GUILTY GEAR ISUKA ARCADE VERSION FAQ (v3.0, 8-11-04) by Edward Chang (chang.459@osu.edu) Version History v3.0 (8-11-04) Clarifications on how to unlock Kakusei Sol and Kakusei Ky. Added a few moves for each. v2.5 (8-02-04) Addition of Kakusei Sol and Kakusei Ky to the movelist. v2.1 (8-01-04) Minor revisions. v2.0 (7-31-04) Revisions throughout. v1.0 (7-29-04) First Version. Most data covered but missing EX mode for A.B.A. Table of Contents 1. Introduction 2. Conventions 3. Basics 4. Moves List --A.B.A --Anji Mito --Axl Low --Baiken --Bridget --Chipp Zanuff --Dizzy --Eddie --Faust --I-No --Jam Kuradoberi --Johnny --Ky Kiske --May --Millia Rage --Potemkin --Robo Ky --Robo Ky Mark II --Slayer --Sol Badguy --Testament --Venom --Zappa --Leopaldon --Zako A --Zako B --Zako C --Kakusei Sol --Kakusei Ky 5. Soundtrack 6. Translations 7. Miscellaneous Tips/Secrets 8. Credits 1. INTRODUCTION What is Guilty Gear Isuka? Isuka is the latest game in the underrated Guilty Gear 2D fighting game series. The series features impressive graphics, a range of interesting and sometimes bizarre characters, and technically deep gameplay. Isuka differs from its predecessors by taking Guilty Gear to the next level - fighting now occurs on two 'lines' (a foreground and background, like the old Fatal Fury games), and now up to four players can fight at a time in combinations such as 2 vs. 2, 2 vs. 1 vs. 1, and total free-for-all. Aside from some added mechanics to account for the free-for-all and two-line systems, the game is not that different from its immediate predecessors, Guilty Gear XX and Guilty Gear XX #Reload. Isuka is not a true sequel to GGXX (it's not the still-awaited-for GGXXX) but it is an interesting diversion in the meantime. The console version adds several interesting additions not present in the Arcade version, the most prominent of which is the addition of three characters not present in the arcade; Robo Ky, from GGXX #Reload, Robo Ky Mark II, a new version of Robo Ky that is customizable by the player, and A.B.A, a totally new character made specifically for Isuka by Ishiwatari Daisuke. Finally, what is an Isuka? An Isuka is a kind of bird, known in English as a 'crossbill'. ArcSystem Works picked the name since the image of a bird represents the GG series "flying to new heights", and the bird's crossed beak supposedly represents crossed swords. An iffy explanation if best, but one we'll have to live with. GG Isuka is planned for a US PS2 release sometime in November-December of 2004. 2. CONVENTIONS Directions u/b -- up and back u -- up u/f -- up and forward f -- forward d/f -- down and forward d -- down d/b -- down and back b -- back u/b -- up and back c. -- while crouching in any direction j. -- while jumping qcf -- quarter circle forward (d, d/f, f) qcb -- quarter circle back (d, d/b, b) hcf -- half circle forward (b, d/b, d, d/f, f) hcb -- half circle back (f, d/f, d, d/b, b) dp -- dragon punch (f, d, d/f) rdp -- reverse dragon punch (b, d, d/b) Attack Buttons P -- Punch K -- Kick S -- Slash H -- Hard Slash F -- Furimuki Other [x] -- button 'X' should be held (T) -- throw; move must be performed extremely close to opponent and is unblockable (C) -- chargeable; move changes if attack button is held down (j.) -- move can also be performed in midair (GC) -- guard cancel; move must be performed while guarding R -- move is eligible for Roman Cancel F -- move is eligible for False Roman Cancel J -- move is eligible for Jump Cancel X -- move is NOT eligible for basic Cancel L -- move hits low (must be blocked crouching) M -- move hits mid (must be blocked standing) --> -- followup 3. BASICS GAUGE BASICS Life Gauge This gauge represents how much life you have left. Naturally, when it reaches zero, you lose, unless you (or your team) has Souls left. The color of your lifebar represents your team, so your partner will have the same color lifebar as you do. When your lifebar reaches zero, and you have no souls left, you lose the match. Souls Souls are represented by the little orbs under each characters names. When your life reaches zero, if you have a soul left, you lose a soul and your lifebar instantly fills to max again. Souls are shared between teammembers. The number of souls a team starts with depends on the configuration of the match. In a 1 vs. 1, 1 vs. 1 vs. 1, and 1 vs. 1 vs. 1 vs. 1 match, all players start with 1 soul. In a 2 vs. 1 match, the team of 2 starts with 1 soul and the lone character starts with 2. In a 2 vs. 2 match, both teams start with 2. Finally, in a 2 vs. 1. vs. 1 match, the team and both individuals start with 2 souls. Guard Gauge This gauge represents how much you have been blocking. It starts off half filled. As you take damage, the guard gauge decreases; as you block, the guard gauge increases. If you neither take damage nor block, it slowly returns to its middle position. The more empty the guard gauge is, the less damage you take. Thus, the last hit of an 8-hit combo will do substantially less damage than it would alone, since your guard gauge would be