GUILTY GEAR XX: THE MIDNIGHT CARNIVAL MISSION MODE FAQ (v1.0, 2-10-03) by Edward Chang (firstname.lastname@example.org) Version History v1.0 (2-10-03) First Version 1. Introduction 2. Missions 3. Credits 1. INTRODUCTION This is an FAQ for Guilty Gear XX's (Guilty Gear X2's) Mission Mode, on the PS2 Console. This will give you tips on how I beat the Missions in this game. Keep in mind that yes, luck is a big part of many missions, and so no tips I can give you will let you beat a mission on the first try. Also, do not email me asking how to beat a specific mission! Everything I used I will put in this guide, so emailing me will not help you at all. (On the other hand feel free to email me if you have your own tips for beating a Mission). There are 50 Missions in GGXX. Beating 40 Missions unlocks Robo Ky, Kliff, and Justice, if you haven't unlocked them already. Beating all 50 unlocks SP Mode for these three characters, if you haven't unlocked it already. Beating all 50 Missions also gives you the option of using EX characters in the Missions whenever you replay them (simply by holding down L2). For general gameplay information, see my general GGXX Guide on GameFAQs. 2. MISSIONS This section lists each mission. Important points will be listed. I won't list ALL the conditions to each mission, as the game does it itself. MISSION ONE Goal: Beat EX Ky with Sol Conditions: Ky regenerates. This is a simple mission. You start with full tension, but even easier, Instant Kill is allowed. The computer isn't so difficult that you'd need it, though. Just keep an eye on the time limit. MISSION TWO Goal: Beat EX Johnny with Jam Conditions: Johnny only takes damage from the four hit combos or above. A basic combo for Jam you can use is her f+P -> close S -> H. If this hits, cancel into her hcb, f+S super. To build tension, use either Psych Burst or repeatedly Senri Shinshou (qcf+S, H). MISSION THREE Goal: Beat Gold Kliff with Axl Conditions: Kliff regenerates and has infinite tension. Special moves do not hurt Kliff. Kliff has the worst defense in the game, but Gold mode compensates for this. And, his attack power is ridiculously high! You'll want to stay out of range of Kliff for the most part and rely on your long distance keep aways. However, Kliff has a lot of moves that leave him open (f+H for instance) so be prepared to dash in and cancel some move into Byakue Renshou (qcf, hcb+H). MISSION FOUR Goal: Beat EX Venom with Eddie Conditions: Venom regenerates and can only be hurt by normal attacks. Eddie has no tension bar and is poisoned. Actually not so bad, as Eddie's Gatling/Dust combos are pretty good. Remember that f+H floats on counter hit. Try P, K, JC, K, S, H as an air combo. Eddie's jump Dust is also great, as you might be able to repeatedly float Venom with it if you get lucky. Just keep a watch out for the time limit. Venom tends to create balls a lot when played by the computer, so this is a great time to go for the big combos. MISSION FIVE Goal: Beat EX Potemkin with Bridget Conditions: Bridget has infinite tension. However Potemkin regenerates and you only have 25 seconds. The only thing that makes this hard is the time limit. Use the infinite tension wisely by using the ridiculously damaging overdrive Ore to Kill Machine (hcb, f+H with the Yoyo out). As soon as the battle begins try far S, H, hcb, f+H. Follow up with an air combo such as S, K, JC, K, S, d+S. MISSION SIX Goal: Have more health at time up with Baiken then EX May Conditions: May can only be hurt by Dead Angle attacks. Baiken has infinite tension and starts with 393 health. Baiken's DAA does 25 damage. What this means is you'll have to do a DAA on May twice and then take very minimal damage. This take a lot of luck... Keep on guarding, pull off a DAA when you get the chance, and once you succeed twice, apply FD like crazy and keep away from May. If she hurts you with something more than a punch or a kick, you're probably better off starting over. MISSION SEVEN Goal: Beat EX I-No with Slayer Conditions: I-No regenerates; Slayer is poisoned, has infinite tension, cannot jump, and can only hurt I-No with supers. You don't have much time but thankfully you have infinite