good for up close attacks. Chaff Neal - (HCF+HS) Sol slides forward with a straight forward looking punch. Some small pyrotechnics, but nothing special. If hit, the enemy will fly backwards and bounce off the edge of the screen, similar to the Critical Wire Attacks from the King of Fighters 2001. Somewhat fast execution, some recovery. Good for combos. Overdrive Attacks: ------------------ Dragon Install - (QCB, QCB+S) then (DPM+HS -Optional) Sol charges up and flashes red. During this duration, Sol's speed doubles, making his attacks and movement twice as fast. If he performs the HS Volcanic Viper, it will be a supercharged version, with a long trail of flames traveling up to the top of the screen dealing up to 10+ hits and lots of damage. It is possible for Sol to juggle the opponent with multiple Volcanic Vipers in the corner. This effect lasts for approximately 10 seconds, in which afterwards, Sol will kneel down stunned for a second or so, totally vulnerable. Nonetheless, if you feel that you can pull of some nasty combos and beat the opponent, this can be a better choice. Tyrant Rave version Beta - (HCB, F+HS) Sol does an uppercut punch at the opponent, then slams forward a huge spinning ball of flame, covering a large section of the screen vertically. Essentially the same as the pervious version, but only different in animation. Excellent move for Sol, as it combos virtually after any move, and has extreme priority. The only disadvantage is that it has a short range, about one character length. However, it has a lot of vertical range, covering about character height. It is probably the best general Overdrive for Sol, and one of the best in game. Instant Kill Attack: -------------------- Napalm Death - (QCF, QCF, HS) Sol does a leap at a 45 degree angle, with a mesh of flames erupting from under him. That's about it. Pretty boring looking, but executes fast. Sol himself must make contact with the enemy to trigger the attack though. Synopsis: --------- The main character in a sense, Sol is a very popular character for a good reason. He is very well balanced, with some very powerful and useful moves. His combos are easy to perform and deals a lot of damage. He is a good beginners character, since his moves are easy to do and use, up to expert level. He can play a mix of extreme offense to good defense. ---------- Testament: ========== Command Moves: -------------- Backwards Hit - (F+P) Testament leans and turns his back slightly, hitting the opponent with the back of his scythe. Downwards Slash - (F+HS) Testament does a downwards gash with his scythe. Long range and coverage, but somewhat slow in execution. Good for defense. Ghost Arm - (DF+HS) Testament slides forward in a kneeling position, with his scythe transformed around his arm. Good for low attacking and combos. Throws: ------- Poke - (F+HS) Testament grabs the opponent and lifts them up with one arm. His nails then extend and stabs through the opponent. Testament glows red and his face appears skull like. This throw does a lot of damage, and will throw the enemy to the opposite side to which the direction was used. Special Moves: -------------- Phantom Soul - (QCF+P or K) Testament summons forth a floating skull. If it connects with the enemy, the opponent will have a 'target' symbol stuck on them, in which the Crow will attack at regular intervals. The only way to rid of this is to hit Testament with an attack, where Blocked attacks do not count. The skull travels very, very slowly, and the Kick version will set the skull slightly higher at chest level, where as Punch version will do the move at knee level. Good for keep away tactics, as it pins down the enemy and forces them to attack harder than usual. The only problem is getting the skull to connect. It appears to be blockable, but will cancel out virtually any attack. Good for interrupting or countering opponents. The three attacks are similar to the previous version; the crow will dive at the opponent, shoot feathers, or the Zio will appear right above the enemy and slash at them with a scythe. The attack done seems to be random, although they all behave rather differently. The crow dive is the hardest to avoid, since it is fast and almost instantaneous. The feathers are pretty fast, acting as a projectile as well, but easy to avoid if experienced and does the least damage. Zio in succubus form does the most damage, but easiest to avoid and the longest to perform. She will fly overhead, appear in demon form, then slashes them, making the attack rather long. Grave Digger - (QCB+P) - Can be done in Air Testament will lunge forward, and as the name implies, will 'dig' down with his scythe, stabbing his scythe downwards at the enemy. Has good coverage and priority. Good for combo ending or hitting the enemy from a far, or just as a general move. Note that the air version has little difference from the ground version aside from where it is performed. Exe Beast - (HCF+S) Testament will take a small bow, where a 'beast' of sorts will travel along the ground from behind the opponent and hit them. Great for a surprise attack or enemy's across the screen, since they will be hard pressed to see it coming. Good for pinning down the enemy with Testaments standing Slash attack, and always makes a good surprise attack. Note that Testament is pretty much vulnerable when he does his bow to summon the beast. Do this as a surprise move when the enemy is taking his or her time across the screen. The version where it travels from Testament towards the opponent has been removed. Warranted - (QCB+K) Testament strikes a taunting pose, where if the opponent hits him, he will disappear in a flash of blood and appear behind the opponent, hitting them for poison damage. The exact mechanisms are not understood, as I have had overdrives beaten out by this move, but at the same time, successfully hit Testament with a normal attack. The timing for this move seems to be very strict. Nonetheless, a good move to pull off for a rushing opponent. Note that the poison effect will end once Testament is successfully hit with an attack, or when 9 game seconds have passed. Hitomi - (QCB+S) Testament stands still whilst what looks like a breeze blows by, moving his hair and costume a bit. What actually happens is that he is somehow laying a Hitomi mine right where he is standing. When the opponent approaches that spot, a tree (!) will appear and hit the opponent. The tree reaches to about waist level. It is pretty slow though, so the opponent can see this and block. Good for surprise hits I suppose. Note that it will disappear once Testament is hit. Zein Nest - (QCB+HS) - Can be done in Air Testament does a little pose, turning his back slightly. When the opponent goes near, a red web of blood will appear at Testaments head level, trapping the opponent for several seconds. Testament can summon multiple webs (I never found the limit) and it can be done in the air. Great for trapping the opponent, since it is invisible until the opponent stumbles upon it. The priority of it seems to be quite good, since I've seen several moves trapped by this. Overdrive Attacks: ------------------ Nightmare Circular - (HCB, F+HS) Testament will raise his hand to summon forth a circular rune, where a demonic skull will shoot forward at the enemy. If it hits, it will poison the enemy. Travels full screen at character height level. Quite a good overdrive move, as it is easily comboed into as well as high priority. Good for punishing the opponent for a whiffed move, as well as a good combo ender. Try