Date: Thu, 11 Jun 1998 22:21:12 +0100 Guilty Gear FAQ, v0.0, by Mark Green Email address for submissions/comments is at end ---------------------------------------------------------------------- ******************************* INDEX ******************************** ---------------------------------------------------------------------- 1 - Introduction 2 - Legend 3 - Engine 4 - Character moves 4.1 Sol Badguy 4.2 Ky Kiske 4.3 May 4.4 Chipp Zanuef 4.5 Dr. Baldhead 4.6 Potemkin 4.7 Zato-One 4.8 Kliff 4.9 Axl 4.10 Millia Rage 4.11 Testament 4.12 Justice 5 - Combos 6 - Updates ---------------------------------------------------------------------- **************************** LEGAL BITS ****************************** ---------------------------------------------------------------------- Neither the author of this FAQ, nor any person who distributes it in any way, shall be responsible or liable for anything that results from using this FAQ for any purpose, including but not limited to damage to your Playstation, controllers, hands, eyes, sanity, the irretrievable corruption of your mind due to exposure to animated violence, and your girlfriend making a very strange request of her sylist "just in case". This FAQ may be freely distributed provided that it is kept unmodified and in its entirity. This FAQ may not be sold, or included as part of a publication that is sold, without the author's express permission. Guilty Gear is (c) ARC System Works and Team Neo Blood, 1998. The use of any trademarks within this FAQ is not intended to represent a challenge to their validity. A few miscellaneous notes that didn't fit anywhere else: - On the options menu, when choosing to save or load, make sure you use the SQUARE button. Using the CROSS will make the selections unconfirmed. - I'm not quite sure how to exit versus mode, but it's probably done by holding down START for some length of time. ---------------------------------------------------------------------- 2 **************************** LEGEND ******************************** ---------------------------------------------------------------------- These are the abbreviations which will be used throughout this FAQ, especially in describing moves. P The PUNCH button (Square by default) K The KICK button (X by default) W The WEAK SLASH button (Triangle by default) H The HEAVY SLASH button (Circle by default) S Either the WEAK SLASH or HEAVY SLASH button - which you choose will determine the strength of the attack T The TAUNT button ("Chohatsu" in Options) (L1 by default) C The CHARGE button ("Keii" in Option) (R1 by default) 7 8 9 Numbers represent joypad directions: refer to your computer's 4 5 6 numeric keypad or the diagram on the left. 5 is the centre of 1 2 3 the joypad; look at the direction of the number from there. All moves are given as if your opponent is on your right. When the opponent is on your left, all moves are reversed left-to-right. Hence, 6 means "towards the opponent"; 4 means "away from the opponent". Note: A direction followed by a direction means "do these in sequence", but a direction followed by a button means "push this way while pressing this button", and a button followed by a button means "press all these buttons at once". So PK means "press punch and kick at once", not "press punch then press kick". In the following entries, a "motion" is either a direction or a direction+button(s) together: [] Do any one of the motions within the brackets + Hold the previous motion for a little while before moving on ---------------------------------------------------------------------- 3 **************************** ENGINE ******************************** ---------------------------------------------------------------------- This section is to do with the fighting engine of Guilty Gear. This will discuss the basic techniques which all characters possess. - Dashing/Backstep (Dasshiyu/bakkusuteppu) - All characters (except Kliff) can dash backwards or forwards by tapping 66+ or 44+. Kliff cannot dash backwards. If you dash towards the opponent for a certain distance, your character glows. Colliding with a non-blocking opponent while glowing does damage and produces a "CLASH" indicator (What does this indicate?) - Down comeback (daun fukki) - Entering 8[PKS] as you are knocked down causes the indicator "AVOID" to appear over your character (what does this mean?). - Throws - Throws are done with the motion 6H or 4H while in close range