practically empty. If you continuously block, your guard gauge will fill up so much that it will start flashing at 3/4 full. At this point any hit you take will immediately be a counter hit. Tension Gauge As you move towards the enemy, inflict damage, or take damage, your tension gauge gradually fills up. Tension has a number of different uses, including tension attacks, Fortress Defense, Dead Angle Attacks, Guard Cancel Line Changes, Roman Cancels, and False Roman Cancels; see below for details. Tension is not carried over between rounds. The bar changes colors; at less than 1/4 filled, it is blue, and can only be used for Fortress Defense. At between 1/4 and 1/2 full, it is green, and can be used for False Roman Cancels and Guard Cancel Line Changes. Between 1/2 and all full, it is red, and can be used for Dead Angle Attacks, Roman Cancels, and tension attacks. Finally, if the bar is completely full, it turns gold. Using tension by any means besides tension moves makes it harder to regain tension for a short period of time. Specifically, after performing FD you will gain tension at a reduced rate of 20% for 1 second. After a Roman Cancel or Dead Angle Attack, you will gain tension at a reduced rate of 20% for 4 seconds. Finally, if you get hit with a Negative Penalty you will gain tension at a reduced rate of 20% for 10 seconds. Negative Penalty If you turtle, i.e., you sit back and play ultradefensively, not attacking, you will get hit with a negative penalty. This reduces your tension gauge to zilch, and you'll have to fill it up all over again. Also, it becomes harder to fill it up again for a period of time (only 20% fill rate for 10 seconds!), and you will also get dizzy more easily. As an added penalty in Isuka, your Guard Gauge will also fill to max instantly. Burst Gauge The Burst Gauge was introduced in GGXX. It too fills up as you inflict damage and take damage during a round, but unlike Tension, it does carry over between rounds. The Burst Gauge has two uses. Both uses are applied by pressing S+H and one other attack button. If you use a Burst while you are being attacked, the Burst will serve as a combo breaker; the opponent will be pushed away, and you'll be able to counterattack at your leisure. This kind of burst is blue in color and takes the entire Burst Gauage to perform; if you hit with the pushback, you will get 1/3 of the Burst Gauge back. If you use a Burst otherwise, it will be an attack. This kind of burst is yellow in color and only takes 2/3 of the Burst Gauge. The attack is hard to hit with, but the bonus is that if you hit with the Burst attack your tension gauge immediately fills to maximum. In a 2 vs. 1 match only, the 1 player side has the added advantage of always doing gold bursts. MOVEMENT BASICS Double Jump By pressing an up direction in midair, you can jump to an even higher height. Some characters had triple jumps in GGX (Chipp, Dizzy, Justice) but only Chipp has this ability in Isuka. High Jump By pressing a down direction and then an up direction in rapid succession, you will perform a high jump. A shadow will follow the character during a high jump, and obviously you can reach higher than you could with a normal jump. You can't mix double jumps and high jumps, though. Dash By double tapping forward or back, most characters can dash. This lets you move around quickly, but be warned: you cannot block while dashing. You can also dash in midair. If you jump forward and press forward again, this counts as two forwards, so your character will jump forward and immediately airdash. Millia and Dizzy can airdash or airbackdash two times in a row, making them extremely mobile. Potemkin cannot dash forward; Johnny and I-No have altered forward dashes; Slayer has unique ground dashes; and A.B.A can only dash forward or airdash when in double-edged mode. Turning Since battles can be hectic and you might be fighting multiple opponents at once, your character does not turn automatically to face opponents who jump over you (since other opponents may remain in front of you). Thus, you must manually turn using the new Furimuki (F) button. Turning is fairly fast, and you are capable of guarding attacks that come from behind you, but attacking people behind you is a lot harder, so knowledge of how to use F correctly is essential. It will take some getting used to and will probably seem awkward as first, but eventually it'll come naturally. Line Change By pressing the Furimuki and Hard Slash buttons together (F+H), your character will change lines. You can use this to avoid projectiles and the like. In general, attacks originating from one line cannot hurt people in the other line, so line changes can be used to escape getting trapped. However, you are vulnerable when doing Line Changes, so be sure the area you are jumping to is clear of opponents. Guard Cancel Line Change Line Changes can also be performed while guarding, by pressing forward and Furimuki+Hard Slash (f+F+H). This costs 25% Tension to perform. Line Changeing while guarding allows you to escape