FAQ/Movelist - Guide for Guilty Gear X

Scroll down to read our guide named "FAQ/Movelist" for Guilty Gear X on PlayStation 2 (PS2), or click the above links for more cheats.

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                              0###0Oo,,,,,,,,,[email protected]###0    By AdrenalineSL
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                               V E R S I O N  0 . 6
                         Last updated on October 8, 2001

                        TABLE OF THIS DOCUMENT'S CONTENTS

                   02.....................Story/Game Details
                   03.....................Character Profiles
                   04........................Character Moves
                   06............................Game Engine
                   07...................Easter Eggs & X-tras

Short and compacted, just the way I hate it. Oh well.

-                         -Random Important Notes-                          -
Any problems dealing with the loading or other source of errors can be/should
be corrected by pressing Ctrl + F5.  If it's on some other site and it seems
as though updates have stopped rolling in, please check GameFAQs before
finding fault with what is most likely an outdated  version, which is usually
the case.

If you have something specific you're looking for, just use Ctrl + F and type
in what you're looking for! It's much easier than scrolling through this
document. You might overlook whatever you're looking for!  How many times did
I already say "...you're looking for!"? =)

If you are remotely thinking about printing this out, please  do it only when
it is fully complete. That way you can save paper and trees! Save the trees,

Version 0.6: The very basic Move list is finished, but there is still a lot
to do!


Version 0.6 October 8, 2001
The basic move list is done! However, the whole guide is far from finished. I
will add the two bonus characters: Testament and Dizzy when I can figure out
how to get them, as well as add the addition attacks for the characters.  I'm
awfully  tired  right now, so bleah.  So much  for  the "updates will be very
scarce" comment. :)

Version 0.44 October 7, 2001
It's been a lot of work, but I've  finally gotten  the  basics  done, but the
combo section is still undergoing some serious work. It's easily the most
complicated feature of GGX, so I will take some time on that.  I finally have
the lowdown on game details, which you can find in Game Overview. I've also
added 3 new characters. I have a lot of things planned for this guide, so
don't stray too far. I've added 3 more characters and a code to get Testament
and Dizzy onto the team. Thanks to [email protected]

Version 0.2 October 6, 2001
I don't really have much done.  Just got some of the character moves done and
gone. Everything else is still under construction for further updates.
However, due to many other activities and hell--er, I mean school--updates
will be very scarce, but I'll try my best to complete this  ASAP!  I'm very
truly sorry for the lack of info! Remember that this is a VERY EARLY version
and updates will follow! This has got to be my worst FAQ yet, and I typed all
this in haste. I'm tired and grumpy, so maybe the writing content ain't so
nice. Sit tight, my Guilty Gear X-owning friends, updates will come, and the
brilliance of this guide will shine shortly.

This is a final reminder: The LATEST, and I mean the VERY LATEST versions can
be found at Cheat Code Central:  and GameFAQs:

Let's get started! BUT before we do, let's jive a little, eh? Blast this ill,
as Colin says it, song: _Ooreniun YG Family_ by YG Family. It's Korean music,
if you're interested.

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  01.  Introduction //                                               /    \
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Truthfully, I'm not the biggest fan of fighting games.  Sure, I played one of
the earliest Street Fighter games on the Super Famicom (or something of the
likes my step brother brought from Hong Kong), and played many other games of
the fighting genre that have grown on me, but no, I'm  really not crazy about
them. Mostly because I can never get really good at 'em; let alone, beat a
human opponent other than a nonexistent bleak of imagination. And what really
infuriated me most about these games were the  crackbrained controls--I could
never get my stupid characters to perform their moves. Not even when I've got
fingers full of blisters. By the time I do, however, the 2-liter bottle of
pop by my side has already gone insipid.  So  I can finally do something, but
can I do it again?  The repulsive thought  hammers in my head and tells me to
stop trying; to stop playing these odious games. I complied.

But that was months ago. Now that I've heard emphatic comments about this new
(and probably revolutionary) game, I'm thinking of starting playing these
types of games again (Duh, you retard! Otherwise, you wouldn't have made this
FAQ!). So what makes this game so great? Most notably, the character designs.
What's so great about them? They're really anime-ish! So?  So, they're really
cool anime characters...And? Shut up!

Guilty Gear X is definitely a game that screams for attention, but  it's more
likely to be overlooked as "that one fighting game". Folks who are into anime
should surely give this game a go! Of course, you'll need to like fighting
games somewhat, too.  Although, my opinion is just biased, I'll definitely
dignify Guilty Gear X  as the  most intuitive fighter simulation of the year!
And not to mention, a sleeper hit of the year...If you aren't convinced,  you
could always check IGN or theGIA for screenshots and express information...

About the FAQ--I sincerely apologize for the lack of useful information right
now. I plan to do MUCH MORE with this FAQ than what there already is. I just
wanted to get the first version out and done with, so I can move on to other
pressing matters before I focus more on this guide. No worries. I will update
it as much as time lets me.  I have got  to get used to the game and scribble
better notes, as well. Silly me.

 ________________  _________________________________________________________
| SURVIVAL TIPS / /                                                         |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Did any of you wonder  why  GGX was valued  10 bucks  less than a regular PS2
game? I don't know why either, don't  ask me.  Regardless, isn't that a GOOD
thing?  So, you retched 40 bucks onto the cashiers hand and dashed out the
store like a thief who've just stolen 5 bucks from an old lady and jogged
home, leaving your parked car bathing in the sun. You fumble clumsily for
your house key and you accidentally drop  it in a hole on your porch.  Great,
genius. But, wait! You have a spare key in your car! And that car is still
gleaming sun-chrome in the mall parking lot. You check your pockets to find a
rabbit's foot, a  paperclip, a  coat hanger, a half-eaten  cookie, 2 cents, a
ripped dollar and a bottle cap along with some lint. So what do you use or do
to retrieve the key? Hitchhike back to the mall because you're too tired from
running 40 miles back home from the mall in the first place.

An old hag pulls over and gives you a ride in her jacked up '45 Ford. It runs
at 2 MPH and 3 hours later, you reach the end of your street.  You're getting
a little impatient...You knock the granny out of the car and run! You run all
the way back to your house and make a desperate leap for the window, crashing
through it.  You  ignore the cuts and bruises and proceed to your basement to
play some GGX. Glee was spread out through the world...

The moral of this story?  Don't leave the mall without GGX  in a bag. Lovely.
Who said the heading "Survival Tips" had to do with the game? :)

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  02.  Game/Story Details //                                         /    \
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In the 22nd  Century, mankind  succeeded  in  harnessing  the power of magic,
Which provided for a limitless source of natural energy.  Scientific thought,
as it was known, was outlawed through this world. But warring among the
nations continued, and eventually, a new breed of amazingly powerful biologi-
cal weapons was developed. This was the birth of the "Gears."

One day, from  among the ranks  of these slave-like Gears, a  rebel appeared,
declaring himself capable of independent thought. This powerful being
possessed awesome fighting ability, and went by the name of "Justice".
Enlisting an army of fellow  Gears from around the globe, he  declared war on
the human race.  In opposition, humankind  formed  the Sacred  Order of Holy
Knights, whose sole  purpose was to  crush the Gear rebellion and wage a Holy
War against  the renegade  humanoids.  After a period  of  countless battles,
which came to be known as the Crusades, Justice was eventually banished to an
impenetrable dimensional prison and the remaining Gears, now leaderless, were
hunted down one by one...

