[bad ascii art] [bad ascii art blame/credit] [game title] guilty gear x faq [revision number] version 1.0 (no updates yet) [system] usa arcade (demo?) [updates] none yet available [copyright] unpublished work copyright 2000 Paul Wright [legalities/disclaimers] blah, blah, blah.... [sammy/arc systems credit] [table of contents] I. INTRODUCTION A. FAQ NOTATION 1. Controller Layout 2. Button Layout 3. FAQ Abbreviations B. UNIVERSAL COMMANDS 1. Normal Attacks 2. Sweeps 3. Launchers / Dust Attacks 4. Blocking 5. Shield / Flawless Defense 6. Recovery 7. Counters 8. Roman Canceling C. CHANGES 1. What's In 2. What's Out II. PLAY THIS GAME! A. YOU AND YOUR LIFE GUAGE 1. How You Lose It 2. How to Keep It B. YOU AND YOUR TENSION GUAGE 1. What It Is Used For 2. How to Fill It Up 3. How to Lose It 4. Shielding 5. Roman Canceling 6. Supers 7. Destroy / Instant Kill C. MOVEMENT 1. Walking 2. Dashing / Retreating 3. Jumping (Normal/Double/Super) D. RECOVERY 1. The Good 2. The Bad 3. The Ugly E. BLOCKING / SHIELDING 1. High Block / Overheads 2. Low Block / Sweeps 3. Air Block / Uppercuts 4. No Block / Throws 5. No Shield / Throws F. COUNTERING / CANCELING 1. Lightning Strikes 2. What Happens Next? 3. Reaction Shot G. ROMAN CANCELING 1. Three Button Monty 2. What Canceling Can Do For You 3. Limits and Applications H. DUST ATTACK / LAUNCHER 1. Find Your Rhythm 2. What You Can Do 3. What You Can't Do I. GROUNDED! 1. How It Happens 2. How to Prevent It 3. How to Take Advantage J. DIZZY (NOT THE GIRL) 1. What You Did Wrong 2. What Your Opponent Did Right 3. How to Take Advantage K. INSTANT KILL 1. What Is It? 2. How to Go About Doing It 3. Why You Should Do It L. GUARD METER 1. What It Is 2. What It Does 3. Why You Need to Care III. CHARACTER MOVELIST A. ANJI-MITO B. AXL LOW C. BAIKEN D. CHIPP ZANUFF E. *DIZZY* F. FAUST G. JAM-KURADOBERI H. JOHNNY I. KY KISKE J. MAY K. MILLIA RAGE L. POTEMKIN M. SOL-BADGUY N. *TESTAMENT* O. VENOM P. ZATO-1ONE IV. TACTICAL PLAY A. UNIVERSAL STRATEGY 1. Learn What You Can Do 2. Learn What You Can't Do 3. Fix Up a Mix Up (Launchers / Sweeps) 4. How to Win the Air War 5. When to Attack 6. When to Retreat 7. When to Shield 8. Utilize Your Tension Gauge 9. Dizzy + Instant Kill Combo B. LEARN EVERYONE! 1. Learn Strengths / Weaknesses 2. Learn Start-Up / Lag Time 3. Learn Combo-ability of Moves 4. Observe Patterns / Tendencies 5. Etc. C. TESTAMENT / DIZZY TACTICS 1. Target Testament Taunting 2. Play Waiting Game 3. Stay In Close (Or Stay Off of the Ground) 4. Problem Solving 5. Stay Away From Dizzy 6. Stay Off the Ground If Near (Or Far) 7. Find a Pattern 8. Learn Their Combos! Stay Safe! D. HIGH SCORES (HOW TO GET SOME) 1. To Whom Does The Score Belong? 2. Keep Your Energy Up and Your Times Down 3. Lose Rounds 4. Play Humans 5. Continue 6. Exercise Inefficiency 7. After the Clash! Is Over. E. THE MIND GAME 1. The Intimidation Factor 2. The Poker Face 3. And If That Doesn't Work. V. Extra, Extra! A. ARCADE / DREAMCAST DIFEERENTIATION 1. Arcade Modes 2. Graphic Quality 3. Glitches / Bugs / Etc. B. PLAYER RANKING 1. What It Is 2. Where To Find It 3. How To Read It 4. How To Raise It 5. Game Impact C. TRANSLATIONS - HELP! 1. Help! 2. Please! VI. THE END? A. THANK U 1. Gabriel 2. Eulogio 3. Santana 4. Limonez 5. Allen / Calvin / Short Asian Guy / Etc. B. REVISION HISTORY (?) 1. 1.0 2. Etc. I. INTRODUCTION Welcome to the primitive first version of my first FAQ of any sort. As you already know (unless you somehow stumbled here by mistake -- good for you, by the way), this FAQ concerns the game Guilty Gear X. It is the (highly anticipated!) sequel to Guilty Gear, the (cult classic!) Sony Playstation fighting game. Because of time constraints (I wanted to have at least something out before the import release on December 14, 2000), this will be a somewhat limited version. It will feature a list of moves for the initially playable characters, as well as focus on the basics of the game. More will follow, including advanced general strategies, character specific advice and perhaps even a fashion guide (I think). I've already started on the rest, but I hope you find this to be of some use. Feel free