GUILTY GEAR ISUKA ARCADE VERSION FAQ (v2.5, 8-02-04) by Edward Chang (chang.459@osu.edu) Version History v2.5 (8-02-04) Addition of Kakusei Sol and Kakusei Ky to the movelist. v2.1 (8-01-04) Minor revisions. v2.0 (7-31-04) Revisions throughout. v1.0 (7-29-04) First Version. Most data covered but missing EX mode for A.B.A. Table of Contents 1. Introduction 2. Conventions 3. Basics 4. Moves List --A.B.A --Anji Mito --Axl Low --Baiken --Bridget --Chipp Zanuff --Dizzy --Eddie --Faust --I-No --Jam Kuradoberi --Johnny --Ky Kiske --May --Millia Rage --Potemkin --Robo Ky --Robo Ky Mark II --Slayer --Sol Badguy --Testament --Venom --Zappa --Leopaldon --Zako A --Zako B --Zako C --Kakusei Sol --Kakusei Ky 5. Soundtrack 6. Translations 7. Miscellaneous Tips/Secrets 8. Credits 1. INTRODUCTION What is Guilty Gear Isuka? Isuka is the latest game in the underrated Guilty Gear 2D fighting game series. The series features impressive graphics, a range of interesting and sometimes bizarre characters, and technically deep gameplay. Isuka differs from its predecessors by taking Guilty Gear to the next level - fighting now occurs on two 'lines' (a foreground and background, like the old Fatal Fury games), and now up to four players can fight at a time in combinations such as 2 vs. 2, 2 vs. 1 vs. 1, and total free-for-all. Aside from some added mechanics to account for the free-for-all and two-line systems, the game is not that different from its immediate predecessors, Guilty Gear XX and Guilty Gear XX #Reload. Isuka is not a true sequel to GGXX (it's not the still-awaited-for GGXXX) but it is an interesting diversion in the meantime. The console version adds several interesting additions not present in the Arcade version, the most prominent of which is the addition of three characters not present in the arcade; Robo Ky, from GGXX #Reload, Robo Ky Mark II, a new version of Robo Ky that is customizable by the player, and A.B.A, a totally new character made specifically for Isuka by Ishiwatari Daisuke. Finally, what is an Isuka? An Isuka is a kind of bird, known in English as a 'crossbill'. ArcSystem Works picked the name since the image of a bird represents the GG series "flying to new heights", and the bird's crossed beak supposedly represents crossed swords. An iffy explanation if best, but one we'll have to live with. GG Isuka is planned for a US PS2 release sometime in November-December of 2004. 2. CONVENTIONS Directions u/b -- up and back u -- up u/f -- up and forward f -- forward d/f -- down and forward d -- down d/b -- down and back b -- back u/b -- up and back c. -- while crouching in any direction j. -- while jumping qcf -- quarter circle forward (d, d/f, f) qcb -- quarter circle back (d, d/b, b) hcf -- half circle forward (b, d/b, d, d/f, f) hcb -- half circle back (f, d/f, d, d/b, b) dp -- dragon punch (f, d, d/f) rdp -- reverse dragon punch (b, d, d/b) Attack Buttons P -- Punch K -- Kick S -- Slash H -- Hard Slash F -- Furimuki Other [x] -- button 'X' should be held (T) -- throw; move must be performed extremely close to opponent and is unblockable (C) -- chargeable; move changes if attack button is held down (j.) -- move can also be performed in midair (GC) -- guard cancel; move must be performed while guarding R -- move is eligible for Roman Cancel F -- move is eligible for False Roman Cancel J -- move is eligible for Jump Cancel X -- move is NOT eligible for basic Cancel L -- move hits low (must be blocked crouching) M -- move hits mid (must be blocked standing) --> -- followup 3. BASICS GAUGE BASICS Life Gauge This gauge represents how much life you have left. Naturally, when it reaches zero, you lose, unless you (or your team) has Souls left. The color of your lifebar represents your team, so your partner will have the same color lifebar as you do. When your lifebar reaches zero, and you have no souls left, you lose the match. Souls Souls are represented by the little orbs under each characters names. When your life reaches zero, if you have a soul left, you lose a soul and your lifebar instantly fills to max again. Souls are shared between teammembers. The number of souls a team starts with depends on the configuration of the match. In a 1 vs. 1, 1 vs. 1 vs. 1, and 1 vs. 1 vs. 1 vs. 1 match, all players start with 1 soul. In a 2 vs. 1 match, the team of 2 starts with 1 soul and the lone character starts with 2. In a 2 vs. 2 match, both teams start with 2. Finally, in a 2 vs. 1. vs. 1 match, the team and both individuals start with 2 souls. Guard Gauge This gauge represents how much you have been blocking. It starts off half filled. As you take damage, the guard gauge decreases; as you block, the guard gauge increases. If you neither take damage nor block, it slowly returns to its middle position. The more empty the guard gauge is, the less damage you take. Thus, the last hit of an 8-hit combo will do substantially less damage than it would alone, since your guard gauge would be practically empty. If you continuously block, your guard gauge will fill up so much that it will start flashing at 3/4 full. At this point any hit you take will immediately be a counter hit. Tension Gauge As you move towards the enemy, inflict damage, or take damage, your tension gauge gradually fills up. Tension has a number of different uses, including tension attacks, Fortress Defense, Dead Angle Attacks, Guard Cancel Line Changes, Roman Cancels, and False Roman Cancels; see below for details. Tension is not carried over between rounds. The bar changes colors; at less than 1/4 filled, it is blue, and can only be used for Fortress Defense. At between 1/4 and 1/2 full, it is green, and can be used for False Roman Cancels and Guard Cancel Line Changes. Between 1/2 and all full, it is red, and can be used for Dead Angle Attacks, Roman Cancels, and tension attacks. Finally, if the bar is completely full, it turns gold. Using tension by any means besides tension moves makes it harder to regain tension for a short period of time. Specifically, after performing FD you will gain tension at a reduced rate of 20% for 1 second. After a Roman Cancel or Dead Angle Attack, you will gain tension at a reduced rate of 20% for 4 seconds. Finally, if you get hit with a Negative Penalty you will gain tension at a reduced rate of 20% for 10 seconds. Negative Penalty If you turtle, i.e., you sit back and play ultradefensively, not attacking, you will get hit with a negative penalty. This reduces your tension gauge to zilch, and you'll have to fill it up all over again. Also, it becomes harder to fill it up again for a period of time (only 20% fill rate for 10 seconds!), and you will also get dizzy more easily. As an added penalty in Isuka, your Guard Gauge will also fill to max instantly. Burst Gauge The Burst Gauge was introduced in GGXX. It too fills up as you inflict damage and take damage during a round, but unlike Tension, it does carry over between rounds. The Burst Gauge has two uses. Both uses are applied by pressing S+H and one other attack button. If you use a Burst while you are being attacked, the Burst will serve as a combo breaker; the opponent will be pushed away, and you'll be able to counterattack at your leisure. This kind of burst is blue in color and takes the entire Burst Gauage to perform; if you hit with the pushback, you will get 1/3 of the Burst Gauge back. If you use a Burst otherwise, it will be an attack. This kind of burst is yellow in color and only takes 2/3 of the Burst Gauge. The attack is hard to hit with, but the bonus is that if you hit with the Burst attack your tension gauge immediately fills to maximum. In a 2 vs. 1 match only, the 1 player side has the added advantage of always doing gold bursts. MOVEMENT BASICS Double Jump By pressing an up direction in midair, you can jump to an even higher height. Some characters had triple jumps in GGX (Chipp, Dizzy, Justice) but only Chipp has this ability in Isuka. High Jump By pressing a down direction and then an up direction in rapid succession, you will perform a high jump. A shadow will follow the character during a high jump, and obviously you can reach higher than you could with a normal jump. You can't mix double jumps and high jumps, though. Dash By double tapping forward or back, most characters can dash. This lets you move around quickly, but be warned: you cannot block while dashing. You can also dash in midair. If you jump forward and press forward again, this counts as two forwards, so your character will jump forward and immediately airdash. Millia and Dizzy can airdash or airbackdash two times in a row, making them extremely mobile. Potemkin cannot dash forward; Johnny and I-No have altered forward dashes; Slayer has unique ground dashes; and A.B.A can only dash forward or airdash when in double-edged mode. Turning Since battles can be hectic and you might be fighting multiple opponents at once, your character does not turn automatically to face opponents who jump over you (since other opponents may remain in front of you). Thus, you must manually turn using the new Furimuki (F) button. Turning is fairly fast, and you are capable of guarding attacks that come from behind you, but attacking people behind you is a lot harder, so knowledge of how to use F correctly is essential. It will take some getting used to and will probably seem awkward as first, but eventually it'll come naturally. Line Change By pressing the Furimuki and Hard Slash buttons together (F+H), your character will change lines. You can use this to avoid projectiles and the like. In general, attacks originating from one line cannot hurt people in the other line, so line changes can be used to escape getting trapped. However, you are vulnerable when doing Line Changes, so be sure the area you are jumping to is clear of opponents. Guard Cancel Line Change Line Changes can also be performed while guarding, by pressing forward and Furimuki+Hard Slash (f+F+H). This costs 25% Tension to perform. Line Changeing while guarding allows you to escape many previous lockdown and unblockable setups so it is essential; you should always try to have 25% Tension handy for this reason. ATTACK BASICS Attack Levels Attack levels determine how the attack can be blocked. Standing attacks can be blocked high or low, or in midair with Faultless/Fortress Defense. You CANNOT block moves from a grounded opponent while you are in midair, normally. Mid attacks must be blocked standing; they will hit a crouching character. This includes most midair attacks and dust attacks. Low attacks must be blocked crouching. This category includes sweeps and some (but not all) crouching moves. Basic Attacks Basic attacks are simply performed by pressing P, K, S, or H. By pressing these same buttons while crouching, or while in midair, you can perform different basic attacks. f+P and f+H are also basic attacks; S changes whether close or far from the opponent. Some characters also have f+K basic attacks. Bridget does not have an f+H but does have an f+S. Special Attacks Special Attacks are what makes each character unique. The commands to perform them are similarly unique. See the movelist for details. Tension Attacks Also known as "Awakening Attacks" or "Overdrives". These attacks require half of a tension bar to perform. Like Special Attacks, the properties and inputs vary depending on your character. Instant Kill Also known as "One Hit Kill" or "Destroy" moves, these moves were one of the distinguishing features of the previous GG games, but they are gone in Isuka. This hurts some characters (like Ky, who could get an IK when his opponent was dizzied) more than others. Dust Attacks Formerly performed by pressing S+H in GGX, in GGXX the Dust Attack was done simply by pressing the new Dust (D) button. Isuka removes the D button and so Dusts must once again be done with S+H. These moves are unique from character to character, but generally they take long to execute, long to recover, and don't do much damage. The advantage is that they float the opponent extremely high if they hit a standing opponent (not a midair opponent). If the move hits, you can immediately chase after the opponent by pressing up, and proceed to hit the opponent with your best air combo. Sweep Pressing c.S+H will perform a sweep. The sweep must be blocked low, and if it hits, the opponent will be knocked to the ground. Air Dust Attack Pressing S+H in midair will perform a unique air dust attack. The properties of air dusts vary wildly from character to character. Back Attack New to Isuka, Back Attacks allow you to attack opponents behind you without changing direction by pressing the Kick and Slash buttons together (K+S). Like f+P attacks, Back Attacks make the upper part of your character invincible during the beginning of its animation, meaning some characters can use it as anti-air. All Back Attacks are cancellable and jump cancellable. Line Change Attack An outgrowth from the two-line system, Line Change attacks are the only way for a character to attack an opponent on a different line. Upon pressing Furimuki and Punch together (F+P), your character will charge towards the other line while attacking. Line Change attacks have wildly varying properties; see the table below. Sol: Cancellable Ky: Cancellable, JCable, Downs on CH May: JCable, Staggers Millia: Cancellable Eddie: Cancellable, Downs Potemkin: Cancellable, Downs Chipp: Cancellable Faust: None Baiken: None Jam: Cancellable, Downs on CH Johnny: Cancellable Axl: Cancellable, Staggers on CH Anji: Cancellable Venom: Downs Testament: Cancellable, JCable Dizzy: Cancellable, JCable, Staggers on CH Slayer: Staggers I-No: Cancellable Zappa: Downs Bridget: Cancellable, Downs on CH Line Tobashi Attack Line Tobashi attacks blow your opponents to the other line if they hit grounded. Performed by pressing the Furimuki and Slash buttons together (F+S), Line Tobashi attacks can be cancelled from any normally cancellable basic move so it's useful in combos. The Line Tobashi itself can be cancelled and jump cancelled (save for Baiken and Testament, who cannot JC it); it can also be specially cancelled into the Line Change and Line Change Attacks. One combo usage is to perform a gatling, chain to Line Tobashi, then performing a Line Change and doing an air combo on the opponent in the other line before they hit the ground. Line Tobashi attacks that hit opponents in midair do not push the opponent to the other line, but they do float the opponent higher, meaning another use for the Line Tobashi for some characters is to knock the opponent into the air (via a sweep for example), then comboing into the Line Tobashi, jump-cancelling, and performing an air combo. "Tobashi" means "to force to fly", by the way. Throw Throws must be performed extremely close to the opponent, by pressing either f+H or b+H. They are usually of good damage, and cannot be blocked. Once a throw is started, there is no way to escape. Getting close enough to perform the throw, though, is quite a challenge. Dashing in and pressing H doesn't work because this will just give the f+H basic move; you must either release f and press f again, or stop your dash and press b+H. Air Throw New to GGXX were air throws. They are performed exactly the same as a regular throw, but obviously, both you and your opponent must be in midair. They also tend to have better range than ground throws, about twice as far in most cases. Basic Cancel The most basic form of cancelling, is of course, the basic cancel. This refers to cancelling the recovery time of a basic move (i.e., a move that most characters have, like standing S, or f+P, or f+H, or jumping K...) into a special move (such as Faust's qcf+P or Sol's qcb+S). Most basic moves can be cancelled into special moves with few exceptions. Jump Cancel Certain basic moves can have their recovery time cancelled into a jump simply by pressing up as soon as the move connects. Whether you can perform a JC depends on the move, so experiment with each character. I have designated Jump Cancellable moves with a "J" in the movelist for each character. If the basic move floats, like Dizzy's f+H, then you can use the jump cancel to set the hapless opponent up for a float combo. Roman Cancel By pressing three attack buttons other than F at the same time, you can perform a roman cancel. This will stop all recovery time of a move and allow you to move again immediately. However, it takes 50% tension to perform. Obviously, this is the core to many comboes. Note that you can only perform a roman cancel if you hit the enemy, regardless of whether they block or not. Whiffed moves cannot be RCed. False Roman Cancel New since GGXX, the false roman cancel is similar to the RC in many aspects. It is performed the same. However, there are a few differences. Not every move is eligible for FRC, and the timing is very strict - usually within 1/5th of a second of a certain point during the move. Also, you do not have to connect with the opponent to perform a FRC. FRCs also take only 25% tension. Finally, a successful FRC will glow blue instead of red. Some moves that were not FRCable in GGXX/GGXX#R are now FRCable in Isuka. Dizzy (no, not the character) If you hit your opponent with a long combo or with powerful hits in succession, they may become dizzy. While dizzy, a character cannot perform any moves, and cannot block. They are basically open to anything. Dizzy time may be shortened by mashing the buttons and shaking the lever around. Stagger New to GGXX is staggering. Some moves stagger the opponent. While staggered, a character cannot attack or block. Think of staggers as a mini-dizzy. Like Dizzying, staggering may be nullified by mashing buttons or shaking the lever. A list of moves that stagger in the game follows. Slayer Hard Slash (H) Forward HS (f+H) Counter Only Air Dust (j.S+H) Counter Only Line Change Attack (F+P) Normal Throw (f/b+H) Under Pressure (S/H during Dandy Step) Counter Only Chokkagata Dandy (j.qcb, qcb+S) Noncounter Only I-No Forward HS (f+H) Counter Only Daiboku wo Sasuru Te (hcf+S/H) Zappa Crouching S (c.S) Counter Only Crouching HS (c.H) Ghosts: Far Slash (S) Counter Only Sword: Itasou, tte Iu Ka Itai (qcf+S --> H) Counter Only Sword: Chikazuku to Yukimasu (hcb+H) Noncounter Only Bridget Special (d/f+P) Counter Only Special (j.d+S) Counter Only Roger Lash (qcf+H during Yoyo Haichi) Loop the Loop (hcb, f+S) (Seventh Hit) Sol Forward HS (f+H) Ky Hard Slash (H) Counter Only May Hard Slash (H) Counter Only Line Change Attack (F+P) Millia Forward Punch (f+P) Counter Only Silent Force (MA qcb+S) Counter Only Eddie Hard Slash (H) Counter Only Forward Kick (f+K) Potemkin Crouching Slash (c.S) Counter Only Jump Slash (j.S) Counter Only Forward Kick (f+K) Megafist Back (qcb+P) Counter Only F.S+H.B. (hcb+S) Noncounter Only Gigantor (hcb, f+H) Chipp Forward HS (f+H) Rokusai (qcf+S during Resshou) Counter Only Faust Crouching Slash (c.S) Counter Only Jumpd Dust (j.S+H) Counter Only Baiken Forward Kick (f+K) Counter Only Kabari (hcf+H) Jam Forward Punch (f+P) Counter Only Crouching Slash (c.S) Counter Only Ashiharai (K during Bakushu) Geki: Saishinshou (qcf, qcf+H) Johnny Crouching HS (c.H) Counter Only Jumping HS (j.H) Counter Only Axl Far Slash (S) Counter Only Crouching HS (c.H) Line Change Attack (F+P) Counter Only Anji Forward Punch (f+P) Counter Only Kachoufuugetsu (First through Third Hits) Venom Hard Slash (H) Counter Only Testament Hard Slash (H) Counter Only Dizzy Far Slash (S) Fourth Hit Forward Hard Slash (f+H) Both Hits, Counter Only Line Change Attack (F+P) Counter Only Robo Ky Hard Slash (H) Counter Only A.B.A Fukumetsu (S after qcf+S) Normal Mode Only Shoukyaku (qcf+K) Counter Only Kashitsu (hcf+K) On Block DEFENSE BASICS Adjusted Damage You might have noticed that Chipp take much more damage than Potemkin for any given move. Even with the same Guard Gauge levels, different characters will take different amounts of damage for any given attack. The exact adjustment is given in the chart below. Slayer 0.96 I-No 1.00 Zappa 1.00 Bridget 1.06 Sol 1.00 Ky 1.03 May 1.06 Millia 1.21 Eddie 1.06 Potemkin 0.87 Chipp 1.30 Faust 1.00 Baiken 1.18 Jam 1.06 Johnny 1.00 Axl 1.06 Anji 1.06 Venom 1.00 Testament 1.00 Dizzy 1.06 Robo Ky 0.89 Robo KyII Variable A.B.A 0.89 Blocking Blocking is performed simply by pressing back or d/b. Standing blocks will guard against anything but low attacks; crouching blocks will guard against anything but mid. You can also block attacks in midair; however, you cannot block attacks that come from a grounded opponent while in midair. You CAN block attacks that come from behind you. In Isuka, the general rule is that you can block attacks by pressing the lever towards your back - it does not have to be away from the opponent. Fortress/Faultless Defense By pressing two attack buttons while guarding, your character will be surrounded by a bluish aura. At the same time, your tension meter gradually decreases. While engaged in FD, you will not take any guard damage. You will also not accumulate any guard gauge, and your opponent will be knocked backwards. Also significantly new to Isuka, while engaged in FD attack levels do not matter - you can block low attacks while standing and mid attacks while crouching, preventing two opponents from ganging up on you and doing a simultaneously unblockable attack. Once you run out of tension, you can no longer perform FD. Another bonus is that you can block attacks from a grounded opponent while in midair if you utilize FD. Since certain button combinations are other attacks, FD must be performed by either P+K, P+S, P+H, or K+H. Air Recovery If you are knocked into the air, you can press any attack button besides F to right yourself. After righting yourself, you may attack, but beware that this also opens you up to attack from the opponent. Also, certain attacks are not open to recovery. Generally, counter hits make the time a move is unrecoverable much longer. Dead Angle Attacks Dead Angle Attacks serve as universal counter attacks. They are performed by pressing forward and two attack buttons aside from S+H while blocking. This takes 50% tension to perform. The Dead Angle Attacks are usually short range and low on damage, so use them wisely. Instant Block If you block an attack at the precise moment it connects, your character will flash white and you will take no damage. The advantages are that this reduces guard stun, knocks the enemy back somewhat, and for a period of time you will gain tension more easily. The knockback and the guard stun ranges are less than normal guard and FD. The timing is QUITE severe so don't try for it unless you are sure. Opposing Hit If two attacks of approximately the same strength hit each other at the same time, a flash of lightning hits and neither character will take any damage. Both characters will cancel the remaining recovery times for their moves, if any. OTHER NOTES Unlike other games, Guilty Gear is not all about combos. Since damage inflicted during comboes decreases drastically, it may not be in your best interests to use them. For instance, Faust's qcf, qcf+S tension attack can do up to 90% LESS damage even as the second hit of a combo. Especially in the case of Isuka, performing combos while facing multiple opponents can leave you wide open. In Isuka moreso than previous games, the emphasis is less on combos and more on positioning and the wise use of short attack strings. Your attacks CAN hit allies, but in general any given move can only hit one opponent at a time. Thus, if you use a long range move (say Johnny's f+H) and multiple opponents are in the attack range, only the closest character (even if its your partner) will be hit and the other characters will be unaffected. Teammates do not take damage if hit (except in the 2 vs. 1 situation, see below), but they will stagger and will be left open to attack. Moves that do special things upon hitting, like Johnny's coins powering up his Mist Finer and Zappa's Konnichiwa Sanbiki no Mukade adding souls, do NOT give these effects when hitting teammates, so for instance Zappa cannot give himself maximum souls just by hitting a willing teammate. Some moves can hit multiple opponents. Most tension