****************************************************************************** ******************************TABLE OF CONTENTS******************************* ****************************************************************************** I. Introduction II. Version Info III. What Needs Finishing? IV. About Me V. Terms VI. Quick Game Review VII. Better or Worse? VIII. New Features IX. Character Changes X. Damage Listing XI. New Character XII. Story Mode XIII. Mission Mode XIV. Survival Mode XV. M.O.M. Mode XVI. Character Colors XVII. Bugs XVIII. Korean Music/Voices Analysis XIX. Tiers XX. Secrets XXI. Frequently Asked Questions XXII. Special Thanks and Credits XXIII. Contact XXIV. Disclaimer To quickly get to what you're looking for, simply highlight the roman numeral of the section you wish to skip to(plus the period on the end of it), press CTRL+C, CTRL+F, CTRL+V, and hit find next. If a roman numeral is repeated(IE, IV), just hit find next until it skips to the section you want. It should go there within 1-3 tries. ****************************************************************************** ******************************I. INTRODUCTION********************************* ****************************************************************************** This is my first FAQ ever, so bear with the sloppyness. I spent days gathering as much good info on GGX2 #Reload Korean version as I could. I've still got a lot to cover and I plan to constantly keep this FAQ updated with the newest information so you have an idea what the Japanese are playing =) ****************************************************************************** ******************************II. VERSION INFO/UPDATES************************ ****************************************************************************** 1.00: Finished the basic version of this FAQ. I still have a lot of work and tweaking to do. This FAQ looks hella ugly, but it's got all the info. I'll be doing plenty of tweaking over the next few weeks til I cover everything. ****************************************************************************** ******************************III. WHAT NEEDS FINISHING?********************** ****************************************************************************** -EX Characters -Gold Characters -FRCS -All sorts of tweaks and added/missing info. -This is one ugly FAQ. I will make it cuter when I'm not in such a rush to release info. Info is more important than looking pretty. ****************************************************************************** ******************************IV. ABOUT ME************************************ ****************************************************************************** Not much to say. Hi. I'm Greg. I love GGX2. I play Axl/Johnny/Testament. I live in Massachusetts, I'm 19, I go to The University of Massachusetts and Greenfield Community College. I'm a Japanese major(like there aren't a billion of those these days). I'm not really known in the GGX2 scene, but I plan to change that. ****************************************************************************** ******************************V. TERMS**************************************** ****************************************************************************** 789 456 123 The direction on the pad. Look at the right side of your keyboard at the Numpad if you don't get it. The list automatically assumes you are fighting from the First Player's(Left side) perspective, thus 4 is Back, 6 is Forward, 8 is up, 2 is Down. Get it? P=Punch K=Kick S=Slash H=High Slash D=Dust R=Respect c.S=Close Slash f.S=Far Slash j.=Jumping Air=Move done in the Air dj.=Double Jump tj.=Triple Jump jc.=Jump Cancel FD=Faultless Defense FDC=Faultless Defense Cancel IAD=Instant Air Dash ID=Impossible Dust JI=Jump Install ()or []=Hold (Eg..(4)6S for Axl is Rensengeki) /\=Homing Jump (Hold up after Dust) DB=Dash Brake QCF=Quick Circle Forward(236 movement) HCF=Half Circle Forward(41236 movement) QCB=Quick Circle Back(214 movement) HCB=Half Circle Back(63214 movement) DP=Dragon Punch(623 movement, reference to Street Fighter. Ryu's Dragon Punch uses this movement) TK=Tiger Knee(6237 movement, reference to Street Fighter. Sagat's Tiger Knee uses this movement) RDP=Reverse Dragon Punch(421 movement, reference to Street Fighter's Ryu.) xx=Cancel into (Eg..Sol..6Hxx236P is do 6H and cancel into Gunflame) ,=Denotes next move(I often use this since I'm lazy and most people get the idea anyways) ****************************************************************************** ******************************VI. QUICK GAME REVIEW*************************** ****************************************************************************** GGX2 #Reload is just a simply better game than GGX2. GGX2 is still excellent, but #Reload is a much more polished and professional looking product. A lot of the overpowered crap has been toned down or removed, the game's graphics have been tweaked, and it has plenty of extras in it. However, GGX2 is still an absolutely awesome and perfectly playable game. The thing that sucks about picking up #Reload is that you'll NEVER want to go back to GGX2 once you play it. Sadly, #Reload is very unlikely to pick up in the U.S. without a U.S. release of the game. Some people, however, are starting to hold Reload tournies, which is great. I hope #Reload is included in more tournies as time goes on, because it includes an extra character and a very well done battle system. I suggest if you're going to import the game, that you get the Korean version of it. The Korean version contains EVERYTHING that the japanese version does. It has the original Japanese features, such as the japanese language, voices, and music. But it also includes several extras that are not included in the Japanese version. Or at least thusfar there has been very little in the game which is no longer in #Reload. I haven't been able to ask anyone about the #Reload J colors, but if somebody reads the color section and notices that the Japan colors are different, then please notify me of the differences. That aside, however, you can read the New Features section to find out what new was included in the Korean version only. ****************************************************************************** ******************************VII. BETTER OR WORSE?*************************** ****************************************************************************** Here I'll note my quick preferences, and what I think of the overall cast. This may be updated or changed as I play more and discover new things. Guide: -5: DESTROYED! This character is ruined. Toss them in the garbage and move on. -4: Major Nerfing. This character got raped. -3: Moderately Down-Toned. This character lost a lot of his/her good stuff. -2: Slightly Crippled. Something important was taken from this character. -1: Slightly Worse. A few minor points make this character worse overall. 0: About the same. Despite the changes, this character remains largely the same. 1: Slight Improvement. This character gained something to their arsenal, albeit not too important. 2: Improved. What can I say, this character simply got better. 3: Major improvement. This character definitely got improved a lot. 4: Unfair. This character is now too good for their own good. 5: God. This character should be BANNED. ****************** BETTER OR WORSE?** ****************** ANJI MITO: -2 AXL LOW: 2 BAIKEN: 0 BRIDGET: 0 CHIPP ZANUFF: 1 DIZZY: -1 EDDIE: -1 FAUST: -1 I-NO: 0 JAM KURADOBERI: 1 JOHNNY: -4 KY KISKE: 1 MAY: 0 MILLIA: 0 POTEMKIN: 0 ROBO-KY: (Robo Ky never had a previous version.) SLAYER: 1 SOL BADGUY: 0 TESTAMENT: 2 VENOM: ? -1? ZAPPA: 0 #Reload or GGX2? Reload. Reload is a much more polished and professional game. It's simply better. A lot of the characters got negative ratings, because simply compared to their GGX2 counterparts, they got raped/down toned. These views are on a general basis of playing the characters for a short time and what I know of them. You can't be a professional with every char in GGX2(Well, you can, but I'm lazy). And yes, in my very honest opinion, Johnny was the most raped out of any character. His level 2 Mist Finer was downgraded to 50 damage, making most of his combos suffer quite a bit. His Jump Kick lost some damage, making his B&B combos worse. His 6K has Damage Reduction, also raping his combos. He can no longer pause and do a delayed Ensenga, which most 1 hit Ensenga setups use. Johnny has virtually no high/low game, so he relies on Mist Trap and 1 hit Ensengas. This was essentially removed. The only 1 hit Ensenga setups that work without RC are the regular B&B combos that knock the character high enough without delayed Ensenga(Read: Like 2 setups), and even then, corner juggles are GONE. Johnny's 6K knocks the opponent too high/far away to follow up with an air combo in the corner, and Level 2 Mist Finer Upper knocks too far away and doesn't float enough/do enough damage. If that's not enough for you to consider a character raped, I don't know what is. He gained Mist Finer dash, which is absolutely useless, and 2S now hits low. Wow! Heh. He's limited to all of his previous shitty mindgames, and lost all of his muscle. And I mean all of it. If you don't want to read all of that, it's as simple as this: They made Johnny weaker, took out his damaging combos, downgraded his regular combos, made Mist Canceling slower. Even if you manage a corner Mist Juggle(which is incredibly difficult now), it does somewhere near 180(Assuming you begin with a level 2 Mist Finer medium!), and in general the Mist loop can only be combod from a throw. Mist Canceling is slow enough to destroy most Mist Cancel pressure, so Johnny has to rely on coins to keep the pressure on, or not pressure at all. Someone REALLY doesn't like Johnny at Arc Sys. Ok, well..Johnny isn't unplayable. I'de just say he is about half as good as he used to be. I mean..c'mon. If you're going to hurt his game that bad, at least give him a semi-quick overhead of some kind. I mean, listen to how bad the damage is nerfed: (#R)6K(CH), 6H, 236K(Level 2), 6K, j.K, j.S, j.K, j.S, j.D, 1 hit Ensenga=169!? (GGX2)6K(CH), 6H, 236K(Level 2), 6K, j.K, j.S, j.K, j.S, j.D, 1 hit Ensenga=241 That's a difference of 72 damage on the exact same combo. You won't want to see some of the other ugly results from Johnny's other "High Damaging" combos. That is, if they even exist anymore. Anyways, I'm done rambling and I hope you can see why Johnny basically sucks now. The guy lost a bunch and gained nothing. But please note: Although Johnny was severely downtoned, he is by NO MEANS an unplayable character. I'de say he's about average now. He was sickly overpowered before, so don't be surprised about the combo changes. He still does quite a bit of damage, just nowhere near as sick as before. It will take a little while to adjust to all of the downtonings, but to say Johnny is broken or unplayable is too much. I just personally feel they did a little too much Johnny thrashing. ****************************************************************************** ******************************VII. NEW FEATURES******************************* ****************************************************************************** -New level "Colony". Faust, Chipp, and Kliff Inhabit this level. It's a weird oriental setting map which I'm sure you've all seen. It's exclusive to the Korean version of #Reload. -#Reload storymode is exclusive to the Korean version of #Reload. -New colors for all characters. -Survival mode is now easier to gain levels, and daredevils come once every 20 levels. -Storymode has been slightly altered. A bunch of cutscenes before fights have been added, but that's about it. I've covered all of the changes. -The battle system overall has had it's tweaks -Burst bar, FRC, RC all have changed graphics. -The game overall has a more polished look. -The Korean version has a language feature which allows you to choose if you want the original japanese music/text/voice or the Korean versions of them. You may interchange them as well(Korean music, Japanese voices, Japanese language is my personal setting. I'm a little tired of the same old music, so hearing the new stuff is good for now.) -The Korean version features all new dubbed voices in Korean. It also features completely new Korean Music. -The Korean version of the game comes with the soundtrack, or at least the edition I got does. -Improved AI. The computer now throws and airthrows, and overall seems to have improved. Particularly good AI seems to be Anji, Chipp, Robo Ky, and I-No. It's still pretty easy overall, and the computer falls for wakeup hits/throws far too often, but it's at the very least an improvement. -The default confirm button is now Circle(HS) instead of the original X(K) -The results grid is MUCH more affected by matches. Just a few matches can put someone to a 7-3/8-2/9-1 advantage. -Medals/Increases in bar are now MUCH more common in MoM mode. It barely takes any effort at all to hit Fever Penalty(I got it by round 2 just by using Testament and doing 4 hit Gravedigger combos). The AI gets much harder with each fight. -Robo-Ky is now changed and a balanced and playable character. -Training mode now has the features "WATCH" and "COUNTER". Watch mode allows you to just watch 2 characters duke it out(Why they added this I have no idea), while COUNTER can be set to OFF/ON/RND(Random). -The game is even better balanced than before -There is a new mode that can be unlocked called "GGX" mode, which plays some of the old GGX music(No Mercy, Still in the Dark, Fatal Duel. I think that's it. The thing that sucks is that I like the GGX music better, so I wish they had an option to play ALL of the music from GGX(though I'm not sure there would be enough room) and it also alters the gameplay mechanics a bit, so if you put it on..you won't be playing the real GGX2, which really sucks), and bring a few GGX gameplay mechanics into play. -Certain moves in the game are edited if the voices/music/text is set to Korean (Like Kliff will say something else in Korean during his "Bakamon" taunt.) -"Extra" Movie no longer available in gallery. ****************************************************************************** ******************************IX. CHARACTER CHANGES*************************** ****************************************************************************** This list is always being updated as more changes get brought to my attention. Please send me mail(Check Contact) if you have something to add, or if you find something incorrect so I can fix it. ****************************************************************************** ******************************NORMAL MODE CHANGES***************************** ****************************************************************************** ----------------- GENERAL CHANGES== ----------------- -A lot of things in the corner tend to have more knockback(Corner combos more difficult) -Dust now has a perfectly red background, and it has little snowflakes falling or something. -------------- ANJI MITO===== -------------- -6P Damage Down(28 to 24) -Air H Damage Down(36 to 32) -Dust Damage Down(20 to 15) -Fuujin Light Damage Down(40 to 30) -Fuujin Heavy Damage Down(48 to 46) -Short Stomp Damage Down(42 to 32) -Long Stomp Damage Doubled(25 to 50) -Shin:Nishiki Damage Down(18x6 to 16x6) -Tenjinashi Damage Down(30+20x13 to 30+15x13) -Issei Ougi: Sai Damage Down(20x11+100 to 12x11+50) -Kachoufuugetsu Damage Down(50x4 to 40x4) -------------- AXL LOW======= -------------- -FRC Rensengeki MUCH Easier(2 frames instead of 1) -Axl Bomber loops much harder to do(Too much pushback) -Jumping Slash has more range -Raieisageki Horizantal Damage Down(50 to 45) -Raieisageki Horizontal Floating down. Can no longer combo at all.(They fall too fast, and it takes you too long to land/recover. No, not even standing K comes out fast enough.) -Byakuerenshou Damage Down(60x2+30x5 to 50x2+30x5) -Raieisageki Vertical Off-Screen Time Shortened -------------- BAIKEN======== -------------- -6K Damage Up(22 to 24) -FRC Tatami Gaeshi Slower -Air D has faster Recovery -------------- BOSS DIZZY==== -------------- -None -------------- BOSS I-NO===== -------------- -Megalomania damage down(less hits?) -------------- BRIDGET======= -------------- -Maintenance-Chuu no Higeki comes out immediatly -2P Damage Down(12 to 8) -Air 2S Damage Down(46 to 35) -Kick Start My Heart Hassha Altered(20x3 to 50) -Starship Damage Up(21x4 to 22x4) -Air Starship Damage Down(21x3 to 18x3) -Maintenance-Chuu no Higeki Damage Down(30x18 to 24x18) -Ore to Kill Machine Damage Down(30x12 to 25x12) -Roger Hug may now be recalled with H -Roger Hug actually works and can use Boxing, Razor or Ore to Kill Machine while on the opponent -Boxing Roger FRCable -Razor Roger FRCable -Razor Roger comes towards Bridget Faster -Boxing Roger comes towards Bridget Faster -Defense Rating Down(1.06 to 1.07) -------------- CHIPP ZANUFF== -------------- -Genrouzan has faster execution, and slower recovery -Genrouzan is easier to FRC now(like Axl's Rensengeki, it has gained an extra frame window) -6K is now an overhead -6K comes out slower(The actual kick part where he extends his feet) -6K RC combos much harder to execute -6K Damage Down(28 to 20) -2D Damage Down(30 to 26) -Banki Messai Damage Up(8x16+30x4 to 9x16+30x4) -------------- DIZZY========= -------------- -FRC Ice Spike delayed(Now near the end of the animation) -2H now FRCable -2D now FRCable -6H now FRCable -2H Damage Down(49 to 44) -Throw Damage Up(55 to 60) -Air throw Damage Up(55 to 60) -Ice Spike Damage Down(60 to 55) -Imperial Ray Damage Up(32xn to 40xn) -Gamma Ray Altered(12x5+13x32 to 13x5+12x32) -------------- EDDIE========= -------------- -Eddie Dolphin takes much more Eddie Guage(about 75% for one use!) -Far Slash Altered(16x4 to 20x3) -2S Damage Down(28 to 24) -H Damage Up(20x3 to 25x3) -Drunkard Shade Damage Up(20 to 30) -Shadow Gallery Damage Down(30+50 to 25+50) -Eddie Dolphin Damage Down(40 to 25) -H->2D Gatling Gone -6P->2D Gatling Gone -Invite Hell S Version FRC Gone -Rejump D combos in corner harder -------------- FAUST========= -------------- -Air FDC Altered(Now Backfloats a bit) -2P Damage Down(13 to 12) -2K Damage Down(12x3 to 12+9x2) -Air D Damage Doubled(20 to 40) -Air D Altered(More range, better) -Growing Flower(K on Pogo) Damage Down(50 to 35) -Going My Way(H on Pogo) Damage Down(20x4 to 16x4) -Bomb Damage Up(60 to 80) -Anal Scalpel is now FRCable(When he stands on one foot after hitting/missing, and goes "VIVA WATASHI!" or something similar. There's about a 30 frame window.) -------------- I-NO========== -------------- -Air K Damage Down(15 to 13) -Air S Damage Down(28 to 23) -H Damage Down(55 to 43) -2H Damage Down(46 to 35) -2D Damage Down(30 to 26) -Kouutsu Onkai Altered(Can now only do 1-5 hits) -Air Chemical Love Damage Up(30 to 50) -New Gatling:(Vs. Crouch) H, Stroke The Big Tree Light -I-No Air Dust Glitch essentially removed(You can still do it, but you cannot go off the top of the screen, and the height gained is extremely limited. You would need like 6 full tension bars and ramming on the button as hard as you can to reach top screen) -Defense Rating Down(1.00 to 1.06) --------------- JAM KURADOBERI= --------------- -P Damage Up(9 to 12) -Air P Damage Up(9 to 11) -Air K Damage Up (12 to 14) -Air 2K Damage Down(16+10x3 to 16+8x3) -Close Slash Damage Up(16 to 34) -Far Slash Damage Up(30 to 34) -H Damage Up(20x3 to 24x3) -Bakushuu Hyappo Shinshou Altered(18x3 to 50) -Bakushuu Senri Shinshou Altered(20x4 to 50) -Geki:Saishinshou Damage Altered(Not sure on the original. Either 30+50 or 30+90, but the new value is 50+70) -2D is now FRCable(Nigh impossible on a stick. It's at the very beginning of the animation) -------------- JOHNNY======== -------------- -Delayed Ensenga removed -Ensenga Recovery longer -2S now hits low -Mist Finer Upper(Level 2) Damage Down(70 to 50) -Mist Finer Middle(Level 2) Damage Down(70 to 50) -Mist Finer Lower(Level 2) Damage Down(70 to 50) -Mist Finer Upper(Level 3) Damage Down(26x9 to 20x9) -Mist Finer Middle(Level 3) Damage Down(25x9 to 18x9) -Mist Finer Lower(Level 3) Damage Down(22x9 to 17x9) -Mist Finer Upper(Level 1) comes out quicker -Mist Finer Middle(Level 1) comes out a little quicker -Mist Finer Lower(Level 1) comes out a little quicker -6K Now has some damage reduction(6K, j.K, j.S, jc, j.K, j.S, j.D, 2 hit Ensenga does 30, 18, 22, 15, 18, 21, 1, 23(148). Reload does 30, 12, 18, 9, 14 17, 1, 18(119). The only thing that does less damage is j.K, and if I do it twice in the air, it does 20, 18. j.S twice is 32, 29. 6K twice is 30, 19. So 6K now has damage reduction) -Mist Finer Stance now Dashable(However, it can't dash through enemies..damn. This would have at least given Johnny some promise) -Mist Canceling Slowed(To the point of half uselessness. It still reduces the recovery of most moves by a bunch, but pressuring with it is a lot harder now) -2H pushes Johnny back less -------------- JUSTICE======= -------------- -6P Damage Down(20x2 to 20+16) -Dust Damage Down(50 to 28) -Dead Angle Attack Damage Down(22x2 to 22+11) -Throw Damage Up(51 to 55) -Air Throw Damage Up(55 to 60) -Strike Back Tail Damage Down(24+42 to 24+32) -------------- KLIFF========= -------------- -Dust Damage Down(50 to 30) -Throw Damage Up(51 to 55) -Air Throw Damage Up(55 to 60) -Urokohagashi Damage Down(14xn to 13xn) -------------- KY KISKE====== -------------- -Vapor Thrust Heavy Untechable -Vapor Thrust Heavy Knockback Increased(Doesn't knock back in the corner, though) -Vapor Thrust Heavy Recovery Increased -c.H Pulls Airborne Opponent Closer -c.H knocks opponent into the air and towards you on CH(techable) -H Damage Up(37 to 42) -2H Damage Down(30x2 to 28x2) -Vapor Thrust Light Damage Up(42 to 48) -Vapor Thrust Heavy Damage Up(50 to 52) -Air Vapor Thrust(Heavy and Light) Damage Up(42 to 48) -Ride The Lightning Damage Up(32x5 to 36x5) -------------- MAY=========== -------------- -Overhead Kiss Untechable -Overhead Kiss easier to combo -Air D Jump Cancelable -Air D Damage Down(45 to 38) -------------- MILLIA======== -------------- -Bad Moon FRCable -Air D Damage Down(40 to 36) -Air D Knocks Back Farther -Air D KH makes opponent Fly, Wall Bounce/Knockdown(No comboing without wall bounce) -Iron Sabre Damage Down(48 to 36) -Bad Moon Damage Altered(24x3 to 24+19x4) -------------- POTEMKIN====== -------------- -FDB Projectile Damage Down(16x2 to 16) -Heavenly Potemkin Buster Damage Down(190 to 170 -------------- ROBO-KY======= -------------- -Robo-Ky is an entirely new character. Check out the "New Character" section of my FAQ to learn all about Robo-Ky -------------- SLAYER======== -------------- -Bite Death Loop now impossible -Bloodsucking Universe causes less Dizzy -Bite Loop easier to mash out of(Less slip?) -Bloodsucking Universe pushes back farther -6P Damage Up(34 to 45) -6H Now Causes More Floatstun to an Airborne Opponent -2H Damage Up(48 to 52) -2H Floats Opponent on CH -6H Damage Down(60 to 50) -6H Faster -Throw Damage Up(63 to 68) -Crosswise Heel Damage Down(35+40 to 27+32) -Under Pressure Damage Up(30 to 36) -It's Late Damage Up(44 to 52) -Mappa Punch Heavy Damage Down(45 to 40) -------------- SOL BADGUY==== -------------- -Regular Dust Loop limited to 2 Reps -New Running Dust type Dust Loop -Air Dust causes less stun and pushes back farther -Wild Throw cannot be teched -Gunflame FRC a moment after the old FRC timing -Gunflame FRC harder -Riot Stamp Easier to FRC -Riot Stamp has longer pause when he gets to the wall -Dragon Installed Bandit Revolver Damage Up(20x3+32 to 20x3+50 -Dragon Installed Volcanic Viper Light Damage Up(30+20x2 to 40+20x2) -Dragon Installed Volcanic Viper Heavy Altered(60+16x12 to 40+18x12) -Air Dragon Installed Volcanic Viper Damage Up(32+20x2 to 40+20x2) -Grand Viper Altered(7x7+24+18x2 to 8+6x6+14x3) -------------- TESTAMENT===== -------------- -Phantom Soul Low now flies out much faster, goes farther, goes very close to the ground(can hit an opponent OTG) and can even be combod into from a trip(You can trip someone and possess them with Phantom Soul) -Phantom Soul Low can no longer be effectively used as pressure after a trip -Phantom Soul Low and High Damage Down(15 to 5) -Bird Peck slower -Bird Peck Damage Reduced(40 to 20) -New Bird attack which flies in a straight line across the screen. Does same damage as Bird Peck(20) -Succubus Swing Damage Down(50 to 30) -Succubus moves a lot faster towards opponent -Gravedigger R->j.D Gravedigger is harder to do(Prolly gonna have to use a quicker attack to get it to connect) -P Damage Up(8 to 9) -6H Damage Down(60 to 55) -6H FRCable -EXE Beast Damage Down(40 to 36) -EXE Beast FRC Easier -Master of Puppets Damage UP(30 to 60) -Master of Puppets FRCable -Warrant FRCable(AFTER it hits, not during the taunt) -------------- VENOM========= -------------- -Ball Summoning Faster -Dubious Curve Faster -Balls seem to move Faster -Throw Altered(It now does 5 points of damage at a rate I can't determine, but it's pretty fast. Opponent untouched, it does 5x7. You can still do additional damage by hitting the ball before the 7 hits are up, so it does a wall bounce and you can follow with a combo) -Air Throw Altered(5x7 now. Dunno what it was before. Nearly impossible to combo. You'de have to air throw them right next to the ground) (I'm unsure of a lot of Venom's original damage, help with certain moves for Venom would help me greatly. Check out the Damage Listing part of the FAQ, and go to Venom to see which moves where I don't know the original values) -------------- ZAPPA========= -------------- -Dog Bite(2D) now techable -Dog Bite(2D) Damage Up(30 to 60) -Dog Backflip Lunge(4D+D) Damage Down(30 to 25) -Dog Uppercut(8D) Damage Down(30 to 25) -Ghost Close Slash Damage Up(36 to 40) -Ghost 2H Damage Down(35 to 32) -Ghost Air H Damage Down(35 to 32) -Sword Ochitoite Kudasai Damage Up(30 to 40) -Sword Itasou, tte Iu Ka Itai Follow-Up Attack Damage Up(30 to 45) -Sword Close Slash Damage Up(30 to 36) -Sword H Damage Up(25x2 to 35x2) -Sword 2H Damage Up(30 to 40) -Darkness Anthem Damage Down(28x3 to 23x3) ****************************************************************************** ******************************EX MODE CHANGES********************************* ****************************************************************************** -------------- ANJI MITO -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- AXL LOW -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- BAIKEN -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- BRIDGET -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- CHIPP ZANUFF -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- DIZZY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- EDDIE -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- FAUST -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- I-NO -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- JAM KURADOBERI -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- JOHNNY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- JUSTICE -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) (Are you actually repeatedly reading this?) -------------- KLIFF -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- KY KISKE -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- MAY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- MILLIA -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- POTEMKIN -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- SLAYER -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- SOL BADGUY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- TESTAMENT -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- VENOM -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- ZAPPA -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) ****************************************************************************** ******************************SHADOW MODE CHANGES***************************** ****************************************************************************** Shadow Characters are replicas of the regular characters, except they are pitch black colored all over/have red eyes/weapons. They also have infinite tension, thus the only changes to Shadow characters are the changes that apply to regular #Reload characters. ****************************************************************************** ******************************GOLD MODE CHANGES******************************* ****************************************************************************** -------------- ANJI MITO -------------- These will be done in the next update -------------- AXL LOW -------------- These will be done in the next update -------------- BAIKEN -------------- These will be done in the next update -------------- BRIDGET -------------- These will be done in the next update -------------- CHIPP ZANUFF -------------- These will be done in the next update -------------- DIZZY -------------- These will be done in the next update -------------- EDDIE -------------- These will be done in the next update -------------- FAUST -------------- These will be done in the next update -------------- I-NO -------------- These will be done in the next update -------------- JAM KURADOBERI -------------- These will be done in the next update -------------- JOHNNY -------------- These will be done in the next update -------------- JUSTICE -------------- These will be done in the next update -------------- KLIFF -------------- These will be done in the next update -------------- KY KISKE -------------- These will be done in the next update -------------- MAY -------------- These will be done in the next update -------------- MILLIA -------------- These will be done in the next update -------------- POTEMKIN -------------- These will be done in the next update -------------- SLAYER -------------- These will be done in the next update -------------- SOL BADGUY -------------- These will be done in the next update -------------- TESTAMENT -------------- These will be done in the next update -------------- VENOM -------------- These will be done in the next update -------------- ZAPPA -------------- These will be done in the next update ****************************************************************************** ******************************X. DAMAGE LISTING******************************* ****************************************************************************** This is a listing of ALL of the damage of every move in the game. The first damage given is Reload damage, and the second is original GGX2. If anything is incorrect, look to the Contact section and let me know. Guide: * denotes original damage from GGX2 Note that all of the GGX2 information was compared to the data on the Gamecombos website. Any incorrect information is information I got from there. Also: I know there are definitely some incorrect GGX2 damages, but I'm not sure which ones. Let me know if you find one so I can fix it. ****************** DEFENSE RATINGS*** ****************** Sol: 1.00 (*1.00) Ky: 1.03 (*1.03) May: 1.06 (*1.06) Millia: 1.21 (*1.21) Eddie: 1.06 (*1.06) Potemkin: 0.87 (*0.87) Chipp: 1.30 (*1.30) Faust: 1.00 (*1.00) Baiken: 1.18 (*1.18) Jam: 1.06 (*1.06) Johnny: 1.00 (*1.00) Axl: 1.06 (*1.06) Anji: 1.06 (*1.06) Venom: 1.00 (*1.00) Testament: 1.00 (*1.00) Dizzy: 1.06 (*1.06) Slayer: 0.96 (*0.96) I-No: 1.06 (*1.00) Zappa: 1.00 (*1.00) Bridget: 1.07 (*1.06) Justice: 1.06 (*1.06) Kliff: 1.31 (*1.31) Robo-Ky: 0.89 (*1.07) ************** GUTS RATINGS** ************** Sol: (*1) Ky: (*2) May: (*3) Millia: (*3) Eddie: (*1) Potemkin: (*4) Chipp: (*4) Faust: (*0) Baiken: (*4) Jam: (*3) Johnny: (*4) Axl: (*1) Anji: (*5) Venom: (*1) Testament: (*0) Dizzy: (*1) Slayer: (*2) I-No: (*1) Zappa: (*2) Bridget: (*1) Justice: (*?) Kliff: (*?) Robo-Ky: (*?) (I don't know how to check guts values, so until someone tells me how, I dunno) Guts is how much damage a character takes as their life begins to get lower. Guts and defense rating both come into play. Defense rating is how much damage the character takes in general(A move that does 100 damage will do 100 damage to Sol, since his defense rating is 1.00, and the same move will do 87 to Potemkin, and 130 to Chipp). -------------- ANJI MITO===== -------------- P=10 (*10) 6P=24 (*28) 2P=8 (*8) Air P=10 (*10) K=14 (*14) 6K=28 (*28) 2K=12 (*12) Air K=18 (*18) c.S=26 (*26) f.S=30 (*30) 2S=28 (*28) Air S=28 (*28) H=38 (*38) 6H=14x4+34 (*14x4+34) 2H=38 (*38) Air H=32 (*36) D=15 (*20) 2D=28 (*28) Air D=40 (*40) DAA=25 (*25) Throw=56 (*56) Air Throw=60 (*60) 623H=90 (*90) 236P=18, 30 (*18, 30) 236S=30 (*40) 236H=46 (*48) P=10x6 (*10x6) S=30 (*30) P during auto guard=30+10x6+40 (*30+10x6+40) 214P=32 (*42) 214K=50 (*25) Air 214P=16x6 (*18x6) (2)8K=30+15x13 (*30+20x13) 632146H=12x11+50 (*20x11+100) 63214S=40x4 (*50x4) -------------- AXL LOW======= -------------- P=32 (*32) 2P=28 (*28) 3P=24 (*24) 6P=32 (*32) Air P=10 (*10) Air 6P=16 (*16) K=16 (*16) 2K=9 (*9) 6K=36 (*36) Air K=18 (*18) c.S=28 (*28) f.S=33 (*33) 2S=34 (*34) Air S=28 (*28) H=42 (*42) 2H=40 (*40) 6H=46 (*46) Air H=38 (*38) D=20 (*20) 2D=30 (*30) Air D=44 (*44) DAA=25 (*25) Throw=50 (*50) Air Throw=60 (*60) 623S=46 (*46) 623H=36+24 (*36+24) +623H=55 (*55) (4)6S=20x3 (*20x3) 8=35 (*35) 2=26x5 (*26x5) 214P=110 (*110) 214K=110 (*110) 623P=60 (*60. Gamecombos says 42, but I distinctly remember it being 60) 63214S=45 (*50) 63214H=20x3 (*20x3) Air 623H=60 (*60) 421P during 623P=30x2+50 (*30x2+50) 2363214H=50x2+30x5 (*60x2+30x5.) -------------- BAIKEN======== -------------- P=8 (*8) 2P=8 (*8) 6P=15+25 (*15+25) Air P=10 (*10) K=14 (*14) 2K=12 (*12) 6K=24 (*22) Air K=18 (*18) c.S=28 (*28) f.S=30 (*30) 2S=32 (*32) Air S=32 (*32) H=44 (*44) 2H=22x3 (*22x3) 6H=66 (*66) Air H=40 (*40) D=20 (*20) 2D=30 (*30) Air D=50 (*50) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236K=40(*40) Air 236K=20, 40 (*40) 214P during Guard=12 (*12) 214S during Guard=30 (*30) Air 623S=44 (*44) 41236H=12 (*12) S=36 (*36) 236236S=60x3 (*60x3) 63214P during Guard=10 (*10) 63214K during Guard=10 (*10) 63214S during Guard=10 (*10) 63214H during Guard=10 (*10) -------------- BRIDGET======= -------------- P=12 (*12) 2P=8 (*12) 3P=24 (*24) 6P=30 (*30) Air P=16 (*16) K=22 (*22) 2K=12 (*12) 6K=20x2 (*20x2) Air K=20 (*20) c.S=22x2 (*22x2) f.S=34 (*34) 2S=30 (*30) Air S=32 (*32) Air 2S=35 (*46) 6S=46 (*46) H commands: H=40 (*40) Air H=40 (*40) 236H=36x5 (*36x5) 214H=20x3 (*20x3) Air 214H=20x3 (*20x3) 236K=30 (*30) P=40 (*40) K=50 (*20x3) 623P=22x4 (*21x4) Air 623P=18x3 (*21x3) D=17 (*17) 2D=32 (*32) Air