Five years  later, a morbid sense of  fear  that Justice had been resurrected
enveloped the world.  The Union of Nations, who  looked gravely upon the
current state of affairs, organized  an international  fighting tournament to
select members suitable enough  for inclusion in the Sacred Order of Holy
Knights. It was a cruel and suspicious affair, wherein criminals were allowed
to compete and the  shedding  of blood during battles was not only permitted,
but common...

In the year 2180, Justice--the most powerful and diabolical Gear ever to have
been encountered by humans--was defeated in the international fighting
tournament. The remaining Gears, now leaderless, were hunted down and
eliminated.  Humankind  was finally free from the catastrophic menace brought
on by the Gears.

However...less  than  a  year  after the  incident, information  about  the
discovery of a  particular Gear rose  to the public's  attention.  The report
stated, "This Gear is functioning properly, even though its activities should
be inhibited by its lack of leadership.  There  are no signs of abnormalities
or physical damage.  It is  also noted  that  no civilians  have been harmed,
either intentionally or accidentally. We have made several attempts to
eliminate the  Gear, but  due to its tremendous combat  capabilities, we have
been unsuccessful.  The number of casualties have yet to be confirmed. We are
currently keeping  the Gear under surveillance." Gears are biological weapons
that are programmed to blindly obey the orders given to them by their
commander. In the absence of orders, they become passive and behave
peacefully. However, all  existing  Gears have  had their  memories erased by
Justice and without orders, they are incapable of doing anything. Not only do
they lack the instinct to protect themselves, they cannot even perform the
essential activities they need to keep themselves alive. As long as a Gear is
functioning properly, it should be following commands given by Justice.
Understandably, the news  of this Gear  that seemed to have a will of its own
stunned everyone. Humans became terrified by the possible emergence of a
second self-reliant Gear like Justice. To make matters worse, rumors were
flying that each nation was in  possession of their own Gears for the purpose
of military use, driving anti-Gear sentiment among humans to an all-time
high.  They would not have given  up their long-awaited  peace so easily, and
soon, an announcement was made:

Whosoever  brings about  the demise of this  dreadful  Gear shall be rewarded
with the lofty sum of 500,000 World Dollars!

--From the Instruction Booklet

BOTTOM LINE: Gears are bad.  You're going to choose one of 12 participants in
the tournament and whip each other's butts for 500,000 World Dollars! I don't
exactly know how much that's worth, but it sounds like enough to goad these
12 people to risk their lives for it. Of course, they have their side stories
and what not. The winner of the tournament gets to join the Holy Knights in a
battle of wits against the Gears of demolition!

 ________________  _________________________________________________________
| GAME OVERVIEW / /                                                         |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Have you ever wanted to summon  a dolphin right out of mid-air to attack your
opponent with? And even ride this dolphin? How about looking like an 11 year
old school girl attired  in pirate style rain coats and rain boots that make
squeaky noises as you walk? Then, supervise a flying pirate ship with the
crew made up entirely of women (I know  you wouldn't mind, but you're missing
the point)? Now you can.

That's May, a little girl in cute yellow that brandishes a huge anchor as her
main attack weapon, from Guilty Gear X. Guilty Gear--technically meaning
"equipment disengaged having done wrong", but don't take that from me. It
doesn't make sense. Originally an arcade and Japanese Dreamcast exclusive, it
consequently was a big hit in Japan. So I guess the guys in Japan were
thinking, "Hell, why not! Let  those pigs in America have some share of fun!"
Boy, can we ever thank them.  They are damn right we are having fun. In fact,
it's more than our share. And fun just doesn't cut it...

"It's pretty," says many first gawkers at this game...Or otherwise known as a
typical "Ohhhhh" and "Ahhhhh..." game. There's much more to the pretty guise.
The primary deviation from Capcom classics and other fighting games is that
it introduces a new breed character creation and intense gameplay.  While it
doesn't offer vast options to choose from (like Team or Tag-Team battles), it
still is quite the treat for those funtional visual receptors. Considering we
have been seeing more of 3D fighting games nowadays, it's a nostalgic and
refreshing change to the weary pattern of recent fighters.  Ladies and gents,
2D fighting has made a thundering reappearance.

Lead planner, Daisuke Ishiwatari, is also the  man responsible for the dainty
character designs. It's easy to say that Guilty Gear X isn't the boy wonder
of a well-defined exhibit, but its mechanics can rival that of Capcom's or
Tecmo's any day of the week and twice on Sundays. The cast disposes 12
enigmatic characters to choose as your player of choice. The choiced aren't
as extended as the 50 some characters KOF and SF games have to proffer. Quite
respectably, this may scotch some advanced, hardcore fighters from a decent
challenge. A really cheap way to kill a human opponent is to use a special
move called an Instant Kill, whereas, as the name implies, it  instantly KO's
the opposing character in one sweep.  However, using that costs energy from a
gauge called the Tension Gauge, which  works generally the same as that gauge
from SF.  GGX can magnetize less skillful players, like myself, to enjoy this
game and gleefully pulverize immobile CPU dummies.

On the Title screen, there are 4 real modes to choose  from:  Arcade, Versus,
Training and Survival. They all speak for themselves so they don't bear long
explanations. If you're a true purist, this game can engross you for months
to come, or until Capcom VS SNK 2 hits the local shores.  Otherwise, it gets
a little too prosaic for the average gamer.

Adrenaline, what's this I hear about a Guilty Gear X Plus? Is it different or
does it have more goodies? Well, obviously, it should. Here's the breakdown.
Us, American pigs have gotten this game a whole month earlier than  Japan! Why? The one released for Japan is entitled Guilty Gear
X Plus, which is forcefully packed with extra eggs and mouth-watering
Features, like the art gallery mode and two extra characters (Justice and
Kliff Underson from the original GG). The American version is, unfortunately,
a revamped conversion from the Dreamcast exclusive released in Japan. Why
they decided to torture us this way is beyond me.  I say we e-mail  Sammy and
those other bastards and whine like the little Americans we are!

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  03.  Character Profiles //                                         /    \
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   Height: 183 CM
   Weight: 68 KG
   Blood Type: B
   Eye Color: Black
   Birthday: January 1
   Origin: Japan before destruction
   Nationality: Japanese
   Hobby: Vigorous sports and traveling

Anji is a  descendent  of pure  Japanese ancestry.  Because  there are only a
handful of Japanese in this time period, they are viewed as international
treasures, and do  not receive the same treatment  as regular citizens.  Anji
has decided to conceal his own racial origins in order to search for "The
Man" who developed the Gears  and who is  responsible  for the destruction of
the Japanese people.

Comments: Anji  can be very capable of powerhouse status if used effectively.
He uses a Japanese fan and umbrella as weapons, which makes him rather slow.
His main fault is his speed, but his power is exceptionally sufficient. I
would advise against using him if you're a first timer, as you may find him a
bit frustrating to use correctly.


   Height: 183 CM
   Weight: 67 KG
   Blood Type: B
   Eye Color: Red
   Birthday: February 9
   Origin: Insists on Japan (Actually, USA)
   Hobby: Dreaming

A former drug  trafficker and  addict, Chipp entered  the previous tournament
To take revenge against the Mafia for killing his master, who saved his life
And taught him the ways and beliefs of the Ninja. But during battles, Chipp
Realized he lacked the devotion to complete the task at hand, and decided to
go back into training. Now, he is once again ready to go out in search of
that which might truly save him, and so, he focuses his interest on the story
of the Gear.

