GUILTY GEAR X PLUS ADDITIONS FAQ (v1.1, 8-18-02) by Edward Chang (chang.459@osu.edu) VERSION HISTORY v1.1 (8-12-02) Added contact info since I forgot to in the first version. Expanded descriptions of the challenges. Added info on Kliff and Justice. v1.0 (8-2-02) First version. TABLE OF CONTENTS 1. Introduction 2. Basic Additions 3. Practice Mode 4. Gallery/Challenge Mode 5. Story Mode 6. Miscellaneous Comments 7. Credits 1. INTRODUCTION What is Guilty Gear X? Guilty Gear X is, bar none, the current best 2D fighting game on the market. Produced by relatively unknown company Sammy along with Arc System Works, GGX is insanely popular in Japan (a sequel, Guilty Gear XX, was just released in arcades) and only a few technicalities have held it back from domination in the US as well. It's highly technical: the same move may do different amounts of damage depending on who it's against, how many hits preceded it, and how often the opponent has blocked. It's also highly bizarre: characters include ones like Faust, the 9-foot tall, bowlegged doctor with a paper bag over his head and a giant scalpel, or Baiken, the female, one-eyed, one- armed, pink-haired samurai. Think of it as equal parts Soul Calibur and LSD, transported to a fun, 2D, anime art-style world. So what is Guilty Gear X Plus? GGX was originally released on the Dreamcast. A PS2 version was inevitable. But, oddly enough, the game came out for the US PS2 long before the Japanese PS2. Why? The answer is that US PS2 owners got screwed over. Whereas the US PS2 version of GGX is virtually identical to the DC version (some say it has worse graphics, even), the JP PS2 version of GGX had tons of new features added to it, most notably two new characters and several new modes of gameplay. The additions were so comprehensive that it warranted a name change, and so the JP PS2 version of GGX is known as Guilty Gear X Plus: By Your Side. If you're lucky enough to have a JP PS2, or if your US PS2 is, ahem, capable of playing R2 stuff, I highly recommend you get this beauty of a fighting game. The purpose of this FAQ, then, is to cover the differences between Guilty Gear X Plus and the original. Aside from this introduction, this FAQ will assume you are familiar with the basic gameplay mechanics of GGX. If you aren't, I suggest you take a look at Ben Cureton's highly comprehensive Guilty Gear X Manual, housed under the Dreamcast GGX section of GameFAQs. Anything the Manual doesn't cover is likely a new addition to GGX+, which is what this FAQ is for. 2. BASIC ADDITIONS The foremost addition is the addition of two secret characters, Kliff and Justice, both from the original Guilty Gear. Like the other secret characters Testament and Dizzy, Kliff and Justice must be unlocked. Kliff is unlocked by unlocking 12 Challenge Mode pictures; Justice is unlocked by unlocking 18 Challenge Mode pictures. Alternatively, both Kliff and Justice can be unlocked by unlocking 32 Story Mode pictures. More on Challenge and Story mode later. In the following movelists, "Damage" was tested against Sol Badguy with a normal Guard Gauge. Keep in mind that different situations lead to different damages; for instance, Chipp takes about 130% the damage Sol does, while Potemkin takes only about 85%. How full the Guard Gauge is also affects a move's damage. KLIFF Movelist Input Name Damage Notes qcf+P/S Houkou Gaeshi 41/82 qcb+S Zugaisai 73 qcb+K Kubi Matagi 24 SSSSSS... Urokogashi 8 per hit qcb+P Sen no Sen - *1 -> PPP Jigoku Tokkomi 21 *1 This move allows Kliff to avoid non-low attacks. However, every time you perform this move there is a chance Kliff will instead hurt his back, which will stun him for a short period of time. Tension Attacks qcf, qcf+S Houkou Gaeshi Charge Attack 165 b, f, hcf+HS Sole Survivor 184 *2 *2 Best damage/number of hits is obtained by performing approximately half a screen away from opponent. Instant Death qcf, qcf+HS Haryuu Bakusai Kliff is short (shorter than May) and carries an extremely large blade. This means he is hard