to your opponent. - Jumping and Superjumping (Haijunpu) - All characters can jump in the usual way [789]. All characters may also double jump by entering a further [789] while in the air. You may also Super Jump with 2[789]. During a super jump your character will be much less manoueverable, but the jump will be a lot higher. - Charge moves - There are two types of super moves in Guilty Gear: Charge moves and Chaos moves. They are completely seperate from each other. Every character (except Axl?) possesses at least one Charge move. Charge moves are executed using the standard motion shown in the move list. You can, however, also start charging the move by doing the same motion but replacing the final button press with C+. When you do this, flames will burn around your character and an energy meter will appear and start to rise. (Note: This is *NOT* the same as the "energy meter" which is *always* shown at the bottom of the screen - that's the Chaos gauge. The charge energy meter *only* appears while you are charging.) The longer you hold C, the more energy you will accumulate. Of course, you are vulnerable while charging. You can stop charging at any time by releasing the C button. You will retain all the energy you have charged. If you have charged a move, then the next time you perform that move (using the normal motion and button) you will perform a more powerful version. The movelist will note the differences at each level. Note that "Level 1" is the actually the default move that requires no charging (and would be more accurately called "Level 0") Note that if you are charging a move, and you want to stop charging it and perform the move you were charging immediately, you can do it by simply tapping the normal button to execute the move while holding down C. - Chaos moves - Chaos moves are similar to regular super moves. The Chaos bar at the bottom of the screen increases as the fight progresses. When it is full, you may perform a Chaos move which will reset the meter to minimum. Note that it's possible that other moves may be affected by the Chaos meter being at maximum? Unlike the SF series, the Chaos level is *not* carried between rounds. So don't feel that you're wasting anything by going for super finishes. - Ichigeki hissatsu (One-hit certain kill) - All characters in Guilty Gear may perform "one hit kill" moves. If one of these hits, the message "DESTROYED" will appear and the opponent will immediately lose the entire battle (both rounds!) To perform an Ichigeki Hissatsu, push PK. Your character will attack; if the attack hits, the screen will turn red. You may then activate the Ichigeki Hissatsu itself by entering 236[PKW]. If your opponent is using an Ichigeki Hissatsu on you, you may (!) want to counter it. To do this, when the screen turns red, you must enter 214[PKW]. If you do so, the attack will fail. Alternatively, if you can enter the 236[PKW] command after the screen turns red before your opponent does so, YOU will get the attack instead of them. This can prove a nasty surprise, especially if they miss their chance to counter because they're busy doing the attack motion. Hehehe. :) - Taunt - All characters can taunt by pressing the T button. This leaves you vulnerable to attack and does no damage. The exception is Kliff. - Launcher - All characters may launch their opponents into the air by pressing WH as a close attack. This is just like the launchers in the Vs games, but the motion is universal. Having launched your opponent, you can jump after them with 8 and hit them with an aerial combo. (Note: just as in Vs games, you should press 8 *before* you see if the launcher connected. Your eyes and visual system are probably too slow to let you get this feedback before you press the joystick and still be able to press it in time.) - Alerts - Like many other fighting games, Guilty Gear displays messages about events during the fight. Unlike many others, Guilty Gear puts them right where you can see them - ON TOP of the hit zones that trigger them. The messages I've seen are: COUNTER -- Indicates the character was hit out of a move FAINT -- Indicates the character is stunned POISON -- Indicates the character is poisoned (by Testament) CAPTURE -- Indicates the character cannot move GAMBLE -- ? WINNER -- ? DAFT -- ? CLEAN -- ? CLASH -- ? AVOID -- ? -- Fury Defence (???) -- If you defend against an opponents attack by pressing 4C at the instant the attack occurs (holding 4 or C will not count), the screen will turn red and you can perform an Ichimeki Hissatsu exactly as if you had pressed PK. This may or may not have something to do with the chaos gauge. [ There are three sections in the manual, "Fury Defence", "counter" and "Dead anger attack", that I can't read well enough to know what they're talking about.. can anyone tell me what they're for?] ---------------------------------------------------------------------- 4 ***************************** MOVES ******************************** ---------------------------------------------------------------------- Special legend: * Indicates a Chaos move C Indicates a Charge move a Indicates the move can be done in the air A Indicates the move MUST be done in the air ---------------------------------------------------------------------- 4.1 SOL BADGUY (Weapon: Sword) ---------------------------------------------------------------------- Hissatsu: A huge wave of flame envelops the opponent. Ganfuremu 236S Gun Flame - Ground-based projectile. W is slow, H is fast. aC Vorukanikuvaipaa 623S Volcanic Viper - L1: Standard fire uppercut. L2: Much bigger and higher. L3: Not as much range as L2, but a fire wall is created as he rises. Raiottositanpu 214K Riot Stamp - Sol jumps back against the wall then rushes the opponent with his foot. a Bandeittorivoruba 236K Bandit Revolver - Sol flips over in the air, kicking as he goes. 3 hits. * Doragoninsutooru 214214W Dragon Install - Sol charges up. While charged, all Volcanic Vipers are level 3. After a few seconds, the charge gives out and Sol is stunned temporarily. * Tairanreiv 632146H Tyrant Wave - Sol creates a massive catherine-wheel like fire burst. ---------------------------------------------------------------------- 4.2 KY KISKE (Weapon: Sword) ---------------------------------------------------------------------- Sutanejji 236S Stun Edge - A missile. W version goes slowly; H starts slowly and speeds up. A Kuuchuu Sutanejji 236W Air Stun Edge - Downward air missile. Starts quite a way away from him! a Veipaasurasuto 623S Vapour Thrust - Uppercut. Button determines strength and height. C Sutanejji Chaajiatakku 623C Stun Edge Charge Attack - L1: Same as Stun Edge. L2: Larger than the normal projectile. L3: A massive bird which hits 5 times. Sutandeippaa 236K Stun Dipper - Ky slides towards the opponent and slashed with his sword. Niidorusupaiku 63214K Needle Spike - Ky jumps towards the opponent with his feet out. 2 hits. * Raidozeraitoningu 412364H Rider's Lightning - Ky is surrounded by a huge ball of light as he rushes at the opponent. ---------------------------------------------------------------------- 4.3 MAY (Weapon: Anchor) ---------------------------------------------------------------------- Hissatsu: She creates a huge rainbow column with several dolphins inside and the opponent is lifted off the screen. The message doesn't say "DESTROYED"; it says something else which I haven't been able to read yet. aC Akuarooringu 236W Aqua Rolling - L1: May rolls at the opponent, spinning her anchor around herself. L2: Less range, more damage. L3: Very short range, very large damage. a Resuteiwrooringu 623W Restive Rolling - Same as Aqua Rolling, but goes upwards as well as towards. Houkoutenkan ...W Direction Divert - Anytime during Restive Rolling, press W and a direction to make her roll that direction instead. Iruka-san! 41236H Mr. Dolphin! - May spins her anchor and throws a dolphin, which flies upwards then falls down. Misutofuainaa 214W Mist Finer - May twirls her anchor in front of her. Soyosoyo Misutofuainaa WWWWW Hurricane Mist Finer - During Mist Finer, keep tapping W to spin the anchor faster and create a wind which blows the opponent backwards. Oobaaheddokissu 41236K Overhead kiss * Meidainamikku 463214H - May jumps and dives anchor-first downwards, creating a massive explosion. ---------------------------------------------------------------------- 4.4 CHIPP ZANUEF (Weapon: Sword) ---------------------------------------------------------------------- Hissatsu: He jumps past the opponent, then the opponent is split in half with what looks like a drama mask. Alpha Bureedo 236P Alpha Blade - Chipp turns into a flaming ball and charges across the screen. C Beta Bureedo 623P Beta Blade - L1: Chipp jumps upwards with an uppercut. 2 hits. L2: Same, but bigger and slower. 