Comments: He's  unbelievably  fast and has a neat  teleport trick that allows
dodge such attacks with ease, as well as surprise the opponent and kick off
with some combos. Chipp is apt for the beginner because of his speed and easy
flow of controls. But if you let an advanced player come to flex his muscles,
watch out, he's going to lay the smack down, HARD.


   Height: 178 CM
   Weight: 58 KG
   Blood Type: AB
   Eye Color: Blue Green
   Birthday: November 20
   Origin: France
   Nationality: French
   Hobby: Collecting Tea Cups

A charismatic and talented swordsman, Ky was  appointed  leader of the Sacred
Order of Holy Knights when he was only 16. Worshipping justice and order, he
treasures peace above all. But after the previous tournament, he began to
question his sense of justice and his belief that  all  Gears are evil.  Upon
receiving word  of a Gear  who  may have no  intentions of hurting humans, he
decides to embark on a new journey.

Comments: Ky's a very powerful fighter if used correctly, but he isn't easily
mastered, or easy to control, at that.  But  when you handle him effectively,
he can whoop really hard.  His speed is average which makes it frustrating at
times to maneuver him, but his power makes up for it. He's also a bit slow
inbetween combos, so you'll need to know the right moves to form some
effective and powerful combos. Other than a few flaws, he's a player's choice
to begin with.

[ m o r e  o n  t h e  w a y  ]

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  04.  Character Moves //                                            /    \
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You're wondering: "Why the hell  would you make a move list when there is one
in the game AND in the manual?" Or "Why are you making this pointless guide
when BCureton's superior one towers yours in comprehensiveness?" My answer
applies to both questions: Because I like to, and I can. Also because there
are many things that the manual doesn't cover that you can only find out
yourself, or with the help of Cureton's guide (Praise the lord!). And I'm
also here to clarify some misunderstandings  between the two versions--DC and
PS2, and the upcoming GGX Plus set out for Japan. I just hope people will
Respect my intellectual property and investment  of time.  This game  is pure
um, pureness and I'm willing to set aside some time  to make up what you call
a guide.

NOTE: In some damage estimations, you will see the tilda  character ("~"). It
usually means approxitemately, but in some cases, it means the damage will
vary depending on how or when you use it. For example, while in the air, it
will do more damage than it normally would.  So  you should try various forms
of the same move to find out.

ADDITIONS TO COME: I will  soon  add the unlisted Basic Moves AND additional
moves of each character in the next version after I try and come up with
smart alec names for them. Also, I will soon add some comments and important
notes about the characters. That will come in future revisions, as well.

****************** L E G E N D **********************************************

U          Up
D          Down
B          Back
F          Forward
UB         Up-Back
UF         Up-Forward
DB         Down-Back
DF         Down-Forward
(S)        Slash
(HS)       Heavy Slash
(K)        Kick
(P)        Punch
(NP)       Near Opponent
(J)        During a jump (optional sometimes)
(CJ)       Concurrent Jump
(CT)       Consecutive tapping
(G)        While/After Guarding
(PA)       Pause for a second and continue move
(D-)       During a certain move, append to that
(HZ)       Horizontal
(FS)       After a move, follow sequentially
(VR)       Vertical
(ADB)      Push any directional button
--         Damage done is unknown

 ------------------------- [  A N J I  M I T O  ] --------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Shitsu              | D,DF,F + (P)                     |  17~29          |
| Fujin               | D,DF,F + (S) / (HS)              |  39 / 45        |
| Nagiha              | (D-) Fujin + (S)                 |  26             |
| Shin Ichishiki      | (D-) Fujin + (P)                 |  2~8            |
| Shin Nishiki        | (D-) Fujin + (K)/(J) D,DB,B + (P)|  76             |
| Kou                 | (G) + (P)                        |  89~100         |
| On                  | F,D,DF + (HS)                    |  81             |
| Kai                 | D,DB,B + (P) / (K)               |  41 / 24        |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Issei Ogi "Sai"     | F,DF,D,DB,B,F + (HS)             |  124            |
| Zetsu               | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 -------------------------- [  A X L  L O W  ] -----------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Bentan Gari – Cont. | F,D,DF + (S) / (HS) (PA) F,D,DF  |  39 / 50        |
| to Axl Bomber       | + (HS)                           |                 |
| Rensen Geki         | B (PA) F + (S)                   |  44             |
| Kyokusa Geki        | (D-) Rensen Geki U / UF          |  31             |
| Sensa Geki          | (D-) Rensen Geki D / DF          |  102            |
| Rasho Sen           | B (PA) F + (HS)                  |  65             |
| Tenhou Seki         | D,DB,B + (P)                     |  54             |
| Raiei Sageki        | F,DF,D,DB,B + (S) / (HS)         |  48 / 36        |
| Axl Bomber          | (CJ) F,D,DF + (HS)               |  59~41          |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Hyakue Renshou      | D,DF,F,DF,D,DB,B + (HS)          |  185            |
| Midare Gami         | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 -------------------------- [  B A I K E N  ] ------------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Tatami Gaeshi (J)   | D,DF,F + (K)                     |  19~39          |
| Zakuro              | (G) B,DB,D + (P)                 |  86             |
| Mawarikomi          | (G) B,DB,D + (K)                 |  --             |
| Sakura              | (G) B,DB,D + (S)                 |  29             |
| Suzuran             | F,DF,D,DB,B + (K)                |  --             |
| Yozansen            | (J) F,DF,D,DB,B + (K)            |  43             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Sanzu Watashi       | D,DF,F,D,DF,F + (S)              |  158            |
| Baku KI/Baku RIN    | (G) B,F,DF,D,DB,B + (P) / (K)    |  19             |
| Bakue RYU/Baku HOU  | (G) B,F,DF,D,DB,B + (S) / (HS)   |  19~28          |
| Garyotensei         | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 ----------------------- [  C H I P P  Z A N U F F  ] ----------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Alpha Blade (J)     | D,DF,F + (P)                     |  49             |
| Beta Blade (J)      | F,D,DF + (S)                     |  53             |
| Gamma Blade         | B,DB,D,DF,F + (HS)               |  31             |
| Tsuyoshi-Shiki Teni | D,D, + (K) / (HS) / (S) / (P)    |  Varies         |
| Tsuyoshi-Shi. Mensai| D,DB,B + (K)                     |  Varies         |
| Genro Zan           | B,DB,D,DF,F + (K)                |  82             |
| Ressho              | D,DF,F + (S)                     |  17             |
| Rokusai             | (D-) Ressho D,DF,F + (S)         |  19~21          |
| Senshu              | (D-) Ressho/Rokusai D,DF,F + (K) |  29             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Zansei Roga         | F,DF,D,DB,B,F + (HS)             |  170            |
| Banki Messai        | D,DF,F,D,DF,F + (K)              |  119            |
| Delta End           | D,DF,F,D,DF,D + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 ----------------------------- [  F A U S T  ] -----------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Thrust...           | B,DB,D,DF,F + (K)(PA) B (PA)D,DF,|  --             |
|                     | F + (P) (PA) D,DF,F + (P) (PA) D,|                 |
|                     | DF,F + (P)                       |                 |
| What's Next?        | D,DF,F + (P)                     |  --             |
| Souten Enshin Rambu | D,DF,F + (S)                     |  23             |
| Going My Way        | (CJ) D,DF,F + (HS) / (D-) (HS)   |  58             |
| Forward Move        | (D-) SoutenER  F,F               |  59             |
| Backward Move       | (D-) SoutenER  B,B               |  --             |
| Neck Periscope/     | (D-) SoutenER  (P) / (K)         |  43             |
| Growing Flower      |                                  |                 |
| Shower Hack         | (NP) D,DB,B + (HS)               |  39             |
| In Your Face!       | D,DB,B + (P)                     |  39             |
| Watch Your Back!    | D,DB,B + (K)                     |  29             |
| From On High        | D,DB,B + (S)                     |  37             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Super What's Next?  | D,DF,F,D,DF,F + (P)              |  --             |
| Gamble Attack       | D,DF,F,D,DF,F + (S)              |  --             |
| This Week's Climax  | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 --------------------- [  J A M  K U R A D O B E R I  ] --------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Hochifu             | D,DB,B + (S)                     |  --             |
| Breath of Asanagi   | D,D + (K) / (S) / (HS)           |  --             |
| Ryujin  (J)         | D,DF,F + (K)                     |  65~104         |
| Gekirin (J)         | D,DB,B + (K)                     |  29~59          |
| Kenrokaku (J)       | F,D,DF + (K)                     |  18~83          |
| Bakushu             | D,DF,F + (S)                     |  --             |
| Mawarikomi          | (D-) Bakushu + (P)               |  --             |
| Ashibarai           | (D-) Bakushu + (K)               |  29             |
| Hyappo Shinsho      | (D-) Bakushu + (S)               |  45             |
| Senri Shinsho       | (D-) Bakushu + (HS)              |  51             |
| Houeikyaku          | (CJ) D + (K)                     |  15~51          |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Chokyaku Houosho    | F,DF,D,DB,B,F + (S)              |  132            |
| Renhoukyaku         | F,DF,D,DB,B,F + (HS)             |  109            |
| Gasenkotsu          | D,DF,F,D,D,F + (HS)              |  One-hit Kill   |
|                     |                                  |                 |