to hit and yet can hit you almost anywhere on the screen. This is compensated by the fact that he's pretty slow. In fact, he is the only character which Gold mode slows down. Still, he's got some fairly powerful moves; the S version of Houkou Gaeshi is quite damaging and relatively quick. JUSTICE qcf+P Valkyrie Arc 56 *1 hcf+HS Michael Sword 88 rdp+K Strike Back Tail 33 qcb+S Firebomb 56 *2 rdp+S Air Firebomb 56 *2 *1 Is a counterattack stance. *2 Unlisted move. Tension Attacks f, hcf+S Imperial Ray 205 *3 b, f, b, hcb+HS Gamma Ray 240 *4 *3 Best damage obtained by being up close to opponent. *4 Requires a full tension bar. Instant Death qcf, qcf+HS X Laser Justice, the boss of the original Guilty Gear, makes his return. He's big, powerful, and has some ultracheesy moves. Luckily, none of his regular attacks are particularly great, and he's a bit on the slow side. He's got good range, though. The real cheapness comes into play with his Tension Attacks. Imperial Ray is fast and hits a ridiculous number of times if the opponent is up close. Gamma Ray is very similar to Dizzy's Gamma Ray, only it performs faster and will hit the opponent if up close, unlike Dizzy's version. It's also much harder to jump over than Dizzy's version. It requires a full tension bar. Justice, like Dizzy and Chipp, can triple jump. Unlike Dizzy or Chipp, Justice can airdash after doing a triple jump. (Dizzy can airdash after a double jump; Chipp can only airdash on a single jump.) Testament and Dizzy also have more ways to be unlocked. Testament can now also be unlocked by unlocking 1 Challenge Mode picture; Dizzy can now be unlocked by unlocking 3 Challenge Mode pictures. Alternatively, clearing Story Mode once will unlock both Testament and Dizzy. In VS Mode you can now select a handicap with the R1 button. The handicap is from 1 to 8; 8 means full health, whereas 1 means 1/8th (12.5%) health. In Options, you may now set a button to perform multiple button presses, since the PS2 controller has 2 more shoulder buttons than the DC. The possible new controller settings are P+K (for Fortress Defense or Dead Angle Attacks), S+HS (for Sweeps and Dust Attacks), P+K+S (for Roman Cancels), and P+K+S+HS (for Instant Kill mode). Options also has a Password mode. Inputting certain passwords will let you unlock things without having to go through the trouble of challenging yourself :P. The passwords are: MJNKPNPN - All colors unlocked. KYUSBNBN - Testament, Dizzy, and Guilty Gear mode unlocked. 3GOU1SAD - Extra challenges in Gallery mode. Speaking of colors: whereas in GGX the Gold and Shadow colored characters were merely cosmetic, in GGX+ Gold and Shadow characters have extra powers. The applicable changes are as follows: Shadow characters, obtained by holding down the Start button, all have infinite tension. Gold characters in general move faster, deal more damage, take less damage, and accumulate tension faster. There are a few exceptions. Some gold characters also have more powers. Gold characters are selected by holding down Slash (Triangle) when selecting the character. Sol: Always in Dragon Install mode, regenerates health, and has infinite tension. Yeah, Gold Sol is even cheaper than regular Sol. Ky: Projectiles will hit more times. May: Six dolphins will come out each time she summons them. Millia: Speed enhanced even more than normal Gold characters. Axl: Can move backwards faster. Zato: Infinite Eddy gauge (i.e., shadows stay out until hit.) Potemkin: Can dash and airdash (!). Heat Knuckle automatically links to Heavenly Potemkin Buster if he has enough tension. Chipp: Nothing special. Baiken: Nothing special. Faust: Nani ga Deru Ka Na? will always produce meteors. Same for Na-na-na- nani ga Deru ka Na?! Has infinite tension. Anji: Fuujin can be linked to Issei Ougi: Sai with HS, provided he has enough tension. Can produce more butterflies simultaneously. Johnny: Mist Finer does ridiculous damage. Dash is near instantaneous and goes through opponent. Jam: Kick attacks are always