attacks are able to hit multiple opponents at once; Faust's door teleports are a rare example of normal moves that can do the same. Finally, when a battle starts as 2 vs. 1 only, there are a number of factors that even the odds that are put into play. The single player: -always performs gold bursts -starts the round with full tension -does 110% damage The team of two: -starts the round with no Burst -gains Burst gauge at half the normal rate -teammates WILL take damage if hit by friendly fire (1/4 the normal damage) -does 90% damage 4. MOVES LIST This moves list is alphabetical by character name, save for the unlockable characters who are at the very end. Character information was taken from the official Guilty Gear Isuka website ( http://www.guiltygearx.com/ggx/psisuka/index.html). Each move description has the name, command input, damage, attack level, and whether it is eligible for Roman Cancel (R), False Roman Cancel (F), or Jump Cancel (J). Also, moves with an X in the cancel column are NOT eligible for basic Cancel. I chose to do it this way since the vast majority of basic moves ARE eligible for basic Cancel, and so it's easier to add a few X's to each list rather than add a whole bunch of C's. Starred move names also have added notes. Damage fluctuates based on who it is performed against and the status of the opponent's guard gauge; these damage values are only approximate. A full life bar is 420 points. A letter in the damage column indicates a special attack level; L indicates a move that hits low and M indicates a move that hits mid; U indicates unblockables. ------------------------------------------------------------------------------ BACKGROUND STORY ------------------------------------------------------------------------------ There is no published background story for Isuka, further promoting its impression as a "spinoff" game. ------------------------------------------------------------------------------ A.B.A ------------------------------------------------------------------------------ Height: 174 cm Blood Type: Unknown fluid that contains mercury (needs real blood for transfusions) Weight: 34 kg Birthplace: Frasco Birthday: Doesn't know Hobbies: Sightseeing, adding to a blacklist, counting her remaining years (counting her chickens before they've hatched) Importent Items: Paracelsus, herself, key-shaped objects, things deemed 'wasteful' Dislikes: People who do 'wasteful' things, rivals in love, unfriendly people Seiyuu: Takimoto Mika Story: In a mountain summit separated from any small towns lies a villa called Frasco. The doctor who owned the place researched methods on artificial life and thus created A.B.A. However, just before A.B.A awakened, that doctor was taken forcibly by a military organization who wanted his strength. Once awake she was already sealed into Frasco, and she spent 10 years in there alone. During that time, it wasn't as if she couldn't go outside, but she was still incomplete. If not in Frasco, it would be hard for her to preserve her life. The symbol of the possibility of cutting into the outside world was that of a 'key'. One day with that very view, she gathered up her determination and decided to go out into the world. At that moment she crossed paths with the created battle axe "Flament Nagel". Seeing the key-shaped object she immediately became infatuated with it, and she named it "Paracelsus" and accomapanies it as a spouse. In order to give it a human body just like hers, she sets out on a journey. *A.B.A has three basic modes, "Normal", "Double-Edged", and "Ultimate Double-Edged". While in normal mode she is quite weak and cannot run forward (can only hop like Johnny and Slayer). In double-edged mode her attack power increases considerably, but she takes a little damage everytime she hits an opponent (even if they block). She can also run forward. In ultimate double-edged mode she gains in insane amount of attack power (much stronger than even Potemkin, and faster to boot) and can run as well, but also takes damage whenever she hits an opponent. In order to change modes A.B.A utilizes bloodpacks, which are indicated by an icon over her tension gauge. She starts the round with three bloodpacks. There is no way to gain back bloodpacks, as far as I know. Basic Moves Command C Damage (Normal Mode) Punch P R 8 Kick K R/J 10 Slash S (close) R/J 18 Far Slash S (far) R 17L Hard Slash H R 26/40 Dust S+H R/X 12M Crouching Punch c.P R 7 Crouching Kick c.K R 10L Crouching Slash c.S R 15 Crouching Hard Slash c.H R 20 Sweep c.S+H R/J 15L Jump Punch j.P R 8M Jump Kick j.K R/J 13M Jump Slash j.S R 13M Jump Hard Slash j.H R 18M Air Dust j.S+H R 18M Forward Punch f+P R 7x2 Forward Kick f+K R 13M Forward Hard Slash f+H R 13+20 Dead Angle Attack (GC) f+two R/X 26 Throw (T) f/b+H - 27 Air Throw (T) j.f/b+H - 27 Back Attack K+S R/J 11+7 Line Change Attack F+P R 8 Line Tobashi Attack F+S R/J 15 (Double-Edged Mode) Punch P R 20 Kick K R/J 30 Slash S (close) R/J 40 Far Slash S (far) R 35x2 Hard Slash H R 50 Dust S+H R/X 30M Crouching Punch c.P R 15 Crouching Kick c.K R 19L Crouching Slash c.S R 50 Crouching Hard Slash c.H R 60L Sweep c.S+H R/J 25L Jump Punch j.P R 15M Jump Kick j.K R/J 20M Jump Slash j.S R 40M Jump Hard Slash j.H R 50M Air Dust j.S+H R 42M Forward Punch f+P R 20x2 Forward Kick f+K R 40M Forward Hard Slash f+H R 50+45 Dead Angle Attack (GC) f+two R/X 37 Throw (T) f/b+H - 55 Air Throw (T) j.f/b+H - 55 Back Attack K+S R/J 15+7 Line Change Attack F+P R 8 Line Tobashi Attack F+S R/J 20 (Ultimate Double-Edged Mode) Punch P R 34 Kick K R/J 51 Slash S (close) R/J 68 Far Slash S (far) R 59x2 Hard Slash H R 85 Dust S+H R/X 51M Crouching Punch c.P R 25 Crouching Kick c.K R 32L Crouching Slash c.S R 85 Crouching Hard Slash c.H R 102L Sweep c.S+H R/J 42L Jump Punch j.P R 25M Jump Kick j.K R/J 34M Jump Slash j.S R 68M Jump Hard Slash j.H R 85M Air Dust j.S+H R 71M Forward Punch f+P R 34x2 Forward Kick f+K R 68M Forward Hard Slash f+H R 85+76 Dead Angle Attack (GC) f+two R/X 62 Throw (T) f/b+H - 55 Air Throw (T) j.f/b+H - 55 Back Attack K+S R/J 25+11 Line Change Attack F+P R 13 Line Tobashi Attack F+S R/J 34 Normal Moves (Normal Mode) Ken'in *1 qcf+P F - Shoukyaku qcf+K R/F 13M Masshou qcf+S R 15 --> Fukumetsu *2 --> S R 10 --> Dangoku *3 --> S R/F 30M Kihi qcf+H - 11 Shousei *4 hcb+P - - Ketsugou *5 (T)(AMA) hcb+H - 9 (Double-Edged Mode) Masshou qcf+S R 25 --> Fukumetsu *2 --> S R 20 --> Dangoku *3 --> S R 55M Danzai dp+S R/F 50+40 Bunri *6 hcb+P - - Henshitsu *7 hcb+S - - Kashitsu *8 hcf+K R 50 Konzetsu j.hcf+S F 50 Ketsugou *5 (T)(AMA) hcb+H - 9 (Ultimate Double-Edged Mode) Masshou qcf+S R 42 --> Fukumetsu *2 --> S R 32 --> Dangoku *3 --> S R 95M Danzai dp+S R/F 85+70 Bunri *6 hcb+P - - Henshitsu *7 hcb+S - - Kashitsu *8 hcf+K R 85 Konzetsu j.hcf+S F 85 Ketsugou *5 (T)(AMA) hcb+H - 9 Tension Moves (Normal Mode) Shouko: Intoku hcb, f+P R 70 Shouko: Inmetsu (Ouro) *9 j.hcb, f+P R 25x4 (Double-Edged Mode) Shouko: Inmetsu (Ouro) j.hcb, f+P R 32x4 --> Shouko: Inmetsu (Fukuro) --> j.qcb+K R 25x5 Shouko: Bakumetsu *10 df, hcf, b, f+H - 255+160 (Ultimate Double-Edged Mode) Shouko: Inmetsu (Ouro) j.hcb, f+P R 54x4 --> Shouko: Inmetsu (Fukuro) --> j.qcb+K R 45x5 Shouko: Bakumetsu *10 df, hcf, b, f+H - 255+160 *1 Is a crouch-dash. *2 Must be inputted before Masshou hits. *3 Must be inputted before Fukumetsu hits. *4 Consumes one bloodpack. Puts A.B.A in double-edged mode. *5 Command throw. Switches between normal and double-edged mode without consuming a bloodpack. Midair version does 30 damage and can be comboed into. *6 Consumes one bloodpack. Puts A.B.A in normal mode. Gives A.B.A back some health. *7 Consumes one bloodpack. Puts A.B.A in ultimate double-edged mode. *8 If blocked, this move staggers the opponent (does no damage). *9 Takes 100% tension. *10 Can only be performed in double-edged mode. Takes 100% tension. After the move finishes, A.B.A.'s life becomes 1. FRC Timings Ken'in: ?-frame window at the start of the dash. Shoukyaku: ?-frame window as A.B.A kicks outward. Danzai: ?-frame window as A.B.A swings downward. Dangoku: ?-frame window as glowing trail appears. Konzetsu: ?-frame window as shockwave reaches maximum size. Counter Hit Effects Shoukyaku: Stagger Danzai: Floats ****************************************************************************** EX Mode Changes *A.B.A only has double-edged mode in EX mode. She still loses health when she damages an opponent. Altered Moves Henshitsu *1 hcb+P/S - - Lost Moves Ken'in Shoukyaku Kihi Shousei Bunri Shouko: Intoku *1 Input is changed. Consumes a bloodpack and heals A.B.A based on how much damage she has done to opponents. ****************************************************************************** Strengths: Insanely damaging in double-edged mode, has great confusion and guard-breaking capabilities. Weaknesses: Must constantly watch status of health, pretty weak in normal mode, not suited to face multiple opponents. Comments: A.B.A is the new character for GG Isuka, and quite a strange one she is. If she can get to Ultimate Double-Edged mode, she'll make short work out of any opponent... provided that she stays alive that long. As every attack, blocked or not, saps A.B.A's health, an A.B.A user needs to be an expert at mixing up attacks and generally confusing the opponent. A highly technical character to be sure. ------------------------------------------------------------------------------ ANJI MITO ------------------------------------------------------------------------------ Height: 183 cm Blood Type: B Weight: 68 kg Birthplace: Pre-destruction Japan Birthday: January 1st Eye Color: Black Likes: Active sports, travelling Important Items: Faith, Freedom Dislikes: Demons, Sophistry Voice Actor: Igarashi Tooru Story: A few decades ago, Japan was destroyed by certain invaders. These invaders were created by none other than "That Man". Anji has continued his journey to find "That Man". But, that journey is not born out of hatred and the desire for revenge. He simply had a goal to chase "That Man". Hiding his own race, Anji travels on today. In front of him lies only the unknown, shrouded in darkness. Basic Moves Command C Damage Punch P R/J 10 Kick K R/J 14 Slash S (close) R/J 26 Far Slash S (far) R/J 30 Hard Slash H R 38 Dust S+H R/X 20M Crouching Punch c.P R 8 Crouching Kick c.K R 12L Crouching Slash c.S R 28L Crouching Hard Slash c.H R 38 Sweep c.S+H R 28L Jump Punch j.P R 10M Jump Kick j.K R 18M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 32M Air Dust j.S+H R 40M Forward Punch f+P R 24 Forward Kick f+K R/F/X 28 Forward Hard Slash f+H R/F/J 14x4+34 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 56 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 16 Line Change Attack F+P R 30 Line Tobashi Attack F+S R/J 24 Normal Moves Shitsu *1 qcf+P F 18 Fuujin *2 qcf+S/HS R/F 30/46 --> Nagiha --> S R 30L --> Hitoashitobi *3 --> K - - --> Shin: Ichishiki --> P - 10x6M Kou *6 (GC) P R 30+10x6+40M On *4 dp+HS F 90U Kai *5 qcb+P/K R 32/50M Shin: Nishiki j.qcb+P R/F 16x6M Tension Moves Tenjinkyaku [d], u+K R 30+15x13M Issei Ougi: Sai hcb, f+H F 12x11+100 Kachoufuugetsu *6 (GC) hcb+S R 40x4 *1 If blocked, Shitsu turns into a second overhead projectile with damage 30. *2 Fuujin can link only if it makes contact with the opponent. Only H version FRCable. *3 Anji jumps forward. If the Fuujin hit close, this will put Anji at the opponent's back. *4 Anti-air throw. *5 P is a short range hop, K is a longer range jump attack. *6 This is a Guard Point cancel. Guard Point refers to the auto-block Anji possesses during his close S, H, crouching H, f+K, f+H, and (in EX only) f+P. If auto-block succeeds during one of these moves, perform the input listed. FRC Timing Forward Kick: 2-frame window the instant the kick comes out. Forward Hard Slash: 4-frame window 2 frames after the last attack comes out. Shitsu: 2-frame window as butterfly first comes out. Fuujin (H): 2-frame window immediately before attack. Shin: Ichishiki: 3-frame window before Anji reaches apex of jump. Shin: Nishiki: 2-frame window immediately before the 5th hit. On: Cannot if throw connects. 3-frame window 3 frames after the grabbing motion begins Issei Ougi: Sai: 2-frame window immediately before fan folds up. Counter Hit Effects Forward Punch: Stagger Forward Kick: Downed Air Dust: Wall Bounce ****************************************************************************** EX Mode Changes New Moves Mugyou *1 hcb, f+HS R 20 --> Kou --> P R 40+22x6+50 --> Ten --> K R 30+20x13M --> Sai --> S - 20x11+50 --> On --> H - 120U *1 Tension Move. Identical to a Fuujin. Links only if it hits. Altered Moves Forward Punch f+P R 28M Shitsu *1 qcf+P F 18 Fuujin *2 qcf+S/H F 28 --> Kai: Ichishiki --> P R 32M --> Hitoashitobi *3 --> K - - --> Nagiha --> S R 30L Kai: Nishiki *4 qcb+K R 32M Shin: Ichishiki *5 qcb+P - 10x6M Kachoufuugetsu *6 hcb+S R 36x4 *1 If blocked, Shitsu turns into a second overhead projectile with damage 30. *2 H version hits behind opponent. Links only if the move connects. Only H version is FRCable. *3 Anji jumps forward. If Fuujin hit close this will put Anji behind the opponent. *4 Only K version of K can be performed in EX Mode. *5 Performs directly; does not link from Fuujin *6 Becomes a regular Guard Cancel instead of a Guard Point Cancel. Lost Moves Issei Ougi: Sai Tenjinashi FRC Timing Forward Kick: 2-frame window the instant the kick comes out Forward Hard Slash: 2-frame window 2 frames after the last attack comes out Shitsu: 2-frame window as butterfly first comes out On: Cannot if throw connects. 3-frame window 3 frames after the grabbing motion begins Fuujin (H Version): 4-frame window from when Anji dashes furthest behind opponent. ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Hitoashitobi recovery up. P Kai recovery up. Shitsu FRCable. H Fuujin FRCable. Shin: Nishiki FRCable. Forward Hard Slash FRC window longer. ****************************************************************************** Strengths: Versatile; Fuujin links are all around great; Guard Points give him good counterattack ability. Weaknesses: Rather unconventional; needs to be learned independently. Comments: Anji's standard butterfly trap is now less useful, thanks to line changes; however his guard points give him the advantage against multiple enemies, and his high jump mobility also gives him an edge. You'll have to work to get close to the opponent, but when you do the results will pay off. ------------------------------------------------------------------------------ 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 Voice Actor: Nanba Keiichi Story: Even at the conclusion of the last tournmanet, Axl couldn't return to his own time period, and was finally lost again in a different age. And then one year later, Axl found himself experiencing the same events again (although from his point of view, this was three years later.) However, he did not gain nothing from his travels. Hearing about a man with the same time travelling ability as him... "That Man", Axl wondered if he could learn how to return to his own time period from him. Recognizing the scent of "That Man" on the previous tournaments, Axl sets forth again. Basic Moves Command C Damage Punch P R 32 Kick K R 16 Slash S (close) R/J 28 Far Slash S (far) R 33 Hard Slash H R 42 Dust S+H R/X 20M Crouching Punch c.P R 28L Crouching Kick c.K R 9L Crouching Slash c.S R/J 34 Crouching Hard Slash c.H R/F/X 40L Sweep c.S+H R 30L Jump Punch j.P R 10M Jump Kick j.K R/J 18M Jump Slash j.S R 28M Jump Hard Slash j.H R 38M Air Dust j.S+H R 44M Forward Punch f+P R/J 32 Forward Kick f+K R/J 36 Forward Hard Slash f+H R/F/X 46M Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 50 Air Throw (T) j.f/b+H - 60 Special df+P R 24L Special j.f+P R 16M Back Attack K+S R/J 5 Line Change Attack F+P R 33 Line Tobashi Attack F+S R/J 28 Normal Moves Bentengari dp+S/H R 46/36+24 --> Axl Bomber *1 --> dp+H R 55 Rensengeki [b], f+S R/F 20x3 --> Kyokusageki --> [u]/[uf] - 35 --> Sensageki --> [d]/[df] R 26x5L Rashousen [b], f+HS - 1+80U Tenhouseki *2 qcb+P/K - 110U Housoubako *3 dp+P R 42 Raieisageki *4 hcb+S/H R/F 45/20x3M Axl Bomber j.dp+H R 60 Tension Moves Shiranami no Homura *5 rdp+P R 30+30+50 Byakuerenshou qcf, hcb+H - 50x2+30x5 *1 Only links from HS version of Bentengari. *2 P is a high reversal, K is a low reversal stance. *3 Another reversal. *4 Only HS version can False Roman Cancel. *5 Must link from Housoubako. FRC Timing Forward Hard Slash: 2-frame window before he starts to swing scythe down Crouching Hard Slash: 2-frame window from when attack begins Rensengeki: 2-frame window from when glowing sickles first thrust forward HS Raieisageki: 5-frame window 3 frames after bouncing off the ground Counter Hit Effects Forward Punch: Downed Far Slash: Stagger ****************************************************************************** EX Mode Changes New Moves Nutotsu *1 qcf+K R 40 Takazume Renzan *2 qcf, hcb+K R 24x5+40 *1 Similar to a Dust attack, holding up will cause a Dust-effect type jump after it hits. *2 Tension Move. Altered Moves Bentengari (S) *1 dp+S R 28 Sensageki qcf+S R 15xn Rensengeki qcb+H F 20x3 --> Kyokusageki --> [u]/[uf] - 35 Raieisageki *2 j.dp+S F 20x3M Byakue Renshou *3 qcf, hcb+H R 60x3 *1 S version may be linked up to three times. H version unchanged. *2 Similar to H version of normal Raieisageki. S version of normal Raieisageki is lost. *3 Tension move. FRC Timing Crouching Hard Slash: 2-frame window from when attack begins Rensengeki: 1-frame window from when glowing sickles first thrust forward Raieisageki: 5-frame window 3 frames after bouncing off the ground ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Forward Hard Slash FRCable. Rashousen now performable anytime at least one person other than Axl is not downed. H Raieisageki FRC window longer. Byakue Renshou now hits on both sides. Sensageki now blockable in midair. Crouching Hard Slash now blockable standing. Tenhouseki (high) recovers slower. Hachisubako recovers slower. S Raieisageki recovers slower. ****************************************************************************** Strengths: Great range; has several good reversals; most moves are powerful and have good stun/dizzy chances. Weaknesses: Not great at short range; rather slow and long recovery time on almost all moves. Comments: Axl isn't great at short range, so in Isuka he'll want to avoid getting into the thick of things; he should use his long-range attacks and unblockable to good effect to assist teammates, or at least chip away at his opponents. ------------------------------------------------------------------------------ BAIKEN ------------------------------------------------------------------------------ Height: 162 cm Blood Type: B Weight: 45 kg Birthplace: Pre-destruction Japan Birthday: March 5 (assumed) Eye Color: Peach Likes: Sake Important Things: Sake Bottle Dislikes: Tanuki Ornaments Voice Actress: Sudou Miho Story: When Japan was under attack, Baiken witnessed her own parents and friends being burned to death in the flames. Their death was a result of Gears, but amidst the strongest flames there was a man. This man, encircled by flames and Gears, was studied by Baiken. At that moment, she felt a definite premonition. "This man is one to be defeated." Even now these memories drive Baiken forward, and she searches for "That Man" with murderous intent. Her travels continue. Basic Moves Command C Damage Punch P R/J 8 Kick K R/J 14 Slash S (close) R/J 28 Far Slash S (far) R/J 30 Hard Slash H R 44 Dust S+H R/X 20M Crouching Punch c.P R 8 Crouching Kick c.K R 12L Crouching Slash c.S R 32 Crouching Hard Slash c.H R/J/X 22x3 Sweep c.S+H R/J 30L Jump Punch j.P R 10M Jump Kick j.K R/J 18M Jump Slash j.S R 32M Jump Hard Slash j.H R 40M Air Dust j.S+H R/F/X 50M Forward Punch f+P R/J 15+25 Forward Kick f+K R 24 Forward Hard Slash f+H R 66 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 20 Line Change Attack F+P R/X 30 Line Tobashi Attack F+S R 14 Normal Moves Tatamigaeshi (AMA) qcf+K F 40 Youshijin *1 (GC) b, df, d+P R 12 Mawarikomi *2 (GC) b, df, d+K F - Sakura (GC) b, df, d+S R 30 Suzuran *3 hcb+K F - Youzansen *4 j.dp+S R/F 44M Kabari hcf+H R 12 --> Tetsuzansen --> S R 36 Tension Moves Tsurane Sanzuwatashi qcf, qcf+S R 60x3 Baku: Ki *5 (GC) b, hcb+P R 10 Baku: Rin *6 (GC) b, hcb+K R 10 Baku: Ryuu *7 (GC) b, hcb+S R 10 Baku: Hou *8 (GC) b, hcb+H R 10 *1 Floats on counterhit. *2 Puts Baiken at opponent's back. *3 Dash forward; auto-avoids attacks that can be blocked standing. *4 This move's speed and range has been improved from GGX. *5 Opponent will be unable to jump. Lasts for 14 seconds. *6 Opponent will be unable to use anything but basic attacks. Lasts for 14 seconds. *7 Opponent will inflict less damage. Lasts for 14 seconds. *8 Opponent will take more damage. Lasts for 14 seconds. FRC Timing Air Dust: 3-frame window 3 frames after flames first appear Tatamigaeshi (ground): 3-frame window 3 frames after tatami flips all the way up Tatamigaeshi (air): 2-frame window 3 frames after tatami first appears Sakura: 2-frame window during thrust forward. Mawarikomi: 3-frame window when Baiken reaches opponent's rear. Youzansen: 3-frame window just as sword points straight downwards. Counter Hit Effects Forward Kick: Stagger Crouching HS: Downed Youshijin: Downed ****************************************************************************** EX Mode Changes New Moves Sanmai Tatamigaeshi qcf,qcf+K - 40x3 Zakuro rdp+H R 16x6 Tate Shunmaku *1 (T) qcf, qcf+P - 120 *1 Tension Move. Altered Moves Youshijin *1 rdp+P R 12 Mawarikomi *1 *2 rdp+K - - Sakura *1 rdp+S R 30 Youzansen *3 j.dp+S R 44 Baku: Ki *1 *4 b, hcb+P R 10 Baku: Rin *1 *5 b, hcb+K R 10 Baku: Ryuu *1 *6 b, hcb+S R 10 Baku: Hou *1 *7 b, hcb+H R 10 *1 No longer Guard Cancels. *2 Puts Baiken at opponent's back. *3 Identical to GGX version. *4 Opponent will be unable to jump. Lasts for 14 seconds. *5 Opponent will be unable to use anything but basic attacks. Lasts for 14 seconds. *6 Opponent will inflict less damage. Lasts for 14 seconds. *7 Opponent will take more damage. Lasts for 14 seconds. FRC Timing Air Dust: 3-frame window 3 frames after flames first appear Tatamigaeshi (ground): 3-frame window 3 frames after tatami first appears Tatamigaeshi (air): 2-frame window 3 frames after tatami first appears ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Youzansen no longer allows movement until you hit the ground; untechable. Jump Hard Slash hit box no longer extends upwards. ****************************************************************************** Strengths: Large variety of guard cancels that can disable opponent. Weaknesses: Not very versatile if not guarding; range fairly limited. Comments: Baiken's guard cancel ability (and associated moves with long invincibility times) help her get out of tough spots if confronted by multiple opponents at once; however, don't rely on it. Baiken must get in-close to be effective, so just running away won't help things. Try to separate your opponents and go after one at a time. ------------------------------------------------------------------------------ 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 received from father Dislikes: Weak muscles Voice Actress: Konishi Hiroko Roger's Voice Actor: Ishihara Akihiro Story: He used to cheerfully obey his parents, but then he realizes that the more he searched for his own happiness, the more he hurt them. He came to the conclusion that he would have to live as a boy and not trouble the village further. At that time, news of the bounty came to him. He became determined to seek out the bounty for himself and the village. The fact that the bounty on Dizzy had already been collected is unknown to him. Basic Moves Command C Damage Punch P R/J 12 Kick K R/J 22 Slash S (close) R/J 22x2 Far Slash S (far) R 34 Dust S+H R/X 17M Crouching Punch c.P R 8 Crouching Kick c.K R 12L Crouching Slash c.S R/J 30 Sweep c.S+H R/F 32L Jump Punch j.P R 16M Jump Kick j.K R/J 20M Jump Slash j.S R 32M Air Dust j.S+H R 16x3M Forward Punch f+P R 30 Forward Kick f+K R/X 20x2M Forward Slash f+S R 46 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H R 48 