tension. Make good use of Slayer's Dead on Time (hcb, f+S) as this move has ZERO post-spark startup frames, making it an excellent counter move. Basically if I-No tries a move and misses, do this move. If she blocks, roman cancel to get rid of your recovery and try again. If you can afford it, doing Dandy Step -> Crosswise Heel (qcb+P/K, K) -> Eien no Tsubasa (qcf, qcf+H) -> RC -> Eien no Tsubasa -> RC... can get you good damage as an infinite. MISSION EIGHT Goal: Beat Robo Ky with Jam Conditions: Robo Ky regenerates and can only be hurt by special moves or overdrives. Bakushu -> Sweep (qcf+S, K) is your friend here, as it counts as a special move, hits low, and staggers. Thus, a combo like Bakushu -> Sweep -> Ryuujin (qcf+K) -> Kenroukaku (dp+K) -> Ryuujin works great. Jam's supers aren't bad, but they're easily countered if you don't catch Robo Ky off guard. You can also use an Instant Kill, which make things comparatively easy. MISSION NINE Goal: Beat EX Slayer with Venom Conditions: Venom is poisoned and can only hurt Slayer with special moves or overdrives. Another Instant Kill-possible mission. However Venom's Instant Kill is relatively crappy, but you only need to get lucky with it once. Otherwise, make use of Double Head Morbid (dp+S/H) frequently. Take advantage of your full bar of tension at start to do Dark Angel (qcb, hcf+S). This damages Slayer a lot, and even if he blocks it tends to drive up his guard gauge to the point where Double Head Morbid does a lot of damage. MISSION TEN Goal: Beat EX, Gold Dizzy with Sol Conditions: Dizzy starts with 3/4th health. However, Sol has maxed guard gauge, cannot jump, and cannot damage Dizzy with overdrives. A headache of a mission. If Sol weren't so cheap, this mission would be nearly impossible. The standard Sol tactics work, however; far S into Gunflame (qcf+P), air combo, and so on. You might want to use your tension for Dragon Install (qcb, qcb+S) since Tyrant Rave isn't going to do any damage. Even combos such as K -> far S -> Bandit Bringer (qcf+[K]) seem to be pretty effective. Just don't let Dizzy hit you with an Overdrive or it'll all be over. Also keep in mind that when Dizzy crosses her arms, she's in counterattack stance for Necro Okotta Baai; if you accidentally hit her while she's in this stance with anything other than Gunflame, you might as well restart. MISSION ELEVEN Goal: Beat Venom with Chipp Conditions: Venom regenerates and can only be hurt by normal attacks; Chipp is poisoned. Chipp's basic combos are fairly easy, so this mission isn't too bad. A nice combo, with frames of invincibility built in, is f+P -> close S -> f+P -> close S -> sweep -> d+K and so on. You can't do any special moves so you'll pretty much have to rely on constantly attacking Venom. MISSION TWELVE Goal: Beat Gold Ky with Potemkin Conditions: Potemkin is poisoned and can only damage Ky with normal and special moves. Take advantage of Potemkin's long range throws. Ky's AI level is not terribly high, so it fails to block a lot of things. Jump HS -> land -> Potemkin Buster (hcb, f+P) has great range and does a lot of damage. If you manage to catch Ky off guard, f+H -> Megafist repeatedly (qcf+P) is worthwhile. Once you dizzy Ky (f+H does a lot of dizzy stun) go for another Potemkin Buster. MISSION THIRTEEN Goal: Survive for 60 seconds with Faust against a Gold Dizzy Conditions: Faust has 1 health. Dizzy cannot be damaged in the long term. Both characters have infinite tension. Wow. Be glad for Faultless Defense - it's the only way you'll win. Block everything you can, but watch out for Dizzy's Necro Okotta Baai, which is unblockable - if she clutches her head when the tension spark goes off, you had better jump. There's almost no reason not to use Faultless as you have infinite tension. If Dizzy shows an opening (such as after you successfully FD an entire Gamma Ray), you can try to do Na-na-na-nani ga Deru Ka Na?! and toss out items. Pick up chocolate and doughnuts as fast as you can to build up some health. The mini-Fausts, meteors, and bombs can also keep Dizzy occupied if you put enough of them on the screen - just be careful to FD the bombs as they will hurt you too. You can also try far