2 hits. L3: Same as L2, but he repeats it once in the air. 6 hits. Gamma Bureedo 41236H Gamma Blade - Chipp creates an illusion of himself which charges across the screen. Tsuyoshishikiteni 236W Strong form change ? - Chipp teleports to behind his opponent. Tsuyoshishikimeisai 214K Strong form illusion make-up - Chipp briefly turns invisible. Sehoneori 632146K Broken backbone advantage - Super throw. A Sakugankyaku 2K Cliff edge kick - Chipp drops directly down with a foot extended. A Tokushunouryoku [789] Unique ability (Triple jump) * Bankimetsusai 236236K Ten thousand devil overrun cutter - Chipp dashes in with an automatic 20(!) hit combo. ---------------------------------------------------------------------- 4.5 DOCTOR BALDHEAD (!) (Weapon: Pipe) ---------------------------------------------------------------------- Hissatsu: He sticks a blade in the end of his pipe, throws the opponent upwards, and plants the pipe in the ground. The opponent falls down and is impaled on the pipe. A large grave falls on top of them. Soutenenshinranfu 236P Lance point centrifuge dance - Doctor B props himself up on his pipe. From here, you can do 66 or 44 : move backwards or forwards (he leans forwards in the process and can hit the opponent) P or K : weird attacks with his head while sitting on the pipe 2 : Get down and return to normal stance C Metta kiri 623W - L1: Doctor B goes into a frenzy of pipe hits. L2: He raises the pipe higher, giving a greater vertical range. L3: More damage? a Gooingumaiuei 214W Going my way - Doctor B leans back on his pipe and throws himself forwards, spinning. Shishishinotsuki 41236H - An extremely long range strike with the pipe. Yobimadoshi 44 - If shishishonotsuki connects, press 44 to bring the opponent in and drill them with the pipe. * Maddoobereeshon 2363214H Mad Operation - Throw range. Doctor B grabs the opponent and lays them on a table, smashes them as they lie there, then throws them into the air. ---------------------------------------------------------------------- 4.6 POTEMKIN (Weapon: Being big) ---------------------------------------------------------------------- Pochomumukinbasutaa 632146P Potemkin Buster - A very painful super throw. Nitorofukku 41236P Nitro Hook - Potemkin moves towards the opponent with a throw ready. Megafuisuto (Mae) 236P Megafist - Potemkin jumps in the air and extends his fists downwards. Megafuisuto (Ushiro) 214P Megafist - Same as the other one, but he jumps backwards instead of forwards. C Gurawitonsutanpu 623P Graviton Stamp - L1: Potemkin hits the floor, creating an earthquake. L2: The earthquake is more damaging. L3: As well as the earthquake, a wall of fire is created moving towards the opponent. Tatakitsuge 6K - This is an alternate throw in close range. * Giganteikkupisuton 632146H Gigantic Piston - Potemkin throws his hand in front of him and spins it, with flame on the end of his hand. ---------------------------------------------------------------------- 4.7 ZATO-ONE (Weapon: Shadows) ---------------------------------------------------------------------- Hissatsu: A massive hand of shadow reaches up and crushes the opponent. Dorankaashieido 214[PK] Dranker Shade - Zato creates a shield of shadow in front of him. (There's something special about the P version..?) Kuraimudaakunesu 41236H Climb Darkness - Zato sends his shadow at the opponent. It touches the edge of the screen then returns to Zato. During its motion you can cause a claw to emerge from the shadow and attack up to three times. First time: H. Second time: W. Third time: P. First time will cause it to reverse direction if it hasn't already hit the edge. aC Inwaitoheru 22S Invite Hell - L1: Zato creates a shadow drill. W: at short range. H: at long range. It always appears on the floor, even if Zato's in the air. L2: The shadow drill is surrounded by shadow splinters and has a larger hit area. L3: Three shadow drills with splinters cover almost the whole floor. Raizuandofuoore 623P Rise And Fall - Zato jumps upwards, wraps himself in shadow and dives down on the opponent. Yamikakato 6K - This normal move has a delayed second hit. Bureikuzarou 63214W Break The Law - Zato melts into his shadow. Use 4 and 6 to move the shadow wherever on the ground you wish then hit W to come out of it. There's a time limit on how long you can spend in the shadow, of course. Pressing P will *fake* your appearance from the shadow. * Daakusenchineru 412363214H Dark Sentinel - Zato turns into a shadow demon and attacks. ---------------------------------------------------------------------- 4.8 KLIFF (Weapon: Cleaver) ---------------------------------------------------------------------- C Houkoukae 236P Yell answer death - L1: Kliff fires a small fireball from his knife. 