to give some (constructive) criticism on what you see (fusion1995@yahoo.com). NOTE: At the last minute, I decided not to reformat the FAQ to seem limited but complete. Rather than ditch the parts I haven't completed yet, they are marked |UNDER CONSTRUCTION| and will be included later on. This will give you more of an idea of where I intend to go in the "official" first version (let me know what you think of this idea as well). Keep in mind that the above additions mentioned aren't even included yet. But I just had to share, as many of you already have the game. A. FAQ NOTATION For the purposes of keeping everything simple, I'll use for the most part those classic abbreviations that we've all come to know and love (you can love the abbreviations, as long as you don't LOVE the abbreviations). There are, however, controller motions that are seldom found outside of GG/GGX. Some are even unique to certain characters, but more on that will come later. 1. Controller Layout [UB] [U] [UF] Up-Back Up Up-Forward \ | / \ | / [B] - [N] - [F] Back - Neutral - Forward / | \ / | \ [DB] [D] [DF] Down-Back Back Down-Forward 2. Button Layout The buttons on the arcade unit are laid out to the right of the controller as follows: (S) (HS) (K) (P) Slash High Slash Kick Punch When the Dreamcast import version comes out, you'll obviously be able to adjust the controller settings to suit your personal preference. But you knew that, didn't you? 3. FAQ Abbreviations Up next are my controller movement abbreviations. The first set consists of abbreviations that anyone who has ever read a fighting game FAQ has probably seen time and again. The second are familiar motions with not-so-familiar acronyms. The third set are motions that I haven't seen much of outside of this series. Let me know what you think. Abbreviation/Meaning Controller Motion QCF/Quarter-Circle Forward D, DF, F QCB/Quarter-Circle Backward D, DB, B HCF/Half-Circle Forward B, DB, D, DF, F HCB/Half-Circle Backward F, DF, D, DB, B DP/Dragon Punch F, D, DF RDP/Reverse Dragon Punch B, D, DB CBF/Charge Back, Forward hold B, then F CDU/Charge Down, Up hold D, then U HBF/Half-Back, Forward F, DF, D, DB, B, F BHB/Backward, Half-Back B, F, DF, D, DB, B DD/Down, Down D, D FF/Forward, Forward F, F BB/Backward, Backward B, B B. UNIVERSAL COMMANDS There are certain things in the game that everyone is capable of doing. However, there are exceptions to this rule. For example, Johnny can't dash forward on the ground (he hops forward) and Potemkin can't dash at all -- on the ground or in the air, forward or backward. 1. Normal Attacks Just about everyone has a lightning-fast Punch attack ((P)), a slower Kick with more power and range ((K)), an even longer-ranging Slash attack with their weapon of choice ((S)), and a powerful High Slash attack. In addition, [F] + ((attack)) or [D] + ((attack)) will sometimes result in additional normal and counter moves, most notably with Anji-Mito. I will have more on that in the future. 2. Throwing You can Throw opponents by pressing [F] + (HS) when close. These moves cannot be blocked or shielded (see Shield/Flawless Defense), and, for the most part, will automatically knock down the opponent, preventing them from recovering (see Recovery). 3. Sweeps Everyone can attack with a sweep by pressing [D] + (S) + (HS). This must be blocked low and will automatically knock down an opponent if it connects. 4. Launcher/Dust Attack By pressing (S) + (HS), you will perform a slow forward or upward attack. Upon connecting, it will launch the opponent into the air, after which you can follow them by pressing up on the controller. You can then perform an air combo on your opponent. Note that there is a decent window of opportunity here. You can trade hits with someone and follow them up after you recover - unless, of course, you were launched as well. 5. Shield/Flawless Defense One of the coolest features of GGX has to be the Shield. This is used to reduce or eliminate damage done by an most attacks. While blocking, press (P) + (K). A pair of green rings will revolve around you, preventing your opponent from hitting you with an attack. This insurance doesn't come cheap, however. You will quickly drain your Tension Gauge as long as you have the shield in place. In addition, you can't shield against throws of any type (normal, special, or super) {or unblockable moves?