D=16x3 (*16x3) DAA=25 (*25) Throw=48 (*48) Air Throw=55 (*55) 632146S=20x7+60 (*20x7+60) 4123641236S=24x18 (*30x18) 632146H with Yo-Yo out=25x12 (*30x12) -------------- CHIPP ZANUFF== -------------- P=6 (*6) 2P=6 (*6) 6P=18x2 (*18x2) Air P=8 (*8) K=12 (*12) 2K=8 (*8) 6K=20 (*28) Air K=16x2 (*16x2) Air 2K=16x3 (16x3) c.S=28 (*28) f.S=26 (*26) 2S=28 (*28) Air S=28 (*28) H=36 (*36) 2H=34 (*34) 6H=60 (*60) Air H=26x2 (*26x2) D=17 (*17) 2D=26 (*30) Air D=40 (*40) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236P=44 (*44) H=38 (*38) Air 236P=40 (*40) 623S=30+26 (*32+26) Air 623S=28+18 (*28+18) 41236H=32 (*32) 236S=18 (*18) 236S=22 (*22) 236K=30 (*30) Air R=1 (*1) 632146H=30x5+110 (*30x5+110) 236236K=9x16+30x4 (*8x16+30x4) -------------- DIZZY========= -------------- P=10 (*10) 2P=8 (*8) 6P=26 (*26) Air P=12 (*12) K=16 (*16) 2K=18 (*18) Air K=16 (*16) c.S=24 (*24) f.S=20x5 (*20x5) 2S=28 (*28) Air S=28 (*28) H=40 (*40) 2H=44 (*49) 6H=38x2 (*38x2) Air H=42 (*42) D=20 (*20) 2D=38 (*38) Air D=30+40 (*30+40) DAA=25 (*25) Throw=60 (*55) Air Throw=60 (*55) 236H=55 (*60) 421S=25+55 (*25+55) 214P=25x3 (*25x3) 214K=25x2 (*25x2) 214S=45 (*45) 214H=45 (*45) Air 214P/K(Pop)=45 (*45) 236S=20x3 (*20x3) 632146S=40xn (*32xn) 34123646P=34x6 (*34x6) 64641236H=13x5+12x32(I think) (*12x5, 13x32) -------------- EDDIE========= -------------- P=9 (*9) 2P=8 (*8) 6P=22x2 (*22x2) Air P=13 (*13) K=12 (*12) 2K=18 (*18) 6K=30 (*30) Air K=18 (*18) c.S=30 (*30) f.S=20x3 (*16x4) 2S=24 (*28) Air S=22 (*22) H=25x3 (*20x3) 2H=50 (*50) 6H=60 (*60) Air H=40 (*40) D=18 (*18) 2D=20 (*20) Air D=55 (*55) DAA=25 (*25) Throw=50 (*50) Air Throw=60 (*60) 22S=40 (*40) 22H=40 (*40) 214S=30(*20) Air 41236S=25+50 (*30+50) 623S=92 (*92) Eddies P=25 (*25) K=20x4 (*20x4) S=50 (*50) H=34x3 (*34x3) D=25 (*40) 632146H=82x2 (*82x2) Air 236236S=16x30 (*16x30) 632146S(With Eddie)=44x3 (*44x3) -------------- FAUST========= -------------- P=10 (*10) 2P=12 (*13) 6P=32 (*32) Air P=13 (*13) K=30 (*30) 2K=12+9x2 (*12x3) Air K=20 (*20) Air 2K=35 (*35) c.S=30 (*30) f.S=42 (*42) 2S=28 (*28) Air S=32 (*32) H=24x3 (*24x3) 2H=42 (*42) 6H=80 (*80) Air H=55 (*55) D=25 (*25) 2D=38 (*38) Air D=40 (*20) DAA=25 (*25) Throw=60 (*60) Air Throw=55 (*55) 41236K=30(*30) 236P After pullback=30 (*30) 236P after Koe ga Chiisai=70 (*70) Air 236H=18x4 (*18x4) 236S=44 (*44) P(Pogo)=40 (*40) K(Pogo)=35 (*50) S(Pogo)=30 (*30) H(Pogo)=16x4 (*20x4) 66(Pogo)=40 (*40) 44(Pogo)=40 (*40) Air 236P=1+40 (*1+40) 214P=44 (*44) 214K=44 (*44) 214S=38 (*38) 214H=16x8 (*16x8) What's Next? Items Hammer=44 (*44) Donut/Chocolate=-16 (*-16) Mini Faust=25 (*25) Bomb=80 (*60) Poison=10 (*10) Meteor=36x6 (*36x6) 236236S=30+(100)(150)(190)(10 to self) (*30+(100)(150)(190)(10 to self)) -------------- I-NO========== -------------- P=12 (*12) 2P=10 (*10) 6P=32 (*32) Air P=18 (*18) K=20 (*20) 2K=15 (*15) Air K=13 (*15) c.S=34 (*34) f.S=28 (*28) 2S=28 (*28) Air S=23 (*28) H=43 (*55) 2H=35 (*46) 6H=20+65 (*20+65) Air H=46 (*46) D=15 (*15) 2D=26 (*30) Air D=40 (*40) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 41236S=40 (*40) 41236H=40 (*40) 214P=12x1-5 (*12x1-6?) Air 214P=12x5 (*12x1-6?) Air 236P=40 (*40) Air 236K=44 (*44) Air 236S=44 (*44) Air 236H=20x3 (*20x3) 632146K=50 (*50) Air 632146K=50 (*30) 632146H=46x3 (*46x3) Air 2363214S=50x3 (*50x3) --------------- JAM KURADOBERI= --------------- P=12 (*9) 2P=6 (*6) 6P=18x2 (*18x2) Air P=11 (*9) K=12 (*12) 2K=8 (*8) 6K=16+26 (*16+26) Air K=14 (*12) Air 2K=16+8x3 (*16+10x3) c.S=34 (*16) f.S=34 (*30) 2S=26 (*26) Air S=28 (*28) H=24x3 (*20x3) 2H=20x2 (*20x2) 6H=30x2 (*30x2) Air H=35 (*35) D=16 (*16) 2D=28 (*28) Air D=16+28 (*16+28) DAA=20 (*20) Throw=60 (*60) Air Throw=60 (*60) 236K=64 (*64) 214K=40 (*40) 623K=14x5 (*14x5) 236K(Powered)=100 (*100) 214K(Powered)=32x5 (*32x5) 623K(Powered)=15x8 (*15x8) Air 236K=66 (*66) Air 214K=30 (*30) Air 623K=12x5 (*12x5) Air 236K(Powered)=98 (*98) Air 214K(Powered)=28x5 (*28x5) Air 623K(Powered)=16x8 (*16x8) (Any other variations of these moves are the same as their GGX2 counterparts, and I'm too lazy to list every single possibility, or be bothered to actually check. I'm about 90% positive they're all the same) 236S: K=30 (*30) S=50 (*18x3) H=50 (*20x4) 632146H=18x13 (*18x13) 632146S=20+9x10+40+80 (*20+9x10+40+80) 236236H=50+70 (*30+50) -------------- JOHNNY======== -------------- P=12 (*12) f+P=25 (*25) 2P=10 (*10) Air P=12 (*12) K=16 (*16) f+K=30 (*30) 2K=12 (*12) Air K=20 (*24) c.S=26 (*26) f.S=34 (*34) 2S=30 (*30) Air S=32 (*32) H=42 (*42) f+H=76 (*76) 2H=48 (*48) Air H=40 (*40) D=22 (*22) 2D=25+25 (*25+25) Air D=44 (*44) DAA=25 (*25) Throw=40 (*40) Air Throw=60 (*60) 236H=10 (*10) 236P=35 (*35) 236P(One)=50 (*70) 236P(Two)=20x9 (26x9) 236K=32 (*32) 236K(One)=50 (*70) 236K(Two)=18x9 (*25x9) 236S=29 (*29) 236S(One)=50 (*70) 236S(Two)=17x9 (*22x9) S during Divine Crossing=50 (*50) 236S(air)=50 (*50) 41236H(air)=6,62 (*6,62) 632146H=20, 65, 65 (*20, 65, 65) -------------- JUSTICE======= -------------- P=10x2 (*10x2) 2P=8 (*8) 6P=20+16 (*20x2) Air P=14 (*14) K=16 (*16) 2K=18 (*18) Air K=18 (*18) c.S=26 (*26) f.S=18x4 (*18x4) 2S=28 (*28) Air S=18x2 (*18x2) H=40 (*40) 2H=32x2 (*32x2) 6H=38x2 (*38x2) Air H=44 (*44) D=28 (*50) 2D=40 (*40) Air D=60 (*60) DAA=22+11 (*22x2) Throw=55 (*51) Air Throw=60 (*55) 236P=60 (*60) 41236H=40x2 (*40x2) 412K=24+32 (*24+42) 412S/H=8+20x3 (*8+20x3) 641236S=18xn (*18xn) 632146H=100 (*100) 46463214H=20+30xn (*20+30xn) -------------- KLIFF========= -------------- P=10 (*10) 2P=12 (*12) 6P=32 (*32) Air P=14 (*14) K=20 (*20) 2K=16 (*16) Air K=24 (*24) c.S=36 (*36) f.S=36 (*36) 2S=32 (*32) Air S=34 (*34) H=54 (*54) 2H=46 (*46) 6H=100 (*100) Air H=42 (*42) D=30 (*50) 2D=36 (*36) Air D=45 (*45) DAA=35 (*35) Throw=55 (*51) Air Throw=60 (*55) 236P=32 (*32) 236S=64 (*64) 214S=14x6 (*14x6) 214K=24 (*24) 623H+HHHHH...=13xn (*14xn) 214P+P=12x3 (*12x3) Air 41236S=40+32 (*40+32) R=8x4 (*8x4) 236236S=100 (*100) 4641236H=24+20xn (*24+20xn) -------------- KY KISKE====== -------------- P=8 (*8) 2P=8 (*8) 6P=30 (*30) Air P=12 (*12) K=12 (*12) 2K=14 (*14) 6K=36 (*36) Air K=16 (*16) c.S=28 (*28) f.S=28 (*28) 2S=25 (*25) Air S=28 (*28) H=42 (*37) 2H=28x2 (*30x2) 6H=36x2 (*36x2) Air H=38 (*38) D=15 (*15) 2D=30 (*30) Air D=40 (*40) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236K=12+32 (*12+32) 236S=40 (*40) 236H=20x3 (*20x3) 623S=48 (*42) 623H=52 (*50) 214K=30 (*30) Air 236S=33 (*33) Air 236H=33 (*33) Air 623S=48 (*42) Air 623H=48 (*42) 632146H=36x5 (*32x5) Air 632146H=36x5 (*32x5) 236236P=27x5 (*27x5) -------------- MAY=========== -------------- P=10 (*10) 2P=10 (*10) 6P=44 (*44) Air P=14 (*14) K=20 (*20) 2K=14 (*14) 3K=24 (*24) Air K=24 (*24) c.S=30 (*30) f.S=33 (*33) 2S=26 (*26) Air S=30 (*30) H=50 (*50) 2H=44 (*44) 6H=70 (*70) Air H=40 (*40) Air 2H=34 (*34) D=22 (*22) 2D=30 (*30) Air D=38 (*45) DAA=25 (*25) Throw=55 (*55) Air Throw=60 (*60) 63214K=40 (*40) 623S=30 (*30) S=20 (*20) Air 623S=30 (*30) (4)6S/H=50 (*50) (2)8S/H=50 (*50) 41236P/K/S/H=20+22xn (*20+22xn) 63214H=25+20x8 (*25+20x8) 63214S=18x10 (*18x10) P=48 (*48) 236236S=110 (*110) -------------- MILLIA======== -------------- P=18 (*18) 2P=9 (*9) 6P=22x2 (*22x2) Air P=10 (*10) K=12 (*12) 2K=8 (*8) 6K=25 (*25) Air K=12 (*12) c.S=22x2 (*22x2) f.S=28 (*28) 2S=26 (*26) Air S=26 (*26) H=30x2 (*30x2) 2H=40 (*40) 6H=60 (*60) Air H=22x3 (*22x3) D=12 (*12) 2D=26 (*26) Air D=36 (*40) DAA=20 (*20) Throw=55 (*55) Air Throw=55 (*55) 214S=18xn (*18xn) 214H=30x5 (*30x5) 236S=40 (*40) 236H=50 (*50) 214P=36 (*48) Air 236P=24+19x4 (*24x3) Air 214S=20 (*20) 2141236H=40+25x4+80 (*40+25x4+80) 236236S=36x3 (*36x3) -------------- POTEMKIN====== -------------- P=11 (*11) 2P=12 (*12) 6P=35 (*35) Air P=18 (*18) K=22 (*22) 2K=16 (*16) 6K=23 (*23) Air K=22 (*22) c.S=40 (*40) f.S=36 (*36) 2S=36 (*36) Air S=32 (*32) H=58 (*58) 2H=66 (*66) 6H=90 (*90) Air H=40 (*40) D=30 (*30) 2D=35 (*35) Air D=45 (*45) DAA=35 (*35) Throw=60 (*60) Air Throw=70 (*70) 632146P=140 (*140) 623H=0+15x2+40 (*0+15x2+40) 63214H during 623H=90 (*90) 236P=50 (*50) 214P=50 (*50) 236S=40 (*40) (4)6H=60 (*60) 63214S=40 (*40) 63214S on Reflect=16 (*16x2) 632146H=45 (*45) 4123641236P during 632146H=126 (*126) 236236S=170 (*190) -------------- ROBO-KY(NEW)== -------------- P=25 2P=18 6P=55 Air P=20 K=16 2K=12 Air K=22 c.S=30 f.S=38 2S=34 Air S=30 H=52 2H=50 6H=(12)(30)(50) Air H=28 D=15 Air D=12x12 DAA=25 Throw=60 Air Throw=60 236236S=10x18+50 236236P=12x27, Damage to self Moves Unaffected By Tension: Self Explosion=40-60(Not positive) Dashing P/K/S/H=50 Moves Affected By Tension: -236S=3x10(0 bars, 0% Tension), 4x14(1-4 bars, 10-49% tension, 5x18(5-10 bars, 50-100% tension) -214S=30(0 bars, 0% tension), 40(1-4 bars, 10-49% tension), 50(5-10 bars, 50-100% tension) -623H=30(0 bars, 0% tension), 30+50(1-4 bars, 10-49% tension), 16+30+110(5-10 bars, 50-100% tension) -Air 236S=20(0 bars, 0% tension), 60(1-4 bars, 10-49% tension), 4x25(5-10 bars, 50-100% tension) -63214K=8x2+35(Enemy 0% tension), 8x13+35(Enemy 50-100% Tension). The more tension the enemy has, the more hits this does. Maximum is 13x8+35 at 50% tension. The higher the tension between 0-50% that the enemy has, the more 8 damage hits the move does. -------------- ROBO-KY(OLD)== -------------- P=10 2P=10 6P=32 Air P=14 K=14 2K=14 6K=30 Air K=18 c.S=30 f.S=30 2S=27 Air S=30 H=40 2H=32x2 6H=39x2 Air H=40 D=20 2D=32 Air D=40 DAA=18 Throw=51 Air Throw=55 236S=40 Air 236S/H=33 236H=20x3 623S=42 Air 623S=42 236K=36 214K=32 623P=70 632146H=120 Air 632146H=120 623H=32x5 632146P=27x5 -------------- SLAYER======== -------------- P=16 (*16) 2P=14 (*14) 6P=45 (*34) Air P=13 (*13) K=28 (*28) 2K=16 (*16) 6K=22 (*22) Air K=24 (*24) c.S=28 (*28) f.S=32 (*32) 2S=28 (*28) Air S=20x3 (*20x3) H=50 (*50) 2H=52 (*48) 6H=50 (*60) Air H=36(*42) D=22 (*22) 2D=30 (*30) Air D=40 (*40) DAA=25 (*25) Throw=68 (*63) Air Throw=60 (*60) Dandy Step: P=80 (*80) K=27+32 (*35+40) S/H=36 (*30) 2nd S/H=52 (*44) 236P=40 (*40) 236K=40 (*45) 632146P=60 (*60) Air 214K=36x3 (*36x3) -------------- SOL BADGUY==== -------------- P=10 (*10) 2P=8 (*8) 6P=32 (*32) Air P=13 (*13) K=14x2 (*14x2) 2K=12 (*12) Air K=22 (*22) c.S=30 (*30) f.S=30 (*30) 2S=25 (*25) Air S=28 (*28) H=40 (*40) 2H=36 (*36) 6H=40x2 (*40x2) Air H=24x2 (*24x2) D=17 (*17) 2D=28 (*28) Air D=44 (*44) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236P=(30)(30)(42)(50) (*30, 30, 42, 50) 236P(DI)=60 (*60) 214K=40 (*40) 236K=24+36 (*24+36) 236K(DI)=20x3+50 (*20x3+32) 236(K)=50 (*50) Air 236K=22x4 (*22x4) 623S=40+25 (*40+25) 623H=40+25 (*40+25) 623S(DI)=40+20x2 (*30+20x2) 623H(DI)=40+18x9 (*60+16x12) Air 623S=32+20 (*32+20) Air 623H=40+20 (*40+20) Air 623S/H(DI)=40+20x2 (*32+20x2) 41236H=70 (*70) 214S=8+6x6+14x3 (*7x7+24+18x2) 623K=40 (*40) 632146H=80+60 (*80+60) -------------- TESTAMENT===== -------------- P=9 (*8) 2P=8 (*8) 6P=24 (*24) Air P=10 (*10) K=18 (*18) 2K=12 (*12) 6K=28 (*28) Air K=18 (*18) c.S=24 (*24) f.S=28 (*28) 2S=26 (*26) Air S=28 (*28) H=36 (*36) 2H=38 (*38) 6H=55 (*60) Air H=34 (*34) D=15 (*15) 2D=38 (*38) Air D=44 (*44) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 214P=45 (*45) Air 214P=40 (*40) 214K=10 (*10) 214S=30 (*30) 214S(Upgraded)=10 (*10) 214H=10 (*10) Air 214H=10 (*10) 236P=5 (*15) 236K=5 (*15) 41236S=36 (*40) Possessed: Succubus Swing=30 (*50) Bird Peck=20 (*40) Bird Feathers=3x5 (*3x5) 632146H=60 (*60) 236236H=60 (*30) -------------- VENOM========= -------------- P=6 (*6) 2P=7 (*7) 6P=28 (*28) Air P=10 (*10) K=12 (*12) 2K=8 (*8) Air K=12 (*12) c.S=16x3 (*16x3) f.S=24 (*24) 2S=22 (*22) Air S=24 (*24) H=42 (*42) 2H=20x2 (*20x2) 6H=52 (*52) Air H=36 (*36) D=20 (*20) 2D=20x2 (*20x2) Air D=40 (*40) DAA=20 (*20) Throw=5x7 (*???) Air Throw=5x7 (*???) (4)6S=30 (*30) (4)6S(Charge)= (22x2)(22x3)(22x6)(Also, at specific distances, there will be a single 16 DMG hit instead of a 25 one. No idea why this happens)(*???) (4)6H=42 (*44) (4)6H(Charge)= (25x2)(25x3)(25x6)(Also, at specific distances, there will be a single 16 DMG hit instead of a 25 one. No idea why this happens)(*???) (2)8S=36 (*36) (2)8H=50 (*50) 412P/K/S/H=25 (*25) 623S=17x4 (*17x4) 623H=21x4 (*21x4) Air 623S=12x4 (*12x4) Air 623H=15x7 (15x7) Ball hits:(*???) P=26 K=32 S=38 H=42 D=50 6P=36 6H=50 2P=26 2K=N/A 2S=34 2H=42 2D=N/A Air P=28 Air K=32 Air S=37 Air H=46 Air D=42 (There are countless other ways to hit balls, literally hundreds of combinations of ricocheting and power, and I can't do them all out) 2141236S=12x28 (*12x28) Air 236236H=26x8 (*26x8) -------------- ZAPPA========= -------------- P=9 (*9) 2P=12 (*12) 6P=24 (*24)
Air P=13 (*13) K=22 (*22) 2K=16 (*16) Air K=22 (*22) c.S=26 (*26) f.S=30 (*30) 2S=26 (*26) Air S=32 (*32) H=20x3 (*20x3) 2H=60 (*60) 6H=50 (*50) Air H=28 (*28) D=17 (*17) 2D=30 (*30) Air D=40 (*40) DAA=25 (*25) Throw=50 (*50) Air Throw=60 (*60) 236P=20 (*20) Dog: D=25 (*25) 2D=60 (*30) 6D=25 (*25) 4D+D=25 (*30) 8D=25 (*30) Ghosts: 236S/H=24 (*24) Air 236S/H=24 (*24) Golf Ball=40 (*40) Banana=0 (*0) Falling Potted Plant=25 (*25) c.S=36 (*40) f.S=22 (*22) 2S=20 (*20) 2H=32 (*35) Air S=50 (*50) Air H=32 (*35) 6H=36x3 (*36x3) Sword: 623H=40 (*30) 63214H=30x2 (*30x2) 236S=20 (*20) H(from 236S)=45 (*30) c.S=36 (*30) f.S=30 (*30) 2S=22 (*22) H=35x2 (*25x2) 6H=32 (*32) 2H=40 (*30) Air S=26 (*26) Air H=32 (*32) Raou: c.S=40 (*40) f.S=36 (*36) H=48 (*48) 6H=76 (*76) 2S=36 (*36) 2H=68 (*68) D=30 (*30) Air S=35 (*35) Air H=45 (*45) 236S=23x3 (*28x3) 236S+P=30x2 (*30x2) 214S=100 (*100) 632146S=40x10 (*40x10) 632146H=40x4 (*40x4) ****************************************************************************** ******************************XI. NEW CHARACTER******************************* ****************************************************************************** Robo-Ky is the only new character in Reload. I'll cover how to play him here. General Gameplay Guide: Robo Ky has a different system for tension, and though it shares a lot of similarities, his tension winds up being used in small portions a lot, and he's more powerful when he has more tension basically. His basic moves don't become more powerful, but most of his specials are affected by the amount of tension he has. The enemies' tension directly affects how much his command throw does, as explained later. Certain moves will also increase Robo-Ky's heat meter. Very few attacks do so, but it's good to note. You'll want to keep a watch on the guage, because if it fills, it will explode and do damage to yourself. Robo-Ky does NOT gain heat from just walking, or running for that matter. It only increases with specific attacks that I will mention later. You cannot die from overheating or doing his self destruct OD. If you don't look at the guage, you can still tell if you're close to overheating by Robo-Ky's face. The redder it gets, the closer he is to self-exploding. When he starts blinking red, you'll need to use the exhaust release(6H) in order to get read of some heat. When you use the Exhaust Release, it will immediatly cool Robo-Ky down. Not back to 0, but he will slowly cool off and you're in no danger of exploding. Despite previously said, Robo-Ky does gain tension just by walking/running, just at a fairly slow rate. Robo-Ky gains no tension from attacking, though. However, some of his attacks produce/steal tension. Robo-Ky's Power Guage is divided into 10 blocks, that represent 10% tension for each block. Below 25, his blocks will be reddish pink. When it is 25-49%, it will turn Teal. When it is 50%+, it will turn Blue. This is good to keep in mind as those ranges of tension affect most of his moves. Any of Robo-Ky's moves that depend on the amount of tension he has will USE one of those blocks per tension every time it's used. You can still use these moves with 0% tension, but they quite frankly suck. Robo-Ky's exhaust can do 3 different damages, depending on where the heat guage is. Think about Robo-Ky's heat guage as tension. It has 4 different quarters. Since the lowest tension you can get is at the straight up arrow, one quarter would be about 10/11 o'clock. 50% would be 9, 75% is 7/8, and 100% is 6. As mentioned, when it reaches 100, you will explode from overheating and get knocked down. Your exhaust system can actually do damage. at less than 25%, it does 12 and has extremely small range. At 50-75%(below the Red Zone), it does 30 and has pretty good range. At 75-99%, it does 50. Robo-Ky uses tension like normal. His RCs take 50%, FRCs take 25%, DAA takes 50%, ODs take 50%. As previously mentioned, any move affected by tension will use a block of tension in the process. Overview: Robo-Ky is a very odd kind of character. He has high damage and awkward moves, but his combos are pretty limited. Most stuff doesn't combo, and if it does, it has limited use. His gameplay is more oriented toward gaining tension, then blitzkrieging the crap out of your opponent. I plan to fully pick up Robo-Ky, mostly because his gameplay is so quirky and odd. Anyways, I wouldn't say Robo-Ky is high tier or awesome or anything, but he does some pretty vicious when it comes down to it(as long as you have tension! This guy is a tension WHORE. So get used to your guage filling and dying quickly) ****** Guide: ****** Type: High=Overhead, can only be blocked high. Medium=Can be blocked high or low. Low=Can only be blocked low. Range: %=How far across the screen it goes horizontally. "-" means close range(all below 20%) Angle: # of Degrees the attack goes relative to Robo-Ky. 90 being directly above his head, -90 being angled directly at the ground, and 0 being straight ahead. Please note that certain moves hit both ahead and below, but are just noted as 0 since they basically have no range or angle since Robo-Ky's body is basically the range/angle. Comboability: *=Uncomboable, or practically unusuable in combos **=Very few combo uses ***= Completely average. Will probably find this in a good amount of combos ****= In most combos. You'll be using this one a lot. *****= Learn this move, and learn it well. You'll be using it all over the place. Usefulness(Overall): *=Worthless. You will never use this. **=This is a generally bad move, but it has it's very few uses ***=Completely average. This moves has it's ups and downs. ****=This is a good move. The good outweighs the bad quite a bit. *****=This is an excellent move. Abuse it, learn it, because it rocks. Counters: When listing counter attacks, "-" won't note longer stun ratings since I don't know exactly how many frames are affected, and in general counter hits always provide larger stun ratings. "-" will also be there if there is no change from the original move. i.e. The original move staggers or does knockdown already, it will always continue to do so unless otherwise noted. Please note, I am a harsh judge. If a move gets a three, that's a GOOD thing. It just means the move is a part of Robo-Ky's game, and should be learned. Receiving a 3 doesn't mean it's a bad move at all, just doesn't mean it's a particularly outstanding one that is noticably better than other moves. These ratings will change as time goes on. I can't become a Robo-Ky master in 4 days. (Especially while writing this FAQ) ********** Move List: ********** P Damage: 25 Type: Medium Range: - Angle: 0 Comboability:*** Usefulness:** Counter Hit: - Air Counter Hit: Knockdown Jump Cancelable?: No Notes: Pretty damn powerful for just a punch. This move overall is pretty useless though. I'm not sure how practical it is to start a combo with this since I haven't used him in any competition yet, but it's pretty good, especially for a punch. You can do some good damage, and it combos with a lot of his moves. 2P Damage: 18 Type: Medium Range: - Angle: 0 Comboability:* Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Worthless. Robo-Ky kneels and punches. 6P Damage: 55 Type: Medium Range: 30 Angle: 0 Comboability:* Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Increases Heat Meter by 25%. Knockdown on regular hit. Good Damage, Good Anti-Air. Robo-Ky sticks out his elbow, and fires a blast from it. Air P Damage: 20 Type: High Range: - Angle: 0 Comboability:** Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Robo-Ky punches in the air. Not very helpful. K Damage: 16 Type: Low Range: - Angle: -45 Comboability:**** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Hits low, easy to combo, it's like a punch for him cause it's so quick. You can combo it into itself several times, and it's pretty useful. Identical to Ky's standing K, except Robo-Ky's can be used in rapid succession. 2K Damage: 12 Type: Low Range: Angle: Comboability:** Usefulness:***** Counter Hit: - Air Counter Hit: N/A Jump Cancelable?: No Notes: This move is abused like hell among Robo-Kys. It's a quick sweep, just like Ky's Stun Dipper. It combos into 2S. It's easy damage, and it has range, and it has great recovery. It also makes Robo-Ky flat to the ground, so in some instances, it can even be used on an opponent jumping in. You have no reason to not abuse the hell out of this excellent move. Increases Heat Guage. Air K Damage: 22 Type: High Range: - Angle: 10 Comboability:** Usefulness:** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Basic jumpkick. It's like Ky's, but instead of a leg he has a drill pop out. c.S Damage: 30 Type: Medium Range: - Angle: 90 to -45 Comboability:*** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Basic combo filler. Good damage, JCable, well rounded. Identical to Ky's c.S. f.S Damage: 38 Type: Medium Range: - Angle: 0 Comboability:** Usefulness:** Counter Hit: Knockdown Air Counter Hit: Knockdown Jump Cancelable?: Notes: Robo-Ky leans to the right, and both of his fists extend via an extension mechanism(think of those things that people open, and a boxing glove flies out and punches them. That's what extends it). It's ok, I guess. Nothing special, just kinda there. 2S Damage: 34 Type: Low Range: - Angle: -45 Comboability:*** Usefulness:*** Counter Hit: - Air Counter Hit: N/A Jump Cancelable?: No Notes: Knockdown. It's his sweep, basically. Pretty good damage move, but pretty bad range. Robo Ky goes on his knees and shoots a laser at the ground from his eyes. Air S Damage: 30 Type: High Range: - Angle: 90 to 0 Comboability:*** Usefulness:*** Counter Hit: Bounce/Knockdown Air Counter Hit: Bounce/Knockdown Jump Cancelable?: Yes Notes: Pretty useful. It's a well ground move, and getting a CH with it will result in some pretty massive damage. H Damage: 52 Type: Medium Range: - Angle: - Comboability:*** Usefulness:**** Counter Hit: Stagger Air Counter Hit: Knockdown Jump Cancelable?: No Notes: FRCable at the VERY beginning of the animation. This is really hard to do on a stick, as it requires quick fingers. It's much easier on a controller, but you still have to press the RC button RIGHT after you push H, and I mean RIGHT after. Robo-Ky bends over a bit, twists his shoulders, and his hand turns into a large mace. This move is damaging, and it's FRC combos lead to insane damage since it causes so much stun/the FRC is so early. 2H Damage: 50 Type: Medium Range: Goes infinitely at it's specific angle Angle: 65 Comboability:* Usefulness:*** Counter Hit: Very Long Stun Air Counter Hit: - Jump Cancelable?: No Notes: Increases Tension. FRCable near the end of the animation. Good at picking off air opponents. 6H Damage:(12)(30)(50) Type: Medium Range: 30 Angle: 0 Comboability:** Usefulness:*** Counter Hit: Stagger Air Counter Hit: - Jump Cancelable?: No Notes: Damage depends solely upon the Heat Meter. Only way of bringing heat meter down is to use this move. Meter goes down about 20% with each use. Air H Damage: 28 Type: High Range: 30 Angle: 0 Comboability:** Usefulness:**** Counter Hit: - Air Counter Hit: - Jump Cancelable?: - Notes: Increases heat meter. Ok, I know this move may seem lame at first due to the questionable damage and it increases the heat meter, but this has EXCELLENT priority, and it's unique in that Robo-Ky swings at around his feet level, and it dips down a little. This move is just too excellent for attacking ground opponents. Robo-Ky swings his flaming hammer at the enemy in the air. D Damage: 15 Type: High Range: - Angle: -90 to 70 Comboability:** Usefulness:*** Counter Hit: Hit high, unable to tech Air Counter Hit: - Jump Cancelable?: Homing Jump Notes: Robo-Ky's dust is a replica of Ky's, and Ky has a good dust. 2D Damage: - Type: - Range: - Angle: - Comboability:** Usefulness:**** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Notes: Robo-Ky can gain up to 3 blocks while he has the mat down. Standing completely on it increases the amount of tension you get. Lasts about 2 seconds. Air D Damage: 12x12 Type: High(Unable to hit ducking) Range: Differs with momentum Angle: Comboability:* Usefulness:**** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: What can I say? This move can not only keep you in the air longer and move you across the screen in a rather funny manner, but it costs no tension, does a crapload of damage, and has pretty good priority for an opponent above you. DAA Damage: 25 Type: Medium Range: - Angle: - Comboability:* Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Robo-Ky goes his standing H which knocks the opponent back. If they do a wall bounce, they can tech. If no wall bounce, it's knockdown. Throw Damage: 60 Type: - Range: - Angle: - Comboability: - Usefulness:*** Counter Hit: Bounce Air Counter Hit: - Jump Cancelable?: No Notes: Robo-Ky's throw is the same as Ky's, but Robo-Ky turns his sword into a fan, and it immediatly downs the opponent(No RC comboability). However, if you get someone with a flashing meter, the opponent bounces, leading to good damage. Air Throw Damage: 60 Type: - Range: Angle: - Comboability: Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Same as Ky's. Any air throw is useful. 236236S Damage: 10x18+50 Type: Medium Range: 30 Angle: 0 Comboability:*** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Does pretty good damage, and does a lot of guard guage increase/chip damage. It's pretty much Robo-Ky's only viable OD. Still, hitting someone with it is absolutey sure to put things in your favor. It's easily comboable, and does nice damage. The Kanji for "Self" and something else repeatedly pop up with every hit. Knocks down any opponent in the air or on the ground. Robo-Ky has 4 extra arms come out of his back, then he charges forward a slight distance and pummels the hell out of the enemy, finishing with a headbutt. 236236P Damage: 12x27, 40 or so damage to self Type: Medium Range: Radius around Robo-Ky Angle: Radius around Robo-Ky Comboability:** Usefulness:** Counter Hit: - Air Counter Hit: - Jump Cancelable?: - Notes: You cannot die from damage to yourself. Speed greatly increased. Timer counts down time until your detonation. Must get close to the opponent to hit them(Think suicide bomber) Dashing P/K/S/H Damage: 50 Type: Medium Range: 60 Angle: 0 Comboability:* Usefulness:** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Increases Robo-Ky's tension up by 50% of you hit/follow up with nothing. FRCable. Only happens when in full dash. Robo-Ky dashes, and does a choppy old Ky 6H animation(He does Ky's 6H animation, but it's choppier, and he's running while doing it.) This move is FRCable. If you hit someone with it, and don't do a follow up, Robo-Ky will spread his arms and power upo(+50 tension). You can, however, cancel this and go into any move you want to. Causes knockdown. The only problem with this move is the likelyhood that you'll hit your opponent. It's a fast move, but anyone who sees Robo-Ky dashing will expect it, and it's a medium attack soo..but the cases where you DO hit your enemy, this move is great. Great damage, gives a sick amount of tension. 236S Damage: See Below Type: Medium Range: 50 Angle: 0 Comboability:** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: At 0% tension, it has very short range. At 10-49%, it has pretty good range and a bigger missile. At 50%+ it's a big missile with good range. This move is mostly used as wakeup pressure. He also gets pushed back a little when he does this move. Robo-Ky gets on his knees, and fires a missile from a bazooka. Increases heat meter at all levels. 214S Damage: See Below Type: Medium Range: -, 30, 60 Angle: 0 Comboability:** Usefulness:*** Counter Hit: - Air Counter Hit: Knockdown Jump Cancelable?: No Notes:Robo-Ky turns the rest of his body into a war horse, and charges the enemy jousting style(Note: My favorite Robo-Ky move).Pretty decent move overall, but it's easy to see coming. It's quick though. Increases heat meter at it's lowest level.(0% Tension) 623H Damage: See Below Type: Medium Range: Regular Jumping Height Angle: 89 Comboability:*** Usefulness:*** Counter Hit: Knockdown(On first hit, at 25%+ tension) Air Counter Hit: Knockdown(At 25%+ tension) Jump Cancelable?: No Notes: Same as Ky's Vapor Thrust. Height decreases with each level(Level 3 is about the same height as Ky's S Vapor Thrust). Increases heat meter at Level 1. Robo-Ky will only do his 623H OD IF YOU ARE VERY CLOSE TO THE OPPONENT/THE OPPONENT ISN'T IN THE AIR/THE OPPONENT DOESN'T BLOCK. Otherwise, he will just do his regular Level 3. Air 236S Damage: See Below Type: Medium Range: Angle: Comboability:*** Usefulness:*** Counter Hit: (1)Knockdown, (2)Knockdown/Flies/Wall bounce, (3, missile) Flies/ Knockdown/Wall bounce, (3, 4 seperate mini-missiles) - Air Counter Hit: (1)-, (2)Knockdown/Flies/Wall bounce, (3, missile) Flies/ Wall bounce/Knockdown at certain heights, (3, 4 seperate mini-missiles) - Jump Cancelable?: No Notes: Increases heat meter at all levels. First level shoots a missile that curves straight down after a short distance, Second level shoots a powerful missile that semi-homes in on the opponent, and Third level shoots a very powerful missile, that quickly breaks off into 4 smaller missiles and semi-home on the opponent. 63214K Damage: See Below Type: - Range: - Angle: 0 Comboability:* Usefulness:**** Counter Hit: - Air Counter Hit: N/A Jump Cancelable?: No Notes: Steals opponents tension, and does more damage if the opponent has more tension. Steals up to 50% tension. PKHS Damage: - Range: - Angle: - Comboability: - Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Puts Robo-Ky in IK mode. He leans over and kind of braces himself. It follows the rules of regular IK mode, slowly draining in tension meter, and when you run out of tension, it begins draining your life. Going into and back out of IK mode will result in a loss of all the tension you previously had. 236236H Damage: ALL Range: - Angle: 0 Comboability:* Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Robo-Ky's Instant Kill. He slashes the opponent, who slowly floats Dust like, but lower and floatier. Robo-Ky takes out his throne, and puts his sword down next to it and relaxes. When the opponent gets up, they do their dizzy animation. Robo-Ky lets 4 mini-Robo-Ky's out of his mouth which slowly trod on over to the opponent and attach themselves to them. They then somehow lift the opponent in the air, and detonate, killing the person. Note: The little Robo's are the same color that you pick! Just like Faust heheh. Taunt: Robo-Ky turns his sword into a table, and rest it on the ground. He rests his elbow on the table(which has some kind of Red drink on it(pretty sure he says fruit punch). He then smiles and does that "gun" thing where you point at someone, and says something. Seems awfully friendly of Robo-Ky to be taunting. Respect: Robo-Ky puts his head down, then when he brings it back up, his mechanical teeth are grumbling and he points angrily at the opponent. Victory Poses: -He spreads his arms out and laughs, then his body breaks into 3 seperate parts(His head, His Torso, His legs). His legs/torso fly off via rocket power, and his head stays behind via chopper coming out of the top of his head. His uh..head is laughing as it stays behind and the rest of his body flies off to Jupiter. -Robo-Ky turns his back on the camera, puts his sword blade down into the ground while he rests his hand on it. He then releases some steam from his head and his cape flows.(He certainly looks a lot like a big ol' emperor here.) Moves Unaffected By Tension: Self Explosion=40-60(Not positive) Dashing P/K/S/H=50 Moves Affected By Tension: -236S=3x10(0 bars, 0% Tension), 4x14(1-4 bars, 10-49% tension, 5x18(5-10 bars, 50-100% tension) -214S=30(0 bars, 0% tension), 40(1-4 bars, 10-49% tension), 50(5-10 bars, 50-100% tension) -623H=30(0 bars, 0% tension), 30+50(1-4 bars, 10-49% tension), 50(5-10 bars, 50-100% tension. Opponent must be in air or a good distance from Robo-Ky, or it will initiate his OD) 16+30+110(5-10 bars, 50-100% tension) -Air 236S=20(0 bars, 0% tension), 60(1-4 bars, 10-49% tension), 4x25(5-10 bars, 50-100% tension) -63214K=8x2+35(Enemy 0% tension), 8x13+35(Enemy 50-100% Tension). The more tension the enemy has, the more hits this does. Maximum is 13x8+35 at 50% tension. The higher the tension between 0-50% that the enemy has, the more 8 damage hits the move does. Final Notes: Robo-Ky's heat meter increases when you backdash. Robo-Ky is heavy. He has a pretty lethargic jump, a bad backdash that rivals even Axl's horrid one, and an amazingly fast airdash with excellent ground coverage. When Robo-Ky gets hit, small chunks of metal fall off of him. His death looks are the same as Ky's. Robo Ky only takes 89% damage. Not sure of his guts rating. ****************************************************************************** ******************************XII. STORY MODE********************************* ****************************************************************************** GGX2 #Reload has a storymode of it's own. It is, essentially, the exact same as before. The are only 3 differences: 1. Added/edited pre-battle cut scenes. 