to let the poison damage run its full course though, since the opponent will be trying extra hard to hit Testament, thus, playing in a different style. It can it opponents on the ground as well. Master of Puppets - (QCF, QCF+HS) Testament transforms his scythe into a giant key and pokes the enemy. It think it symbolizes that he is opening the door to 'Useless Overdrives' since it is pretty bad as an overdrive. It comes out very slowly, has low priority, short range, and not much use. If it does hit, there will be three Hitomi mine counters right about his Tension gauge. The next three Hitomi mines that Testament summons will appear faster, do more damage, as well as have poison damage added in. However, it is better to use the Tension for his Nightmare Circular attack, since the Hitomi mines can be rather difficult to connect with anyways. Instant Kill Attack: -------------------- Seventh Sigh - (QCF, QCF+HS) Testament strikes a pose and tries to hit the opponent. If successful, the Zio will appear and poke them. Apparently the bed is gone in this version. Synopsis: --------- Testament is a very methodical player, requiring a lot of planning and thought for his attacks. He is a great pressure player with his Exe beasts and Grave digger attacks, as well as trapping the opponent. However, he has to plan his attacks extremely well, especially with the poison attacks. His trap attacks, the Hitomi mines and Zein Nest are useful for surprising the enemy but are pretty difficult to get the enemy stuck into. Try doing them over a fallen enemy to corner them. ------- Venom: ======= Command Moves: -------------- Cue - (F+P) Venom hits the opponent in the face with the other end of the cue stick. Circular Smash - (F+HS) Venom does a circular swing with his cue stick. It has great coverage, forming a hit range above and in front of Venom. Great for almost any defensive scenario. Of course use your common sense since it wont beat projectiles or anything like that. Turn Stab - (B+HS) Venom turns slightly to hit the opponent with the butt of his cue. Staggers the opponent if it connects. Throws: ------- Giant Pool Ball - (B or F+HS) Venom transform the opponent into a giant Pool ball. Venom doesn't do anything though but the opponent will mysteriously take damage and get knocked down anyways. You can hit the opponent though, where a slash or HS will launch them across the screen. Special Moves: ------------ Stinger Aim - (Charge B, then F+S or HS) A pool ball appears and Venom hits it towards the opponent. Slash version travels slower than the Hard Slash version. The button can be held so that it gets larger until it will automatically launch (button can be held for 3 seconds.) The maximum number of hits is 6, where each second held increases hits by 2. Venom is vulnerable though when charging up the shot. There is a very slight delay when launching the projectile, almost the fastest. The recovery time s the same as though. Good for zoning the opponent as well as in combos. Try to mix up the speeds to confuse the opponents. Against characters like Jam or Millia though, who can avoid them easily, try using the Carcass Raid move as well. Carcass Raid - (Charge D, then U+S or HS) Venom does a similar move as the Stinger Aim, but this time he directs the ball towards the ground. Slash version will bounce at a greater angle along the ground, being able to travel full screen before vanishing. It bounces at mid-screen, and will go upwards at an approximate 45 degree angle. Good for confusing the opponent as well opponents planning to dodge from far away. The Hard Slash Version is angled much closer to 80 or 85, where it bounces up and down close to Venom. The ball forms a W shape, where the first downwards hit is from Venom's strike. This is good for defensive purposes, if you predict that the opponent will jump in at the next attack. Makes good anti air as well. Use both versions to confuse the enemy. Mad Struggle - (in Air, QCF +S or HS) Vemon pause slighty in the air then dives towards the opponent in a diving kick manner. He does multiple jabs at the opponent on the way down. Venom can follow up with an attack when he lands, but leaves him vulnerable if blocked. Pretty good priority, as it can beat out most normal move anti-air attacks. The HS version adds a flip kick at the end of the attack. Not much difference other than that. Good for air to ground attacks, as well as pressuring the opponent. The delay at start up does make it risky though, but it is too short for the opponent to do much against. Double Head Morbid - (DPM+S or HS) Venom dashes forward and spins his cue stick at the opponent. The move hits high and can be stopped by low attacks or projectiles. Slash version travels a shorter distance in front of Venom, dealing 4 hits. Great for combos. Heave Slash version goes full screen and also does 4 hits, doing slightly more damage. Heavy slash version will hit automatically near the opponent, so he will not continue traveling when close. Vulnerable from far away, but travels very fast. Good for countering jumps as well as whiffed moves. It is vulnerable to low attacks though. A good move of Venom's. Due Screw Curve - (RPD+P, K, S or HS) Similar to the ball formation, Venom does a little dance before releasing the ball. Venom turns and does a pose with his arms outstretched to release the ball. The only change is that the 'dance' can hit the opponent for minor damage. Blue trails follow this version of the attack. Instant Movement - After Ball formation, (DPM+K) Venom will teleport to a summoned ball's location, assuming he is far enough for the teleport to register. About one or two steps away should be enough. Deadly technique if mastered. Ball Formation -------------- Ball Formation - (QCB+P, K, S or HS) - Can be done in Air. Vemon's expert moves. Difficult as hell to master, dominating if mastered. It is sped up significantly in Guilty Gear XX though, making it possible to bombard the enemy with snooker balls from afar. Aside from that, the only other real difference is aesthetic, in which it is now blue instead of red when launched. Venom materializes a ball from thin air. The ball will appear and stop according to what button is used. Up to four balls can be summoned, but each attack button used once. Depending on the combinations of button pressed, the balls will follow into different formations. Each ball will appear on screen for about 6 seconds before vanishing. The ball can be launched with almost attack, and angle depending on how it is it. Keep in mind the move takes a while to perform, and that Venom is totally vulnerable when doing it. Summoning a new ball away from another one will move the first ball to the new location. The timer on the balls do not refresh though. Note that you can perform this move in the air now. Each button has a specific formation rule; meaning using that button will move the balls into that formation. Using that button as the last ball will complete the formation. Other than that, the balls will shift according to the pattern until set. The pattern can still be changed after the four balls appear though. Using a Diagram, where Venom is on left, opponent on right at full screen distance. Punch - 99 O O /|\ /|\ / \ o <-ball at knee level / \ Kick - 99 o <-ball slightly above head level O O /|\ /|\ / \ / \ Slash - 99 O O /|\ o <-ball at waist level /|\ / \ / \ Hard Slash - 99 O O /|\ o<-ball at waist level /|\ / \ / \ Punch - Upwards Slope Formation Preference 99 o O o O /|\ o /|\ / \ o / \ Kick - Diamond Formation Preference 