}. 6. Recovery Recovering from attacks is an often overlooked part of the game at first for most players. Once you get the hang of it, however, you'll find that it will come as second nature. Press any two buttons after your opponent stops hitting you and before you start hitting the ground. You will regain your bearings, at which point you can move around freely again. 7. Counters Don't say that Sammy is completely anti-turtle. Countering moves will result in a potential combo for your opponent turning into a golden opportunity for you. While in blockstun, press [F] and any two attack buttons. You will interrupt the opponent's combo with an attack of your own. This can start a combo, but it more importantly gets a hyper opponent (i.e. Chipp) off your shoulder. 8. Roman Canceling The greater the risk, the greater the reward -- and vice versa. Moves that do the most damage often come with the longest lag times in GGX. Whiff some special or super moves, and you can be in serious trouble. Fortunately, GGX has a (somewhat pricey) solution to a whiff problem. Press any three buttons to automatically stop a move in progress -- at a cost of half of your Tension Gauge. Roman Canceling can be applied to most moves in the game. This technique is also beneficial on offense. It has the added benefit of causing you to recover fast enough to perform otherwise impossible combos. C. CHANGES 1. What's In UNDER CONSTRUCTION 2. What's Out UNDER CONSTRUCTION II. PLAY THIS GAME! So you know the very basic commands for the game. That's the easiest part to learn. Here are some general gameplay notes to get you started. A. YOU AND YOUR LIFE GUAGE Your Life Gauge is the ultimate indicator of how well you're doing in a match. With the objective of each round being to drain your opponent's Life Gauge more than they drain yours, you have to know how to protect it. 1. How You Lose It There are several ways to lose part of your Life Gauge, and it's not just about being hit. Just about every special move will incur damage even if blocked. While it may not seem significant, it can be (i.e., when facing Venom or Dizzy). You also lose life when you are hit with one of Testament's energy drain moves. These do an initial amount of damage, then continuously drain you Life Gauge for a period of time, unless you hit Testament back. What is arguably the worst way to lose life, however, occurs after activating Attack Mode. You'll have an amount of time to perform your Instant Kill move, generally proportional to the amount of Tension Gauge you have filled (see II.B.7 below). If you fail to perform the Destroy move in time your life will drain. Quickly. While this can't kill you by itself, it can eventually leave you with no life remaining, and no way to even block a special move. There is no easier (or more sinister) way to defeat an opponent than to let them drain their own Life Gauge for you. 2. How To Keep It Besides just "not getting hit," there are other ways to preserve your life. For instance, learn how to block moves properly. While it sounds simple, it's easier said than done (this is especially important against Sol and Millia). Certain moves must be blocked in certain ways, while others can't be blocked at all. For what you cannot -- or don't wish to try to -- block, there is the Shield. Use this in any situation that you believe that you'll take damage to either reduce or eliminate the amount of Life Gauge you lose. Finally, eat Faust's sweets. While intended for him, the doughnuts and candy bars he tosses onto the playing field during his Naniga Derukana? move can be picked up by you as well, restoring your life. I've gotten a Perfect against Faust after getting hit using this technique. B. YOU AND YOUR TENSION GUAGE The Tension Gauge is more than just a Super Meter. It is a multi-purpose meter that you must be aware of. How you use it in your game strategy is up to you. 1. What It Is Used For The Tension