2. Robo Ky is replaced by the new operable Robo Ky, thus all of the cutscenes he was in last time are edited to fit his new form. However, a storymode for Robo Ky is nowhere to be seen(unless I haven't unlocked it for some reason, though I've completeled all of storymode) 3. You have the option of Korean voices/text. Guide: (x)=No cutscene (C)=Cutscene ------------------------------------------------------------------------------ ANJI MITO ------------------------------------------------------------------------------ Flowchart Ky(x) | Zappa(x) | Axl(C) ---------------------------- | | (continues) (no continues) | | Baiken(x) May(x) | | Testament(x) Bridget(x) | | Sol(x) Chipp(C) ----------------------- | | | I-No(C) (no Instant Kill against Ky) (Instant Kill Ky) | | | Ending #1 Robo Ky(x) Ky(x) | | Ending #2 Ending #3 In the fight against Chipp, he will be immune to normal attacks, and Anji will start with only 6/8th health. Prerequisites: None. ------------------------------------------------------------------------------ AXL LOW ------------------------------------------------------------------------------ Flowchart I-No(x) | Sol(x) ---------------------------------------------------- | | (no Instant Kill) (Instant Kill) | | Anji(x) I-No(x) | | Baiken(C) Sol(x) | | Johnny(C) Sol*(x) | | Testament(x) ----------- EX Axl(C) | | | (continues) (no continues) Ending #3 | | Zappa(x) I-No(x) | | Ending #2 Ending #1 In the last fight against I-No, she has Gold powers. The final Zappa or EX Axl are immune to normal attacks. In the Ending #3 path, at the point marked * you will be stuck in a time loop and will continue fighting Sol until you Instant Kill him. Prerequisites: None. ------------------------------------------------------------------------------ BAIKEN ------------------------------------------------------------------------------ Flowchart I-No(x) | Robo Ky(x) | Zappa(x) | Bridget(x) | Anji(x) --------------------------------------------------------- | | | (Instant Kill Robo Ky) (no Instant Kill Robo Ky) (beat Anji with health < 3/8) | | | May(x) Potemkin(x) I-No(x) | | | Robo Ky(C) Boss I-No(C) Anji(C) | | | Ending #2 Ending #1 Ending #3 In the fight against May, normal attacks do not work. In the final fight against I-No in Ending 1, she will have boss powers. In the last fight against Robo Ky in Ending #2, normal and special attacks do not work, and you can't use Instant Kill either. In the last fight against Anji in Ending #3, Baiken cannot jump. Prerequisites: Need Anji #1 for Ending #3. ------------------------------------------------------------------------------ BRIDGET ------------------------------------------------------------------------------ Flowchart I-No(x) | Baiken(C) | Anji(x) | Chipp(x) ----------------- | | (continues) (no continues) | | Millia(C) Potemkin(x) | | Robo Ky(x) May(C) ------------------- | | | Ky(x) (no Instant Kill) (Instant Kill) | | | Ending #1 Dizzy(C) Johnny(x) | | Ending #2 Ending #3 Prerequisites: Need Potemkin #2 for Ending #3. ------------------------------------------------------------------------------ CHIPP ZANUFF ------------------------------------------------------------------------------ Flowchart Dizzy(C) | Bridget (x)----------------------- | | (less than 30 sec.) (more than 30 sec.) | | Robo Ky(x) Ky(C) | | Anji(x) Faust(x) | | May(x) Eddie(x) ------------------ | | | Johnny(x) (no Instant Kill) (Instant Kill) | | | Robo Ky(C) Venom(x) Slayer(C) | | | Ending #3 Ending #1 Ending #2 In the first fight with Robo Ky, you will be poisoned, and normal attacks can't hurt Robo Ky. In the second fight against Robo Ky, neither normal nor special attacks can hurt him, but Chipp starts with max tension. Prerequisites: Need Ky #2 for Ending #3. ------------------------------------------------------------------------------ DIZZY ------------------------------------------------------------------------------ Flowchart Chipp(C) | Venom(C) | Faust(C) | Slayer(x) | Baiken(x) -------------------------------------------------- | | (otherwise) (beat Faust with Dizzy's health over | 6/8th and with a Tension attack) Eddie(x) | | Bridget(x) Boss I-No(x) -------- | | | Ending #3 (lose) (win) | | Ending #1 Boss I-No(C) | Ending #2 In the first battle with I-No, she has boss powers. In the second battle, both Dizzy and I-No have Boss powers; Dizzy has Gold powers as well. Prerequisites: Need Bridget #2 for Ending #3. ------------------------------------------------------------------------------ EDDIE ------------------------------------------------------------------------------ Flowchart Faust(x) ------------------------------------------- | | (more than 30 sec.) (less than 30 seconds) | | I-No --------------------- Ky(x) | | | (Instant Kill) (no Instant Kill) Chipp(x) | | | Potemkin(x) Baiken(x) Millia(C) | | | Johnny(x) Ky(x) Venom(x) | | | May(x) Zappa(x) Ending #2 | | Dizzy(C) Sol(x) | | I-No(C) Slayer(C) | | Ending #3 Ending #1 Eddie gradually starts with less health in each round. In the fight against Venom, you will be poisoned. In the fight against Dizzy or against Slayer, you will have gold boss powers. Prerequisites: Need I-No #2 for Ending #3. ------------------------------------------------------------------------------ FAUST ------------------------------------------------------------------------------ Flowchart I-No(x) | Jam(x) | Dizzy(x) | Slayer(x) ------------ | | (continues) (no continues) | | Chipp(x) May(C) ------------ | | | Eddie(x) (more than 30 sec.) (less than 30 sec.) | | | I-No(x) Zappa(C) Eddie(x) | | | Ending #1 Ending #2 Venom(C) | Ending #3 In the battle against Chipp he starts with 50% health. Prerequisites: Need May #2 for Ending #3. ------------------------------------------------------------------------------ I-NO ------------------------------------------------------------------------------ Flowchart May(x) | Axl(C) | Eddie(x) ------------------------------------------------ | | (less than 181 sec. total) (more than 181 sec. total, no | continues) | | Millia(x) --------------------- Robo Ky(x) | | | (no Instant Kill) (Instant Kill) Testament(x) | | | Bridget(x) Eddie(C) Dizzy(x) | | | Jam(x) Boss Dizzy(x) May(C) | | | Sol(C) Ending #2 Ending #3 | Ending #1 In the last fight in all three endings, both characters will have boss powers, and the opponent will have Gold powers. Also, in the Ending #3 path, you will have boss powers in your last three fights. May also regenerates in the last fight of Ending #3. Prerequisites: Need Johnny #2 for Ending #3. ------------------------------------------------------------------------------ JAM KURADOBERI ------------------------------------------------------------------------------ Flowchart Robo Ky(x) ------------------------------------------ | | (win) (lose) | | Sol(x) I-No(x) | | Faust(C) Venom(x) | | Ky(C) Millia(x) | | Slayer(x) Johnny(x) | | Chipp(x) Boss I-No(x) | | Robo Ky(C) ------------------------------ Ending #2 | | (no Instant Kill first Robo Ky) (Instant Kill first Robo Ky) | | Ending #1 Robo Ky(x) | Robo Ky(x) | May(C) | Ending #3 In the Ending #1 path, the final Robo Ky is immune to normal attacks and regenerates. In the Ending #2 path, I-No has boss powers. In the Ending #3 path, the second Robo Ky is immune to normal attacks, the third immune to special attacks, and the fourth has Gold boss powers. Prerequisites: None. ------------------------------------------------------------------------------ JOHNNY ------------------------------------------------------------------------------ Flowchart I-No(x) ---------------------------------------------- | | (no Instant Kill) (Instant Kill) | | Testament(x) Slayer(x) | | Bridget(x) Ky(x) | | Jam(C) -------------- Chipp(x) | | | (no continues) (continues) Robo Ky(C) | | | Eddie(x) Boss I-No(x) Ending #3 | | Boss Dizzy(C) Testament(C) | | Boss I-No(x) Ending #2 | Ending #1 Both Dizzy and the later I-No's have boss powers. Dizzy also has Gold powers but starts at 3/8th health. The I-No in Ending #2 starts with 2/8th health. The last Testament in Ending #2 is immune to normal attacks, and you cannot jump. Chipp is immune to normal attacks. Robo Ky is immune to normal and special attacks. Prerequisites: Need Chipp #3 for Ending #3. ------------------------------------------------------------------------------ KY KISKE ------------------------------------------------------------------------------ Flowchart Venom(x) | Slayer(x) | Anji(x) -------------------------------- | | (Instant Kill) (no Instant Kill) | | I-No(x) Baiken(x) ------------------- | | | Eddie(x) (more than 30 sec.) (less than 30 sec.) | | | Zappa(x) Chipp(x) Bridget(C) | | | Sol(C) Jam(x) Jam(x) | | | Ending #3 Johnny(C) Chipp(x) | | Ending #1 Robo Ky(C) | Ending #2 In the path for Ending #2, Chipp will be immune to normal attacks and Robo Ky will be immune to both normal and special attacks. Eddie starts at half health, and Zappa starts at half health, is EX, and normal moves do not hurt him. Prerequisites: Need Sol #1 for Ending #3. **I have heard from some sources that in the US version this prerequisite has been changed to Sol #2. You might want try them both. ------------------------------------------------------------------------------ MAY ------------------------------------------------------------------------------ Flowchart I-No(x) | Testament(x) | Zappa(x) | Faust(x) -------------------------------- | | (less than 30 sec.) (more than 30 sec.) | | Anji(C) Millia(x) ----------------- | | | I-No(x) (more than 30 sec.) (less than 30 sec.) | | | Robo Ky(C) Eddie(x) I-No(x) | | | Ending #3 Potemkin(C) Bridget(x) | | Ending #1 Ending #2 Prerequisites: Need Anji #2 for Ending #3. ------------------------------------------------------------------------------ MILLIA ------------------------------------------------------------------------------ Flowchart I-No(x) | Bridget(x) | Jam(C) -------------------------- | | (Instant Kill) (no Instant Kill) | | Sol(x) Venom(C) | | Eddie(x) May(x) | | Boss I-No(C) Slayer(x) -------------- | | | Ending #3 (Instant Kill) (no Instant Kill) | | Eddie(x) Ending #1 | Ending #2 In the fight with Slayer, only special and Tension attacks hurt Slayer, and he regenerates. In the second fight against I-No, she regenerates. In the fight against Eddie in Ending #3, he starts at 2/8th health. In the fight against Eddie in Ending #2, Millia starts at full tension and regenerates; Eddie starts at 3/8th health and has gold boss powers. Prerequisites: Need Sol #1 for Ending #3. ------------------------------------------------------------------------------ POTEMKIN ------------------------------------------------------------------------------ Flowchart Slayer(C) | Baiken(x) | Testament(x) | Eddie(x) --------------------------------------- | | (continues) (no continues) | | Boss Dizzy(x) ----------------- I-No(x) | | | (less than 30 sec.) (more than 30 sec.) Bridget(C) | | | May(x) Johnny(C) Ending #2 | | Robo Ky(C) Ending #1 | Ending #3 In the fight with Dizzy, she will have Gold boss powers but start at half health. In the fight against Bridget, you will not be able to jump. In the fight against Johnny, special attacks have no effect. Prerequisites: Need May #3 for Ending #3. ------------------------------------------------------------------------------ SLAYER ------------------------------------------------------------------------------ Flowchart Ky(C) | Faust(C) | Potemkin(x) -------------------------------------------- | | (no Instant Kill) (Instant Kill) | | Chipp(x) Sol(x) | | Jam(x) ----------------------------- Boss I-No(x) | | | (less than 6/8 health) (more than 6/8 health) Ending #3 | | Dizzy(x) Millia(x) | | Eddie(x) Venom(C) | | Ending #1 Ending #2 In the fight against Eddie, normal attacks can't hurt him, and he has gold boss powers, but he starts at half health. In the fight against Venom, he will have Gold boss powers. In the fight against I-No, she'll have boss powers. Prerequisites: None. ------------------------------------------------------------------------------ SOL BADGUY ------------------------------------------------------------------------------ Flowchart Axl(C) | Jam(x) | Millia(x) --------------------------------------------------------------- | | (Normal Victory) (Time Up) | | Anji(x) EX Venom(x) | | Johnny(x) ------------------------------ Slayer(C) | | | (more than 120 seconds total) (less than 120 seconds and Ending #2 | no continues) | | Eddie(x) Testament(x) | | Boss I-No(C) Boss Dizzy(x) | | Ending #1 Ending #3 In the fight with I-No, you will have SP Powers and she will have boss powers. In the fight with Slayer, only Special Attacks and Tension Attacks hurt Slayer. In the fight against Dizzy, she has Gold Boss powers. In the fight against Eddie, he starts at 6/8th health. In the fight against Venom, Venom is EX. Prerequisites: Need Dizzy #2 for Ending #3. ------------------------------------------------------------------------------ TESTAMENT ------------------------------------------------------------------------------ Flowchart May(x) | Johnny(x) | Venom(x) | Axl(x) ---------------------------------------------------------- | | (more than 30 sec.) (less than 30 sec. | and no continues) | | Potemkin(x) --------------------- I-No(x) | | | (no Instant Kill) (Instant Kill) Boss Dizzy(C) | | | Anji(x) Slayer(C) Ending #3 | | Johnny(C) Sol(C) | | Ending #1 Ending #2 Dizzy will have Gold boss powers if you fight her. In Ending #1, Johnny also has Gold boss powers. Beware his Mist Finer! I-No starts at half health. Prerequisites: Need I-No #2 for Ending #3. ------------------------------------------------------------------------------ VENOM ------------------------------------------------------------------------------ Flowchart Jam(C) | Chipp(x) | Faust(x) ---------------- | | (no Time Up) (Time Up) | | Dizzy(x) Eddie(x) | | Testament(C) Ky(x) | | Sol(x) I-No(x) -------------- | | | Slayer(x) (less than 50 sec.) (more than 50 sec.) | | | Ending #1 Eddie(x) Millia(C) | | Ending #2 Ending #3 Slayer has gold boss powers, but Venom has full tension in that battle. In the first fight with Eddie, he starts at half health. In the second fight against Eddie, he is immune to normal attacks but again starts at half health. Prerequisites: Need Millia #1 for Ending #3. ------------------------------------------------------------------------------ ZAPPA ------------------------------------------------------------------------------ Flowchart May(C) | Axl(C) | Baiken(x) | Anji(x) ----------------------------------------- | | (no Instant Kill) (Instant Kill) | | Sol(x) I-No(x) | | Faust(C) ---------- Ky(x) | | | (lose) (win) Ending #3 | | Ending #1 Ending #2 Zappa slowly starts with less and less health as he progresses. Prerequisites: Need Sol's Ending #2 and Ky's Ending #3 for Ending #3. ------------------------------------------------------------------------------ JUSTICE ------------------------------------------------------------------------------ Flowchart Kliff(C) | Ky(C) | Sol(C) | Ending ****************************************************************************** *****************************CUTSCENES TRANSCRIBED**************************** ****************************************************************************** These are very rough descriptions of pre-battle cutscenes. It's impossible to write every single action taken well since it's pretty specific what happens, but this will at least give you a good idea of what happens. I'll be updating this some other time and being a lot less sloppy. This is just a rough draft. -------------- ANJI MITO===== -------------- Anji vs. Axl(NEW)- Anji comes riding in above Axl on his IK Dragon, jumps off of it using his stomp move, and lands next to Axl, knocking him over. Anji vs. Chipp(NEW)- Anji begins swirling around in a tornado in place, and Chipp does his Zansei Rouga flying, and they clash. Chipp then jumps above Anji and attempts to air dust him(jump D, jumpkick move), and Anji responds with the beginning of his counter OD, and they clash again. Chipp teleports above Anji, and Anji jumps up doing his Kou motion. Chipp FDs, and proceeds to whip out several daggers below him(Shadow Chipp OD) while Anji throws 2 rounds of fans(P after Fuujin. He throws 10 fans in this cutscene) Anji vs. I-No(NEW)- I-No does Chemical love, then does her little musical note fireball while she's in the air, then does the spinning charge forward head first, does a quick jumpkick, and finishes by wailing on her guitar(OD). And..Anji blocks all of it. He starts the battle with a flashing meter. -------------- AXL LOW======= -------------- Axl vs. Johnny(OLD)- Johnny attacks Axl with his low hitting level 3 mist finer, and Axl counters every single hit, then scratches his head and says "???". Axl vs. Baiken(OLD)- Axl does 63214S, Cancels into 63214H and flops on the ground. Axl vs. EX Axl(NEW)- (All of the following clashes, they do the exact same moves, of course =P) c.S, jumping K, double jump, air 6P, land. EX OD(Where he says "Yes!" at the beginning. He only says "Yes!" though, then does Bentegari light. No actual OD), Bentegari Light, 2363214H OD(first 2 hits), backdash. -------------- BAIKEN======== -------------- Baiken vs. Boss I-No(EDITED)- Baiken hits with Hook, 236S counter, 236P counter, EX Yozansen, Yozansen. I-No techs, does her air down jumpkick special, and cancels into Ultimate Fortissmo, which Baiken blocks. Baiken vs. Anji(NEW)- Baiken throws out her grabbing chain, low kick, far slash, OD. Anji Guard Points it with 6HS,2H(is what it looks like, it barely comes out) , Far slash, 6H, 5H, Mini tornado spin. Baiken runs behind him while he does the tornado, and they begin. Baiken vs. Robo Ky(NEW)- Robo Ky does his football tackle and Baiken does her invincible run. Robo Ky goes in the air and explodes with electricity. Baiken catches him in her behind the back rolly thing, then whaps him away with a seal. -------------- BRIDGET======= -------------- Bridget vs. Millia(OLD)- Millia says something, then repeatedly tries to IK
Bridget(Those 2 huge hair things try to kill her like 6-8 times), Bridget double jumps towards Millia, out of danger, throws his Yoyo up, and does Rolling to get to safety. Bridget vs. May(OLD)- Bridget runs by May, knocking her over, then flops on her(Throw). As May gets up, she tries her 63214H OD, but Bridget backdashes out of the way. Bridget vs. Dizzy(EDITED)- Bridget runs by Dizzy, knocking her over. He then throws his Yoyo in the air, and it lands on her, then plops on the ground. He calls out Boxer Roger, which does nothing, then calls out Me and My Killing Machine. As Dizzy gets up, she summons ice spears all around Bridget that attack her from all angles. Bridget ducks and hides in the Roger OD, and is safe from the spikes. Bridget vs. Baiken(NEW)- Bridget does 2P, which clashes with Baiken's 3 slash OD(she only does the first slash). Then Bridget does the flying Kick Start My Heart that clashes with Baiken's S part of her 41236H move. Bridget throws out his Yoyo and quickly blocks Baiken's air dust. Bridget backdashes and recalls his Yoyo, while Baiken does her Noble Run to block it. Bridget lands and does 6P, only to clash with EX Yozansen.(This is all in very rapid succession) -------------- CHIPP ZANUFF== -------------- Chipp vs. Slayer(NEW)- Slayer dashes forward and bites the hell out of Chipp(Blood flying), then does Crosswise Heel(without moving/doing the dandy step). Chipp recovers and quickly does the finishing strike of his Zansei Rouga, which Slayer clashes with his 632146S. Chipp backdashes, and Slayer does 214K while he's still in the air to float to the ground. Chipp vs. Ky(EDITED)- Chipp tries to Alpha Blade Ky, but he blocks. The screen goes dark a moment, and he appears above, throwing out a slew of knives, which is also blocked. The screen goes dark again, and he appears behind him and tries to Gamma Blade, which is also blocked. Chipp vs. Robo Ky(EDITED)- Robo Ky shoots a missile at Chipp, Chipp quickly teleports behind him and Command Grabs, chains into Zansei Rouga Finish, Gamma Blades him when he hits the ground, then sets up some kind of Glyph that explodes him. After Robo Ky gets up, he says "Hey, come on." Chipp vs. Dizzy(OLD)- Dizzy sends a bunch of Ice Spears at Chipp, and Chipp Jumps out of the screen, teleports, lands, and says "Hey, come on" -------------- DIZZY========= -------------- Dizzy vs. Chipp(NEW)- (Note that this cutscene is different from the Chipp vs. Dizzy cutscene) Dizzy launches Ice Spears from several odd angles at Chipp, and Chipp repeatedly teleports out of the way. As Dizzy lands, Chipp runs up and nails her in the face with his Alpha Plus, knocking her over. Dizzy vs. Venom(OLD)- Venom tries to Double Head Morbid Dizzy from across the screen, but she blocks. He quickly teleports above her, but I guess she sees it coming cause she jumps and air throws him. Dizzy sends out an Ice Spear in pursuit, but Venom recovers and does Red Hail, blocking it. Dizzy vs. Faust(OLD)- Faust tries to fly away, only to be shot down by Necro. Dizzy vs. Boss I-No(NEW)- I-No sends lots of notes flying at Dizzy, and Necro throws out just as many scythes for protection. Dizzy then does her fire OD, and I-No jumps and does Ultimate Fortissmo to dodge. -------------- EDDIE========= -------------- Eddie vs. Millia(OLD)- Millia runs up and tries to High Slash Eddie, but Eddie does Break the Law to dodge. Millia jumps, backdashes, and whips her knife into the pool of goo that is Eddie. Eddie then rises, and does the ussual "AH MY HEAD!", then points and says something. Eddie vs. Dizzy(OLD)- Dizzy does Wings of Light, and Eddie does Break the Law to avoid the whole thing. Eddie then gets up, does that "AH MY HEAD!" thing, then points" Eddie vs. I-No(NEW)- I-No tries to Chemical Love Eddie, but he uses Drunkard Shade to hit her with it, does the 41236S Air move(2 hits), then cancels into his Air Dust. As he lands, he does Break the Law to move back, then bows(Respect). Eddie vs. Slayer(EDITED)- Eddie does Invite Hell, which is blocked. He quickly jumps in the air and does his sword OD, which Slayer simply clashes with a punch. Eddie then does his EX Metamorph, and Slayer does his EX OD, whipping him with his cape. -------------- FAUST========= -------------- Faust vs. May(OLD)- May throws her mini-killer whale thing at Faust, and Faust does like a zillion backflips, hits the wall, and falls to the ground. He slowly slides up to his feet, and takes off his baghead. May covers her eyes and nearly faints. Faust vs. Zappa(EDITED)- They both do that weird Jitter Voodoo Dance thing, Faust does his his 214P movement from his 41236K move, then takes off his bag. Zappa's little praising ghost comes out. Faust vs. Venom(OLD)- Faust does his Command Throw movement which clashes with Venom's Flipkick from his air 623H move. Venom backjumps and does Red Hail, to which Faust does that weird Limbo dodging movement. -------------- I-NO========== -------------- I-No vs. Axl(NEW)- I-No does her Flying Forward Headbutt, and Axl does his Beehive, then the Beehive OD. I-No does Ultimate Fortissmo to dodge it and hits Axl. They both converse. I-No vs. Sol(OLD)- They make a comment at one another, Sol Dragon Installs. I-No vs. Eddie(OLD)- Eddie does his repeated Break the Law thing(Up down up down up down) and then they talk. I-No vs. May(NEW)- May picks up I-No(as in her IK), leaps in the air and whips her at the ground. April runs over her, and then May summons a whole messload of dolphins, and both of the whales. I-No bursts after she gets nailed with everything. --------------- JAM KURADOBERI= --------------- Jam vs. Faust(OLD)- Faust tries to swim away(via his 236236S OD) and Jam quite promptly punches the crap out of him. Faust does the limbo, and then flops really high in the air and gets ready to fight. Jam vs. Ky(NEW)- Jam runs at Ky, flies behind him and comes back with her fire fist, then quickly does her little fire ray move. Ky blocks it then retaliates with Sacred Edge, which she dodges easily. She then uh..wiggles her hips. Jam vs. Robo Ky(NEW)- Robo Ky rushes Jam, and she quickly stops him with a barrage of punches, knocks him up in the air with her dragon(at the end of her 632146S OD), and then whaps him away with her fist. She wiggles yet again. Jam vs. May(OLD)- Jam rushes and tries to slam may with her circle of power OD, but May blocks. Jam goes behind her and throws her laser thing, and May blocks again. May then dives into the air and comes down anchor first, only to be parried. -------------- JOHNNY======== -------------- Johnny vs. Jam(OLD)- Johnny does Ensenga which clashes with her fist 3 times, then lands and does Mid Mist Finer, which she clashes with a backhand. Johnny vs. Boss Dizzy(OLD)- Dizzy runs up 2H, H, sends out a fish, 2H, pushes into corner, fish bite, she jumps and sets up a bubble, and pops them 3 times. She then does Necro install and her fish floats ominously next to her. Johnny vs. Testament(OLD)- Testament jumps a tad, does his air throw animation(holding the voodoo doll), and Johnny is locked stiff in place. Testament walks up, keys him, then does a big EXE beast. Johnny vs. Robo Ky(NEW)-Johnny does Low level 2 Mist Finer, 6K, jumps really high, Air Divine Blade, and finishes with his EX OD. Robo Ky gets up and points at him angrily. -------------- KY KISKE====== -------------- Ky vs. Sol(NEW)- Ky and Sol do 6P, and clash. They cancel into 2H, and clash. Sol cancels into Volcanic Viper, while Ky cancels into Vapor Thrust, and they Clash, Sol cancels into Air Gunflame, and Ky FDs, then quickly retorts with Needle Spike, which Sol FDs, and then PUNISHES with air Tyrant Rave(it hits). Ky vs. Bridget(EDITED)- Bridget throws his yoyo on Ky, does Boxing Roger, then transforms him into Razor Roger, then does Roger Hug. He then does Ore to Kill Machine, and Ky blocks all of it. As Flaming Bicycle Roger goes back to Bridget, Ky does Sacred Edge to him.(Charge stun HS was taken out for some reason). Ky vs. Robo Ky(NEW(Might be edited, I forget))- Robo-Ky jumps and shoots tons of his level 3 missiles(like 10 sets..the ones that break off into 4), Ky blocks all of it, then does Sacred Edge, which Robo-Ky stops by clashing with his exhaust. Ky vs. Johnny(NEW)- Johnny does low Mist Finer, which misses because Ky leaps over it(it's his throw animation, but he actually leaps forward) and tries to slash Johnny on his way down, but Johnny Mist Backdashes twice, then cancels the Kamae stance. Ky holds out his hand briefly(EX Command throw), then slashes upward(the actual swing of the EX command throw) and Johnny clashes it with his OD(Looks like they're crossing swords. This is by far my favorite cutscene) -------------- MAY=========== -------------- May vs. Anji(NEW)- May does her 63214S OD, while Anji does his (2)8K OD(in place), and they repeatedly clash. Anji then does Kou, while May does 623S. They clash, and then Anji whips some fans at her, and she darts out of the way with Iruka-san Heavy. May vs. Robo Ky(EDITED)- Runs up and smacks Robo-Ky with 63214H, while yelling "Johnny, you idiot!". Robo-Ky gets up and says something. May vs. Potemkin(NEW)- May sends out a whale, which Potemkin FDBs. May leaps over it with 623S, Potemkin blocks 2 hits, then May cancels into Iruka-San, which Potemkin also blocks. He does EX Heat Knuckle, which she FDs, and then he goes for his 4123641236P part of his 632146H OD, and she clashes with 63214S, then the second hit of May's OD flyings Potemkin away. -------------- MILLIA======== -------------- Millia vs. Jam(OLD)- Millia throws her 3 discs at Jam, and Jam parries all of them, then Jam throws 2 of her line fireballs at Millia, and Millia rolls under them both. Millia vs. Venom(OLD)- Millia rides her hair at Venom, Venom blocks. She jumps up in the air and releases 2 secret gardens to block Venom's incoming barrage of balls. Millia vs. I-No(NEW)- I-No throws her note at Millia, then does the flying headbutt, and finishes with ultimate fortissmo. Millia blocks it all then hops back and makes a comment at her. -------------- POTEMKIN====== -------------- Potemkin vs. Slayer(NEW)- Potemkin sends 2 F.D.B. returns at Slayer, which Slayer blocks. Potemkin hops in the air and does his EX Air 632146H OD, which Slayer clashes with his 236236S OD. Slayer then hops in the air and does his 214214S OD, and Potemkin does his 632146H EX Air OD again. This time they both hit each other, and get up. Slayer claps. Potemkin vs. Johnny(OLD)- Johnny does quick Air Ensenga, which misses, and Potemkin Hammer Falls him while he's still in the air, and cancels into a Heat Knuckle, which does a massive amount of hits(like 30). Johnny then gets whipped across the screen, and Potemkin cools off(his taunt thing). Potemkin vs. Bridget(EDITED)- Bridget does the regular thing where he jumps in the air and floats up and down repeatedly, but this time, when he's finished, he whips into Potemkin(Kick Start My Heart+K). Potemkin vs. Robo Ky(NEW)- Robo-Ky does his running football tackle(dash +P/K/S/H), and Potemkin blocks. He then F.D.B.s Robo-Ky, Dusts him while he's staggering, jumps high in the air unnaturally quick(especially for Potemkin), and does his 632146H Air EX OD. -------------- SLAYER======== -------------- Slayer vs. Ky(OLD)- Slayer attempts to trip Ky with his slide, while Ky jumps and does his Dust. Slayer is stunned, and Ky goes for EX Ride The Lightning, which Slayer blocks. Slayer claps, and Ky puts his hand through his hair. Slayer vs. Venom(NEW)- Venom does his IK charge up moves(Where he bends over) while going URGH!!!, then does a Carcass ride, sets up a ball, S stinger aims the setup ball, which misses because Slayer is invis dashing, and goes behind him. Slayer tries to do Undertow, but Venom teleports to dodge. While Venom is still in the air, he sets up 4 balls in the air and H Stinger Aims(EX mode, done in air) them, which misses Slayer because he dashes then backdashes. Slayer taps the front of his head like "Use your head, foo!" Slayer vs. Faust(OLD)- Slayer does Mappa Punch light, which misses. He then does Under Pressure, It's Late, Under Pressure, It's Late, Under Pressure, It's Late, Pile Bunker(Which hits Faust. The rest of it before whiffs). Faust lands on the ground, then whips high in the air and lands. -------------- SOL BADGUY==== -------------- Sol vs. Axl(EDITED)- Sol does Bandit Revoler, which Axl Beehives(doesn't do the swing though), Axl quickly does an Axl Bomber, which Sol FDs. Sol then tries to Air Tyrant Rave him, but Axl does his 2363214H OD in the air, and hits him twice, knocking him away. Sol vs. Slayer(NEW)- Slayer does Pile Bunker, It's late, Mappa punch, 6H, 236236H,(all of which is blocked) backdash dodge. Sol does his Ultra Gunflame, which Slayer negates with his 214K. Sol vs. Boss I-No(OLD)- Sol does Fafnir, Tyrant Rave(1st hit), Dragon Install, DIed Gunflame, DIed Bandit Revolver(Everything is blocked), then attempts to Riot Stamp. I-No does her 632146H OD which knocks him in his riot stamp, and follows with Ultimate Fortissmo. -------------- TESTAMENT===== -------------- Testament vs. Slayer(NEW)- Testament sends tons of EXE Beasts from front and back, and Slayer dashes/backdashes through all of it. Slayer claps, and Testament beckons. Testament vs. Sol(NEW)- Testament does Warrant, which Sol blocks. Sol does his Ultra Gunflame, which Testament Warrants, and hits. Testament attempts to follow up with Gravedigger, but Sol quickly techs and does Air Tyrant Rave, and they exchange hits. Testament vs. Boss Dizzy(OLD)- Dizzy does her 632146S OD, then goes into Gamma Ray. Testament blocks the initial hits, then when the big ray comes out, he Warrants it. Testament beckons Dizzy. Testament vs. Johnny(OLD)- Testament does EXE beast(comes from front), which Johnny blocks. Johnny does Mist Finer, which Testament Warrants, and Johnny gets knocked in the air, then Testament hits him with Nightmare Circular. Testament spins his scythe and says something. -------------- VENOM========= -------------- Venom vs. Millia(NEW)- venom starts with Carcass Ride, and then does tons of various balls setups(They pretty much cover the screen. Not literally, just there's about 10-15 balls on screen) and hits them all at Millia, and she blocks them all. Venom vs. Testament(OLD)- venom does Double Head Morbid H, linked to an upkick(From H Mad Struggle), backjumps and sets up 4 balls. He hits them(while still in the air) as Testament gets up, and Testament Warrants it, and follows with Gravedigger. Venom vs. Jam(OLD)- Jam does her Fireball Laser thing, which Venom teleports to dodge. While Venom is in the air, he does Red Hail. Jam uses her 632146H OD to absorb all but one of the balls, which she leans back to dodge. She then says something and wiggles her hips. -------------- ZAPPA========= -------------- Zappa vs. May(OLD)- May does 623S, but it goes straightforward instead of up. Zappa blocks it, and then she goes in the air, still doing the spinning motions (Think Blanka in SF2 when somebody blocked his flying flips), Zappa quickly runs below her, waiting for her to come down, does 2S, and airthrows. He then stretches. Zappa vs. Axl(EDITED)- Zappa summons Raou, and does 6H(Which has an extra shockwave added to it). Axl quickly hops behind Zappa and does the "X" counter slash thing. Zappa gets up and wiggles(EX Zappa 22 P/K/S/H/D when you don't have enough eyes), and Axl scratches his head confused. Zappa vs. Faust(OLD)- Zappa flings himself back and forth, then finally lands, and gets up. He does his ghost worshipping thing, and Faust takes off his bag head. -------------- JUSTICE======= -------------- Justice vs. Kliff(OLD)- Kliff lets out the Bakamon letters, and Justice sends a low missile along which knock the letters off the screen. Justice lets off steam, and Kliff talks.