99 O o O /|\ o o /|\ / \ o / \ Slash - Triangle Formation Preference 99 o O o O /|\ o /|\ / \ o / \ Hard Slash - Downwards Slope Formation Preference 99 o O o O /|\ o /|\ / \ o / \ Overdrive Attacks: ------------------ Dark Angel - (QCB, HCF+S) Veomn lunges forward and launches a giant red globe towards the opponent. It starts off slow, but accelerates towards the opponent. Venom recovers and can follow up the Dark Angel right when it starts accelerating. It ends when it travels off screen, so Venom can continue moving forward so the screen will scroll, adding more hits. The most possible hits are approximately 30-40 hits. The Attack will eventually out speed Venom's dash, thus limiting number of hits. This is THE Overdrive of choice. Lots of hits, hard to avoid, easy to follow up. The opponent has little choice but to duck and defend. If they jump, they will either have to time it near perfectly to clear it, or double jump. Either way, try to force them back down in the way of the Dark Angel attack. The block damage on this move is huge, where if it connects from one side of the screen to other, it can do an Overdrives worth of damage. Towards the end of the move it does a lot of hits quickly. Try to catch up and mix up some attacks, like a full screen Double Head Morbid and so forth. I'm sure you can see the cheapness potential of this move. It beats out any projectile and cannot be cancelled or negated in anyway other than to hit Venom during the start up frames. Red Hail -(in Air, QCF, QCF+HS) Venom launches a hail of Pool balls down at the opponent. Repeated animation of Mad Struggle basically. Not as useful as the Dark Angel really. Useful for surprise moves, to trick the opponent into an anti-air move which Venom will counter. Aside from that, treat it like an aerial Overdrive projectile. Note that not all hits will actually make contact, and depending on positioning, very few will actually damage the opponent. Instant Kill Attacks: --------------------- Dim Bomber - (QCF, QCF+HS) Venom does a downwards slash, similar to his F+HS move. Upon contact, the opponent is transformed into a Snooker ball, along with it's miniaturized hair style. Venom then surrounds it with a complete Pool Ball set, in which he hits with his own white ball. The balls ricochet off and turn back to smash into the center character ball. Look pretty cool. It can only be done in close range though, and since the opponent will be more alert and careful, makes it hard to connect with. Stick to his other moves instead of going for this. Synopsis: ---------- Venom is a powerful character; be played two ways. The easiest and most common way is to use his Double Head Morbid as well as Stinger/Carcass attacks to harass the opponent. The slash poke has good range and speed, combo'ed into the Double Head Morbid. Use the Dark Angel whenever possible and follow up with that. Venom is quite fast, and his pokes, mainly the slash attack, do have good range and priority. One nasty tactic would be to use the block damage of the Dark Angel when the match is nearly over. The other harder and rarer way is to use his Ball Formation moves and herd the opponent into position for a simultaneous multi-hit attack. As one can imagine, this is extremely difficult to pull off, given the pace of the game. It requires controlling the pace of the game, the opponent, as well as the timing and formation of the balls. If done properly though, the opponent will be hard pressed to do much, since it is possible to hit high and low, making evasion and defence difficult. ------- Zappa: ======= Command Moves: -------------- Throws: ------- Special Moves: -------------- Hello Three Ghosts - (QCF+P) - When non-possessed A Random spirit will appear to support Zappa. Note that it is totally random; he can summon the Dog, Sword, Ghost or Raou (giant flaming armor, similar to a mix between Pyron and Hutzil from Darkstalkers.) Every time he does this move, three orbs will be added around him. If he has eight of these, Raou will be summoned for a short duration (approximately 16 seconds.) Ghost Possession: Way of No Return - (QCF+P) - Can be done in Air. Zappa will send one of the three ghosts towards the opponent. During this time, you can control how the ghosts attack by pressing the appropriate attack buttons. Note that if you send all three ghosts out, you will need to re-summon a spirit. The ghosts will towards the opponent, spinning like a tire. Comes out pretty fast, and good for pestering the enemy. Sword Possession: Painful, You say Painful - (QCF+S) -Sword Possession: It is Painful, so Admit it - (during You say Painful, HS) -Sword Possession: Falling Solving - (DPM+HS) -Sword Possession: Come closer and you will die - (HCB+HS) The Blade will fly up at a 80 degree angle, raising a fountain of blood. Good defensive move, similar to Captain Commando's Captain Collider. It reaches rather high, up to double jump height, but is about half a character size in width. Mainly used as a shield move. The recovery time seems to be average at most, so don't whip this out blindly. Dog Time - (Dust, or Dust + Direction) -Dog Attack - (During Dog Time, Dust) This is the main method in which the dog works. Use the Dust button to control him and his attacks. Pretty unique usage of the dust button I must say, but Zappa appears to lose the ability to dust attack the opponent whilst this is active. Raou Possession: Darkness - (QCF+S) -Raou Possession: Darkness Additional Attack - (During Darkness, P) - Raou Possession: Last Edgar - (QCB+S) Overdrive Attacks: ------------------ It's Alive! - (HCB, F+HS) Zappa bends back, when a cage of those funny looking black skulls appear around him. They then shoot forward towards the enemy, at about one and a half character lengths. Good defensive move. Similar to Marrow's Stinger Bones, but on a smaller scale. It can be comboed into as well. Rather high priority, but easily blocked if done as a stand-alone attack. Note that this will unsummon the current spirit Zappa has. Raou Possession: Uxmal Tongue Fracture - (HCB, F+S) Instant Kill Attack: -------------------- We Fear - (QCF, QCF+HS) S-Ko stands there like an idiot. If the opponent somehow gets in contact, the screen will zoom to a tree; the screen will then be full of static with a giant eye. Homage to 'The Ring,' so I've heard. Synopsis: --------- I want to slap the hell out of whomever named his Moves. Aside from that, he is a very, very confusing character to use. When I first used him I had no idea what I was doing, and thought I was doing something wrong. A particular Japanese magazine listed him as being the worst character in the game, and the VS rankings at the local arcade seems to agree too. ========================== Miscellaneous Information ========================== --------------------- Character Information --------------------- This section gives the various information, such as bios and storyline. ---------- Anji Mito: ========== Height: 183 cm Blood Type: B Weight: 68 kg Birthplace: Pre-destruction Japan Birthday: January 1st Eye Color: Black Likes: Vigorous sports, travelling Important Items: Faith, Freedom Dislikes: Demons, Sophistry Weapons: Stopping Fans (Fans) Personal Info: Just as his fighting style is smooth and dance-like, his actions are dictated more by feeling than by logic. His character is a combination of movement and silence. A straightforward man, he worries little of future consequences before acting-not because of optimism, but simply because he rarely thinks things through enough. Has little sense of