Gauge allows you to perform super moves, of course. But it also allows you to block more effectively, save yourself from whiffed special or super moves, perform more impressive combos or have extra time to execute a Destroy move. 2. How to Fill It Up Filling up the Tension Gauge is simple. Perform an attack, special move (and some supers) and the Tension Gauge starts to fill up (the closer you are to your opponent, the more gauge energy you gain). Dashing, air-dashing, even walking -- these all add to the Tension Gauge as well. Essentially, any aggressive movement will result in an increase in your Tension Gauge. The gauge fills in other ways as well. It will increase if your opponent hits or Taunts you (but not if they Respect you). 3. How to Lose It You lose Tension Gauge energy by consuming it in the form of a super move or Roman Cancel or by activating a Shield. If you activate your Attack Timer, you will not only no longer have access to your Tension Gauge, but if you reactivate it (see II.B.7 below), you will lose all of the Tension Gauge energy you've accumulated, even if the Attack Timer had not run out. 4. Shielding You've heard it. You've said it. "Why isn't this controller blocking?" If there were a standard rule in fighting games for blocking moves, I certainly don't know it, nor do I know anyone who does. It has frustrated many a player and is still a mystery to me. However, GGX has something to remedy that in the form of the Shield. It quickly uses up your Tension Gauge, but is well worth it whenever you think you might get hit, such as in the air. It also helps "push" an attacking opponent away, giving you valuable room to breathe. Just pick and choose the times you want to shield. 5. Roman Canceling Using 1/2 of a full Tension Gauge, Roman Canceling is something you'll really want to think about doing first. While it can help you create some wicked looking combos, or save you from getting hit, the opportunity cost might not be worth it. 6. Supers Always try to have your Tension Gauge at least half full. The threat of being nailed by a super is always good to keep an opponent on their toes. You'll also be able to be that much more offensive minded against them. 7. Destroy / Instant Kill Know how much time you'll need to activate your Attack Timer, and to perform your Destroy move. This will give you an indicator as to how much Tension Gauge energy you'll need to have to do an Instant Kill. Remember that you'll always have at least some time to perform the move, even if your Tension Gauge is empty. C. MOVEMENT These are a few things to keep in mind when you're just moving about in GGX. 1. Walking OK, it's fairly simplistic. You press [F] to walk. But wait! There's more! You are able to do just about anything when walking -- normal attacks, supers, block, shield, etc. This is not always the case in other situations. 2. Dashing / Retreating And this would be one of those situations. Press FF to dash, and BB to retreat. For most characters, this can be done in the air or the ground. There are several exceptions, however. Most characters can hold [F] to continue dashing; Johnny can't. He will hop forward. Likewise, he hops backward instead of truly retreating, as does Chipp. Poor Potemkin can't dash or retreat. EVER. ANYWHERE. When you dash or retreat, you can't always do what you want. For instance, you can't block until you have stopped dashing froward. To get around this, try throwing an attack to stop your opponent from getting to you, shielding, etc. You also can't launch standing versions of attacks. For instance, Anji-Mito must come to a complete stop before pressing (K) to attack with a standing kick. Otherwise, he'll perform a fan counter which leaves him wide open to attack. SUPER CHEAP ITEM NUBER ONE: Millia can dash/retreat TWICE in the air. 3. Jumping (Normal/Double/Super) This will qualify as another on of those situations. Jump by pressing [UB], [U], or [UF]. You can again do just about anything you can possibly do in the air -- attack, defend, air dash or jump again. Anyone (even Potemkin!) can jump again after their first jump by performing a jump (the second jump doesn't have to be in the same direction) again after the first jump. Keep in mind that since air dashing/retreating counts as a jump, you can't dash or retreat after a double jump. SUPER CHEAP ITEM NUMBER TWO: Chipp can TRIPLE JUMP. Super jumping happens when you press down quickly before jumping. It sends you about twice as high as you would after a normal jump. {I don't think that you can jump again, but you can dash.