charged. Venom: Red Hail's hits are all charged. Stinger Aim charges faster. Testament: Warrant, Grave Digger, and regular throw add marking (i.e., Succubus will attack) to the opponent. Succubus attacks more often when opponent is marked. Dizzy: Scythe attack hits many more times. Any ice beast summons stay out until hit and can be manually controlled with the attack buttons. Kliff: Infinite tension. Slower movement (!). Justice: Nothing special. Similar to colors is the Guilty Gear mode. Unlike GGX, in Plus Guilty Gear mode must be activated once it is turned on in the Options. To activate GG mode for a character, simply hold down R2 while selecting that character. Guilty Gear mode characters, in general, move faster and can air dash at any height. Also, most basic moves become jump cancellable (JC). There are also some individual changes: Sol: Bandit Revolver becomes JC and multi-hit if K is held. Ky: Becomes Robotic Ky. HS Viper Thrust becomes the 5-hit Tension move Aegis High. Ride the Lightning becomes 1-hit only. HS Stun Edge becomes Lady Biter. Stun Dipper becomes Impala Hunt. Crescent Slash becomes Reverse Crescent. May: Restive Rolling becomes JC. Millia: Iron Saber becomes JC. jK to jHS becomes a Gatling Combo. Axl: HS version of Raiei Sageki has better range. Zato: Invite Hell can be performed midair. Executor recovery time is longer. Dranka Shade performs faster. Potemkin: Megafist Front becomes JC. Chipp: His Instant Kill performs faster. Banki Messai animation changes and hits more. Baiken: Can do triple Tatami Gaeshi with qcf+HS. Zakuro is no longer a guard cancel; it is instead performed directly with rdp+P. Faust: Air dashes are faster. Anji: Fuujin link to K becomes a dash in. Johnny: f+HS, f+K becomes a Gatling Combo. jK to jHS is a Gatling Combo. Jam: Gekirin becomes JC. Venom: Nothing special. Testament: Nothing special. Dizzy: JCing in midair will cause her to fall back to the ground. Kliff: Nothing special. Justice: Nothing special. Finally, there is an additional mode to characters that can be selected by holding down both L2 and R2 while selecting characters. It has the same basic effects as Guilty Gear mode, but instead has the following changes: Sol: Bandit Revolver becomes multi-hit if K is held down. Ky: He gains a dp+P throw. Crescent Slash is faster and can be performed mid-air. Stun Dipper changes to floater. Vapor Thrust and Stun Dipper can link to a qcb+K horizontal slash. May: Iruka-san's graphics change. Kyuukyoku no Dadakko hits more if HS is pressed repeatedly (normally it hits 9 times; in this mode it hits from 3 to about 16 hits). Millia: Tandem Top's graphics change and can be performed midair. The HS version can be controlled by pressing HS repeatedly and using the directional keys. In exchange she loses Secret Garden. Axl: Byakue Renshou links to Axl Bomber. Zato: Invite Hell can be performed mid-air. Executioner recovery time is longer. Potemkin: Megafist Front becomes JC. Chipp: Alpha, Beta, and Gamma Blade are linkable simply by pressing P, S, or HS, up to three times. However Gamma Blade cannot be performed midair. Banki Messai animation changes and hits more. In exchange he loses Resshou and its links. Baiken: Triple Tatami Gaeshi can be performed with qcf+HS. She loses all of her guard cancels but instead performs them directly. Zakuro is rdp+P; Mawarikomi is rdp+K; Sakura is rdp+S. Tension Move guard cancel command inputs are unchanged. Faust: Mettagiri no longer need be performed up close. Anji: Shin: Ichishiki can be performed directly with qcb+P. He loses the P version of Kai. Fuujin links to Kai with P or a step with K. Tension Move changes somewhat: the first hit is identical to a Fuujin, and then using P will perform Kou, using K will perform On, and using S will perform Issei Ougi: Sai. Johnny: Performing Mist Finer now achieves the stance, from which any level Mist Finer may be performed simply by pressing P, K, or S. Pressing HS cancels the stance. In exchange, Glitters is Gold no longer powers up Mist Finer. Jam: qcf+P is a new beam-type attack. qcf+S becomes Hyappo Shinshou. qcf+HS becomes Senri Shinshou. rdp+P performs Mawarikomi. rdp+K performs Ashiharai. Bakushu becomes unusable. All kick attacks become unlinkable and unable to be performed midair (!). Venom: Teleport becomes the second part of HS Mad Struggle. Testament: Warrant is no longer a counter but instead performs directly. S appears from behind and HS from the front. Dizzy: Necro Okotta Baai becomes a counter, with more hits and damage. If the counter fails no tension is used up. Kliff: Nothing special. Justice: Moves faster. 