 --------------------------- [  J O H N N Y  ] -----------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Glistering Gold     | D,DF,F + (HS)                    |  9              |
| Bacchus Sigh        | D,DB,B + (P)                     |  --             |
| Mist Finer (High)   | D,DF,F + (P)*                    |  31~114         |
| Mist Finer (Middle) | D,DF,F + (K)*                    |  29~109         |
| Mist Finer (Low)    | D,DF,F + (S)*                    |  25~108         |
| Divine Blade/Aerial | F,D,DF + (S) (FS) (S) / (J) D,DF,|  49 (both)      |
| Divine Blade        | F + (S)                          |                 |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Johnny Special      | F,DF,D,DB,B,F + (HS)             |  126            |
| Joker Trick         | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

* Hold down to Pose, -> or <- (Move Forward or Backward) (HS) Cancel Pose;
  draw sword

 -------------------------- [  K Y  K I S K E  ] ---------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Stun Edge           | D,DF,F + (S)                     |  39             |
| Stun Edge Charge A. | D,DF,F + (HS)                    |  32             |
| Aerial Stun Edge    | (J) + D,DF,F + (S) / (HS)        |  51             |
| Vapor Thrust (J)    | F,D,DF + (S) / (HS)              |  41 / 49        |
| Stun Dipper         | D,DF,F + (K)                     |  43~46          |
| Crescent Slash      | D,DB,B + (K)                     |  35             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Ride the Lightning  | F,DF,D,DB,B,F + (HS)             |  131            |
| Rising Force        | D,DF,F,D,DF,F + (HS)             |  One-Hit Kill   |
|                     |                                  |                 |

 ------------------------------ [  M A Y  ] --------------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Mr. Dolphin! (HZ)   | B (P) F + (S) / (HS)             |  49             |
| Mr. Dolphin! (VR)   | D (P) U + (S) / (HS)             |  49             |
| Restive Rolling     | F,D,DF + (S) / (J) + (S)         |  29             |
| Applause for Victim | B,DB,D,DF,F + (K)/(P)/(S)/(HS)   |  21             |
| Overhead Kiss       | (NP) F,DF,D,DB,B + (K)           |  59             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Ultimate Winner     | F,DF,D,DB,B + (HS)               |  122            |
| Great Yamada Attack | D,DF,F,D,DF,F + (S)              |  189            |
| May and The Jolly C.| (NP) B,DB,D,DF,F,B,DB,D,DF,F     |  One-hit Kill   |
|                     | + (HS)                           |                 |
|                     |                                  |                 |

 ------------------------ [  M I L L I A  R A G E  ] -----------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Lust Shaker         | (S) (CT)                         |  19 (-2)*       |
| Max. Velocity Fall  | (CJ) D,DF,F + (K)                |  --             |
| Tandem Top          | D,DF,F + (S) / (HS)              |  39 / 49        |
| Bad Moon            | (J) D,DF,F + (P)                 |  78             |
| Forward Roll        | D,DB,B + (K)                     |  --             |
| Iron Saber          | D,DB,B + (P)                     |  39             |
| Secret Garden       | D,DB,B + (HS) / (ADB) + (HS)     |  29 (-3)**      |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Winger              | D,DB,B,DB,D,DF,F + (HS)          |  148            |
| Emerald Rain        | D,DF,F,D,DF,F + (S)              |  90             |
| Iron Maiden         | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

*  Any additional attacks after the first hit is subtracted by 2.
** Any additional attacks after the first hit is subtracted by 3.

 -------------------------- [  P O T E M K I N  ] --------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Mega Fist I         | D,DF,F + (P)                     |  49             |
| Mega Fist II        | D,DB,B + (P)                     |  49             |
| Sliding Head        | D,DF,F + (S)                     |  39~0           |
| Hammer Fall         | B (PA) F + (HS)                  |  59             |
| Potemkin Buster     | (NP) F,DF,D,DB,B,F + (P)         |  129            |
| Heat Knuckle-Heat   | F,D,DF + (HS) (PA) F,DF,D,DB,B   |  51 ~ 89        |
| Extend              | + (HS)                           |                 |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Giganter-Gigantic   | F,DF,D,DB,B,F + (HS) (PA) B,DB,D,|  48 ~ 189       |
| Bullet              | DF,F,B,DB,D,DF,F + (P)           |                 |
| Heavenly Potemkin B.| D,DF,F,D,DF,F + (S)              |  170            |
| Magnum Opera        | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 ------------------------- [  S O L  B A D G U Y  ] ------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Gun Flame           | D,DF,F + (P)                     |  49             |
| Volcanic Viper (J)  | F,D,DF + (S) /(HS) + D,DB,B + (K)|  51 / 55        |
| Grand Viper         | D,DB,B + (S)                     |  53             |
| Bandit Revolver (J) | D,DF,F + (K) / (K) + (CT)        |  55 / 72        |
| Riot Stamp          | D,DB,B + (K)                     |  39             |
| Wild Throw          | (NP) + F,D,DF + (K)              |  64             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Dragon Install      | D,DB,B,D,DB,B + (S)              |  --             |
| Tyrant Rave         | F,DF,D,DB,B,F + (HS)             |  135            |
| Napalm Death        | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 ---------------------------- [  V E N O M  ] ------------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Stinger Aim         | B (P) F + (S) / (HS)             |  29 / 41        |
| Carcass Raid        | D (P) U + (S) / (HS)             |  35 / 49        |
| Ball Formation      | F,DF,D,DB,B + (K)/(P)/(S)/(HS)   |  Varies         |
| Double Head Morbid  | F,D,DF + (S) / (HS)              |  53 / 68        |
| Warp                | F,D,DF + (K)                     |  --             |
| Mad Struggle        | (CJ) D,DF,F + (S) / (HS)         |  36 / 47        |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Dark Angel          | D,DB,B,DB,D,DF,F + (S)           |  --             |
| Red Hail            | (CJ) D,DF,F,D,DF,F + (HS)        |  135            |
| Dim Bomber          | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

