%@@@@@#! @@@@@@# % %@@@@@@@@# &@@ @@& #@# @@@ &@@% @@ @& #@@% %@@% @@& @@@ @@% @@ @ @@% ! @@ #@@@@@& # % #@@@@#! %@@@@@@ @#@@ &@@ @@ &@&&#@@@@@ !&@@ @@@@@@@@@@@@@@@# @@ #@@ @!@@ @# @% ! @@@@@@@@@@@@@@@@@@! %@@% @ #@@@@@@@@@@@@@@##%%%! ! @@@ @@ !&&&&&&&&&@@@@@@@! &@ @@@ @@ @@@%!!! &@% @@@ @ @@ @@ %#@@@@@@@@@@@@@&% &@# @@ @ @@ @@ @& @@ #@@@!#@@@@ #@% @% @ @@ @@ @@ @# @@@@@@ @&#@# !@# %@! @ @! @@ @@ &@ @# @@@@@@ #@ &@@% ! &@!@ @ @@ @@ @@ @@ @@@@@@ #@ #@@! @@@& @ @ @@ @@ @@! !@@@@@@@@@&@@ @@@ @@@% @@ !@#!!!@@@@@& %#@@@@% @@@ @@@@@@ #@ @! @# @ @@@ #@@ !@ @@@@@@# @@ @&%%#@@ @@@% &@@ !@% @@ @ @% @@@ @@@% @@ #@ @ %@@ &@@ %@%%@@ &@!% #@@@@ @@ # @@ @@ %@ #@ @@@ %@@ &@@!@ @@ @@@ @@ @@@@@@@ %@! %% @@@@@@@@ @@@ @@@@@! @@ #@# @@ @@#&%@% @@ &@ !@@% @# @@ @@ !@@!@@@& @ @@ !@% @ @@ @% @ %@ && @@ %@! @ @ #& & @@ @ @ %@ =============================== @@@% !@ %@ G U I L T Y G E A R X @@# @@ %# =============================== @@ @@@ %@% [Art By: Atom Edge] #@ @@@@@&@@&% %@@@@@@ ============================================================================= Guilty Gear X: Baiken FAQ For the Playstation 2 Last Updated on 2/27/03 (Version 7.0) By Emery0083 (Robert Shelton) ============================================================================= T a b l e o f C o n t e n t s --------------------------------- 1. Introduction 2. History 3. Guide Key 4. Bacon? Huh? 5. Why Baiken? 6. General Moves 7. Special Moves 8. Overdrive/Instant Kill 9. Combos 10. Strategy 11. Extras 12. Credits/Legal/Contact 13. Conclusion __ __ \ \ / / ====================================================================\ \/ /=== 1. Introduction | | ====================================================================/ /\ \=== /_/ \_\ Hey there kiddies. My name is Robert and this is my second FAQ. I wrote This FAQ because there isn't a Baiken FAQ out there. Basically I just needed something to do and I like Guilty Gear X. I hope this helps some people out there. If you are reading this, I assume you already know all about the Roman Cancels and Dust Attacks and such. So assuming this, I will not talk much, if at all, about them. So you know if you have any questions, or comments, or suggestions, want to add a combo or strategy, or just want to chit chat. You can always e-mail me at Emery0083@yahoo.com or you might be able to catch me on AIM under Emery0083. Umm other then that I dunno, hope this FAQ helps you out in some way. __ __ \ \ / / ====================================================================\ \/ /=== 2. History | | ====================================================================/ /\ \=== /_/ \_\ Version 7.0 February 27, 2003 Added Some Strategies Version 6.0 February 26, 2003 Added To Guide Key Fixed Minor Problems Version 5.0 February 26, 2003 Added Combos By Me Reformatted Other Combos Version 4.0 February 25, 2003 Added Combos By holy_order Added More Credit Version 3.0 February 21, 2003 Guide Key Fixed Added Stage/Music Under Extras Added Six Colors Under Extras Added New ASCII Art (by: Atom Edge) Added More Credit Version 2.0 February 20, 2003 Added Guide Key Added General Moves Added Special Moves Added Overdrive/Instant Kill Version 1.0 February 19, 2003 Added General Format Added Legal Info Added Contact Info __ __ \ \ / / ====================================================================\ \/ /=== 3. Guide Key | | ====================================================================/ /\ \=== /_/ \_\ [D-Pad] [Button Controls] ub u uf Square - Punch (P) \ | / X - Kick (K) b--O--f Triangle - Slash (S) / | \ Circle - Heavy Slash (HS) db d df [Commands] ub - Up Back u - Up uf - Up Forward b - Back f - Forward db - Down Back d - Down df - Down Forward QCF - quarter circle forward - (d, df, f) QCB - quarter circle back - (d, db, b) BTD - back to down - (b, db, d) FTD - forward to down - (f, df, d) HCF - half circle forward - (b, db, d, df, f) HCB - half circle back - (f, df, d, db, b) DP - dragon punch - (f, d, df) s.? - Standing c.? - Crouching j.? - Jumping [Combo Commands] FF - Foward Dash - (f, f) RC - Roman