==================================================== Guilty Gear Petit 2 - Semi-infinite combos *Sammy* ==================================================== By: Gregor Simeonov Email: gregor@idirect.ca __ ___ ___ __ /\ \ / / \ |\ | | \ | | \ /__\ \ /\ / | | | \ | | | |-- |__/ / \ \/ \/ \__/ | \| |___/ |___ | \ \ \ |\ /| /\ |\ | | /\ \ | \/ | /__\ | \ | | /__\ \ | | / \ | \| | / \ | \____________________________________/ FAQ http://www.wondermania.com Wonder Mania-- The only dedicated english Wonderswan site! Table of Contents: - Introduction - Control Scheme/abbreviations - Note - Semi-Infinite Combos - Credits - Introduction - Guilty Gear Petit 2 is the best fighting game for the Wonderswan Color so far. It features over 16 playable characters, some hidden, and various modes to earn full replay value. Impressively, it has all the features an original Guilty Gear game would have, like air combos, special attacks and one-hit KOs, with toned-down controls to fit the Wonderswan Color's two button controls. |||Control Scheme/abbreviations||| P - punch- A button K - kick - B button S - slash - A + B buttons (OTG) - off the ground, meaning that the previous command lifted the opponent into an air juggle D - down, press down on the control pad U - up, press up on the control pad F - forward, press the direction towards the opponent on the control pad B - back, press away form the opponent Dash - double tap forward /\ - jump \/ - land DJ - double jump, most characters have this, press UP once again while in air SJ - super jump, press down then quickly up ++++++++ --NOTE-- ++++++++ Semi-Infinite Combos are not INFINITE combos, the opponent can get out of them by tech-hitting (A + B in air). However, they are very strong combos, that might trick the computer or human opponent once in a while, and they will work. If you practice them in training mode, they are completely infinite, as the combo counter will keep on increasing as long as it's maintained. In the FAQ, each hit of the combo is divided by a semi-colon ( ; ). if there are multiple directions in a hit, that means it's usually a special move (i.e: d,df,f + a for Sol's flame attack). ALL OF THE COMBOS ARE AIR JUGGLES, SO AFTER THE (OTG) NOTE, IT MEANS THE OPPONENT IS ALWAYS IN THE AIR. -------------------- ******************** Semi-Infinite Combos ******************** -------------------- ========== Sol Badguy ========== Infinite 1- Setup (opponent in corner): D,DF,F+K; D+K; D+S (OTG); F,D,DF+P Infinite: D+K; D+S; F,D,DF+P; D+K; D+S; F,D,DF+P... Note: You must connect the low kick (D+K) right before the victim hits the ground, then connect the rest. ====== Millia ====== Infinite 1- Setup (opponent in corner): D+S (OTG) Infinite: D+S; D+S; dash; D+S; D+S; dash... Note: This is a real easy one, there is plenty of time to dash. You can also connect a D+K to make it easier. Infinite 2- Setup (opponent in corner): D+S (OTG); Infinite: /\; K; P; DJ; K; P; \/; /\; K; P; DJ; K; P; \/... Note: Slow down the first couple hits when they're off the gorund, and rember to jump right away after you hit the ground, and to double jump when the Punch is connected. ====== Johnny ====== Infinite 1- Setup (opponent in corner): F+P (OTG) Infinite: F+P, F, F+P, F... Note: Big woop, one hit infinite, remember to walk forward so you don't miss. Infinite 2- Setup (opponent in corner): F+P (OTG) Infinite: /\; K; P; \/; F+P; /\; K; P; \/; F+P... Note: Make sure that the opponent is above you when you connect the Punch in the air, otherwise, it will slam him down to the floor. Also, you might not be able to connect the K at first, and the F+P is crucial for this to work. === Jam === Infinite 1- Setup (opponent in corner): F+S (OTG); /\; K; P; K; P; \/ OR Jump in with a P (OTG); DJ; K; P; \/ Infinite: /\; K; P; \/; /\; K; P... OR /\; K; P; DJ; K; P; \/; /\; K; P... Note: This is the first semi infinite i found, there are tons of ways to get into it, you can even do a super or a throw to it. The "A" really hits them back up, so its easy. ======== Potemkin ======== Infinite 1- Setup (opponent in corner): D+S (OTG) OR F,DF,D,DB,B,F+K (OTG) Infinite: D+K; D+S; /\ (towards opponent); K; \/; D+K; D+S; /\ ; K; \/... Note: Use the D+K right before they hit the floor, and relaunch using D+S. Make sure not to rush the kick in the air (usually better to use as you're falling). ========= GG Millia ========= Infinite 1- Setup (opponent in corner): F+P (OTG) Infinite: F+P; F; F+P; F... Note: Same as Johnny. The hit is actually above GGMillia's head, but it doens't appear so. Therefore, press the command early. There are certanly more to come, once I figure them out :-). I need to spend a bit more time with the game. //-------\\ ::Credits:: \\-------// - bandai for the WSC - Sammy for the game - the gamers for reading it :-) By: Gregor Simeonov Email: gregor@idirect.ca 2002 WONDERMANIA!! http://www.wondermania.com --Copyright 2002-- No sale of FAQ permitted, email me if you want to use it for a site.