Air Throw (T) j.f/b+H - 55 Special df+P R/X 24 Special j.d+S R 46 Back Attack K+S R/J 34 Line Change Attack F+P R 30 Line Tobashi Attack F+S R/J 24 Normal Moves Yoyo Haichi H - - --> Yoyo Hikimodoshi --> H - 40 --> Roger Rush --> qcf+H - 36x5 --> Jagged Roger --> (AMA) qcb+H - 20x3 --> Roger Hug *1 --> dp+H - 30 --> Rolling Idou *2 --> (AMA) qcb+K - - Kick Start My Heart qcf+K R 30 --> Teishi --> P - 40 --> Hassha --> K R 50 Starship *3 (AMA) dp+P R/F 22x4 Tension Moves Loop the Loop hcb, f+S R 20x7+60 Maintenance-chuu no Higeki hcf, hcf+S - 24x18 Ore to Kill Machine *4 hcb, f+H - 25x12 *1 Will pull the opponent in if it connects, regardless of whether they block or not. *2 Bridget will jump towards the yoyo's current location. After a Roger Hug, you can do air throws and the like. *3 Hits only three times in the air. Only ground version is FRC. *4 Must be performed when yoyo is out (Yoyo Haichi). FRC Timing Sweep: 2-frame window from when Yoyo reaches maximum extension Starship: 2-frame window from time third attack begins Roger Rush: 2-frame window from when Bridget bends forward. Jagged Roger: 2-frame window from when Bridget bends forward. Counter Hit Effects Special (d/f+P): Stagger Forward Slash: Wall Bounce Special (j.d+S): Stagger ****************************************************************************** EX Mode Changes New Moves Maintenance-go no Gigeki *1 (T) hcf, hcf+S - 24xn *1 Tension Move. Altered Moves Yoyo Haichi H - - --> Yoyo Hikimodoshi --> H - 40 --> Roger Lash *1 --> (AMA) qcf+H - 36x3 --> Jagged Roger *1 --> (AMA) qcb+H - 20x5 --> Roger Hug *2 --> (AMA) dp+H - 30 --> Rolling Idou *3 --> qcb+K - - Ore to Kill Machine *4 (AMA) hcb, f+H - 30x12 *1 Damage properties altered. Speed also altered. *2 Will attach to the opponent whether they block or not. Can now be done in midair. *3 Bridget will jump towards the yoyo's current location. After a Roger Hug, you can do air throws and the like. *4 Must be performed while Yoyo is out (Yoyo Haichi). Tension Move. Can now be done in midair. Lost Moves Starship Maintenance-chuu no Higeki FRC Timing Sweep: 2-frame window from when Yoyo reaches maximum extension ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Rolling Idou now has a maximum height. ****************************************************************************** Strengths: Good range; moves highly confusing to opponent; tension attacks highly damaging. Weaknesses: Gains tension quite slowly; some moves have extremely high recovery time. Comments: Bridget's Rolling Idou gives him the ability to change course in mid-air - a lot more important than it sounds, given the importance of positioning and escaping from bad locations in this game. His tension attacks are as powerful as ever, and he makes a great teammate for almost any character. ------------------------------------------------------------------------------ CHIPP ZANUFF ------------------------------------------------------------------------------ Height: 183 cm Blood Type: B Weight: 67 kg Birthplace: Insists that it's Japan (actually America) Birthday: February 9th Eye Color: Red Likes: Dreaming Important Things: Sleep Medication Dislikes: Nightmares, Mafia, Gangs, Yakuza Voice Actor: Miura Takeshi Story: Unable to win the last tournament, he became aware again of his own weaknesses, and set out to train once again. Witnessing the death of Justice, he realized that despite his murderous actions, he was searching for someone to save him. Chipp searches for that "saving hand". Now, hearing about a Gear that does not hurt others, Chipp set forth to find her. Basic Moves Command C Damage Punch P R/J 6 Kick K R/J 12 Slash S (close) R 28 Far Slash S (far) R/J 26 Hard Slash H R/J 36 Dust S+H R/X 17M Crouching Punch c.P R 6 Crouching Kick c.K R 8L Crouching Slash c.S R 28 Crouching Hard Slash c.H R 34 Sweep c.S+H R 26L Jump Punch j.P R 8M Jump Kick j.K R/J 16x2M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 26x2M Air Dust j.S+H R 40M Forward Punch f+P R/J 18x2 Forward Kick f+K R/X 28 Forward Hard Slash f+H R/J 60 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 28 Line Change Attack F+P R 26 Line Tobashi Attack F+S R/J 34 Normal Moves Alpha Blade *1 (AMA) qcf+P R 44 --> Alpha Plus --> H R 38 Beta Blade *2 (AMA) dp+S R/F 30+26 Gamma Blade hcf+H - 32 Tsuyoshishiki Ten'i *3 d, d+P/K/S/H - - Tsuyoshishiki Meisai *4 qcb+K - - Genrouzan *5 (T) hcf+K F 90 Resshou qcf+S R 18 --> Senshuu --> qcf+K R/F 30 --> Rokusai --> qcf+S R 22L --> Senshuu --> qcf+K R/F 30 Sakuganki j.d+K R 16x3M Shuriken j.qcf+K - 1 Tension Moves Zanseirouga hcb, f+H R/F 30x5+110 Banki Messai qcf, qcf+K R 9x16+30x4 *1 Does 40 in midair. *2 Does 28+18 in midair. Only ground version FRCable. *3 Teleportation maneuver. P goes to 1/3 screen in front of opponent, K goes to 2/3 screen in front of opponent, S goes to a short distance behind opponent, and H goes to above opponent. *4 Makes Chipp semi-transparent. *5 Long distance throw. FRC Timing Beta Blade: 3-frame window as second hit begins. Genrouzan: 1-frame window from when Chipp slashes opponent's throat Senshuu: 3-frame window from when first jumping Zanseirouga: 4-frame window 4-frame after first thrusting attack commences Counter Hit Effects Forward Kick: Wall Bounce Alpha Plus: Spinning Air Dust Rokusai: Stagger ****************************************************************************** EX Mode Changes New Moves Hayoku Rakuhou *1 j.qcf, qcf+H - 24x12 *1 Tension Move. Occasionally one of the knives will be replaced by an iron pipe (48 damage) or a Japanese food item (1 damage). Altered Moves Alpha Blade *1 (AMA) qcf+P R 40 Beta Blade *1 (AMA) dp+S R 28+24 Gamma Blade *1 *2 (AMA) hcf+H - 32 Senshuu *1 (AMA) dp+K R 24 Banki Messai *3 (T) qcf, qcf+K R 8x10+20x3+110 *1 Links to Alpha Blade with P, Senshuu with K, Beta Blade with S, or Gamma Blade with H. Links up to three times. *2 No longer holds opponent. *3 Still a Tension Move. Lost Moves Alpha Plus Resshou Rokusai FRC Timing Genrouzan: 1-frame window from when Chipp slashes opponent's throat Senshuu: 3-frame window from when first jumping Zanseirouga: 4-frame window 4 frames after first thrusting attack commences ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Tsuyoshishiki Meisai recovery time up; ends immediately upon changing lines; doesn't last as long; guard gauge fills up while active. Tsuyoshishiki Ten'i recovery time up. Forward Kick no longer hits mid. Close S jump cancellable. Shuriken input changed, only one can be on the screen at once. Air Beta Blade FRCable, untechable longer. Alpha Blade range down, untechable on ground hit. Senshuu now guardable in midair, stuns longer, faster. ****************************************************************************** Strengths: Great speed and mobility, combo potential; gains tension quickly. Weaknesses: Weak defense; most moves not very damaging. Comments: While long air combos are generally not as important in Isuka, Chipp can be an exception since his triple jump ability lets him continue air combos out of the reach of opponents who can bother him. Still, his defense is as weak as ever, so if he gets trapped in the fray he'll die very quickly. ------------------------------------------------------------------------------ DIZZY ------------------------------------------------------------------------------ Height: 167 cm Bloodtype: Unable to determine Weight: 56 kg Birthplace: Unknown Birthday: December 25th (assumed) Eye Color: Reddish-Brown Likes: Preening wings (?) Important Things: Foster parents, Forest animals Dislikes: Poachers Voice Actress: Fujita Kazue Story: Having hidden away in the "Devil's Living Place", she was finally discovered by the humans, and was pursued. Being forced to defend herself, she nevertheless did not injure any of her pursuers severely, although this took much effort on her part. And then finally, the man who held the power of a Gear, Sol, defeated her. After that, the one who appeared before her was the leader of the pirates, Johnny. At the end of a long solitude, Dizzy has gained many warm friends. Her only obligations now are helping and cooking. Basic Moves Command C Damage Punch P R/J 10 Kick K R/J 16 Slash S (close) R/J 24 Far Slash S (far) R 20x5 Hard Slash H R 40 Dust S+H R/X 20M Crouching Punch c.P R 8 Crouching Kick c.K R 18L Crouching Slash c.S R/J 28 Crouching Hard Slash c.H R 44 Sweep c.S+H R 38L Jump Punch j.P R 12M Jump Kick j.K R 16M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 42M Air Dust j.S+H R 30+40M Forward Punch f+P R 26 Forward Hard Slash f+H R/J 38x2 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 16 Line Change Attack F+P R/J 26 Line Tobashi Attack F+S R/J 40 Normal Moves Hajime wa Tada no Akari Datta n Desu qcf+S - 20x3 Sakana wo Karu Toki ni Tsukatta n Desu qcf+H F 55 Ki no Mi wo Toru Toki ni Tsukatta n Desu rdp+S - 25+55 Yoku Hanashi Aite ni Natte Kuremasu *1 qcb+P/K/S/H - 25/25/45/45 Hitori ni Shite Kudasai *2 j.qcb+P/K - 45 Tension Moves Imperial Ray hcb, f+S F 40xn Necro Okotta Baai *3 df, hcf, b, f+P - 0+34x6 *1 P, K produces multiple bites. S produces an upward-moving laser; H produces a downward moving laser. *2 P produces a bubble to Dizzy's side, K produces a bubble below. The bubble must be hit by another attack from Dizzy to have any effect. *3 This is unblockable, but the opponent must be standing over the symbol that appears on the ground for it to hit. FRC Timing Crouch Hard Slash: 3-frame window almost immediately as attack starts. Sweep: 3-frame window from when Dizzy hits the ground. Forward Hard Slash: 3-frame window from when first hit hits. Sakana wo Karu Toki ni Tsukatta n Desu: 2-frame window about 1 second after ice spike appears. Imperial Ray: 2-frame window from when the very first flame appears Counter Hit Effects Forward Punch: Downed Crouching HS: Ground Bounce ****************************************************************************** EX Mode Changes New Moves Michael Sword qcf+H R/F 30x2 Necro Install *1 qcb, qcb+S - - *1 Tension Move. For about 6 seconds, Dizzy will be sped up and is immune to most attacks. After the period is over she will be dizzy for a short while. Altered Moves Jump Slash *1 j.S R/J 30M Ki no Mi wo Toru Toki ni Tsukatta N Desu (AMA) rdp+S/H F 25/55 --> Release *2 --> P - - Imperial Ray *3 hcb, f+S - 32xn Necro Okotta Baai *4 df, hcf, b, f+P - 36+24x8+34x6 *1 Identical to GGX's version. *2 Only S version releases. H version fires immediately. *3 Tension Move. Animation changes. Start up, recovery slower. More frames of invincibility. No longer FRCable. *4 Tension Move. Is now a counterattack stance. If counterattack fails, Dizzy loses no tension. Lost Moves Sakana wo Karu Toku ni Tsukatta n Desu FRC Timing Michael Sword: 4-frame window as sword completes swing Ki no Mi wo Toru Toki ni Tsukatta N Desu (S): 2-frame window from when Undine first creates ball of electricity Ki no Mi wo Toru Toki ni Tsukatta N Desu (H): 2-frame window from when Undine first creates ball of electricity ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Sakana wo Karu Toki faster (links from crouching kick). Forward Hard Slash now JCable on both hits. Air throw now prorates 50%. ****************************************************************************** Strengths: Variety of projectiles; most special moves have NO recovery time; can double air-dash. Weaknesses: Gains tension very slowly; defensive abilities below average. Comments: Diz's high mobility with double air dash combined with a multitude of projectiles makes her perfect for escaping tough situations and assisting teammates from the outside. Her defense is still rather poor so you'll want to spend a lot of time in positioning and less time defending. ------------------------------------------------------------------------------ EDDIE (formerly Zato) ------------------------------------------------------------------------------ Height: 181 cm Bloodtype: A Weight: 68 kg Birthplace: Spain Birthday: January 28th Eye Color: Formerly Blue Likes: The language of flowers Important Things: Pride Dislikes: Women Voice Actor: Koyasu Takehito Story: The Eddie's use had been perfectly mastered by Zato, but with the weakening of Zato's body and mind the Eddie took over. However, Zato's body would soon be destroyed. In order to continue its life, the Eddie would need a new host. In order to prove its existence, Eddie sets forth again for the solitary battlefield. The time left to him is short... Basic Moves Command C Damage Punch P R/J 9 Kick K R/J 12L Slash S (close) R/J 30 Far Slash S (far) R 20x4 Hard Slash H R 25x3 Dust S+H R/X 18M Crouching Punch c.P R 8 Crouching Kick c.K R 18L Crouching Slash c.S R 24 Crouching Hard Slash c.H R 50 Sweep c.S+H R/J 20L Jump Punch j.P R 13M Jump Kick j.K R/J 18M Jump Slash j.S R 22M Jump Hard Slash j.H R 40M Air Dust j.S+H R 55M Forward Punch f+P R/J 22x2 Forward Kick f+K R/F/X 30M Forward Hard Slash f+H R/X 60 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 50 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 30 Line Change Attack F+P R 22 Line Tobashi Attack F+S R/J 40 Normal Moves Invite Hell *1 d, d+P/K/S/H F 40L Break the Law *2 qcb+K - - Eddie Shoukan *3 qcf+P/K/S/H - - --> Shou Kougeki --> P - 25 --> Idou Kougeki --> K - 20x3 --> Taikuu Kougeki --> S - 50 --> Drill Special --> H - 34x3 --> Chuudanwaza --> S+H - 40M Dranka Shade *4 qcb+S R/F 30 Damned Fang (T) dp+S - 92 Shadow Gallery j.hcf+S R/F 25+50M Tension Moves Megalith Head *5 hcb, f+S - 44x3 Executor j.qcf, qcf+S R 16x30 Amorphous hcb, f+H - 82x2 *1 Only K and H versions FRCable. *2 Eddie sinks into the ground. He cannot be hit while in the ground, and can move back and forth. Eddie now loses tension as he stays in the ground, and if he runs out he automatically comes out. *3 Summons an Eddie. The Eddie will disappear if it or the original Eddie is hit, and it has limited lifespan. *4 Reflects projectiles. *5 An Eddie must be out in order to perform this move. FRC Timing Forward Kick: 2-frame window from when kick first begins Invite Hell (K/HS): 2-frame window from when drill first appears out of ground Dranka Shade: 4-frame window from 3 frames before attack begins Shadow Gallery: 3-frame window between first and second attacks Counter Hit Effects Dranka Shade: Wall Bounce ****************************************************************************** EX Mode Changes New Moves Ten'i *1 qcb+P - - Ten'i Feint *2 qcb+K - - Dark Sentinel *3 hcb, f+H R 108 *1 During Eddie Shoukan. Eddie switches places with the shadow. *2 During Eddie Shoukan. Fake Ten'i. *3 Tension Move. Altered Moves Invite Hell *1 (AMA) d, d+S/H F 40L Megalith Head *2 hcb, f+S - 44x3 --> Shou Kougeki --> P - 25 --> Idou Kougeki --> K - 20x3 --> Taikuu Kougeki --> S - 50 --> Chuudanwaza --> S+H - 40 *1 Only ground version can False Roman Cancel. *2 Tension Move. Requires a full Eddie gauge. Once performed, press a button to perform a "standard" shadow attack, after which Megalith Head performs immediately. If no button is pressed Megalith Head performs near Eddie. Lost Moves Break the Law Amorphous FRC Timing Forward Kick: 2-frame window from when kick first begins Invite Hell (K/H): 2-frame window from when drill first appears out of ground Dranka Shade: 4-frame window from 3 frames before attack begins Shadow Gallery: 3-frame window between first and second attacks ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Can now do Invite Hell, P/K versions. P/K work like S/H respectively, only they hit behind Eddie. Dranka Shade FRCable. Now loses tension as he performs Break the Law. Can no longer guard while flying (must use FD to cancel). Shadow disappears upon changing lines. ****************************************************************************** Strengths: Can attack without risking self; can fly and/or stay underground to avoid many moves. Weaknesses: Gains tension slowly; limited combo potential. Comments: His flying and ability to stay in the ground is as useful as ever, and his ability to attack without risking himself is nearly unmatched. With the two- line system, his ability to put the opponent in unblockable setups is diminished considerably, but only Eddie players are going to complain about that. ------------------------------------------------------------------------------ FAUST ------------------------------------------------------------------------------ Height: 282 cm Bloodtype: Unknown Weight: 55 kg Birthplace: Unknown Birthday: Unknown Eye Color: Glowing Likes: Unknown Important Things: Unknown Dislikes: Unknown Voice Actor: Kondou Takashi Story: After regaining his memory, he felt the weight of his sins, and decided to end his own life. However, for him "death" is not pain, but rather an "escape", as he continued his travels. Then one day, he learns that the death of the girl was not a result of his own mistake but a murder from some third party. Putting aside his own guilt, he resolved to save as many lives as he can. Basic Moves Command C Damage Punch P R/J 10 Kick K R/J 30 Slash S (close) R/J 30 Far Slash S (far) R 42 Hard Slash H R 24x3 Dust S+H R/X 25M Crouching Punch c.P R 12L Crouching Kick c.K R/J 12x3L Crouching Slash c.S R/J 28 Crouching Hard Slash c.H R 42 Sweep c.S+H R/J 38L Jump Punch j.P R/X 13M Jump Kick j.K R/J 20M Jump Slash j.S R 32M Jump Hard Slash j.H R 55M Air Dust j.S+H R 30+40M Forward Punch f+P R 32 Forward Hard Slash f+H R 80M Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H R 60 Air Throw (T) j.f/b+H - 55 Special j.d+K R 35 Back Attack K+S R/J 30 Line Change Attack F+P R/X 30 Line Tobashi Attack F+S R/J 28 Normal Moves Rerere no Tsuki hcf+K R 30 --> Hikimodosu --> b R - --> Uisu! --> qcf+P R 30 --> Koe ga Chiisai! --> qcf+P R - --> Mou Icchou: UISU! --> qcf+P R 70 Nani ga Deru Ka Na? *1 qcf+P - Varies Ai *2 j.qcf+P F 1+40 Souten Enshin Ranbu qcf+S R/F 44 --> Zenpou Idou --> f, f R 40 --> Kouhou Idou --> b, b R 40 --> Kubi Biyoon --> P R 40 --> Growing Flower --> K R 35 --> Hana Daro? Ore, Hana Daro? --> S R 30 --> Going My Way --> H R/F 16x4 --> Nani ga Deru Ka Na? *1 --> S+H - Varies Mettagiri (T) qcb+H R 16x9 Mae Kara Ikimasu Yo *3 qcb+P R 44 Ushiro Kara Ikimasu Yo *4 qcb+K R 44 Ue Kara Ikimasu Yo *5 qcb+S R 38M Going My Way j.qcf+H R 18x4 Tension Moves Shigekiteki Zetsumeiken *6 qcf, qcf+S R VariesL Na-na-na-nani ga Deru Ka Na! *7 qcf, qcf+P - Varies *1 May produce 7 different items; a donut, chocolate, a sledgehammer, posion, a mini-Faust, a bomb, and meteors. Donuts and chocolate will heal 16 points to whichever player picks it up. Sledgehammer does 44 damage. Bombs do 60 damage and can damage both players. Mini Fausts do 25 damage. Poison poisons the character for 6 seconds. Meteors do 36x6 damage. *2 Also can do 30 damage to self. *3 Faust disappears and reappears in front of opponent. *4 Faust disappears and reappears behind opponent. *5 Faust disappears and reappears above opponent. *6 Base damage is 30. If it hits, four boxes will appear. The opponent may hit either P/K/S/H to open a box, or one will open up automatically after a certain amount of time. Three of the boxes contain Death, which causes an additional 100, 150, or 190 damage. One of the boxes contains an angel, which will do 10 damage to Faust. *7 This is the same as Nani ga Deru Ka Na? but produces four items at once. FRC Timing Ai: 2-frame window 4 frames after attack begins Mae/Ushiro Kara Ikimasu Yo: 2-frame window when door opens Going My Way: 4-frame window from when high-speed spin stops Shigekiteki Zetsumeiken: 40-frame window during finish pose. Counter Hit Effects Kick: Wall Bounce Crouching Slash: Stagger Air Dust: Downed Hana Daro? Ore, Hana Daro?: Downed Ue Kara Ikimasu Yo: Ground Bounce ****************************************************************************** EX Mode Changes New Moves Shin Souten Enshin Ranbu *1 qcf, qcf+S F 28x7 *1 Tension Move. Faust can move forward while performing this move. Altered Moves Far Slash *1 S F 42 Rerere no Tsuki *2 hcf+K R 30 --> Hikimodosu --> b - - Koe ga Chiisai! qcf+H R 40 Uisu! j.qcf+H R 40 Mettagiri *3 qcb+H R 16x8 *1 Identical to GGX's version. *2 Links only to Hikimodosu. *3 No longer needs to be performed at throw range. Lost Moves Going My Way (qcf+H version) Shigekiteki Zetsumeiken FRC Timing Ai: 2-frame window 4 frames after attack begins Mae/Ushiro Kara Ikimasu Yo: 2-frame window when door opens Souten Enshin Ranbu: 2-frame window from when scalpel is at maximum bend Going My Way: 4-frame window from when high-speed spin stops ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Hikimodoshi now completely invincible. Ai slightly slower, recoverable on hit now. Recovery time from FDCing air d+K gone. Door teleports invincible for longer. Shigekiteki Zetsumeiken only FRCable on whiff or block; chance of angel appearing down to 1/16th. Mettagiri slower. Jump HS stun time down. Throw prorate 40%. Air dash doesn't last as long. ****************************************************************************** Strengths: Great range, many good linking moves, many powerful moves. Weaknesses: Highly unpredictable, on the slow side. Comments: His long reach and unpredictability make him well-suited for chaotic battles; add to that his ability to teleport, and the additionally useful fact that his doors can hit multiple opponents at once (rare for normal moves), and you can see that Faust has the potential to be a rather good character. ------------------------------------------------------------------------------ I-NO ------------------------------------------------------------------------------ Height: 165 cm Bloodtype: AB Weight: 46 kg Birthplace: Unknown Birthday: November 25th Eye Color: Changes depending on the angle Likes: Anything fun, Shiritori in jargon, being eager Important Things: Number one's a secret, guitar Marlene, youth Dislikes: People who don't have fun, milk Voice Actress: Inoue Kikuko Story: Interested in "That Man"'s power and his plans, she sets forth. She resolves to destroy anybody who stands in the way of her "festival". Basic Moves Command C Damage Punch P R/J 12 Kick K R/J 20 Slash S (close) R/J 34 Far Slash S (far) R 28 Hard Slash H R/J 43 Dust S+H R/X 15M Crouching Punch c.P R 10 Crouching Kick c.K R 15L Crouching Slash c.S R 28 Crouching Hard Slash c.H R 35 Sweep c.S+H R 26L Jump Punch j.P R 18M Jump Kick j.K R 13M Jump Slash j.S R/J 23M Jump Hard Slash j.H R 46M Air Dust j.S+H R/J 40M Forward Punch f+P R 32 Forward Hard Slash f+H R 20+65 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 34 Line Change Attack F+P R 30 Line Tobashi Attack F+S R/J 32 Normal Moves Taiboku wo Sasuru Te *1 hcf+S/H R/F 40L Kouutsu Onkai *2 (AMA) qcb+P F 12+12x(0-5) Kyougen Jikkou *3 j.qcf+P/K/S/H R/F 40/44/44/20x3 Chemical Aijou (AMA) hcb, f+K F 50 Tension Moves Madogiwa Desperate hcb, f+H - 46x3 Genkai Fortissimo j.qcf, hcb+S - 50x3 *1 Only HS version is FRC. *2 Directional lever may be used to move projectile. *3 Button may be held to increase warp time. I-No reappears in midair; P, K, and S are increasingly horizontal angles, while H releases I-No at a straight horizontal. FRC Timing HS Taiboku wo Sasuru Te: 3-frame window starting 7 frames BEFORE attack begins; 22 frames after movement starts Kouutsu Onkai: 2-frame window 4 frames after green note first appears Chemical Aijou: 2-frame window 9 frames after glow first appears Kyougen Jikkou (H): 3-frame window at end of horizontal trajectory Counter Hit Effects Forward HS: Stagger ****************************************************************************** EX Mode Changes New Moves Hover Dash *1 rdp+K - - Chemical Aijou (Tate) hcb, f+S F 50 Kaigyaku homeostasis *2 hcb, f+H R 60x2 *1 Identical to regular I-No's dash. *2 Tension Move. Altered Moves Dash *1 f, f - - Kouutsu Onkai *2 (AMA) qcb+P F 12+12x(0-5) *1 Regular dash; I-No does not lift off the ground. Lost Moves Madogiwa desperate FRC Timing HS Taiboku wo Sasuru Te: 3-frame window starting 7 frames BEFORE attack begins; 22 frames after movement starts Kouutsu Onkai: 2-frame window 4 frames after green note first appears Chemical Aijou (Yoko): 2-frame window 9 frames after glow first appears Chemical Aijou (Tate): 2-frame window 9 frames after glow first appears ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX S Kyougen Jikkou now ground bounces on counterhit. Forward Punch prorates 80%. Sweep longer. Kyougen Jikkou can no longer be charged as long. ****************************************************************************** Strengths: Gains tension quickly; diverse both grounded and in mid-air. Weaknesses: Most moves easily guarded against; moves not very damaging. Comments: Her tension attacks are great for taking care of multiple opponents, and her projectile-like attacks are good for keeping enemies away. Her uniqueness makes her difficult to learn, but she can be quite effective once you get used to her. ------------------------------------------------------------------------------ JAM KURADOBERI ------------------------------------------------------------------------------ Height: 163 cm Bloodtype: B Weight: Unknown Birthplace: China Birthday: February 8th Eye Color: Brown Likes: Cooking, Watching, Research Important Things: Kitchen, Youth, Beautiful Boys Dislikes: Indecisive Men, Ignorance Voice Actress: Komori Manami Story: "Kiyuumaro" and "Hanagata". Every cook aspired to be able to work for these two restaurants, but neither interested Jam. To her, each of their policies were nonsense. The most important thing was to create good- tasting food for everybody, and "process" taught by these restaurants was inadequate. She resolved to create her own restaurant and aimed for the bounty. After Dizzy's departure, she reports that she took care of it and received the money for herself. Thus, she was able to get her dream fulfilled. Basic Moves Command C Damage Punch P R/J 12 Kick K R 12L Slash S (close) R/J 34 Far Slash S (far) R/J 34 Hard Slash H R 24x3 Dust S+H R/X 16M Crouching Punch c.P R 6 Crouching Kick c.K R 8L Crouching Slash c.S R 26 Crouching Hard Slash c.H R 20x2L Sweep c.S+H R/F/J 28L Jump Punch j.P R 11M Jump Kick j.K R 14M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 35M Air Dust j.S+H R 16+28M Forward Punch f+P R 18x2 Forward Kick f+K R/J 16+26 Forward Hard Slash f+H R/X 30x2 Dead Angle Attack (GC) f+two R 20 Throw (T) f/b+H R/F 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 34 Line Change Attack F+P R 26 Line Tobashi Attack F+S R/J 34 Normal Moves Asanagi no Kokyuu *1 d, d+K/S/H - - Ryuujin (AMA) qcf+K R 64/66 Gekirin (AMA) qcb+K R 40/30M Kenroukaku (AMA) dp+K R 14x4/12x4 Bakushuu qcf+S - - --> Mawarikomi *2 --> P - - --> Ashiharai --> K R 30L --> Hyappo Shinshou --> S R 50 --> Senri Shinshou --> H R 50 Futsuono *3 (GC) f/b - - Houeikyaku j.d+K R/F 16+8x3M Tension Moves Renhoukyaku hcb, f+H - 18x13 Choukyaku Hououshou hcb, f+S R 20+9x10+120 Geki: Saishinshou qcf, qcf+H R 50+105 *1 Powers up her kick attacks. K powers up Ryuujin, S powers up Gekirin, H powers up Kenroukaku. Powered up attacks do more damage and cannot be air recovered from. Ryuujin does 100/98 in midair, Gekirin does 32x5/28x5 in midair, and Kenroukaku does 15x8/16x8 in mid air. *2 Puts Jam behind opponent. *3 Guard cancels standing only. This allows immediate counterattack. FRC Timing Sweep: 5-frame window before kick connects. Throw: 2-frame window from when Jam's hands touch the ground after the throw Houeikyaku: 3-frame window right before 4th hit. Counter Hit Effects Forward Punch: Stagger Crouching Slash: Stagger Air Dust (Second Hit): Wall Bounce Ryuujin: Wall Bounce ****************************************************************************** EX Mode Changes New Moves Shuupo Senken (T) dp+P R 13x11 Banri Senken hcf+P F 48 Geki: Hououshou *1 hcb, f+S R 20x4+32+64 Geki: Renhoukyaku *2 hcb, f+H - 100 Geki: Houeikyaku *3 j.qcf, qcf+K R 40+26x4 *1 Tension Move. *2 Tension Move. *3 Tension Move. Staggers opponent. Altered Moves Crouching Hard Slash *1 c.H R 30 Air Dust *2 j.S+H R/J/X 40M Forward Kick f+K R 25M Forward Hard Slash f+H R/J 34x2 Mawarikomi *3 qcb+K - - Hyappo Shinshou qcf+S R 20x4 Senri Shinshou qcf+H R 20x3 *1 Similar to regular Jam's Ashiharai. *2 Similar to regular Jam's Gekirin. *3 Puts Jam behind opponent. Lost Moves Asanagi no Kokyuu Ryuujin Gekirin Kenroukaku Bakushu Ashiharai Houeikyaku Renhoukyaku Choukyaku Hououshou FRC Timing Throw: 2-frame window from when Jam's hands touch the ground after the throw Senri Shinshou: 3-frame window from before attack starts and 1-frame after attack. Banri Senken: 2-frame window from when glow in front of Jam begins to elongate ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Can only store 1 charge max for each kick at a time. ****************************************************************************** Strengths: Fast and great combo potential; kicks very damaging when charged. Weaknesses: Low defense; very vulnerable when charging. Comments: Jam ended up as one of the top-tiers in #Reload, and she retains some of that superiority in Isuka. Her kick combos leave her highly vulnerable, however, so avoid using them if you're not in a 1 vs. 1 situation. ------------------------------------------------------------------------------ JOHNNY ------------------------------------------------------------------------------ Height: 184 cm Bloodtype: O Weight: 72 kg Birthplace: America Birthday: October 24th Eye Color: Blue Likes: Finding good women Important Things: Prized guitar collection Dislikes: People who don't get jokes Voice Actor: Wakamoto Norio Story: For Johnny, saving those in solitude, whether human or animal, is his duty. Even if that person is a Gear. And then, hearing about the Gear which did not want to hurt humans, Johnny set forth to offer his help once more. Upon arriving at the "Devil's Living Place", he found Dizzy, who had been defeated by Sol. Finding her solitude extreme, Johnny extends a helping hand, and invited her into his pirate force. Basic Moves Command C Damage Punch P R/J 12 Kick K R/J 16 Slash S (close) R/J 26 Far Slash S (far) R 34 Hard Slash H R 42 Dust S+H R/X 22 Crouching Punch c.P R 10 Crouching Kick c.K R 12L Crouching Slash c.S R 30L Crouching Hard Slash c.H R/X 48 Sweep c.S+H R 25+25L Jump Punch j.P R/J 12M Jump Kick j.K R 20M Jump Slash j.S R/J 32M Jump Hard Slash j.H R 40M Air Dust j.S+H R 44M Forward Punch f+P R/J 25 Forward Kick f+K R/F/X 30 Forward Hard Slash f+H R/J 76 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 40 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 16 Line Change Attack F+P R 34 Line Tobashi Attack F+S R/J 25 Normal Moves Mist Finer qcf+[P]/[K]/[S] - - --> Zenpou Idou --> f - - --> Kouhou Idou --> b - - --> Dash --> f,f/b,b - - --> Kamae Cancel --> H - - --> Iainuki *1 --> release R Varies Glitter Is Gold *2 qcf+H - 10 Ensenga j.hcf+H R 6+62M Bacchus Sigh *3 qcf+P - - Midair Divine Blade j.qcf+S F 50 Divine Blade dp+S, S F 50 Tension Moves Sore ga Ore no Na Da hcb, f+H R 20+65+65 *1 P is an upwards slash; K is a mid-level slash; S is a low-level slash. Damage can be increased if used in conjunction with Glitter is Gold. At Lvl. 1, does 35/32/29. At Lvl. 2, does 70, opponent cannot air recover, and the move hits multiple opponents. At Lvl. 3, does 20x9/18x9/17x9. *2 If coin hits, the next Mist Finer will be upgraded. Two consecutive hits must be obtained for Lvl. 3 and performing Mist Finer, regardless of whether it hits or not, resets back to Lvl. 1. *3 While mist is in contact with the opponent, they will be unable to block any Mist Finer. FRC Timing Forward Kick: 2-frame window 3 frames before kick thrusts out Divine Blade (dp+S): 3-frame window 3 frames after Johnny raises his hand; must use P+K+HS. Divine Blade (during dp+S, S): 2-frame window from when flames first appear Midair Divine Blade: 2-frame window from when flames first appear Counter Hit Effects Crouching HS: Stagger Jumping HS: Stagger ****************************************************************************** EX Mode Changes New Moves H.I.T.S. dp+K R 50 --> Tatakiotoshi qcb+K R 40 Unchou no Iai *1 j.qcf, qcf+H R 50+60 *1 Tension Move. Altered Moves Dash *1 f, f - - Kick K R 16L Crouching Hard Slash *2 c.H R 28x2 Jumping Hard Slash *2 j.H R 40 Forward Kick f+K R 30 Mist Finer *3 qcf+P/K/S R 68/60/64 *1 Normal dash. *2 Identical to GGX's version. *3 Is now a counterattack stance. No longer powered up by Glitters is Gold. S version counters low. May be switched between P/K/S version at will. If this move is performed within 7 frames of when the opponent's attack hits, this move does 80 damage and downs the opponent. Lost Moves Bacchus Sigh FRC Timing Divine Blade (dp+S): 3-frame window 3 frames after Johnny raises his hand; must use P+K+HS. Divine Blade (during dp+S, S): 2-frame window from when flames first appear Midair Divine Blade: 2-frame window from when flames first appear ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Ensenga attack range larger. Number of coins you begin with now dependent on how many opponents you face. ****************************************************************************** Strengths: Powerful; gains tension quickly; good range. Weaknesses: Not versatile at all. Comments: His unique dash gives him some mobility problems, so you'll have to learn to use his Divine Blade and air dashes to work around this problem. Once charged to Level 2, his Mist Finer can hit multiple opponents at once, so crowd control is less of a problem than it might seem. ------------------------------------------------------------------------------ KY KISKE ------------------------------------------------------------------------------ Height: 178 cm Bloodtype: AB Weight: 58 kg Birthplace: France Birthday: November 20th Eye Color: Blue-green Likes: Teacup Collection Important Things: Smiles Dislikes: Sol Voice Actor: Kusao Takeshi Story: From the message of Justice at the last tournament, he learned that his own definition of justice was limited to humans. His own philosophy of "Gear = Evil" he could neither throw away nor keep completely, and began looking for the truth. Then, he heard about a Gear which had no intention of hurting humans. Now, in order to search for his own "justice", he takes the Fuuraiken in hand once again. After meeting Dizzy, his answer is... Basic Moves Command C Damage Punch P R/J 8 Kick K R/J 12L Slash S (close) R/J 28 Far Slash S (far) R 28 Hard Slash H R 42 Dust S+H R/X 15M Crouching Punch c.P R 8 Crouching Kick c.K R 14L Crouching Slash c.S R 25 Crouching Hard Slash c.H R 28x2 Sweep c.S+H R/J 30L Jump Punch j.P R/J 12M Jump Kick j.K R 16M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 38M Air Dust j.S+H X 40M Forward Punch f+P R 30 Forward Kick f+K R 36 Forward Hard Slash f+H R/J 36x2 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H R 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 20 Line Change Attack F+P R/J 36 Line Tobashi Attack F+S R/J 37 Normal Moves Stun Edge qcf+S - 40 Stun Edge Charge Attack qcf+H F 20x3 Midair Stun Edge j.qcf+S/H F 33 Vapor Thrust *1 (AMA) dp+S/H R/F 48/52/48 Stun Dipper qcf+K R/F 12+32L Greed Sever qcb+K R 30M Tension Moves Ride the Lightning (AMA)hcb, f+H R 36x5 Sacred Edge qcf, qcf+P F 27x5 *1 Only air version FRCable. FRC Timing Stun Edge Charge Attack: 2-frame window from when ball of light first appears (before projectile released) Midair Stun Edge: 3-frame window as he lands Vapor Thurst: 3-frame window as he flips over Stun Dipper: 3-frame window 3 frames after first attack finishes Sacred Edge: 2-frame window 6 frames after sword of light appears Counter Hit Effects Hard Slash: Stagger ****************************************************************************** EX Mode Changes New Moves Vapor Thrust (AMA) dp+S/H R 40+25 --> Kiriharai --> qcb+K R 32 Needle Spike qcf+K R 24+36L Crescent Slash qcb+K R 24M Grand Vapor Thrust qcb+S R/F 24L+32x2 --> Kiriharai --> qcb+K R 26 Elegant ni Kiru (T) dp+P - 70 Altered Moves Hard Slash *1 H R 37 Ride the Lightning *2 hcb, f+H - 60+12x2+40 Sacred Edge *3 hcb, f+P F 27x5 *1 Identical to GGX's version. *2 Tension move. Performs in front of Ky and stays in place. *3 Tension move. Input changed and startup slower. Lost Moves Stun Dipper Greed Sever FRC Timing Stun Edge (air): ?-frame window immediately before landing. Stun Edge Charge Attack: 2-frame window from when ball of light first appears (before projectile released) Grand Vapor Thrust: 2-frame window after attack finishes Sacred Edge: 2-frame window after sword of light appears ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Groun Stun Edge and Stun Edge Charge Attack take longer to recover. Ride the Lightning is faster, damage up. Air Vapor Thrust range up, FRCable. ****************************************************************************** Strengths: Well-rounded; good range. Weaknesses: Most moves not very damaging. Comments: Quite a standard character and very easy to learn, and also very well-rounded. He's got a few new tricks, but he's still a very well-rounded character - not too special, but very consistent and effective. ------------------------------------------------------------------------------ MAY ------------------------------------------------------------------------------ Height: 158 cm Bloodtype: B Weight: 47 kg Birthplace: Japan (?) Birthday: May 5th (date adopted) Eye Color: Black Likes: Thinking about Johnny Important Things: Johnny Dislikes: Baldness Voice Actress: Koorogi Satomi Story: After her reunion with Johnny at the last tournament, she lived in happiness. As his birthday drew near, the crew decided to get together and give him a present. However, to May, she wanted to give him a present not as "a member of the crew" but as "a single woman". Needing the money, she heard of the "bounty". But then, the target Dizzy had somehow been invited to join the crew by Johnny, and now May had a new friend, but... Basic Moves Command C Damage Punch P R/J 10 Kick K R/J 20 Slash S (close) R/J 30 Far Slash S (far) R/J 33 Hard Slash H R 50M Dust S+H R/X 22 Crouching Punch c.P R/J 10 Crouching Kick c.K R 14L Crouching Slash c.S R 26 Crouching Hard Slash c.H R 44 Sweep c.S+H R 30L Jump Punch j.P R 14M Jump Kick j.K R 24M Jump Slash j.S R/J 30M Jump Hard Slash j.H R 40M Air Dust j.S+H R/J 38M Forward Punch f+P R 44 Forward Hard Slash f+H R 70 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 55 Air Throw (T) j.f/b+H - 60 Special df+K R/F/X 24L Special j.d+H R 34M Back Attack K+S R/J 20 Line Change Attack F+P R/J/X 33 Line Tobashi Attack F+S R/J 44 Normal Moves Iruka-san Yoko [b], f+S/H R/F 50 Iruka-san Tate [d], u+S/H R/F 50 Restive Rolling (AMA) dp+S R 30M --> Houkoutenkan --> S+direction R 20xn Hakushu de Mukaete Kudasai *1 (C) hcf+P/K/S/H R/F 20+22xn Overhead Kiss (T) hcb+K R 40 Tension Moves Kyuukyoku no Dadakko hcb+H R 25+20x8 Great Yamada Attack qcf, qcf+S R 110 Chouzetsu Monzetsu Kirimomi Daisenpuu hcb+S R 18x10 --> Deluxe Gosho Kawara Bomber --> P R 48 *1 The longer it's charged, the more dolphins appear. FRC Timing df+K Special: 2-frame window as she begins to get up Hakushu de Mukaete Kudasai: 2-frame window 2 frames after she raises her hand Iruka-san Yoko and Tate: 6-frame window 6-frames after hit connects. Unlike other FRCs this move must connect with opponent in order to FRC. Counter Hit Effects Hard Slash: Stagger Crouching HS: Knockback ****************************************************************************** EX Mode Changes New Moves Aqua Rolling Yoko qcf+S R/F 20x3 Aqua Rolling Tate qcb+S R/F 25x3 Mist Finer (C) qcf+K R/F 32/70 --> Cancel --> H - - Mu-Ro-Fu-Shi *1 qcf+H R 50 May Dynamic *2 hcb+H R 48x2+24x5 Great Yamada Attack (Rear) *3 qcb, qcb+S - 110 *1 May may move forward and back. Once she hits opponent May stops spinning. If May goes too long without hitting opponent she stops automatically. H can be held to lengthen this time, but if opponent still is not hit May becomes stunned for a short period of time. *2 Tension Move. *3 Tension Move. Like Great Yamada Attack, only Great Yamada appears behind opponent. Altered Moves Dust D R/X 22 Hakushu de Mukaete Kudasai hcf/hcb+P F - --> Release *1 qcf+P - 20+22xn --> Teleport Release *2 qcb+P - 20+22xn *1 Releases dolphins from ring. The longer you wait, the more dolphins appear. *2 Releases dolphins from ring as well as teleports May to ring's position. Lost Moves Iruka-san Yoko Iruka-san Tate Restive Rolling Kyuukyoku no Dadakko Chouzetsu Monzetsu Kirimomi Daisenpuu FRC Timing Aqua Rolling Yoko: 2-frame window from when May jumps off the ground Aqua Rolling Tate: 2-frame window from when May jumps into the air Hakushu de Mukaete Kudasai: 3-frame window from when May raises her hand up Mist Finer: 3-frame window from when heart is at its largest ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Crouching Hard Slash range up. Iruka-san (Tate) is now guardable in mid-air. Iruka-san (Yoko) causes you to bounce back less. Can only change direction once during Restive Rolling. df+K Special FRCable. ****************************************************************************** Strengths: Surprisingly powerful; gains tension very quickly. Weaknesses: Very poor range; weak defense. Comments: Her ability to place dolphin-summoning rings anywhere on the screen makes her space-control ability rather good. Her range is as crappy as ever, though - you'll have to learn how to use the two lines to close in on the opponents well. ------------------------------------------------------------------------------ MILLIA RAGE ------------------------------------------------------------------------------ Height: 169 cm Bloodtype: B Weight: 48 kg Birthplace: Russia Birthday: Orphaned so unknown Eye Color: Blue Likes: Chasing cats Important Things: Chastity Dislikes: Zato, fallen-out hair Voice Actress: Sumitomo Yuuko Story: Finally, Millia gained peace and freedom. She lived her new life both as a person and as a woman. However, there was still some fear left in her heart. That was her thoughts of Zato. The "master" she had followed in the Organization was now a curse... and she lived with the fear that Zato may once again appear before her. These emotions created a complicated feeling within Millia. Finally, she resolved to defeat Zato, and set forth. Then, she learned that he had fallen to the shadows he himself summoned. Basic Moves Command C Damage Punch P R/J 18 Kick K R/J 12 Slash S (close) R/J 22x2 Far Slash S (far) R 28 Hard Slash H R 30x2 Dust D R/X 12M Crouching Punch c.P R 9 Crouching Kick c.K R 8L Crouching Slash c.S R/J 26L Crouching Hard Slash c.H R/J 40 Sweep c.D R 26L Jump Punch j.P R 10M Jump Kick j.K R/J 12M Jump Slash j.S R 26M Jump Hard Slash j.H R 22x3M Air Dust j.D R 36M Forward Punch f+P R 22x2 Forward Kick f+K R 25M Forward Hard Slash f+H R 60 Dead Angle Attack (GC) f+two R/X 20 Throw (T) f/b+H - 55 Air Throw (T) j.f/b+H - 55 Back Attack K+S R/J 22 Line Change Attack F+P R 28 Line Tobashi Attack F+S R/J 40 Normal Moves Command C Damage Lust Shaker *1 SSS.../qcb+S R 18xn Tandem Top *2 qcf+S/H F 40/50 Bad Moon j.qcf+P R/F 24x3M Kousoku Rakka *3 j.qcf+K F - Zenten *4 qcb+K - - Iron Sabre qcb+P R/F 36L Secret Garden *5 qcb+H - 30xn Silent Force j.qcb+S R 20M Tension Moves Winger qcb, hcf+H R/F 40+25x4+80M Emerald Rain qcf, qcf+S - 36x3 *1 Range has been decreased from GGX *2 Only H version may be False Roman Cancelled. *3 Brings Millia down to the ground quickly. *4 Forward roll. Avoids high attacks. *5 H+lever direction may be used to control direction of orb. FRC Timing HS Tandem Top: 3-frame window 14 frames after movement starts; before green disc appears Iron Sabre: 6-frame window 6 frames after hair sword first forms Bad Moon: 3-frame window just before Millia hits the ground. Kousoku Rakka: 3-frame window as she lands Winger: 3-frame window as she begins to swing downwards Counter Hit Effects Forward Punch: Stagger Air Dust: Wall Bounce Silent Force: Stagger ****************************************************************************** EX Mode Changes New Moves Pretty Maze *1 (AMA) qcf+S/H F 40/50 Winger (Ascent) *2 qcb, hcf+H R 50+20x2 --> Winger (Descent) *2 --> hcb+H R 200M Winger (Midair) *2 j.qcb, hcf+H R 100 *1 Similar to Tandem Top *2 Tension Move. Altered Moves Lust Shaker *1 qcb+S R 18xn Secret Garden *2 (AMA) qcb+H - 30x5 *1 Can no longer be performed with SSS... *2 H+lever direction may be used to control direction of orb. Lost Moves Tandem Top Winger FRC Timing Pretty Maze: 3-frame window from when ring first appears (before actual projectile appears) Iron Sabre: 6-frame window 6 frames after hair sword first forms Bad Moon: 3-frame window just before Millia hits the ground. ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Recovery on landing from Kousou Rakka longer. Zenten no longer goes through opponents. Punch cancel point later. Forward Hard Slash ground bounces on counterhit. Kousoku Rakka FRCable. Winger FRCable. ****************************************************************************** Strengths: Fast; can double air-dash; great combo possibility. Weaknesses: Moves not very damaging; tension moves very hard to use well. Comments: Like Dizzy, her great mobility gives her key positioning skills, and she's a great support character. Her Secret Garden, which was only mildly useful in previous games, now can be a great method of space control if you have a partner protect you while using it. ------------------------------------------------------------------------------ POTEMKIN ------------------------------------------------------------------------------ Height: 245 cm Bloodtype: O Weight: 656 kg Birthplace: Floating Continent Zepp Birthday: October 18th Eye Color: White Likes: Drawing Important Things: Pencil box that won't break even if trampled by a dragon Dislikes: Pencils that can't stand 4 tons of pressure Voice Actor: Kondou Takashi Story: With the change of his country's government and his own freedom, both Potemkin and his government enjoyed a sense of peace. Then, one day President Gabriel, his former mentor, sent him a secret order. His command was to take the Gear which had the bounty on it back to Zepp, away from the bounty hunters. However, before he made contact that Gear had already found her own place. Potemkin imitated Gabriel's stoicism on the matter. Basic Moves Command C Damage Punch P R/J 11 Kick K R/J 22L Slash S (close) R/J 40 Far Slash S (far) R/J 36 Hard Slash H R 58 Dust D R/X 30M Crouching Punch c.P R 12 Crouching Kick c.K R 16L Crouching Slash c.S R 36 Crouching Hard Slash c.H R 66 Sweep c.D R/X 35L Jump Punch j.P R 18M Jump Kick j.K R/J 16M Jump Slash j.S R 32M Jump Hard Slash j.H R 40M Air Dust j.D R 45M Forward Punch f+P R/X 35 Forward Kick f+K R/J 23M Forward Hard Slash f+H R 90 Dead Angle Attack (GC) f+two R/X 35 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 70 Back Attack K+S R/J 5 Line Change Attack F+P R 36 Line Tobashi Attack F+S R/J 30 Normal Moves Megafist Front qcf+P R/F 50M Megafist Back qcb+P R/F 50M Slide Head *1 qcf+S R 40L/0 Hammer Fall [b], f+H R/F 60 --> Hammer Fall Break *2 --> P R - F.D.B. *3 hcb+S R 40 Potemkin Buster (T) hcb, f+P - 140 Heat Knuckle dp+H R 0+15+15+40U --> Heat Extend --> hcb+H R 0+15+15+90U Tension Moves Gigantor hcb, f+H R 45 --> Gigantic Blid --> hcf, hcf+P R 126 Heavenly Potemkin Buster *4 qcf, qcf+S - 170 *1 Only inflicts damage if Potemkin's head actually makes contact with the opponent. Otherwise, causes an earthquake which causes opponent to fall down. Earthquake is unblockable; headbutt can be blocked crouching. *2 Brings Potemkin to a stop. *3 Can also reflect projectiles; does 16x2 in this case. *4 Anti-air throw. FRC Timing Crouch Hard Slash: 3-frame window as attack finishes Forward Hard Slash: 2-frame window from when he thrusts forward Megafist Front and Back: 2-frame window from when punch first comes out Hammer Fall: 2-frame window from when he punches his hands together Counter Hit Effects Megafist Back: Stagger F.D.B.: Knockback ****************************************************************************** EX Mode Changes New Moves Nitro Hook hcb, f+K R 70 --> Heat Extend --> hcb+H R 50 --> Heavenly Potemkin Buster *1 --> hcf, hcf+S - 150 Altered Moves Heat Knuckle *2 dp+S/H R 60/60+16x2+40 Gigantic Blid *3 (AMA) hcb, f+H R 110/100 *1 Tension Move. *2 No longer a catch throw; can hit non-airborne opponents; does not link to Heat Extend. *3 Tension Move. Lost Moves Gigantor FRC Timing Megafist Front and Back: 2-frame window from when punch first comes out Hammer Fall: 2-frame window from when he punches his hands together Heat Knuckle (H): 2-frame window on second hit. ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Hammer Fall FRCable window is later. ****************************************************************************** Strengths: Very powerful; high defense. Weaknesses: Extremely slow, poor mobility. Comments: His lack of mobility is a huge liability in this game; it'll take a long time to get used to using him effectively. However, his backdash with its long built-in invincibility gives him the ability to do tricky things like purposefully turn his back towards an opponent, backdashing into them, then Potemkin Buster'ing them for great results. ------------------------------------------------------------------------------ ROBO KY ------------------------------------------------------------------------------ Height: Unknown Bloodtype: Unknown Weight: Unknown Birthplace: Unknown Birthday: Unknown Eye Color: Unknown Likes: Unknown Important Things: Unknown Dislikes: Unknown Voice Actor: Terada Yutaka Story: A certain syndicate's scientist, in order to get a data sample for a human-shaped weapon, observed Ky during the Holy War and the previous tournament; the result of that data was "Robo Ky". He was completed just after the previous tournament. In order to test how functional he is, he was ordered to go and stir up trouble, but because of his going off on side trips, the incident was resolved before he got there. Basic Moves Command C Damage Punch P R 25 Kick K R 16 Slash S (close) R/J 30 Far Slash S (far) R 38 Hard Slash H R/F/X 52 Dust D R/X 15 Crouching Punch d/db/df+P R/X 20 Crouching Kick d/db/df+K R/X 12 Crouching Slash d/db/df+S R/X 34 Crouching Hard Slash d/db/df+H R/F/X 50 Jump Punch (MA) P R 18 Jump Kick (MA) K R/J 12 Jump Slash (MA) S R/J 34 Jump Hard Slash (MA) H R/X 28 Knockdown (MA) D R 12x12 Forward Punch f+P R/X 55 Forward Hard Slash *1 f+H X 12 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H R 55 Air Throw (MA)(T) f/b+H - 55 Back Attack K+S R/J 20 Line Change Attack F+P R/J 36 Line Tobashi Attack F+S R/J 37 Normal Moves Kurattoku Ky? *2 qcf+S - 10x3 Ky-Genshou *3 qcb+S R 30 Ky-Maku Homerun *4 dp+H R 30 Chounai-Ky Bargain *5 (MA) qcf+S - 20 Ita-Ky-geki *6 f,[f]+P/K/S/H F 50 Ky-Denpa *7 (T) hcb+K - 8xn+35 Zadan-Ky *8 d/db/df+D - 0 Power Moves Dame na Yatsu wa Nani wo Yatte mo Dame qcf, qcf+S R 10x18+50 Gen-Ky Lovers *9 qcf, qcf+P - 12x27 Ky Kokoro no Ichigeki *4 - R 30+110 *Instead of tension, Robo Ky has a "Power Gauge" system. The Power Gauge and the associated Heat Gauge are shown in place of his Tension Gauge. As Ky moves, he may begin to heat up. As he does so his Heat Gauge fills and his face turns redder. If the gauge fills to max, he overheats and takes damage. This can be prevented by using his forward Hard Slash, which serves as an exhaust sytem. The Power Gauge is divided into ten blocks. There are three different 'levels' to this Gauge that affect the damage moves do and their properties. When the Gauge is completely empty, some moves do very little damage. When the Gauge has at least one block, these moves do more damage, but they consume one block. When the Gauge is at least half-full, these moves do even more damage (and consume one block). *1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50). *2 With one power block, does 14x4 damage. With half power, does 18x5. *3 With one power block, does 40. With half, does 50 and is much faster. *4 With one power block, does 30+50. With half, automatically links to Ky Kokoro no Ichigeki as long as the first hit hits a grounded opponent. *5 With one power block, does 60 and homes. With half, does 25x4 (splits into many missiles and homes. *6 If not cancelled, Robo Ky gains power while recovering. Note this move must be done while in a full dash. *7 Sucks the tension from an opponent and gives power to Robo Ky. Number of hits dependent on how much tension opponent has (the more the better). *8 Lays a mat on the ground. Robo Ky gains power while standing on the mat. *9 Starts a countdown. During the countdown Robo Ky's power fills slowly automatically. After the countdown a shockwave goes off (the attack part of the move) and Robo Ky's power drops to zero. FRC Timing Hard Slash: ?-frame window from immediately when attack hits. Crouching Hard Slash: ?-frame window from when Robo Ky begins to recover from crouch. Ita-Ky-Geki: ?-frame window from just as attack hits. ****************************************************************************** EX Mode Changes New Moves Sweep d/db/df+D R/X 32 Tolonitrotoluene Henshitsu qcf, qcf+P F 20xn *1 Tension move. Tolonitrotoluene is TNT, btw. Altered Moves Hard Slash H R/X 42 Crouching Slash d/db/df+S R 22 Crouching Hard Slash d/db/df+H R/X 40 Jump Slash (MA) S R/J 28 Jump Hard Slash (MA) H R 26 Forward Punch f+P R/X 40 Forward Hard Slash f+H R 66 Ky Netsuzai *1 hcb+S - 12 Kurattoku Ky? *2 qcf+S/H F 20 Ky-Genshou *3 qcf+K R 30 Ky-Maku Homerun *4 dp+H R 20 Chounai-Ky Bargain *5 (MA) qcf+S - 20 Zadan-Ky *6 hcb+P - 0 Gen-Ky Lovers *7 qcb, qcb+S - 12x27 Ky Kokoro no Ichigeki (AMA) hcb, f+H R 36+24+96 *1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50). *2 S consumes two power blocks to do 16x3. H consumes three power blocks when over half power to do 22x5. *3 When mildly heated, faster and does 40. When almost overheated, very fast and does 50. *4 S consumes two power blocks to do 20+40. H consumes three power blocks when over half power to do 40+60. *5 S consumes two power blocks to do 40 and missile homes. H consumes three power blocks when over half power to do 25x4. *6 Lays a mat on the ground. Robo Ky gains power while standing on the mat. *7 Starts a countdown. During the countdown Robo Ky's power fills slowly automatically. After the countdown a shockwave goes off (the attack part of the move) and Robo Ky's power drops to zero. Lost Moves Ita-Ky-Geki Dame na Yatsu wa Nani wo Yatte mo Dame *EX Robo Ky's power gauge is divided into 20 bars instead of ten. FRC Timing Kurattoku Ky?: ?-frame window as torpedo appears TNT Henshitsu: ?-frame window as last missile appears ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Everything. ****************************************************************************** Strengths: Interesting assortment of projectiles, will confuse the veteran GGXX player. Weaknesses: Huge reliance on Power. Comments: Those of you who've played #Reload will be used to this guy, but those of you who haven't... be prepared to totally relearn Robo Ky. Everything about him is different, and you'll probably have to spend a while to learn all his little quirks. ------------------------------------------------------------------------------ ROBO KY MARK II ------------------------------------------------------------------------------ Seiyuu: Inoue Takumi Robo Ky Mark II is a new addition to GG Isuka Console; he is a completely customizable version of Robo Ky. That is, you can give him moves, adjust his parameters, upgrade his features, and so on. To do so you use Experience and Parts found in the Scramble Mode, which is basically Boost Mode for Robo Ky. Everything you need to tweak Robo Ky Mark II with is found in Factory Mode. Factory Mode is beyond the scope of this FAQ; look at my Factory Mode FAQ for more on that mode. Note that RKMkII is not playable in Arcade Mode. ------------------------------------------------------------------------------ SLAYER ------------------------------------------------------------------------------ Height: 185 cm Bloodtype: Special so unknown Weight: 70 kg Birthplace: Transylvania Birthday: October 31st Eye Color: Brown Likes: Haiku, fights, observing humans Important Things: Sharon Dislikes: Unromantic humans Voice Actor: Kayumi Iemasa Story: With the loss of Zato, the assassin's Organization lost its axis, and set out to reclaim Slayer. Even though he had no interest in the Organization, he felt that he had to settle things with the Organization he created, and so he descended to the Earth to finish things. Basic Moves Command C Damage Punch P R/J 16 Kick K R/J 28 Slash S (close) R/J 28 Far Slash S (far) R/J 32 Hard Slash H R/J 50 Dust D R/X 22M Crouching Punch c.P R 14 Crouching Kick c.K R 16L Crouching Slash c.S R/J 28 Crouching Hard Slash c.H R/X 52L Sweep c.D R/X 30L Jump Punch j.P R 13M Jump Kick j.K R/J 24M Jump Slash j.S R/J 20x3M Jump Hard Slash j.H R 36M Air Dust j.D R/J 40M Forward Punch f+P R/F/X 34 Forward Kick f+K R/X 22M Forward Hard Slash f+H R 50 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 63 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 18 Line Change Attack F+P R/X 32 Line Tobashi Attack F+S R/J 34 Normal Moves Feint f+[K] - - Dandy Step qcb+P/K F - --> Pilebanger --> P R 80 --> Crossways Heel --> K R 27+32 --> Under Pressure --> S/H R 36 --> It's Late --> S/H R 52M Mappa Hunch qcf+P/K R 40 Chi wo Suu Uchuu *1 (T) hcb+H F 30 Undertow *2 hcb, f+P R 60U Footloose Journey j.qcb+K R 36x3M Tension Moves Dead on Time hcb, f+S R 140 Eien no Tsubasa qcf, qcf+H R 88 Chokkagata Dandy j.qcb, qcb+S R 100M *1 Only whiff animation is FRCable. *2 Is unblockable. FRC Timing Forward Punch: 3-frame window 3 frames after shoulder comes out Dandy Step: K version, 4-frame window from when forward motion first starts. P version, 4-frame window 3 frames after forward motion first starts. Chi wo Suu Uchuu (whiff only): 2-frame window as mouth opens in whiff animation. Counter Hit Effects Crouching HS: Downed Forward HS: Stagger Air Dust: Ground Bounce Pilebanger: Wall Bounce Under Pressure: Stagger It's Late: Ground Bounce Chokkagata Dandy: Downed ****************************************************************************** EX Mode Changes New Moves V-Jigata Dandy *1 j.qcb, qcb+S R 100+72+60M Royal Hunt *2 qcf, qcf+H R 80 *1 Tension Move. 100 damage part comes from purple orb and trail only - very hard to hit with. If second hit hits successfully, third hit causes more damage. *2 Tension Move. Altered Moves Gatling Combinations *1 Various - - Dash *2 f, f/b, b - - Far Slash *3 S (far) R/J 26 Hard Slash *4 H R/J 40 Crouching Hard Slash *5 c.H R/F/X 40 Mappa Hunch qcf+P/K R 20/25 --> Backfist --> qcf+P R 40 --> Under Pressure --> qcf+S R 20 --> It's Late --> qcf+S R 40M --> Pilebanger --> qcf+P R/F 40 --> Sweep --> qcf+K R 40L Pilebanger qcb+P R/F 80 Crosswise Heel qcb+K R 35+40 *1 Slayer's Gatling Combo trees are much "looser" in EX mode. *2 No longer teleports. *3 Recovery time longer. *4 Staggers only on counterhit; damage reduced. *5 Is now FRCable. Blows opponent into air. Lost Moves Dandy Step Chi wo Suu Uchuu Eien no Tsubasa Chokkagata Dandy FRC Timing Crouching Hard Slash: 2-frame window from when feet hit the ground Forward Punch: 3-frame window 3 frames after shoulder comes out Pilebanger: 3-frame window immediately after Slayer moves furthest back AND 2-frame window as attack comes out ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Chi wo Suu Uchuu only stuns (no stagger). Pilebanger dizzy rating down. Crouching Hard Slash faster, floats on counterhit. ****************************************************************************** Strengths: Many moves make him invincible; versatile. Weaknesses: Tension moves below average; high recovery on some moves. Comments: He has high attack and defense capabilities, and his unblockable is very useful in team situations. His command throw no longer staggers, however, so he's no longer capable of doing the bite infinite from before - not that he needed it. ------------------------------------------------------------------------------ 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 Voice Actor: Ishiwatari Daisuke Story Mode Voice Actor: Hanada Hikaru Story: After the death of Justice, the other Gears of the world lost their own free will and stopped their own movements. But, rumors of a Gear which still had free will came to Sol. For this unknown Gear, was there despair, or...? Finally, at the "Devil's Living Place", he met a girl that had been born with the power of a Gear. Despite his victory over her, for some reason he did not kill her, and left the forest. Basic Moves Command C Damage Punch P R/J 10 Kick K R/J 14x2 Slash S (close) R/J 30 Far Slash S (far) R 30 Hard Slash H R/J 40 Dust S+H R/X 17M Crouching Punch c.P R 8 Crouching Kick c.K R 12L Crouching Slash c.S R 25 Crouching Hard Slash c.H R/J 36 Sweep c.S+H R 28L Jump Punch j.P R 13M Jump Kick j.K R 22M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 24x2M Air Dust j.S+H R/J 44M Forward Punch f+P R 32 Forward Hard Slash f+H R 40x2 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 30 Line Change Attack F+P R 30 Line Tobashi Attack F+S R/J 30 Normal Moves Gun Flame *1 qcf+P F 50,42,30,30 Gun Flame Feint qcb+P - - Volcanic Viper (AMA) dp+S/H R 65/52/60 --> Tatakiotoshi --> qcb+K R 16 Grand Viper qcb+S R 8Ln+24+18+19 Bandit Revolver (AMA) qcf+K R 24+36/22x4 Bandit Bringer qcf+[K] R/F 50M Riot Stamp qcb+K R/F 40M Bukkirabou ni Nageru (T) dp+K - 40 Fafnir hcf+H R/F 70 Tension Moves Tyrant Rave version Beta hcb, f+H R 80+60 Dragon Install *2 qcb, qcb+S - - *1 Damage decreases as flame extends. *2 Powers up Sol for about 6 seconds. While powered up, his speed is increased. Also, many moves do more damage. Gun Flame becomes 1 flame that does 60; Volcanic Viper S version does 30+20+20, H version does 40+16x12, and midair does 30+20+20. Bandit Revolver does 20x3+32. After powerup period is over, Sol will be vulnerable and all hits against him will be counter hits for a short period of time. FRC Timing Gun Flame: 2-frame window 4 frames after flames extend Bandit Bringer: 3-frame window from when flame effect first appears in hand Riot Stamp: 4-frame window frome when kick comes out after bouncing off wall Fafnir: 2-frame window from when punch thrusts forward Counter Hit Effects Crouching HS: Downed Air Dust: Wall Bounce ****************************************************************************** EX Mode Changes New Moves Flame Dipper qcf+K R/F 15+36 Bukkirabou ni Naguru *1 qcb, qcb+S - 72x2 Tyrant Rave Version Alpha *1 (AMA) hcb, f+H R 120 Savage Fang *1 qcf, qcf+P - 40x3 *1 Tension Move. Altered Moves Kick K R/J 14 Gun Flame *1 (AMA) qcf+S/H F 40 Bandit Revolver qcb+K R 32 Fafnir hcb+P F/R 70 *1 Single projectile, travels all the way across ground. Only H version FRCable Lost Moves Gun Flame Feint Riot Stamp Bandit Bringer Tyrant Rave Version Beta Dragon Install FRC Timing Gun Flame (H): 2-frame window after projectile has travelled about 2/3 across the screen Flame Dipper: 3-frame window from when first attack comes out Fafnir: 2-frame window from when punch thrusts forward ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Fafnir no longer prorates. Air Dust now prorates 75% even if it is not the first hit in a combo. ****************************************************************************** Strengths: Good variety, gains tension fairly quickly. Weaknesses: Poor recovery if he misses; instant kill hard to use. Comments: Still basic, still overpowering and still boring, IMHO. Still, he's very easy to learn and to use, so there's no doubt you'll be facing many a Sol as you play this game. His Dust Loop has been compromised greatly, but the power of his other moves still makes him quite a contender. ------------------------------------------------------------------------------ TESTAMENT ------------------------------------------------------------------------------ Height: 185 cm Bloodtype: Unable to determine Weight: 73 kg Birthplace: Switzerland Birthday: May 9th Eye Color: Red Likes: Thinking Important Things: the late Kliff Underson, Potatoes Dislikes: Sol, old Itou-ryuu Martial Arts Voice Actor: Kobayashi Katsuaki Story: After regaining his own will after the death of Justice, he realized the things he had committed and despaired of living as a human. Living on without any purpose, the self-destructive Testament finally came to the "Devil's Living Place". There, he met Dizzy, who had separated herself from the world. Her story pulled at him strongly, and he became determined to protect her. Now that Dizzy has found her own place, what does Testament think? Basic Moves Command C Damage Punch P R/J 9 Kick K R/J 18 Slash S (close) R/J 24 Far Slash S (far) R 28 Hard Slash H R 36 Dust S+H R/X 15M Crouching Punch c.P R 8 Crouching Kick c.K R 12L Crouching Slash c.S R 26 Crouching Hard Slash c.H R 38 Sweep c.S+H R 38L Jump Punch j.P R 10M Jump Kick j.K R 18M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 34M Air Dust j.S+H R 44M Forward Punch f+P R/F 24M Forward Kick f+K R 28 Forward Hard Slash f+H R/X 55 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 14 Line Change Attack F+P R/J 28 Line Tobashi Attack F+S R 36 Normal Moves Phantom Soul *1 qcf+P/K F 5 Grave Digger (AMA) qcb+P R 45/40 Exe Beast *2 hcf+S F 36 Warrant *3 qcb+K R 10 HITOMI *4 qcb+S - 30 Zeinest (AMA) qcb+H - 10 Tension Moves Nightmare Circular *5 hcb, f+H - 60 Master of Puppet *6 qcf, qcf+H R 60 *1 P version is a horizontal skull; K version is higher in the air. If skull hits, it also adds marking to the opponent. Marking stays on until Testament is hit. While marking is active, Succubus will attack the opponent in one of three ways. In crow form, she can thrust forward for 40 or shower the enemies with feathers for 5x3. She may also transform into her regular form and hit the opponent with her scythe for 50. *2 Unlike GGX, Exe Beast will only appear from behind the opponent now. *3 Counterattack stance. Poisons the enemy for 9 seconds or until Testament is hit. *4 Creates a plant mine-type weapon. If Testament is hit, the mine disappears. Activates when opponent gets close, but is slow enough that a quick opponent can avoid it. *5 Adds poison to opponent, similar to Warrant. *6 If it hits, three marks appear above Testament's tension bar. The next time HITOMI is performed, a mark disappears. In exchange, HITOMI executes much faster and poisons the opponent, similar to Warrant. FRC Timing Forward Punch: 3-frame window as attack begins. Forward Hard Slash: 5-frame window as Testament pauses at bottom of swing Phantom Soul: 2-frame window as skull appears Exe Beast: 3-frame window from when his face first is unable to be seen Warrant: 3-frame window after he emerges from ground Master of Puppet: 3-frame window as he thrusts key forward. Counter Hit Effects Hard Slash: Stagger ****************************************************************************** EX Mode Changes New Moves Exe Beast (H) *1 hcf+H F 40 Nightmare Circular (S) *2 hcb, f+S - 60 *1 Travels forward from Testament. *2 S version is delayed. Altered Moves Exe Beast (S) hcf+S F 36 Master of Puppet *1 qcf, qcf+H R 30 *1 Tension Move. If it hits opponent, two marks appear above Testament's Tension Gauge. The next time Exe Beast is performed, a mark disappears and the Exe Beast is much larger. Damage is unchanged but opponent is knocked high into the air. Lost Moves HITOMI FRC Timing Exe Beast: 2-frame window from when his face first is unable to be seen Warrant: 3-frame window after he emerges from ground Master of Puppet: 3-frame window as he thrusts key forward. ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Exe Beast now knocks away from you. Phantom Soul FRCable. Forward Punch FRCable. ****************************************************************************** Strengths: Good variety of attacks; Grave Digger and Warrant gain lots of tension. Weaknesses: Gains tension slowly otherwise; Tension moves on the weak side. Comments: His abliity to control space with his trap moves makes him quite annoying to fight against, but his lack of defensive ability makes him a goner should he get stuck in the middle of the fray. Wise positioning is once again the key. ------------------------------------------------------------------------------ VENOM ------------------------------------------------------------------------------ Height: 179 cm Bloodtype: A Weight: 66 kg Birthplace: England Birthday: Orphaned so unknown Eye Color: Blue Likes: Reading, Chess Important Things: Zato, Sympathy Dislikes: Blood, those who bother Zato Voice Actor: Yaeda Mikio Story: After Zato's escape from the Dimensional Prison, no one knew what became of him. No one knew if he had been reimprisoned, or indeed if he were even still alive. Rumors that he had died or that he had given up his position spread through the Organization. There, Venom, who had long been by Zato's side, did not believe anything. Then, learning about a possible location for Zato, he set forth. At the end of his journey, he realized Zato's death. Basic Moves Command C Damage Punch P R/J 6 Kick K R/J 12 Slash S (close) R/J 16x3 Far Slash S (far) R 24 Hard Slash H R 42 Dust S+H R/X 20M Crouching Punch c.P R 7 Crouching Kick c.K R 8L Crouching Slash c.S R 22 Crouching Hard Slash c.H R 20+20 Sweep c.S+H R 20+20L Jump Punch j.P R 10M Jump Kick j.K R 12M Jump Slash j.S R/J 24M Jump Hard Slash j.H R 36M Air Dust j.S+H R 40M Forward Punch f+P R 28 Forward Hard Slash f+H R 52 Dead Angle Attack (GC) f+two R/X 20 Throw (T) f/b+H - 5x7 Air Throw (T) j.f/b+H R 5x7 Back Attack K+S R/J 16 Line Change Attack F+P R/X 24 Line Tobashi Attack F+S R/J 28 Normal Moves Stinger Aim *1 (C) [b], f+S/H F 30/42 Carcass Ride [d], u+S/H - 36/50 Ball Seisei *2 (AMA) qcb+P/K/S/H F - Devious Curve *3 rdp+P/K/S/H R 25 Double Head Morbid dp+S/H R 17x4/21x4 Mad Struggle j.qcf+S/H - 12x3/15x6M Shunkan Idou *4 dp+K - - Tension Moves Dark Angel qcb, hcf+S - 12x28 Red Hail j.qcf, qcf+H - 26x10 *1 May be charged up. Charging produces more hits, but the damage per hit decreases to 22 for S and 25 for H. Max charge is 6 hits. *2 Creates a ball in midair. Multiple balls may be created at the same time. The pattern created by the balls depends on the button used. When a ball is hit by a striking attack from Venom, it takes the damage properties of that attack and travels forward. If it hits another ball, ricochets occur; if it hits the opponent, the damage inflicted is the same as the attack used to move the ball. Only air version is FRCable. *3 Opponent cannot air recover, and this move can also be used to hit balls created by Ball Seisei. *4 Venom teleports into the air directly above the nearest billiard ball. If no balls are present on the field, Venom merely teleports to directly above himself. FRC Timing Stinger Aim: For S version, 4-frame window 4 frames after cue stick hits ball. For H version, 4-frame window 6 frames after cue stick hits ball. Ball Seisei: 3-frame window as ball comes out. Counter Hit Effects Hard Slash: Stagger ****************************************************************************** EX Mode Changes New Moves Object Ball *1 d, d+H - - Banking Jack dp+K R 18x3 *1 Charges up Stinger Aim (up to three charges). Altered Moves Stinger Aim *1 (AMA) qcf+S/H F 30/42 Ball Seisei *2 (AMA) qcb+P/K/S/H F - Carcass Ride dp+S/H F 36/50 Red Hail *3 qcb, qcb+S/H F 26x9/31x4 *1 Is charged up by Object Ball. *2 Creates a ball in midair. Multiple balls may be created at the same time. The pattern created by the balls depends on the button used. When a ball is hit by a striking attack from Venom, it takes the damage properties of that attack and travels forward. If it hits another ball, ricochets occur; if it hits the opponent, the damage inflicted is the same as the attack used to move the ball. Only air version is FRCable. *3 Tension Move. Lost Moves Shunkan Idou Double Head Morbid Mad Struggle FRC Timing Stinger Aim: For S version, 4-frame window 4 frames after cue stick hits ball. For H version, 4-frame window 6 frames after cue stick hits ball. Ball Seisei: 4-frame window as Venom begins to fall down. Carcass Ride: 2-frame window right after cue stick hits ball. Red Hail: 2-frame window on 5th and 7th hits (S) or 4th hit (H). ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Sweep now easier to hit both hits with. Ball Seisei faster, air version FRCable. Close Slash stuns less. Shunkan Idou slower. Red Hail does more hits. ****************************************************************************** Strengths: Is effective at both close and far range; good combo possibility. Weaknesses: Gains tension a little slowly; some moves predictable. Comments: He's rather hard to use alone, thanks to the vulnerability of most of his moves, but by contrast he's great in team play. If you can manage to stay away from the opponents and constantly chip away at them with his projectile strength, you'll find it easier to win with Venom. ------------------------------------------------------------------------------ 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 Voice Actor: Ueda Yuuji Story: Through bad luck, Zappa became possessed by S-ko. S-ko used Zappa's body and began observing the actions of humans. During this time Zappa would often lose consciousness and awake with wounds. Fearing that he suffered from some unknown illness, he worried constantly. Then, he learned of a famous doctor who could heal any disease, "Faust". However, he learned that Faust did not stay in one place. Some even said that Faust had died. Zappa set out to pursue the disappearing traces of the doctor... Note: S-ko is an homage/reference to Sadako, a character from the Japanese horror film/novel trilogy "Ring" (1998). Zappa's Instant Kill is also a reference to Ring. An American remake of Ring has also now been released. **Zappa's moves are dependent on what Mukade is currently supporting him. Getting hit will banish whatever is supporting him. However, getting hit while no Mukade is supporting him may cause a random Mukade to support him. Basic Moves Command C Damage (No Mukade) Punch P R/J 9 Kick K R 22 Slash S (close) R/J 26 Far Slash S (far) R 30 Hard Slash H R/X 20x3M Dust S+H R 17M Crouching Punch c.P R/J 12 Crouching Kick c.K R 16L Crouching Slash c.S R 26 Crouching Hard Slash c.H R/J 60 Sweep c.S+H R 30L Jump Punch j.P R/J 13M Jump Kick j.K R 22M Jump Slash j.S R/J 32M Jump Hard Slash j.H R 28M Air Dust j.S+H R 40M Forward Punch f+P R 24L Forward Hard Slash f+H R/X 50 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 50 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 26 Line Change Attack F+P R/X 22 Line Tobashi Attack F+S R/J 40 (Ghost) Slash S (close) R/J 36 Far Slash S (far) R/J 22 Hard Slash H R/J 50 Crouching Slash c.S R 20L Crouching Hard Slash c.H R/F/X 32 Jumping Slash j.S R 50M Jumping Hard Slash j.H R/X 32 Forward Hard Slash f+H R/X 36x3M (Sword) Slash S (close) R 36 Far Slash S (far) R 30 Hard Slash H R 25x2 Crouching Slash c.S R 22L Crouching Hard Slash c.H R 40 Jumping Slash j.S R/X 26M Jumping Hard Slash j.H R/X 32M Forward Hard Slash f+H R 32M (Raou) Slash S (close) R 40 Far Slash S (far) R 36 Hard Slash H R 48 Dust S+H R 30M Crouching Slash c.S R 36L Crouching Hard Slash c.H R 68L Jumping Slash j.S R/X 35M Jumping Hard Slash j.H R/X 45M Forward Hard Slash f+H R 76 Normal Moves (None) Konnichiwa Sanbiki no Mukade *1 qcf+P R 20 (Ghost) Sono Mama Kaette Konaide Kudasai j.qcf+S/H F 24 Banana *2 - - 0U Hachiue *3 - - 25M Golf Ball *3 - - 40 (Sword) Itasou, tte Iu Ka Itai *4 qcf+S R 20 --> Followup Attack *5 --> H R 45 Ochitoite Kudasai *6 dp+H R 30 Chikazuku to Yukimasu *7 hcb+H R 30x2 (Raou) Darkness Anthem qcf+S - 28x3 --> Followup Attack --> P - 30x2 Last Edegy qcb+S R 100 (Dog) Inu Kougeki S+H - 25 Inu Kougeki *8 d+S+H - 60U Inu Kougeki f+S+H - 25 Inu Kougeki *9 u+S+H - 30 Inu Kougeki b+S+H - - --> Dog Followup Attack --> S+H - 30 Tension Moves Umareru *10 hcb, f+H R 40x4 (Raou) Bellows Malice hcb, f+S - 40x10 *1 This move can only be performed if Zappa is not supported by any mukade. This move adds three souls to Zappa and summons the ghost, sword, or dog mukade at random. If Zappa has 5 or more souls around him, this move will also do damage to near opponents. If Zappa has 8 or more souls around him, he will summon the Raou mukade instead. Raou will support Zappa for 16 seconds, at the end of which it disappears, as well as any souls around Zappa. *2 Randomly happens when ghost hits opponent. Knocks opponent down. *3 Randomly happens when ghost hits opponent. *4 Adds one soul to Zappa. *5 Adds three souls to Zappa. *6 Adds one soul to Zappa. *7 Adds one soul to Zappa per hit. *8 Adds three souls to Zappa. *9 Adds one soul to Zappa. *10 This move banishes whatever Mukade is supporting Zappa. FRC Timing Crouching Hard Slash (Ghost): 3-frame window as attack begins Sono Mama Kaette Konaide Kudasai: 2-frame window 2 frames after attack begins Ochitoite Kudasai: 4-frame window as large barrier forms Chikazuku to Yukimasu: 4-frame window as sword completes arc Counter Hit Effects Kick: Downed Crouching Slash: Stagger Air Dust: Wall Bounce (Ghosts) Far S: Stagger (Sword) Itasou, tte Iu Ka Itai: Stagger Chikazuku to Yukimasu: Downed ****************************************************************************** EX Mode Changes New Moves Goriyuu wo Keikakuteki Ni *1 d, d+P/K/S/H - - (Raou) Knuckle Kaiser *2 hcb, f+S R 140 *1 This move gives Zappa a mukade in exchange for souls. P gives the Sword for one soul. K gives the Dog for 2 souls. S gives the Ghosts for 3 souls. H gives the Raou for 8 souls. If Zappa does not have enough souls the move fails and Zappa is stunned for awhile. This move may be used even if Zappa already has a mukade. *2 Tension Move. Altered Moves Konnichiwa Sanbiki no Mukade *1 qcf+P R 20 (Raou) Hard Slash H R 60 Crouching Hard Slash c.H R 48L Forward Hard Slash f+H R 64M *1 Only adds one soul and adds a mukade if move hits; can be performed even if Zappa already has a mukade. Lost Moves Bellows Malice FRC Timing Sono Mama Kaette Konaide Kudasai: 2-frame window 2 frames after attack begins Ochitoite Kudasai: 4-frame window as large barrier forms Chikazuku to Yukimasu: 4-frame window as sword completes arc ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Dog now faces same direction as you face. Crouching Hard Slash (Ghost) FRCable. Throw prorates 40%. Close S and Jump Slash (Sword) JCable. ****************************************************************************** Strengths: Unpredictable; gains tension easily; very powerful in Raou mode. Weaknesses: Unpredictable; unwanted Mukades hard to get rid of. Comments: He's still good and still confusing. You'll have to spend quite a lot of time learning his eccentricities, but master them and you'll have quite a force to contend with. Aim for geting Raou, and hell be a force to be reckoned with. ------------------------------------------------------------------------------ LEOPALDON ------------------------------------------------------------------------------ Leopaldon is the boss of the game, and he is actually playable if you defeat him at level 200 in Arcade Mode. He's only selectable in Versus and Training, and his moveset is actually quite limited, so don't expect to be very technical with him. *Leopaldon cannot jump! Leopaldon occupies both lanes at the same time. Even though he can switch lanes, all his attacks hit both lanes; conversely he can be hit from both lanes at all times. Basic Moves Command C Damage Claw Swipe P R 10 Claw Swipe K R 14 Claw Swipe S R 30 Claw Swipe H R 40 Dust S+H R 17M Crouching Claw Swipe c.P R 8L Crouching Claw Swipe c.K R 12L Crouching Claw Swipe c.S R 25L Crouching Claw Swipe c.H R 36L Sweep c.S+H R 28 Back Attack K+S R/J 30 Line Change Attack F+P R/X 30 Line Tobashi Attack F+S R/J 30 Normal Moves Chou Haitacchi! dp+P R 32x3 Reverse River *1 qcb+S - 12 Chou Ote hcf+S - 48+24+12 Perfect Rainbow rdp+K - 32x5 Killer Note Level 1 qcf+P F 12x14 Killer Note Level 2 qcf+K F 24 Tension Moves Killer Note Level 3 hcb, f+K F 24x16 808 df, hcf, b, f+S - 30x10 *1 This move always dizzies the opponent. FRC Timing Killer Note (All Levels): ?-frame window just as projectile leaves hand. ------------------------------------------------------------------------------ ZAKO A ------------------------------------------------------------------------------ The "Zako" (trash) characters are the generic enemies you face in GG Boost mode. Simply by beating Boost Mode once, you can now play as Zako A, Zako B, and Zako C in Vs., Boost, or Training. They are highly limited in their moves, and are there more for fun than anything serious. Basic Moves Command C Damage Punch P R 10 Kick K R 14 Normal Moves Gouten Raigeki Kick qcb+K R/F 25 FRC Timing Gouten Raigeki Kick: ?-frame window immediately after the move hits. ------------------------------------------------------------------------------ ZAKO B ------------------------------------------------------------------------------ The "Zako" (trash) characters are the generic enemies you face in GG Boost mode. Simply by beating Boost Mode once, you can now play as Zako A, Zako B, and Zako C in Vs., Boost, or Training. They are highly limited in their moves, and are there more for fun than anything serious. *Zako B cannot jump! Basic Moves Command C Damage Kick K R 14 Crouching Kick c.K R 12L Normal Moves Majin Bokumetsu Tackle qcb+P R/F 30 FRC Timing Majin Bokumetsu Tackle: ?-frame window at end of dash motion. ------------------------------------------------------------------------------ ZAKO C ------------------------------------------------------------------------------ The "Zako" (trash) characters are the generic enemies you face in GG Boost mode. Simply by beating Boost Mode once, you can now play as Zako A, Zako B, and Zako C in Vs., Boost, or Training. They are highly limited in their moves, and are there more for fun than anything serious. Basic Moves Command C Damage Kick K R 10 Slash S R 16 Crouching Kick c.K R 10L Crouching Slash c.S R 16L Normal Moves Kourin Shippuuha qcf+S/H F 25/15x3 Rouka Ryuujin Spike (AMA) qcb+K R/F 24 FRC Timing Kourin Shippuuha: ?-frame window as projectile is released. Rouka Ryuujin Spike: ?-frame window immediately before touching the ground. ------------------------------------------------------------------------------ KAKUSEI SOL (AWAKENED SOL) ------------------------------------------------------------------------------ Kakusei Sol is the super-powered version of Sol that you face at the end of GG Boost/Scramble mode. He becomes playable under the following conditions: beat Scramble mode, then choose not to return to the factory and defeat the giant Robo Ky that appears. There appears to be some sort of requirement to get the option to fight the giant Robo Ky, possibly having to do with how many points you've earned or what difficulty you are playing on. After defeating the giant Robo Ky, if EX Sol has already been unlocked, you can now play as Kakusei Sol. Press start on the character screen twice (to make a blue medal appear) and you will now be Kakusei Sol. Kakusei Sol always has maximum tension and is always in Dragon Install mode. Basic Moves Command C Damage Punch P R/J 12 Kick K R/J 14x2 Slash S (close) R/J 28 Far Slash S (far) R 28 Hard Slash H R/J 44 Dust S+H R/X 17M Crouching Punch c.P R 8 Crouching Kick c.K R 14L Crouching Slash c.S R 24 Crouching Hard Slash c.H R/J 40 Sweep c.S+H R 30L Jump Punch j.P R 12M Jump Kick j.K R 22M Jump Slash j.S R/J 25M Jump Hard Slash j.H R 20x2M Air Dust j.S+H R/J 33M Forward Punch f+P R 32 Forward Hard Slash f+H R 40x2 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 30 Line Change Attack F+P R 30 Line Tobashi Attack F+S R/J 30 Normal Moves Gun Flame *1 qcf+P - 60 Midair Gun Flame j.qcf+S/H - 30x3 Gun Flame Feint qcb+P - - Volcanic Viper dp+S; j.dp+S/H R 40+20x2 Dragon Install Volcanic Viper dp+H R 60+20x9 --> Tatakiotoshi --> qcb+K R 16 Grand Viper qcb+S R/F 8Lx2+50+15x9 --> Tatakiotoshi --> qcb+K R 16 Grand Viper Beta qcb+H R/F 8x2+20x3+50 Bandit Revolver (AMA) qcf+K R 20x3+50 Riot Stamp qcb+K R/F 40M+36M Bukkirabou ni Nageru (T) dp+K - 40 Fafnir hcf+H R/F 70 Tension Moves Tyrant Rave version Beta hcb, f+H R 80+60 Savage Fang qcf, qcf+P F 40x3+20x3 FRC Timings Grand Viper: ?-frame window on second hit. Grand Viper Beta: ?-frame window on second hit. Riot Stamp: ?-frame window after bouncing off wall. Fafnir: ?-frame window as punch fully extends. Savage Fang: ?-frame window as flames first start to appear. ------------------------------------------------------------------------------ KAKUSEI KY (AWAKENED KY) ------------------------------------------------------------------------------ Kakusei Ky is the super-powered version of Ky that you face at the end of GG Boost/Scramble mode. He becomes playable under the following conditions: beat Scramble mode, then choose not to return to the factory and defeat the giant Robo Ky that appears. There appears to be some sort of requirement to get the option to fight the giant Robo Ky, possibly having to do with how many points you've earned or what difficulty you are playing on. After defeating the giant Robo Ky, if EX Ky has already been unlocked, you can now play as Kakusei Ky. Press start on the character screen twice (to make a blue medal appear) and you will now be Kakusei Ky. Kakusei Ky always has maximum tension and is in a Dragon-Install-like mode. Basic Moves Command C Damage Punch P R/J 8 Kick K R/J 12L Slash S (close) R/J 22 Far Slash S (far) R 28 Hard Slash H R 37 Dust S+H R/X 15M Crouching Punch c.P R 8 Crouching Kick c.K R 14L Crouching Slash c.S R 25 Crouching Hard Slash c.H R 30x2 Sweep c.S+H R/J 30L Jump Punch j.P R/J 12M Jump Kick j.K R 16M Jump Slash j.S R/J 22M Jump Hard Slash j.H R 33M Air Dust j.S+H X 30M Forward Punch f+P R 30 Forward Kick f+K R 24 Forward Hard Slash f+H R/J 36x2 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H R 60 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 20 Line Change Attack F+P R/J 36 Line Tobashi Attack F+S R/J 37 Normal Moves Stun Edge Charge Attack qcf+S - 20x3 Midair Stun Edge j.qcf+S/H F 33 Vapor Thrust dp+S; j.dp+S/H R 40+25x2 Vapor Thrust Beta dp+H R 40+25+24+30 Needle Spike qcf+K R 24x2+36 Crescent Slash qcb+K R 24 Grand Vapor Thrust qcb+S R/F 10+24+16 --> Kiriharai --> qcb+K R 10 Elegant ni Kiru (T) dp+P R 70 Tension Moves Aces High hcb, f+H R 36x4+25x4 Ride the Lightning j.hcb, f+H - 60+12x2+40 Sacred Edge hcb,f+P F 40xn FRC Timings: Midair Stun Edge: ?-frame window just before landing. Grand Vapor Thurst: ?-frame window on first hit. Sacred Edge: ?-frame window as first bolt of lightning appears. 5. SOUNDTRACK One of the best features of the Guilty Gear games is the soundtrack, a punk rock/heavy metal type that sticks in your mind and refuses to leave. I mean, as groundbreaking and as fun as Street Fighter II was, its music wasn't that great, and only hardcore fans can remember how it goes. Isuka takes a different tack from previous games - each character no longer has an individual theme (since you may face multiple opponents at once); rather themes seemed to be based mostly on which stage you're on. The soundtrack went on sale April 21st, by Scitron Discs (KDSD-00036); it comes on one disk. 01. The God Bites Own Lip in Chagrin (Opening) 02. Sheep Will Sleep(If You Become Fatigued)(Wilderness Gravemarker - Sol, Ky) 03. Exceptional Routine Work (May Beach - Johnny, May, Dizzy) 04. Drunkard Does Make Wise Remarks (England - Axl, Bridget) 05. Riches in Me (Pirate Fort - Slayer, Potemkin) 06. Drumhead Pulsation (Colony - Anji, Baiken, Chipp) 07. Home Sweet Grave (Kingdom Cemetary - Faust, Zappa) 08. The Irony of Chaste (Paris - Millia, Venom) 09. Lady Fascination (China - Jam) 10. Push a Bush (Hells Forest - Testament, Eddie) 11. Kill Dog as a Sacrifice to Dog (Antarctica - Leopaldon) 12. The Cat Attached to the Rust (Ending) 13. Hunt a Soul (Menu) 14. Confrontation (Vs) 15. Might is Right but Tight (Win) 16. Calculating King (Continue) 17. Lost My Holdings (Game Over) 18. Peep (Character Select) 19. Hurry Somebody Up 20. The Fellow (Who Makes it Bored is Killed) There are also several tracks present in the console release that were not in the arcade release and are therefore not on the OST. These tracks will be released on the upcoming Drama CDs released October, November, and December of 2004. Quicksilver (Frasco - A.B.A) The Out of the World (Boost Mode Stage 5) D.M.01 (Color Edit Mode) Death Simpers at an Exit (Boost Mode Stage 4) The Blues Practice (Boost Mode Stage 3) Holy Orders? (Undersea Factory - Robo Ky) D.M.00 (Factory Mode) Fille de Vent (Boost Mode Stage 1) Rift in the Clouds (Boost Mode Stage 2) 6. TRANSLATIONS Here I will provide translations from Japanese into English of various aspects of the game. In-game quotes are translated a bit more loosely than the move names in an effort to make them sound natural. Also, I didn't bother to translate quotes that are just moans/groans/yells/whatever. I'm a half native-speaker of Japanese so I am reasonably sure of these translations, but if you have a different opinion, feel free to contact me. General Terms Ougi: An often-secret, often-powerful technique of a particular school of fighting Iai: A style of fighting characterized by rapid sheathing and drawing of a katana from its scabbard. Used in this game by Johnny and Baiken. ANJI MITO Move Names Shitsu: Rapidness Fuujin: God of Wind Nagiha: Calm Blade Hitoashitobi: One-step Jump Shin: Ichishiki: Needle: Type One Kou: Crimson On: Shadow Kai: Commandment Shin: Nishiki: Needle: Type Two Tenjinashi: Feet of the Gods Issei Ougi: Sai: Absolute Ougi: Brilliance Kachoufuugetsu: The Beauty of Nature Zetsu: Suppress Quotes Pre-Battle Hajime kara tobashiteku ze? Tenuki sun na yo?: I'm giving it my best from the start... no pulling back, okay? Mataseta naa!: Sorry to keep you waiting! Iiwake de mo kangaetoki na!: Think up an excuse while you can! Nanpatsu ore ni ataru ka na?: Wonder how many times you can hit me? Joushoufuhai ga motto de ne...: Always win, never lose is my motto... Win Tenchi ni musou no mai da!: This is a dance peerless in the world! Gifun wo shite ware ni oyobasu...: I got this far on indignation... Itsudemo aite ni natte yan ze?: I'll be your opponent anytime, okay? Seibai!: Punishment! Mijuku!: Amateur! Shoushi!: Pitiful! Lose Konchikusho-!: Dammit! Nan da to-!: What the...! Sekai wa hiroi ze...: The world is wide... Doji tta ze!: I made a blunder! Tsugi wa honki wo dashite yaru!: I'll get serious next time! Taunt Yaru ki ga nee nara kaen na!: If you don't feel like fighting go home! Nameten no ka?: Are you mocking me? Dokyou ga tarinee!: Not enough guts! Sekoi mane sun na yo na...: No need to be so simple-minded... Kousan nara sou ie tte no!: Just say it if you want to give up! Shimai nya kireru ze!: I'll end it here! Taikutsu da ze!: Boring! Respect Ippon torareta ze!: I made a mistake! Kanaimasen naa...: I can't keep up with you... Koitsua odoroki da...: I'm surprised... Scalpel Quotes Rinshi taiken!: A near death experience! Hatsu taiken!: A new experience! Shijidai kougeki?: A new age attack? Dizzied Ch, chotto matte...: Hold on a second... Ma, mada yareru zo...: I-I can still keep going... Ka, kakatte koi ora!: C-come on and fight me! Staggered Kora, chotto, hora!: Come on, wait, hey! Psych Burst Otoko wo miseru ze!: I'll show you a man! Psych Burst Counter Kekkan kireta ze!: I've burst a blood vessel! Air Recovery (none) Throw Chorochoro shiten ja nee!: Quit fooling around! Dust Hora yo!: Take this! Tonjimai na!: Fly! AXL LOW Move Names Bentengari: Benten Harvest (Benten is the Buddhist goddess of wisdom) Rensengeki: Flashing Sickle Attack Kyokusageki: Melodic Chain Attack Sensageki: Rotating Chain Attack Rashousen: Delicate Bell Spiral Tenhouseki: Rock from the Sky Housoubako: Beehive Raieisageki: Lightning Chain Attack Shiranami no Homura: Thieves' Flame Byakuerenshou: Massive Sickle Flame Rensen Ougi: Midaregami: Sickle Ougi: Wild Hair Quotes Pre-Battle Hade ni ikimasu ka!: Let's make it flashy. Tekagen shite kure yo!: Go easy on me, okay? Tanoshiku yarou ze.: Let's have fun with this. Ude ga naru ze!: My arms are crying out! Koko wa, oresama no stage da ze!: This is MY stage. Chotto dake honki dashichau ze?: I guess I'll get a little serious... (vs. Sol) Danna! Hisashiburi da nee. Genki shiteta?: Hey! It's been awhile. How've ya been? (vs. Sol) Minogashite kunnai ka na? Ano CD arun da kedo.: How about you let me go? I have that CD... (vs. Sol) Kono shashin mite. Danna no kodomo jidai.: Look at this picture! It's you from when you were a kid... (vs. I-No) Okashii na, anta no kao. Yoku mirun da yo na...: There's something about your face... I've seen it a lot... (vs. I-No) Ara, anta no kami suki da yo.: Ooh, I like your hair. (vs. I-No) Chotto mattee, anta no mune... tamaran...: Wait a sec, your breasts... won't fit... Win Oyobi ja nai nee.: No one's calling you... Tatsun ja nee yo.: Don't stand up. Yametokya yokatta no ni...: I didn't want to have to do that... Choroi mon da ne!: Such a weak one! Cool ni kimetaro?: Wasn't that cool? Sassuga oresama!: As expected for me! Mengo mengo!: Easy, easy! Anta, yowai ne!: Hey, you're weak! O-ya-su-mi!: Good night! Yukkuri nete na.: Sleep well. Lose Tsuyoi naa, oi...: Too strong... Kanben shite yo...: Give me a break... Ore tte konna mon?: Is this all I am? Yararechimatta yo... oi...: I'm done for... Are... owari?: Huh... it's over? Naande katen ka naa...: Why can't I win... Taunt Bishi! To, ikou ze!: *Bishi*... here I go! Sorya, nai darou?: Nah, I don't think so! Chikin!: Chicken! Sora yo!: Take that! Amaaai!: Too easy! O, omitooshi sa.: That's my prediction. Respect It's cool! Ii sen itteru yo!: Nice work Yo, dateotoko.: Hey, dude. Kaanawanee naa...: I can't keep up... Yaarujan!: You're pretty good! Kakkoii naa, anta.: You're pretty cool. Scalpel Sokooo!: Not there! Kuse ni naru?: Is this going to be a bad habit? Dizzied Yabee...: This isn't good... Koko wa doko?: Where am I? Ore... tobeteru?: Am I... flying? Staggered Ashimoto da no shikai da no naaa!: Everything's upside down! Hoshi ga kireeei...: The stars are pretty... Aa, ore ga ippai iru...: Hey, there's lots of me... Psych Burst Gan gan icchau yo!: This is going to be intense! Mou tomannai!: You can't stop me any longer! Suki ni shite!: Do what you want! Psych Burst Counter Itai tsuu no!: I said that hurt! Aa soko motto aa ii aa ii...: Yes there, more, that's good... Shita kanjatta zo.: I bit my tongue... Air Recovery Yoyuu...: Easy now... Doko miten da yo!: Where are you looking at! Kocchi da zee!: I'm over here! Throw Yotto...!: Oof! Netena!: Go to sleep! Omoi na... anta.: You're heavy... Dust (none) BAIKEN Move Names Tatamigaeshi: Tatami Flip Youshijin: Spirit Thorn Formation Mawarikomi: Reverse Sakura: Cherry Blossom Suzuran: Noble Dash Youzansen: Spirit Cutting Fan Kabari: Fishing Fly Tetsuzansen: Iron Cutting Fan Tsurune Sanzuwatashi: Linked Crossing of the Styx Baku: Ki: Restraint: Turtle Baku: Rin: Restraint: Tiger Baku: Ryuu: Restraint: Dragon Baku: Hou: Restraint: Phoenix Garyou Tensei: Final Execution Quotes Pre-Battle Izayoi una yo.: The sixteen-day moon swells... Ippun tte tokoro ka.: This'll take about one minute. Tekagen wa muyou da ze.: No need to hold back. Heh, sou aseru na tte.: Heh, I said no need to rush. Ore no ken wa misemon ja nee zo.: This sword isn't for show. Meido ni okutte yaru yo.: I'll send you to Hell. Jikan ga torasenee sa.: This won't take long. Ikigan ja nai yo...: Keep it serious... ...wakazo ga!: ...young boy! ...komusume ga! ...little girl! ...toohenboku ga! ...idiot! ...bakemon ga! ...monster! ...magaimon ga! ...fake! ...ikareonna ga! ...angry woman! ...ossan yo! ...gramps! ...e, eeto... ...uh, uh... Win Kentou chigai ka.: Different from what I expected... Fugainai ne.: How disappointing. Temaa tochimatta.: That took up my time. Kyoodo ni kaen na.: Go home. Ude ga sabichimau.: My skills'll rust like this. Tsumaranmon wo kichimatta.: I cut up something useless. Omae ja yakubusoku da.: You're a disappointment. Udenarashi ni mo naranee.: That didn't even make good practice. Samatsu na shiai da ze.: Such a trivial fight. Lose Aitsu yori tsuyoi tte no ka...: You're stronger than "him"... Konna tokoro de...: Not here... Chikushou ga!: Dammit! Nasakenee...: Pitiful... Temee no kachi da...: Your win... Yaki ga mawatta ze...: The night air stirs... Ore ga... makeru?: I... lost? Aitsu ni au made wa...: Until I meet "him"... Taunt Yatterannee!: Can't do anything! Nan nara saya de yatte yarou ka?: Maybe I should keep my sword in its sheath? Taigai ni shiro yo.: Do it somewhere else. Mamagoto nara... hitori de yanna.: If you're