} D. RECOVERY 1. The Good 2. The Bad 3. The Ugly E. BLOCKING / SHIELDING 1. High Block / Overheads 2. Low Block / Sweeps 3. Air Block / Uppercuts 4. No Block / Throws 5. No Shield / Throws F. COUNTERING / CANCELING 1. Lightning Strikes 2. What Happens Next? 3. Reaction Shot G. ROMAN CANCELING 1. Three Button Monty 2. What Canceling Can Do For You 3. Limits and Applications H. DUST ATTACK / LAUNCHER 1. Find Your Rhythm 2. What You Can Do 3. What You Can't Do I. GROUNDED! 1. How It Happens 2. How To Prevent It 3. How to Take Advantage J. DIZZY (NOT THE GIRL) Being Dizzied in GGX can easily mean the end of a round. Therefore, you should strive to never let it happen to you. 1. What You Did Wrong Basically, getting beat down repeatedly in a short period of time will result in you being knocked dizzy. Little winged eggs with halos will circle you for a specific period of time, or until you've been hit with a substantially strong attack. I say this because your opponent can actually dizzy you, combo you again, leave you still dizzy for a third combo! To avoid this, get away from your opponent if you sense you are close to being dizzied. After a while, you'll hopefully be back to normal. 2. What Your Opponent Did Right Likewise, your opponent, in trying to dizzy you, will try to get as close as possible to you every time they knock you down in an effort to combo you again quickly. They'll also stop comboing you in order to avoid knocking some sense into you and to take full advantage of the situation. 3. How To Take Advantage Basically, a dizzied opponent is ripe for the picking. Combo them, Destroy them, taunt them (or the human controlling them -- you name it, you can do it. K. INSTANT KILL The Instant Kill is greatly reduced in potency for this installment of Guilty Gear. No longer do you have to have lightning-quick reflexes in order to avoid being hit by them. Likewise, being hit by one is not the end of the world -- just the end of the round. It is definitely more of a desperation move than before. But you should still respect its power. 1. What Is It? Every character except Dizzy has an Instant Kill, or Destroy move. These moves, if they connect, will instantly kill any opponent (hence the creative name), regardless of how much energy they have remaining. Unlike in GG, however, a successful one spells the end of an opponent for the round -- not necessarily the match. 2. How To Go About Doing It One of the reasons that the Instant Kill loses some of its luster is that there is more setup involved than before. Before even attempting to pull off a Destroy move, you have to enter Special Attack Mode by pressing all four attack buttons at any time during the fight. The screen will darken, and your character will be surrounded by fiery pillars of flame. The Tension Gauge will turn into an Attack Timer, which will indicate the amount of time you have to perform the move. The amount of time given is generally proportional to the amount of Tension Gauge remaining. If there is little or no Tension Gauge available, you are still given a small amount of Attack Timer to play with. Be careful, however. Fail to perform the move, and your Life Gauge will start to drain -- fast. 3. Why You Should Do It There are two important reasons to attempt the Destroy moves. One is obviously to give yourself a chance to win the round. If you're falling behind, you can still win if you're lucky. The other is to give yourself a mental edge over your opponent. Sol and Potemkin can slow up jump-ins with their Instant Kills, and May and Baiken will limit whiffed aerial moves with theirs. Just knowing that a mistake can cost you them the round will be enough to change the way your opponent plays -- which is an advantage to you. L. GUARD GAUGE The third, and seemingly least important gauge you'll notice is the Guard Gauge. Located just below your Life Gauge, it is a small bar that starts out half full, decreases as you are hit and increases as you block. There seems to be no guard crush in this game, so at first this particular Gauge seems to be the least important of the three. However, this is far from the case. 1. What It Is The Guard Gauge is essentially another way GGX has cooked up to punish turtles. It is a measurement of how much a player has been blocking (and shielding?) during a match. 