justice, but isn't hung up about fighting against what rubs him. Enjoys playfully needling people as a way to seem friendly. Story: Anji is one of the few that have inherited the precious Japanese blood. Because there are only a handful of Japanese in this time period, they are under government protection. Thus, they are viewed as international treasures, and do not receive the same treatment as regular citizens. Within the Japanese community, there are those that accept this treatment, and those that reject it. Anji is part of the latter; rather than being concerned about the preservation of his race, he wants to regain his freedom as a human being. Because of this, he disguises his nationality and travels the world in pursuit of "The Man"-the creator of the Gears and the one responsible for the destruction of the Japanese people. However, he pursues him not out of hatred or revenge... Miscellaneous Information: l -looks a bit like Basara from Macross 7. -------- Axl Low: ======== Height: 179 cm Blood Type: B Weight: 78 km Birthplace: England Birthday: December 25th Eye Color: Blue Likes: Billiards Important Things: His girlfriend Megumi Dislikes: Preaching Weapon: Kusari-gama Personal Info: he eternal optimist. Rarely thinks deeply about matters, believing that everything works out eventually. His lust for amour knows no bounds. He does have the ability to calmly examine and solve problems, but that's just not his style. A kind man by nature, he can never find it in his heart to kill anyone-not even the most evil of villains. Story: Axl actually hails from the 20th century. Born in the slums, he placed himself in the middle of gang warfare to bring peace to the area, and with his extraordinary physical prowess he was able to achieve his goal-without any casualties-in six months time. Some time later, due to a cruel twist of fate, he was forced to travel 150 years into the future. Hoping to gain passage back to his own time, he entered the Tournament. Instead, he was sent to another time period for a year's time. During that period, he was bounced around in the time-space continuum for an equivalent of three years. Throughout his journey, he learned that in each time period, there were always rumors of another time traveler like him. Axl believed that by pursuing the traveller known as "The Man," he could come upon a way to go back to his own time once and for all. Sensing the presence of "The Man" behind the incident with the Gear, he decides to check it out for himself. Miscellaneous Information: -Character design seems to be a mix between Axl Rose and Billy Kane. -The Kusari-gama is a traditional Ninja weapon. What a British guy from our time is doing with one of these is beyond me. But then again... ------- Baiken: ======= Height: 162 cm Blood Type: B Weight: 45 kg Birthplace: Pre-destruction Japan Birthday: March 5 (assumed) Eye Color: Peach Likes: Drinking Sake Important Things: Sake Bottle Dislikes: Tanuki Ornaments Weapon: Katana Personal Info: A spirited woman and a devoted martial artist. Her femininity has been suppressed in the wake of her supreme goal. Gets in fights over tiny matters; shoots first and asks questions later. Holds her beliefs firmly, and will argue with anyone who disagrees with her to the bitter end. At the same time, though, she is capable of changing her mind if she's obviously wrong. Story: 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 burned into her memory was the image of a man standing in flames, surrounded by his creations. Standing amidst the Gears, he silently gazed upon young Baiken. She became acutely aware, even in the absence of evidence, that he was an enemy. Her memory of this event has not faded; she can vividly recall the carnage every time she closes her eyes. She continues on her quest to find "The Man," to exact her revenge... her people's revenge on him. Miscellaneous Information: -Looks a lot like Himura Kenshin from Rurouni Kenshin. In fact the MUGEN sprite was based on Baiken. -Baiken stops for a drink of Sake with Johnny every now and then. -She did NOT create the Gears. -------- Bridget: ======== Height: 158 cm Blood Type: O Weight: 50 kg Birthplace: England Birthday: October 26th Eye Color: Emerald Green Likes: Yoyos, Trying like a boy, Naps Important Things: Parents, Stuffed Animal Roger, Yoyo from father Dislikes: Weak muscles Weapon: Yoyo Personal Info: Although radical by appearance, Bridget generally appreciates the finer, more pleasant things. However, Bridget is a naturally happy person. His first priority is not to worry his parents, but with this, he sets off on his endeavour with his trusted yoyo. Story: Bridget is a well educated boy of a wealthy family, secretively brought up as a girl since it was a belief in his village that male twins would bring bad fortune. His parents having a sore heart since they couldn't bring him up as a boy, Bridget tries his best to show them that he is happy in life, but despite the sunny personality he grew from all his efforts, it was obvious that his parents felt more pain the more he looked happy under his current situation. Bridget figures out that the only real solution is to go to the root of the problem, which would be for him to live as a man, and bring enough fortune to the village to disprove the jinx, and decides to go after a bounty he sees in a poster. Miscellaneous Information: -Roger is the name of the teddy bear, if you haven't noticed. ------------- Chipp Zanuff: ============= Height: 183 cm Blood Type: B Weight: 67 kg Birthplace: Insists on Japan (actually USA) Birthday: February 9th Eye Color: Red Likes: Day Dreaming Important Things: Sleep Medication Dislikes: Nightmares, Mafia, Gangs, Yakuza Weapon: Wrist Blade Personal Info: Short in patience and long in fighting spirit. Takes a survival-of-the-fittest approach to life, and looks for the easy way out of everything except fighting, where his strategies are always exceptionally well thought out. Often flies into rages over trifling matters, although he's been working hard to hold his temper in check under his former master's admonitions. Wishes he could get himself to help others more often. Has a keen interest in Japanese culture from his former master, and possesses an image of that country that has little to do with reality. Story: In his youth, Chipp was addicted to drugs and worked for the Mafia as a buyer. Eventually, his drug dependency worsened to the point where he could no longer perform his job. No longer needed by the Mafia, Chipp was to be disposed of when a ninja, who later became his teacher, rescued him. Chipp began to open up to the man who saved his life, and became his apprentice. But, that peace was short-lived. Eventually, the Mafia killed the ninja. Trembling in anger, he vowed to take revenge on the Mafia. Unable to reach the final rounds in the tournament, he learned that his heart, skills and strength were still lacking, and devoted himself even more to his training. Upon seeing Justice's death, he realized that even the monster that massacred countless people was searching for help. This made him think about what a true helping hand was. It was then that he heard of a Gear that was not a threat to mankind. Miscellaneous Information: - -------------- Cranberry Jam: ============== Height: 163 cm Bloodtype: B Weight: Unknown Birthplace: China Birthday: February 8th Eye Color: Brown Likes: Cooking, Observation, Research Important Things: Kitchen, Youth, Beautiful Boys Dislikes: Indecisive and Ignorant Men Weapons: Fists and Kicks Personal Info: