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    Mission Mode FAQ by Heidern98

    Updated: 03/05/03 | Search Guide | Bookmark Guide

    Guilty Gear X2/XX
    Mission Mode Faq
    By Heidern98
    Contact: Heidern98@aol.com
    
    
    
    Table of Contents
    1) Introduction
    2) Version History
    3) Condition Explanation
    4) Strategy in General
    5) Strategy for each individual mission
    6) Quick Strat Overview
    7) Unlocking artwork
    8) Notes
    9) Secrets
    10) Credits
    
    
    
    1. Introduction
    
    Well I am assuming that if you are here looking at this FAQ, then you know what
    Guilty Gear is.  If you have not played the PS2 version of Guilty Gear X2/XX 
    than you might not know what Mission Mode is. Well, mission mode is a mode of
    single player play that allows you to fight as specific predetermined 
    characters against predetermined characters.  Thus to beat a mission you have 
    to learn how to use certain characters.  Thatís not all however.  There are 
    also many conditions that you have to meet such as being poisoned or not being 
    able to damage opponent with special moves.  Many missions are extremely 
    difficult and some seem down right impossible.  Thatís why this FAQ needed to 
    be created.  The main thing about these missions is developing a strategy to 
    beat them.  These missions can be beaten in any order that you wish. It takes 
    allot of effort and endless hours to beat all 50 missions.  Strategy is the key
    and thatís what I am trying to provide here. Anyone who has any questions, 
    disagrees or has a better strategy than what I have here, please Email me at 
    Heidern98@aol.com. I decided not to provide any basic and general game 
    information such as move lists and system explanation because Echangís amazing 
    faq explains all of the games systems and moves in great depths.  Also, 
    gamecombos.com has an intensely detailed section on Guilty Gear XX. To get full
    use of this FAQ, please review Echangís gameplay FAQ located at Gamefaqs.com 
    and also Gamecombos.com section on Guilty Gear XX. Anyway, have fun with the 
    game and hope the FAQ helps.
     
    
    
    2. Version History
    
    1.0 (02/23/03)
    First release
    
    1.1 (3/3/03)
    Fixed minor glitches and also made it easier to find individual missions.
    Added quick strat overview section 6
    
    
    3. Condition Explanation
    
    The conditions are all listed in the mission mode data page where you select 
    your match.  
    
    NO.#: Number of mission
    
    GENERAL CONDITIONS
    
    TIME: The number of seconds that you have to complete mission.
    
    ENEMY LEVEL: The difficulty of the A.I. of the computer-controlled opponent.  
    There are only three different difficulties in mission mode:
    
    	16: Hard
    
    	24: Very Hard
    
    	32: Maniac (Most missions are 32)
    
    CLEAR:  These are the conditions you must meet in order to beat mission. 
    Some missions have multiple clear options.
      
    	Beat Enemy: You must defeat the opponent by depleting their life by 
    	attacking them with what ever means are needed. (Most missions are 
    	Beat Enemy)
    
    	Time Up: All that you have to do is survive long enough until the time 
    	is up. Even if the opponent has a larger life bar than you after time 
    	is up, you still complete the mission.
    
    	Judge: This is different then time up.  Judge is when time is up and 
    	you have more energy than the opponent.  If your life bar as larger by 
    	the time runs out, you have met the mission requirements.
    
    PLAYER/CHARACTER CONDITIONS
    
    CHARACTER: What character is selected for you and CPU.  The CPU will sometimes 
    have a special character quality next to their name.  
    
    	Ex: Alternate versions of character with different moves.
    
    	Black: A version of the character with infinite tension.
    
    Gold: A super powered version of the character usually much faster, powered up 
    moves, better defense and offense, and sometimes-infinite tension along with 
    occasional other goodies. 
    
    LIFE: Amount of life that the characters have.  (420 is max, 1 is next to 
    nothing) There are sometimes conditions next to the life number.
    	
    	Poison: The life bar will slowly drain as the time ticks on.
    
    	Heal: The life bar will slowly regain as the time ticks on.
    