2. What It Does As the fight progresses, the Guard Gauge will increase and decrease in length. The more potential damage you block, the more the Guard Gauge fills up (this is important to remember against Venom). Block enough hits, and the Guard Gauge will start to flash. Be very careful at this point, as your overall defense falls into the toilet. Getting hit hurts -- A LOT. Get nailed by a super, and watch your Life Gauge go bye-bye-bye! 3. Why You Need To Care You should be watching both Guard Gauges whenever possible. If yours is flashing, get away from your opponent until it starts to decrease again. Otherwise, your opponent may inflict the damage of two supers for the Tension Gauge price of one. Likewise, if your opponent's is flashing, keep up the pressure, and the same may happen to them. III. CHARACTER MOVELIST Now, for the actual movelist. Move names that appear in square brackets ([]) are ones that I've made up, or were translated for me by Jermaine Augustus (thank you!), who proved to be a real help. The rest are pulled from the cabinet, or in game move list. Optional parts of moves are in curly brackets ({}). A slash (/) between buttons/move names indicates that either is an option. Moves that have conditions will have them indicated (~like this~). A. CHARACTER .001 ANJI-MITO Fuujin: QCF + (S)/(HS), {(P)/(K)/(S)/(HS)} Shitsu: QCF + (P) On: DP + (HS) Kai: QCB + (P)/(K) [Static Field]: QCB + (P) ~air only~ [Fan Interrupt]: (P) after move cancel [Giant Spinning Fan]*: HBF + (HS) [Enter the Dragon]**: QCF, QCF + (HS) B. CHARACTER .002 AXL LOW Benten Gari: DP + (S)/(HS) Rensi Geki: CBF + (S), {U/UF/D/DF} Rasho Sen: CBF + (HS) Tenho Seki: QCB + (P) [|Raiesa Geki] [Hyakue Rensho]*: QCF, HCB + (HS) [Chain Web]**: QCF, QCF + (HS) C. CHARACTER .003 BAIKEN Tatami Gaeshi: QCF + (K) ~ground/air~ Senkyoko: QCB + (P) ~in blockstun~ Mawarikomi: QCB + (K) ~in blockstun~ [Third Counter] QCB + (S) ~in blockstun~ Yozanken: DP + (S) ~air only~ Tsurane Sanzu Watashi*: QCF, QCF + (S) ~air only~ [Counter Super # 1]: HBF + (P) ~in blockstun~ [Counter Super # 2] HBF + (K) ~in blockstun~ [Counter Super # 3] HBF + (S) ~in blockstun~ [Counter Super # 4] HBF + (HS) ~in blockstun~ [Assassin Trap]**: QCF, QCF + (HS) D. CHARACTER .004 CHIPP ZANUFF Alpha Blade: QCF + (P) ~ground/air~ Beta Blade: DP + (S) ~ground/air~ Gamma Blade: HCF + (HS) Tsuyoshi-shiki Ten'i: DD + (P)/(K)/(S)/(HS) [|Tsuyoshi-shiki Mesai]: QCB + (K) Genro Zan: HCF + (K) Ressyo, {Rokusai,{Senshu}}: QCF + (S), {QCF + (S), {QCF + K}} [Vanishing Breaker]: HCB + (K) ~when close~ [Vertical Drill]: D + K ~air only~ Banki Messai*: QCF, QCF + (K) [|Zan Sei Rouga]*: HBF + (HS) [|Delta End]**: QCF, QCF + (HS) E. CHARACTER .005 *DIZZY* N/A { details soon } F. CHARACTER .006 FAUST Rerere No Tsuki: HCF + (K), {B,{QCF + (P), {QCF + (P), {QCF + (P)}}}} Naniga Derukana?: QCF + (P) Soten Enshin Rambu: QCF + (S), {FF/BB/(P)/(K)/(HS)} Going My Way: HCF + (HS) ~air only~/(HS) ~after Soten Enshin Rambu~ [Out of the Closet]: QCB + (P)/(K)/(S) Shigekiteki Zetsumeikan*: QCF, QCF + (S) [|Na Na Na Nani Go Derukana!]*: ~this name is so DOPE!~ QCF, QCF + (P) [Afro Autopsy]**: QCF, QCF + (HS) G. CHARACTER .007 JAM-KURADOBERI Ryujin: QCF + (K) ~ground/air~ Gekirin: QCB + (K) ~ground/air~ Kenroukaku: DP + (K) ~ground/air~ [Kick Augment]: DD + (K)/(S)/(HS) Bakushyuu: QCF + (S), (P)/(K)/(S)/(HS) [Counter Flip Off]: QCB + (S) [Aerial Kick Slice]: D + (K) ~air only~ [Superball]*: HBF + (HS) [Lethal Pirouette]*: HBF + (S) [I'm a Star!]