S -> RC -> far S -> RC -> ... to keep Dizzy busy. MISSION FOURTEEN Goal: Beat EX Axl with Johnny Conditions: Johnny starts at 50% health and is poisoned; Axl regenerates and can only be hurt by normal attacks. You can't use special attacks to hurt Axl, so you'll have to rely on normal attacks. This is where Johnny's throw, the best throw in the game, probably, comes into play. After a throw (or a little more risky, f+K), you can do an air combo like K, P, S, JC, S, H, D, Ensenga (hcf+H). The Ensenga doesn't do damage but it keeps you from being wide open after the D. The computer will probably try to tech after this, so watch for an air throw. Just keep close to Axl as Johnny will have a hard time getting back in range. MISSION FIFTEEN Goal: Survive for 60 seconds against Venom with Zappa Conditions: Zappa is poisoned and has no tension meter. The lack of tension makes this difficult, as eventually you'll be left with one health and with no FD to protect yourself from guard damage. You'll want to block everything while you can. Once your health gets too low, switch to attacking to occupy Venom. Your attack patterns should vary based on what spirit you have. With the ghosts, Sono Mama Kaette Konaide Kudasai (qcf+S) is an effective tactic, as it is long range and can keep Venom Dizzy even after it hits. The sword has Itasou, tte Iu Ka Itai (qcf+S, H) which keeps some distance between you and Venom, which is good. With the Dog, have him attack Venom, then connect with crouching K -> close S -> far S -> D or the like. When the opponent tries to get up, have the dog do its unblockable d+D. If you manage to get Raou out, simply perform Darkness Anthem (qcf S -> P) over and over again to keep Venom away. Watch out for Venom's pool balls and the Dark Angel. MISSION SIXTEEN Goal: Beat Gold Johnny with Baiken Conditions: Baiken is poisoned and can only hurt Johnny with special moves and overdrives. The computer is surprisingly weak against Tatami Gaeshi (qcf+K). Try to hit the computer with this as many times as you can. Gold Johnny's Mist Finers will kill you instantly, so either don't let him pull it off, or seal it off with Baiken's Baku: Rin (b, hcb+K while guarding). If you dizzy Johnny, feel free to go for Baiken's super (qcf, qcf+S). MISSION SEVENTEEN Goal: Beat EX Zappa with Eddie Conditions: Eddie has one health but infinite tension. This isn't too difficult. Instant Kill is possible, but actually you don't even need to resort to that. Summon an Eddie and have it do its K attack over and over to keep Zappa away. Then, infinite Amorphous (hcb, f+H) will do nice damage to Zappa. MISSION EIGHTEEN Goal: Beat EX Eddie with Millia Conditions: Only overdrives hurt Eddie. Millia starts with 75% health and is poisoned. Pretty difficult. Try crouching S or crouching HS; if crouching HS hits, do Winger (qcb, hcf+H) right away. You'll have to be able to build tension quickly for this match. If your combos are blocked, cancel into Tandem Top (qcf+S) or Lust Shaker (SSSS...) to keep Eddie at bay. MISSION NINETEEN Goal: Have more health than Testament with Dizzy after 25 seconds Conditions: Testament doesn't take damage permanently. Dizzy starts with 75% health and cannot damage Testament with DAA or supers. Testament regenerates ridiculously fast, which means you'll have to damage him towards the end of the round. Guard for the first 20 seconds or so and take as little damage as possible. Then, toss out a Hanashi Aite (qcb+H), dash in, and do K, close S, far S, d+H, Sakana wo Karu Toki (qcf+H). This should do around 170-180 damage and so provided you didn't take too much damage you should be okay. MISSION TWENTY Goal: Beat EX Anji with Potemkin Conditions: Potemkin starts with 25% health and is poisoned. Only supers hurt Anji. Start the battle by going for a Psych Burst. If you miss, you might as well start over. Afterwards your only options are Gigantor -> Gigantic Blid (hcb, f+H -> hcf, hcf+P) or Heavenly Potemkin Buster (qcf, qcf+S). Regardless, try to build tension as fast as possible and continue attacking in this way. It's a good thing Anji doesn't regenerate... MISSION TWENTYONE Goal: Beat Gold Millia with Testament Conditions: Testament