(I think he's offended or something, the poor guy. HIS LETTERS WERE... DESTROYED.) Justice vs. Ky(OLD)- Ky does Greed Sever, and Justice does his little backflip tail lightning thing. Justice follows up with an airthrow, and then beckons Ky when he gets up. Justice vs. Sol(EDITED)- Justice attempts to Michael Sword Sol, but Sol grabs him, and punches his face in. Justice beckons, then disappears(one of his victory poses). Sol backdashes and FDs, and Justice reappears(with the IK sound going off. The loud screech when you IK someone), and stars are suddenly all over the screen. Justice does his Red Laser OD(641236S) which Sol FDs. ****************************************************************************** *********************************XIII. MISSION MODE*************************** ****************************************************************************** Note: The first 50 Missions and Strategies are written by myself. The second half is written by Heidern98. I borrowed his half of the FAQ because I was too lazy to write my own, and his FAQ covers the last 50 missions quite well. So many thanks to him for contributing to my extreme laziness and writing an excellent FAQ. My strategies are pretty much lazy boy strategies, while his are very well done and in-depth. Enjoy. Also note: My strategies are LAZY. They are by no means professional combos or even remotely hard combos. They are lazy combos that get the job done. If you want to be fancy, ask someone else. I mostly just wanted to beat the missions, and why bother hassling yourself when you can just do it the easy way? Just thought I'de say that these combos and strategies are in no way a representation of my actual skill level. ***************** ARTWORK********** ***************** Every few missions, a new Artwork is unlocked. It is not random, but predetermined. So beating those few missions will always yield that artwork. There is some new artwork. Although these say "Mission Clear 1" etc, it just means the first artwork in a set. Example: Mission Clear 1 Artwork is gotten from beating missions 1-4. Also: See pic 26 for something interesting. I'm unsure what this affects. Mission Clear 1: GGX2 Sol Artwork(Sol stabbing the dragon in the head in his Holy Orders uniform) Mission Clear 2: GGX2 Ky Artwork(Ky sitting at a table with his hand in his hair) Mission Clear 3: GGX2 May Artwork(May lying down looking at a picture..most likely of Johnny) Mission Clear 4: GGX2 Millia Artwork(Millia stretching her leg on a pole like a Ballet Dancer) Mission Clear 5: GGX2 Axl Artwork(Axl holding a suitcase on a street corner) Mission Clear 6: GGX2 Potemkin Artwork(Potemkin loading in some ammo for his Heat Extend) Mission Clear 7: GGX2 Chipp Artwork(This one is kinda weird. I think it's supposed to depict a mob guy in the background being pissed at Chipp, and Chipp is shirtless looking away from him, while standing in some kind of hole in a mountain looking thing) Mission Clear 8: GGX2 Eddie Artwork(Eddie being bitten by a white looking beast. It's probably Eddie, but in the artwork it's a white beast biting Zato) Mission Clear 9: GGX2 Baiken Artwork(Baiken sitting on a bench, crossing her legs, and looking very sexy) Mission Clear 10: GGX2 Faust Artwork(Faust leaping, holding his bomb head, with some japanese written in the background) Mission Clear 11: GGX2 Testament Artwork(Testament kneeling in a pool of blood in a graveyard. He drew a skull in it, how cute!) Mission Clear 12: GGX2 Jam Artwork(Jam on her knees eating some food.) Mission Clear 13: GGX2 Anji Artwork(Anji jumping at some weird angle with his lightning IK dragon in the background) Mission Clear 14: GGX2 Johnny Artwork(Johnny walking forward with a smile on his face) Mission Clear 15: GGX2 Venom Artwork(I didn't even know this was Venom for a long time, and apparently he's nude in this, though this picture confuses me. He's perched on some kind of structure, and he looks like a gargoyle to me..he's even got wings for some reason, unless I'm mistaken. His little eye is glowing, and he's got his arms spread out like "I'm jesus!" Mission Clear 16: GGX2 Dizzy Artwork(Dizzy looking drunk. No wonder, she's taking off her daisy dukes and her wet white shirt. Necro is looking at her like "West side, biotch!") Mission Clear 17: GGX2 Slayer Artwork(Slayer watching some kind of theatre production) Mission Clear 18: GGX2 I-No Artwork(I-No sticking her ass in the camera with some yellow shades on) Mission Clear 19: GGX2 Zappa Artwork(Zappa sitting on a little concrete thing with plants behind him, while ghostly Sadako eyes watch him) Mission Clear 20: GGX2 Bridget Artwork(Bridget lying on a bed, spread eagle, hips in the air. This picture couldn't hope to get much more taboo) Mission Clear 21: GGX2 I-No Artwork 2(Some big hands behind I-No about to clasp her) Mission Clear 22: GGX2 I-No Artwork 3(I-No sitting down, 2 of her guitars and 2 big hands grabbing them in the background) Mission Clear 23: #Reload I-No Artwork(I-No lying on a bed, strapping on her whore boots) Mission Clear 24: #Reload Robo-Ky Artwork(Robo-Ky sitting on his throne and pointing evilly/smiling) Mission Clear 25: #Reload I-No 2(I-No holding up her forearm that has "The Midnight Carnival" written on it(I suspect carved into her flesh). This was the cover art for GGX2 in Japan) Mission Clear 26: #Reload Mysterious Woman Artwork(Some woman with brown hair showing off her belly which has "Free" carved into it. she has short brown hair, isl eaning on something wooden, has a guitar behind her, and is wearing similar headgear to Sol. I know this is weird, but if you view this artwork for a little while(5 minutes), it gets some kind of pink tear down the middle. Why they do this, I don't know. I heard a noise that sounded like a mouse, and when I looked at my screen, the pic had a pink split in it. I'm unsure if this affects anything aside from the picture being permanently ruined.) Mission Clear 27: #Reload A.S.H. Artwork(Depicts the band A.S.H., who did the GGX2 Japanese Soundtrack, as undead drinking.)(Note: Very cool) Mission Clear 28: GGX2 Cover Art(Sol holding out his hand towards Ky, Ky holding his sword in front of him with his reflection coming off of it) Mission Clear 29: #Reload New Artwork(Sol and Ky in the back, crossing their sword behind their backs with Dizzy in the forefront center looking..shocked) Mission Clear 30: #Reload Jam/Bridget Artwork(Jam sitting in some kind of throne in the background while bridget is on his knees looking at the camera, clutching some kind of cup with both hands. Mission Clear 31: #Reload May/April Artwork(May looking at one of Johnny's coins floating between her hands going "OOOHHH.." and April looking on, smiling. Mission Clear 32: #Reload New Artwork(I-No holding up her hands with her boobs basically hanging out, with the heads/faces of Millia Baiken staring away from her in the background. There are musical staffs in the back.) ------------------------------------------------------------------------------ MISSION 1 ------------------------------------------------------------------------------ Difficulty: 0 Time: 30 Enemy Level: - Clear: Beat Enemy PLAYER Character: Sol Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal ENEMY Character: Ky Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 1 Strategy: Beat the crap out of Ky with any normals you want. As long as you aren't only using Punch, It's pretty much guaranteed that you'll beat it. ------------------------------------------------------------------------------ MISSION 2 ------------------------------------------------------------------------------ Difficulty:0 Time:30 Enemy Level: - Clear: Beat Enemy PLAYER Character: Ky Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Special ENEMY Character: May Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 2 Strategy: Stun Edge her to death. ------------------------------------------------------------------------------ MISSION 3 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: - Clear: Beat Enemy PLAYER Character: chipp Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Faust Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 3 Strategy: Repeatedly hit him with Chipp's ODs(236236K, 632146H) ------------------------------------------------------------------------------ MISSION 4 ------------------------------------------------------------------------------ Difficulty: 0 Time: 50 Enemy Level: - Clear: Beat Enemy PLAYER Character: Millia Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 2 Instant Kill: - Damage: Normal ENEMY Character: Axl Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage:Over 0 Instant Kill: - Damage: - Mission 4 Strategy: Repeatedly run up to Axl and do any gatling combo over 2. I simply kept doing c.S, f.S, 5H. ------------------------------------------------------------------------------ MISSION 5 ------------------------------------------------------------------------------ Difficulty: 0 Time: 20 Enemy Level: - Clear: Beat Enemy PLAYER Character: Eddie Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Millia Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 5 Strategy: Hit her with his 632146H OD 3 times. ------------------------------------------------------------------------------ MISSION 6 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: 1 Clear: Beat Enemy PLAYER Character: May Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: - ENEMY Character: Potemkin Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 6 Strategy: Potemkin can't jump or use specials, and he can't even hurt you with the normals he hits you with. You have 40 seconds to IK him, and he's dumb as a box and barely moves, so just walk up and IK him. If you miss, do it again. ------------------------------------------------------------------------------ MISSION 7 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: - Clear: Beat Enemy PLAYER Character: Jam Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special ENEMY Character: Dizzy Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 7 Strategy: c.S, f.S, 6HS, repeat. ------------------------------------------------------------------------------ MISSION 8 ------------------------------------------------------------------------------ Difficulty: 1 Time: 99 Enemy Level: 1 Clear: Beat Enemy PLAYER Character: I-No Life: 420 Guard level: 0 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Bridget Life: 420 Heal Guard Level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 8 Strategy: I'm absolutely ashamed that I lost this mission the first time around. This mission is minorly annoying, mostly because Bridget has a tendency to constantly jump, which kind of screws up I-No's combos. Not to mention I-No is one of the 3 character who I don't know how to play/don't like playing. You can't die, so just try to beat the crap out of him with easy combos. I-No is pretty damaging, and if you screw up like me on your first try, you should get it on your second. Just repeatedly hit her with a basic combo(I did c.S, f.S, H I think. Throw in some Chemical Loves for more effect/), then when you get enough tension, OD her. ------------------------------------------------------------------------------ MISSION 9 ------------------------------------------------------------------------------ Difficulty: 0 Time: 60 Enemy Level: - Clear: Beat Enemy PLAYER Character: Baiken Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Slayer Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 9 Strategy: 6H, 236236S. ------------------------------------------------------------------------------ MISSION 10 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 6 Clear: Beat Enemy PLAYER Character: Sol Life: 210 Guard level: 48 Tension: 0:Normal Psych Burst: 0:OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Robo-Ky Life: 420:Heal Guard Level: 0 Tension: 10000:Normal Psych Burst:15000:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 10 Strategy: 6H, Bandit Bringer, 2H. Repeat on wakeup. ------------------------------------------------------------------------------ MISSION 11 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 3 Clear: Beat Enemy PLAYER Character: Testament Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special ENEMY Character: Justice Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 11 Strategy: Take your pick: 6P, c.S, H, Gravedigger 2K, 2S, H, Gravedigger K, c.S, f.S, H, Gravedigger c.S, f.S, H, Gravedigger Do Gravedigger loops if possible. Yay. ------------------------------------------------------------------------------ MISSION 12 ------------------------------------------------------------------------------ Difficulty: 0 Time: 60 Enemy Level: 4 Clear: Beat Enemy PLAYER Character: Venom Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 20 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Eddie Life: 13 Guard Level: 0 Tension: 10000:Normal Psych Burst: 15000:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 12 Strategy: Repeatedly do Dark Angel. If you want to kill him in one go, Dark Angel and follow up with a lame little combo, like P P P P P P P. ------------------------------------------------------------------------------ MISSION 13 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 4 Clear: Beat Enemy PLAYER Character: Zappa Life: 420:Poison Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Johnny Life: 210 Guard Level: 0 Tension: 0:Normal Psych Burst: 15000:OK Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle Mission 13 Strategy: c.S, f.S, 2D. Add on 236P if you feel like being fancy, and if he continually blocks, then hit him with Zappa's OD. ------------------------------------------------------------------------------ MISSION 14 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 4 Clear: Beat Enemy PLAYER Character: Anji Life: 157 Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Jam Life: 420:Poison Guard Level: 0 Tension: 10000:Hold Psych Burst: 15000:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive Mission 14 Strategy: C'mon, do you REALLY need all of these strategies? I hope you're looking at this to see the new missions, or you're SAD and shoud QUIT GGX2!...Ok, Insulting aside, Jam is poisoned and too stupid to kill you despite her full tension. K, c/f.S, H, Fuujin, S. Repeat. Even if she hits you, you have enough life to take an OD or two. ------------------------------------------------------------------------------ MISSION 15 ------------------------------------------------------------------------------ Difficulty: 0 Time: 20 Enemy Level: 6 Clear: Beat Enemy PLAYER Character: Johnny Life: 210 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 7 Instant Kill: - Damage: Special ENEMY Character: May Life: 1 Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 15 Strategy: I beat this mission a different way than the fat lazy way, which I should have. I obviously wasn't thinking, but I mostly just landed a coin and did the Mist Juggle in the corner. It took me a few tries since I first tried doing throw/ 6K combos, which don't work very well on May. The fact that May jumps around constantly just added to the annoyance without the easy way. Anyways, the obvious cheese way to do it that I missed is simply land 2 coins and do 236S. Mission accomplished. ------------------------------------------------------------------------------ MISSION 16 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 6 Clear: Judge, Beat Enemy PLAYER Character: Axl Life: 210 Guard level: 0 Tension: 10000:Normal Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Bridget Life: 210:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 16 Strategy: Run up to Bridget and hit him with Axl's 2363214H overdrive until he's dead, or time is out and you have more life. Pretty simple. Unless Bridget surprise OD's you, or you have no idea how to use Axl, this mission is a breeze. ------------------------------------------------------------------------------ MISSION 17 ------------------------------------------------------------------------------ Difficulty: 0 Time: 60 Enemy Level: - Clear: Beat Enemy PLAYER Character: Potemkin Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Potemkin Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 17 Strategy: Repeatedly 632146H. If you're feeling saucy, add 4123641236P. ------------------------------------------------------------------------------ MISSION 18 ------------------------------------------------------------------------------ Difficulty: 1 Time: 25 Enemy Level: 6 Clear: Beat Enemy PLAYER Character: Faust Life: 210:Poison Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: OK Damage: Special ENEMY Character: Baiken Life: 420:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 18 Strategy: IK her ass. If you fail, try again. You have infinite tension, so keep trying until time is up. ------------------------------------------------------------------------------ MISSION 19 ------------------------------------------------------------------------------ Difficulty: 1 Time: 35 Enemy Level: 6 Clear: Beat Enemy PLAYER Character: I-No Life: 1:Heal Guard level: 0 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Sol Life: 420:Poison Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 19 Strategy: Ok, you'll want to run away for the beginning 10-15 seconds, and FD any specials or ODs that he throws at you. Once you've got some life, beat him up a bit while his life dwindles down and you gain some. Again, I hate I-No and I don't know any of her combos, so I simply walked up and did some lame c.S, f.S, Chemical Love. Once he's low, finish him off with an OD or the combo I listed above. You might lose this mission once or twice simply because Sol likes to block randomly near the end sometimes. Keep at it. ------------------------------------------------------------------------------ MISSION 20 ------------------------------------------------------------------------------ Difficulty: 0 Time: 99 Enemy Level: 6 Clear: Beat Enemy PLAYER Character: Dizzy Life: 157 Guard level: 32 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Ky Life: 420:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead angle, Special, Overdrive Mission 20 Strategy: Why they have this mission set to 99 seconds, I don't know. I beat it in 15. Simple: c.S, f.S(all hits), H, 236H. Repeat. ------------------------------------------------------------------------------ MISSION 21 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: 40 Clear: Beat Enemy PLAYER Character: Baiken Life: 1:Heal Guard level: 32 Tension: 0:Normal Psych Burst: 7500:OK Seal: Jump Combo Damage: Over 0 Instant Kill: OK Damage: Dead Angle, Overdrive ENEMY Character: Chipp EX Life: 420 Guard Level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 21 Strategy: Running away at the beginning of this isn't even necessary. Just trip him, go into IK mode, attempt to IK. If he kills you or blocks, start over. ------------------------------------------------------------------------------ MISSION 22 ------------------------------------------------------------------------------ Difficulty: 1 Time: 30 Enemy Level: 8 Clear: Time Up PLAYER Character: Ky Life: 210:Poison Guard level: 32 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: - ENEMY Character: Robo-Ky Life: 420:Regain Guard Level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: 0 Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 22 Strategy: Trip Robo-Ky. Repeatedly trip Robo-Ky. If he blocks you once, you should have enough tension to just start back jumping and FDing until you see another safe opening to trip him. If he kills you, restart. You should be able to get this by your 3rd try assuming he becomes dreadfully clever and kills you. ------------------------------------------------------------------------------ MISSION 23 ------------------------------------------------------------------------------ Difficulty: 0 Time: 50 Enemy Level: 8 Clear: Beat Enemy PLAYER Character: Venom Life: 105 Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Faust Life: 420:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 23 Strategy: Venom is another character that I don't know how to use. I just repeatedly 6Hed Faust. Mission over. ------------------------------------------------------------------------------ MISSION 24 ------------------------------------------------------------------------------ Difficulty: 1 Time: 99 Enemy Level: 9 Clear: Beat Enemy PLAYER Character: May Life: 420:Poison Guard level: 32 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Bridget Life: 420:Heal Guard Level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive Mission 24 Strategy: 2k, 2S, 2H, Iruka-San. 63214H when you have tension(The whale doesn't hurt him) and don't let up since he heals. Piece of cake. ------------------------------------------------------------------------------ MISSION 25 ------------------------------------------------------------------------------ Difficulty: 2 Time: 40 Enemy Level: 9 Clear: Beat Enemy PLAYER Character: Justice Life: 157 Guard level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Baiken Life: 420 Guard Level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 25 Strategy: This mission is kind of annoying, just because Baiken likes to block. Lazy Strat: Trip her. Then Just do Gamma Ray as she's getting up. If she blocks the whole thing, or hits you, restart. If you hit, just c.S, f.S, H her to death. If you're even lazier than me, just do f.S a bunch of times. ------------------------------------------------------------------------------ MISSION 26 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 9 Clear: Beat Enemy PLAYER Character: Bridget Life: 157 Guard level: 0 Tension: 0:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Bridget:EX:Black Life: 315:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 26 Strategy: c.S, f.S, 2S, 2D. ------------------------------------------------------------------------------ MISSION 27 ------------------------------------------------------------------------------ Difficulty: 3 Time: 60 Enemy Level: 10 Clear: Beat Enemy PLAYER Character: Kliff Life: 210 Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Sol:EX Life: 420 Guard Level: Tension: Psych Burst: Seal: Combo Damage: Instant Kill: Damage: Mission 27 Strategy: Trip Sol. Repeatedly do c.S, f.S, H, 236P. Trip him again and do the same combo. When you have enough tension, go for his 4641236H OD. This one should be over quick. You'll only lose if you've never played Kliff before, or Sol does his ussual habit of VVing way too much, which hurts Kliff in a hurry. Kliff is slow and floaty, so it's harder for him to get in on Sol, but if you trip Sol, this one is over(and Sol falls for trips all the time). ------------------------------------------------------------------------------ MISSION 28 ------------------------------------------------------------------------------ Difficulty: 2 Time: 50 Enemy Level: 10 Clear: Time Up, Beat Enemy PLAYER Character: Robo-Ky Life: 210:Poison Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Robo-Ky:Black Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 28 Strategy: 2K, 2S. When you start flashing red, run up to Robo-Ky and do Exhaust Release(6H) a bunch of times. You'll do plenty of damage if you hit. Then resume 2K, 2S. ------------------------------------------------------------------------------ MISSION 29 ------------------------------------------------------------------------------ Difficulty: 1 Time: 99 Enemy Level: 10 Clear: Judge, Beat Enemy PLAYER Character: Millia Life: 420 Guard level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Potemkin:EX:Black Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 29 Strategy: Lust Shaker(214S+SSSSSS) repeatedly. If you feel like using tension, 236236S. ------------------------------------------------------------------------------ MISSION 30 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 24 Clear: Time Up PLAYER Character: Bridget Life: 105 Guard level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: - ENEMY Character: I-No Life: 420 Guard Level: 0 Tension: 0:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 30 Strategy: You can try running away and FDing if you want, and burst when she starts hurting you. But I took the easy way out and continually did Bridget's 632146S Overdrive. Even if she blocks, it wastes plenty of time. As said, if she hits you, burst. Repeatedly OD, and the victory is in your hands. ------------------------------------------------------------------------------ MISSION 31 ------------------------------------------------------------------------------ Difficulty: 1 Time: 50 Enemy Level: 12 Clear: Beat Enemy PLAYER Character: Sol Life: 262:Poison Guard level: 0 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Zappa:Black Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 31 Strategy: You're Sol. Need I say more? Ok, well..if I do, just 6H(2 hits), Bandit Bringer, 2H, Dust Loop if in the right area. If not, just 2H then VV. This is the lazy way of beating it. If you want to get all fancy and Sol like and consider yourself too pro to do an easily mashable combo, then go ahead. Heh. ------------------------------------------------------------------------------ MISSION 32 ------------------------------------------------------------------------------ Difficulty: 1 Time: 70 Enemy Level: 12 Clear: Beat Enemy PLAYER Character: Chipp Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal ENEMY Character: Eddie:EX:Black Life: 315:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 32 Strategy: Trip Eddie. 6P, c.S, 6P, f.S, 2D. Repeat. ------------------------------------------------------------------------------ MISSION 33 ------------------------------------------------------------------------------ Difficulty: 1 Time: 80 Enemy Level: 12 Clear: Beat Enemy PLAYER Character: Jam Life: 210 Guard level: 0 Tension: 0:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: May:Black Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special Mission 33 Strategy: Trip. c.S, f.S, 6H worked for me. I don't use Jam, but that pretty easily won it. Oh yeah, and as always in these type of missions, use your tension when you get it. 632146H is good. ------------------------------------------------------------------------------ MISSION 34 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 14 Clear: Beat Enemy PLAYER Character: Johnny Life: 262:Poison Guard level: 32 Tension: 0:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Johnny:Black Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 34 Strategy: 6H. 6H. 6H. 6H. 6H. 6H. All done. Ok, if you don't feel like doing that, just do the standard 6H/f.S/2S, Mist Finer, 6K, j.K, j.S, jc.K, j.S, j.D, Ensenga. Do anything you want, really. Cause everything hurts him. Johnny's AI borders
on retarded, so you shouldn't take more than a few tries, even if you've never played Johnny. ------------------------------------------------------------------------------ MISSION 35 ------------------------------------------------------------------------------ Difficulty: 1 Time: 20 Enemy Level: Clear: Beat Enemy PLAYER Character: Anji Life: 1:Heal Guard level: 0 Tension: 2500:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Sol:EX Life: 420:Poison Guard Level: 0 Tension: 0:NO Psych Burst: 15000:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special Mission 35 Strategy: Trip, Trip, Trip, Trip, Trip, Trip until he's low. Then Issei Ougi:Sai(632146H). ------------------------------------------------------------------------------ MISSION 36 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 14 Clear: Beat Enemy PLAYER Character: I-No Life: 262:Poison Guard level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Dead Angle, Special, Overdrive ENEMY Character: Ky:Black Life: 420 Guard Level: 0 Tension: 0:Normal Psych Burst: 15000:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Dead Angle, Special, Overdrive Mission 36 Strategy: Chemical Love, Chemical Love, Chemical Love, Ultimate Fortissmo or 632146H. Dead Ky. ------------------------------------------------------------------------------ MISSION 37 ------------------------------------------------------------------------------ Difficulty: 2 Time: 40 Enemy Level: 14 Clear: Beat Enemy PLAYER Character: Baiken Life: 420: Poison Guard level: 0 Tension: 5000:Normal Psych Burst: 7500:OK Seal: Jump Combo Damage: Over 1 Instant Kill: 0 Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Baiken:Black Life:210:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 37 Strategy: I don't play Baiken at all, but all I did was start the round with her 236236S OD, then repeatedly do 6H, Tatami Gaeshi(236K). Did 236236S again when I had tension. This mission is actually kind of annoying, because Baiken has fair AI, and I personally don't play Baiken. ------------------------------------------------------------------------------ MISSION 38 ------------------------------------------------------------------------------ Difficulty: 2 Time: 15 Enemy Level: 14 Clear: Beat Enemy PLAYER Character: Slayer Life: 1 Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Axl:Black Life: 157:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 15000:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 38 Strategy: I personally just kept repeatedly doing 6H, 214P+P. He went down pretty fast. ------------------------------------------------------------------------------ MISSION 39 ------------------------------------------------------------------------------ Difficulty: 1 Time: Enemy Level: Clear: PLAYER Character: Potemkin Life: 210:Poison Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: OK Damage: Overdrive ENEMY Character: Kliff:Black Life:420 Guard Level: 0 Tension: 10000:Hold Psych Burst: 15000:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive Mission 39 Strategy: Basically rape him with ODs. I simply backed off and waited for Kliff to jump(he floats a ton) and HPBed him twice(236236S). Then I just went up and did 632146H a bunch and he died. You can simply do the 632146H+4123641236P over and over and still win pretty easily. ------------------------------------------------------------------------------ MISSION 40 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Chipp Life: 315 Guard level: 32 Tension: 5000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Faust:Gold Life: 210:Heal Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special Mission 40 Strategy: Start the round with Zansei Rouga(632146H). Trip him. Dash, 6P(1 hit), c.S, 6P, c.S, 2D. Repeat. If he's not dead, and you have enough tension, do Zansei Rouga again. If he starts beating you with a combo, burst. ------------------------------------------------------------------------------ MISSION 41 ------------------------------------------------------------------------------ Difficulty: Time: 25 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Ky Life: 105:Poison Guard level: 16 Tension: 5000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Ky:EX Life: 210:Heal Guard Level: 0 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive Mission 41 Strategy: You have 2 options here: 1. IK him 2. Beat the crap out of him with anything you want. I chose #1. ------------------------------------------------------------------------------ MISSION 42 ------------------------------------------------------------------------------ Difficulty: 1 Time: 45 Enemy Level: 16 Clear: Judge, Beat Enemy PLAYER Character: Dizzy Life: 210 Guard level: 64 Tension: 0:NO Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Testament:Gold Life: 210:Heal Guard Level: 0 Tension: 5000:Normal Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive Mission 42 Strategy: Like any Dizzy mission: c.S, f.S(all hits), H, 236H. Mission accomplished. ------------------------------------------------------------------------------ MISSION 43 ------------------------------------------------------------------------------ Difficulty: Time: 45 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Eddie Life: 210 Guard level: 32 Tension: 5000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Kliff:Gold Life: 420:Heal Guard Level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive Mission 43 Strategy: Seriously, just beat the crap out of Kliff. He's slow and he gets hurt real easy. Eddie can dish out the damage. Damned Fang, Invite Hell, 632146H, any normal combos or normal hits, and Kliff will go down. Just go all out on him. ------------------------------------------------------------------------------ MISSION 44 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Justice:Black Life: 315:Poison Guard level: 64 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill:- Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Justice:Gold Life: 210:Heal Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special Mission 44 Strategy: 641236S. Repeat. ------------------------------------------------------------------------------ MISSION 45 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 14 Clear: Beat Enemy PLAYER Character: Zappa Life: 210 Guard level: 16 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Axl:EX:Gold Life: 210:Heal Guard Level: 0 Tension: 0:Normal Psych Burst: 15000:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive Mission 45 Strategy: OD. OD. 2K, 2S, 2D. Repeat. When you get enough tension, OD again. ------------------------------------------------------------------------------ MISSION 46 ------------------------------------------------------------------------------ Difficulty: 1 Time: 75 Enemy Level: 15 Clear: Beat Enemy PLAYER Character: Venom Life: 1:Heal Guard level: 0 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Millia:Gold Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 46 Strategy: As per I handle all of my Venom missions, repeatedly 6H ------------------------------------------------------------------------------ MISSION 47 ------------------------------------------------------------------------------ Difficulty: 1 Time: 45 Enemy Level: 15 Clear: Beat Enemy PLAYER Character: Faust:Gold Life: 420:Poison Guard level: 32 Tension: 10000:Hold Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Testament:EX:Gold Life: 420:Heal Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special Mission 47 Strategy: 236236P. Repeat. Mission Accomplished. ------------------------------------------------------------------------------ MISSION 48 ------------------------------------------------------------------------------ Difficulty: Time: 60 Enemy Level: 15 Clear: Beat Enemy PLAYER Character: Baiken:Gold Life: 420:Poison Guard level: 32 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: I-No:EX:Gold Life: 420:Heal Guard Level: 0 Tension: 0:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive Mission 48 Strategy: I-No has really good defense and attack, but you're Gold Baiken so it kinda evens it out. Anything hurts her, so if you're used to Baiken, just kick her ass. I personally did my newbie vs. computer Baiken tactics of 6H, Tatami Gaeshi(236K), and hit her with Baiken's OD when I had enough tension. Got it on my first try, so you should too. ------------------------------------------------------------------------------ MISSION 49 ------------------------------------------------------------------------------ Difficulty: Time: 60 Enemy Level: 15 Clear: Beat Enemy PLAYER Character: Jam Life: 315 Guard level: 32 Tension: 10000:Normal Psych Burst: 7500:OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Bridget:Gold Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special Mission 49 Strategy: Just flip out on Bridget bitch style. c.S, f.S, 6H. Do her ODs when you have tension, and just generally kick his ass. You have 60 seconds, and he doesn't gain life back. I doubt you need any further assistance. ------------------------------------------------------------------------------ MISSION 50 ------------------------------------------------------------------------------ Difficulty: 2 Time: 99 Enemy Level: 20 Clear: Time Up PLAYER Character: Kliff Life: 420 Guard level: 64 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: - ENEMY Character: Robo-Ky:Gold Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: 15000:OK Seal: 0 Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 