many previous lockdown and unblockable setups so it is essential; you should always try to have 25% Tension handy for this reason. ATTACK BASICS Attack Levels Attack levels determine how the attack can be blocked. Standing attacks can be blocked high or low, or in midair with Faultless/Fortress Defense. You CANNOT block moves from a grounded opponent while you are in midair, normally. Mid attacks must be blocked standing; they will hit a crouching character. This includes most midair attacks and dust attacks. Low attacks must be blocked crouching. This category includes sweeps and some (but not all) crouching moves. Basic Attacks Basic attacks are simply performed by pressing P, K, S, or H. By pressing these same buttons while crouching, or while in midair, you can perform different basic attacks. f+P and f+H are also basic attacks; S changes whether close or far from the opponent. Some characters also have f+K basic attacks. Bridget does not have an f+H but does have an f+S. Special Attacks Special Attacks are what makes each character unique. The commands to perform them are similarly unique. See the movelist for details. Tension Attacks Also known as "Awakening Attacks" or "Overdrives". These attacks require half of a tension bar to perform. Like Special Attacks, the properties and inputs vary depending on your character. Instant Kill Also known as "One Hit Kill" or "Destroy" moves, these moves were one of the distinguishing features of the previous GG games, but they are gone in Isuka. This hurts some characters (like Ky, who could get an IK when his opponent was dizzied) more than others. Dust Attacks Formerly performed by pressing S+H in GGX, in GGXX the Dust Attack was done simply by pressing the new Dust (D) button. Isuka removes the D button and so Dusts must once again be done with S+H. These moves are unique from character to character, but generally they take long to execute, long to recover, and don't do much damage. The advantage is that they float the opponent extremely high if they hit a standing opponent (not a midair opponent). If the move hits, you can immediately chase after the opponent by pressing up, and proceed to hit the opponent with your best air combo. Sweep Pressing c.S+H will perform a sweep. The sweep must be blocked low, and if it hits, the opponent will be knocked to the ground. Air Dust Attack Pressing S+H in midair will perform a unique air dust attack. The properties of air dusts vary wildly from character to character. Back Attack New to Isuka, Back Attacks allow you to attack opponents behind you without changing direction by pressing the Kick and Slash buttons together (K+S). Like f+P attacks, Back Attacks make the upper part of your character invincible during the beginning of its animation, meaning some characters can use it as anti-air. All Back Attacks are cancellable and jump cancellable. Line Change Attack An outgrowth from the two-line system, Line Change attacks are the only way for a character to attack an opponent on a different line. Upon pressing Furimuki and Punch together (F+P), your character will charge towards the other line while attacking. Line Change attacks have wildly varying properties; see the table below. Sol: Cancellable Ky: Cancellable, JCable, Downs on CH May: JCable, Staggers Millia: Cancellable Eddie: Cancellable, Downs Potemkin: Cancellable, Downs Chipp: Cancellable Faust: None Baiken: None Jam: Cancellable, Downs on CH Johnny: Cancellable Axl: Cancellable, Staggers on CH Anji: Cancellable Venom: Downs Testament: Cancellable, JCable Dizzy: Cancellable, JCable, Staggers on CH Slayer: Staggers I-No: Cancellable Zappa: Downs Bridget: Cancellable, Downs on CH Line Tobashi Attack Line Tobashi attacks blow your opponents to the other line if they hit grounded. Performed by pressing the Furimuki and Slash buttons together (F+S), Line Tobashi attacks can be cancelled from any normally cancellable basic move so it's useful in combos. The Line Tobashi itself can be cancelled and jump cancelled (save for Baiken and Testament, who cannot JC it); it can also be specially cancelled into the Line Change and Line Change Attacks. One combo usage is to perform a gatling, chain to Line Tobashi, then performing a Line Change and doing an air combo on the opponent in the other line before they hit the ground. Line Tobashi attacks that hit opponents in midair do not push the opponent to the other line, but they do float the opponent higher, meaning another use for the Line Tobashi for some characters is to knock the opponent into the air (via a sweep for example), then comboing into the Line Tobashi, jump-cancelling, and performing an air combo. "Tobashi" means "to force to fly", by the way. Throw Throws must be performed extremely close to the opponent, by pressing either f+H or b+H. They are usually of good damage, and cannot be blocked. Once a throw is started, there is no way to escape. Getting close enough to perform the throw, though, is quite a challenge. Dashing in and pressing H doesn't work because this will just give the