Andere Lösungen

Guilty Gear (e)

Cover
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)