50% range. - L2: 75% range. - L3: 100% range. Sugaisai 214W - Kliff spins at the opponent, holding his knife. Kubimatagi 214K Neck - Kliff uses his knife as a vault. Urokohagashi WWWWW - Kliff shakes his knife above him. Sennosen 44 Jigokutsukomi P - 44 makes Kliff dodge backwards; then press P for a quick 4-hit combo. Sometimes, however, 44 won't work and Kliff will take damage instead. Bakamon! T You fool! - Kliff's taunt involves throwing a set of Japanese characters (which spell "Bakamon") at the opponent. These can do damage. Tokushunouryoku ? Nurusavaivaa 4641236H New Survivor - Kliff slams the ground, causing large numbers of tusks(?) to rise from it. ---------------------------------------------------------------------- 4.9 AXL (Weapon: Scythes) ---------------------------------------------------------------------- Rensengeki 4+ 6W Scythe Flash Attack - Axl throws out his scythe on the end of a chain. Rensenkyokusageki ..8H Scythe Flash Curve Chain Attack - Press during Rensengeki to make Axl raise his scythe in the air as he pulls it back in. Bentengari 623W Braid Sky (?) Advantage - Axl throws his scythe right up into the air above him. Tenhouseki 214P Sky release stone - A counter, I think. Raieisageki 41236K Thunder shadow chain - Axl jumps up into the air, then comes down again waving his chain below him. You can steer him while he's in the air, even in the times when you can't see him. Dototsu 214K Angry thrust - Axl rushes forward with his scythes ready. This is a launcher. Youmai 6H - This normal move deals 2 hits. * Byakuerenshou 23632H Hundredfold scythe burning - Axl sets his scythe alight and throws it at the opponent. ---------------------------------------------------------------------- 4.10 MILLIA RAGE (Weapon: Hair) ---------------------------------------------------------------------- Hissatsu: She jumps on top of the opponent, bunches her hair up, and stabs them through the stomach with it. C Riwinguransaa 236W Living Lancer - L1: Millia throws a spike at the opponent. It rotates in place for a while. L2: The spike is charged with energy and does more damage. L3: The spike is double the size. Riwinguransaa Ue 214W Living Lancer II - Same as regular living lancer but does more damage. Hanguriibii W Hungry bee - ??? Kandemutoppu 623W Condemn Top - Millia flips her hair around herself, generating a ring of energy. Rasutoshieikaa WWWW Lust shaker - A series of rapid strikes with her hair at close range. Zenten 214K - Millia rolls along the ground. No damage, but can pass through opponent. Tokushunouryoku - This is "unique ability" again, but it's not a triple jump.. * Aianmeiden 236236H Iron Maiden - Millia creates Living Lancers all around herself and throws them towards the opponent. ********************************************************************** To play as Testament or Justice, complete the game on Normal Mode with any Character. ********************************************************************** ---------------------------------------------------------------------- 4.11 TESTAMENT (Weapon: Scythe) ---------------------------------------------------------------------- Hissatsu: She smashes the opponent in half with her scythe, and some mist (presumably their soul) escapes. Exe beast 41236H - Testament creates two alligator-like creatures who attack your opponent. One is created each side, so the rear one can't be blocked. Phantom Soul 236P - Testament fires a skull missile which floats up and down for a while. Grave Digger 236W - Testament jumps in on the opponent with her scythe. Panzer Centipede 623S - Testament throws a ball into the ground. A few seconds later, a creature will fly up from where she threw the ball, regardless of what else is happening. Scyhe Detach 214K - Testament swings her scythe, and the blade captures the opponent in place. * Poison Wind 236236H - Testament creates a large shield which fires a poison cloud at the opponent. If the cloud hits, the opponent is poisoned; I'm not sure what this means, though. ---------------------------------------------------------------------- 4.12 JUSTICE (Weapon: Battlesuit) ---------------------------------------------------------------------- Hissatsu: He grabs