3. PRACTICE MODE Practice mode is exactly what it sounds like, a mode for practice. It's not really a "Mode" in and of itself, but rather an addition onto Training Mode. By bringing up the training mode submenu, you can see that the third subheading is labelled "Practice". This will let you practice various comboes and moves for the character you are using, with the commands at the bottom of the screen. You can see the computer perform the move/combo for you by pressing the L1 button. Some of the combos are ridiculously hard to pull off, so be warned. Kliff and Justice do not get Practice Modes. An additional change to Training Mode is that you can now set the opponent to Vs. Player, which allows you to control the opponent with the 2P controller. Training Mode now also lists the names of the moves. An interesting side note is that if you select Dizzy for Arcade Mode, her moves are listed as "Unknown", but in Training Mode they are given names. Robo Ky now also gets a separate listing from regular Ky. However, not all new moves are catalogued. 4. GALLERY/CHALLENGE MODE Gallery mode lets you view pictures of the game's cast. It is split up into several sections: Challenge (32 pictures) User Gallery (8 pictures) Story (42 pictures) Ending (16 pictures) Aside from User Gallery, all pictures must be unlocked by performing certain challenges. User Gallery is a collection of fanart that won various contests in Japan. Challenge pictures are unlocked by beating certain challenges. The final 8 challenges themselves must be unlocked via Password (see above). The challenges are as follows. Any challenge that tells you to perform a certain hit combo will give you a suggested combo, but you don't have to use that particular combo. Also, in those challenges the opponent usually just stands there, making your job slightly easier. 01 - Defeat Ky with Sol. Sol has infinite health and you have 60 seconds. Easy, easy, easy. 02 - Defeat Zato with Millia. Millia has infinite tension and health, while Zato has no tension. You have 99 seconds. 03 - Defeat Sol with Ky using an Instant Kill. Ky has infinite tension and health, while Sol has infinite health (hence the need for Instant Kill). You have 99 seconds. 04 - Perform a 6-hit combo on Sol with Axl. Neither character has any tension. Easy if you use a Dust attack and start punching away. 05 - Survive with Anji against Jam for 30 seconds. Jam has infinite tension and health; Anji starts with full tension. Make use of Fortress Defense. 06 - Perform a 5-hit combo on Johnny with Ky. Neither character has any tension. Again, easy with a Dust attack and punches. 07 - Perform a 7-hit combo on Testament with Jam. Neither character has any tension. Once again, quite easy with Dust Attacks. 08 - Defeat Dizzy with Sol. Sol has infinite tension, while Dizzy starts at 75% health. You have 40 seconds. 09 - Defeat Johnny with Chipp. Both start with half tension. Chipp only has 75% health. Watch out for Johnny's HS attacks, which do a lot of damage to Chipp. You have 60 seconds. 10 - Defeat Faust with Venom. Venom starts with full tension. Faust starts at 50% health but regenerates. Also, you can't use any Instant Kills. You'll want to start out with two Dark Angels and follow up with a steady rush of Double Head Morbids. 