    	Regain: The life bar will quickly be recharge to full unless character 
    	is continuously attacked.
    
    GUARD LEVEL: Amount that the guard meter is started at and defaulted to after 
    a combo or single attack is executed (Unless the meter is higher then default.)  
    The higher the meter number the higher the guard meter is.  
    
    TENSION: Amount of the tension meter when you start. (0 is none, 10,000 is 
    full)  There are sometimes conditions to this that alter the tension meter.
    	
    	Normal: Means that tension will act normal. 
    
    	Hold: Tension will be stuck at listed level.  
    	This will allow infinite tension.
    
    	No: Tension moves will not be available. (Anything involving tension)
    
    PSYCH BURST: This shows if the Psych Burst is available or not. (Ok means it 
    acts as normal, No - means it is not.)
    
    SEAL: This is the condition that does not allow certain abilities of a 
    character.
    
    	Jump: Character cannot jump, or do homing dust jumps.  
    
    	Specials: All special and overdrive attacks are disabled.  *On a side 
    	note one may ask why this ability is sealed for missions where you can 
    	only damage the character with normal attacks. Well the answer is 
    	simple. Specials and overdrives help continue combos (which are helpful
    	in the combo conditioned missions) and provide ways of pressuring the 
    	opponent and also help deliver guard damage.  Thus your abilities and 
    	options are more limited if this is sealed. 
    
    COMBO DAMAGE:  This portrays the amount of hits you have to string together 
    in a combo in order to start doing damage.  This means that every time you hit 
    the opponent, you only do damage once you combo ABOVE the listed number.  So if
    over 2 is listed here, you only start doing damage on your third hit of a 
    combo.  This is what makes the hardest missions the hardest missions.  If 
    over 0 is listed (which is the majority of missions), damage is taken as 
    normal.  Also note, if there is any number besides 0, throws will never effect 
    the opponent and the character will not take chip damage from blocked specials 
    and overdrives, although they will still take guard damage from all blocked 
    attacks. (Which is the key to winning these missions)
    
    INSTANT KILL: This shows if the instant kill attack can be used. (- Means no 
    instant kill, OK means they are allowed, which is rare btw.)  *Please note that
    when Instant Kills are inactive you can still go into activation mode but it 
    will not actually change your bar to the red Instant Kill Mode, which allows 
    you to IK.
    
    DAMAGE: This represents the attacks that the character can use to damage the 
    opponent. When an attack is not listed, this means of course that the attack 
    will not damage the opponent. *Please note that if Testament poisons the 
    opponent, this will always do damage no matter what is or isnít listed.  The 
    individual attack that causes the poison wonít do damage if the respective 
    special or overdrive is not listed under the damage section however.
     
    	Normal: This means that all basic attacks, including throws (unless 
    	there is a combo condition) are damaging against.  
    	
    	Dead Angle: This means that Dead Angle attacks (block then push 
    	forward and two attack buttons) are damaging against the opponent.
    
    	Special: This means that all Special attacks are damaging against 
    	opponents.
    
    	Overdrive: This means that all Overdrive attacks are damaging against 
    	opponents.
    
    	- : This means that no attacks at all damage the opponent what so ever. 
    
    
    
    4. Strategy in General
    
    There are many strategies that apply to almost every mission.  These are my 
    ten commandments of Mission Mode.
    
    1) The first recommendation I have to make is always make sure you pay 
    attention to the conditions.  You may be thinking that an opponent has to be 
    defeated when all the mission is, is a judge mission.  Also you may be using 
    attacks that do no damage and not understand why they seem to not be taking 
    damage. 
     
    2) The next strategy is absolute patience.  The first few missions may only 
    take you a few minutes to beat. Donít get used to it.  Many of the higher 
    missions will take hours of patience and practice.  If you get frustrated 
    easy, these later missions are not for you.  
    