f+H basic move; you must either release f and press f again, or stop your dash and press b+H. Air Throw New to GGXX were air throws. They are performed exactly the same as a regular throw, but obviously, both you and your opponent must be in midair. They also tend to have better range than ground throws, about twice as far in most cases. Basic Cancel The most basic form of cancelling, is of course, the basic cancel. This refers to cancelling the recovery time of a basic move (i.e., a move that most characters have, like standing S, or f+P, or f+H, or jumping K...) into a special move (such as Faust's qcf+P or Sol's qcb+S). Most basic moves can be cancelled into special moves with few exceptions. Jump Cancel Certain basic moves can have their recovery time cancelled into a jump simply by pressing up as soon as the move connects. Whether you can perform a JC depends on the move, so experiment with each character. I have designated Jump Cancellable moves with a "J" in the movelist for each character. If the basic move floats, like Dizzy's f+H, then you can use the jump cancel to set the hapless opponent up for a float combo. Roman Cancel By pressing three attack buttons other than F at the same time, you can perform a roman cancel. This will stop all recovery time of a move and allow you to move again immediately. However, it takes 50% tension to perform. Obviously, this is the core to many comboes. Note that you can only perform a roman cancel if you hit the enemy, regardless of whether they block or not. Whiffed moves cannot be RCed. False Roman Cancel New since GGXX, the false roman cancel is similar to the RC in many aspects. It is performed the same. However, there are a few differences. Not every move is eligible for FRC, and the timing is very strict - usually within 1/5th of a second of a certain point during the move. Also, you do not have to connect with the opponent to perform a FRC. FRCs also take only 25% tension. Finally, a successful FRC will glow blue instead of red. Some moves that were not FRCable in GGXX/GGXX#R are now FRCable in Isuka. Dizzy (no, not the character) If you hit your opponent with a long combo or with powerful hits in succession, they may become dizzy. While dizzy, a character cannot perform any moves, and cannot block. They are basically open to anything. Dizzy time may be shortened by mashing the buttons and shaking the lever around. Stagger New to GGXX is staggering. Some moves stagger the opponent. While staggered, a character cannot attack or block. Think of staggers as a mini-dizzy. Like Dizzying, staggering may be nullified by mashing buttons or shaking the lever. A list of moves that stagger in the game follows. Slayer Hard Slash (H) Forward HS (f+H) Counter Only Air Dust (j.S+H) Counter Only Line Change Attack (F+P) Normal Throw (f/b+H) Under Pressure (S/H during Dandy Step) Counter Only Chokkagata Dandy (j.qcb, qcb+S) Noncounter Only I-No Forward HS (f+H) Counter Only Daiboku wo Sasuru Te (hcf+S/H) Zappa Crouching S (c.S) Counter Only Crouching HS (c.H) Ghosts: Far Slash (S) Counter Only Sword: Itasou, tte Iu Ka Itai (qcf+S --> H) Counter Only Sword: Chikazuku to Yukimasu (hcb+H) Noncounter Only Bridget Special (d/f+P) Counter Only Special (j.d+S) Counter Only Roger Lash (qcf+H during Yoyo Haichi) Loop the Loop (hcb, f+S) (Seventh Hit) Sol Forward HS (f+H) Ky Hard Slash (H) Counter Only May Hard Slash (H) Counter Only Line Change Attack (F+P) Millia Forward Punch (f+P) Counter Only Silent Force (MA qcb+S) Counter Only Eddie Hard Slash (H) Counter Only Forward Kick (f+K) Potemkin Crouching Slash (c.S) Counter Only Jump Slash (j.S) Counter Only Forward Kick (f+K) Megafist Back (qcb+P) Counter Only F.S+H.B. (hcb+S) Noncounter Only Gigantor (hcb, f+H) Chipp Forward HS (f+H) Rokusai (qcf+S during Resshou) Counter Only Faust Crouching Slash (c.S) Counter Only Jumpd Dust (j.S+H) Counter Only Baiken Forward Kick (f+K) Counter Only Kabari (hcf+H) Jam Forward Punch (f+P) Counter Only Crouching Slash (c.S) Counter Only Ashiharai (K during Bakushu) Geki: Saishinshou (qcf, qcf+H) Johnny Crouching HS (c.H) Counter Only Jumping HS (j.H) Counter Only Axl Far Slash (S) Counter Only Crouching HS (c.H) Line Change Attack (F+P) Counter Only Anji Forward Punch (f+P) Counter Only Kachoufuugetsu (First through Third Hits) Venom Hard Slash (H) Counter Only Testament Hard Slash (H) Counter Only Dizzy Far Slash (S) Fourth Hit Forward Hard Slash (f+H) Both Hits, Counter Only Line Change Attack (F+P) Counter Only Robo Ky Hard Slash (H) Counter Only A.B.A Fukumetsu (S after qcf+S) Normal Mode Only Shoukyaku (qcf+K) Counter Only Kashitsu (hcf+K) On Block DEFENSE BASICS Adjusted Damage You might have noticed that Chipp take much more damage than Potemkin for any given move. Even with the same Guard Gauge levels, different characters will take different amounts of damage for any given attack. The exact adjustment is given in the chart below. Slayer 0.96 I-No 1.00 Zappa 1.00 Bridget 1.06 Sol 1.00 Ky 1.03 May 1.06 Millia 1.21 Eddie 1.06 Potemkin 0.87 Chipp 1.30 Faust 