**: QCF, QCF + (HS) H. CHARACTER .008 JOHNNY Mist Finer: QCF + (P)/(K)/(S), {~hold attack for Fighting Pose~} Cancel Fighting Pose: (HS) ~during Fighting Pose~ Bacchus Sigh: QCB + (P) Glitter Is Gold: QCF + (HS) Aerial Transport: DP + (S), {(S)} Divine Blade: QCF + (S) / (S) ~during Aerial Transport~ [Fire Finer]*: HBF + (HS) [|Joker Trick]**: QCF, QCF + (HS) I. CHARACTER .009 KY KISKE Stun Edge: QCF + (S)/(HS) [Aerial Edge]: QCF + (S)/(HS) ~air only~ Vapor Thrust: DP + (S)/(HS) ~ground/air~ Stun Dipper: QCF + (K) Crescent Slash: QCB + (K) Ride the Lightning*: HBF + (HS) [Holy Deliverance]**: QCF, QCF + (HS) J. CHARACTER .010 MAY Irukasan 1: CDU + (S)/ (HS) Irukasan 2: CBF + (S)/(HS) Restive Rolling: DP + (S), {direction + (S)} ~ground/air~ [Dolphin Attack]: HCF + (P)/(K)/(S)/(HS) Overhead Kiss: HCB + (K) [Weigh Anchor]*: HCB + (HS) Great Yamada Attack: QCF, QCF + (S) [Hilarity Ensues]**: HCF, HCF + (HS) K. CHARACTER .011 MILLIA RAGE Lust Shaker: Press (S) rapidly Tandem Top: QCF + (S)/(HS) Bad Moon: QCF + (P) ~air only~ [Hair Fall]: QCF + (K) Iron Saviour: QCB + (P) Zenten: QCB + (K) [Moon Rising]: QCB + (HS), {direction + (HS)} Winger*: QCB, HCF + (HS) [|Emerald Rain]*: QCF, QCF + (S) [Hair Extension/Rapunzel Call]**: QCF, QCF + (HS) L. CHARACTER .012 POTEMKIN Mega Fist I: QCF + (P) [Mega Fist II]: QCB + (P) Slide Head: QCF + (S) Hammer Fall: CBF + (HS) [?]: HBF + (P) ~after ? happens~ Heat Knuckle: DP + (HS) [|Heat Knuckle Extend]: HCB + (HS) ~during Heat Knuckle~ Potemkin Buster/[|Giganter]*: HBF + (HS) [|Gigantic Bleed]*: HCF, HCF + (P) ~during Potemkin Buster~ Heavenly Potemkin Buster*: QCF, QCF + (S) [Potemkin Kiss Off/|Magnum Opera]**: QCF, QCF + (HS) M. CHARACTER .013 SOL-BADGUY Gun Flame: QCF + (P) Volcanic Viper: DP + (S)/(HS), {D,B,D + (K)} ~ground/air~ Grand Viper: QCB + (S) Bandit Revolver: QCF + (K), {~hold (K)~} [Air Revolver]: QCF + (K) ~air only~ Riot Stomp: QCB + (K) [?]: DP + (K) ~after ? happens~ Tyrant Rave*: HBF + (HS) [|Dragon Install]*: QCB, QCB + (S) [|Napalm]**: QCF, QCF +(HS) N. CHARACTER .014 *TESTAMENT* N/A { details soon } O. CHARACTER .015 VENOM Stinger Aim: CBF + (S)/(HS) Carcass Raid: CDU + (S)/(HS) Ball Formation: QCB + (P)/(K)/(S)/(HS), {QCB + (P)/(K)/(S)/(HS) Double Head Morbid: DP + (S)/(HS) Mad Straggle: QCF + (S)/(HS) [Corner Pocket]: DP + (K) Dark Angel*: QCB, HCF + (S) [|Red Hail]*: QCF, QCF + (HS) ~air only~ [|Dime Poker]**: QCF, QCF + (HS) P. CHARACTER .016 ZATO-1ONE Invite Hell: DD + (S)/(HS) Break the Law: QCB + (K) Summon Eddy: QCF + (P)/(K)/(S)/(HS) [Demonic Transformation]: (P)/(K)/(S)/(HS) ~after Summon Eddy~ [Raise Hell]: QCB + (S) [Circle of Hell]: DP + (S) Drunker Shade: QCB + (K) [Demonic Eruption/|Mega Lizard]*: HBF + (S) ~after Summon Eddy~ Executor*: QCF, QCF + (S) ~air only~ Amorphous*: HBF + (HS) [|Blackened Mind]**: QCF, QCF + (HS) IV. TACTICAL PLAY Now that we've covered the basics, let's move on to more advanced play. In order to be successful at anything, you have to have a plan, or luck. Having an idea of what you're going to do before starting out can be the difference between winning and waiting. A. UNIVERSAL STRATEGY 1. Learn What You Can Do Never, ever overestimate what you or your character is capable of doing. Likewise, never underestimate what your opponent can do. While practicing your combos is important, I firmly believe it is just as important to practice being aware. 2. Learn What You Can't Do Know your limitations. If you're having trouble finishing off a combo with a special move or a super, go for a sweep instead. It may prevent you from getting the maximum damage on your combo, but it will prevent your opponent from taking advantage of a mistake on your part. 3. Fix Up a Mix Up (Launchers / Sweeps) Confusion is a great weapon to use against an opponent. We've all witnessed it, inflicted it, or been the victim of it. How many times have you seen a player's game come completely undone in mid-fight? A couple of big combos, a dizzy, a super, and suddenly the tide of a match has completely changed. As such, you should strive to keep your opponent guessing as much as possible. For instance, stay within sweep distance (this is different for everyone) of a downed opponent. As they get up, go for a sweep. You'll often nail them again, as most players will expect you to go for a launcher and block high. If this hits, do it again. Keep repeating this, and randomly mix in a launcher as well. You'll find that you will connect with dust attacks more often this way. Likewise, if you tend to get hit out of aerial attacks, try jumping in and shielding. You'll stay safe, and be in perfect position to nail a whiffed anti-air special move (This is great against Sol). Having more than one trick up your sleeve helps them all to work better. 