11 - Defeat May with Axl. Axl's Guard Gauage is maxed out. You have 60 seconds and you can't use Instant Kill. 12 - Perform a 7-hit combo on Anji with Baiken. Baiken starts with full tension. Anji has a full Guard Gauge. Once again, a Dust Attack will make things easy. 13 - Defeat Potemkin with Jam using an Instant Kill. Potemkin has infinite tension and health. You have 99 seconds. Since you start with no tension you can't afford to slouch with the Instant Kill. 14 - Defeat gold Chipp with Sol. Sol's Guard Gauge is maxed out and all his special moves are sealed. Gold Chipp is ridiculously fast and his defense, which is his weak point, is buffed up considerably. You'll have to rely on long Gatling Combinations. 15 - Defeat Millia with Testament. Millia starts with 50% health, while Testament is poisoned. Poison cannot kill you, but once you reach zero health even a guard damage point will kill you. 16 - Defeat gold Sol with Dizzy. Dizzy starts with half tension. Sol starts with 25% health. Gold Sol is cheap as hell and of course, regenerates. You'll probably want to start off immediately with an Imperial Ray and then dash in to keep the hits coming. If you can perform it fast enough (unlikely since Gold Sol is ridiculously fast), Necro Okotta Baai would work quite well. 17 - Defeat Ky with Faust. Both have no health and full tension. In other words, guard damage will kill you. This challenge is actually pretty easy; just mash the S button and hope Faust hits first. If not, try try again. 18 - Defeat gold Potemkin with Johnny. Potemkin has full tension but only 50% health. You have 99 seconds. Gold Potemkin isn't too bad, actually; his worst part is his very high defense. You'll want to take advantage of his slow speed and get in as many Level 3 Mist Finers as possible. If you're feeling lucky go for an Instant Kill. 19 - Defeat Baiken with Baiken. Your Baiken is poisoned, unable to jump, and can't use any special moves. At least you start with full tension. Computer Baiken is gold and starts with 50% health. There's no Instant Kills, sadly. You'll want to make use of Baiken's Slash combos and her crouching high slash. 20 - Perform a 15-hit combo on Chipp with Millia. An instant kill would make things easy, but it's disabled. Dust attack combos won't work either; you'll just have to use the computer's suggested combo. 21 - Defeat a gold Zato with May. Normal attacks won't hurt Zato, but Special Attacks will. Zato's Guard Gauge is max and he starts with full tension and 75% health. I suggest using an Instant Kill (as impossible as May's Instant Kill is) because you're unlikely to build up enough tension to significantly hurt him otherwise within the 60 seconds you have. 22 - Defeat a gold Faust with Potemkin. Potemkin starts at 75% health and can't use special moves. You must keep Faust busy; you cannot back off, or he will start summoning infinite meteors, which WILL kill you. 23 - Defeat a gold Venom with Ky. Ky is poisoned and cannot jump. Venom has maxed Guard Gauge. Ky starts with full tension. You can try and Instant Kill, or you can try Ride the Lightnings. 24 - Defeat Robo Ky with Sol. Ky has infinite tension and Sol's Guard Gauge is maxed. You have 99 seconds. An instant kill would be helpful. 25 - Defeat Chipp with May. May starts with half health. Chipp starts with 25% health and has infinite tension. The worst part is that you have 10 seconds! Instant Kill is just about your only hope, unless you get lucky and manage to hit Chipp with a lot of dolphins. 26 - Defeat a Potemkin with Axl. Potemkin starts with 75% health and full tension. Axl has no tension. You have 99 seconds. Use a lot of jumping S attacks and Axl's charge b, f attacks. 27 - Defeat Testament with Baiken. Both start with full tension. Baiken is poisoned. Since Baiken only has one tension move... use it! Also, you can use triple Tatami Gaeshi's since GG mode is enabled. 