1.00 Baiken 1.18 Jam 1.06 Johnny 1.00 Axl 1.06 Anji 1.06 Venom 1.00 Testament 1.00 Dizzy 1.06 Robo Ky 0.89 Robo KyII Variable A.B.A 0.89 Blocking Blocking is performed simply by pressing back or d/b. Standing blocks will guard against anything but low attacks; crouching blocks will guard against anything but mid. You can also block attacks in midair; however, you cannot block attacks that come from a grounded opponent while in midair. You CAN block attacks that come from behind you. In Isuka, the general rule is that you can block attacks by pressing the lever towards your back - it does not have to be away from the opponent. Fortress/Faultless Defense By pressing two attack buttons while guarding, your character will be surrounded by a bluish aura. At the same time, your tension meter gradually decreases. While engaged in FD, you will not take any guard damage. You will also not accumulate any guard gauge, and your opponent will be knocked backwards. Also significantly new to Isuka, while engaged in FD attack levels do not matter - you can block low attacks while standing and mid attacks while crouching, preventing two opponents from ganging up on you and doing a simultaneously unblockable attack. Once you run out of tension, you can no longer perform FD. Another bonus is that you can block attacks from a grounded opponent while in midair if you utilize FD. Since certain button combinations are other attacks, FD must be performed by either P+K, P+S, P+H, or K+H. Air Recovery If you are knocked into the air, you can press any attack button besides F to right yourself. After righting yourself, you may attack, but beware that this also opens you up to attack from the opponent. Also, certain attacks are not open to recovery. Generally, counter hits make the time a move is unrecoverable much longer. Dead Angle Attacks Dead Angle Attacks serve as universal counter attacks. They are performed by pressing forward and two attack buttons aside from S+H while blocking. This takes 50% tension to perform. The Dead Angle Attacks are usually short range and low on damage, so use them wisely. Instant Block If you block an attack at the precise moment it connects, your character will flash white and you will take no damage. The advantages are that this reduces guard stun, knocks the enemy back somewhat, and for a period of time you will gain tension more easily. The knockback and the guard stun ranges are less than normal guard and FD. The timing is QUITE severe so don't try for it unless you are sure. Opposing Hit If two attacks of approximately the same strength hit each other at the same time, a flash of lightning hits and neither character will take any damage. Both characters will cancel the remaining recovery times for their moves, if any. OTHER NOTES Unlike other games, Guilty Gear is not all about combos. Since damage inflicted during comboes decreases drastically, it may not be in your best interests to use them. For instance, Faust's qcf, qcf+S tension attack can do up to 90% LESS damage even as the second hit of a combo. Especially in the case of Isuka, performing combos while facing multiple opponents can leave you wide open. In Isuka moreso than previous games, the emphasis is less on combos and more on positioning and the wise use of short attack strings. Your attacks CAN hit allies, but in general any given move can only hit one opponent at a time. Thus, if you use a long range move (say Johnny's f+H) and multiple opponents are in the attack range, only the closest character (even if its your partner) will be hit and the other characters will be unaffected. Teammates do not take damage if hit (except in the 2 vs. 1 situation, see below), but they will stagger and will be left open to attack. Moves that do special things upon hitting, like Johnny's coins powering up his Mist Finer and Zappa's Konnichiwa Sanbiki no Mukade adding souls, do NOT give these effects when hitting teammates, so for instance Zappa cannot give himself maximum souls just by hitting a willing teammate. Some moves can hit multiple opponents. Most tension attacks are able to hit multiple opponents at once; Faust's door teleports are a rare example of normal moves that can do the same. Finally, when a battle starts as 2 vs. 1 only, there are a number of factors that even the odds that are put into play. The single player: -always performs gold bursts -starts the round with full tension -does 110% damage The team of two: -starts the round with no Burst -gains Burst gauge at half the normal rate -teammates WILL take damage if hit by friendly fire (1/4 the normal damage) -does 90% damage 4. MOVES LIST This moves list is alphabetical by character name, save for the unlockable characters who are at the very end. Character information was taken from the official Guilty Gear Isuka website ( http://www.guiltygearx.com/ggx/psisuka/index.html). Each move description has the name, command input, damage, attack level, and whether it is eligible for Roman Cancel (R), False Roman Cancel (F), or Jump Cancel (J). Also, moves