Annoying, self-centered, conceited and every bit a sore loser. Treats herself with kid gloves, but rains down hatred upon anyone weaker or more indecisive than her. (Rock stars, though, are excepted from this.) Although she may seem hung up on all the ideals she holds dear, she is actually a stark realist, able to look at things from a more ironic perspective. She uses this to hide her true self from others. Her singular battle style is a result of harsh observation and a strong belief that her way, and only her way, is the best. Story: Huma and Hanagata were both top-ranking restaurants in China, but their approaches were completely different. Huma's pride was in bringing joy to its customers through cooking filled with love, while Hanagata emphasized creating the most exquisite dishes using only the highest-quality ingredients. Even though they opposed each other like oil and water, they were both restaurants of high repute that every cook aspired to work for. Neither of these philosophies made any sense to Jam. She believed that their policies were nothing but hindrances to bringing delicious dishes to everyone. To prove that she was right, she needed to start her own restaurant. To obtain seed money, she seeks out the reward for eliminating the dangerous Gear. Miscellaneous Information: -Her name is supposed to be "Cranberry Jam" but most people read it as "Kuradoberi Jam." Of course reading it out loud it is obvious that it is "Cranberry." -Apparently she claimed the prize from the last tournament. With it she opened her own restaurant. ------ Dizzy: ====== Height: 167 cm Bloodtype: Unknown Weight: 56 kg Birthplace: Unknown Birthday: December 25th (assumed) Eye Color: Reddish-Brown Likes: Grooming Wings Important Things: Foster parents, Forest animals Dislikes: Poachers Weapons: Undine and Necro (Gears) Personal Info: Born from a Gear and a human. Her growth has been dramatic, and despite her appearance, she's only just turned three years old. Her thirst for knowledge is ravenous, however, and her mental age is already above 20. Separated from others, her distrust of humans is the only blemish upon her soul. Enjoys interacting with nature and other people, but hates warfare with a passion. Far from a pacifist, though, she sees the existence of humans and their destruction of the environment as just a part of a natural cycle-one that's dealt her a cruel fate to fight against. Story: It is said that when Dizzy was abandoned in the village as an orphan, she was just a human child. An old couple with no one to depend on took care of her. After half a year, the people of the village became scared of her because of the speed at which her body and mind developed. One day, Dizzy found that she had wings and a tail. It was then that the villagers decided to expel her as a Gear. But her foster parents did not agree, so they hid her in the woods, away from the people of the village. She was placed in an area called "the devil's living place," a place that no one dared to approach. Living alone there in a cave, her shelter was eventually discovered by humans and she was put away in confinement. The humans tried to hurt her several times but she always drove them away without seriously wounding anyone. To escape the cruel abuse, Dizzy finally decided to leave her dear old home... Miscellaneous Information: -The two wings on her back are gears; Undine is the female angel, Necro is the death wing. -She joined the Jellyfish pirates with Johnny and May. It is likely that she still live by herself at Verdant. -This means that she left Testament. ------ Eddie: ====== Height: 181 cm Bloodtype: A Weight: 68 kg Birthplace: Spain Birthday: January 28th Eye Color: Formerly Blue Likes: Understanding the language of flowers Important Things: Pride Dislikes: Women Weapon: Eddie (Shadow) Personal Info: A true assassin, cool-headed and brutal. His speech is moderate and prudent, but also scathing enough to show the listener who's boss. This is just an act of self-preservation, however, and deep down he is just another timid (or, to put it another way, vain) young man. There is still some goodwill left lurking within his heart. Story: Zato, the leader of an international organization of assassins, gained the ability to manipulate shadows in exchange for his vision. Originally a lowly assassin, he gained new power through a forbidden ritual, which allowed him to rise to his present position. The repeated battles of the last Tournament took their toll on him, however, and a shadow seized control of his body. The shadow was cognizant that it was created as a weapon and that its intentions of murder and destruction were only programmed instincts. It had developed a will of its own-the ability to break away from its cursed fate. This newborn soul could not understand humans, and was filled with loneliness. While in search for others like it, the shadow came across the rumor of the Gear. Miscellaneous Information: -Eddie is actually a weapon like a gear. Zato-1 was just the host for Eddie to grow. ------ Faust: ====== Height: 282 cm Bloodtype: Unknown Weight: 55 kg Birthplace: Unknown Birthday: Unknown Eye Color: Glowing Likes: Unknown Important Things: Unknown Dislikes: Unknown Weapon: Giant Scalpel Personal Info: Unknown Story: Faust was once a good man and a great surgeon-one of the best in the world. After committing a simple mistake that cost a young female patient her life, his mind broke and he went on a murderous rampage. He was captured and sent to a dimensional prison after taking the lives of scores of innocent people using the most indescribable of means. The previous Tournament gave him a second lease on life, and now he has returned to his former self. Wishing to punish himself for his past, Faust resolved to take his own life. Not only would this act finally atone for his sins, but he realized it was the only way he would be able to escape the painful feelings that haunted him day and night. But just as he was about to end it all, Faust learned that the young girl's death so long ago was no accident, but rather a cold-blooded murder carried out by a third party. Finally seeing the light, he now sets out on a new journey to discover the truth behind the girl, saving as many lives as he can along the way. Miscellaneous Information: -His overdrive, Shigekiteki Zetsumeiken or Gamble attack, actually translates to Scalpel enema, or so I've heard. Explains a lot... ----- I-No: ===== Height: 165 cm Bloodtype: AB Weight: 46 kg Birthplace: Unknown Birthday: November 25th Eye Color: Changes depending on the angle Likes: Having Fun, ?, Eagerness Important Things: Number one's a secret, Guitar (Marlene), Her Youth Dislikes: Uptight People, Milk Weapon: Guitar and Hat Personal Info: A mysterious woman whose identity is unknown, I-no talks to men with words of temptations that no man can resist, and laughs in her heart as she enjoys watching their reactions. I-no will poke her face into anything or anywhere she has interest in. Story: Everything about her, including identity and purpose, are unclear, Miscellaneous Information: -Named after Brian Eno. Modeled after Shiina Ringo (J-Rock star.) -Sent by 'That man' to eliminate all those who stand in his way. -Once had a relation with Sol, or so it appears. -Ex I-No swears much often...in fact a lot of her speech has been bleeped out. -Her hat appears to be alive...somehow. ------- Johnny: ======= Height: 184 cm Bloodtype: O Weight: 72 kg Birthplace: America Birthday: October 24th Eye Color: Blue Likes: Finding Female Companionship Important Things: Prized guitar collection Dislikes: People who don't get jokes Weapon: Shirasaya Katana Personal Info: Light-hearted in spirit and florid in tongue. Endlessly chasing after women. His apparent aloofness to the world is just a part of his foppish demeanor, and he is far more shrewd than he appears. Both knowledgeable and experienced, he can get past any tight situation without so much as breaking a sweat. Story: When Johnny was thirteen, his father-the only person who cared for him-was killed by a Gear. Johnny's reluctance to open his heart to others became stronger after this incident; his fear of losing love again forced him to withdraw into himself. One day, he discovered that there were many other orphans just like him, and came to realize that they might not be strong enough to continue on living. From then on, Johnny chose to follow his father's path and live as a man of compassion. It doesn't matter to him if they are humans, animals, or even Gears; it is his duty to help those in need. Johnny decides to visit the Gear in person, to see if he can offer support. He hides his intentions from his crew, telling them that he is going after the bounty. Miscellaneous Information: -Adopted Dizzy into the Jellyfish pirates. -Drinks with Baiken on occasion. -Has beef with Testament regarding Dizzy. -------- Ky Kiske ======== Bloodtype: AB Weight: 58 kg Birthplace: France Birthday: November 20th Eye Color: Blue-Green Likes: Teacup Collection Important Things: Smiles Dislikes: Sol Weapon: Thunderseal (Broadsword) Personal Info: Deadly serious, honest in work, truthful with others and devout in his morals. A firm believer in justice, eternally trying to help those weaker than himself. At the same time, he possesses a fragile mind that quickly erupts when he encounters anyone who breaks his rules or disrupts his order. In other words, he has a hard time dealing with freedom, a fact he has yet to realize. Story: A charismatic and talented swordsman, Ky was appointed as the leader of the Sacred Order of Holy Knights when he was only 16. Since the Crusades, he has worked in the police force to keep his vigil over mankind. Justice's final words at the Tournament made Ky realize that the "justice" he believed in only served human purposes. Ky, who believed all his life that Gears were inherently evil, could neither agree nor disagree with Justice's message. It was then that he received word of a Gear that had no intention of harming humans. To determine the true meaning of justice, he decided to embark on a new journey. Miscellaneous Information: -So boring. -Ride the lightning is named after the song by Metallica. ---- May: ==== Height: 158 cm Bloodtype: B Weight: 47 kg Birthplace: Japan (?) Birthday: May 5th (Date of Adoption) Eye Color: Black Likes: Thinking about Johnny Important Things: Johnny Dislikes: Baldness Weapon: Giant Anchor Personal Info: A mischievous and happy-go-lucky young girl. Her values are based completely around her consuming love for Johnny. (If Johnny was on one side of a scale and everyone else in the world were on the other, Johnny would still weigh more in her eyes.) This pure and childlike exterior belies untold strength; she can hoist up a ship's anchor by herself. Simple-minded and selfish, nothing can stop her once she gets an idea into her head. Story: Having lost her parents at a young age, May was picked up by the pirate Johnny and raised as a chivalrous bandit. Though she lived a rough life, over time she came to be charmed by her new guardian's kindness and broadmindedness. Ever since, her life has become completely dedicated to Johnny, and her reunion with him after the last Tournament brought her much happiness. One day, as Johnny's birthday was nearing, the crew decided to give him a present as a sign of their appreciation. Compelled by her growing feelings for him, May decided to give him a gift personally, in addition to the crew's gift. The problem was, she didn't have money... Soon after, she learned of the huge bounty put on the Gear, and decided to head for the new Tournament. ------------ Millia Rage: ============ Height: 169 cm Bloodtype: B Weight: 48 kg Birthplace: Village of Assassins, Russia Birthday: Orphaned (Unknown) Eye Color: Blue Likes: Chasing cats Important Things: Chastity (ed. Damn!) Dislikes: Zato, Losing Hair Weapon: Hair Personal Info: A cold, reticent woman, nothing ever appears to interest her. Indifferent towards her feminine side, perhaps because of her assassin upbringing. Sees everything in terms of black or white, and rarely makes a wrong decision. Although her mind is like a machine, there is still a little human left in her, and she is tormented inside by the recluse she has become. Story: Losing both of her parents when she was still a child, Millia was trained by a group of assassins to use her hair as weapon. However, her conscience would not allow her to murder innocent people, and as a result, she left the organization. Being constantly pursued by the assassins, she decided that it was more efficient to put an end to the organization than to run away from it. She entered the tournament to defeat Zato, the assassins' leader. Her plan was technically a success and she did gain her freedom, but her feelings-the guilt of causing her former master to be overtaken by a shadow and the fear of having to confront him again-still troubled her. Finally, out of her agony came a conclusion... "I must finish him off, once and for all." Miscellaneous Information: -Apparently she gets married or something from the end of Guilty Gear X. -She did NOT join the Jellyfish Pirates. Some people.. -Her name is listed as "Mill-ARage" on the versus screen. --------- Potemkin: ========= Height: 245 cm Bloodtype: O Weight: 656 kg Birthplace: Floating Continent Zepp Birthday: October 18th Eye Color: White Likes: Drawing Important Things: Pencil boxes that won't break even if trampled by a dragon Dislikes: Pencils that break under 4 tons of pressure Weapon: Fists, Gauntlet Personal Info: Fiercely proud and pure of heart. His giant, overpowering mass conceals a warm, gentle character, in love with all of nature. Justice is his creed, and he cannot bear to see other people suffer-even if he himself suffers the most. Always faces up to any adversity in his way, but never fights merely for the pleasure of hurting others. Story: Potemkin is a former slave soldier of Zepp, a militaristic nation that maintains a society based on science and technology. Having taken the rest of the slave soldiers hostage, he was sentenced by his superior to enter the Tournament. During the Tournament, he learned that a coup d'etat was in progress. In the end, the coup d'etat succeeded and Zepp was freed from its dictatorship. President Gabriel, Potemkin's former instructor, summoned him for a secret mission; to protect a Gear from the bounty hunters and bring it back safely to Zepp. Though Potemkin is unable to discern the mission's true motive, he decides to trust his former master, and accepts the mission. Miscellaneous Information: -His master, Gabriel (the person he salutes to) has a feud with Slayer. -------- Slayer: ======== Height: 185 cm Bloodtype: Special (Unknown) Weight: 70 kg Birthplace: Transylvania Birthday: October 31st Eye Color: Brown Likes: Haiku, Bloodless fights, Observing humans Important Things: Sharon (wife) Dislikes: Unromantic humans Weapon: Fists Personal Info: A gentleman who enjoys Haiku and having admirable fights without bloodshed, Slayer had a free-going personality as a leader and would let anyone do as they felt