28 - Defeat Zato with Millia. Zato has infinite tension. Millia can't use any special moves, so no mashing the S button. You'll have to rely on Gatling combos and the f+HS. 29 - Defeat Kliff with Robo Ky. Kliff starts with 75% health. Only tension attacks hurt Kliff. Robo Ky starts with full tension. No instant kills. If you manage to hit Kliff with one Ride the Lightning and one Aegis High, you're good to go. 30 - Defeat Kliff with Sol. No instant kills, and Sol starts with 75% health. Sol's Guard Gauge is maxed and Kliff has infinite tension. 31 - Defeat Justice with Kliff. No instant kills. This is actually pretty easy, if you can keep Justice away with Houkou Gaeshi's. 32 - Defeat Justice with Sol. Sol has half tension and health. Justice has infinite tension. No instant kills. You must keep the pressure on Justice because he WILL cheap you out with infinite Gamma Rays. Story Mode pictures are unlocked by beating various paths in Story Mode. See the Story Mode section for more information. Ending pictures are unlocked by beating Arcade mode with every character except Kliff or Justice. 5. STORY MODE The basic formula of fighting games these days is select a character, fight a bunch of random characters, and then fight a predetermined boss to beat the game. Well, not with Story Mode! In Story Mode, each character follows their own path. Most characters have branching storylines depending on how you perform, and all characters have at least 2 endings. However, Kliff and Justice are not usable in Story Mode. In Story Mode the characters will talk to each other before fighting. Sometimes Event pictures will come up; once they do, they will be unlocked in the Gallery. Each ending also has a picture associated with it; you unlock those by obtaining said endings. Some battles in Story Mode happen under special conditions. I will note these below. SOL Story Path: Faust | Anji | Johnny | Axl | Ky | Testament -------------------------------------- | | (no continues) (continues) | | Justice Dizzy -------------- | | | Dizzy -------------- (win) (lose) | | | | (win) (lose) Ending #1 Dizzy ------ | | | | Ending #3 Dizzy ------------ (win) (lose) | | | | (win) (lose) Ending #1 Ending #2 | | Ending #1 Ending #2 Sol has three different endings. One branch point occurs at the battle with Testament. If you defeat Testament and everyone before him without continuing, the next battle will be against Justice. Defeat Justice and then Dizzy, still without continuing, for Ending #3. If you continued at least once, Justice will not appear and you will fight Dizzy. Defeat Dizzy the first time for Ending #1. If you lose to Dizzy, you will fight Dizzy again. Winning will still net you Ending #1, while losing will get you Ending #2. In the fight with Justice, you will take guard damage from an Imperial Ray. In the first fight with Dizzy, you will take guard damage from a Gamma Ray. In the second fight with Dizzy, both characters have the Gold powers. Dizzy will attack with many ice beasts, but Sol will slash them all and use a Tyrant Rave to destroy them. KY Story Path: Potemkin | Venom | Jam | Zato | Millia ---------------------------------------------- | | (no loss to Millia) (one or more losses to Millia) | | Testament Robo Ky | | Dizzy ------------------------ Ending #2 | | (no continues) (continues) | | Sol Ending #1 | Ending #3 Ky has three different endings. If you continued at least once before defeating Dizzy, you will receive Ending #1. However, if you continued on Millia, the next battle will be against Robotic Ky, and upon defeating him you will get Ending #2. Ending #3 is obtained by defeating Dizzy without continuing once. The final battle will then be against a gold Sol. Gold Sol is nearly impossible to beat; I suggest using an Instant Kill. You can continue on Sol and still get Ending #3. MAY Fights: Ky | Chipp | Millia | Johnny ------------------- | | (win) (lose) | | Testament Anji | | Dizzy Ending #2 | Ending #1 May has two endings. The branch point is the fight with Johnny. If you defeat Johnny, you will go on to face Testament and Dizzy for Ending #1. If you lose to Johnny, you will fight against Anji and upon winning, get Ending #2. MILLIA Fights: Jam | Axl | May | Ky | Chipp | Venom | Zato ----------------------------- | | (no