starts with 25% health and cannot damage Millia with supers. Millia regenerates. Testament's supers are rather weak so the fact that supers won't work doesn't really matter in this case. Millia moves really fast, so you'll want to use a lot of Zeinest (qcb+H) to trap her. Once you do, use an air combo like K -> D -> Gravedigger (qcb+P). f+H is also a good tactic because it's good on its own, and if Millia should happen to run into you it'll turn into a throw instead. MISSION TWENTYTWO Goal: Beat Baiken with May Conditions: May starts with 50% health. Baiken can only be hurt by normal attacks and at least three hit combos. A mission made significantly harder in the US version. In the Japanese version, using Dust -> homing jump -> D -> D -> S -> H -> D -> JC -> H -> D would've done great damage. However May's jump D got seriously toned down in the US version (don't understand why, seeing as how Sol's cheesier jump D didn't get touched...). In any case, you'll have to rely on some other Dust combo for May. Remember that standing H staggers on counter hit, so this is where most of your Dust opportunities will come into play. MISSION TWENTYTHREE Goal: Beat Robo Ky with Ky Conditions: Ky is poisoned and starts with 50% health and 50% tension. Robo Ky only has one health but you need to hit him with at least a 16 hit combo. Wow. Ridiculous. There's probably several ways to do it, but here's the one I know of. Boost up Robo Ky's guard gauge as much as possible until it starts flashing. (Or alternatively, get lucky and hit Robo Ky on counter hit). At this point, do close S -> Dust -> homing jump -> Sx3 -> Px4 -> S -> JC -> S -> Ride the Lightning (hcb, f+H). This should give you the bare minimum 16 hits. MISSION TWENTYFOUR Goal: Beat Gold Justice with Sol Conditions: Justice regenerates; Sol is poisoned and has no tension gauge. Wow. This is tough, but thankfully Sol has the cheesy Dust Loop to help him out. This is performed as follows: with the opponent near a wall, perform Bukkirabou ni Nageru (dp+K). (Or wait for him to go airborne). From here, do crouching H -> JC -> S -> D -> JC -> D -> land -> jump K -> D -> JC -> D -> land -> jump K -> D -> JC -> D... and so on. After awhile you'll just want to use an air Volcanic Viper (dp+S) to finish things off. On a normal opponent this would do well over 50% damage, but on Gold Justice, it won't do quite that much. Even with the Dust Loop, it's still a pretty rough mission. MISSION TWENTYFIVE Goal: Beat Eddie with Jam Conditions: Jam starts at 50% health, has no tension, cannot jump, and can only hurt Eddie with special moves. Once again your Bakushu -> Sweep (qcf+S, K) -> Ryuujin (qcf+K) -> Kenroukaku (dp+K) -> Ryuujin (qcf+K) combo will help a lot. There's not much else you can do seeing as how no other attacks will really hurt Eddie, so keep at it. MISSION TWENTYSIX Goal: Beat EX Jam with Baiken Conditions: Baiken starts with 25% health and has infinite tension. However she cannot jump, can only hurt Jam with supers, and only 5 hit combos are above can hurt Jam. This mission is pretty one-track, as Baiken has only one super. Infinite tension means RC infinites, so you'll want to go for something like K -> f+P -> qcf, qcf+S (RC after two hits) -> dash in -> K -> P -> qcf, qcf+S... and so on. This won't work forever, but it should get you a good amount of damage going. MISSION TWENTYSEVEN Goal: Beat Gold Millia with Axl Conditions: Millia regenerates and cannot be hurt by overdrives; Axl starts with 50% health and is poisoned, and cannot jump. Start off the battle with a Rensengeki (charge b, f+S). This'll knock Millia down. Afterwards, she has a very high chance of doing a crouching K, so simply do your low counter (qcb+K) for nice damage. On the offensive side, when Millia gets up you can do K -> close S -> sweep -> Bentengari (dp+H) -> Axl Bomber (dp+H) -> RC -> Axl Bomber -> RC -> Axl Bomber. MISSION TWENTYEIGHT Goal: Beat EX, Gold Chipp with Slayer Conditions: Chipp regenerates and can only be hurt by supers; Slayer starts with 50% health and is poisoned. Once again, your friend is the zero-startup-frame Dead on Time (hcb, f+S). A good pattern to use is Dandy Step -> Crosswise Heel (qcb+P, K) and then link into Dead on Time. If Crosswise Heel is blocked of course, don't go for the super. To build more tension, Pilebanger does a lot of damage. Of course, you don't have to deal with all of this if you want to use an Instant Kill... simply enter Instant Kill mode, attempt to dizzy Chipp with repeated Pilebangers, and finish him off. MISSION TWENTYNINE Goal: Beat EX Baiken with Anji Conditions: Baiken regenerates and cannot be hurt by special moves; Anji is poisoned and must use at least 5 hit combos. A tough move. You'll want to knock down Baiken somehow - even a regular throw works great - and then followup with Shitsu while she's down (qcf+P). This is part of Anji's "unblockable" setup. Once she gets up, go for K -> close S -> crouching S -> sweep. Try to time it so the sweep and the downward Shitsu go at the same time. Once you hit, immediately go for Issei Ougi: Sai (hcb, f + H) -> jump S -> P -> S -> JC -> S -> P -> S. MISSION THIRTY Goal: Have more health after 60 seconds against Kliff with Testament. Conditions: Kliff does not take damage from virtually anything you do. Testament cannot jump and starts with 50% health. At first this mission seems impossible, but one thing to remember is that Testament can poison. Using this, basically what you'll need to do is pull of Nightmare Circular (hcb, f+H) and/or Warrant (qcb+K). Nightmare Circular can be guaranteed from a throw. Once Kliff is poisoned, defend to the best of your ability, as if Testament takes damage the poison wears off. The poison will wear off eventually anyway, so just repeat this pattern. MISSION THIRTYONE Goal: Beat Gold Slayer with Sol Conditions: Slayer regenerates. Sol has no tension and starts with 50% health. Once again the Dust Loop comes to the rescue (see Mission 24). As Sol has no tension gauge his options are limited, so focus your efforts on performing the Dust Loop as often as you can. MISSION THIRTYTWO Goal: Beat EX Testament with May Conditions: Only specials or overdrives hurt Testament. Testament regenerates. May starts with 50% health and needs to hit with at least 3 hit combos. You'll need tension, so try starting off with a Psych Burst. Then, go for May's Kyuukyoku no Dadakko (hcb+H). Try linking two of these together if you can. May's hcb+S, P super isn't bad but doesn't do as much damage. To build tension, go for sweep -> Iruka-san Yoko (charge b, f+H). MISSION THIRTYTHREE Goal: Beat Gold Justice with Dizzy Conditions: Dizzy starts with 75% health and is poisoned and can only damage Justice with normal moves. Justice starts with 75% health and regenerates. A tough mission. Dizzy's close S -> far S -> crouching H (only if it hits!) is your basic combo. When Justice shows an opening (i.e., goes for Gamma Ray, or you dizzy him with the repeated close S's and crouching H's), go for f+H -> JC -> S -> P -> S -> JC -> S -> D. Keep at it, you'll need some luck to get through this mission... MISSION THIRTYFOUR Goal: Beat Anji with Chipp Conditions: Chipp starts with 75% health and is poisoned. Overdrives do not hurt Anji and also only 6 hit combos or above damage him. Since Chipp's individual hits are pretty weak, you'll want to try to build up Anji's guard gauge a lot. Once flashing, try Chipp's f+H, which will stagger them. At this point, go for close S -> f+P -> close S -> H -> Alpha Blade (qcf+P) -> RC -> f+H -> jump -> Kx5 -> JC -> Kx2 -> D. A pretty rough mission overall. Once Chipp's health gets low you'll really want to save up the tension for FD. MISSION THIRTYFIVE Goal: Beat Gold, EX Millia with Venom Conditions: Venom starts with 50% health and has 75% guard gauge, and no tension gauge. Millia regenerates and can only be damaged by normal or special moves. Using Venom's Carcass Ride Loop helps here. Knock Millia down, and then go for Carcass Ride (charge d, u+H) -> crouching S -> Carcass Ride (S version) -> Carcass Ride... Millia can get close in a hurry so be prepared to throw. After throwing you can repeat the Carcass Ride loop. If you can catch Millia off guard, a good combo is close S (one hit) -> crouching S -> standing H -> Double Head Morbid (dp+H). But, Carcass Ride is still your best bet. MISSION THIRTYSIX Goal: Beat