the opponent and drags them through space (?) then slams them to the floor. SBT 421K - Justice flips backwards and shoots a bolt of electricity upwards. Imperial Ray 641236W - Justice fires a laser beam that sweeps across the screen. Valkyrie Arc 236P - Justice rears up. If he is attacked while doing so, he will counter with a throw. Michael Sword 41236W - Justice fires a laser across the middle of the screen. * Gigacheese laser ??? - Justice fires a massive laser with a ridiculous hit count that does 25% damage if BLOCKED. (sigh) ---------------------------------------------------------------------- 5 ***************************** COMBOS ******************************* ---------------------------------------------------------------------- I don't have very many of these yet, because I haven't had time to find them.. additions are welcome. The legend used here is similar to that used by James Chen in his superb combo FAQs: -> Use button chaining XX Use special move cancellation , No special method required ---------------------------------------------------------------------- 5.1 SOL BADGUY (Weapon: Sword) ---------------------------------------------------------------------- P -> P -> P -> P P -> P -> P -> K (2 hits) XX W Gun Flame W Gun Flame, Dash ---------------------------------------------------------------------- 5.2 KY KISKE (Weapon: Sword) ---------------------------------------------------------------------- P -> K -> W XX W Stun Edge ---------------------------------------------------------------------- 5.3 MAY (Weapon: Anchor) ---------------------------------------------------------------------- P -> W -> W Aqua Rolling 6H Throw -> W Hurricane Mist Finer ---------------------------------------------------------------------- 5.4 CHIPP ZANUEF (Weapon: Sword) ---------------------------------------------------------------------- P -> K -> K -> K -> W -> H XX Alpha Blade ---------------------------------------------------------------------- 5.5 DOCTOR BALDHEAD (!) (Weapon: Pipe) ---------------------------------------------------------------------- P -> P -> W -> W -> H P -> 2K (3 Hits) -> w Metta Kiri ---------------------------------------------------------------------- 5.6 POTEMKIN (Weapon: Being big) ---------------------------------------------------------------------- Can he do combos!?!? ---------------------------------------------------------------------- 5.7 ZATO-ONE (Weapon: Shadows) ---------------------------------------------------------------------- P -> 2K -> H P -> 2P -> 2P -> H ---------------------------------------------------------------------- 5.8 KLIFF (Weapon: Cleaver) ---------------------------------------------------------------------- P -> P -> W -> W -> W Sugaisai ---------------------------------------------------------------------- 5.9 AXL (Weapon: Scythes) ---------------------------------------------------------------------- Dototsu, Bentengari, Rensengeki 6W -> 6W XX Dototsu, Bentengari, 2H ---------------------------------------------------------------------- 5.10 MILLIA RAGE (Weapon: Hair) ---------------------------------------------------------------------- P -> K -> K -> W Condemn Top P -> P -> P -> 2W -> W Condemn Top [ The Condemn Top bounces the opponent off the edge of the field if it hits. This can get some weird effects. Try doing this combo in Training mode standing below the right-hand torch with your opponent on your right.. it can get 6 hits and a COUNTER (!?) ] ---------------------------------------------------------------------- 5.11 TESTAMENT (Weapon: Scythe) ---------------------------------------------------------------------- P -> K -> W -> H W -> H XX W Grave Digger ---------------------------------------------------------------------- 5.12 JUSTICE (Weapon: Battlesuit) ---------------------------------------------------------------------- P -> H XX W Michael Sword H Throw, W Imperial Ray [ If you leave the Imperial Ray late and have the opponent in the corner, this is a 12-hit redizzy. ] ---------------------------------------------------------------------- 6 **************************** UPDATES ******************************* ---------------------------------------------------------------------- Additions and corrections are very welcome - especially more combos or translations of the missing sections of the engine manual. Please send updates to: guilty [at] antelope.demon.co.uk (humanised for antispam purposes)