Cancel - (Any Three Attack Buttons) JC - Jump Cancel - ( u ) d.JC - Double Jump - (u, u) xx - Buffer Into - (Motion For Next Move) > - Next Comand - (Perform Next Command) __ __ \ \ / / ====================================================================\ \/ /=== 4. Bacon? Huh? | | ====================================================================/ /\ \=== /_/ \_\ Height: 162 cm Weight: 45 Kg Blood Type: B Eye Color: Peach Birthday: March 5 Origin: Japan Before The Destruction Hobby: Drinking When the Japanese institution she lived in was raided, Baiken witnessed the horrible deaths of her parents and friends. This massacre was the work of the Gears, but what had been etched into her memory is the image of a man surrounded by dancing flames and his creations. She became acutely aware, even in the absence of evidence, that he was an enemy. Her memory of this event has not faded, and she continues on to search for the true identity of "The Man," to exact her revenge. (Note: Taken straight from the manual.) __ __ \ \ / / ====================================================================\ \/ /=== 5. Why Baiken? | | ====================================================================/ /\ \=== /_/ \_\ Hey Robert, why should I choose Baiken? Well I have the answer. Baiken is what I like to refer to as a sleeper. On the surface she doesn't seem to offer up much against the other great characters in the game. Her learning curve is very high meaning its gonna take a while to get used to this Japanese Bombshell. But what you got here is pink haired tactician who can take your biggest strength and turn it on you. This little beauty can lay the heat down on you if you like to turtle up in the corner or, if you are an all out assault Rambo wannabe, she can counter you till your blue in the face. Another great reason to pick Baiken are her Overdrive Counters. These little puppies, although lacking in strength, have some pretty wicked status affects. But more on that later. Listen, in my opinion, to diversify your game play, going with Baiken is a great choice. If you can get over her short comings then she just rocks ass. +Pros+ + Counters + Autoguard + Fairly Fast + Easily Comboable Overdrive + Good Run + Instant Kill That Goes All The Way Across The Screen + 4 Out of 5 Overdrives Are Counters With Good Status Affects -Cons- - High Learning Curve!!! - 4 Out Of 5 Overdrives Are Counters - Combos Are Not To Easy To Pull Off - Third Weakest In Defense - Weak Back Dash - Lack Of Projectiles __ __ \ \ / / ====================================================================\ \/ /=== 6. General Moves | | ====================================================================/ /\ \=== /_/ \_\ [Punch] ======= c.P: Baiken kneels down to her other knee and sends out her hand in what looks to be a knife edge thrust. Quick move to come out and not lag time. Can be used to get in a cheap 4 hit combo before (a) the opponent is pushed away (b) you are pushed away or (c) the opponent gets tired of your games and punishes you. s.P: Another quick move. Baiken just thrusts the hilt of her sword forward, sliding the blade out of the scabbard a bit, to hit the opponent. Not much here standard stuff. j.P: This is an ok move. Good to use in air combos. Baiken does a strong right hook looking punch across her body, Nothing great nothing horrible though. f+P: This is nifty to use. Baiken will slide forward a tid bit and thrust her elbow out and then follow up by raising her fist in a Bruce Lee looking punch. If you're close enough you can get two hits out of the move. An annoying fact about this is if you try to punch while running then this move comes out. [Kick] ====== c.K: This is an odd move. Baiken will scoot forward, turn her back to the opponent, and hit them in the ankles with her scabbard. It is ok to start a combo with, but I personally do not use it much, if at all. s.K: Another odd move. Baiken will raise her hand, lower her head, and *dramatic music plays* scoots forward a bit, while raising her leg to