instant kill) (instant kill) | | Ending #1 Ending #2 Millia has two endings. The branch point is the fight with Zato. If you beat Zato normally, you will get Ending #1. However, if you instant kill Zato with the Iron Maiden, you will get Ending #2. AXL Fights: Venom | Chipp | Millia | Anji | Sol ------------------------------------------------ | | (no continues) (continues) | | Kliff Faust | | Justice Ending #1 | Ending #2 Axl has two endings. Defeat Sol without using a continue, and you will go on to face Kliff and Justice for Ending #2. If you needed a continue some time before defeating Sol, you will instead face Faust in the final battle for Ending #1. In the fight with Chipp, he will attempt to Alpha Blade you, but you will reverse. When fighting Justice, you will take guard damage from an Imperial Ray. ZATO Fights: Baiken | Potemkin | Faust | Ky ------------------------------------------- | | (no continues) (continue) | | Dizzy Venom | | Millia Millia | | Ending #1 Ending #2 Zato has two endings. Use no continues until defeating Ky to face Dizzy the next round and Millia in the final round. This will give you Ending #1. Alternatively, if you used a continue before defeating Ky, you will face Venom instead of Dizzy before going on to Millia. Defeat her for Ending #2. When fighting Potemkin, you will start by hitting him with a Damned Fang. Against Dizzy, you will both start with some guard damage. POTEMKIN Fights: May | Chipp | Jam | Faust | Ky | Testament | Dizzy ------------------------------------ | | (only if perfect against May) (no perfect) | | Johnny Ending #1 | Ending #2 Potemkin has two endings. The branch point is the very first battle with May. Defeat her normally and continue on to defeat Dizzy for Ending #1. If you defeat May with a Perfect, however, Johnny will show up after you face Dizzy. Defeat him for Ending #2. When fighting Jam, she will avoid your attack and hit you with a Renhoukyaku. When fighting against Ky, you will inflict a small amount of damage on him. CHIPP Fights: Axl | Anji | Jam | Potemkin | Baiken | Johnny --------------------------------------------- | | (no continues) (continues) | | Chipp Sol | | Ending #2 Ending #1 Chipp has two endings. Use no continues before defeating Johnny, and you'll end up facing your own shadow in the final battle. Defeat it for Ending #2. If you do need a continue, you will face Sol instead of Chipp in the last battle. Defeat him for Ending #1. When fighting Jam, she will flipkick you for some damage. In the battle against yourself, you will both Instant Block a series of each others moves. You will start with some tension. BAIKEN Zato | Potemkin | Faust | Sol ------------------------------ | | (no instant kill) (instant kill) | | Testament Johnny | | Dizzy Ending #2 | Ending #1 Baiken has two endings. The branch point is the fight with Sol. Defeat him normally and you will fight Testament and Dizzy. Defeat them for Ending #1. If you instant kill Sol with the Garyou Tensei, however, you will face Johnny. Defeat him for Ending #2. Against Johnny, you will each take slight guard damage and start with some tension. FAUST Fights: Ky | Baiken | Millia | Venom --------------------------------- | | (instant kill) (no instant kill) | | Zato Sol | | Ending #2 Testament | Dizzy | Ending #1 The branch point is the fight with Venom. Defeat him normally to go on to face Testament, Dizzy, and get Ending #1. However, if you instant kill Venom with the Konshuu no Yamaba, you will face Zato for Ending #2. You will start the battle against Ky by throwing him. ANJI Fights: Ky | Axl | Baiken | Testament | Dizzy | Sol ------------------------- | | (lose) (win) | | Ending #2 Ending #1 Anji has two endings. His last battle is against Gold Sol. Defeat him to get Ending #1. I suggest an Instant Kill, but unlike Ky, you must do it on the first try to get this ending. Lose to Sol instead for Ending #2. JOHNNY Fights: Jam | Sol | Millia | Ky | May ------------------------------- | | (win) (lose) | | Testament