going to whine... do it alone. Nn, ttaku koshi ga samechimatta yo.: Ch, I've lost my taste for this. Aaa, miterannai yo.: Aaa, I can't even watch. Respect Ano otoko yori tsuyoi...: Stronger than "That man"... Omoshiroku natte kita!: This has become interesting! Koitsu wa horidashimono da yo.: This is a good find. Anta no hou ga tsuyoi na, daga... waruku nai.: You're stronger... not bad. Koitsua, ikeru kuchi da na.: Not a bad way to do things. Hahaha, ii mon motten ja nee ka.: Hahaha, you've got a good thing there. Scalpel Chikara ga hairenee...: I'm losing my strength... Dizzied Me ga kasumiyagaru!: Eyes are misty...! Yacchimattta!: Got me! Uso daro...: You're kidding... Staggered Ura wo kakareta ka!: Playing dirty, huh!? Psych Burst Chintara yatterannai yo!: You can't just sit there! Psych Burst Counter Uzai ttendaro?!: How annoying! Air Recovery Oshikatta ne!: Too bad! Madamada!: Not enough! Amain da yo!: Too easy! Throw Nameten ja nai yo!: Don't underestimate me! Shi ni na...: Die. Jama nan da yo!: You're a nuisance! Dust (none) BRIDGET Move Names Yoyo Haichi: Yoyo Release Yoyo Hikimodoshi: Yoyo Return Teishi: Stop Hassha: Fire Rolling Idou: Rolling Movement Maintenance-chuu no Higeki: Tragedy During Maintenance Ore to Kill Machine: Me and the Kill Machine Quotes Pre-Battle Ara? Sonna toko de netetara kaze hikimasu yo?: Huh? If you sleep there you'll catch a cold! Eeto... nechau hodo matasechaimashita?: Um... did I make you wait so much you went to sleep? Mou, neteru nante, kinchoukan nai desu yo.: Geez, you aren't nervous at all, sleeping like that. Motto sugoi torikku wo omise shimasu yo.: Let me show you a better trick. Tanoshinde tte kudasai ne.: Please enjoy this! Uchi ga kattara ohineri kudasai ne.: If I win give me some money, okay? Win Ikimasu yo!: Here I go! Kyacchi suru made ga kyougi desu kara.: It's not over until the catch. Osomachisama deshita.: Well done. Yoyo ni shikaku wa nain desu yo.: Yoyo's don't have blind spots. E, to... guhou mo fude no ayamari...: Um... they say even mistakes of the brush get taught... Kaze no chikara wa anadoremasen ne.: Don't underestimate the power of the wind... Yappari ohineri wa irimasen...: You don't need to pay me after all... Kanpeki desu! Aa, hazukashii! Mou...: Perfect! Aa, how embarassing... geez. Shiage desu... iyan!: The finishing touch... yah! Saigo no torikku desu... etto, ima no nashi de.: Now the last trick... uh, never mind that. Lose Kirei na kawa ga miemasu...: I see a pretty river... A, ojiichan?: Ah, grandpa? Are, uchi ga mieru?: Huh, I can see my house? Tenshisama da...: It's an angel... A, ohanabatake...: Ah, a flower field... Taunt Motto tanoshimimahou yo.: Let's have more fun. Renshuu tsunda hou ga ii desu yo.: You should get more practice. Nanigoto mo kiso ga jouyou nan desu yo?: Everything needs a basis, you know? Respect Kenka ga otokui nan desu ne.: Your strong point is fighting, I see. Dare ni demo torie wa aru mono desu ne.: Everybody has a redeeming feature. Etto, yappari kaette ii desu ka?: Um, so can I go home? Scalpel Semete seijin suru made!: Wait until I'm legal at least! Moshiya hanzai?: Isn't this a crime? Dizzied Me ga mawaruuu!: I'm dizzyyy! Are... makenai na...: Huh? It won't wrap around... Osora ga... mawaru!: The sky is... turning! Staggered Hyaaama... mae ga...: Geez, in front...! Psych Burst Saabisu shimashou!: Let me give you something special! Psych Burst Counter Shizuka ni!: Quiet! Air Recovery Shuuchuu shinai to...: Gotta focus... Abunakatta...: That was dangerous... Share ga tsuujinai?: You don't get it? Throw Are?: Huh? Dust Kore, muzukashiin desu yo...: This is difficult, you know... Hai, mawashimasu yo.: Okay, now I'll turn it around... Ohitotsu dou desu ka?: How about it? CHIPP ZANUFF Move Names Tsuyoshishiki Ten'i: Fortitude Transportation Tsuyoshishiki Meisai: Fortitude Camouflage Genrouzan: Misty Illusion Slash Resshou: Cold Palm Senshuu: Piercing Heel Rokusai: Foot Crush Sakuganki: Rock Drill Zanseirouga: Star-splitting Wolf Fang Banki Messai: Demon Extinction Quotes Pre-Battle Indou wo... watashite yaru ze!: I'll give you a requiem! Shisho... mitetekure yo!: Master... watch me now! Omae... shisou ga deteru ze?: You've got the shadow of death on you. Nanda, sono yoyuuzura.: What's with that calm attitude? Sassa to hajimeyou ze.: Let's get this thing started. Kudaranee.: Worthless. Win Ososugin da yo!: Too slow! Subete jukuchi.: I know all about it. Himatsubushi ni mo nan nee.: Can't even kill time like this. Chi... yowen da yo!: Chi... too weak! ...ttaku, hanashi ni nan nee.: Geez, not even worth talking about HA! Beat It! Kamikaze! Lose Shisho!: Master! Chikusho!: Dammit! Bakemon ga!: Monster! Maketawake ja nee zo...: It's not like I lost... Ore no jutsu ga...: My technique... Konna toroi yatsu ni...: ...by such a slow guy... Taunt Hey sissy! Come on! Kiss my ass! Yaru ki an no ka yo?: You serious about this? nda, kono chikin ga.: What's up with this chicken... Tsumanne yarou da na: What a boring jerk. Respect What the hell? Jesus! Dou nacchimattan da ore wa.: What's wrong with me... Doumo, choushi ga warui ze.: Something feels wrong... Mata motochoushi ja nee ka...: I'm not feeling fine still... Imaichi kimaranee...: I guess it won't end here... Scalpel Culture Shock! Dizzied Na, nani ga okitan da!: Wha, what's happening! Yume de mo miten no ka?: Am I dreaming? Staggered Magure atari ka!: Lucky shot, huh! Psych Burst Peesu wo ageru ze!: I'll raise the pace! Psych Burst Counter Namen ja nee!: Don't underestimate me! Air Recovery (none) Throw (none) Dust (none) DIZZY Move Names Hajime wa Tada no Akari Datta n Desu: At first it was just for light. Sakana wo Karu Toki ni Tsukatta n Desu: This was used for fishing. Ki no Mi wo Toru Toki ni Tsukatta n Desu: This was to get fruit off trees. Yoku Hanashi Aite ni Natte Kuremasu: They became conversation partners. Hitori ni Shite Kudasai: Please leave me alone. Necro Okotta Baai: When Necro Gets Angry Quotes Pre-Battle Kyou wa souji touban na no de...: Today's cleaning duty so... Kyou wa shokuji touban na no de...: Today's cooking duty so... Kyou wa uchiage to ka de...: Today's launch day so... ...hayaku kaeritain desu ga...: ...I'd like to go home quickly. ...minna wo matasetakunain desu ga...: ...I don't want to make everyone wait... ...Nagaku ha irenain desu ga...: ...I can't stay here long. (vs. Johnny) Are? Kyou wa "tsukekonda" ja nain desu ka?: Oh? Weren't you going to "take advantage" today? (vs. Johnny) May ni kotozukeraretan desu kedo...: I wanted to leave May a message, but... (vs. Johnny) Eetoo, "bangohannuki" ni shimasu yo.: Um, I'm going to skip dinner... (vs. Testament) Hai, minna nakayoku shite kuremasu.: Yes, everyone's treating me well. (vs. Testament) Arigatou, Testament.: Thanks, Testament. (vs. Testament) Johnny-san ga ichido asobi ni koi tte ittemashita.: Johnny said for you to come over and visit sometime. Win Minna, katta yo.: Everyone, I won. Ano, mou kaette mo ii desu ka.: Um, can I go home now? Ikenai, yuushoku ni maniau ka na...: Ah, I might not make it to dinner... Lose Doushite...: Why... Okaasan...: Mother... Otoosan...: Father... Minna... sayonara...: Everyone... goodbye... Otouban ga...: My chores... Taunt Onegai, futari tomo yamete.: Please, stop it you two. Ii ko dakara yamete.: You're good kids, so stop that. Dou shiyou...: What should I do... Respect Sore hodo no chikara ga aru no ni...: You have that much strength... Amari shigeki suru to kono kotachi ga...: If you provoke me too much these two will... Watashi wo koroshitai no desu ka?: Do you want to kill me? Aa, Undine, daijoubu da yo.: Ah, it's okay, Undine. Naze ka Necro ga yorokondemasu.: For some reason Necro seems happy. Fuku wo yogosu to minna ni okorarerun desu.: If I get my clothes dirty everybody will be angry... Scalpel Kore wa nani?: What's this? Dizzied (none) Staggered Are? Nani ga...: Huh? What... Psych Burst Aah! Psych Burst Counter (Necro) Yatte kureta na!: Now you've done it! Air Recovery (none) Throw Onegai, yamete!: Please, stop! Dust Nani?: What? Doushita no?: What's wrong? EDDIE Move Names Eddie Shoukan: Summon Eddie Shou Kougeki: Small Attack Idou Kougeki: Moving Attack Taikuu Kougeki: Anti-air Attack Chuudanwaza: Mid-level Attack Quotes Pre-Battle Ikiru koto wo misetsukeru na.: Let me show you what it is to live. Ore wa tesuri ni ikiru mono.: I am one who lives caged. Shi yori fukai yami wo.: A darkness deeper than death... (vs. Millia) Kukuku... kisama no karada nara najimu darou.: Heheheh... your body is one I would feel at home with. (vs. Millia) Kisama sae inakereba! Morauzo, sono karada: If only you didn't exist! I'll claim that body. (vs. Millia) Sono karada ga hoshii no wa, aitsu no ishi ga nokotte iru kara ka.: Is it because of his will that I want your body... (vs. Slayer) Ningen de wa nai na, kisama nanimono da!: You're not human... what are you! Win Koitsu no karada wo itadaku ka.: I'll take this body. Katta tokoro de nani ga erareru to iu no ka.: What can be gained by winning? Hayaku karada wo mitsukenakereba...: I must find a body quickly... Kisama ga shinde mo nao ikiru to iu no ni.: Even if you die you can still "live"... Kore kara ga moriagaru tokoro darou?: It gets better from here... Hito wo horoboshite mo ore ga ikiru koto wa nai!: Even if I destroy humans I am not "living"! Lose Sadame na no ka...: Is this fate... Mitomen zo!: I won't accept this! Koko ga genkai ka...: This is the limit... Kietakunai: I don't want to disappear... Ningen gotoki nii...: Just like a human... Ore wa suroo sutaataa nan da yo!: I'm a slow starter! (vs. Millia) Kore wa... hikari?: This is... light? (vs. Millia) Naze da... atatakai...: Why... is it warm... (vs. Millia) Yami ga harete iku...: The darkness is lifting... Taunt Akubi ga deru.: Makes me yawn. Motto agaite misero.: Try a little harder. Yaru ki ha aru no ka?: You really want to do this? Raku na mon da, bolantia ka?: Too easy, are you a volunteer? Nan no tsumori da?: What do you think you're doing? Marude kokkei da na.: Just too funny. Respect Sasuga da na.: As expected. Homete yarou.: Let me praise you. Kikishi ni suguru.: Better than I've heard. Ningen ni shite wa...: Humans are... Te wo nukisugita ka...: Maybe I bit off more than I could chew... Ki ni iran...: I don't like this... Scalpel Dairoku kankakusei!: Sixth sense awakening! Michi naru kankaku!: Unknown sensation! Dizzied Baizai ga motan ka!: This vessel won't hold! Mazui...: Not good... Ku, matte kure!: Ku, hold on! Staggered Suki wo tsukareta!: You got my weak point! Psych Burst Karakatte yaru ka.: Trying to tease me, are you. Psych Burst Counter Yatte kureta na!: Now you've done it! Air Recovery (none) Throw Shee! Showa! Shea! Dust Yokete miro...: Dodge this... Tobe!: Fly! FAUST Move Names Rerere no Tsuki: Rerere Thrust Hikimodosu: Pull Back Uisu!: Uisu! (a general type greeting/exclamation) Koe ga Chiisai!: Voice is too soft! Mou Icchou: UISU!: One more time: UISU! Nani ga Deru Ka Na?: What's going to come out? Ai: Love Yariten Enshin Ranbu: Scalpel Centrifuge Chaotic Dance Zenpou Idou: Moving Forward Kouhou Idou: Moving Backward Kubi Biyoon: Neck bouncing Hana Daro? Ore, Hana Daro?: I'm pretty? Aren't I pretty? Mettagiri: Reckless Cutting Mae Kara Ikimasu Yo: Coming from the front! Ushiro Kara Ikimasu Yo: Coming from the back! Ue Kara Ikimasu Yo: Coming from above! Shigekiteki Zetsumeiken: Stimulating Destruction Fist Na-na-na-nani ga Deru Ka Na!: Wh-wh-wh-what's going to come out! Konshuu no Yamaba: This week's climax... Quotes Pre-Battle Hokenshou wa irimasen yo?: You don't need an insurance card... Himitsu no... Faust!: The secret... Faust! Ii mono wo misete ageyou: Let me show you something nice. Inu ga nishimukya, watashi wa burakku hooru.: The dog faces west, I'm a black hole... Watashi ga kita kara ni wa iro iro to hoken wa dekimasen yo!: Since I'm here you can't insure anything! Hai hai, nanda are da ginga ichi!: Okay okay, number one in the universe! Win Ope shuuryou, seikou desu.: Operation complete, it's a success. Asu ga tooge desu.: Tomorrow, the mountain pass. Nen no tame, kusuri wo dashimashou.: Just in case, let me give you some medicine. Tsugi itte miyou!: Let's go see what's next! Dame da korya!: This is no good! Tsugi no kanja ga matteru no de na!: The next patient is waiting! Sayoonaraaa: Goodbyeeeee... Mata aimashou!: Let's meet again! Jishuu wo otanoshimi ni!: Look forward to next week! Lose Mata raishuu!: Next week! Ikezuu...: No good! Noroccharu!: I'll curse you! Sekai saidai no watashi ga yande shimau to ha anyoninyuni: To think the greatest in the world, me, would get injured blah blah blah.. Taunt Yakkai na kanja da...: What an annoying patient... Zannen da ga...: Sorry, but... Te wa tsukushita.: We're out of options. Kao furasshu!: Face flash! Anata wa yande iru...: You're sick... Masui ga tarinai ka na...: Not enough anesthetic? Respect Chiryouhin omake desu!: No charge for treatment! Nau na yangu ni baka uke: Today's young ones are so... Moo taiin shite ii yo...: You can leave the hospital already... Guddo de naisu desu ne...: Good and nice... Iketemasu ne...: This is good progress... Kagayaitemasu yo!: Shining! Scalpel G-spot! Suteki!: Marvelous! Benpi naotta!: My constipation's fixed! Dizzied Buta ga tonderu...: Pigs are flying... Kirei na hoshi da...: Such pretty stars... Shiawase da naa...: How happy... Staggered Nuhaa tsuuretsu!: Scathing! Psych Burst Otonashiku shitenasai!: Behave yourself! Psych Burst Counter Mukii!: Reverse! Air Recovery Dakara abunai tte!: I said, that's dangerous! Nani sun no sa!: What are you doing!? Shinu ka to omotta!: I thought I was going to die! Throw Sukirri! Shioaji!: Neat! Salty! Numetto! Soukai!: Mm, sweet! Poyoon!: Boing! Dust Kakiiin!: Craaack! Hoomu ran!: Home run! Karaburi!: Strike! Note: If Faust's moves/quotes sound dirty, it's because they ARE... I-NO Move Names Taiboku wo Sasuru Te: Tree-stroking Hand Kouutsu Onkai: Disharmonic Scale Kyougen Jikkou: Comic Reality Chemical Aijou: Chemical Love Madogiwa Desperate: Desperate by the Window Genkai Fortissimo: Fortissimo to the Limit Rensho Yuigon: Last Will and Testament Quotes Pre-Battle Nabutte ageru.: I'll make sport with you. Mou gaman dekinai no.: I can't hold it any longer. Temijikai ni shinde moraeru: Won't you die quickly? Mushi tte saa, jibun kara hi ni tobikonde kuru yo ne.: You know, bugs fly into flames on their own... Shinitakunaru made... ijimete ageru: I'll tease you until you want to die. Hajimari no aizu wa, shinigami ga doa wo tataiten da yo: The first sign will be Death knocking on your door. (vs. Sol) Gobusata, *bleep*yarou.: You haven't written, a**hole. (vs. Sol) Shitta koccha neen da yo.: I wouldn't know that. (vs. Sol) Dare ni iken shitenda temee?: Who do you think you're talking to? (vs. Axl) Kanguri sugiru to shinu yo.: Dig too deep and you'll die. Win Saikou no koufun shita wa.: You got me excited. Tottemo jouzu datta wa yo.: You were great. Kuzu wa shosen kuzu nan da yo.: I guess trash will always be trash. Fuu, ase kaichatta: I broke a sweat... Motto semete yo, mada moekiranai no.: Come on harder, I'm not burning yet. Kuso yowee... taikutsudoori koshite muka tsuita yo.: So weak... so boring you've made me irritated. Lose Tobisou...: I'm flying... Kuso ga!: Sh*t! Ii kanji yo...: That feels great... Ganbatta wa.: You did well... Mitomenee!: I won't accept this! Taunt Watashi ga hoshiku nai no?: Don't you want me? Motto manzoku sasete hoshi no.: I need you to satisfy me. Aite ni nannen da yo, kuso ga!: Not a good match, you piece of ****! Respect Koitsu ga mezurashiku aite wo hometeru ze!: Unusual to find a praiseworthy opponent! Soko soko tsukaeru yatsu ka motte yo!: I could use you! Pashiri ni narashite yaru tte sa!: I'll tame you to be my gofer! Scalpel Otona no jikan?: Adult time? Adaruto no kanji...: Such an adult feeling... Yori no yotte konna yatsu ni!: Of all things, this guy...! Dizzied A, aseranaide...: Don't be in such a rush... Ch, chotto kyuukei shinai?: Won't you rest a little? Temee tada ja sumasenee...: It's not enough for you... Staggered Kono *bleep* ka!: This ****! Psych Burst Hayaku sumasetai no.: I want to finish quickly... Sassa to kiero yo.: Just disappear! Psych Burst Counter Watashi no ban ne.: Now it's my turn. *bleep* no bunzai de!: By such a *bleep*! Air Recovery Motto yasashiku...: Be kinder... Hageshisugi yo...: Too rough... Fuzaketa mane shiyagatte...: Fooling around, are you... Throw Shibarareru no, suki desho?: You like being tied up, don't you? Kirei na chi wo misete ne...: Let me see your pretty blood... Jamakuseen da yo.: You're a nuisance. Dust Noboritsumete?: Going on top? Jitto shitete ne...: Stay still... Buchimakete yaru!: I'll blow you apart! Note: If I-No's moves/quotes sound dirty, it's because they ARE... JAM KURADOBERI Move Names Asanagi no Kokyuu: Morning Calm's Breath Ryuujin: Dragon Blade Gekirin: Imperial Wrath Kenroukaku: Multi-tiered Sword Bakushuu: Explosive Kick Mawarikomi: Reverse Ashiharai: Sweep Hyappo Shinshou: Hundred Step Keen Bell Senri Shinshou: Thousand Li Keen Bell Futsuono: Purifying Axe Houeikyaku: Hawk Talons Renhoukyaku: Daughter of Destruction Choukyaku Hououshou: Purifying Leg Phoenix Ascent Geki: Saishinshou: Violence: Crushing God Palm Gasenkotsu: Narcissism Quotes Pre-Battle Sasa, tanto meshiagare, atashi no kobushi wo ne!: Eat up... my fist, that is! Sasa, tanto meshiagare, gekikara de yokereba ne!: Eat up... if you can avoid my Chinese violence! Kuradoberi Jam, tadaima tanjou aru!: Kuradoberi Jam, making an appearance! Chaccha to owaraseru yo!: Let's finish this quickly! (vs. Ky) Uchi no mise, otoko ten'in tarinai. Anata boui yaru yoroshi.: My store doesn't have enough male workers. You can work there. Win Okawari wa ikaga?: Want seconds? Saraarai kettei aru!: Now to wash dishes! Asameshi mae aru ne!: That was easy! Chotto... yarisugita aru ne.: I think I overdid it. Ikiteru aru ka?: Are you still alive? Yowai... aru ne.: So weak. Lose Ku... kuyashii...: No way... Konna tokoro de...: In a place like this... Maketa? Watashi ga...: Lost? Me? Tekagen shiranai hito ne!: You don't understand going easy! Minna no baito dai ga...: Everyone's part-time... Taunt Taishita koto nai aru...: This won't be a problem... Nasakenai...: Pitiful. Usero.: Get lost. Kudaranai!: Worthless! Tanchou na seme ne.: Such boring attacks. Kyoseitsutsu... aru yo.: Like a meteor falling... Semete ougi de houmuru... aru.: At least finish with your ougi... Kikan... kikan aru.: Not working... not working. Respect Sukoshi wa yaru aru ne.: You can do a little... Ii renkei aru ne.: Such nice cooperation. Sugoi waza aru ne.: Amazing technique. Scalpel Asoko wa...!: Not there! Otomo no junsui wa...: A maiden's purity... Dizzied Me ga mawaru aru...: I'm dizzy... Tatenai aru...: I can't stand... Staggered Aiyayayayaya!: Oh deaaaaaaaar... Psych Burst Janjan iku yo!: Let's go! Psych Burst Counter Mou okotta aru!: Now I'm angry! Air Recovery Muda aru!: Useless! Abunai aru!: Dangerous! Tsu, tsuyoi!: S-strong! Throw (none) Dust Suki ari!: Vulnerable! Jikansa aru!: Too slow! Buttobu yoroshi!: Fly away! *Note: Jam's frequent use of "aru" in her quotes is a stereotypical Chinese accent in Japanese. JOHNNY Move Names Zenpou Idou: Move Forward Kouhou Idou: Move Backward Kamae Cancel: Stance Cancel Iainuki: Unsheathing Ensenga: Swallow's Piercing Tooth Sore ga Ore no Na Da: That's my name. Quotes Pre-Battle Eleganto ni kimeru ze?: Let's do this elegantly. Sumaato ni owaraseru ka.: Let's finish this with style. Mabataki suru hima wa nai ze.: I don't have time to fool around. Hiiroo no jouken wa? Saigo ni tatte iru koto da.: What makes a hero? He's the one who's still standing. Kaaten kooru wa uketsukenai ze.: You won't get a curtain call. Saki ni itte oku ga, ore wa paafekuto da ze.: I'll let you know, I'm perfect. (vs. May) Shoubu ni puraibeeto wo...: Matches are private... (vs. May) Mochikomu mon ja nai ze.: They're not something to bring in. (vs. May) O, omae kitanee zo!: Y-you're dirty! (vs. Testament) Sou da na, sake de mo tsukiatte moraou ka?: Oh, why don't you come for some sake with me? (vs. Testament) Miren ka? Shinpai shinasan na.: Still attached? No need to worry. (vs. Testament) Ki ni naru nara asobi ni kuru ga ii sa.: If you're still worried you can come visit anytime. (vs. Dizzy) Doko de oboetan da? Sono kotoba.: Where did you learn that word? (vs. Dizzy) Aitsu wa!: That girl! (vs. Dizzy) May... Win Nori ga warukatta na.: Your style's no good. Akirame ga kanjin da ze.: Giving up is fundamental. Sono hen ni shitoki na.: Let's leave it at that for now. Happii endo no jouken wa? Hansamu ga katsu koto sa.: What makes a happy ending? When the handsome one wins. Sensu ga chigaun da naa... sensu ga.: It's a difference in sense... Ore wa honki ni saseta no wa... misuteiku datta na.: It was a mistake to get me serious. Lose Anbiriibaburu da ze...: Unbelievable... Hade ni yararechimatta ze...: Wonderfully done... Miren da ze...: Regrettable... Chotto te wo nukisugita ka...: I tried a bit too hard... Omae honki de yattaro...: You were serious... Taunt Manaa ga waruin ja nai no?: Aren't you a little rude? Kakatte ki na?: Come on and fight. Paa to ikou ze?: Let's go. Motto hade ni ikou ze?: Let's be a little flashier. Yabo na mane shiyagatte...: Such coarseness... Respect Anta wa nakanaka...: You're pretty... ...guddo da ze.: ...good. ...kimatteru ze.: ...decided. ...romanchikku da ze.: ...romantic. ...buraboo da ze.: ...bravo. ...ekisentorikku da ze.: ...eccentric. Scalpel Ore wa noomaru da ze!: I'm normal! Ikasu!: Sharp! Dizzied Na, nanka mieru zo.: I can see something... Ashi ni kichimatta...: I've tripped up... Yatsu wa... doko... da...: Where... is... he... Staggered Kuritikaru ja nai!?: A critical!? Psych Burst Aguresshibu ga shinjou de na.: Aggressiveness is the key. Psych Burst Counter Shiriasu ni iku ze?: Let's get serious. Air Recovery (none) Throw Tottotoki na!: Take this! Hora yo!: Hey! Yudan shita na.: You took it too easy... Dust (none) KY KISKE Quotes Pre-Battle Ikimasu.: Here I come. Jinrai no yuen wo oshiemashou.: Let me teach you the way of lightning. Zenryoku de dekiru koto da.: I'll use all my power. Doushite mo tatakaimasu ka...: So it has to come to a fight... Ii shiai ni shimashou.: Let's make this a good fight. Kuchi de itte mo muda ka.: I guess you won't understand words, so... (vs. Sol) Karukunagaseru to omou na.: Don't think I'll go easy. (vs. Sol) Sukoshi tsukiatte morau zo.: Come along with me. (vs. Sol) Sakete wa tooren zo.: I won't let you get away. (vs. Jam) Naze watashi ga!: Why me! Win Ii shoubu deshita.: That was a good match. Yoku ganbarimashita ne.: You did your best. Kore ga Fuuraiken no chikara da.: This is the power of the Fuuraiken. Konkai wa watashi no shoori desu ne.: It's my win this time. Mata, itsudemo oaite shimasu.: I'll be your opponent anytime. Jigoujitoku da na...: You reap what you sow... (vs. Sol) Naze... honki de tatakawanain da!: Why won't you fight seriously! (vs. Sol) Watashi de wa... fufuku na no ka!: Am I not enough! (vs. Sol) Ashirawareta mono da na.: I dealt with you. Lose Koko made na no ka!: Is this the end! Makeru wake ni wa...: I didn't... Mi, mikirenai!: I can't avoid it! Ko, kokomade kite...: I, I got this far... Munen!: Regrettable... (vs. Sol) Ku, kuso!: D-dammit! (vs. Sol) Omae ni wa... katenai no ka...: Can't I win against you... (vs. Sol) Na... naze nan da...: Wh... why! Taunt Anata de wa muri da.: It's impossible for you. Sore demo senshi desu ka.: You call yourself a warrior? Watashi wo okorasenaide kudasai.: Don't make me angry. Janen wo sutenasai.: Throw away your evil feelings. Kata ga amai desu ne.: Your form is underdeveloped. Itsumade sou shite iru tsumori desu ka?: How long are you planning to do that? Respect Subarashii waza desu.: Wonderful technique. Marude kamiwaza da na.: Like a miracle. Kishin no gotoku ka...: Just like a demon god... Sasuga desu.: As expected. Keisatsukikou ni hairimasen ka?: Won't you join the police force? Ki ga nukenai na!: I can't let my attention slip from you! Scalpel Nan te koto da!: How could this happen! Dizzied Sakite wa torareta ka...: The front lines were taken... Me ga... kasumu...: My eyes... are misty... Ku...fukaku...: Failure... Staggered Ku, yudan shita!: Damn, I was careless! Psych Burst Ima shika nai!: Only now! Psych Burst Counter Sasmasen!: I won't let you do that! Air Recovery Kikimasen!: That won't work! Nante iryoku da...: Such power Throw Shitsurei!: Sorry! Suki ari!: Vulnerable! Osoi!: Too slow! Dust Yudan shimashita ne...: You were careless.. Ikimasu yo.: Here I come. Iku zo!: Here I come! MAY Move Names Iruka-san Yoko: Dolphin Horizontal Iruka-san Tate: Dolphin Vertical Houkoutenkan: Change of Course Hakushu de Mukaete Kudasai: Please give them a round of applause. Kyuukyoku no Dadakko: Ultimate Spoiled Child Chouzetsu Monzetsu Kirimomi Daisenpuu: Superior Fainting Tailspin Whirlpool Deluxe Gosho Kawara Bomber: Deluxe Five River Delta Bomber May to Yukai na Nakamontachi: May and Her Pleasant Friends Quotes Pre-Battle Taishita koto nasasou da ne.: This doesn't look like it'll be a problem. Kodomo da to omowanai hou ga ii yo.: Better not think I'm just a kid... Naite mo shiranai yo!: Not my fault if you cry! Ikku yo!: Here I come! Johnny... ganbaru kara ne!: Johnny... I'll do my best! Makenai yo!: I'm not going to lose! (vs. Johnny) May no fusenshou!: May's easy win! (vs. Johnny) ...tte no wa dou?: ...how about it? (vs. Johnny) Ii mon, Johnny shokujinuki!: Johnny skipped dinner... Win Hehe! May no kachi na no da!: Hehe! This is May's win! Ehehe! Yoyuu da ne!: Ehehe! Too easy! Ahahaha! Minna, katta yo!: Ahahaha! Everyone, I won! Ahahaha! Yabou ni ippou zenshin: Ahahaha! One step closer to my goal! Ahahaha! Yatta ne!: Ahahaha! I did it! Lose Johnny! Gomen ne, minna!: Sorry, everyone! Gomen ne, Johnny!: Sorry, Johnny! Mou sukoshi na no ni...: Just a little bit more... Tsuyosugi da yo...: Too strong... (vs. Johnny): Johnny no baka!: Johnny, you idiot! (vs. Johnny): Johnny no tako!: Johnny, you octopus! (vs. Johnny): Johnny no kechi!: Johnny, no fair! Taunt Naanda yowachii ya.: So weak. Onna no ko ni teageru ki kai?: Trying to hurt a little girl? Honki dashi na yo!: Get serious! Yowaki nattan ja nai?: Haven't you gotten weaker? Motto abaretai no ni...: I wanted to let myself go... Respect Sugoi ne, kara hodo ja nai kedo.: Amazing, though not as good as he is... Minaoshita yo!: I've changed my opinion of you. Kuchi dake ja nain da ne.: You're not just all talk. May, makechau ka mo?: May might lose? Yappari... tsuyoi na...: Strong after all... Scalpel Sonna!: No! Gomen ne Johnny!: Sorry Johnny! Dizzied Ohoshisama ga tonderuu...: The stars are flying... Kurakura suru...: Everything's spinning... Chotto tanna...: Hey, wait... Staggered Tanma, tanma!: Mercy! Psych Burst Tobashiteku yo!: I'll send you flying! Psych Burst Counter Moo! Urusai!: Geez! Shut up! Air Recovery Abunakatta na...: So dangerous... 