like. Story: Slayer is the retired original founder of Zato-1's guild. However, he let his guild have too much freedom, and it went into the wrong direction as an assassination squad. Having no interest but feeling responsibility to what led the guild to what it is now, Slayer returned to fix the guild which began to crumble from the loss of Zato-1. Miscellaneous Information: -Named after the famous band. -His wife is called Sharon. -Has feud with Gabriel, the man whom Potemkin salutes to. -His instant kill will give a random line each time, giving a different Haiku each time. ----------- Sol Badguy: =========== Height: 184 cm Bloodtype: Unknown Weight: 74 kg Birthplace: America Birthday: Unknown Eye Color: Reddish Brown Likes: Listening to Queen Important Things: Queen's "Sheer Heart Attack" Dislikes: Exerting himself, Trying his best Weapon: Fireseal (Sword) Personal Info: Sullen and unrefined; only speaks to others when absolutely necessary. This is reflected in everything he does, and his fighting moves, while rough and unpolished, are executed with absolute precision. Not a friendly man, but not an inherently evil one. Story: Once a subject of biological weapon research, Sol has spent the last 150 years living as a bounty hunter in order to conceal his past. His combat skills easily surpass those of his human counterparts, and he is immune to the affects of age. To avert further tragedy, he continues on his quest to find and eliminate all Gears and the scientist who created them. After the death of Justice, all the Gears around the world should have ceased their activities; upon receiving word of a still-functioning Gear, Sol sets out for the Tournament to investigate. Miscellaneous Information: -Head band says "Rock You" with reference to Queen. -Defeated Justice and Dizzy, but chose to let Dizzy go. -Was once a member of the Holy Knights, but went AWOL with Fireseal. ---------- Testament: ========== Height: 185 cm Bloodtype: Unknown Weight: 73 kg Birthplace: Switzerland Birthday: May 9th Eye Color: Red Likes: Thinking Important Things: Kliff Underson, Potatoes Dislikes: Sol, Saito-Ryu Martial Arts Weapon: Searing Fang (Scythe) Personal Info: A gentle-hearted and charitable man, willing to sacrifice everything to help others. He especially likes children, and has taken in several orphans in the past. To him, a criminal should not be punished for his crime, but forced to reassess his evil ways instead. His curiosity knows no bounds, but his hatred of violence borders on phobia. Story: Testament was involved in a conspiracy and converted to a Gear irrespective of his intention. Bearing strong willpower, he managed to maintain his consciousness and memory but was forced to conform with the command of "mankind erasure" which was implanted compulsorily, and as such, he turned his fang to mankind. With the death of Justice in the previous Tournament, Testament recovered his original character but was tortured by the depth of his sins and felt despaired to live on his life as a human being. He wandered around in despair, until one day he got lost in the woods and stumbled upon a place the people called "the devil's living place." It was there that Testament met Dizzy. After hearing the narrative of her life, her existence became his reason to live. The only thing he could do is protect her from enemies. Not for the destruction of his opponents but rather "to protect his precious one," Testament holds his scythe once again... Miscellaneous Information: -Half gear. Was in conspiracy to free Justice, but towards GGX, regained his 'sanity.' -Kliff Underson, from Guilty Gear adopted Testament. -Testament was once a member of the Holy Knights too. ------- Venom: ======= Height: 179 cm Bloodtype: A Weight: 66 kg Birthplace: Village of Assassins, England Birthday: Orphaned (Unknown) Eye Color: Blue Likes: Reading, Chess Important Things: Zato, Sympathy Dislikes: Blood, Those who oppose Zato Weapon: Snooker Equipment Personal Info: Although he works as an assassin, his mind is pure and he has trouble hiding things from others. His actions are calm and scientific, but his thoughts are more on the romantic side. Raised in a cold environment, he has few desires in life other than to preserve his own while he searches for some meaning to his existence. His hatred of murder comes from the heart, and taking human lives outside of work is tough for him to bear. Story: Orphaned at a young age, Venom was taken under the wing of a group of assassins. However, his sensibilities hindered his growth as an assassin. As time passed, he pondered the meaning of his existence. Before long, the organization saw him as worthless and ordered him to be executed. However, just prior to his execution, Zato, the new leader of the organization, recognized Venom's talent and spared his life. Venom pledged his loyalty to Zato out of deep gratitude for saving his life and giving him his raison d'etre. Zato soon fell out of favor, though, and rumors of his disloyalty abounded. Venom, who had served as Zato's right-hand man for many years, knew that this slander was not true, but the evidence against him was very strong. As doubts continue to rise, Venom receives some information regarding someone thought to be Zato, and departs to investigate. Miscellaneous Information: - ------- Zappa: ======= Height: 180 cm Bloodtype: A Weight: 66 kg Birthplace: Australia Birthday: June 16th Eye Color: Blue Likes: Finding a Wife, Diaries Important Things: Good Health Charm Dislikes: Anything scary Weapon: Lots of ghosts Personal Info: Whilst he looks slightly weak, Zappa is a very normal young man. However, since a child, he has been possessed by a female ghost, S-Ko, but with no memory of what has happened. Story: Possessed by a female ghost, Zappa's body gets utilized by the spirit in positions which aren't meant for the human body. Since the ghost uses his body to the excess, Zappa often wakes up with major damages done to his body. Mistakenly thinking that he has an unknown disease, Zappa hears rumors of a Godly miracle doctor named Faust, and decides to search for him before it's too late. Miscellaneous Information: -Named from Zappa...Frank Zappa. -Tribute to 'The Ring' apparently. Rather popular film in Japan. --------- . Stages --------- This section will detail the background stages of the characters. Usually, two characters will share the same stage, although there are exceptions obviously. Castle: A grey large castle. A giant skeleton in armour stands in the background, blending in with the already dark decor of the castle. There are several windows high above, but they do little to help the doomed mien of the castle. - Slayer's Stage. China: A street in front of a restaurant. Some partons can be seen in the background, and a row of houses on a mountain can be seen in the background. A waiter can be seen running around in the background, handful with dishes. A giant turtle is strung up to the right of the restaurant, looking like it will be served. -Cranberry Jam's stage. Colony: A scene overlooking a river. A giant Atlas-like statue is in the background, supporting the bridge. The moon is visible in the background, as some ghosts travel around the right corner of the map. The statue that used to be there has been removed, thankfully. -Anji, Baiken and Chipp's Stage. Garden: The courtyard for a series of chateaus. In the far off background, a series of elegant castles and chateaus can be seen. A fountain and a flower garden are visible in the background. -Millia's Stage. Hell: A surreal scene. Castle