 ----------------------------- [  Z A T O - 1  ] ---------------------------

 ,---SPECIAL MOVES----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Invite Hell         | D,D + (S) / (HS)                 |  39             |
| Break the Law       | D,DB,B + (K) (press down)        |  --             |
| Summon Eddie        | D,DF,F + (K)/(P)/(HS)/(S)        |  --             |
| Tiny Attack         | (D-) Summon Eddie (P)            |  14             |
| Moving Attack       | (D-) Summon Eddie (K)            |  62             |
| Anti-Aerial Attack  | (D-) Summon Eddie (S)            |  49             |
| Drill Special       | (D-) Summon Eddie (HS)           |  105            |
| Drunkard Shade      | D,DB,B + (S)                     |  19             |
| Damned Fang         | (NP) F,D,DF + (S)                |  84             |
|                     |                                  |                 |

 ,---DEADLY MOVES-----+-COMMANDS-------------------------+--DAMAGE--------.
|                     |                                  |                 |
| Executor            | (CJ) D,DF,F,D,DF,F + (S)         |  176            |
| Amorphous           | F,DF,D,DB,B,F + (HS)             |  158            |
| Megalith Head       | (D-)Summon E. F,DF,D,DB,B,F + (S)|  128            |
| Black in Mind       | D,DF,F,D,DF,F + (HS)             |  One-hit Kill   |
|                     |                                  |                 |

                                                                    ___  ___
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                                                                     \    /
  05.  Stages //                                                     /    \
                                                                    /  /\  \
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=/__/¤=\  \

[!][!][!][!][!][!][!][!][!][!] UNDER CONSTRUCTION [!][!][!][!][!][!][!][!][!]

                                                                    ___  ___
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=-\  \/  /=
                                                                     \    /
  06.  Game Engine //                                                /    \
                                                                    /  /\  \
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=/__/¤=\  \

 ________________  _________________________________________________________
| CONTROLS      / /                                                         |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

       START: Pause Game/Open Menu_______
L1: Memory Button______                  |     ____________R1: Taunt/Respect
                       \_____            |    /_____
                       | L1,2|           |   | R1,2 |
                       -------           |   --------        Triangle: Slash/
                      /   _    \_________|__/    |¯¯¯\¯¯¯¯¯¯¯          Cancel
                     |  _| |_    ___    _|_     /\  _ |
                     | |_   _|  |sel|  |str| []    (_)|
D-Pad: Move Char.____|__/|_|    __   __   __  | ><  | |
                     |         /  \ |  | /  \ |  |  | |
                      \       | AL |----| AR ||__|__|/__________Square: Punch
                       \     / \__/      \__/ \  |  |
                        \___/  /         /     \_|_/|_____Circle: Heavy Slash
                              /         /        |                       (HS)
Analog Stick: Move Char._____/         /         |________Cross: Kick/Confirm
R. Analog Stick: L3/R3 when pressed__/

D-Pad...................................................Move Character/Cursor
Left Analog Stick........................Move Character only when switched on
Right Analog Stick.....................................L3/R3 when pushed down
Circle Button................................................Heave Slash (HS)
Cross Button......................................Kick/Confirm Menu Selection
Triangle Button...................................Slash/Cancel Menu Selection
Square Button...........................................................Punch
L1 Button................................Memory/Used for background selection
L2 Button............................................................Not used
R1 Button..............................................Taunt/Respect Opponent
R2 Button............................................................Not used
SELECT Button.........................................................Pending
START Button..........................................Pause/Open Command Menu

 ________________  _________________________________________________________
| GAME BASICS   / /                                                         |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

o| Rules for Knockout

As with all other fighting games, the last one standing will be determined as
the winner. There's a life gauge at the top, and whether your 1P or 2P, your
bar can be on either side. If you fully exhaust your opponent's life bar,
then he will, of course, be KOed (Knocked out). Now, there will be times when
both of your gauges are on the verge of purgation. You could both get KOed by
battering each other at the exact same moment, which  results in a draw.  You
can have up to 3 rounds only. Two out of three wins the match.

There are time limits  placed  on each  battle.  You  must quickly knock down
before the counter doubles down to 0.  If you do not, your  ass will be grass
and I will smoke some (Haha, Steve). One round offers 99 seconds of pure
whoop ass. If you So happen to have the both character still standing after
the time has expired, the  player with the most life or stamina automatically
wins the battle.

o| Modes of Play

Arcade mode is the main mode you'd want to fool around with if you play solo.
It offers Sudden Death matches, wherein if you lose the match, you lose the
"tournament", but you have the chance to continue. That's always nice. Arcade
Mode is much like the tournament explained in the  story itself.  When you
battle the CPU opponent, you always  fight in that character's venue, and the
opponents you face are chosen at random from a cast of 11 other characters.
Choose from your deadly arsenal of  12 characters to  crap on the tournament.

You and another physical being can duke it out one-on-one in the arena!  Dual
Shock 2 is preferred. Whomever chooses Versus Mode on the title screen and
both of you proceed to choose your style. You can choose the arena of a
specific character if you'd like by pressing L1. A yellow enclosed box will
overlap the blue one.  Move that to a character that succumbs to your desired
battle arena.  They're all set, so  it won't be  randomized among characters.

If you happen to feel attached to a  certain  character and you would like to
meliorate your skills with that character, then take him to Training Mode!
When you do, select the character and a "practice dummy" for sparring. As you
enter commands (press buttons), the game will record them on a line on the
bottom of the screen.  So  you could see what the hell you pressed to unleash
that ultra cool move! As for the sparring dummy, it will initially be
standing and stoic to all attacks, regardless of how horrifying you've
punished it.  The AI can be tampered with, however. Just pop into the menu
screen and select ENEMY SETTING, and do your dirty work there. You could beef
it up to max and watch it spank you. It's all up to you.

Survival Mode puts you in a position to fight your way through a great number
of unbroken battles to rack up those points--experience points to increase
your ability level.  This is based on the Sudden Death set of rules--once you
lose one match, it's all over. You'll have to start from the very beginning
and no continue.  As you continue through  successive battles, your opponents
increase in power  and become  much harder.  Once your level has reached 100,
you've cleared this session of Survival Mode.  If  you gather enough, you can
unlock Guilty Gear X Mode! More info on this in later versions...

Have you ever wanted to record one of your play styles in a match? You wanted
to see how well you perform during combat, and you want to know how you can
improve? Well, you can with the Recording Mode. This mode records one round
of your performance against an opponent. You can only do this if you have a
Memory Card. It requires 95KB of free space for one recording session.  You
may choose to overwrite a current one if you'd like to replace it with a
better clip of your best  performance.  To record, select  Recording from the
title menu and select "Recording". It will start to catalogue any fights from
there. However, if you select this option before inserting the Memory Card,
all previous files will be deleted. The same holds true for when you turn the
console off. So, in other words, it's a cheap option to fool around with.

Like any Options mode  in any type  of game, it lets you  change  the default
game settings to suit your taste. You can choose to adjust the difficulty of
the CPU opponents in the Arcade Mode, deduct and add time to the match clock,
set the number of rounds per match, choose to skip cut scenes and other demos
and toggle the Medal Mode. Medals are just indicators as to the number of
wins you've earned in Arcade Mode.  All  these settings  can be tampered with
for an apt individual.