with an X in the cancel column are NOT eligible for basic Cancel. I chose to do it this way since the vast majority of basic moves ARE eligible for basic Cancel, and so it's easier to add a few X's to each list rather than add a whole bunch of C's. Starred move names also have added notes. Damage fluctuates based on who it is performed against and the status of the opponent's guard gauge; these damage values are only approximate. A full life bar is 420 points. A letter in the damage column indicates a special attack level; L indicates a move that hits low and M indicates a move that hits mid; U indicates unblockables. ------------------------------------------------------------------------------ BACKGROUND STORY ------------------------------------------------------------------------------ There is no published background story for Isuka, further promoting its impression as a "spinoff" game. ------------------------------------------------------------------------------ A.B.A ------------------------------------------------------------------------------ Height: 174 cm Blood Type: Unknown fluid that contains mercury (needs real blood for transfusions) Weight: 34 kg Birthplace: Frasco Birthday: Doesn't know Hobbies: Sightseeing, adding to a blacklist, counting her remaining years (counting her chickens before they've hatched) Importent Items: Paracelsus, herself, key-shaped objects, things deemed 'wasteful' Dislikes: People who do 'wasteful' things, rivals in love, unfriendly people Seiyuu: Takimoto Mika Story: In a mountain summit separated from any small towns lies a villa called Frasco. The doctor who owned the place researched methods on artificial life and thus created A.B.A. However, just before A.B.A awakened, that doctor was taken forcibly by a military organization who wanted his strength. Once awake she was already sealed into Frasco, and she spent 10 years in there alone. During that time, it wasn't as if she couldn't go outside, but she was still incomplete. If not in Frasco, it would be hard for her to preserve her life. The symbol of the possibility of cutting into the outside world was that of a 'key'. One day with that very view, she gathered up her determination and decided to go out into the world. At that moment she crossed paths with the created battle axe "Flament Nagel". Seeing the key-shaped object she immediately became infatuated with it, and she named it "Paracelsus" and accomapanies it as a spouse. In order to give it a human body just like hers, she sets out on a journey. *A.B.A has three basic modes, "Normal", "Double-Edged", and "Ultimate Double-Edged". While in normal mode she is quite weak and cannot run forward (can only hop like Johnny and Slayer). In double-edged mode her attack power increases considerably, but she takes a little damage everytime she hits an opponent (even if they block). She can also run forward. In ultimate double-edged mode she gains in insane amount of attack power (much stronger than even Potemkin, and faster to boot) and can run as well, but also takes damage whenever she hits an opponent. In order to change modes A.B.A utilizes bloodpacks, which are indicated by an icon over her tension gauge. She starts the round with three bloodpacks. There is no way to gain back bloodpacks, as far as I know. Basic Moves Command C Damage (Normal Mode) Punch P R 8 Kick K R/J 10 Slash S (close) R/J 18 Far Slash S (far) R 17L Hard Slash H R 26/40 Dust S+H R/X 12M Crouching Punch c.P R 7 Crouching Kick c.K R 10L Crouching Slash c.S R 15 Crouching Hard Slash c.H R 20 Sweep c.S+H R/J 15L Jump Punch j.P R 8M Jump Kick j.K R/J 13M Jump Slash j.S R 13M Jump Hard Slash j.H R 18M Air Dust j.S+H R 18M Forward Punch f+P R 7x2 Forward Kick f+K R 13M Forward Hard Slash f+H R 13+20 Dead Angle Attack (GC) f+two R/X 26 Throw (T) f/b+H - 27 Air Throw (T) j.f/b+H - 27 Back Attack K+S R/J 11+7 Line Change Attack F+P R 8 Line Tobashi Attack F+S R/J 15 (Double-Edged Mode) Punch P R 20 Kick K R/J 30 Slash S (close) R/J 40 Far Slash S (far) R 35x2 Hard Slash H R 50 Dust S+H R/X 30M Crouching Punch c.P R 15 Crouching Kick c.K R 19L Crouching Slash c.S R 50 Crouching Hard Slash c.H R 60L Sweep c.S+H R/J 25L Jump Punch j.P R 15M Jump Kick j.K R/J 20M Jump Slash j.S R 40M Jump Hard Slash j.H R 50M Air Dust j.S+H R 42M Forward Punch f+P R 20x2 Forward Kick f+K R 40M Forward Hard Slash f+H R 50+45 Dead Angle Attack (GC) f+two R/X 37 Throw (T) f/b+H - 55 Air Throw (T) j.f/b+H - 55 Back Attack K+S R/J 15+7 Line Change Attack F+P R 8 Line Tobashi Attack F+S R/J 20 (Ultimate Double-Edged Mode) Punch P R 34 Kick K R/J 51 Slash S (close) R/J 68 Far Slash S (far) R 59x2 Hard Slash H R 85 Dust S+H R/X 51M Crouching Punch c.P R 25 Crouching Kick c.K R 32L Crouching Slash c.S R 85 Crouching Hard Slash c.H R 102L Sweep c.S+H R/J 42L Jump Punch j.P R 25M Jump Kick j.K R/J 34M Jump Slash j.S R 68M Jump Hard Slash j.H R 85M Air Dust j.S+H R 71M Forward Punch f+P R 34x2 Forward Kick f+K R 68M Forward Hard Slash f+H R 85+76 Dead Angle Attack (GC) f+two R/X 62 Throw (T) f/b+H - 55 Air