10 ten manten!: Ten points, full points! Throw Baai baai!: Bye bye! Jaa mata yo!: See you later! Dust Tondecchae!: Fly away! Hoshi wo miteki na...: Go see the stars. Mei rariato!: May lariat! MILLIA RAGE Move Names Kousoku Rakka: Sudden Descent Zenten: Forward Roll Quotes Pre-Battle Koroshi wa shinai...: I won't kill you... Itaku shinai kara...: It won't hurt a bit... Nigete mo ii no yo?: I don't care if you run. Anata ni tsukamaerareru?: Can you catch me? Chikamichi wa nasasou ne.: Guess there's no shortcut. Mabataki suru hima mo agenai.: You won't have time to fool around. (vs. Eddie): Kisama ga... kataki: You're... revenge! (vs. Eddie): Mou soko ni wa inai no ne...: You're no longer there, are you. (vs. Eddie): Kakera mo nokosenai!: I won't even leave a shell! (vs. Slayer): Yokei na kizukai yo.: I don't need your pity. Win Yowai...: Weak. Suki ga oosugiru.: You recover too slowly. Bootoshiteru kara.: You weren't paying attention. Nakanaka yokatta wa... anata.: You weren't too bad. Oyasuminasai.: Good night. Nattoku ikanasou ne.: Looks like you understand now. Taikutsu na tatakai...: Such a boring fight. Sayonara...: Goodbye... Kuyashii?: Angry? (vs. Eddie): Kore de, Millia mo shinda wa.: Now, Millia is dead too. Lose Amakatta...: I went too easy... Miren ne...: Too bad... Zato... Watashi wa...: I'm... Koko made ne...: This is it... Owatta...: It's over... Taunt Baka na hito ne...: Such a fool... Tsumaranai ne.: So boring... Sore, senpou no tsumori?: You call that fighting? Kinasai...: Come on. Kowai no?: Are you scared? Anata, heta ne.: You're pretty bad. Respect Anata sugoi yo ne.: Pretty amazing. Tanoshii hito ne.: Such an interesting person. Kawaii hito ne.: Such a cute person. Taikutsu sezu ni sumisou ne.: This won't get boring... Tsuyoi no ne.: So strong... Amaku miteta wa...: I underestimated you... Scalpel Dame...: No... Soko wa...: There is...! Dizzied Shimatta!: Damn! Mazui...: Not good... Staggered Masaka!: Impossible! Psych Burst Kime ni iku wa yo.: Let's end this. Psych Burst Counter Tsume ga amai...: Your skills are weak. Air Recovery Dekiru!: Not bad! Throw Koko yo...: I'm over here... Gomennasai...: Sorry... Dust (none) POTEMKIN Quotes Pre-Battle Daa! Osokunatta na.: Daa! Guess I'm late. Uooo! Ikinobiru koto wo kangaero.: Uooo! Why don't you think about surviving. Kakugo wa dekita ka? Ikuzo!: You ready? Let's go! Saizen wo tsukusu koto da.: Let's finish this well. Ginmu wo suikou suru.: I will perform my duty. Inochi wo kakete kakatte koi!: Put up your life and come on! (vs. Slayer) Daitooryou kara hanashi wa kiiteiru, shoojiki, tanoshimi de shouganai.: I've heard about you from the President... honestly, I'll enjoy this. Win Junchou ni susunde iru.: Making good progress. Mondai wa nai.: No problems. Mite no toori da.: As you've seen. Jitto shitero.: Stay down. Tateba kizu ga aku zo.: Stand up and your wounds will get worse. Shibaraku wa ugoken darou.: You won't be moving for awhile. Lose Ginmu shippai.: Mission failed. Sumanu... daitooryou!: Sorry... President! Futei no yakara ni!: By an unpure...! Migoto!: Well done! Yasuyasu to wa iku ka!: Went too easy! Fukaku: I've failed! Taunt Hikyoumono me!: Damn coward! Misokonatta zo!: You've made a mistake! Tachisarei!: Stand up and go home! Hokori wa nai no ka?: Don't you have any pride? Hazukasarashime ga!: An embarrassment! Tegotae no nai.: Unresponsive. Respect Tegowai na...: Pretty strong... Ii ude da.: Good skills. Sou konakute wa!: It won't come to that! Makoto no senshi yo...: A true warrior... Datsubou sasurareru...: I salute you. Kanpuku shita.: I admire you. Scalpel Wa, watashi wa chigau zo!: I-I'm not like that! Dizzied (none) Staggered Ba, baransu ga!: My balance! Psych Burst Oora gekishin!: My aura trembles! Psych Burst Counter Sasoi ni kakatta na!: You asked for it! Air Recovery (none) Throw (none) Dust (none) SLAYER Move Names Chi wo Suu Uchuu: Bloodsucking Universe Eien no Tsubasa: Eternal Wings Chokkagata Dandy: Direct Hit Dandy Quotes Pre-Battle Tatakai to iu mono wo gokyouju shiyou.: Let me teach you what fighting is. Ohatsu ni ome ni kakaru, soshite kore ga saigo da.: As soon as I see you, it's over. Shinpai shinakute mo ii, tekagen wa shiyou.: Don't worry, I'll go easy on you. Suman na, Sharon, zenza ga aru you da omataseshita.: Sorry, Sharon, but it looks like I have to take care of something. Aa, amari tsuma wo matasetakunai, isogasete morau yo.: Ah, I don't want to make my wife wait. Let's hurry. Fu, deeto no saichuu da to iu no ni, kimi mo busui da nee.: Hmph, in the middle of a date, too, you certainly are rude. (vs. Eddie) Ochita ka... oshii otoko wo nakushita.: So you've fallen... we've lost a good man. (vs. Potemkin) Watashi ni idomu nara mazu yatsu wo koete hoshii mono da.: If you want to provoke me you'd better be better than he is. (vs. Venom) Utsuwa de wa nai, asoko wa ikigurushii darou?: Not a vessel, suffocating, isn't it? (vs. Millia) Kimi wa Zato no... Zannen datta na.: You're Zato's... It was such a pity. (vs. Sol) Sasuga ni hima ni natte ne.: Since I had time on my hands... Win Takaku tsuita ga ii jugyou datta darou?: It was a bit expensive, but it was a nice lesson, huh? Kono ippuku yori jikan ga kakaran to wa ne.: To think you didn't even last as long as a puff on this pipe. Shoujiki, mou sukoshi dekiru to omottan daga ne.: Honestly, I thought you could do a little better. Aa, kamawan, tekitou ni kutsuroidete kuretamae.: Ah, I don't care, go ahead and relax. Hashitanai you daga oodoburu wa manzoku dekinakute ne.: Seems vulgar, but I can't be satisfied with just an hors d'oeuvre. Michikusa wo kutta ga nakanaka tanoshimeta yo.: I had to loiter a bit but I had fun. Lose Maamaa da na.: That was pretty good. Taikutsu shinogi ni wa natta yo.: That was just killing time. Taunt Kimi no yowasa wa shitsurei da to omou da ga...: Your weakness is an insult to me... Motto koko mo tsukaetamae.: Why don't you use THIS more? Kamawan yo, tasuke wo yobitamae.: I don't care, go ahead and call for help. Piriodo wo utou ka.: This period is boring. Maku wo sagarosou.: The curtain's falling. Finaare to ikou.: Let's cut to the finale. Respect Midokoro wa aru na, daibu sama ni nattekita yo.: You have promise, I'm interested in you. Ii zo, sono mama taikutsu sasende kure yo?: Great, keep me entertained, okay? Ganbaru ja nai ka, sono choushi de tanomu yo.: You're trying your best, keep it up. Scalpel Sharon, kore ni wa wake ga!: Sharon, there's an explanation for this! Shi ni mo masaru kutsujoku: A humiliation worse than death! Dizzied Nn, naisu na tegotai da.: An excellent attack. Nu, ii tokoro he, goho!: Nice... shot! Kora, tatakun ja nai.: Hey, no hitting! Staggered Hande wo yarisugi da.: I gave you too much of a handicap. Psych Burst Seme te ni mawaru ka.: Let's go for offense. Psych Burst Counter Hitoshi ga tarin yo.: One push isn't good enough. Air Recovery Ima no wa nakanaka da.: That was pretty good there. Mou sukoshi fumikonda hou ga ii.: You should step in a little more. Oiuchi ga osoi yo.: Your followup is too slow. Throw Shikkei.: Impertinent. Yosomi wa ikan yo?: Looking away won't get you anywhere. Dust Tsuyome ni iku zo?: Let's try some power. Shoushou arakuiku zo.: I'll get a little rough... Suki ga medatsu na.: Your vulnerability is glaring. SOL BADGUY Move Names Tatakiotoshi: Knockdown Bukkirabou ni Nageru: Rough Throw Quotes Pre-Battle Kakugo wa dekiten no ka?: Are you prepared? Uzatte...: Annoying... Hevi da ze.: Heavy. Dou natte mo shiran zo!: Whatever happens isn't my fault! Warui ga oshimai da!: Sorry, but it's over! Mendokusee...: Annoying... (vs. Slayer): Intai shitan ja nee no ka?: Didn't you retire? (vs. I-No): Shibaraku da naa.: It's been awhile. (vs. I-No): Yarou wa doko ni iru?: Where is he? (vs. I-No): Nigasanee ze.: I won't let him run away. (vs. Ky): Shaanee na.: Guess I don't have a choice. (vs. Ky): Mata omae ka...: You again... (vs. Ky): Gokurou na kotta.: Such trouble... (vs. Axl): Bochi bochi da na...: So-so... (vs. Axl): LP de juubun da.: The LP is fine. (vs. Axl): Damatte oite ke!: Shut up! Win Yareyare da ze.: Sheesh. Konna mon ka!: Is that all? Abayo.: See ya. Te no uchi wa oshimai ka.: That's it for your skill. Taikutsu saseyagaru...: Bore me... Mou owari ka?: Finished already? (vs. Ky) Nakigotoba wa kikanee zo.: I'm not listening to your crying. (vs. Ky) Maa, ganban yo.: Give up trying. (vs. Ky) Bouya dakara sa.: It's because you're a boy. Lose Hevi da ze...: Heavy... Yareyare da ze...: Sheesh... Taunt Nan no mane da, sorya?: What the hell is that? Mibae wo misero.: Show me your skill. Kakatte koi yo.: Come on and attack! Mezawari nan da yo.: You're an eyesore. Usero!: Get lost! Yaru ki nee no ka?: Don't feel like it anymore? Respect Yaru ja nee ka.: Pretty good. Joudeki da.: Good performance. Mazumazu da na.: That's tolerable... Scalpel Mazui darou!: This ain't good! Dizzied Kusou!: Dammit! Staggered Kuso!: Dammit! Psych Burst Ikki iku ze!: All at once now! Psych Burst Counter Choushi ni noriyagatte...: Feeling high and mighty are you... Air Recovery (none) Throw (none) Dust (none) TESTAMENT Move Names HITOMI: Eyes Quotes Pre-Battle Koko kara saki ni wa ikasenai.: You won't get any further than this. Madoromi ni oboreru ga ii.: Go ahead and doze off. Kamishimo wo nugu ki ni wa naren ka.: Not used to taking off your battle clothes... Watashi ni kateru to omou no ka?: You think you can win against me? Onore no rikiryou wo wakimaero.: Let me test your strength. Orochi ni fukube da na asamashii.: Pitiful like a serpent in the gourd. (vs. Dizzy) Shiawasesou de anshin shita zo.: Seeing you happy puts me at ease. (vs. Dizzy) Sonna egao mo dekita no da na.: So you've been able to smile like that. (vs. Dizzy) Ii kazoku wo moteta na.: You've found a good family. (vs. Johnny) Kari ga dekita na.: I'm in your debt. (vs. Johnny) Ano ko wo tanonda zo.: I leave her to you. (vs. Johnny) Dizzy wa shiawase ka?: Is Dizzy happy? Win Tengai no chi to shirekakawaru na.: Don't involve yourself in what doesn't concern you. Tanomu, mou konaide kure.: Stop coming, alright? Kono mori wa yogosan.: You won't stain this forest. Mou... au koto wa nai darou.: I don't think we'll meet again. Ogotta na.: What a luxury. Myoutai na do nai ka mo shiren na.: There might be strange retreats... Lose To... toosan...: F-father... Chikara ga... tarinai...: I don't... have enough power... Mada... hayai!: Not... yet! Baka na, kono chikara ga...: Impossible, this power... Kono mama de wa...: Like this... Taunt Genkai wo hikidase.: Try to the limit. Touki ga susuketeiru zo.: Your fighting spirit is stained. Motto yaru ga ii.: Try harder. Asamashii mane wo...: Such a pitiful manner... Enjaku ni hitoshii...: Just like a birdie... Muri wo sureba shi wo maneku zo.: Try to hard and you'll be asking for death. Respect Naruhodo ude ga tatsu.: Your skill is impressive. Tamami ni shite wa yaru na.: Not bad for someone living. Chikara wo tsukawaneba naramai.: Guess I'll have to use my strength for this one. Tanoshimasete kureru.: This will be fun. Koeba kurushimi ga fuyasu dake da.: Resist and it will only hurt more. Numada chikara wo kakushite iru na.: Hiding your strength, are you. Scalpel Nani!: What! Wa, watashi no himitsu ni chikazuku na!: Don't get close to my secret! Dizzied Masaka...: Impossible... Kiiteru to iu no ka?: That worked? Ku, onore...: Damn you... Staggered Ku, yaru na!: Not bad...! Psych Burst Tekagen wa shinai!: I won't hold back! Psych Burst Counter Honki ni saseta na!: Now you made me get serious! Air Recovery (none) Throw Itashikata nai.: No choice. Mada korinu ka.: Still punishment... Naze hiku koto ga dekinai?: Why can't you pull back? Dust (none) VENOM Move Names Ball Seisei: Ball Creation Shunkan Idou: Instant Movement Quotes Pre-Battle Bureeku da.: Time to break. Kimi ni you wa nai da ga...: I have no use for you, but... Soko wo doite kurenai ka...: Would you step aside?... Hajimeru ka.: So it begins. Katanarashi ni naru ka...: So I get to warm up... Yamuwoen ka...: So this is inevitable... (vs. Eddie) Gurou shite kureta na...: Now you're mocking us... (vs. Eddie) Tatoe mukuro dake demo...: Even if it's just a corpse... (vs. Eddie) Kaeshite morau zo!: I'll take it back! Win Geemu setto da...: Game set. 9 booru getto da.: Got the 9-ball. Ichido no chooku de juubun datta na.: One choke was enough. Lose Kore made ka!: So it ends here...! Fukaku!: I've failed! Zato-sama... Watashi ga mijuku na bakari ni!: Am I so immature?! Koko ga hakaba ni naru to wa...: To think this will be my graveyard... Te mo ashi mo den to wa!: Giving up hand and foot...! Akirameru wake ni wa...: I can't give up... Watashi mo mairimasu...: Now I go... Taunt Kyuu nashi de mo?: Even with no cue? Marude aite ni naran na...: Not even a worthy opponent... Kimi wa taikutsu da.: You're boring. Youchi na waza da na.: Such childish technique. Sore ga kimi no senpou na no ka...: That's your fighting style? Ocha no jikan ni shitai no da ga...: I'd love to have tea, but... Respect Kore hodo to wa...: If you're this good... Odoroita na.: You surprised me. Nami no ude de wa nai na.: Yours is no ordinary skill. Scalpel Ano kata igai ni...!: Nobody other than that person...! Dizzied Ku, kehai ga yomen!: Damn, I can't read your aura! Staggered (none) Psych Burst Muda na jikan wa habukou ka.: Let's cut down on this waste of time. Psych Burst Counter Faaru wo okashita na.: You've committed a foul. Air Recovery Kochira no ban da na.: Now it's my turn... Throw Suman na.: Sorry. Dust Yukuzo.: Here I go... ZAPPA Move Names Konnichiwa Sanbiki no Mukade: Good morning, three centipedes. Sono Mama Kaette Konaide Kudasai: Please don't come back. Hachiue: Potted Plant Itasou, tte Iu Ka Itai: Looks like it hurts... or rather, it hurts! Ochitoite Kudasai: Please stay down. Chikazuku to Yukimasu: Come closer and you'll die. Inu Kougeki: Dog Attack Umareru: I'm fading away... Kowai Yo~: I'm scared! Quotes Pre-Battle Faust-sensei wo mikakemasen deshita ka? Shuukaku nashi ka... Aaaaa!: Have you seen Dr. Faust? I don't have a clue but... aaaa! Donata ka, donata ka tasukete kudasai tte itte mo na... haguoo!: Someone, someone please help me, I said... haguoo! Yabai, yabai tte! Kono mama dato... kitaaaa!: This is bad, this is bad... if this goes on... here it comes! (vs. Faust) Anata nara watashi no kurushimi gaa...: You might be able to ease my pain... (vs. Faust) Temijikai ni setsumei suru to desu ne... aaa...: To explain it quickly... aaa... (vs. Faust) Hayaku, ishi ga aru uchi ni...!: Hurry, while I still have my will...! Win Nanja korya! Toriaizu kizetsu...: What is this! Well for now, faint... Mata mo fukuzatsu kossetsu da!: Another complicated bone fracture! Abosoborobierobuburo... mitana!: (gibberish) Did you see that! Ore no! Soshite! Akuma de ore no! Zetsubou...: Mine! And then! Perhaps mine! Despair... Kore wa! Ittai! Doushita! Mondesharo!: What! The heck! Is happening! Lose Tattate kureru!: I'll curse you! Urameshii zo!: I'm bitter! Nani yue konna koto ni...!: What are you doing...! Oyasumi Zappa!: Good night Zappa! Nani ga nanda ka sappari da!: Somehow I feel great! Taunt Kanben shite kudasai.: Give me a break. Nigasanai wa yo...: I won't let you run away... Keshiki ga keshiki ga keshiki gaaaa...: The scenery, the scenery, the scenery! Respect Kono karada igokochi ii wa.: This body is comfortable. Karada wo kaesu tsumori wa nai.: We don't want to give this body back. Nanka, senaka ga muzugayui na.: My back itches for some reason... Scalpel Kore ga saishin no chiryou?: Is this the latest medical treatment? Anta sore demo isha ka?: Are you really a doctor? Kodomo wa netoke!: Put the kids to sleep! Dizzied Ore ga warui no ka?: Am I evil? Doushite konna me ni?: Why do you look at me like that... Mou suki ni shite.: Do what you want... Staggered Ko, koko wa ittai!: Wh-where is this! Psych Burst Kiiiiiii! Psych Burst Counter Zu ni norun ja nai yo!: Don't push for too much! Air Recovery Itaku mo kayuku mo nai!: It doesn't hurt or itch or anything! Onore!: Damn you! Dakara shinjau tte!: I said, I might die! Throw (none) Dust (none) 7. MISCELLANEOUS TIPS RANKS In the Arcade version of Guilty Gear, players bought cards for a network service called "AW-Net". By playing and beating other opponents, they could earn points and gain ranks along the following rank tree. The higher ranks obviously required more wins and a higher win percentage. In the console version, the enemies you face in arcade mode may have a specific rank (indicated by an icon over their health bar). When you defeat them, you 'steal' their rank. When you end Arcade mode, you can see how many ranks you've taken from everybody (you can also check this in the Options). Each rank gives you a certain number of points (also displayed over the life bar) the use of which will be explained below. You also get a rank; your rank is equivalent to the rank of the highest computer player you've beaten. In versus mode, ranks are not transferred. Minarai (Apprentice) | ------------------------------------------------- | | Akurai (Evildoer) Shiganhei (Volunteer Soldier) | | Shoukinkubi Lv. 1 (Bounty Level 1) Kakyuuhei (Lower Class Soldier) | | Shoukinkubi Lv. 2 Shienhei (Support Soldier) | | Shoukinkubi Lv. 3 Shintaiin (New Squad Member) | | Shoukinkubi Lv. 4 Taiin (Squad Member) | | Shoukinkubi Lv. 5 Tokuha Taiin (Special Squad Member) | | Shoukinkubi Lv. 6 Joukyuu Taiin (Upper Class Squad Member) | | Shoukinkubi Lv. 7 Shoutaichou (Lower Captain) | | Shoukinkubi Lv. 8 Daitaichou (Upper Captain) | | Shoukinkubi Lv. 9 Shugotenshi (Guardian Angel) | | Shitei S Kyuu Shoukinkubi (S Class Bounty) Shugokami (Guardian God) | | Sekai Shimei Tehai (World Wanted Suspect) Danchou (Commander) There are also special ranks on both sides; computer opponents may be these ranks as well. Sarashikubi (Beheaded Criminal) Rakudai (Fallen Soldier) Knightbreaker Onikari (Demon Hunter) | | Nightmare Ryuugari (Dragon Hunter) | | Hellgate Kensei (Sword Saint) | | Hellrider Eiyuu (Hero) | | ????? ????? Sarashikubi and Rakudai are rather embarassing ranks, as you could only get them by losing continuously while at the lowest rank. EX CHARACTERS EX Characters are different modes to each character, usually with new and altered moves and generally playing like a completely different character. For instance, Jam loses all her kick attacks, and Johnny's Mist Finers become reversals! To unlock EX Characters in GG Isuka, first you must earn 100 points in Arcade mode. Every time you gain 100 points, you will be challenged by two EX mode characters (you can tell they are EX immediately since their name will appear in red). Defeating them will unlock EX mode for that character. While you have more than 100 points, EX characters may also challenge you randomly; again, beat them to unlock EX mode for that character. The order in which they appear is random, and you might even get the same one to show up numerous times, so it'll take quite a few playthroughs of Arcade mode to earn EX mode for everyone. Zako A, Zako B, Zako C, and Leopaldon do not have EX modes. To use EX mode, while the cursor is over the character on the select screen, press start. This should make a little medal appear by their name. Then your character will be EX mode. LEOPALDON Leopaldon is the boss of Arcade mode. He is actually unlockable simply by playing Arcade Mode up to level 200, and beating him at level 200. Keep in mind that you will first face him at level 100 and level 150, and when you beat him those times, Arcade Mode will end. To start Arcade mode at levels 101 and 151, after beating him at 100 and 150 respectively, simply go into the options menu and change the Arcade mode starting level. Leopaldon is unusual; his only vulnerable spot is his head - he autoblocks attacks to other parts of his body. He cannot jump and he only has two basic attack motions. He's fun but bizarre. ZAKO A, ZAKO B, ZAKO C Zakos ABC are the generic enemies you face in Boost Mode (Zako means "trash). By clearing all 5 stages of Boost Mode, you can then play as Zako A, B, and C! Their movesets are QUITE limited, so don't expect to do much with them. BOOST MODE Boost Mode is a side-scrolling action-type mode similar to the old Final Fight games and the like. Up to two players can go back and forth beating up generic enemies and fulfilling missions. The controls in Boost Mode are slightly altered in the game: u - moves into the background d - moves into the foreground L1 - jump R1 + any direction - Boost Dash in that direction d,d - crouch The Boost Dash is the easiest way to get around so get used to getting it. COLOR EDIT MODE Color Edit Mode lets you pick colors from GGXX #Reload or GG Isuka's arcade releases and assign those palettes as the fifth color (accessible by L1 in Arcade Mode character select or by pressing left/right until finding it in Versus/Boost modes). It also lets you edit the individual colors in that palette to your heart's content. Here are some buttons usable in Color Edit Mode: O - select. Hold down and press left/right to select multiple boxes. Once multiple boxes are selected, press O again to adjust the uniform brightness of those boxes or select Gradation to make all the colors in the range gradations of the same color. X - cancel. L2 - Undo. R2 - Redo S - Copy. Can be used on multiple boxes. T - Paste. Can be used on multiple boxes. 8. CREDITS Sammy, ArcSystem Works, and Ishiwatari Daisuke for another great game This FAQ copyright 2004 to Edward Chang. Retransmission in any form without express permission of the author is strictly forbidden.