50 Strategy: Just repeatedly use Kliff's 236236S OD from a distance. Do they same when they wake up and this one should be in the bag. If he comes after you, just hit him a bunch and RC all of your hits, and attempt to 236236S him again. Or you can trip him. Or FD. Anyhow, staying alive for 99 seconds won't be a problem. Oh yeah, you can't jump. Not like it matters. It would just get you killed anyways. ------------------------------------------------------------------------------ MISSION 51 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Sol Life: 420 Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All ENEMY Character: Ky Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 51 Strategy: I will say this, if you are having trouble on this mission, forget about mission mode and play the game for at least a week and then come back and test your skills. This should be a simple mission and a breeze for Sol users. Just stay on Ky and don’t let up on your attacks and combos. The only thing to worry about is the time but it shouldn’t be a problem if you rush down. S,S,HS>qcb+S is a fine combo or substitute the Grand Viper for a Gun Flame, then air combo them with jS,jFS>dp+HS. Since you have full tension at the start of the round, you can Dragon Install (qcbx2+S), which makes this mission to simple. If you are really itching to beat this mission and you can’t, use the IK when Ky jumps. Real easy mission. ------------------------------------------------------------------------------ MISSION 52 ------------------------------------------------------------------------------ Difficulty 3 Time: 70 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Jam Life: 420 Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 3 Instant Kill: - Damage: All ENEMY Character: Johnny EX Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 52 Strategy: The key in this mission is to use Jam’s linkable specials constantly. Overdrives are extremely useful as well. Try to get Jams overdrive Renhoukyaku (HCB,F +HS) by dashing towards Johnny and executing. It should hit almost all the time. If you run out of tension, try to get an orange burst off and execute the same tactic, you should be able to get a few overdrives off which will help a lot. After you run out of all tension and burst, rush Johnny with d+HS(2hits),qcf+K and if it hits>dp+K(let the kick hit 3 times)>qcf+K. This combo will pretty much annihilate Johnny. If you want to try to power up your attacks (d,d+ Respective button), it’s worth a shot but since he blocks a lot, it mostly is a waste. Pressure him into screwing up and take advantage of his opening. This mission shouldn’t be too much trouble. ------------------------------------------------------------------------------ MISSION 53 ------------------------------------------------------------------------------ Difficulty: 3 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Axl Life: 420 Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Overdrive ENEMY Character: Kliff Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 53 Strategy: Kliff is slow, and Axl has a good array of attacks, so this mission isn’t too hard. Since Kliff is Gold however, it makes this mission kind of difficult if you aren’t used to the computer. Kliff has a really high defense so nothing is going to be really damaging except Axl’s Overdrive (qcf,hcb+HS). Try to get an orange burst to hit by rushing and waiting for Kliff to attack. Then rush and overdrive twice. After that you have to rebuild your tension. Your down and Hard Slash is your best bet. Keep dashing and do that a few times along with charge back forward + Slash> up and also your Overdrive when you have a chance after you have built up your tension or used your orange burst and you should have no problem. Make sure if Kliff does any of his overdrives while you are dashing, that you Faultless Defense quick stop. Very easy mission. ------------------------------------------------------------------------------ MISSION 54 ------------------------------------------------------------------------------ Difficulty: 4 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Eddie Life: 420 Poison Guard level: 0 Tension: 0 No Psych Burst: OK Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal ENEMY Character: Venom Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 54 Strategy: This mission is surprisingly tough. Since you have no tension for blocking and can only damage with normals, you have to make use of Eddie’s amazing normal attacks and most importantly his throw. Try to get in close rushing Venom with a quick S,HS combo and a few F+HS attacks. If you see an opening, throw his sorry ass. Then jump to him and throw him again. Once he is in the corner, he is pretty much dead. Keep up this strategy and you should have no problem. You might want to mix things up by rushing with S,d+dust. Then you can jump up and throw him and start the throw trap. Just keep at it and start your own strategy if needed. ------------------------------------------------------------------------------ MISSION 55 ------------------------------------------------------------------------------ Difficulty: 2 Time: 25 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Bridget Life: 420 Guard level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: All ENEMY Character: Potemkin Ex Life: 420 Heal Guard Level: 0 Tension: 10000: Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 55 Strategy: Since you have infinite tension, this mission should be pretty easy. Toss the Yoyo out (HS) at Potemkin and then immediately do Bridget’s overdrive hcb,f+HS. This will make the tricicling bear hit Potemkin tons of times and then you can jump at him for a quick air combo. jP,jK,Jump Cancel jk,jS,jdS should work. Keep doing this over and over. Make sure you are constantly attacking with heavy hits because Potemkin has a high defense and Bridget has a poor offense. Just do a lot of overdrives and combos and this mission should be no problem. Since Potemkin is slow, it will take him some time to get to you, thus giving you plenty of time to do the yoyo overdrive. ------------------------------------------------------------------------------ MISSION 56 ------------------------------------------------------------------------------ Difficulty: 5 Time: 20 Enemy Level: 32 Clear: Judge PLAYER Character: Baiken Life: 393 Guard level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Dead Angle ENEMY Character: May Ex Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 56 Strategy: The important thing to remember in this mission is to pay attention to the conditions, mainly the fact that the Clear requirement is Judge. So you don’t have to beat May by killing her, rather you just have to hit her with enough Dead Angle attacks before time runs out. The infinite tension allows you to always use Faultless Defense but don’t focus on using it to much because it pushes you further away when you block. Just FD all of the specials and overdrives. While doing that always go for Dead Angle attacks. Be bold and stay on her. Dash at her and quick stop with FD. She should go for an attack and then Dead Angle her. Try to make sure you block low so May doesn’t get in her d+k>Overdrive combo. Also watch for her Dust overhead. If she takes any decent amount of life from you, restart. Two or three hits will get you where you need as long as you don’t take to much damage. Four hits will make it pretty safe for you. After you have taken enough life so she has less than you do, run away and FD everything. This one takes patience and can be annoying. Once you learn how the computer fights however, it should be a piece of cake. ------------------------------------------------------------------------------ MISSION 57 ------------------------------------------------------------------------------ Difficulty: 3 Time: 30 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Slayer Life: 420 Poison Guard level: 128 Tension: 10000 Hold Psych Burst: OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Overdrives ENEMY Character: I-No Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 57 Strategy: As with any mission that has infinite tension, this should not be to major of a problem. Make sure that you use both of Slayers overdrives. Try to rush I-No and use Slayers Overdrive Eien no Tsubasa (qcfx2+HS) and then as she is falling use Dead on Time (hcb,f+S). This two hit combo a few times should work just fine. Also, Dead on time will work nice by itself. Just keep throwing overdrives out at her non-stop and you should kill her in a few tries. ------------------------------------------------------------------------------ MISSION 58 ------------------------------------------------------------------------------ Difficulty: 2 Time: 40 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Jam Life: 420 Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Special, Overdrive ENEMY Character: Robo Ky Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 58 Strategy: Since this mission is an instant kill mission, it’s real easy. Just knock Robo Ky far away, go into IK mode (All four attacks), and he will most likely rush you, then nail that bastard with an IK. If you miss, try again. It’s that simple. If you want to take on this mission without an instant kill, use the same exact strategy for mission 2. ------------------------------------------------------------------------------ MISSION 59 ------------------------------------------------------------------------------ Difficulty: 2 Time: 60 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Venom Life: 420 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Special, Overdrive ENEMY Character: Slayer Ex Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 59 Strategy: Once again, since this mission is an instant kill mission, use it. Even though Venom’s IK kind of sucks, if you do the typical knock down far away, then IK mode, then IK tactic you should be fine. You could also start out with Dark Angel Overdrive (qcb,hcf+S) and then IK mode then use the IK when they get close. You should get it within a few tries or if you want to try beating this mission without IK, use a lot of Double Head Morbid’s (f,d,df+S/HS) and Dark Angel Overdrives. Don’t bother with to many combos, just raw attacking should do. ------------------------------------------------------------------------------ MISSION 60 ------------------------------------------------------------------------------ Difficulty: 6 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Sol Life: 420 Guard level: 128 Tension: 10000 Normal Psych Burst: OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Dizzy EX Gold Life: 315 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 60 Strategy: This is the first real tough mission in mission mode. You can’t jump and you can’t hurt her with overdrives. Expect to take some time learning how to keep up a constant attack that keeps damaging a healing gold opponent. You will definitely spend some time on this mission unless you are a real good Sol user and know the computer inside out. First off as far as Dizzy’s Overdrives are concerned. Stay away from them. It is utterly useless to try and counter any of them. If she hits you early with any of them and you survive, restart. If you see any coming, FD for the whole thing. If you see her put her hands to her mouth, don’t attack her. It is a real small gesture that turns out to be a killer counter attack Overdrive. If the screen turns black real quick, then Dizzy starts giving off a strange aura while she is screaming and going into different poses, get the hell away and get ready to FD. This is the computer only overdrive (Very much like Boss I-No’s overdrive.) If you are close to her and try to counter attack, it will hit you about 60 or 70 times and kill you outright. Now, since Sol has a full guard meter, any attacks that Dizzy hits you with will stun you. This will lead for big combo damage. So, don’t be reckless. The best way to kill her is to stay on her. Rush her and get real deep then S,S,HS> Gun Flame (qcf+P) This will almost always hit her. Then Gun Flame will usually get a counter and she will fall to the ground. You cane use a Volcanic Viper (f,d,df+HS>qcb+K) to juggle after the Gun Flame hits. Right as she is getting up, repeat the combo. Do this a few times and she will be dizzy (I know she is already Dizzy but you know what I mean). When you see the dizzy birds, Dragon Install and then S,S,HS>Volcanic Viper (f,d,df+HS). As she gets up from this, do the combo again. Then do a few more Gun Flame combos, and she should be dead. Not a ridiculously hard mission when you learn how to fight her. ------------------------------------------------------------------------------ MISSION 61 ------------------------------------------------------------------------------ Difficulty: 2 Time: 40 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Chipp Life: 420 Poison Guard level: 0 Tension: 0 No Psych Burst: OK Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal ENEMY Character: Venom Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 61 Strategy: I find this mission very easy. Chip is a normal attack king. Rush Venom with an up close S,f+P(one hit),S,f+P(one hit),S,HS. You HAVE to be dashing in deep for this combo to work. If you aren’t dashing just S,f+P(one hit),S,HS. Keep on doing this. A good way to get close and combo easy is by hitting forward and HS. This will either hit Venom and stagger him, or build up his guard meter. If it staggers, then dash into him and do the combo. Plus it takes a ton of life. This combo or just about any combo should decimate Venom after a few times. Just make sure you get Chipp’s HS in there since the Slash and Punch attacks do little damage. An occasional trip is always nice for good measures. Keep rushing him and attacking as he gets up and you should be fine. ------------------------------------------------------------------------------ MISSION 62 ------------------------------------------------------------------------------ Difficulty: 3 Time: 40 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Potemkin Life: 420 Poison Guard level: 0 Tension: 0 No Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Ky Gold Life: 420 Guard Level: 0 Tension: 10000: Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 62 Strategy: This mission is pretty easy once you know what to do. The main thing to do standing HS far away> charge back forward HS. Also a lot of Front Mega Fists (qcf+P) help here too but that combo should do enough damage to pretty much kill Ky in a few seconds. If you stop attacking not only will Ky start Stun Edging you to death, but he will be on you like a fly on stuff. Beware of his Charge Stun Edge because it hits infinite times. Try to jump over Ky’s Stun Edges or use the Front Mega Fists a lot. Keep on him and don’t let up. Forward + HS should be thrown in there occasionally. Potemkin will crush the life bar fairly easily. ------------------------------------------------------------------------------ MISSION 63 ------------------------------------------------------------------------------ Difficulty: 6 Time: 60 Enemy Level: 32 Clear: Time Up PLAYER Character: Faust Life: 1 Guard level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: - ENEMY Character: Dizzy Gold Life: 420 Regain Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 63 Strategy: I handled this mission two different ways. The first time I beat it, I just sat back and blocked with Faultless Defense(hold P+K). This strategy is good but it involves a lot more than just blocking low and high. First off gold Dizzy will do a lot of jumping which will be quick and try to get an overhead. Also she will attack with d+k, which hits low, especially if you are blocking with just back. She will also try to dust you if you are blocking low a lot. To top it off, she will execute her overdrive, Necro Okotta Baai, which opens up a ground portal, which will be unblockable and kill you. This is bad but as soon as you see her cross her hands by her head when she does an overdrive, jump back with a FD. Be careful not to mistaken this for her Imperial Ray as it does look very similar to the startup of the Necro Okotta Baai. The second time I beat it, I got tired of trying to get lucky enough to avoid her attacks and made use of my infinite tension. First thing I used was Faust’s swimming overdrive, Shigekiteki Zetsumeiken (qcfx2+S). If I happened to get the angel (which I never did btw, not as the first attack at least.) I could just restart with not much lost. Then as she was on the ground I would dash back and do the item throw overdrive, Na-na-na-nani ga Deru Ka Na (qcfx2+P). I did this move twice then blocked with FD in case I got a bomb that could kill me (make sure you FD these bombs, wouldn't want to be your own demise). If you get little Faust’s to come out, Dizzy will sometimes block for the whole time that they would walk toward her. This made it so I would have some time to sit back and grab so sweets to regain energy. This energy made it possible for me to do the swimming overdrive again and even if I got the angel, I would survive. Sometimes a hammer, bomb, poison or small Faust would cancel an overdrive or special from Dizzy. This will give a small window of time to chuck some more stuff at her. Between both of these strategies, you should be able to survive the 60-second time limit. ------------------------------------------------------------------------------ MISSION 64 ------------------------------------------------------------------------------ Difficulty: 5 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Johnny Life: 210 Poison Guard level: 0 Tension: 0 Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle ENEMY Character: Axl Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 64 Strategy: Your forward and HS is pretty much your main form of attack here. It takes away a ton of damage and is quick with long range. Axl, however has a lot of range as well, so a good way to get in deep is get within a little over a sweep range, then far slash, forward + hard slash>Divine Blade(f,d,df+S). Do not hit the S to do the flame of the Divine Flame. Once you land, you should be in perfect throw range. Throw him (forward+HS) then jump, jK,jS, Jump Cancel, jK,jS,D. Axl CAN tech out of the throw, but he almost never does. Keep this up as soon as he gets up. If he is to close for you, K,HS>Glitter is Gold (d,df,f+HS). Then you should be safe to dash then S,fHS>Divine Blade again. A few occasional fHS by themselves, will also do well against him. This strategy will probably build up his guard meter rather quick. Don’t blindly dash at Axl since Johnny is very open when he dashes. Make sure there is a Glitter is Gold thrown before a dash. Don’t bother with any other specials or overdrives since they won’t do any damage. This mission is pretty tough but not a real bad challenge once you get used to Johnny. Refer to mission 45 for an even more in depth strategy on how to use Johnny effectively. ------------------------------------------------------------------------------ MISSION 65 ------------------------------------------------------------------------------ Difficulty: 4(#Reload 7) Time: 60 Enemy Level: 32 Clear: Time Up PLAYER Character: Zappa Life: 420 Poison Guard level: 0 Tension: 0 No Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Venom Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 65 Strategy: One thing that this mission shows is that the Dark Angel overdrive that Venom uses is difficult to avoid without Faultless Defense (since you have NO tension meter) and Zappa’s low jumping capabilities. Make sure you keep your distance constantly. I beat this mission by just getting far away and tripping Venom when he came in close. A lot of the time he would just sit back and stand there for a good few seconds only to occasionally throw a few pool balls my way. Luckily enough, most of his moves are easily avoided by jumping over them or instant blocking them. Towards the end of the battle when the final seconds tick away, you will have no energy and no tension to FD with. I don’t recommend using instant block here as opposed to jumping over attacks. Sometimes you will have to instant block when you are in a jam. Calling out the occasional specter (d,df,f+P) is a real good idea, especially the Ghost that can block Venoms pool balls with d,df,f+S. The sword should be used only in a pickle. The dog is great to keep Venom busy because you can just sit there and block while hitting back and dust over and over, which will mess with Venom’s attacks. Just stay far away and keep trying this mission. A little determination and you should get it. Zalagren's note: This mission is a lot harder in #Reload. Venom's AI is upgraded, which really screws your chances. Even if he doesn't touch you, the entire round, you will have 1 life with 23 seconds left on the clock. Venom no longer just sits there idly. Venom will not only send different speed balls your way which makes jumping over them annoying, but if you turtle a bunch, he will set up 3 balls and dust them, causing instant death(since you have 1 life). You have to charge and trip him, or it's over. He has several tricks up his sleeve, and if he blocks one of your sweeps, you're pretty much dead. He does plenty of Double Head Morbiding and Mad Struggles. This mission is officially a bitch in #Reload. ------------------------------------------------------------------------------ MISSION 66 ------------------------------------------------------------------------------ Difficulty: 4 Time: 80 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Baiken Life: 420 Poison Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Johnny Gold Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 66 Strategy: This is the second mission of a decent difficulty. Baiken has a nice array of combos and attacks that will be invaluable. What you will want to do is dash in with a d+Dust>qcf+K, Jump, jS>f,d,df+S. That is all I did until I got enough tension to do her overdrive (qcfx2+HS) by dashing in and either S,>d,df,fx2+S or just d,df,fx2+S. Try to get the orange burst of immediately in the beginning of the round. Then use the normal combo to build it up and do it again. The mission is not to hard but Johnny is really fast and has a lot of damage to dish out. A Mist Finer (quick slash that Johnny can do in three different directions) will kill you in ONE HIT so make sure you watch for it since it has a little start up time. Also block low in case he goes for the low one. Stay focused and don’t stop attacking. ------------------------------------------------------------------------------ MISSION 67 ------------------------------------------------------------------------------ Difficulty: 2 Time: 30 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Eddie Life: 1 Guard level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All ENEMY Character: Zappa Ex Life: 420 Guard Level: 0 Tension: 10000 Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 67 Strategy: This mission is real simple but not because of the IK, but because of the infinite tension. I think the IK is just a red herring because Eddie’s IK really sucks. It hits above him and unless you get Zappa to do a nice slow jump at you, you have to get in nice and close, giving Zappa plenty of time and chances to breath on you and kill you. That’s why I like to just repetitively overdrive his sorry arse with Eddie’s two great overdrives. First off make sure you always use faultless defense when Zappa gets close. Try to trip him and dash back. If he seems to be closing in on you when you are jumping, do his Executor Overdrive (In air qcfx2+S) and it should hurt him bad. Then dash back and do a few Amorphous Overdrives (qcb,f+HS). Make sure he isn’t close to you when you use this overdrive because it will completely whiff him. A good dash back length should be fine. This should hit him and kill him in a few shots, or if he blocks, it will build up the guard meter so when he does get hit it will hurt bad. The overdrive used in a quick repeated fashion will keep him far away. Don’t mess with calling a shadow out because it will just give Zappa time to kill you. Should only take 3 to 4 overdrives to kill Zappa. Much easier than trying to Instant Kill him. ------------------------------------------------------------------------------ MISSION 68 ------------------------------------------------------------------------------ Difficulty: 2 Time: 50 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Millia Life: 315 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Eddie Ex Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 68 Strategy: The main reason this mission is so much fun is because of the beautiful music you hear. This is a real simple mission due to Millia’s great and damaging overdrive, Winger (hcb,hcf+HS). Rush Eddie and immediately do this overdrive when you are close. He will almost always fall for it. Do it again and then use an orange burst on him. Then the next two overdrives should finish him off. If you miss the overdrives, rush him and do Lust Shaker (qcb+S,S,S etc.) This will build your tension bar very quick and is a hard move to avoid. If he blocks it will build up the guard meter real high. Just keep rushing him and he shouldn’t be able to do much. If he tries to use a drill on you or an Eddie Shadow move, just jump over them. Simple mission. ------------------------------------------------------------------------------ MISSION 69 ------------------------------------------------------------------------------ Difficulty: 4 Time: 25 Enemy Level: 32 Clear: Judge PLAYER Character: Dizzy Life: 315 Guard level: 0 Tension: 0 No Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Testament Life: 420 Regain Guard Level: 0 Tension: 10000 Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: - Mission 69 Strategy: You will immediately realize that after you attack Testament, he will regenerate life as if he was in training mode, not heal like normal. What you need to do is enough damage to Testament so that he has less life than Dizzy by the time is up. Start off this mission by trying to knock down Testament with a trip. Don’t worry about blocking attacks since Testament can’t really hurt you. His poison is the only thing that can harm you and he can only do this in his overdrive or his counter move. Both of these shouldn’t be too hard to avoid. If Testament finds a way to damage you decently, retry. If he starts a combo, burst immediately. As he gets up, dash deep into him closely then dK,S,S(4-6hits),HS>d,df,f+HS. Then do this gain to keep the damage on his life bar. Repeat over and over and time should run out with plenty of damage on Testaments life bar. Keep trying and you should get it. The pain about this mission is that you have to wait the 25 seconds for a split second chance. I didn’t go to training or anything so I didn’t bother trying to figure out any combos. You might want to spend a few test rounds to figure out how to get a good combo off on Testament. ------------------------------------------------------------------------------ MISSION 70 ------------------------------------------------------------------------------ Difficulty: 6 Time: 55 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Potemkin Life: 105 Poison Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Anji Ex Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 70 Strategy: First off, use an orange burst to build your tension, since overdrives are the only things that work. If you are good at catching characters out of the air, use Potemkin's Heavenly Potemkin Buster (qcfx2+S). You might want to try to combo this overdrive from dHS but it is risky. If not you will want to wait till Anji is decently close and then use his Gigantic Blid (hcb,f+HS>hcfx2+P) This move is slow but most of the time, Anji will walk into it. I really suggest that if you don’t get off the burst and two overdrives, that you restart. If you do, you will want to build up one more overdrive by doing Front Megafists (d,df,f+P) and far HS>Hammer Fall (charge back, forward HS). This should build you up quick. After you Hammer Fall, you will want to do a few Back Megafists (d,db,b+P) to escape Anji’s attack range. Once decently far enough away, repeat until you can pull off another Overdrive. This should kill him. If not and you actually have some time and life left, try to get another overdrive. Takes some practice and is a real pain of a mission. ------------------------------------------------------------------------------ MISSION 71 ------------------------------------------------------------------------------ Difficulty: 5 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Testament Life: 105 Guard level: 0 Tension: 0 Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Millia Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 71 Strategy: This mission seems really tough at first but with the help of Testament’s Zeinest (hcb+HS) you have a damn good chance. Gold Millia is well known for her blink of an eye speed and Testament isn’t the quickest character to counter that. The Zeinest rules for this very reason. Leave them everywhere. I cannot emphasize this enough. It’s like the computer does not even know they are there and walks right into it. Leave a Zeinest right in front of Testament, back up a step or two and wait for Millia to rush you. If she is just dilly-dallying, put a few in the air and an extra on the ground. Don’t mess around to much though, cause she will be on you in a forth of a second. Once she rushes right into a Zeinest, S,HS>qcb+P. This combo is amazing. It does not look like it has that much reach but it has soooo much reach. As long as you hit with the first Slash, you will almost always complete the combo. It juggles real nice. If you are real close, you can add an extra Slash at first. After Millia falls, just repeat the process and you should have her. If she tries to rush you without any Zeinest’s put up or she destroys them, either throw her or do the combo when she gets close. Use your tension to throw out a few overdrives (hcb,f+HS) that will hurt her with the poison, but not the initial impact. This mission takes a lot of practice with this strategy, and you really do have to learn how the computer plays Gold Millia. ------------------------------------------------------------------------------ MISSION 72 ------------------------------------------------------------------------------ Difficulty: 4 Time: 50 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: May Life: 210 Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: Special Combo Damage: Over 2 Instant Kill: - Damage: Normal ENEMY Character: Baiken Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 72 Strategy: The easiest strategy that I could find for this mission was real simple and effective. Just dash at Baiken real deep and dK,dS,dHS. As she is getting up do the combo again while dashing. That’s it. I beat this mission repeatedly with just this strategy. Baiken will eventually get hit even if she blocks the first attack, almost every time. The HS is what will do the damage and does it nice. The knockdown will make it so you can dash in deep again and repeat. If Baiken gets crazy and starts doing guard attacks, just keep at her. If she busts out an overdrive, then just retry. If you learn Baiken and May’s range, this mission should not take you more than 5 minutes of trying. ------------------------------------------------------------------------------ MISSION 73 ------------------------------------------------------------------------------ Difficulty: 6 Time: 20 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Ky Life: 210 Poison Guard level: 0 Tension: 5000 Normal Psych Burst: - Seal: - Combo Damage: Over 15 Instant Kill: - Damage: All ENEMY Character: Robo Ky Life: 1 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 73 Strategy: This mission is kind of annoying for non Ky users. Its pretty annoying for Ky users too, if you don’t know long combos for Ky. All you need to do is basically get a sixteen hit combo. There are MANY ways to get a nice high combo for Ky. There are two basic strategies however you will most likely follow, each with its own variations. First off, I highly recommend you getting your full Tension meter up. Since you have no Burst, you will have to build it up yourself. Try to rush Robo Ky with forward+P,S,S,dS>qcf+K. If he blocks, don’t do the Stun Dipper. You might want to try a quick basic combo of close S,dD. When ever Robo Ky gets up, Charge Stun Edge him (qcf+HS), then rush him whether he blocks or not, and do a quick combo. Continue this but be quick because you do not have much time. After you have your tension meter up to full, do another Charge Stun Edge attack as he is getting up. Keep trying this until he walks into this. Robo Ky for some reason does not fall for this as much as most characters. After the Charge Stun Edge hits, rush him and dP,dP,dD,>Sacred Edge (qcfx2+P), Sacred Edge again, dash forward and Forward+P,S should definitely do it. If you want do this combo without the Charge Stun Edge, you can try starting the combo with 3-4 dP’s then continue the combo and after the Forward+P,S do a jump cancel, jK,jS,Jump Cancel jS,jHS>Vapor Thrust (f,d,df+HS) The full combo most likely will not hit but its way over the needed hits anyway. Practice this in Training. The other way is through the dust launch. What I would do is sit back after building up the tension meter, and wait for Robo Ky to do