After each dual staging, you  will earn a certain  number of points depending
on your overall performance for that particular round. Things like the amount
of time left in the round is counted toward your total points. The faster you
beat down your opponent, the more points will roll in. You can check these
statistics from  the  Arcade and Survival  Modes.  The CPU characters will be

 ________________  _________________________________________________________
| BATTLE STUFF  / /                                                         |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

o| Basic Moves

D -> -> or <- <-
A  It really depends where you're facing and where you want to go. Dashing is
S  a key fundamental basic to pulling off deadly attacks, and avoiding them.
H  Facing  forward, tap -> twice.  Move backwards--tap <- twice to jump back.

G  <- or Crouch /
U  The Guard technique can block almost all attacks, except for Instant Kill
A  and probably some Overdrive moves. If you block upright, you'll be open
R  to attack in the lower body portion, so you've got to watch for where the
D  opponent is going to attack and press either buttons  to defend yourself.

J ^                     ^
U | or to jump higher | |
M                     v
P  Pretty useful if you're looking to execute some deadly combos and whatnot.

T -> + (P)/(S)/(HS)
R  Basically, you run forward and press any attack button to manage a forward
U  thrust attack. While it doesn't to the best attack, it certainly is a good
S  combo starter.  Some  characters can use this to dispatch a forward thrust
T  attack with a kick.

D During Guard -> + Any 2 buttons pressed simultaneously
N  Abbreviated for Dead Angle Attack.  It  acts as a counter attack after you
G  have defended yourself against an attack. After an attack, immediately
L  tap forward and 2 button simultaneously to throw the opponent off-guard
E  and down. At this time, you also might want to consider doing some combos.

D (S) + (HS) Simultaneously
S  What this does is break a crouching  guard, and  leave  him open to deadly
T  chains of attacks. Where the name "Dust Attack" came from is beyong me.

S (S) + (HS) while crouching
E  Basically, the character will slip under the opponent which such force, it
E  will knock the opponent down or up and leave him unalert to combos. This
P  is pretty effective to get yourself out of sticky  situations.  Corners...

R Any 2 buttons when knocked down
O  I find this to be a really neat thing.  Once you're  knocked down, the guy
V  is bound to have more tricks up his sleeve, so you've got to regain your
E  composure to prevent yourself from losing any more life! While you're in
R  the air, press any 2 buttons to have a sudden boost of strength and redeem
Y  yourself and get ready for the next attack.

T -> + (HS)
R  When your opponent is inactive for that split  second, you  should quickly
O  forward and the (HS) button to grab a hold of him and slam him on the
W  ground. That way, he'll be off guard; you'll be on him slapping him silly.

o| A Closer Look At These Moves

Wazzis? A neat trick you can employ in Guilty Gear X. Yes, it's also known as
the common jump command. You can Jump up, by pressing Up on the D-Pad or
Analog stick. You can jump even higher by pressing Down, then Up.
Incidentally, you can also double jump, or even triple jump for some
characters. What the hell do I mean by that? By double jumping, the character
jumps up, as you know, and at the peak of his jump, you can press Up again to
force an extra kick to jump higher. Same holds true for the triple jumpers
except you press Up one more time. I know of only one character right now
that can perform the triple jump, and that is Chipp.  Double  or Triple jumps
can be somewhat useful if you need to do some aerial combat or carry out some
attack that requires some air.

Dust Attacks are  often used  for combo  starters.  What it does is lift your
opponent into the air and cues you to prepare a nasty combo. Then you can
combine some Roman Cancels and whatnot. If the opponent switches the role and
decides to do a Dust Attack on you, you can simply block it. It's entirely up
to you what you want to do with the guy once you've swept him off his feet.
You could follow suit and jump in  the air as well, slam him down, or prepare
an Instant Kill while he's floundering in the air.  However, the opponent can
make a Recovery and return to normal if you linger too long.

After or during being beaten up by an  opponent, you  can redeem yourself and
prepare to block off his succeessive attacks. This works best when you're
being juggled in the air. When you press any 2 buttons simultaneously, the
character is suddenly charged with extra energy at his feet to give him a
boost of power to dart away from any further danger. It's a really nice thing
about GGX, and should be used often, especially  when your life gauge is low.

As the name implies, the character performs a sweep move, which is a movement
sliding through the opponent, knocking him off balance. By pressing Slash and
Heavy Slash together, your character can perform this move. When this attack
connects with your opponent, he cannot  use a Recovery to regain his balance.
Such sweetness...

Throwing an opponent on the ground is a very good  way to fish for a moderate
amount of damage. For Potemkin, it does more than a "moderate" amound,
believe me (it's more like 1/4). The effect of a throw depends on the sheer
weight and power of that character doing it. Like I said before, Potemkin
will get the most benefit from this addendum than other characters because of
his prodigious size and strength. To perform a throw, press the joystick
towards the enemy and press Heavy Slash.  The character  will cling on to the
other character and throw them down in their own individual way.

Taunt is what you'd find in most fighters, especially wrestling games.  You'd
want to spur the opponent into giving you their best they're giving you a
sleep-inducing performance. To taunt, simply press R1. Respecting--I'm sure
you can figure out what it does, but it's my duty to enlighten you. You'd use
this when you find that the opponent is overwhelmingly powerful and you want
to show him your unsolicited regards his superior strength. BUT, those are
not what they're _really_ for.  Taunting or respecting the opponent lures him
into a blanket of the false impression that you are unshielded against an
attack he may be plotting to use.  You can cancel a Respect anytime, but  you
cannot cancel a taunt until you've seen a cycle of it.

o| What is the Tension Gauge?

The Tension Gauge is like that meter in SF3  Third Strike (I forget what it's
called). It's a bar that represents your character's antagonism, or hostility
for simple-minded people. Once it reaches the full mark, you can make the
choice to discharge some super abilities from your character like the awesome
Overdrive moves! You must learn to exercise this ability to separate yourself
from the losers and average players.  Utilizing  attacks of the Tension Gauge
is key to victory.

The bar increases as you use  devastating combos and offensive basic moves to
your opponent. The game determines that on the account that you make
relentless attacks against CPU or any competitor.  Once it's  filled, you can
make use of the following  moves: Overdrives, Instant Kills, Faultless
Defense, Roman cancel, and Dead Angle Attacks. Each of them gradually comsume
tension energy.

Did you  know this is the same  name  for the new limit break system in Final
Fantasy X? It also relates to it. Overdrive attacks are the character's next
to most destructive attacks in their big bag of tricks. To simplify its
purpose: These little puppies can send CPU opponents on a free trip to hell.
They are usually formed of a chain of 20 consecutive attacks.  Each character
have their innate overdrive moves.  There may be more than the ones listed in
the game and in the manual, but I have yet to confirm that. Overdrive attacks
consume 50% of a filled tension gauge.

As the name implies, this  attack  is a one-hit  kill that finishes the match
quickly. They are really, really bad ass stuff. While it sounds like a really
cool thing you want to harness into your broad school of thought, enacting
them is the hard part.  Are you ready?  First, you've got to make sure the
character is inactive and  will not attack while you prepare an Instant Kill,
otherwise it can interrupt the process and you'll have to do it again. The
best way is to bash the opponent as many times as possible to stun him
momentarily. Now, press all 4 face buttons down contemporaneously. Your
character should be  encircled by an  illuminating shade of light, indicating
that the Instant Kill is ready. During this VERY limited time, quickly, but
precisely, input the corresponding commands for the Instant Kill of that
character. If all goes well, your character should perform his signature move
with really cool effects! Each character has their own instant kill moves for
your recommended viewing.  Test them out and master them! They come in handy!