Gold I-No with Millia Conditions: None particularly noteworthy. Once again you'll want to use Millia's crouching S -> crouching H minilaunch. Once it hits, high jump, then do S -> P -> S -> H -> land -> close S -> crouching H. If the opponent techs out, go for crouching S, then begin the whole loop again. I-No has access to Megalomania in this mission, so be sure you know how to get around its patterns. MISSION THIRTYSEVEN Goal: Beat EX Faust with May Conditions: Faust regenerates and cannot be hurt by special moves. May starts with 50% health and is poisoned. May's Air Dust combo (see Mission 22) is a good step to use if you have the Japanese version. If not, go for something like sweep -> hcb+S super. If you can get close enough to do Overhead Kiss (hcb+K), followup up with jump S -> H -> land -> jump K -> jump H. MISSION THIRTYEIGHT Goal: Beat Jam with Ky Conditions: Jam regenerates. Ky starts with 50% health, is poisoned, and can only damage Jam with specials or supers. As only specials hurt Jam, your options are limited. Jam does Ryuujin a lot, so start off with a crouching K. Then go for sweep -> Stun Edge (qcf+S) to chip away at her. Once you build tension, replace Stun Edge with Ride the Lightning (hcb, f+H). If Jam's far away, you might want to use a Stun Edge Charge Attack (qcf+H). MISSION THIRTYNINE Goal: Beat Gold Eddie with Slayer Conditions: Slayer starts with 50% health. Nothing damages Eddie. Instant Kill is your only option here. Use a lot of Pilebangers (qcb+P/K, P) to try and dizzy Eddie and then finish him off. You only have 15 seconds so beware. MISSION FORTY Goal: Survive for 99 seconds against Gold Sol with Potemkin. Conditions: Sol doesn't take any permanent damage. Potemkin can't jump. Not much you can do except make sure Sol doesn't attack you. Try knocking Sol down with a sweep, and then doing Slide Head (qcf+S) as he tries to get up. Slide Head is unblockable and knocks down the opponent as long as they're on the ground, so you can occupy Sol for awhile like this. If he gets too close, close S -> far S-> H -> Slide Head is the way to go. MISSION FORTYONE Goal: Beat Shadow Bridget with I-No Conditions: I-No has maxed Guard Gauge and can only hurt Bridget with special moves. An I-No mission! Wow! In any case, this is comparatively not so difficult. Only special moves can hurt Bridget, so go for Chemical Aijou at long range (hcb, f+K) and Daiboku wo Sasuru Te (hcf+H) at midrange. Chemical Aijou can link to itself in certain cases, but otherwise just abusing these two moves is perhaps the only way to win. MISSION FORTYTWO Goal: Beat Chipp with Anji Conditions: Anji is poisoned and has 75% guard gauge. Chipp starts with 50% health and can only be damaged with overdrives. Once again, you need tension, but this time you can't even Psych Burst, so you'll need to build it up quickly. A pattern like K -> S -> Fuujin (qcf+S) -> Shin: Ichishiki (P) will help. Incidentally try to build up Chipp's Guard Gauge in the meantime. Once it's been built up, go for Issei Ougi: Sai (hcb, f+H) or Kachoufuugetsu (hcb+S during the instant of guarding only). You'll have to rely on a little luck to get either of these to hit... MISSION FORTYTHREE Goal: Beat Gold Zappa with Axl Conditions: Axl is poisoned. Rensengeki -> Kyokusageki (charge b, f+S, hold up) is your best keep away bet, and you'll want to make sure he keeps away. If Zappa managed to get close, use Byakue Renshou (qcf, hcb+H). In any case, just keep far far away and repeat your long range Rensengeki. MISSION FORTYFOUR Goal: Beat Potemkin with Zappa Conditions: Zappa begins with 50% health, is poisoned, has no tension, and cannot use special moves. Potemkin has only 1 health but needs to be hit with at least an 11 hit combo. Yeesh. This is pretty tough, partially because you have to let Zappa get damaged and hope a spirit pops out - he can't do Konnichiwa Sanbiki no Mukade straight out. If you get the dog, go for the crouching K -> close S -> far S -> D (dog attack) -> dash -> K -> close S -> far S -> D.... loop. This only works if Potemkin's up against a wall, though. If you get the ghost or the sword, just do a Dust attack, then Pxn (jump cancel may be necessary). MISSION