give the opponent a sandal to the chest, what fun. j.K: Now I like this move. While in the air Baiken straight up kicks kicks the opponent like Noodles did in that Gorillaz video. Well that is not the reason I like this move. I like it because if the opponent is standing then this move will launch them into the air. Takes some timing but it can open up some combo possibilities. [Slash] ======= c.S: Ok now a switch, she uses her other ar- er...should I say claw on a rope dilly. You know the side of her kimono that's torn and tattered? Yea that side. Well anyway, Baiken throws out some sort fan made of separate blades on, you guessed it, a rope. Straight across at the opponent. This move has good range and can hit a person up to like three character lengths away. Spiffy huh? s.S: Quick move, good for combos and such. Baiken leans back slightly sort of turning her back to the opponent for a brief second (this happens so fast I had to pause the game just to know what she really did). After this she draws her blade and brings it back across the front of her body and resheathes it. s.S: (Close) Basically she just pulls her sword out, raises it above the opponents head and stabs it down on them and resheathes the blade. Nothing much else to say about it except it is a staple combo starter and all. j.S: This move is similar to her c.S attack but instead of a fan made of blades it is a large black spiked club. This has some pretty good range and instead of moving straight across it moves downward at an angle. [Heavy Slash] ============= c.HS: OOOooo. Now this is a move you will use and abuse. Baiken draws her sword and spins it around, yes spins it. It's an instant three hit combo (granted all hits land) and does a good amount of damage. This is another staple in combos. s.HS: No instant combos or anything here. Baiken just draws her sword and brings it up over her head slicing it back down onto the opponent. Good end to gatling combos, I suggest a c.HS though. j.HS: Again nothing special here. Baiken draws her sword and stabs it straight down at the opponent. This hits high but it is not an overhead. I rarely use this. f+HS: Another heavy slash maneuver is this one. Baiken draws her blade, pivots around on one foot whilst bringing the sword up over her head and slashing back down. Good for hitting downed opponents I guess. Other then that its just another attack. __ __ \ \ / / ====================================================================\ \/ /=== 7. Special Moves | | ====================================================================/ /\ \=== /_/ \_\ Bakusaiken - " Blasting Fist " S+HS Ok this is the dust attack but I didn't know where else to put it. This move just looks cool you know? Now first you need to note that this is not the real name. As of yet I could not find a name for her dust attack so I made one up myself. And yes that is the real name and translation. Now for this attack thrusts her arm forward and turns her body perpendicular to the opponent. When the arm fully extends a yellowish orange ball of energy bursts from Baiken's palm swirling in pink energy. If it connects you know, the opponent flies and you can chaise them. Again, note this is not the real name of the attack. Tatami Gaeshi - " Floor Mat " (Air Ok) QCF + K (d, df, f + K) This move is interesting. Tatami Gaeshi can be performed in both the air and on the ground, neat huh? It's a weird little move though. Like Baiken raises her leg and stomps into the ground and this green board looking thing pops up (with cloud of cherry blossom petals/leaves?) from nowhere and hits the opponent. If your gonna use this in the air you are going to need to make sure you have enough time for the move to come out if not your gonna fall right in front of your opponent and get beat. Zakuro - " Killing Blade " BTD + P (b, db, d + P) [During Block] Ok this is the first of Baiken's counters. Ok so you're sitting there blocking and what better to do then dish back some of the pain right? Ok so this counter is an anti-air. A pretty