Faultless defense is  generally  another technique to  lessen damage received
from an opponent. To use it, you'd have to have some energy in the Tension
Gauge, otherwise it won't work.  Press the Punch and Kick [(P) + (K)] buttons
down and hold them together. It works best with your thumb, you know...What
it does is nullify about 75% of the opponent's attack power.  While you still
take damage, it is annulled to a 20% reception of damage. Continued use of
the Faultless Defense gradually eats  up the energy in the Tension Gauge, and
once it is no more, you can no longer use the technique. You have to remember
that although the Faultless Defense is activated, you must defend segments of
the body accordingly. For example, you could be guarding your mid portion,
but the opponent can still attack your pelvic  area and below with ease. This
applies also the aerial defense abilities.  Just remember that the ability is
quite limited in some areas, and it doesn't make you invincable.

What? Does this technically mean "natives of Rome that neautralize"? Well uh,
it sorta works that way. What you do is press 3 of the attack buttons during
a move that impinges the opponent to negate, or cancel, attack actions and
return to a poised fighting stance. It's much like stopping a jump in mid-air
and then dropping back down. Its primary use proves to be very effective if
utilized correctly. Once you attribute this move to an ongoing combo, you can
reset and begin another  chain  of combos to  execute an incredible number of
menacing sequences of multiple combos.  Roman  Cancel offers vast options for
tactical  playing, but  the  drawback is that it  drains 50%  of the  Tension

Dead Angle Attacks  serves  its purpose as a counter blow against an opponent
immediately after you've blocked his fury of attacks. Sinfully, it consumes
50% of your Tension Gauge, which is a whopping price to pay for something
that does so little. Personally, I rarely use it, but there will be times
when you'll really need it.  It's  most useful when the opponent is cornering
you and suppressing your powers to a helpless lil scamp.  While crouching and
guarding, move your character to the direction of the attacker and down press
any two buttons at the same time. Your person will disburden some white light
indicating he has acknowledged your command, and proceed to counterattack the
opponent. I might also want to tell you that that this counter can be blocked
if the opposing member is on alert.

A little thing that prevents you from doing much for a short  time.  The text
"Negative Penalty" will appear one the side of which that character belongs
to.  You get this penalty by wussing out and for taking the defensive for too
long.  The  game determines that if you guard and backdash frequently without
extending some offensive attacks.  If that happens, Negative  Penalty appears
and it drains energy from your Tension Gauge.

o| A Deeper Look Into GGX' Attack System

Damage scaling typically measures the damage done to a certain type of attack
or combo. Generally, adding combos to ongoing attacks lessens the damage that
could be done if it was exceuted by itself. It's a pretty complicated system.
There are several induced factors that change the scaling somewhat. A precise
approximation of damage done is misleading since it differs with various
oppponents.  For example, Chipp could be doing 135 to Millia, 80 to Potemkin,
112 to Baiken, and so on. The balance of damage corrupts also depending on
your opponent's life gauge and his remaining life. If it is already dropping
dangerously low, past 50%, your optimum damage is reduced. If the opponent
has full health, or over half, no  changes  will be done to the damage dealt.

This chart and information was selected from Ben Cureton's DC GGX Manual. All
credit due to him.

This table is very easy to read. The left column is the Guts rating.  The top
column is how much health your character has remaining. The data within the
table is the damage modifier.  Depending on how much health your character
has, the damage modifier  will be  different.  As you can see, the  lower the
Guts rating, the more  damage  your character will take during the entire

                            Damage Scaling Chart
    ~56%     ~42%     ~31%     ~21%     ~15%     ~9%     ~4%     ~0   Health
0  x1.00    x1.00    x1.00    x0.91    x0.75    x0.58   x0.48   x0.39
1  x1.00    x1.00    x0.94    x0.88    x0.69    x0.56   x0.47   x0.39
2  x1.00    x1.00    x0.91    x0.81    x0.66    x0.55   x0.45   x0.38
3  x1.00    x0.94    x0.88    x0.78    x0.64    x0.53   x0.44   x0.36
4  x1.00    x0.94    x0.88    x0.78    x0.63    x0.50   x0.39   x0.36
5  x1.00    x0.91    x0.83    x0.75    x0.58    x0.47   x0.38   x0.34

Guts                           Scaling Modifier

                              Guts Rating Chart
 Anji     Axl     Baiken     Chipp     Dizzy     Faust      Jam     Johnny
  5        1        4          4         1         0         3        4

  Ky      May     Millia    Potemkin    Sol    Testament   Venom     Zato
  2        3        3          4         1         2         2        1

Character Defense statistics work like they would  in a RPG.  The  higher the
numbered statistic is, the less damage is received. However, that's reversed
in GGX. It's the lower the number, the less damage sustained. Depending on
the character, you are likely to receive different variants of damage
appraisals. Below, I've displayed a chart to help you understand this better.
This chart and information was selected from Ben Cureton's DC GGX Manual. All
credit due to him.

As you can see, Chipp's defense modifier is the largest and Potemkin's is the
smallest.  This  means  an attack  that  inflicts 100 damage on Sol (x 1.00),
would inflict 131 on Chipp (x 1.31) and only 88 on Potemkin (x .875).

 Anji     Axl     Baiken     Chipp     Dizzy     Faust      Jam     Johnny
 x1.06    x1.00    x1.18     x1.31     x1.06     x1.00     x1.06     x1.00

  Ky      May     Millia    Potemkin    Sol    Testament   Venom     Zato
 x1.03    x1.06    x1.21     x.875     x1.00     x1.00     x1.00     x1.06

Unlike Instant Kill, Instant  Block allows you to block immediately and auto-
matically block an incoming attack, and then quickly recoil with an attack of
your own.  You  can do this by pressing back the split second before you make
contact with the opponent's weapon.  This enables your character recover much
quicker than he would in a normal stance guard.

Getting stunned isn't a very good thing. It's only bad if you are stunned. If
either of you get numbed (depending on who is the stunned victim here), then
the dizzy person is momentarily open to ANY kind of attack. How to avoid this
or how to utilize this? To elude it, you must avoid being trapped in a frenzy
of combos or consecutive offensive attacks by the opposing player. If you let
him beat you around for too long, you'll eventually get dizzy and be inactive
for a few seconds. That may not seem too long, but it really gives the
opponent a helluva a good opportunity to KO you.  Vice versa if your opponent
is stunned.  To "force" dizzy status, you must pull off a chain of relentless
attacks.  Remember, you  or the opponent  remains dizzy until the "doves" fly
off, or if you pound him enough.  If you  happen to be the one in dizzy mode,
you can mash the face buttons to quicken the recovery rate.

o| Combos & Fun Stuff

A Gatling Combo is a technque of linking  normal moves together to form a new
string of combinations. This gives a character the ability to link their
special moves and even Overdrive attacks together to develop one, very mean
combo that can knock off over half of the opponent's life. One of many cool
features in GGX.  By unleashing Gatling Combos, the player can fully exercise
technique into winning against any opponent.  Of course, this  is only one of
the fundamentals of being a GGX master.