the Ride the Lightning Overdrive. I would block this and immediately do a Slash. This registered as a counter. Immediately do the Dust Launch (D). Then hold up and jSx4(real fast), jP,jK,jS,jP,jS,Jump Cancel,jS>Ride the Lightning. This should do it as far as hits no problem. Timing is everything. You may want to try to do a Charge Stun Edge, then Dust Launch into the combo but the timing is very difficult. Try these combos in Training mode and make sure you fight either Ky or Robo Ky. They are both harder to combo against in my opinion. Find the combo you are comfortable with and try it out. There are many other combos that you can use but most will be similar. ------------------------------------------------------------------------------ MISSION 74 ------------------------------------------------------------------------------ Difficulty: 7 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Sol Life: 420 Poison Guard level: 0 Tension: 0 No Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Justice Gold Life: 420 Heal Guard Level: 0 Tension: 5000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 74 Strategy: Another tough Sol mission. This on is especially tough since Justice is an amazingly cheap character. You do have one thing here however that you did not have for mission 10; Sol’s Dust loop infinite. There are many ways to get the juggle started in the corner. Since Justice is huge, it makes the combo all that easier. I was able to slightly stray from the normal dust loop combo, and get a harder, longer hitting combo. First off, if you don’t know much about Sol’s dust loop, it’s a specific combo that typically takes away over half energy. It’s a corner juggle that uses Sol’s air dust attack. What I would do with Justice is rush Justice with deep S,S,HS>Gun Flame (d,df,f+P). Most of the time Justice would get hit by at least part of the combo. Keep doing this until you hit with the Gun Flame in the corner, then go in for a modified Dust Loop. Start out with a quick jumping S,D then Jump Cancel the D, wait a moment then S,D again. Immediately jump back up with S,D and continue the combo until Justice falls to far or you screw up. Keep trying this and you will get it eventually. This combo should take close to half energy. Make sure you rush Justice as he gets up. Keep this going and it should start to show progress. Avoid Justices attacks and make sure that you get ready to block especially when you are running because you will not have the FD quick stop option. If you hit Justice with a Gun Flame and he is not in the corner, jump at him and jS,jHS>f,d,df+HS>qcb+K. Then rush him again. You are going to want to develop a little of your own strategy but it should not be too difficult. Take your time and learn how to fight Justice and you will get him. ------------------------------------------------------------------------------ MISSION 75 ------------------------------------------------------------------------------ Difficulty: 3 Time: 50 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Jam Life: 210 Guard level: 0 Tension: 0 No Psych Burst: OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Special ENEMY Character: Eddie Life: 420 Guard Level: 0 Tension: 10000 Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 75 Strategy: All you have to do is get within a good distance to Eddie, qcf+S>K,qcf+K,f,d,df+K(3hits), qcf+K. This combo alone should win you the victory. Eddie will almost always fall for the low attack. Plus this combo does a ton of damage. Any other of Jam’s specials aren’t really worth it and harder to hit with. If you are far from Eddie on the initial impact of qcf+S>K, go for qcf+K first, then f,d,df+K. Eddie likes to throw out a lot of attacks but the best way to stop that is to constantly attack him. When Eddie is acting crazy with attacks you might want to try to start out a few attacks with just qcf+K then go into the combo. Time is the only real pain here but if you keep trying, you should get quick and lucky enough to win. Real simple. ------------------------------------------------------------------------------ MISSION 76 ------------------------------------------------------------------------------ Difficulty: 5 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Baiken Life: 105 Guard level: 0 Tension: 10000 Hold Psych Burst: OK Seal: Jump Combo Damage: Over 4 Instant Kill: - Damage: Overdrive ENEMY Character: Jam Ex Life: 420 Guard Level: 0 Tension: 10000 Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 76 Strategy: Ok there are two ways to deal with this mission, the hard way, and the slightly cheap way. The first way is since you have infinite tension, you can rush Jam and try to get a few slashes in or you might want to use the overdrives priority over moves to overpower Jam’s attacks. Then if you cancel into her overdrive d,df,fx2+S, you will want to wait for two hits of the overdrive to hit, then as soon as the second hit connects, RC into the overdrive again. Sounds hard right? Well the easiest way to do this is after you get the first hit of the overdrive, start rolling forward rapidly and right on the second hit, hit P,K,HS. The S of the RC will substitute for the Slash of the overdrive execution. Do this over and over. It is hard but here is where the cheap way comes in. You can instead set a button to be a Roman Cancel button. Then just keep rolling forward and jam on the button after the second hit. This makes the mission much easier. Kind of cheesier but not that bad. Keep trying to do this while avoiding Jams quick attacks. You should get the hang of the mission and eventually get it. ------------------------------------------------------------------------------ MISSION 77 ------------------------------------------------------------------------------ Difficulty: 5 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Axl Life: 210 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Millia Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 77 Strategy: Millia is going to be extremely fast, so you have to learn to react fast. She can walk to you all away across the screen in 1/4th of a second. What you need to do is once she is in range do Axl’s Rensengeki (charge back, forward +Slash,up). This should hit her for a few good hits or if she blocks wait and see if she moves in. Make sure there is so space between you and Millia when you do this move or she will severely punish you. If it hits her, wait for her to tech out before doing anything. If she techs out and is still far away, throw Rensengeki again and make sure you hit up. This should almost always hit her again. If she decides to get up close, throw her by holding back and hitting HS so that you are still blocking in case you miss, and then use Rensengeki again to juggle her. Make sure it juggles and doesn’t hit her off the ground. Keep up this strategy and you should have her. Her speed and flurry of moves is the only real worry. ------------------------------------------------------------------------------ MISSION 78 ------------------------------------------------------------------------------ Difficulty: 2 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Slayer Life: 210 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Overdrive ENEMY Character: Chipp Gold Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 78 Strategy: Another wonderful instant kill mission. Just go directly into Instant Kill mode after you knock Chipp down or back. Then wait for Chipp to start hopping around, and then try to nail him. Keep on trying over and over until you hit him. If you want to try to win with out IK, just go at Chipp with Slayer’s Overdrives and sure you build up tension with Bursts and Specials. Shouldn’t be too hard. ------------------------------------------------------------------------------ MISSION 79 ------------------------------------------------------------------------------ Difficulty: 8 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Anji Life: 420 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 4 Instant Kill: - Damage: Normal, Dead Angle, Overdrive ENEMY Character: Baiken Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 79 Strategy: Real tough mission. Time is not your friend here. You have to do a lot of damage to a healing Baiken, very quickly. My strategy for this one was immediately dash at Baiken and try to get her to block. If she does, S,HS>Issei Ougi: Sai (hcb,f+HS). This will build her guard meter up extremely high to almost full. Then try to rush in and do the combo again but this time hitting, then after the overdrive is finishing, dash deep, S, jump cancel, jP,jK,jS, jump cancel, jP,jK,jS,jD. If the guard meter is low and the jumping combo isn’t doing much damage, stop it with jD. Go for an orange burst after this and repeat the process. You may want to try building up an overdrive without a burst if it took some time getting the second overdrive to hit. If Baiken blocks the S,HS, and you have no tension to overdrive with, cancel into Anji’s Kai (qcb+P), then, if it hits, juggle Baiken with S, jump cancel, jP,jK,jS, jump cancel, jP,jK,jS,jD. This should do decent damage but don’t go for this combo if Baiken has a high guard meter. Save that for the Overdrive combo. Build up the tension meter with S,HS>Fuujin (qcf+S)> Nagiha (S) or Hitoashitobi (K). Speed and knowing Anji’s combos are what will win this one for you. ------------------------------------------------------------------------------ MISSION 80 ------------------------------------------------------------------------------ Difficulty: 4 Time: 60 Enemy Level: 32 Clear: Judge PLAYER Character: Testament Life: 210 Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: - ENEMY Character: Kliff Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 80 Strategy: Nice little mission which is tough and different. You have to get Kliff’s life to be lowered to below Testament’s before time is up. Kliff can’t be hurt from anything except poison. The best way to get the poison off is Testament’s Overdrive, Nightmare Circular (hcb,f+HS). Dash at Kliff and get an orange burst off. Just wait for Kliff to throw out a few random attacks from far away or for him to jump then as he falls from his second jump and nail him with the overdrive. After the overdrive hits, sit back and try your best to avoid attacks, and try not to block since you will either use up tension on FD, which is needed for overdrives, or you will take chip damage, which will lower your life. If he is really on top of you, use Warrant (qcb+k) to counter him and poison him longer. After nine seconds, the poison will wear off. Try to get this overdrive twice. After you run out of tension, don’t waste your time with normal attacks. Instead rush him or at least watch him from up close and try to pull off a Warrant. This will pretty much be needed to pull Kliff’s life below Testaments. Since Kliff is slow it should not be a problem. Before the time is up you will probably have enough tension for another overdrive. A little bit of luck and some good dodging skills is definitely needed to beat this mission. ------------------------------------------------------------------------------ MISSION 81 ------------------------------------------------------------------------------ Difficulty: 6 Time: 99 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Sol Life: 210 Guard level: 0 Tension: 0 No Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, ENEMY Character: Slayer Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 81 Strategy: This mission is very similar to mission 24. You need to make sure that you fight Slayer a little different however. Not only does Slayer heal, but his Gold version absorbs what ever life he takes away from you when he damages you. That means if he gets an overdrive that takes away half your life and he only had 25% life. He now has 75% and he is healing. Ouch. Real tough gold character. A similar strategy that worked against Justice should work on Slayer except he falls for Sol’s f,d,df+K throw a lot more. You can use this to get into the dust loop when in the corner (the true dust loop, not the semi fake one I made for Justice) real easily by dashing past and under him then d+HS, jump cancel, K,D, jump cancel, S,D, land and immediately high jump into D, wait, D, repeat from high jump (pretty sure this is how you do it.) This is tough to do but worth learning not just for this mission. If you want an easier combo, just do a Volcanic Viper (f,d,df+HS,qcb+K) after the second D of the first juggle. You of course can do this combo from the good old Gun Flame (qcf+P). The linking attack of S,S,HS>Gun Flame works nice as well as S,S,HS>Grand Viper (qcb+S). Don’t forget to jam on two attacks and wiggle t he joypad for more hits on the Grand Viper. He will fall for this move a lot. If he blocks, as soon as you land from the Grand Viper, command throw him (f,d,df+K), then go for the combo. Make sure every time Slayer gets up, you rush him with some combo. He will almost always fall for it. Be careful and don’t try to be Rambo and do crazy stuff. Stick to a good pattern to wear him down. ------------------------------------------------------------------------------ MISSION 82 ------------------------------------------------------------------------------ Difficulty: 7 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: May Life: 210 Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Testament Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 82 Strategy: Oh man, this was a toughie until I figured out what to do. First off, you need to get an Orange Burst to land on Testament. After this, rush him as he gets up and Kyuukyoku no Dadakko him (hcb+HS). Testament will almost always run into this move. If you are in the corner, juggle him after the overdrive with Iruka-san Yoko (charge back, forward+S). This should do nice damage. After you are out of overdrives, rush Testament as he gets up (timing is crucial), then: dK,dS,dHS>charge back, forward+S. Do this over and over. If you do the combo at the right time, you should hit him almost every time. After building enough tension against him, go for the overdrive again and he should die quickly. Testament has many attacks that come from all directions but if you stay on him and keep up this strategy, he shouldn’t have much of a chance to start hammering you. ------------------------------------------------------------------------------ MISSION 83 ------------------------------------------------------------------------------ Difficulty: 8 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Dizzy Life: 315 Poison Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal ENEMY Character: Justice Gold Life: 315 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 83 Strategy: Ok, I know this one seems near impossible, but this is one of those missions where you got to stay at it. Stick to pretty much one combo for this whole mission. S,S(4-6hits depending on distance),dHS. This combo rules and works great on the huge Gear Justice. If he is far, you will only get the one multi Slash to connect then down HardSlash. As he gets up from this, dash into him and do the same combo but start it with dK. He will run into almost every time if you time it just as he is able to get hit as he gets up. You just have to get used to Dizzy and Justice. I tried to use air combos and dust combos, but nothing I found did as much damage as this combo. Everything else was too risky. Watch his attacks and don’t ever try to counter attack him after he whiffs an overdrive. He lives for that. He will wreak holy hell on your ass with a 5 hit take away most of your life combo. Just keep dashing at him and do that combo. Its better to try and do the far S as a poke instead of getting in his face, which gives him enough time to break yours. Make sure you are always using Faultless defense. This will conserve your life and also stop guard damage. Also if he does the Gamma Ray overdrive (the one where he charges up and shoots that huge laser directly at you), rush him before the laser comes out, and do the combo. Also if he jumps, hit him with the up close S, then continue the combo and even if he blocks the first attack, except end it with standing HS and he will get hit always for the rest. Continually hitting him with that combo will dizzy him, which will get you yet another full combo. The key to killing him is repeatedly getting the combo off as he gets up. Keep at it and you will eventually get it. ------------------------------------------------------------------------------ MISSION 84 ------------------------------------------------------------------------------ Difficulty: 9 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Chip Life: 315 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 5 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Anji Life: 420 Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 84 Strategy: I would say this is probably the second hardest mission, next to mission 45. Chipp does not have many moves that are high in damage. You have to rely on his combos. This mission will take a few hours at least. Rush Anji with one of Chipp’s ground combos. Use the combos to build Anji’s guard meter. This is the one I used the most: S,fP(1hit),S,HS>d,df,f+Sx2. I never used the third uncomboing ender Senshuu (d,df,f+k). This would usually get me in trouble. The last hit of the Resshou > Rokusai combo will leave you slightly open regardless if you hit or if he guards. All that he will ever hit you with is standing k. This can be deadly when there is only 20 seconds or so left on the clock. By this point the poison, and Anji’s attacks have typically brought Chipp down to no life. I suggest stopping the combo at the Resshou by this point. Be careful after being deep in Anji’s attack area, he will counter with an array of moves like his overdrive or his Fujin, which has a small window of invincibility at start up. Wait a spit second to attack again. If you hit Anji before you build his meter up, stop the combo. It will be useless and undamaging even if you get a few hits above 5. You might want to end a blocking combo with the Alpha Blade>Alpha Plus (qcf+P,HS). This builds the guard meter very high but Anji either gets hit or counters this move a lot. Once the meter is built up, try to rush Anji deep then S,fP(1hit),S,HS>d,df,f+Sx2, RC, S,fP(1hit),S,HS>d,df,f+Sx2. This should do at least one forth of the life meter worth of damage. Sometimes close to half depending on the guard meter. If the guard meter was built all the way up, you may want to RC again at the end of this combo and do it one more time. I don’t really suggest it because you will have no tension after this to FD Anji’s Overdrive with. This can kill you easily after 30 seconds or so have past. After you hit Anji with this combo, do not dash back. This will end up half the time with him Overdriving you. Instant Air Dash back (ub,b quickly). Just keep rushing Anji and the tension bar should always be high and ready for a roman cancel. SAVE YOUR BURST. When you are low on tension, this can really save you. The most important thing in this mission is to be quick and stay on Anji constantly. Time really matters in this mission and both times that I beat it, I had 1 or 2 seconds left. I came close and got him down to almost no energy by 0. If you get hit early by a lot of attacks or an overdrive, retry. Stick to one strategy and don’t get off task. Be determined and you will eventually get lucky. ------------------------------------------------------------------------------ MISSION 85 ------------------------------------------------------------------------------ Difficulty: 4 Time: 99 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Venom Life: 210 Guard level: 64 Tension: 0 No Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special ENEMY Character: Millia Ex Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 85 Strategy: First thing you will realize about this mission is that a strait up fight against Gold healing Millia is tough, especially if you are not a Venom user. Once you figure out the trick to this mission however, you should have no problem. Sit back and wait for Millia to come close, using a few Stinger Aim’s (charge back, forward+HS), or a few Carcass Ride’s (charge down, up+HS) Don’t do to many of these unless Millia is just sitting there and don’t waste time with Ball Seisei’s (qcb+P/K/S/HS) since Millia is to quick for any real setups. When she gets close is when you can do the real damage to her. As soon as she starts walk to you and is close (which is eye blinkingly fast), throw her but make sure it’s by holding back (b+HS). This way if you miss or she attacks first, you are blocking. After the throw, hit forward+HS>Double Head Morbid (f,d,df+HS). This should do nice damage. Most likely Millia will tech out and rush you again. Repeat the throw combo, and do it over and over and over. This should kill her real quick. If she isn’t coming quite in range, try poking her with S,HS> Double Head Morbid. I didn’t bother with much else and I was able to beat her many times over with this strategy. One of my favorite tough missions made easy. ------------------------------------------------------------------------------ MISSION 86 ------------------------------------------------------------------------------ Difficulty: 6 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Millia Life: 420 Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: All ENEMY Character: I-No Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 86 Strategy: Gold I-No has a very high defense, so she is going to be tough to damage with Millia’s attacks. There were pretty much only two moves that I used as my main defense against I-No: Lust Shaker (qcb+S) and Winger (qcb,hcf+HS). I did not mess with her high hitting air combo or her other overdrive. I tried to use these things but found this strategy much easier. First off, rush I-No until you are right next to her and quickly do Millia’s overdrive, Winger. This will almost always hit her. If you bounce her off the wall, use Lust Shaker to juggle her for a ton of hits. This will help rebuild your tension. Then rush her again with another Winger that should hit. Even if the Wingers miss she will most likely never punish. After you have low tension, make sure you rush her again and use the Lust Shaker to damage and rebuild tension. As she gets up is always the best time to rush and hit her because she will almost always fall for it. If she blocks the Lust Shaker it will build up the guard meter to most likely flashing and also most likely build up enough tension for another Winger. Keep this strategy up and if you want, use an orange burst so you can use two back to back overdrives for big damage. Lust Shaker will take a chunk out of her as well. Now as far as avoiding I-No’s attacks, typically blocking for most things will do although I do not suggest this since you need to be constantly rushing her to damage her beyond her healing abilities. Make sure that if I-No is attacking you that you block low for most of her attacks so you won’t get nailed by her Stroke the Big Tree move O_o, except block high (of course) for her jumping and dashing attacks. You might want to save a burst in case her Stroke The Big Tree does hit you since she almost always follows it up with an overdrive. Now as far as the infamous Megalomania (the move that CPU can only do that has all the balls fly at you), there is three simple patterns and you can avoid them. This move is like a burst where she can break out of anything, including overdrives. When the screen goes all black and she jumps back, you will notice the purple danger signs that appear. This will show one of three patterns she uses. Then she will release a whole bunch of balls that will basically kill you if they hit you. First off, do not try to jump over her or attack her after the balls fly out. All the balls will hit you if you do this. You may want to do a quick Lust Shaker to her before the balls come out to build guard damage. Now, here is how to avoid them. The first pattern is an arching line that bends slightly up. This leaves plenty room in the corner to sit and duck. You won’t be in any danger what so ever. Second pattern is a wavy line that curves down,up,down,etc. What you have to do is stand in the area close to I-No (a little more than a trip distance away from her). This should be under the arch with no danger symbols touching you. Once she starts to shoot at you, start walking slowly to her as the line waves a bit. You should move with the line so that you will be right in front of her. Then stand there and don’t get to close or hit her (I know it’s tempting.) The third and final pattern is one that covers all spaces in front of her in a cone shape. Wait until she is right about to shoot the balls and double jump up over them. That’s it. Trying to attack her right after she is done sometimes works but a lot of the time it is autoguarded. This mission is extremely hard but with this strategy, it makes her much easier. ------------------------------------------------------------------------------ MISSION 87 ------------------------------------------------------------------------------ Difficulty: 3 Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: May Life: 210 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Overdrive ENEMY Character: Faust Ex Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 87 Strategy: Without specials, May might not be as effective, but that doesn’t mean this mission is hard. In fact, this mission is almost too easy. Rush Faust use Kyuukyoku no Dadakko (hcb+HS) on him. He should almost always run into this move. After you are out of overdrives, rush Faust and use an orange Burst and then, do the overdrives again. If you landed all this, he should die. If you missed a few or he survived some how, just rush him then: dK,dS,dHS. Do this over and over. It will rebuild your tension so you can hit with another overdrive. Watch out for Faust’s reach and be careful not to get hit by his EX overdrive where he flips back on forth on the scalpel. May’s overdrive is what makes this mission so easy and since you start with full tension and a burst, this mission is simple. ------------------------------------------------------------------------------ MISSION 88 ------------------------------------------------------------------------------ Difficulty: 3 Time: 99 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Ky Life: 210 Poison Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Jam Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 88 Strategy: I don’t know if the reason I find this mission simple is because I use Ky or what, but I don’t find this one hard at all. Try to get a trip off on Jam. As she gets up throw a Charge Stun Edge her way. She will run into it a lot and this leaves plenty of time to hit her with a Stun Dipper (qcf+K) from a distance so that it will fully combo. When she gets up, repeat the process. When you build up enough tension for an overdrive, dash at her and Ride The Lightning (hcb,f+HS) and she will most likely run into it. Far Stun Edges, and Charge Stun Edges are good to keep her at bay. She most likely won’t punish you if you go for a Stun Dipper even if you miss. Just keep using specials over and over to build up tension, then Ride The Lightning. Real simple. ------------------------------------------------------------------------------ MISSION 89 ------------------------------------------------------------------------------ Difficulty: 2 Time: 15 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Slayer Life: 210 Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: - ENEMY Character: Eddie Gold Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 89 Strategy: Another (and final) Instant Kill mission. Not much time here and it is a little difficult getting an IK off on Eddie. Knock Eddie down with a trip or something, and then go into IK mode. Wait for Eddie to start jumping around. When he is falling toward you try and IK him. It shouldn’t be too hard to hit him with it. Try to be at a little bit of a distance to hit him since Slayer gets some distance on his IK. Keep trying and you should get lucky. If you want to beat this mission without an IK, to bad, there is no other option since nothing hurts Eddie. ------------------------------------------------------------------------------ MISSION 90 ------------------------------------------------------------------------------ Difficulty: 7 Time: 99 Enemy Level: 32 Clear: Time Up PLAYER Character: Potemkin Life: 420 Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: All ENEMY Character: Sol Gold Life: 420 Regain Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 90 Strategy: The killer of killers, Gold Sol is your opponent. Unless Potemkin is one of your best characters and you are highly skilled, I suggest you lay low and block a lot for this one. You are going to need to rely on Potemkin’s far Hard Slash, as soon as Sol is in range. Then cancel that into Slide Head (qcf+S). Wait for him to get up and time the Hard Slash to hit him as soon as he does get up and then Slide Head him again. If he gets to deep for you to do the slow HS, throw him when he is close, then Slide Head him as he gets up. Wait a few seconds then Slide Head him again when he gets up. Make sure you aren’t close when you Slide Head though. He will punish you bad. If he is going crazy with rapid attacks, FD him and make sure that you block well. A Dead Angle attack should help you out as well if he is all over you. Sol can get off four to six jumping attacks in a row. Make sure you block his jump attacks until he lands. Then block immediately low for that quick dK that Sol likes to use to combo into an Overdrive. He will also go for the standing Dust when you are blocking low, so be ready to block high. Watch out for a dashing low Kick every now and then. He will also do dashing jump attacks. Potemkin is a big target but with the Slide Head and Potemkin’s range, it is possible to keep Sol away. Make sure you block for the last fifteen minutes or so, only throwing occasionally. Don’t get overwhelmed and you should not have a major problem. ------------------------------------------------------------------------------ MISSION 91 ------------------------------------------------------------------------------ Difficulty: 5 Time: 30 Enemy Level: 24 Clear: Beat Enemy PLAYER Character: I-No Life: 420 Guard level: 128 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Special ENEMY Character: Bridget Black Life: 420 Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 91 Strategy: For a higher level mission, this really isn’t that bad at all. Get decently far away from Bridget and do I-No’s Kauutsu Onkai(qcb+P), which will charge for about 4 to 5 hits. While this is flying, dash directly to Bridget while he is either blocking or getting hit by the Kauutsu Onkai and do a jHS while dashing and you will almost always hit him since he will try and block low and then do Kyougen Jikkou (qcf+HS). The combo will most likely take a good amount of life. After this just Instant Air Dash back once and throw the fireball again and repeat. Bridget might be a little hard to hit but a good way to put him in his place is Chemical Aijou (hcb,f+K) while you are far away from him. Also use the move Taiboku wo Sasuru Te (or Stroke The Big Tree in the American version) (qcf+S/HS), then combo it into Chemical Aijou. Pretty easy when it comes down to it. Just make sure you are constantly using specials. Using qcf+S/HS is a real good idea, so use it a lot, even back to back if you want. Since I-No has really good specials, Bridget is not much of a threat. ------------------------------------------------------------------------------ MISSION 92 ------------------------------------------------------------------------------ Difficulty: 6 Time: 30 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Anji Life: 420 Poison Guard level: 64 Tension: 0 Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Chipp Life: 210 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 92 Strategy: You will have to be quick to kill Chipp off in time. The main thing you have to worry about is building up enough tension to land two overdrives. I suggest rushing Chipp with S,HS>Fuujin (hcf+S)> Nagiha (S). This should build up the tension and also the guard meter if Chipp blocks. Keep rushing Chipp non stop, even if you have to be a little reckless. Eventually you will start getting the hang of it. Keep in mind that you want to gain tension quick so slow moves like Shitsu (air, qcf+P) are bad for this. An occasionally Kai (qcb+P/K) works well. If you get hit by overdrive, restart since Chipp takes so long with his overdrives, plus you will be practically dead. After you build almost enough for two overdrives, try to hit him with Issei Ougi: Sai’s (hcb,f+HS). Wait till Chipp is right in front of you either falling from a jump or doing some attack. You might want to tag it at the end of a combo like S,HS> Overdrive for a sure but this might be to difficult and time consuming. All you have to do is hit him twice with the overdrive. The hard thing about this mission is building the tension for the overdrives and then landing two of them. Just watch Chipp and figure out when he is vulnerable. Go to training and set it on CPU level 32 Anji vs. Chipp. Figure out a strategy that works good for you. ------------------------------------------------------------------------------ MISSION 93 ------------------------------------------------------------------------------ Difficulty: 3 Time: 99 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Axl Life: 420 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: All ENEMY Character: Gold Zappa Life: 420 Guard Level: 0 Tension: 10000 Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 93 Strategy: Down and Hard Slash will easily win this one for you. Keep dashing at Zappa and hitting him with the dHS. He will run into it almost every time. Try to land a few overdrives of Axl’s (qcf,hcb+HS). Make sure Zappa is close when you try this overdrive so you can get all the hits. Also you might want to try Axl’s special, charge back forward + Slash> up. Really between these attacks you should have no problem. Keep Zappa at a distance and just keep at him. Not much else as far as strategy for this one because dHS and the overdrive make it so simple. ------------------------------------------------------------------------------ MISSION 94 ------------------------------------------------------------------------------ Difficulty: 5 Time: 50 Enemy Level: 16 Clear: Beat Enemy PLAYER Character: Zappa Life: 210 Poison Guard level: 0 Tension: 0 No Psych Burst: OK Seal: Special Combo Damage: Over 10 Instant Kill: - Damage: Normal ENEMY Character: Potemkin Life: 1 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 94 Strategy: The only reason why I gave this mission a harder difficulty level was because of trying to figure out the combo needed to do it. Once you know it, this mission is cake. Since Potemkin is big and dumb, it isn’t that hard to hit him with a standing Dust. It so happens that this is how you start the combo. The combo that will win it no problem for you is this: D,jPx4,jK,jP,jK,jS,Jump Cancel, jP,jK. That’s all that you need to do. Just stay close