4. How to Win The Air War With air dashing, air retreating, jumping, double jumping, and super jumping, much of the fight in GGX takes place off the ground. As a result, it is imperative that you know what to do against an airborne opponent, as well as how to handle jumping at an opponent yourself. Find that you seem to have trouble hitting opponents as you air dash at them? Try attacking a split second sooner, or dashing higher up in the jump. You'll stand a greater chance of hitting the opponent, and possibly connecting with a short air combo. Also take advantage of the fact that the air dash can be used at ANY point during a normal jump. Try dashing just off the ground at a standing opponent. You can often get an attack out before they do, then land and continue to attack. At the very least, you can pressure them into backing up, shielding (thus consuming their Tension Gauge), or blocking (driving up their Guard Meter). The above tactic also helps control the ground game. This is especially important to the likes of Anji-Mito, Potemkin, or other characters with good anti-air attacks. Keep the pressure up on an opponent on the ground, force them into the air, then knock them back down to the ground. Rinse. Repeat. 5. When To Attack Of course, you'll ideally wish to use your opponents as target practice, but how many will be happy to just roll over and die for you? You need to pick and choose your spots... 6. When To Retreat UNDER CONSTRUCTION 7. When To Shield UNDER CONSTRUCTION 8. Utilize Your Tension Gauge UNDER CONSTRUCTION 9. Dizzy + Instant Kill Combo UNDER CONSTRUCTION B. LEARN EVERYONE! UNDER CONSTRUCTION 1. Learn Strengths / Weaknesses UNDER CONSTRUCTION 2. Learn Start-Up / Lag Time UNDER CONSTRUCTION 3. Learn Combo-ability of Moves UNDER CONSTRUCTION 4. Observe Patterns / Tendencies UNDER CONSTRUCTION 5. Etc. UNDER CONSTRUCTION C. TESTAMENT / DIZZY TACTICS UNDER CONSTRUCTION 1. Target Testament Taunting UNDER CONSTRUCTION 2. Play Waiting Game UNDER CONSTRUCTION 3. Stay In Close (Or Stay Off of the Ground) UNDER CONSTRUCTION 4. Problem Solving UNDER CONSTRUCTION 5. Stay Away From Dizzy UNDER CONSTRUCTION 6. Stay Off the Ground If Near (Or Far) UNDER CONSTRUCTION 7. Find a Pattern UNDER CONSTRUCTION 8. Learn Their Combos! Stay Safe! UNDER CONSTRUCTION D. HIGH SCORES (HOW TO GET SOME) UNDER CONSTRUCTION 1. To Whom Does The Score Belong? UNDER CONSTRUCTION 2. Keep Your Energy Up and Your Times Down UNDER CONSTRUCTION 3. Lose Rounds UNDER CONSTRUCTION 4. Play Humans UNDER CONSTRUCTION 5. Continue UNDER CONSTRUCTION 6. Exercise Inefficiency UNDER CONSTRUCTION 7. After the Clash! Is Over... UNDER CONSTRUCTION E. THE MIND GAME UNDER CONSTRUCTION 1. The Intimidation Factor UNDER CONSTRUCTION 2. The Poker Face UNDER CONSTRUCTION 3. And If That Doesn't Work... UNDER CONSTRUCTION V. Extra, Extra! A. ARCADE / DREAMCAST DIFEERENTIATION UNDER CONSTRUCTION 1. Dreamcast Modes UNDER CONSTRUCTION 2. Graphic Quality UNDER CONSTRUCTION 3. Glitches / Bugs / Etc. UNDER CONSTRUCTION B. PLAYER RANKING UNDER CONSTRUCTION 1. What It Is UNDER CONSTRUCTION 2. Where To Find It UNDER CONSTRUCTION 3. How To Read It UNDER CONSTRUCTION 4. How To Raise It UNDER CONSTRUCTION 5. Game Impact UNDER CONSTRUCTION C. TRANSLATIONS - HELP! UNDER CONSTRUCTION 1. Help! UNDER CONSTRUCTION 2. Please! UNDER CONSTRUCTION VI. THE END? A. THANK U 1. Gabriel 2. Eulogio 3. Santana 4. Limonez 5. Allen / Calvin / Short Asian Guy / Etc. B. REVISION HISTORY (?) UNDER CONSTRUCTION 1. 1.0 This is the very rough first version, hurried along for the release of the game. 2. Etc. UNDER CONSTRUCTION