good one at that. Baiken turns her back and throws her claw thing back and up behind her. What comes out are five large blades (with cloud of cherry blossom petals/leaves?) that look like the ones on her c.S attack. These blades spin and give you a good 6 hit combo and fair damage. A good not is that Potemkin is the only player you can hit with these while they are standing. Mawarikomi - " Short Bonzai Run " BTD + K (b, db, d + K) [During Block] Another one of Baiken's counters. This one is fairly useful in that it lets you get behind your opponent. Basically Baiken runs around her opponent and for a brief time you are behind them. This opens up a great chance for a quick combo. Sakura - " Reverse Blade " BTD + S (b, db, d + S) [During Block] This is the best of the counters in the simple fact that you will use this one the most. Basically Baiken turns around and draws her blade thrusting it back in a purple surge of energy (and guess what? a cloud of cherry blossom petals). This has decent range, about as much as a standard HS attack. Suzuran - " Bonzai Run " HCB + K (f, df, d, db, b + K) W00T. This move is great is because it has *music plays* AUTOGUARD. Yay!!! Well Baiken just dashes forward and till the end of dash it has autoguard. This is little dandy will get you through a lot of crap but it won't get you through low attacks, which is annoying, but eh? A good strategy to use with this is to dash in and throw your opponent. Try it, it's fun. ^_^ Yozansen - " Murder Fan " (Air Only) DP + S (f, d, df + S) This move is and air move only. Baiken draws her blade, tucks and into a ball and spins around holding her blade in front of her like a dorsal fin. It counts for a total of one hit but is a good move to use in air combos or just to annoy people when you jump in on them. DP, UF + S (f, d, df, uf + S) Same as above and very hard to do. If you pull it off though the Yozansen hits as an overhead. Yay ^_^. Great for mat traps. __ __ \ \ / / ====================================================================\ \/ /=== 8. Overdrive/Instant Kill | | ====================================================================/ /\ \=== /_/ \_\ [Overdrive] =========== Sanzu Watashi - " Cross Three Toads " QCF QCF + S (d, df, f, d, df, f + S) Baiken draws her blade and makes three slashes, each at different angles and such, and each time she hits a kanji appears and so does a cloud of those cherry blossom things. I am assuming they stand for cross three toads? I dunno. This is a very easy overdrive to combo into. Baku KI - " Turtle Curse " b HCB + P (b, f, df, d, db, b + P) [During Block] Ok this is a counter overdrive, go figure? So when you do this Baiken steps back into the background almost Fatal Fury like as the attack goes by. She then puts her hand out and says 'Baku' and a kanji appears, I dunno what it says. If the attack connects then the opponent is launched back across the screen and flashes blue. At this point another kanji appears, I dunno what it says either. So for a period of about 14 seconds your opponent will not be able to jump. Great effect? I dunno you be the judge. It could have its advantages. Baku RIN - " Rin Curse " b HCB + K (b, f, df, d, db, b + K) [During Block] Another counter move. Baiken does the same thing with stepping back and putting her arm forward and all. She even says 'Baku' but a set of different kanji appear. The opponent flies back glows blue and all but this effect is so much better. For 14 seconds the opponent cannot use any special moves. W00T!! Yeah pretty cool huh? This definitely gives you, the player, a great advantage over you opponent. Baku Ryu - " Dragon Curse " b HCB + S (b, f, df, d, db, b + S) [During Block] Yet another counter overdrive. Again she does the same thing stepping back sticking out her arm, saying 'baku', and another set of kanji appear. Character flies back and glows blue once again. The effects of this overdrive are that for 14 seconds your opponent's attack power will be lowered. I would suggest using this on someone like, oh