to Potemkin until you land the dust and then do the combo. Practice in training, but make sure you practice the combo against Potemkin because other combos will work against other characters but not Potemkin. This combo is real easy thus making this mission simple. If you get hit and have a specter come out, just restart unless you know how to combo well with them. Just get good at the combo and then all you have to do is land the dust. Real easy. ------------------------------------------------------------------------------ MISSION 95 ------------------------------------------------------------------------------ Difficulty: 10+ Time: 60 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Johnny Life: 210 Poison Guard level: 64 Tension: 10000 Normal Psych Burst: OK Seal: Jump Combo Damage: Over 5 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: May Black Life: 210 Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 95 Strategy: Ok, I have like over 5 different strategies for this one because I could not beat it for the longest time. It took me over 40 HOURS to beat this one. I personally would rather do all of the other missions over again then face this hellish mission. The biggest problem that I have noticed is that it all seems like luck is the deciding factor. May will either block or counter all your attacks. Sometimes she will get hit but rarely at the right time. This whole mission is centered around building up her guard meter then getting an attack in and comboing a few hits into the overdrive or his level 3 Mist Finer. Johnny is a great character and very effective but without a jump his effectiveness is close to a fourth of normal. On top of this he has practically no high hitting and high damaging ground combos. Also his dash sucks and mainly will get you killed, but you need to use it to get in close. May’s overdrives all have top priority and barely any recovery time if any. The friggin whale alone is a terror but top it off with her devastating combo friendly overdrives, and Johnny being poisoned, it makes this mission near impossible. Ok now that you know the bad stuff, here is the strategy section, which is also bad. First you have to meet your best and only friend in this mission: Johnny’s coins (hcf+HS). These coins will allow pressure to ensue and also allow you to dash with minimal danger. Next move that is utterly important is Johnny’s forward and Kick, which is where most of the luck comes in. This move will help you build up her guard meter a lot and also open the way to most of your combos but it isn’t to uncommon that you might eat a whale or a combo trying to hit her with this move. There are other moves that you might want to mess with that could really help but get you in trouble a lot. Forward + HS is a great move that builds up the guard meter but it sucks when she runs into it or when she blocks and counters or (lots of or's. See its luck) when she counters, right before you even hit, with an invincible whale. Other wise its great. The mist finer(qcf+K/P/S) is a good move but should be saved for high combos. His Divine Blade(dp+S) is good but can get you thrown on smacked around a bit. If you try to hit her with the second S of the Divine Blade in the air, it usually gets messy. Divine Blade may seem like a good substitute for a dash, but sometimes gets you killed, fast... real fast. Ok here is my main strategy: First you want to attack her so much that she will barely be able to move. Attacks should start off with either a kick into HS or Slash into forward + HS. Then cancel the move into Johnny’s coin(qcf+HS). Then dash forward and then forward plus kick. Then repeat the process. She will mostly block this whole onslaught, which will build guard meter. This is what you want. If she does get hit, don’t try and waste the super unless the forward + Kick hits as a counter, but I will get into that soon. Try mixing up some things by occasionally throwing a few pokes and coins from no where. If the guard meter is high up there, try to do the forward and kick more often. This is definitely your best form of attack. DO NOT waste your level 3 Mist Finer on a out of the blue chance of hitting her. Only two or three hits will actually damage and that’s if you land all of them. Its not even good if she blocks because it doesn’t do that much guard damage. Since throws work so well on May when she is close, you can throw her, wait a half second then coin her. Sometimes she falls for two quick coins. Now, if you counter with the forward and kick, there are multiple combos you can do based on the conditions. If you have a level 2(one coin has hit) Mist Finer, you should wait till opponent falls right in front of you and then you can medium Mist Finer and it will bounce them back up with the inability to tech out. You should wait on that if the guard meter is still flashing. Then when the fall back down either from the forward and kick or the Mist Finer, and the guard meter is not flashing, do this combo right before they land(this is split second timing and should be practiced in training): K,S> hcb,f+HS. This will land enough hits to do some damage. If the guard meter was low you will do about 1/8th of a life meter damage but this is 1/4th of her current life. If the guard meter was high, you can do over 1/4th of a life bars damage which is really over half. Sorry if this is all confusing. It will come together as you play. Now if the start of the forward and kick with a really high guard meter, you can do many other combos based on the situation. A character cannot tech out of a hit when they are hit with a counter. When the guard meter is high and flashing, attacks count as counters. What you have to do is watch the guard meter of May and keep juggling her by doing this combo after the first f+K: closeS,F+K(will not cancel but since Slash counters, it works) then you can dash back if the guard meter is still flashing and F+K again or do the K,S>hcb,f+HS or P,K,S> Level 3 High Mist Finer(Slash version). If you do the Lvl 3 MF, you can try to RC into the overdrive on the last hit, but most the time you will wiff and it will cost you full tension. Even if you land the overdrive it will do little damage. You may also want to try to throw a level two Mist Finer in there. This kind of combo will bring her real low but its so hard to be able to build her guard meter again, land the hit, actually land a full combo, then finally stay alive long enough to do this again. I know it typically takes at least two combos to kill her maybe three. I have gotten two on her and had literally a hair of energy left against her. A fuggin hair. That was around hour 8, and hour 13. Anyway, I also have another tactic that I try occasionally for an hour or two. It’s very similar but I try to get in close for a throw when her guard meter is almost completely full. Then I pause a split second and coin, then F+K. Then you can combo how you please as long as you countered on the F+K. Be warned however, since the combo began with a throw, the damage won’t be nearly as high. But it is so easy to get May with a throw ONCE SHE IS CLOSE TO YOU. The thing is it’s hard to get close to her. There are some other tactics that people on message boards have shown me. Here is the one that allowed me to win: Kono from the Forums at Gamecombos.com If you get her guard meter full and land one coin and get her in the corner, you can kill her if you land one forward K. Sounds like a lot of conditions, but you should get it after enough tries. Just get her guard meter up with something like, HS, coin, dash, f+K, HS, MC, f+K and repeat it. Since the CPU blocks a lot it should get their guard meter up and force them into the corner, and hopefully they'll eventually eat one of the f+Ks (but also hopefully not until the guard meter is full). Anyway, the full guard combo is f+K, backdash, f+K, backdash, f+K, s.S, f+P, qcf+P, f+HS, super The first 3 f+Ks should be counterhit not allowing her to flip out. She should die. First off you have to make sure that her guard meter is almost completely full. The only thing I did different from Kono’s strategy was this part of the combo. After I got the counter from fK, I would wait till May fell about waist high on Johnny and close Slash, then fK again. This was not a linking attack but since it was a counter, it would still stun May. After that I would juggle her with kick, slash> qcf+P. Then I did the rest of the combo as normal. This was just a little easier for me. Trust me, this is by far the best tactic and will work no matter how impossible it seems. Practice this combo in Training and you should get it. Good luck with the most dreaded thing I have ever faced in any game. ------------------------------------------------------------------------------ MISSION 96 ------------------------------------------------------------------------------ Difficulty: 7 Time: 80 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Zappa Life: 210 Guard level: 64 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Overdrive ENEMY Character: Faust Life: 420 Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 96 Strategy: Building up your eyes to summon Raou is the most important part of this mission. First thing to do is to summon a spirit by dashing close to Faust and (qcf+P). Now things depend on what you received as a spirit. If you got the dog (which I feel is ineffective for this mission), you should use his overdrive to unsummon it. Of course try to get the overdrive to land. If you get either the sword or the ghosts, you will want to try to build up eyes with them to summon Raou. For the ghosts, (qcf+S) will fireball the ghosts at Faust and if you hit, you will get an eye every time. With the sword, I would use (qcf+S,HS) and that would build eyes quick. Then when I had eight eyes I would (qcf+P) to summon Raou. I would try to at least have a burst if not full tension by this point. If you have a specter out and are ready to summon Raou, you can either do the overdrive (hcb,f+HS) or build more tension till you get hit to unsummon it. Then go for Raou. With him out wait for Faust to come at you and use Raou’s overdrive (hcbf+S). This should hit a few
times and take away a good chunk of health. Two or three of these depending on if you hit with Zappa’s other overdrive, should kill him. Remember to use S for the overdrive because the HS overdrive will unsummon Raou and then you have to start all over. If you need tension and have Raou out, use S,HS, qcf+S to build it. Stay active and attacking and you should be able to take down Faust eventually. ------------------------------------------------------------------------------ MISSION 97 ------------------------------------------------------------------------------ Difficulty: 7 Time: 70 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: I-No Life: 210 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 3 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Axl Life: 420 Heal Guard Level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 97 Strategy: This mission seems very hard, but with this one strategy, it’s almost as easy as the first few missions. The first thing you want to do is get about 3/4th of a screen away. Then do I-no’s qcb+P. This will launch her Kauutsu Onkai (Fireball), which will charge for about 4 to 5 hits. While this is flying, Axl will just most likely sit there and block. Dash directly to him while he is either blocking or getting hit by the Kauutsu Onkai and use your HS(which will be an overhead) and you will almost always hit him since he will try and block low and then hit forward and HS as soon as you land. Basically once the air HS comes out, you can just jam on the Forward and HS. This will do a ton of damage. After this just Instant Air Dash back once and throw the fireball again and repeat. Watch for Axl’s reach and overdrives. The further you get to do this combo, the better. This may take a few tries to get used to, but its so damn effective. ------------------------------------------------------------------------------ MISSION 98 ------------------------------------------------------------------------------ Difficulty: 8 Time: 99 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Bridget Life: 420 Poison Guard level: 0 Tension: 10000 Normal Psych Burst: OK Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Normal, Dead Angle, Overdrive ENEMY Character: Bridget Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 98 Strategy: With this mission, you need to rely on Roger, Bridget’s bear. Since specials don’t do damage, it is pretty useless to use them. I relied on one strategy with two parts. Rush Bridget and dP,dK,S,S,dD. You should hit almost every time even if he blocks the first few hits. Immediately once you can move again hit F+HS, then immediately do the Roger overdrive (hcb,f+HS) It should almost always hit him. Then do the elaborate combo that I have developed. First step, jump towards Bridget as he gets hit. THEN, button mash on the P,K,S buttons while trying to jump cancel the k. If you land and Roger is still tricicling, keep on mashing and try to jump back up and continue your air combo. If someone wants to submit a better combo to me then that’s fine, but this worked as well as any combo that I tried to develop. This will allow your tension meter to build again. After you get a few overdrives off and you have little or no tension, try to get an orange burst attack to land a hit. This will allow you to continue the strategy with you losing little life from the poison and the computer gaining little life from the heal. If you have no tension, continue to do the 5 hit combo until you have an overdrive. This should keep his life low and not healing rapidly. Try to remember that if you block you want to typically block low unless you see Bridget’s overhead kick coming. Also be weary of Bridget’s overdrive throw move. Sometimes he will do it if you rush him when he gets up but rarely. If he does just restart unless you have him past half life. Keep practicing and you will get used to fighting as and against Bridget. A tough mission but this strategy really helps. ------------------------------------------------------------------------------ MISSION 99 ------------------------------------------------------------------------------ Difficulty: 8 Time: 50 Enemy Level: 32 Clear: Beat Enemy PLAYER Character: Faust Life: 210 Poison Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: Jump Combo Damage: Over 2 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Faust Gold Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 99 Strategy: This mission may sound hard as hell, but really it just takes some getting used to Faust. If you are used to Faust, then this should be not too much of a problem. What I found the most useful was rushing him, S,HS>qcf+S,HS then if you have half a tension bar RC>qcf+FS (while still in the air for two going my ways.) Make sure you let the hard slash hit 3 times or else it probably won’t combo. I would do this most of this combo even if he blocked stopping after qcf+S by hitting down. A lot of times he would block and get hit half way through. If he blocks all of it, his guard meter goes up. As he gets up, rush him and do the combo again. I really don’t know much else to do with Faust. I can’t figure out any other good combos. You might want to try to S,FS>qcfx2+S combo. I found this to risky. Damn angel. Just make sure you are quick and stay on him as much as possible. He is tough but by no means impossible. ------------------------------------------------------------------------------ MISSION 100 ------------------------------------------------------------------------------ Difficulty: 9 Time: 99 Enemy Level: 32 Clear: Beat Enemy, Judge PLAYER Character: Ky Life: 210 Guard level: 0 Tension: 0 Normal Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special ENEMY Character: Sol Gold EX Life: 420 Heal Guard Level: 0 Tension: 10000 Hold Psych Burst: OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: All Mission 100 Strategy: Ok the final grand daddy of missions, and what a beautiful way to finish off mission mode. Ky vs. Sol. Except there are a few problems with this mission. The first time you play this mission(unless you are a Ky master), you will probably say that it is impossible. Well it is, almost. You really have to learn how to use Ky for this mission. Sol can kill you with just one overdrive (Bukkirabou ni Naguru, qcb,qcb+S). His other overdrives all but kill you. What you need to do is rely on Ky’s Stun Edge. Doing this move at a good distance will typically make Sol block or get nailed, although it might make him do his Tyrant Rave, which will probably kill you. Most of the time that won’t happen. It is good also to do a standing far slash into a Stun Edge. Don’t throw out any reckless moves because Sol will seriously punish you for it. His priority over Ky is ridiculous. Just keep poking him and try to use Ky’s Stun Dipper (qcf+k) at a safe distance. Usually Sol won’t punish you for this and he occasionally gets hit by it as well. Either way it keeps the pressure on him. Since he heals, you must constantly be attacking. Stun Edge Charge (qcf+HS) attacks are good to throw at him after he is knocked down and getting up. It may hit him and if anything it will allow you to pressure with a combo. After you throw it, dash and then try to throw a combo at him: Forward+P,S,S,d+S,qcf+k. If it hits you will score decent damage, if not, you will at least build his guard meter and he might waste a Burst. Don’t forget you can FRC the Stun Edge Charge right as Ky is releasing the fireball. This will allow you to move with it and make it so you can’t get hit. Keep at this but make sure you are out of harms way every time you throw the Stun Edge Charge. You might want to try to poke at him up close (within sweep range) with d+K, S>qcf+S then maybe a Stun Dipper to follow with pressure. If you get a counter with Ky’s Vapor Thrust (dp+S/HS), you can follow it up with S, JumpCancel,jK,jS, JumpCancel,S,HS>Vapor Thrust. You can do this air combo (without the ground Slash, just jump at him) if you hit Sol in the air with a Stun Edge Charge. I don’t suggest using the Greed Sever (qcb+K). It’s to slow for Sol and screams hit me. Save your Tension for Faultless Defense and RC and FRC. You may want to RC the Stun Dipper if you are too deep. Watch Sol and don’t get reckless. This mission is all about composure. You are going to have to stick with this mission for a few hours most likely. I know it can get frustrating but after it’s over, you will have a new character to add to your inventory of known fighters. CHEAP TACTIC FOR BEATING MISSION 50: First all you need to do is trip Sol. This should be easy. Then wait a split second and then as he starts to get up dash deep into him and do this combo: K,S,S,dS>Stun Dipper (qcf+k). He will be knocked down again. Rush him and do the combo again. That’s it. It's that simple. You can do this the whole round until he is dead. The only thing you need to worry about is the timing of the up close kick as he gets up. It should be a counter every time it hits. It has to connect with him the exact moment that he can be hit from getting up. Do the kick a split second early because the kick has a very long window of actual offense. If you time it right, you shouldn't even get hit the whole round. If he does jump out of it or block, just sit back until you see an opening to knock him back down with a trip or a Stun Dipper. He will fall for the Stun Dipper a lot. You can sit back and chuck Stun Edges (qcf+S) from a good far slash away. Man that almost takes the fun out of it. Zalagren's note: An even better and easier combo is trip him, then on wakeup do 6H, c.S, H, 236K. It will knock him back down, and it does more than the previous mentioned combo. If he blocks your 6H, just keep trying to trip him again or stun dipper. ****************************************************************************** ******************************XIV. SURVIVAL MODE****************************** ****************************************************************************** I believe the first set of daredevils unlocks EX mode for that character. But I can't be positive since I got EX mode via story-mode. And the second set gives you the SP mode for that character. This list is incomplete, for now. I haven't gone through Survival mode yet, but I will and update this list. Daredevils now only come once every 20 levels, and gaining levels is MUCH easier than it was before. Non Daredevils slowly get faster and faster, At level 460+, Kliff and Justice start appearing, and everyone is Shadow, and the announcer starts saying "Darkside" instead of the ussual " ". Thank you Shadow Axl for killing me at survival level 544 and allowing me to not complete this part of the guide. I got as far as Gold May, so I can't be sure that everything beyond is the way it is, but thusfar it's the exact same as before, so I doubt there are many changes. However, those last 3 slots of 940, 960, and 980, I am unsure of what they put in there. If anyone knows, feel free to contact me. Level Enemy 20 EX Shadow Faust 40 EX Shadow Testament 60 EX Shadow Johnny 80 EX Shadow May 100 EX Shadow Millia 120 EX Shadow Slayer 140 EX Shadow Chipp 160 EX Shadow Ky 180 EX Shadow Anji 200 EX Shadow Potemkin 220 EX Shadow Jam 240 EX Shadow I-No 260 EX Shadow Baiken 280 EX Shadow Eddie 300 EX Shadow Bridget 320 EX Shadow Venom 340 EX Shadow Zappa 360 EX Shadow Axl 380 EX Shadow Dizzy 400 EX Shadow Sol 420 EX Shadow Robo-Ky 440 EX Shadow Kliff 460 EX Shadow Justice 480 Gold Chipp 500 Gold Baiken 520 Gold Ky 540 Gold May 560 Gold Potemkin 580 Gold Slayer 600 Gold Jam 620 Gold Anji 640 Gold Zappa 660 Gold Eddie 680 Gold Testament 700 Gold Venom 720 Gold Faust 740 Gold Johnny 760 Gold Axl 780 Gold Millia 800 Gold Bridget 820 Gold Dizzy 840 Gold I-No 860 Gold Kliff 880 Gold Robo-Ky 900 Gold Justice 920 Gold Sol 940 ??? 960 ??? 980 ??? 999 Super Gold Sol ****************************************************************************** ******************************XV. MEDAL OF MILLIONAIRES(MOM) MODE************* ****************************************************************************** Not much to say here. Medals are now much easier to get by far, and you'll often hit Fever Penalty. The AI gets progressively harder, and you fight every character once.(For a total of 23 battles) Occaisionally, your enemies will drop food which will restore 5 or 15% health. You will also sometimes have your meter turn green. I'm not sure what causes you to get the green meter. During this time, when you hit your opponent, ONLY FOOD DROPS! Kick the crap out of your opponent and restore your health. ****************************************************************************** ******************************XVI. CHARACTER COLORS*************************** ****************************************************************************** This is a listing of all of the colors and what button selects them for Korean reload. I'll also denote the former colors used in GGX2 to give you an idea of what is still there and what's gone. Despite most colors being replaced, about 1/3rd are still there. I'll also note attack type for those that use a stick. Lastly, note that this is a generalization of color. I'm not going to go into huge detail for every character, you get the idea. Guide: ()=Stick notation *=My personal favorite(1 per char) As a general guideline, First colors listed are primary, second colors are secondary of course. I'm not going to bother listing all the tiny details, this should be enough for you anyhow. Also note that noting exact colors is pretty near impossible. They have a very wide variety of skin shades, hair color, and costume color, so bear with me. You should be able to pick some of these out as your old favorite costumes, but nearly all of them are new. Each character generally has 2-3 of their old ones. -------------- ANJI MITO===== -------------- Square(P): Default Hair-Brown Wear-Blue with hints of White Skin-White X(K): Hair-Orangeish Red Wear-Orangey Red with hints of White Skin-White Triangle(S): Hair-Dark Green Wear-Muddy Green Skin-White Circle(H): Hair-Dark Yellow Wear-Yellow with hints of Very Dark Brown Skin-White R1(Dust): Hair-Black Wear-White with hints of Crimson Skin-White Start(Start): Hair-Black Wear-Black/Dark Gray Skin-White SP+Square: Hair- Light Pink Wear-Light Pink with hints of Black Skin-White SP+X:* Hair- White Wear-Very Light Gray with hints of Black Skin-Light Gray(He looks like Clay to me. Think "Golem Anji") SP+Triangle: Hair-Dark Purple Wear-Dark Purple with hints of Black Skin-White SP+Circle: Hair-Black Wear-Black with hints of Yellow Skin-Brown -------------- AXL LOW======= -------------- Square(P): Hair-Blonde Wear-Red/Blue Skin-White X(K): Hair-Blonde Wear-White/Dark Pink Skin-White Triangle(S): Hair-Black Wear-Blue/Darker Brown Skin-White Circle(H):* Hair-Dark Brown Wear-Various shades of Black Skin-White R1(Dust): Hair-Orangey Brown Wear-Dark Turqoise, White Skin-White Start(Start): Hair-Brown Wear-Yellow with hints of Black Skin-White SP+Square: Hair-Brown Wear-White with hints of green Skin-White SP+X: Hair-Orangey Brown Wear- Muddy Green Skin-White SP+Triangle: Hair-Brown Wear-White/Purple Skin-White SP+Circle: Hair-White Wear-Black/Crimson Skin-White -------------- BAIKEN======== -------------- Square(P): Default Hair-Pink Wear-White/Black/Pink Skin-White X(K): Hair-Black Wear-White/Pink/Black Skin-White Triangle(S): Hair-Blonde Wear-White/Blue/Yellow Skin-White Circle(H): Hair-Black Wear-White/White/Black Skin-White R1(Dust):* Hair-Black Wear-Black/Black/Black Skin-White Start(Start): Hair-Orangey Light Brown Wear-Black/White/Orangey Brown Skin-White SP+Square: Hair-Blonde Wear-Pink/White/Yellow Skin-White SP+X: Hair-Magenta Wear-Dark Purple/Light Purple/Pink Skin-White SP+Triangle: Hair-Light Brown Wear-Light Yellow/Medium Yellow/Dark Yellow Skin-White SP+Circle: Hair-White(tinge of pink) Wear-Blue/Dark Blue/White(tinge of pink) Skin-White -------------- BRIDGET======= -------------- Square(P): Hair-Blonde Wear-Blue/White Skin-White X(K): Hair-Black Wear-White/Black Skin-Copper Triangle(S): Hair-Brown Wear-White/Brown Skin-Mild Tan Circle(H): Hair-Blonde Wear-White/Green Skin-White R1(Dust):* Hair-Blonde Wear-White/Red Skin-White Start(Start): Hair-Light Blue Wear-Dark Turqoise Skin-White SP+Square: Hair-White Wear-Gray/Black Skin-White SP+X: Hair-Blonde Wear-White/Pink Skin-White SP+Triangle: Hair-Red Wear-Dark Purple/Pink Skin-White SP+Circle: Hair-Dark Pink Wear-White/Yellow Skin-Brown -------------- CHIPP ZANUFF== -------------- Square(P): Hair-White Wear-Black/White Skin-White X(K): Hair-Black Wear-Dark Pink/Black Skin-Tan Triangle(S):* Hair-Blonde Wear-Dark Blue/Beije Skin-White Circle(H): Hair-Black Wear-Yellow/White Skin-White R1(Dust): Hair-Reddish Brown Wear-Dark Green/Light Blue Skin-White Start(Start): Hair-Black Wear-White/White Skin-White SP+Square: Hair-Blonde Wear-Orangeish Pink/Orangeish Pink Skin-White SP+X: Hair-Dark Blue Wear-Black/Black Skin-White SP+Triangle: Hair-White Wear-Dark Pink/Light Blue Skin-White SP+Circle: Hair-Blonde(Nearly White) Wear-Gray/Black Skin-Brown -------------- DIZZY========= -------------- Square(P): Hair-Blue Wear-Black/White Skin-White X(K): Hair-Blonde Wear-Brown/Beije Skin-White Triangle(S): Hair-Brown Wear-Red/White Skin-White Circle(H): Hair-Dark Brown Wear-Pink/White Skin-White R1(Dust): Hair-Dark Blue Wear-White Skin-Dark Brown Start(Start): Hair-Black Wear-Black Skin-White SP+Square: Hair-Light Blue Wear-White Skin-White SP+X: Hair-Red Wear-Pink/White Skin-White SP+Triangle:* Hair-Dark Blue Wear-Dark Blue Skin-White SP+Circle: Hair-Light Blonde Wear-Teal/Light Yellow Skin-White -------------- EDDIE========= -------------- **NOTE!!!: Eddie's colors "Flash". They appear and disappear, so I'm noting the color of his outfit then the color of his swirly thing at his feet. No point in saying "Black/Green" "Black/White" for every costume since they all fade in and out from Black.** Square(P): Hair-Blonde Wear-Gray/Black Skin-White X(K): Hair-Light Pink Wear-White/White Skin-White Triangle(S):* Hair-Dark Green Wear-Light Green/Beije Skin-Pale White Circle(H): Hair-Dark Yellow Wear-Gold/Dark Pink Skin-White R1(Dust): Hair-Black Wear-Hot Pink/Gold Skin-Tan Start(Start): Hair-Dark Blue Wear-Dark Blue/Black Skin-Ultra Pale SP+Square: Hair-Blonde Wear-White/Yellow Skin-White SP+X:(Hard to explain. It's that inverted colors Eddie. The Black/Purple weird looking one) Hair-Different shades of purple Wear-Black/Purple/Black Skin-Inapplicable(Purple/Black) SP+Triangle: Hair-Black Wear-Light Pink/Light Pink Skin-Pale White SP+Circle: Hair-Light Blue Wear-Light Blue/Light Blue Skin-Light Blue -------------- FAUST========= -------------- Square(P): Hair-Bag Wear-White/Green Skin-White X(K): Hair-Bag Wear-White/Yellow Skin-White Triangle(S): Hair-Light Bag Wear-White Skin-Golem Circle(H):* Hair-Dark Bag Wear-Brown/Dark Brown Skin-Brown R1(Dust): Hair-Bag Wear-Blue/White Skin-White Start(Start): Hair-Bag Wear-White/Dark Pink Skin-White SP+Square: Hair-Light Blue Bag Wear-Light Blue/Light Blue Skin-Light Blue SP+X: Hair-Bag Wear-White Skin-White SP+Triangle: Hair-Bag Wear-Neon Green Skin-White SP+Circle: Hair-Pink Bag Wear-Pink/Pink Skin-Pink -------------- I-NO========== -------------- Square(P): Hair-Black Wear-Red Skin-White X(K): Hair-Blonde Wear-Muddy Green Skin-White Triangle(S): Hair-Blonde Wear-Pink Skin-Brown Circle(H): Hair-Orange Wear-Light Blue Skin-White R1(Dust): Hair-Red Wear-White Skin-White Start(Start): Hair-Black Wear-Black Skin-White SP+Square:* Hair-White Wear-Pitch Black Skin-Pale White SP+X: Hair-Blonde Wear-Silver Skin-Copper SP+Triangle: Hair-Black Wear-Bluey Green Skin-White SP+Circle: Hair-Blonde Wear-Pink Skin-White --------------- JAM KURADOBERI= --------------- Square(P): Hair-Brown Wear-Red/White Skin-White X(K): Hair-Blonde Wear-Red/Black Skin-White Triangle(S): Hair-Black Wear-Dark Pink/White Skin-Brown Circle(H): Hair-Black Wear-Light Blue/White Skin-White R1(Dust): Hair-Red Wear-Black/White Skin-White Start(Start): Hair-Dirty Blonde Wear-Light Green/Extremely Light Green Skin-White SP+Square: Hair-Blonde Wear-White/Magenta Skin-White SP+X: Hair-White Wear-Light Teal/White Skin-Copper SP+Triangle: Hair-Reddish Brown Wear-White/Black Skin-White SP+Circle:* Hair-Light Blue Wear-Black/Black Skin-Pale White(I think this is supposed to be a reference to some girl from Neon Genesis Evangeleon. She has red eyes/light blue hair/pale skin. Jam has red eyes in this costume.) -------------- JOHNNY======== -------------- Square(P): Hair-Blonde Wear-Black Skin-White X(K):* (Note: This was in GGX(It was actually my favorite Johnny color), but for some reason they took it out in GGX2 and replaced it with 2 absolutely ugly green colors. Why, I'll never know) Hair-Blonde Wear-Very Dark Blue Skin-White Triangle(S): Hair-Blonde Wear-White Skin-White Circle(H): Hair-Blonde Wear-Muddy Green Skin-White R1(Dust): Hair-Blonde Wear-Black Skin-Copper Start(Start): Hair-Blonde Wear-Dark Pink Skin-White SP+Square: Hair-Blonde Wear-Orange Skin-White SP+X: Hair-Blonde Wear-Light Pink Skin-White SP+Triangle: Hair-Blonde Wear-Bright White Skin-White SP+Circle: Hair-Dennis Rodman Red Wear-Black Skin-Rock. Literally. The guy looks like he's made form rock. Some weird shade of Gray, if you prefer. -------------- JUSTICE======= -------------- Square(P): Hair-Red Wear-White/Blue Skin-x X(K): Hair-White Wear-White/Pink Skin-x Triangle(S):* Hair-White Wear-Crimson/Orange Skin-x Circle(H): Hair-Black Wear-Yellow/Black Skin-x R1(Dust): Hair-Blonde Wear-White/White Skin-x Start(Start): Hair-Black Wear-Blue/Dark Blue Skin-x SP+Square: Hair-White Wear-White/Black Skin-x SP+X: The All American Justice! Hair-White Wear-White/Red/Blue Skin-x SP+Triangle: Hair-Blonde Wear-White/Orange Skin-x SP+Circle: Hair-Black Wear-Light/Medium/Dark Green Skin-x -------------- KLIFF========= -------------- Square(P): Hair-White Wear-Beije Skin-White X(K): Hair-White Wear-Black Skin-Brown Triangle(S): Kliff Kiske Hair-Blonde Wear-White/Blue Skin-White Circle(H): Hair-White Wear-Gray Skin-White R1(Dust): Hair-Black Wear-Dark/Light Blue Skin-Brown Start(Start): Hair-White Wear-Magenta Skin-White SP+Square: Hair-Black Wear-White/Light Green Skin-White/Copper SP+X: Hair-White Wear-Dark Green Skin-White SP+Triangle: Hair-White Wear-Yellow Skin-White SP+Circle: MAN OF STEEL!