Throw (T) j.f/b+H - 55 Back Attack K+S R/J 25+11 Line Change Attack F+P R 13 Line Tobashi Attack F+S R/J 34 Normal Moves (Normal Mode) Ken'in *1 qcf+P F - Shoukyaku qcf+K R/F 13M Masshou qcf+S R 15 --> Fukumetsu *2 --> S R 10 --> Dangoku *3 --> S R/F 30M Kihi qcf+H - 11 Shousei *4 hcb+P - - Ketsugou *5 (T)(AMA) hcb+H - 9 (Double-Edged Mode) Masshou qcf+S R 25 --> Fukumetsu *2 --> S R 20 --> Dangoku *3 --> S R 55M Danzai dp+S R/F 50+40 Bunri *6 hcb+P - - Henshitsu *7 hcb+S - - Kashitsu *8 hcf+K R 50 Konzetsu j.hcf+S F 50 Ketsugou *5 (T)(AMA) hcb+H - 9 (Ultimate Double-Edged Mode) Masshou qcf+S R 42 --> Fukumetsu *2 --> S R 32 --> Dangoku *3 --> S R 95M Danzai dp+S R/F 85+70 Bunri *6 hcb+P - - Henshitsu *7 hcb+S - - Kashitsu *8 hcf+K R 85 Konzetsu j.hcf+S F 85 Ketsugou *5 (T)(AMA) hcb+H - 9 Tension Moves (Normal Mode) Shouko: Intoku hcb, f+P R 70 Shouko: Inmetsu (Ouro) *9 j.hcb, f+P R 25x4 (Double-Edged Mode) Shouko: Inmetsu (Ouro) j.hcb, f+P R 32x4 --> Shouko: Inmetsu (Fukuro) --> j.qcb+K R 25x5 Shouko: Bakumetsu *10 df, hcf, b, f+H - 255+160 (Ultimate Double-Edged Mode) Shouko: Inmetsu (Ouro) j.hcb, f+P R 54x4 --> Shouko: Inmetsu (Fukuro) --> j.qcb+K R 45x5 Shouko: Bakumetsu *10 df, hcf, b, f+H - 255+160 *1 Is a crouch-dash. *2 Must be inputted before Masshou hits. *3 Must be inputted before Fukumetsu hits. *4 Consumes one bloodpack. Puts A.B.A in double-edged mode. *5 Command throw. Switches between normal and double-edged mode without consuming a bloodpack. Midair version does 30 damage and can be comboed into. *6 Consumes one bloodpack. Puts A.B.A in normal mode. Gives A.B.A back some health. *7 Consumes one bloodpack. Puts A.B.A in ultimate double-edged mode. *8 If blocked, this move staggers the opponent (does no damage). *9 Takes 100% tension. *10 Can only be performed in double-edged mode. Takes 100% tension. After the move finishes, A.B.A.'s life becomes 1. FRC Timings Ken'in: ?-frame window at the start of the dash. Shoukyaku: ?-frame window as A.B.A kicks outward. Danzai: ?-frame window as A.B.A swings downward. Dangoku: ?-frame window as glowing trail appears. Konzetsu: ?-frame window as shockwave reaches maximum size. Counter Hit Effects Shoukyaku: Stagger Danzai: Floats ****************************************************************************** EX Mode Changes *A.B.A only has double-edged mode in EX mode. She still loses health when she damages an opponent. Altered Moves Henshitsu *1 hcb+P/S - - Lost Moves Ken'in Shoukyaku Kihi Shousei Bunri Shouko: Intoku *1 Input is changed. Consumes a bloodpack and heals A.B.A based on how much damage she has done to opponents. ****************************************************************************** Strengths: Insanely damaging in double-edged mode, has great confusion and guard-breaking capabilities. Weaknesses: Must constantly watch status of health, pretty weak in normal mode, not suited to face multiple opponents. Comments: A.B.A is the new character for GG Isuka, and quite a strange one she is. If she can get to Ultimate Double-Edged mode, she'll make short work out of any opponent... provided that she stays alive that long. As every attack, blocked or not, saps A.B.A's health, an A.B.A user needs to be an expert at mixing up attacks and generally confusing the opponent. A highly technical character to be sure. ------------------------------------------------------------------------------ ANJI MITO ------------------------------------------------------------------------------ Height: 183 cm Blood Type: B Weight: 68 kg Birthplace: Pre-destruction Japan Birthday: January 1st Eye Color: Black Likes: Active sports, travelling Important Items: Faith, Freedom Dislikes: Demons, Sophistry Voice Actor: Igarashi Tooru Story: A few decades ago, Japan was destroyed by certain invaders. These invaders were created by none other than "That Man". Anji has continued his journey to find "That Man". But, that journey is not born out of hatred and the desire for revenge. He simply had a goal to chase "That Man". Hiding his own race, Anji travels on today. In front of him lies only the unknown, shrouded in darkness. Basic Moves Command C Damage Punch P R/J 10 Kick K R/J 14 Slash S (close) R/J 26 Far Slash S (far) R/J 30 Hard Slash H R 38 Dust S+H R/X 20M Crouching Punch c.P R 8 Crouching Kick c.K R 12L Crouching Slash c.S R 28L Crouching Hard Slash c.H R 38 Sweep c.S+H R 28L Jump Punch j.P R 10M Jump Kick j.K R 18M Jump Slash j.S R/J 28M Jump Hard Slash j.H R 32M Air Dust j.S+H R 40M Forward Punch f+P R 24 Forward Kick f+K R/F/X 28 Forward Hard Slash f+H R/F/J 14x4+34 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 56 Air Throw (T) j.f/b+H - 60 Back Attack K+S R/J 16 Line Change Attack F+P R 30 Line Tobashi Attack F+S R/J 24 Normal Moves Shitsu *1 qcf+P F 18 Fuujin *2 qcf+S/HS R/F 30/46 --> Nagiha --> S R 30L --> Hitoashitobi *3 --> K - - --> Shin: Ichishiki --> P - 10x6M Kou *6 (GC) P R 30+10x6+40M On *4 dp+HS F 90U Kai *5 qcb+P/K R 32/50M Shin: Nishiki j.qcb+P R/F 16x6M Tension Moves Tenjinkyaku [d], u+K R 30+15x13M Issei Ougi: Sai hcb, f+H F 12x11+100 Kachoufuugetsu *6 (GC) hcb+S R 40x4 *1 If blocked, Shitsu turns into a second overhead projectile with damage 30. *2 Fuujin can link only if it makes contact with the opponent. Only H version FRCable. *3 Anji jumps forward. If the Fuujin hit close, this will put Anji at the opponent's back. *4 Anti-air throw. *5 P is a short range hop, K is a longer range jump attack. *6 This is a Guard Point cancel. Guard Point refers to the auto-block Anji possesses during his close S, H, crouching H, f+K, f+H, and (in EX only) f+P. If auto-block succeeds during one of these moves, perform the input listed. FRC Timing Forward Kick: 2-frame window the instant the kick comes out. Forward Hard Slash: 4-frame window 2 frames after the last attack comes out. Shitsu: 2-frame window as butterfly first comes out. Fuujin (H): 2-frame window immediately before attack. Shin: Ichishiki: 3-frame window before Anji reaches apex of jump. Shin: Nishiki: 2-frame window immediately before the 5th hit. On: Cannot if throw connects. 3-frame window 3 frames after the grabbing motion begins Issei Ougi: Sai: 2-frame window immediately before fan folds up. Counter Hit Effects Forward Punch: Stagger Forward Kick: Downed Air Dust: Wall Bounce ****************************************************************************** EX Mode Changes New Moves Mugyou *1 hcb, f+HS R 20 --> Kou --> P R 40+22x6+50 --> Ten --> K R 30+20x13M --> Sai --> S - 20x11+50 --> On --> H - 120U *1 Tension Move. Identical to a Fuujin. Links only if it hits. Altered Moves Forward Punch f+P R 28M Shitsu *1 qcf+P F 18 Fuujin *2 qcf+S/H F 28 --> Kai: Ichishiki --> P R 32M --> Hitoashitobi *3 --> K - - --> Nagiha --> S R 30L Kai: Nishiki *4 qcb+K R 32M Shin: Ichishiki *5 qcb+P - 10x6M Kachoufuugetsu *6 hcb+S R 36x4 *1 If blocked, Shitsu turns into a second overhead projectile with damage 30. *2 H version hits behind opponent. Links only if the move connects. Only H version is FRCable. *3 Anji jumps forward. If Fuujin hit close this will put Anji behind the opponent. *4 Only K version of K can be performed in EX Mode. *5 Performs directly; does not link from Fuujin *6 Becomes a regular Guard Cancel instead of a Guard Point Cancel. Lost Moves Issei Ougi: Sai Tenjinashi FRC Timing Forward Kick: 2-frame window the instant the kick comes out Forward Hard Slash: 2-frame window 2 frames after the last attack comes out Shitsu: 2-frame window as butterfly first comes out On: Cannot if throw connects. 3-frame window 3 frames after the grabbing motion begins Fuujin (H Version): 4-frame window from when Anji dashes furthest behind opponent. ****************************************************************************** ****************************************************************************** Changes from Guilty Gear XX Hitoashitobi recovery up. P Kai recovery up. Shitsu FRCable. H Fuujin FRCable. Shin: Nishiki FRCable. Forward Hard Slash FRC window longer. ****************************************************************************** Strengths: Versatile; Fuujin links are all around great; Guard Points give him good counterattack ability. Weaknesses: Rather unconventional; needs to be learned independently. Comments: Anji's standard butterfly trap is now less useful, thanks to line changes; however his guard points give him the advantage against multiple enemies, and his high jump mobility also gives him an edge. You'll have to work to get close to the opponent, but when you do the results will pay off. ------------------------------------------------------------------------------ AXL LOW ------------------------------------------------------------------------------ Height: 179 cm Blood Type: B Weight: 78 km Birthplace: England Birthday: December 25th Eye Color: Blue Likes: Billiards Important Things: His girlfriend Megumi Dislikes: Preaching Voice Actor: Nanba Keiichi Story: Even at the conclusion of the last tournmanet, Axl couldn't return to his own time period, and was finally lost again in a different age. And then one year later, Axl found himself experiencing the same events again (although from his point of view, this was three years later.) However, he did not gain nothing from his travels. Hearing about a man with the same time travelling ability as him... "That Man", Axl wondered if he could learn how to return to his own time period from him. Recognizing the scent of "That Man" on the previous tournaments, Axl sets forth again. Basic Moves Command C Damage Punch P R 32 Kick K R 16 Slash S (close) R/J 28 Far Slash S (far) R 33 Hard Slash H R 42 Dust S+H R/X 20M Crouching Punch c.P R 28L Crouching Kick c.K R 9L Crouching Slash c.S R/J 34 Crouching Hard Slash c.H R/F/X 40L Sweep c.S+H R 30L Jump Punch j.P R 10M Jump Kick j.K R/J 18M Jump Slash j.S R 28M Jump Hard Slash j.H R 38M Air Dust j.S+H R 44M Forward Punch f+P R/J 32 Forward Kick f+K R/J 36 Forward Hard Slash f+H R/F/X 46M Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H - 50 Air Throw (T) j.f/b+H - 60 Special df+P R 24L Special j.f+P R 16M Back Attack K+S R/J 5