FORTYFIVE Goal: Beat Shadow May with Johnny Conditions: Johnny starts with 50% health, is poisoned, and can only damage May with 6 hit combos or more. He also has 75% guard gauge and canot jump. May starts with 50% health. Glitter is Gold is your friend. Get Glitter is Gold to hit once. Then, build up May's guard gauge and push her to the wall by using standing H -> Mist Finer (qcf+P/K/S - don't actually perform the move, hold the button -> Stance Cancel (H) -> f+K -> standing H -> Mist Finer... etc. The trick is the Mist Finer cancel, which if done correctly lets you link H into f+K - practice to be fast on the fingers with this one. Once May is to the edge, go for f+K until you get it to hit on counter hit (which should be no problem if you built up her Guard Gauge). Then, do f+H -> f+H -> Divine Blade (do the hop only, dp+S, not the attack) -> K -> close S -> Mist Finer (qcf+P) -> Glitter is Gold (qcf+H) -> Mist Finer (qcf+P) -> Glitter is Gold... etc. If you need to finish her off, a Level Three Mist Finer should work fine. MISSION FORTYSIX Goal: Beat Faust with Zappa Conditions: Zappa starts with 50% health, 75% guard gauge, and needs at least two-hit overdrives to damage Faust. Since Zappa only has Umareru!!! (hcb, f+H) as an overdrive, that's what you'll have to go for. Use Psych Burst to fill up tension, then try f+P -> close S -> Umareru!!. The other alternative is attempting to summon Raou and doing Bellows Malice (hcb, f+S), which granted does a lot of damage, but you may not be able to pull it all off in time. MISSION FORTYSEVEN Goal: Beat Axl with I-No Conditions: I-No is poisoned, has 50% health, and needs at least 4 hit combos. Axl cannot be damaged with overdrives. Use repeatedly Daiboku wo Sasuru Te (hcf+S) to attempt to stagger Axl. Afterwards, f+P -> H -> jumping H -> Chemical Aijou (hcb, f+K) is what to go for. If you can FRC Chemical Aijou, go for it, and link into another Chemical Aijou. MISSION FORTYEIGHT Goal: Beat EX, Gold Bridget with regular Bridget. Conditions: Your Bridget is poisoned, cannot damage the other Bridget with special attacks, and needs at least 3 hit combos. Once again Ore to Kill Machine (hcb, f+H with Yoyo out) is your best means of damage. Knock down the opponent with crouching K -> close S -> sweep and then release the Yoyo to their back. Once they get up, hit them with far S and then cancel into Ore to Kill Machine. If this hits, follow up with the air combo jump S -> jump d+S -> JC -> jump S -> jump d+S. You have a lot of time (99 seconds) so just go for as many Ore to Kill Machines as you can. MISSION FORTYNINE Goal: Beat Gold Faust with regular Faust. Conditions: Your Faust starts with 50% tension, is poisoned, and can only damage the other Faust with special moves or overdrives and only 3 hit combos or above. The other Faust regenerates. Your Faust can't jump, either. The move of choice is the unblockable Mettagiri (qcb+H). If this hits, the other Faust will get knocked down. Upon wake up, go for d+K (one hit) -> standing H (one hit) -> Souten Enshin Ranbu (qcf+S) -> Going My Way (H). This will give you the most possible damage for your efforts. If you have tension, you can FRC the Going My Way and link into another one. Then, repeat. If you're feeling lucky, you can try for the scalpel super (qcf, qcf+S), which does great damage, but again be warned that you need to have three hit combos or above so start with something like close S -> H and then cancel into it. MISSION FIFTY Goal: Beat EX, Gold Sol with Ky Conditions: Ky cannot damage Sol with Overdrives and starts with 50% health. Far S -> Stun Edge (qcf+S) is your basic keep away. If Sol guards this, dash in and go for d+K -> close S -> H -> sweep -> Stun Edge Charge Attack (qcf+H). If Sol happens to jump into the air and gets hit by the Stun Edge Charge Attack, go for an air combo such as jump K -> S -> JC -> S -> H -> Vapor Thrust (dp+S/H). Try not to let Sol get too close, but if he does, go for a throw. 3. CREDITS Sammy, ArcSystem Works, and Ishiwatari Daisuke for another great game This FAQ copyright 2002, 2003 to Edward Chang. Retransmission in any form without express permission of the author is strictly forbidden.