I dunno, POTEMKIN!!! Baku Hou - " Phoenix Curse " b HCB + HS (b, f, df, d, db, b + HS) [During Block] The last of the overdrives. Again it's a counter and again she does the exact same routine with a different set of kanji. So what's the difference here you ask. Well if phoenix is the bird of life you would assume that your opponents life would drain for 14 seconds. But nooooooo, you get the great effect of lower defense. Whoopy-doo. The life draining and possibly refilling your life would have been better but I did not make the game so you know. (Note: Interesting side note about the counter overdrives is that they can stack with each other. Like if you have a full tension gauge and someone attacks and you use the Baku Ryu lowering their attack power. Then being the stupid person they are they attack again while 'cursed' and you use the Baku Rin overdrive, then for the overlapping time the opponents attack will be down AND they cannot use any special attacks. Spiffy. Oh and if anyone knows what the kanji say when Baiken does her counter overdrives, please tell me, thanks.) [Instant Kill] ============== Garyotensei - " Midnight Assassin (Dragon Eye) " QCF QCF + HS (d, df, f, d, df, f + HS) This is a pretty decent instant kill. Baiken dashes across towards her opponent. Now she can dash the full level, I think, I know she can dash the maximum distance between characters. This is a grab move so it is unblockable, not that it can't be stopped, just unblockable. When she grabs onto her victim and then a scene is portrayed, with a silhouette of Baiken and her opponent behind those Japanese paper doors. Baiken says something I do not understand what she is saying, but soon the paper door In front of the opponent rips and blood splatters, your opponent is dead. (Note: If anyone wants to tell me what this scene is about or what Baiken is saying, fill free to.) __ __ \ \ / / ====================================================================\ \/ /=== 9. Combos | | ====================================================================/ /\ \=== /_/ \_\ [Normal Combos] =============== {Emery0083 -Me-) ---------------- #1 f+HS > c.S+HS xx QCF+K > FF+HS #2 f+P xx QCF+K > FF > c.HS #3 f+HS > c.S+HS xx QCF+K > FF > c.HS #4 s.K > -close- s.S > s.S > s.HS xx QCF+K > FF+HS #5 -jump in- j.K > land > JC > j.P > j.K > d.JC > j.S > DP+S #6 -jump in- j.K > d.JC > j.P > j.S > DP+S #7 -corner- FF > s.K > s.S > f+P xx QCF+K > FF > f+HS > c.S+HS xx QCF+K > f+P > JC > j.P > j.K > d.JC > j.S > DP+S {holy_order} ------------ #8 -close- c.K > s.S > c.S+HS > FF+HS > c.S+HS > JC > QCF+K (Note: Tatami Gaeshi doe not hit it just sets up teh floor mat trap) #9 -corner- s.HS xx QCF+K > JC > j.S > j.P > DP+S #10 -close- c.S+HS xx QCF+K > JC > j.S > j.P > j.K > d.JC > j.S > DP+S #11 -jump in- j.P > j.K > land > JC > j.S > j.P > j.K > d.JC > j.S > DP+S [Dust Combos] ============= {holy_order} ------------ #1 -corner- s.S+HS > JC > j.S > j.S > j.S > j.P > j.K > d.JC > j.P > j.S > DP+S #2 -corner- s.S+HS > JC > j.S > d.JC forward > Land > f+HS > c.S+HS > JC > j.K > d.JC > j.S > DP+S [Extra Combos] ============== {Emery0083 -Me-} ---------------- #1 (Full Tension) FF > f+P xx QCF, QCF+S > RC 2nd hit > f+P xx QCF+K > FF > f+HS > c.S+HS #2 (Half Tension) -corner- FF > s.K > s.S > f+P xx QCF+K > FF > f+HS > c.S+HS xx QCF+K > f+P > JC > j.P > j.K > d.JC > j.S > DP+S > RC > j.K > DP+S #3 (Half Tension) -corner- FF > s.K > s.S > f+P xx QCF+K > c.S+HS xx QCF+K > f+P > JC > j.K > DP+S > RC > d.JC > DP+S {holy_order} ------------ #4 (Full Tension) -close- s.S > c.S+HS xx QCF, QCF+S > RC 2nd hit > JC forward > j.S > DP+S #5 (Full Tension) -clos- c.S+HS xx QCF, QCF+S > RC 2nd hit > FF+HS > c.S+HS > JC forward > j.K > d.JC > j.S > DP+S #6 (Half Tension) -corner- Throw Forward > f+P > JC forward > DP+S > RC > j.K > d.JC Forward > j.S > DP+S #7 (Full Tension) s.S > f+P > JC > DP+S > RC > j.HS > DP+S > RC > j.K > d.JC > j.S > DP+S #8 (Full Tension) -corner- QCF QCF+S > RC 2nd hit > f+HS xx QCF+K > s.S > JC > j.S #9 (Full Tension) -corner- s.S+HS > JC > j.S > d.JC forward > j.S > land > QCF QCF+S > RC 2nd hit > FF+HS > c.S+HS > JC > j.K > j.S > QCF+K > land > JC > j.HS > DP+S (Note: Normal Combo #7 - Timing is crucial if when you do the f+HS > c.S+HS and the opponent does not pop back up into the air, the combo is over. If the opponent does pop back up then you must time the second QCF+K so that the player will land on it whil it is stand on end, again if the opponent misses then the combo is over. Lastly if the second f+P does not connect right and hit the opponent back into the air, you may go no further. Normal Combo #8 - Tatami Gaeshi will not hit but will be set up for a mat trap. Dust Combo #2 - Make sure the first d.JC does not make the background shift color to yellow.) __ __ \ \ / / ====================================================================\ \/ /=== 10. Strategy | | ====================================================================/ /\ \=== /_/ \_\ [Mat Traps] =========== This is a good strategy to stat using. Basically you want to use the Tatami Gaeshi, or floor mats, to confuse your opponent and make them block a certain way. A good use is to knock an opponent down and instantly jump above them and lay out a floor mat in the air. As the opponent gets up they will have to block the falling mat leaving you an opportunity to hit them low. Now if the opponent blacks a mat low you can always use the Overhead Yosanzen (DP, uf + P) to hit them. Another good strategy for using the mats is to air dash back and set one up. You can bait the opponent into running straight into teh mat or, again, they will have to block leaving you a good opportuniy to attack them low or high depending on which way they blocked. Off topic, isn't it funny how well this paragraph lined up? I did not even plan it this way. [Countering] ============ This is what Baiken is mainly gonna be used for. She has the most counters of anyone else in the game and the work so well. For instance her Zakuro, or Killing Blade, counter is good stopping practically everything. Although not strictly unbeatable you can stop many combos, specials, and even some overdrives. And if you have people who love to jump in and attack you, well, you can just make them think twice about it afer a few Sakura, or Reverse Blade. This nifty counter not only gives you six hits, but, it can also be folowed up into a small combo, and it can even be used to hit Potemkin even if he is on the ground. Her next counter the Mawarikomi, or Short Bonzai Run, lets you get behind the opponent for a split second. This has some obvious advantages such as, interrupting combos and safely fleeing overdrives. I use this move alot when facing off against a Baiken player to get behind them when they try to do the Sanzu Watashi overdrive. Next is the fun part, Baiken's seal overdrives. These babies can completly turn the tide of a match. You will mainly want to use the Baku RIN seal, so that your opponent will not be able to use any special moves for the next 14 seconds. And what is good about the seal overdrives is that they are stackable meaning, if you counter with a Baku KI and the opponent attacks again and you counter with the Baku RIN, well, the opponent will not be able to jump or use specials for the short overlapping amount of time. These are gonna be a main staple in your playing, so I advise you get used to luring the oppoent into attack just so you can counter. __ __ \ \ / / ====================================================================\ \/ /=== 11. Extras | | ====================================================================/ /\ \=== /_/ \_\ [Stage/Music] ============= Stage: Colony I do not really like this stage that much. The sign on the left of the screen and the screen and the statue in the right corner limit the view. It's a nice background though. But I do not know what is up with that big statue thing holding up the bridge. Is he supposed to be a statue of a hero or is it just decoration? Other then that you have several onlookers standing around, one