float in the background with a vortex in the sky. The foreground is a rocky flat surface, with a skull shaped rock in the background. -Eddie and Testament's Stage. London: A rainy street, with Victorian-esque people walking about. A grey looking stage really. Pretty drab looking, but plenty to look at in the background. A submersible is still visible in the background. -Axl's stage. Mayship: An armada of flying planes. Two planes are ahead of the main "Mayship," where the battle is taking place. Some pirates spectate. The words "Mayship" are visible on the body of the plane. -Johnny and May's stage. Nirvana: Now greenish in color, the giant gear in the background is now more active actively gnawing at the new restrains and chains. Cloaked figures float over the beast, chanting and casting spells. - Venom's Stage. Paris: The interior of a castle. Red carpet on the ground, with two stairways on both sides. Two knights stand at attention on both side. At the very back the door is open, revealing the storm outside. Pathetic fallacy to the duel inside... -Ky and Sol's Stage. Ruins: The remnants of a castle. The main chapel in the background has been flooded up to the roof. Fallen pillars litter the side of the left screen, where as the remains of a giant statue litter the opposite side. -I-No's Stage. Unknown: A red stage, with clouds flying past on the ground and on the sky. Plain looking background, but rather ominous. -I-No (boss) stage. Verdant: In the middle of a peaceful forest. Some cabins can be seen in the background, with a mailbox visible. Some animals are playing on one side, where as another side appears to have a giant cauldron. Seems to be calm and idyllic. - Bridget and Dizzy's Stage. Village: A street at dusk, illuminated by strange glowing crystals. A series of houses are in the background, heading off to other parts of the village. - Zappa's Stage. Zepp: Looks like a junkyard. Machines can be seen in the background, moving about. Lots of heavy machinery moving about. It is clear that the entire stage is flying in the air, from looking at the background. -Faust and Potemkin's Stage. ================ Version History: ================ Version 1.29 September 10, 2002 More in depth stuff for several characters. Version 1.28 September 8, 2002 Left out Testament for some reason. Loads of corrections. Version 1.25 August, 28,2002 Everything. Done: Axl, Dizzy, Ky, Johnny, Venom in depth. Next Forecasted Update: Tomorrow ======================= VIII. Notes and Credits ======================= -Guilty Gear: The Missing Link, The Guilty Gear: The Missing Link logo and all related characters are trademark and copyright of Atlus and Arc System 1998-2001. -Guilty Gear X: By your Side, The Guilty Gear X: By Your Side logo and all related characters are trademark and copyright of Sammy and Arc System 2000-2002. -Guilty Gear XX: The Midnight Carnival, The Guilty Gear XX: The Midnight Carnival logo and all related characters are is trademark and copyright of Sammy and Arc System 2002 -The Naomi GD-Rom system and Dreamcast, Dreamcast Logo is Trademark and copyright of Sega Enterprises INC. 2001-2002. -The Sony Playstation, Sony Playstation 2, Playstation and Playstation 2 logos are trademark and copyright of Sony Computer Entertainment Inc. 2002 -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hosting (hopefully) this FAQ. Sections of his Copyright notice displayed on his FAQ/Walkthroughs were also borrowed. -Mr. Edward Chang for bios information, I-No move nomenclature, Zappa move nomenclature reference. -Mr. Frank at Http://www.gamegen.com for Story translations for characters. And also for having the most comprehensive and entertaining video gaming site there is. -S.L for being "the one that I want." I miss you so much. -L.N for help with translation. -W.W for being Chipp's Punching bag. -N.H for it is time for me to stop these dedications. -M.H because narcissism is your trademark trait. Oh and for smoking up. Ha. Ha. Ha. Wow. -V.L for Time Crisis II moments. -Stygian Ablyss for information regarding Dizzy's moves. For any tips, contributions, comments, suggestions, advice, insults, or requests (see chapter V) feel free to send an email to Kennytam@foxhound.zzn.com. ===================== V. LEGAL INFORMATION ===================== 1. Terms of Usage: ------------------ This document is Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit or in any form, including any Electronic display (Internet websites, Bulletin Board Services, Computer programs,) Compact Disc, and paper media (including magazines, newspapers et cetera) without the explicit permission of the author. This document may be printed out or reformatted for PERSONAL, PRIVATE USAGE only. It is likely that permission will be given upon request to publish or display this document on a source not listed Chapter IX, Section 2 of this document, given that: 1. You do not alter this Document in any form. (1) 2. You do not alter ANY contributor nor creditor information. (2) 3. You do not charge a fee either directly or indirectly for the viewing of this document. (3) The terms listed in this section and document apply to ALL forms of media. Permission to post this text will be put to the discretion of the author. To request permission, please send an Email to kennytam@foxhound.zzn.com. Please be sure to include the Uniform Resource Locator (URL) of the site. For document or paper media requests, such as magazines, please include the NAME of the document or paper media in which it will be included in. For any other media please include the details and particulars in which this document will be used. For any other media, including compact, 3.5 inch floppy disks, BBS (Bulletin Board Service) and so forth, please include the nature of the media, how it will be used. With all requests, please include any special requests pertaining to Note (1) of Chapter IX, Section 1. The author will construct the decision based on the format as well as reputation and nature of the site or company. 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Any contributed information found in the Addendum of this document must remain in its native, posted language. - Content: This document may be altered for content on the basis of profanity that may appear, or other inappropriate content that may appear for younger audiences. The author of this document has put the utmost effort in ensuring that the document can be viewed by audiences of all ages, creed, and gender without and offence or unsuitable material. Changes relating to profanity, sexual content, hate speech, or any other offensive or unsuitable material maybe edited or censored by the site, program, or paper media on the basis that there is explicit permission from the author. This applies to the ENTIRE document(2), including information voluntarily contributed by sources not by the author of this document. Failure to ask for permission or publishing this document in any form will result in an ISP trace to the host domain, the publisher, or any relevant authorities where the appropriate action will be taken to protect the copyright of this document and all information contained within. 2. Authorized Websites: ======================= Websites listed under this section have the express permission to publish this document on their respective websites at the following addresses. As such future updates may also be sent directly to them. This document is supposed to appear on: Http://www.Gamefaqs.com Http://www.Gamegen.com -End of File, Copyright 2002 Kenny "kenshi" Tam-