* Hair-Steel Wear-Steel Skin-Steel(Yep. Steel Kliff) -------------- KY KISKE====== -------------- Square(P): Hair-Blonde Wear-White/Blue Skin-White X(K):* Hair-Blonde Wear-Very Dark/Dark Brown Skin-White Triangle(S): Hair-Orangeish Brown Wear-Brown/Off-White Skin-White Circle(H): Hair-Dark Green Wear-Light Green/White Skin-White R1(Dust): Hair-Red Wear-White/Muddy Green Skin-White Start(Start): Hair-Light Pink Wear-Dark Green/Dark Teal Skin-White SP+Square: Hair-Dark Brown Wear-Orangey Pink/Off-White Skin-White SP+X: Hair-Misty White Wear-Misty White Skin-Pale White SP+Triangle: Hair-Gray Wear-Light Brown/Brown Skin-White SP+Circle: Hair-White Wear-Light Pink/Dark Pink Skin-White -------------- MAY=========== -------------- Square(P): Hair-Brown Wear-Orange Skin-White X(K): Hair-Brown Wear-Dark Brown Skin-White Triangle(S): Hair-Blonde Wear-Light Teal Skin-White Circle(H): Hair-Brown Wear-White Skin-White R1(Dust): Hair-Strawberry Blonde Wear-Dark Pink Skin-White Start(Start): Hair-Blonde Wear-Yellow Skin-Copper SP+Square: Hair-Blonde Wear-Black Skin-White SP+X: Hair-Dark Turqoise Wear-Light Turqoise Skin-Copper SP+Triangle: Hair-Black Wear-Pink Skin-White SP+Circle:* Hair-Pink Wear-Dark Neon Purple Skin-White -------------- MILLIA======== -------------- Square(P): Hair-Blonde Wear-White/Blue Skin-White X(K): Hair-Blonde Wear-Black/Black Skin-White Triangle(S):* Hair-Blonde Wear-Brown/Maroon Skin-White Circle(H): Hair-Brown Wear-Teal/White Skin-White R1(Dust): Hair-Blonde Wear-White/White Skin-Dark Copper Start(Start): Hair-Orangey Brown Wear-Pinkish Purple/Crimson Skin-White SP+Square: Hair-Black Wear-Black/White Skin-White SP+X: Hair-White Wear-Light Bluey Green/Bluey Green Skin-White SP+Triangle: Hair-Bright Red Wear-Dark Brown/Perfect White Skin-White SP+Circle: Hair-White Wear-White/Light Blue Skin-Dark Brown -------------- POTEMKIN====== -------------- Square(P): Hair-Brown Wear-Red/Blue Skin-Tan X(K): Hair-Dark Brown Wear-Off-White Skin-Light Beije Triangle(S): Hair-Blonde Wear-Crimson Skin-Red Circle(H): Hair-Orange Wear-Yellow Skin-Very Dark Gray R1(Dust):* Hair-Black Wear-Lighter Brown/Dark Brown Skin-Light Beije Start(Start): Hair-Blonde Wear-Light Blue/White Skin-Turqoise SP+Square: Hair-Nearly-White-Blue Wear-Black/White Skin-Neon Blue SP+X: Hair-Orange Wear-Beije/Light Green Skin-Brown SP+Triangle:Powder! Hair-Powder Wear-Powder Skin-Powder SP+Circle: Hair-Very Dark Brown Wear-White/Dark Greeny Blue Skin-Toxic Green -------------- ROBO-KY======= -------------- Square(P): Hair-Blonde Wear-White/Blue Skin-Metal X(K): Hair-White Wear-Yellow/Orange Skin-Light Metal Triangle(S): Hair-White/Light Brown shading Wear-Yellow/Toxic Green Skin-Dark Metal Circle(H): Hair-Blonde Wear-White/Crimson Skin-Metal R1(Dust): Hair-Blonde Wear-Dark Pink/Light Pink Skin-Metal Start(Start): Hair-Orangey Red Wear-Black/Dark Gray Skin-Dark Metal SP+Square: Hair-Dark Brown Wear-Red/White Skin-Metal SP+X: Hair-Neon Yellow Wear-Yellow/Light Yellow Skin-Dark Metal SP+Triangle: Hair-Turqoise Wear-Teal/Purplish Blue Skin-Green Metal SP+Circle:* Hair-Black Wear-Dark Gray/Gray Skin-Metal -------------- SLAYER======== -------------- Square(P): Hair-Brown Wear-Gray/White/Red Cross Skin-White X(K): Hair-Light Brown Wear-Red/Dark Gray/Very Light Yellow Cross Skin-White Triangle(S): Hair-Brown Wear-Dark Gray/White/Light Blue Cross Skin-White Circle(H): Hair-Brown Wear-White/Reddish Brown/White Cross Skin- R1(Dust): Hair-Blonde Wear-Brown/Dark Brown/Light Green Cross Skin-White Start(Start):*(Eh, I like these both way too much) Hair-Dark Brown Wear-Lighter Brown/Reddish Brown/Blue Cross Skin-White SP+Square:*(Eh, I like these both way too much) Hair-Black Wear-Gray/White/Crimson Cross Skin-Absolute White SP+X: Hair-Brown Wear-Blue/White/Yellow Cross Skin-White SP+Triangle: Hair-Yellow Wear-Reddish Brown/White/Yellow Cross Skin-White SP+Circle: Hair-Neon Red Wear-Pink/White/Neon Red Cross Skin-Brown -------------- SOL BADGUY==== -------------- Square(P): Hair-Brown Wear-Black/White/Red Skin-White X(K): Hair-Black Wear-Dark Gray/Dark Blue/Dark Blue Skin-White Triangle(S):* Hair-Blonde Wear-Off-White/More Off-White/Dark Brown Skin-White Circle(H): Hair-Light Brown Wear-Black/Black/White Skin-White R1(Dust): Hair-White Wear-Dark Green/Gray/Gray Skin-Brown Start(Start): Hair-Dark Brown Wear-Brown/Reddish Brown/Reddish Brown Skin-White SP+Square: Sol Kiske Hair-Blonde Wear-Black/White/Blue Skin-White SP+X: Hair-Dark Brown Wear-Crimson/White/White Skin-White SP+Triangle: Hair-White Wear-White/Brown/Brown Skin-White SP+Circle: Hair-Dark Brown Wear-Very Dark Green/Red/Red Skin-White -------------- TESTAMENT===== -------------- Square(P): Hair-Black Wear-Black Skin-Perfect White X(K): Hair-Light Purple Wear-Light Purple Skin-White Triangle(S): Hair-Silver Wear-White Skin-Brown Circle(H): Hair-Light Bluey Green Wear-Light Bluey Green Skin-White R1(Dust): Hair-Dark Brown Wear-Dark Brown Skin-White Start(Start): Hair-Light Orangey Pink Wear-Light Orangey Pink Skin-Glowy White SP+Square: Hair-Brown Wear-Brown Skin-White SP+X: Hair-Light Blue Wear-Light Blue Skin-White SP+Triangle:* Hair-Very Light Purple Wear-Very Light Purple Skin-Perfect White SP+Circle: Hair-Blue Wear-Blue Skin-Perfect White -------------- VENOM========= -------------- Square(P): Hair-White Wear-White/Black Skin-Dark Copper X(K): Hair-Very Light Yellow Wear-White/Very Dark Brown Skin-Brown Triangle(S): Hair-Blonde Wear-Teal/Dark Blue Skin-White Circle(H): Hair-Beije Wear-Very Dark Green/Muddy Green Skin-Very Dark Copper R1(Dust): Hair-Black Wear-Black/Dark Black Skin-White Start(Start): Hair-Black Wear-Neon Red/Black Skin-White SP+Square: Hair-Pinkish Red Wear-Black/Perfect White Skin-Perfect White SP+X:*(Eh, another tie) Hair-Black Wear-Yellow/Black Skin-Very Dark Copper SP+Triangle: Hair-Black Wear-Off-White/Off-White Skin-White SP+Circle:*(Eh, another tie) Hair-Black Wear-Black/Very Dark Blue Skin-Perfect White -------------- ZAPPA========= -------------- Square(P): Hair-Brown Wear-White/White Skin-White X(K): Hair-Very Dark Green Wear-Blue/White Skin-White Triangle(S): Hair-Black Wear-Very Light Purplish Pink/Red Skin-White Circle(H): Hair-Orange Wear-Beije/Reddish Brown Skin-White R1(Dust):* Hair-Blonde Wear-Black Skin-Black Start(Start): Hair-Black Wear-Light Gray/Light Yellow Skin-White SP+Square: Hair-Purplish Blue Wear-White/Blue Skin-White SP+X: Hair-White Wear-Red/Dark Brown Skin-White SP+Triangle: Hair-White Wear-Green/Dark Green Skin-White SP+Circle: Hair-Yellow Wear-Yellow/Purplish Brown Skin-White ****************************************************************************** ******************************XVII. BUGS************************************** ****************************************************************************** I'm sure by now you've all heard of tapping H, then S a split second later so it will either throw, or FD if you aren't close enough. Well, if you pick Ky/Robo-Ky and do this tactic with HS and any other button(HS being first), Ky/Robo-Ky will talk as if they did HS, but will only FD. He does the voice for his standing High Slash but nothing comes out, and there is no gain in tension. I know this seems really minor, but no other character does it, so it's a bug. But hey, if you want to annoy your opponent with Ky/Robo-Ky, just go for that. Heh. The I-No Air Dust bug is still present. However, it is extremely useless. In the original GGX, you could jump as I-No, hold FD, and press Dust to gain some major air and get out of sticky situations. However, in Reload, it has been thwarted, and all you'de accomplish by doing it is draining your tension.(I literally rammed as fast as I could on the dust button to reach the top of the screen, and it would cost about 5-6 full tension bars =P) For some reason, Jam's 623K Air will almost never come out by itself. Instead, she will do Ryuujin about 70% of the time. Why this is so, I have no idea. Deadguy of gamecombos says I'm just doing it wrong though. I guess the game is more senative to 6236K now. In GGX2, it would register as 623K, but in #Reload it registers as 236K. ****************************************************************************** ******************************XVIII. KOREAN MUSIC/VOICES ANALYSIS************* ****************************************************************************** Music: Composed by Shin Hae-chul Performed by N.EX.T 1.Labyrinth of Souls (Opening) 2.Redemption (Character Select) 3.VS 4.Starchaser (Sol) 5.Pillars of the Underworld (Ky) 6.Get Out of My Way (May) 7.The Great Empress (Millia) 8.Dementia (Eddie) 9.Megatona Furioso (Potemkin) 10.Child of the Wild (Chipp) 11.Take the Pain (Faust) 12.Dogs On the Run (Axl) 13.Richochet (Baiken) 14.Riding the Clouds (Anji) 15.Keeper of the Unknown (Venom) 16.Desert Dust (Johnny) 17.Sticks and Stones (Jam) 18.In the Arms of Death (Testament) 19.Tears are Forever (Dizzy) 20. Fighting (Continue) 21.Vortex Infinitium (Robo-Ky EX) 22.The Vampire Saga (Slayer) 23.Blacklight Babe (I-No) 24.Crash and Burn (Bridget) 25.Seizures (Zappa) 26.Vengence is Mine (Kliff) 27. The Day of Judgement (Justice) 28.Revelations (Sol vs Ky) 29.Faith Shall Save Thee (Sol vs Ky type-EX) 30.Red Crossroads (Millia vs Eddie type-EX) 31.Ditto (vs Same Character) 32.Dead Silence (vs Same Character type-EX) 33.Rogue Hunters (Assassins) 34.The Midnight Carnival (Last Battle) 35.Latez (Arcade Mode Ending A) 36.Run till Tomorrow (Arcade Mode Ending B) 37.Dance of the Behemoth (Arcade Mode Ending C) 38.Final Opus (Survival Mode Ending) 39.Options 40.El Fin (Game Over) 1. This music has a pretty dark and interesting twist on the opening. I especially like the closing riff. I think it has a slightly cooler ending to the original version, but the original version overall is cooler. 2. I actually prefer the Korean music over the Japanese music for character select. The music is much more upbeat and fitting, and I just feel that the japanese music doesn't really have enough to it, while this version is a good character select song. 3. I can't say one song is better than the other, because I really like the Korean intro. For some reason, it brings the words "Carnival of Freaks" to mind. They should've named it Carnival of Freaks. Heheh. Anyways, I don't prefer either song one way to another, but the Korean version does a fine job with it's intro. 4. This song is kind of plain, but I like it better than the Japanese version. However, I think a large part of that is because I'm so freakin' sick of Sol's Japanese theme just from playing countless hours in training mode. Still, I think overall the Korean song does a better job. For some reason his Japanese version annoys me, but the Korean song is fitting of Sol. The GGX version is still the best. =P 5. This song can't match Holy Orders. Either versions. But you can tell it still fits Ky. Just Holy Orders is a much better song overall, but this song is still really good. I definitely like it. But nothing fits Ky better than Holy Orders. 6. For some reason, I feel like this should be Bridget's song. It fits his old theme better. However, this is still a very "I'm a water pirate!" song. It's better than GGX2's version, which pretty much sucked. However, the GGX version of this song by far blows away the other 2. I happen to be a big fan of the original May song, Blue Water Blue Sky. It's VERY catchy. 7. Ok, I'm kind of biased since my first favorite song in GGX2 was Millia's Writhe in Pain. But despite that, I feel that this song is really good for Millia for some reason. I like the intro, and while the main song is kind of basic, it gets better as it goes along. Definitely cool. 8. I'm VERY biased here, because Feel a Fear was my favorite song for ages, and still is. NOTHING can match Feel a Fear's dark and morbid feel. The excitement builds up until finally the guitar gets to a wailing point that is just way too awesome. It just reminds me of somebody slowly getting really pissed off until the point where they go insane. Feel a Fear builds up, and delivers a big bang of energy which simply can't be touched. Anyhow, the Korean song is way too generic and non fitting of Eddie. I'de say it's one of the worst Korean songs. Even the GGX2J version was better, and that version sucked. 9. This song simply fits Potemkin better. The original is still pretty good(The GGX version was actually pretty bad, but GGX2 did it justice), however I feel that the Korean song is simply better for Potemkin. 10. Well..Ok. This song does pretty well for Chipp's fairly morbid "Screw you" attitude. But the original GGX version really reminds me of getting past a drug addiction, and the GGX2 version is still better than this one. 11. TRIBAL FAUST! Heh. That's what this song pretty much is. Very interesting twist on Faust, however..yet again, the original Japanese version beats this one out. I can't say this tune isn't extremely catchy though, it is. A bit repetative, but catchy. 12. Too inconsistant, and too repetative. However, as it goes on, it brings on a catchier tune. The intro and mid song are pretty damn cool. Hmm..it's hard to say. I think the GGX version is the best, but I think the Korean and Japanese version are tied. Actually, no. The Korean one is a little ahead, just because it really starts picking up mid song, and it's good for Axl. 13. This song is actually pretty cool and dark. It kind of reminds me of Slipknot(minus the furiously angry lyrics). I like a couple of parts in it a lot. Pretty good battle music. But..as is the case with a lot of these songs, the original Japanese was better. And this song feels a tad too hateful for Baiken. Baiken doesn't really like anyone, and is annoyed a lot, but this song seems a little too hateful to fit her. 14. This song simply doesn't fit Anji. It's an alright song and all, but it's just not Anji. Too dark for cheerful old curious Anji. 15. This song is incredibly similar to Eddie's. In fact, when I listened to it, I couldn't tell the difference. The only difference is the intros I think. But it has the same chorus in the backround and the same basic beat as Eddie's. Not enough flavor for me to like it. Too plain. 16. At the beginning of this song, you might think "WTF?". It starts off very wicky wacky pimpish. But it gradually goes into more of a harder Pimping Johnny song. It's not bad at all, but I still prefer the original GGX song much more. This song has no hint of pirate to it, and the old one did. This song is kind of rappy too. I dunno. I'de say it's about tied with the GGX2J version, because the GGX2J version of Johnny's song is fairly boring. 17. Ah, I'de hate to admit it, but I really like this song despite it's Raver Techno feel. It's catchy. It's Jam. I never much liked Babel Nose, so I think this song beats it out. Very Oriental. 18. Hum..this is a toughie. This even matches my like for the original GGX music. This song is DARK. And it just fits Testament way too well. The Korean Voice Actors voice goes perfectly with the music too, and even the old Testament voice just fits it. This song is just damn cool. It turns faster and more upbeat later, but it just fits and it's cool. It's tied with the original Bloodstained Lineage, and better than the GGX2J version(Which was especially lame). 19. This song is just too evil for Innocent Dizzy. While Awe of She had the feel of "Uh oh, this bitch is gonna flip out/kick my ass" along with a hint of "This is the big fight", this one is much more generic and doesn't have the same epic feel as the original Awe of She. However, the GGX2J version of Awe of She sucks pretty bad, so it's hard to say. Both of these versions are about tied, because the Korean version is a pretty average song and doesn't fit Dizzy, and the GGX2J version just didn't have any energy. 20. Both are good continue songs. This one doesn't go in favor either way. They're about the same. 21. This song is better than Robo-Ky's regular song by far. His regular song is just either night noises, like crickets and owls, or day noises of construction. This song by itself is cool, and fits Robo-Ky. Good song. 22. While Slayer's original theme was cool, THIS SONG KICKS ALL ASS. It's medieval and vampire like, and certain parts of it remind me of regular nintendo games, which is good memories. This song is energetic, and it just freaking rules and fits Slayer so well. Easily my favorite song on the Korean tracks. Why they didn't do more of this type of music is beyond me, because it's simply amazing. If you can get a hold of this song, DO SO NOW!! 23. Pretty plain, not that I-No's original song was exactly exciting. But this song isn't I-No, and it's not very gripping. I-No's original is better. 24. This song is Bridget. It fits. This song is just damn amusing and fun. I was never too impressed by Bridget's theme in GGX2, it was just kinda average. But this song is just awesome and fun, and fits Bridget. This one beats the J version. 25. Eh..The Korean version of Zappa altogether as a package was really disappointing and lame. This song just isn't spooky or Zappa like. It's just cheesy eerie effects. One of the worst songs on the soundtrack along with Eddie/Venom. 26. This isn't Kliff's song. It's someone elses. Hell, this sounds like Johnny music a LOT. This song just isn't Kliff, and Pride and Glory is better. 27. The intro to this song is cool, but it's way too lax for Justice. His original song was better. 28. This song is alright, but it's just kind of basic. And in a way it's too happy/non dramatic/non personal for Sol vs. Ky. Noontide definitely just screams "THIS IS THE BATTLE!!", and gets your blood pumping for a good Sol vs. Ky fight. This Korean song is by no means bad, I just feel that it's a little too non-climatic for Sol vs. Ky. No Mercy, however, still takes the cake for my favorite Sol vs. Ky song, though I think Noontide is VERY close behind. 29. As mentioned before, this song is way too anti-climatic for Sol vs. Ky. Too slow and non battle like. Sol and Ky aren't chilling and smoking weed/at some kind of hip hop show, they're trying to kill each other. 30. No. Just doesn't do it. Still in the Dark is a much better song. Still in the Dark should be on everyone's list of favorites. This song is too plain for Millia vs. Eddie. 31. The intro to this is cool. However, though I do like it..the song overall is just kinda plain. This song is actually pretty good, but the other 2 songs happen to be of really high quality, so this one gets bogged down under their weight. 32. Ah..I like this song a lot. It's one of the more lax songs in the game, but it's just so smooth and easy going. It's not quite on par as the other vs. self songs, and it doesn't exactly feel like one, but this is such a nice and lax song that it's a good switch from all of the other GGX2 type music. 33. Another arabian sounding song. This one is about the same as the other one. Really cool intro, plain song. Assassins is way betters. 34. I like this song better than Midnight Carnival original. This song just feels a lot more like a kind of hopeless battle, and it's pretty cool. I really like it, especially for battling I-No. It's not quite as rampant and fast as the GGX2 version, but I like this lax version more. 35. Excellent Arcade Mode finishing song. This one is as good as Primal Light, the GGX version of the ending, which I view as the best Arcade Mode ending song. It just fits the whole "The game is over" thing. The GGX2 ones were alright, but they just didn't appeal to me. And this one simply does. Though I can't say much for the song title. 36. Just kinda plain, but I guess it's pretty good for ending music. Just not on par with Primal Light and Latez. 37. Sucks at first, turns very lax and cool, then goes back to sucking. 38. I preferred the really lax tune at the end of the other survival mode. This one is just too upbeat. The other one was lax and nice. 39. About the same as Boom Town Blues as far as Title screen stuff goes, but BTB is a better quality song I think. 40. Good game-over music, but it's about the same as the other one I guess, though the other one was shorter. I think if they cut the Korean one off after the initial riff, it would've fit perfectly. Final Judgement: While most of the original music was better, there are a few absolutely mindblowingly good songs(Slayer's "The Vampire Saga", Bridget's "Crash and Burn", Testament's "In the arms of death", Latez come to mind.) But the simple fact is that there are too many songs that suck/are too plain. While the previous mentioned songs are absolutely awesome, they just don't make up for the soundtrack as a whole and the original soundtrack winds up winning. My order of best soundtracks goes: GGX, GGX2, GGX2#R(Korean) ****************************************************************************** *********************************VOICE ACTORS********************************* ****************************************************************************** General Overview- For the most part, the Japanese voice actors were much better for their parts, and did a much better job at displaying a wide range of emotions, while the Korean voices tended to be pretty flat in tone, or when showing emotion, turned quite weak and unimpressive. Despite that, there were a few Korean voice actors who truly fit the part. A major problem for most of the Korean VA's is dying/loud noises. While the Japanese ones tended to fit their death scenes, the Korean ones seem too loud and too over dramatic. Also, they messed up some of the english quotes. Like for Axl, Axl bomber sounds more like "Accent bomber", and he says things like "A lay?" instead of "Arraa?". Just a small example, but they messed it up a bit. It's very hard to compare the Korean voice Actors to the Japanese ones because the languages are so different, and also the fact that I feel that about 95% of the japanese voices are simply impossible to improve upon. All of the Japanese voice actors/actresses did a flawless job, so when comparing it to something else, of course it's going to come off as less when we compare it to the original VAs we know and love. ANJI MITO: Japanese Voice Actor: Tooru Igarashi Korean Voice Actor: Kim Jang Comments: Wow. I'm honestly impressed. For some reason, this guy comes off as better than the original Anji to me, or at least on par. He's got a good voice for Anji, and it just feels like Anji. Kind of quirky, kind of curious, kind of Anji! AXL LOW: Japanese Voice Actor: Keiichi Nanba Korean Voice Actor: Oh In Sung Comments: Yet another case where I feel like the role should've been switched. This guy is one of the least impressive noise makers. His laugh makes Axl sound like an annoying obnoxious 5 year old. His noises and laughs and things are just entirely too uninspired. Voice-wise, he's got an ok one. More suited for Chipp. BAIKEN: Japanese Voice Actress: Miho Sudou Korean Voice Actress: Jung Sun Hye Comments: I'm very stuck between calling this voice actor terrible, or on par with the old Baiken. The old Baiken did her role perfectly. While I wasn't too impressed with anything she had to do, she did her voice perfect. This new one is..I can't even put my finger on it. It's like she fits Baiken perfect, but her accent is a little too steep and it ruins things a little. She also tends to talk fast, which makes her seem unlike Baiken. But this VA did a pretty good job overall. BRIDGET: Japanese Voice Actress: Hiroko Konishi Korean Voice Actress: Yu Min Jung Comments: On par with the original. CHIPP ZANUFF: Japanese Voice Actor: Takeshi Miura Korean Voice Actor: Kang Soo Jin Comments: "Shat!" Heh..That amused me. It actually sounds like "SHAT!". This guy and Axl should've switched roles, because this guy is too quirky for Chipp, and the other guy is too..I dunno..too something for Axl. This guy is one of the better Korean VA's. But the japanese VA is still much better. DIZZY: Japanese Voice Actress: Kazue Fujita Korean Voice Actress: Yang Jung HWa Comments: I can't comment here much. She did a very good Dizzy. High pitched yells down, Innocent "Oh my gosh!" type talk down, and all of Dizzy down. She did a good job. EDDIE: Japanese Voice Actor: Takehito Koyasu Korean Voice Actor: Pyo Young Je Comments: Laughs/Loud noises/ouches are terrible, but he's got good regular speech that fits Eddie. However, the japanese VA blows him out of the water. The Japanese VA does incredibly dramatic noises, and STILL it doesn't even come off remotely overdramatic or bad. FAUST: Japanese Voice Actor: Takashi Kondou Korean Voice Actor: Lee In Sung Comments: Pretty damn good, but nothing can match the original Faust. The original Faust was PERFECT for being quirky and such. Nothing could possibly be improved. But this other VA still does a good job on being quirky and such, but sometimes his yells and funny noises are a little too dramatic and overtried. I-NO: Japanese Voice Actress: Kikuko Inoue Korean Voice Actress: Kang Hi Sun Comments: It's too bad that the original voice actress is basically untouchable, because the girl who did I-No honestly did an excellent job. Very little below the original, and that's certainly saying something. JAM KURADOBERI:
Japanese Voice Actress: Manami Komori Korean Voice Actress: Lee Dong Eun Comments: One of the few who don't come off as overacted noises. Then again, she has a lot of free room to work since it's Jam and it's mostly high pitched yelling. She does a good job though, and one of the better VAs. JOHNNY: Japanese Voice Actor: Norio Wakamoto Korean Voice Actor: Jung Seung Wook Comments: This guy sounds like my old woodshop teacher. He's just got too much gruff in his voice and not enough elegance and self loving to be Johnny. You can tell the original guy is a veteran. You can really tell Johnny loves himself with the original guy. This new guy makes him just kinda sound like a thug. Not romantic, not elegant, not Johnny. JUSTICE: Japanese Voice ActRESS: Yumiko Ogawa Korean Voice ActOR: Lee Joo Chang Comments: Just as good. Not like it takes much effort to do an annoying robot voice. KLIFF: Japanese Voice Actor: Shigeru Sakano Korean Voice Actor: Choi Suk Phil Comments: He doesn't really come off as sounding old, only brash. But he's still got a good voice. KY KISKE: Japanese Voice Actor: Takeshi Kusao Korean Voice Actor: An Jong Duck Comments: Ah, it's honestly too bad this guy did Ky, because from what I can tell he's a pretty respectable voice actor. He's got emotion, and he's not too overly dramatic. He's one of the better VA's on the Korean side, but the guy got stuck with the wrong role. His voice is too deep for Ky. The original voice actor was just fine though. He had a fairly effeminate kind of personality to his voice, and he was just a good VA for Ky. Anyhow, the original Korean actor may have been better suited as maybe Venom or Eddie. MAY: Japanese Voice Actress: Satomi Koorogi Korean Voice Actress: Lee Ji Young Comments: She's a good voice actor. Very good. She's got the high pitch voice and she has a wide range of emotion and just basically has all of the high cutesy stuff down, but I just feel like she's a little TOO cutesy and high for May. The original May seemed just right for her role. However, the Korean voice actress was talented, but like Ky, I think this is a case of "wrong role". She would've been better suited as Jam. MILLIA: Japanese Voice Actress: Yuuko Sumitomo Korean Voice Actress: Kook Seung Youn Comments: One of the few cases where I feel like the Korean voice actor made a definite improvement. The Korean voice actress just does Millia better, and it's easy to see just by listening. She talks a little more, but I think that's a good thing. While the old Millia certainly wasn't bad, I just don't feel like she did very much with her voice, and the Korean voice actress just seems to accentuate the missing features better. But at the same time, some of her noises are a little too dramatic and loud for Millia. But I still feel that as a voice actress, she did better. NARRATOR: Japanese Voice Actor: Gregory Payne Korean Voice Actor: Gregory Payne Comments: What can I say, this guy is a perfect narrator. Loud, generic, and polite. POTEMKIN: Japanese Voice Actor: Takashi Kondou Korean Voice Actor: Si Young Joon Comments: This guy is very little below the original Potemkin. His voice acting abilities are a little worse, but he still fits the overheavy voice. The original Potemkin is a very talented VA, but the Korean one is still pretty good. ROBO-KY: Japanese Voice Actor: Kantaro/Takeshi Kusao(Story) Korean Voice Actor: -(Unlisted) Comments: Nothing to compare it with, but the original guy did a perfectly good Robot voice. ROGER: Japanese Voice Actor: Akihiro Ishihara Korean Voice Actor: - Comments: No Korean Voice Actor, No Korean Comment. The original did just fine with his 500 LB trucker impression. SLAYER: Japanese Voice Actor: Iemasa Kayumi Korean Voice Actor: Kang Goo Han Comments: I like this guy. I daresay he is perfectly on par with the original. He's simply a good Slayer. He talks a lot, which in a way I think fits Slayer even better. Slayer seems like the type who would want to talk alot because he has such interesting philosophies to say. I dunno, this guy simply rocked. SOL BADGUY: Japanese Voice Actor: Daisuke Ishiwatari(Arcade)/Hikaru Hanada(Story) Korean Voice Actor: Lee Jung Goo Comments: He just tries too hard or something. There's not enough hostility/anger/something in his voice. It's like he's just saying his lines and not putting any umph into it. Daisuke IS Sol Badguy. You just can't compete with that. TESTAMENT: Japanese Voice Actor: Akira Kobayashi Korean Voice Actor: Shin Hae Chul Comments: In a lot of ways, I feel like this guy fits Testament even better than the old guy. But he would've made a better Testament ORIGINAL when he was under Justice's control. He's completely emotionless in how he talks. The only thing this guy is really bad at is anger, which comes off as trying too hard and not enough true emotion. But he does an excellent job at being emotionless and uncaring. You can almost feel the hate seeping off of his voice, but Testament isn't all that ultra hateful anymore since he has Dizzy, so his lack of compassion comes off as incorrect with his moments with Dizzy. THAT MAN: Japanese Voice Actor: Yasunori Masutani Korean Voice Actor: -(Unlisted) Comments: The guy did good as seeming like an omniscient guy. Very low tone and wise. He has infinite patience in his voice. VENOM: Japanese Voice Actor: Mikio Yaeda Korean Voice Actor: Choi Han Comments: This guy simply has no role in this game. He fits Venom more than any of the other characters, but he's just ultra plain. Then again, the original Venom was probably one of the least impressive voice actors among them(Which honestly isn't much of an insult considering the incredibly high grade VA's in it), but Venom is just plain so I guess it's not the Korean VA's fault. ZAPPA: Japanese Voice Actor: Yuuji Ueda Korean Voice Actor: An Jang Hyuk Comments: No. Just no. The original was so nuts and quirky. This guy simply tries too hard, and doesn't even come off remotely quirky or weird. ****************************************************************************** ******************************XIX. TIERS************************************** ****************************************************************************** GGX2 #Reload Tiers are currently unknown. This list is just for fun and to know how good the characters are in Reload. GGX2 #Reload is a fairly balanced game, so the differences in top to bottom tier is very thin. I'll make this list out as soon as I can get enough info. Tiers do exist, but are constantly changing when new things are found in a game. For Example..In GGX2, Zappa/May/Anji/Testament are considered bottom tier characters for various reasons. However, if a new May infinite was found, it would increase her ranking in tiers. Tiers are very subjective to change, and are mostly judged by a characters strength, speed, versatility, difficulty, and strength vs. the rest of the cast(The cast that is used anyways. For example, even if Cable was absolutely terrible against someone like Hayato or Servbot in MvC2, his Tier ranking would stay the same since those characters are rarely used in high level of play. Most people seem to have trouble accepting that a game has tiers, and it's not a debate. It's a simple fact. Fighting games have a wide variety of characters, all with seperate fighting styles, strengths, weaknesses, lag, recovery etc, so there will always be one character who outshines the rest. I don't believe in picking characters based on tiers. I think if a game has such a bad tier gap that I have to look up tiers just so I make sure I'm not playing a shitty character, the game isn't worth playing. Unless of course, there was at least 50% of the cast who was of playable non crap tier range. If a game is going to have a tier gap, they should have at least half of the cast playable in serious gameplay. That's my rant on tiers. You can decide for yourself what you think. Anyhow, for good measure I will list the old Guilty Gear X2 Tiers released by Arcadia: SLAYER MILLIA FAUST EDDIE SOL AXL VENOM INO JOHNNY BRIDGET DIZZY CHIPP BAIKEN POTEMKIN KY JAM TESTAMENT MAY ANJI ZAPPA ****************************************************************************** ******************************XX. SECRETS************************************* ****************************************************************************** I don't know of many secrets so far, I only know there are hidden moves. I only know 1 at this time, but I'm sure more will surface as time goes on. The only current one known to me is: EX Gold Ky: 214214K Thanks to Skuld No Shinpu(EChang) for this info. ****************************************************************************** ******************************XXI. FREQUENTLY ASKED QUESTIONS***************** ****************************************************************************** This is the first version of the FAQ, so I can't answer any unasked questions. Feel free to ask anything to Chinesefood3444@aol.com I also frequent www.gamecombos.com in the forums, and you may contact me there by PM if you wish. My username is Zalagren. ****************************************************************************** ******************************XXII. SPECIAL THANKS/CREDITS******************** ****************************************************************************** Special Thanks(In no particular order) to the following people: -CJayC for hosting the most excellent website that is GameFAQs. -Myself, for writing this FAQ and being me. -Skuld No Shinpu(EChang) for his countless contributations to the GGX2 community, as well as allowing me to use his storymode layout in my FAQ, and putting up with my annoying questions. -Heidern98 for allowing me to use his Mission Mode layout. Would have taken me a lot more time to do it all by hand. Also for being THE nicest/friendliest guy in the GGX2 community. -Tragic, the owner of Gamecombos.com, for having a great website with lots of great GGX2 information. -Dingo Jellybean for answering my misc questions since this is my first FAQ -Arcadia for giving out the original GGX2 Tiers. -My mom -My girlfriend for keeping me sane, and supporting me even though she thought I didn't like her anymore cause I was so busy writing this. Heh. -That plane that just flew over my house really low to the ground for scaring the crap out of me. -The GG community for making the game bigger. WE NEED MORE PLAYERS! -Daisuke Ishiwatari for making an absolutely excellent game -And finally, YOU..for reading my FAQ. ****************************************************************************** ******************************XXIII. CONTACT********************************** ****************************************************************************** Any questions/suggestions/comments/hatemail can go to Chinesefood3444@aol.com. And before you ask, No, that is not my main e-mail adress. It's some random one I made up to receive other mail. Anyhow, I don't play every character in GGX2, so if you're wondering about something in Reload about your character, or any character, drop me an e-mail and I'll check it for you. Also send me any corrections/comments/insults you want to. ****************************************************************************** ******************************XXIV. DISCLAIMER******************************** ****************************************************************************** Copyright 2003 to Gregory McVey. May not be redistributed in any form without express permission of the author.