poor girl is sweeping up a never-ending fall of leaves in front of what looks to be a temple or shrine or something, someone should tell her that it is useless. Music: Momentary Life This is definitely a cool theme. It mixes what sounds to be one of Those oriental loot type instrument (someone please tell me the name) and electric guitars. A very up-beat song that makes you just want to run up and beat the crap out of your opponent. Reminds me of the anime scenes where the main character is running through a horde of bad guys just slicing them down as they go. I dunno I guess it is just me. [Colors] ======== Color #1 - (P) Redish-orange and black kimono with beige trim. Black calf/ankle coverings with yellow trim and yellow sandals. Pale white skin and golden blonde hair. Silver blade. Color #2 - (K) Light yellow and gold kimono with black trim. Gold calf/ankle coverings with yellow trim and yellow sandals. Dark tan skin and black hair. Gold blade. (Personal Favorite) Color #3 - (S) [Original] White and black kimono with pink trim. Black calf/ankle coverings with yellow trim and brown sandals. White skin and pink hair. Silver blade. Color #4 - (HS) Blue and dark blue kimono with beige trim. Blue calf/ankle coverings with yellow trim and brown sandals. Pale white skin and matching hair color. Silver blade. Color #5 - (Start) Dark brown and beige kimono with black trim. Beige calf/ankle coverings with brown trim and beige sandals. White skin with black hair. Color #6 - (Same) Completely whit kimono with blue trim. Blue calf/ankle coverings with brown trim and brown sandals. White skin with blue hair. Silver blade. This color is only given when two people try to pick the same color. Who ever chooses second gets this one. __ __ \ \ / / ====================================================================\ \/ /=== 12. Credits / Legal Info / Contact Me | | ====================================================================/ /\ \=== /_/ \_\ [Credit] ======== www.gamecombos.com - For move translations Atom Edge - For that kick ass ASCII art holy_order - For his contribution to the combos nFNTy - For pointing out some errors I had DMongello - For guide key idea Pope Stewart - For the info on mat traps Arc System Works/Sammy - For making the Guilty Gear series All other credit goes to me, Emery0083 (Robert Shelton) [Legal Info] ============ Guilty Gear X and All Its Characters are copyrighted Arc System Works, Sammy Entertainment 2003 Bakusaiken is copyrighted 2003 Emery0083 This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you would like to use part, or parts, of this document contact me and ask. I am sure you will be able to unless otherwise noted. [Contact Me] ============ Ok check this out I really need help with these translations. And any combos or strategies would be greatly appreciated. So if you would like to submit, ask a question, fix an error, ask to put it on your site or just to talk. Whatever the reason I will be there and glad to talk to you. Of course if you send in something, and I use it, I will give you full (100%) credit unless otherwise noted. You can e-mail me but I prefer AIM just to let you know. (NOTE: This is a first come first serve bases) Email:...emery0083@yahoo.com AIM:.....Emery0083 __ __ \ \ / / ====================================================================\ \/ /=== 13. Conclusion | | ====================================================================/ /\ \=== /_/ \_\ Well kiddies that's it, shows over, nothing else to see here. Hope this ended up helping you more then it did hurting you. So I think I did fairly good for my second FAQ, what do you think? Well I guess this is it. Hey wasn't that the lyrics to a song? Eh, who cares it was 80's music. Umm like I said before any info or comments can be e-mailed to me but if you have a question just IM me, it will be better that way. "See you space cowboy." ~Cowboy Bebop _____________________________________________________________________________ ==End of File== Copyright 2003, Robert Shelton