Potemkin | | Dizzy Ending #2 | Ending #1 Johnny has two endings. Predictably, the branch point is against May. Defeat May and you'll go on to get Ending #1. Losing to May, however, will put you on track for Ending #2. JAM Fights: Johnny | Venom | Potemkin | Ky | Testament | Dizzy ------------------------- | | (no continues) (continue) | | Ending #1 Ending #2 Jam has two endings. Her storyline doesn't branch. It's pretty simple; use no continues and you'll get Ending #1. Use one continue or more and you'll get Ending #2. VENOM Fights: Chipp | Axl | Ky | May | Johnny | Millia | Zato ------------------------ | | (win) (Time Up win) | | Ending #1 Ending #2 Venom has two endings. The branch point is the last battle with Zato. Win normally and you'll get Ending #1. If you win by a Time Up, however (you must have more health than Zato), you will get Ending #2. TESTAMENT Dizzy | Baiken | May | Potemkin | Ky ------------------------- | | (continues) (no continues) | | Sol Kliff | | Ending #2 Dizzy | Ending #1 Testament has two endings. Using no continues until you defeat Ky will pit you against Kliff, and then an encore battle with Dizzy. Defeat her again for Ending #1. Continuing before defeating Ky, however, will put you against a (thankfully non-Gold) Sol for the final battle and Ending #2. DIZZY Fights: Testament | Potemkin | Ky | Zato | Faust --------------------------- | | (lose) (win) | | May Ending #1 | Johnny -------------------------- | | (win) (win with time at multiple of 11) | | Ending #2 Ending #3 Dizzy has three endings. The branch point is the fight with Faust. Defeat Faust, and Story Mode will end and you will get Ending #1. Lose to Faust, however, and you will take on May and then Johnny. Defeat him normally for Ending #2. However, if you defeat him when the timer is at a multiple of 11, you will instead get Ending #3. Doesn't make a whole lot of sense, but hey, it works. 6. MISCELLANEOUS COMMENTS Certain modes will not allow you to select character colors, and thus you cannot use Gold/Shadow or R2/L2R2 mode characters in these modes. Story Mode and Challenge Mode do not allow color selection. Notably, Arcade Mode does, making Arcade Mode extremely easy for some characters. VS. Mode also allows color selection. Unless you are trying to piss off your friends, I highly recommend you do not select the following characters. In order of cheapness, from most cheap to least cheap: Gold Sol: Is so fast, so powerful, and has such high defense that it is nearly impossible to kill him. Instant Kill would work, but then again, if you just keep pressing S you can pretty much infinite combo the opponent to death. Gold Johnny: Getting killed with a one-hit kill is never fun, but when the one-hit kill performs near-instantaneously and can be done over and over again, like the Mist Finer, it's downright aggravating. Gold Faust: Can be cheap if you know how. Since he has infinite tension, and since Nani ga Deru Ka Na? always produces meteors, you can perform Na-na-na-nani ga Deru Ka Na over and over again to rain down meteors on your opponent. The guard damage alone will kill the opponent. Shadow Justice: Cheaper than Dizzy, since he can pull of his Imperial Ray or Gamma Ray faster, and can do them an infinite number of times. Shadow Dizzy: Not that cheap, but your opponent certainly won't like your being able to pull of infinite Gamma Rays. A good opponent will be able to get around it though. Shadow Venom: Infinite Dark Angels just ain't fair. Gold Kliff: Simply perform Sole Survivor over and over again and the enemy can't get near you. Shadow Kliff: Cheap for the same reason Gold Kliff is. Shadow May: The opponent will have a rough time getting past all the whales you throw at it. Shadow Jam: Infinite Renhoukyaku's will probably keep them at bay. 7. CREDITS Thanks go to: Sammy, ArcSystem Works, and Ishiwatari Daisuke for a great fighting game with a great soundtrack. Copyright 2002 by Edward Chang. Redistribution in any form without permission is strictly prohibited.