[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[copyright]  unpublished work copyright 2000 Paul Wright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