[ m o r e  s t u f f  o n  t h e  w a y ]

                                                                    ___  ___
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=-\  \/  /=
                                                                     \    /
  07.  Easter Eggs & X-tras //                                       /    \
                                                                    /  /\  \
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=/__/¤=\  \

o| Unlocking Testament and Dizzy
In the U.S. version of the game, there is a  code for  dragging Testament and
and the mighty, mighty Dizzy in to  the tourney.   On the  title screen, just
enter DOWN, RIGHT, RIGHT, UP, and START to unlock them.

Thanks to jhjmonnee ([email protected]) for the code.

NOTE: I have tried the code, but it doesn't seem  to work.  But I've only had
about 5 minutes to do everything with the game  at the moment.  I will affirm
it in the next version.

                                                                    ___  ___
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=-\  \/  /=
                                                                     \    /
  08.  Outro //                                                      /    \
                                                                    /  /\  \
¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=--=¤=/__/¤=\  \

Want to send me an e-mail? First, ya gotta follow these rules...

- Send me a question which cannot be found in the CURRENT version of the
- Be specific! I cannot stress this enough. I get tons of e-mails a day,
  and it will be very helpful if I can scan through them quickly. And that
  is when you come into play. Specify what you want, how you want it and
- State the name of the game you are talking about. I do not have psychic
- Check the newest version of the guide before e-mailing me! And READ it!
  I will not answer you otherwise.
- Try to put your English skills to good use (good grammar, spelling, etc.)
- Drop a line telling how good my FAQ is. ^_^

- Ask a question that has already been explained in the guide. All you
  need to do is peruse it.
- Send me any help on the walkthrough.
- Request that I send you an updated version of my FAQ. The answer will
  be no. Just check GameFAQs.com or other sites that have my FAQ!
- E-mail me with something stupid.
- Type in all CAPS or in PRETTY COLORS like yellow. That's just blinding.
- Send me an e-mail in another language. I may or may not understand it, but
  I will ignore you nonetheless.
- Ask me to be your friend!
- Send me something just to annoy me.

CHAT NOTICE: Please DO NOT add me to  your list and then  ask "Who are you?".
If you're going to add me to your list of wonderful buddies, please note that
I'm that insane GGX author, or whatever the hell you need to remind  you. I'm
just so sick of getting that all the time. You either add me and know who the
fuck I am, or I block you. It's simple, really.

                       E-mail: [email protected]
                         MSN Messanger: see above
                               ICQ: 70967247


This Guilty Gear X guide was created on October 5, 2001. © 2001 AdrenalineSL.
All rights reserved.

All rights reserved including the right of reproduction in whole and  in part
in any form.  Playstation 2 and Playstation 2 logos are registered trademarks
of Sony, Inc.  Guilty Gear X is a registered trademark of Sammy, Inc. The
author of this  document  is in  no way affiliated with Sony Entertainment of
America.  You may not place  this document on your website or reproduce it in
any way without the author's consent.

This Guilty Gear X FAQ/Move List is  written  by AdrenalineSL, who  holds all
copyright for this document, in whole and in part. This guide may be used for
private and  personal use only.  You may  not permit anyone under any patents
to reproduce it, in part or in whole, or use it for profitable purposes.  All
content  within this  file is owned and created by Stephanie Lee.  Should you
attempt to infraction  under the fallacy that you  are right, it must be said
straight out that you are a  moron.

This guide may be distributed  freely assuming everything within this file is
fully intact and I receive my proper credits. It may not be distributed for
profit or any means of economical gains. Please do not modify or swindle this
FAQ in any way, even if you find errors, wildly inaccurate information,
grammatical idiocy, et cetera.  Get it?  Get it?! Get  that clear, you thief.
Think before you steal.

DISCLAIMER: Guilty Gear X, the Guilty Gear X logo, and all related characters
are copyrighted and property of Sammy, Inc.


Webmasters- If you want to use this guide, just ask for  permission.  To make
this known, here is a list of the official or authorized carriers of this GGX

Cheat Code Central 
Happy Puppy 
Game Winners 

All other sites are FAQ stealers that  do not respect  copyrighted works! And
if I do grant permission, I  reserve the  right to ask that it be removed for
any reason! I also sincerely urge you to keep ALL my FAQs UPDATED! UPDATED!
UPDATED!  Outdated versions of FAQs are the devil! Are we clear on both terms
here? Great.

Credits, Plugs, and Extra Junk

= I really want to thank Ben Cureton's WONDERFUL Manual FAQ for GGX. It has
  helped tremendously in the production of this FAQ. It introduced me to many
  things I polished myself that has been incorporated into this FAQ! Thanks a
  bunch, Ben!  I also used his some charts of his.  Check the Game Overview
  section for details.  If you  can't find  what you're  looking for here, I
  suggest you check out his FAQ of the DC version!
= AstroBlue for the chart design in the Character Moves section! I hope you
  don't mind...
= The KiD for creating a great FAQ, from  which a lot of information for this
  was used, and helping me in the first place! Thanke! :)
= IGN for the GGX Plus lowdown.
= The GGX instruction manual for providing a heap of helpful information!
= CJayC for hosting my work on his wonderful site!
= Guilty Gear Mush (http://www.geocities.com/ggmush/) for being a superific
= Sammy for creating a really awesome 2D fighting game!

What's Coming Up Next?

X  More character moves covered and listed.
X  More character profiles.
X  More everything except for secrets and stuff, which will be done AFTER all
   other things are complete.
X  I've started work on trying to discover some Gatling Combos and other
   Combo techniques.


                ************* CLOSING STATEMENT **************

Again, let me expatiate a little about how great this  2D fighter is.  It has
really brought things to the next level. I hope you're enjoying the game as
much as reading this guide (Of course, you enjoy reading this guide, silly!).
Soul Calibur blew me away on the Dreamcast and I haven't experienced anything
like that again until now. DOA2 Hardcore is a nice treat, moving on...Anyway,
keep an eye out for future revisions!  Don't e-mail me about things I haven't
covered yet.  The mechanics of  this game are  quite hard to become throughly
proficient in, so give me time!!

([email protected])

Shameless plug--Other FAQs by yours truly:

                                MUCHAS GRACIAS!!
                                        /^  ^^    ///
                     / // ^  ^       /O%G%/t(   /////
                     O(@@ [email protected]    /RG(t////~t%K^/ //^/
                      DeFtones   @#(((^  ^//~6K%^^^^
                                [email protected]%/~     //([email protected]
                               @@B6((~/ ^^^~/~t%@
                               @@R6((~((/%/~(/[email protected]   /
                               @@GC%GtC~/~(([email protected]@^
                              /@QGCCtCCt%[email protected]@/^^/
                              RBC%tCCGGC/[email protected]@@/////
                             (#O((%%CGG#[email protected]@et/~//
                             et(/tt([email protected]@#K#eGGOQet////
                        ^^ % /(OKeC%tCC6C6666OG%~// /
                      / ^(t/~%G6(tC%(%tC%%C6%%///////
                    ^  ^%/(%KCC(((%((/(/(~// //^//~//
                       C/%[email protected](t(/^        ^^   / / ///
                   ^/^(t#@(((/^  !~AdrenALiNe~!
                   ^%%@@(~/~/^          ^    ^//^// /
                    /(//////// ^  /  / R~%G^C~Gt~/^ ^
                     // ////// / ^^^///////G/ ~/ ///^
                     /// ^//^/// / /   /^ / ^//// ///

                       _Adrenaline_ Deftones 1995
                     The Guilty Gear X Strategy Guide
                      Copyright © 2001 Stephanie Lee
                              October 2001

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