    3) Another very important thing to remember is that it can be very beneficial 
    to go into the training mode and select your character and the CPU character.  
    Practice combos and get a feel for the character especially characters you are 
    not used to fighting as and fighting against.  I suggest fighting as the 
    character you are using for the mission AND the character you are fighting 
    since certain combos will and will not work on certain characters. You can set
    the CPU as your opponent and their level to 32.  This is really useful and 
    helps you come up with strategy without pressure.  It is however important to 
    not spend too much time in training however, because while you are practicing 
    for hours in this mode, you could easily be beating this mission.  The best 
    practice is in the mission itself, but training allows you to try things out 
    that you might not normally try and also figure out combos not on the spot. 
     
    4) Now for your best friend, BURST.  Burst is great but not because it only 
    breaks combos (which can be a deciding factor to keep you alive long enough to
    beat a mission) but because of the orange burst (a burst that does not break a
    combo or an attack but is done when you are just standing still or jumping).  
    When this kind of burst hits your opponent it will refill your tension meter 
    to full.  This means two more overdrives that can be used immediately or you 
    will have plenty of tension for Faultless Defense.  This is invaluable in 
    missions that overdrives are the only damaging attack.  Always remember the 
    burst abilities.  You will NEED them often.
    
    5) Rush down is the key.  Most missions you cannot let up on the opponent, 
    especially if they have healing powers.  Use attacks that you know work and 
    donít get reckless and do nothing but crazy stuff with high hopes. You will 
    lose.
    
    6) Never forget your Overdrives.  If you can use them, USE THEM.  They take 
    away a whole ton of damage and usually hit a lot allowing you to pass certain 
    combo conditions.  
    
    7) Always block with Faultless Defense (block holding two attack buttons).  
    This will save your arse countless times when you have one spec of life left.  
    8) Try not to start off combos with ducking punch or kick.  This will SEVERLY 
    weaken the damage of the overall combo.  A combo that might take away 45% of 
    the life bar might only take away 30% if you start it with a weak attack.  
    Sometimes its worth it since its easier to attack with quick attacks to start 
    a combo, especially when the opponent gets up, but for straight up attacking, 
    try to find a better way to enter the combo.
    
    9) If a mission has the ability to use Instant Kills, use them.  Makes most 
    missions quick and easy.  Mission 17 is the only exception in my opinion.  
    10) Donít take my strategies or anyone elseís strategies as the only way to 
    beat a mission. If you find any strategy not being useful then try to take 
    tips of multiple strategies and develop your own.  It is useless to try 
    something over and over and get no results.  
    
    
    ------------------------------------------------------------------------------
    			Beginning of Mission Strategy
    ------------------------------------------------------------------------------
    
    
    5. Strategy with individual missions.
    
    
    
    ------------------------------------------------------------------------------
    				MISSION 1 
    ------------------------------------------------------------------------------
    
    Difficulty: 1
    Time: 40
    Enemy Level: 16
    Clear: Beat Enemy
    
    PLAYER
    Character: Sol
    Life: 420
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0 
    Instant Kill: OK
    Damage: All
    
    ENEMY
    Character: Ky Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 1 Strategy:
    
    I will say this, if you are having trouble on this mission, forget about 
    mission mode and play the game for at least a week and then come back and test 
    your skills.  This should be a simple mission and a breeze for Sol users.  
    Just stay on Ky and donít let up on your attacks and combos.  The only thing 
    to worry about is the time but it shouldnít be a problem if you rush down.  
    S,S,HS>qcb+S is a fine combo or substitute the Grand Viper for a Gun Flame, 
    then air combo them with jS,jFS>dp+HS.  Since you have full tension at the 
    start of the round, you can Dragon Install (qcbx2+S), which makes this 
    mission to simple.  If you are really itching to beat this mission and you 
    canít, use the IK when Ky jumps. Real easy mission.
    
    ------------------------------------------------------------------------------
    				MISSION 2
    ------------------------------------------------------------------------------
    
    Difficulty 3
    Time: 70
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Jam
    Life: 420
    Guard level: 0 
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 3
    Instant Kill: -
    Damage: All
    
    ENEMY
    Character: Johnny EX
    Life: 420
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 2 Strategy:
    
    The key in this mission is to use Jamís linkable specials constantly.  
    Overdrives are extremely useful as well.  Try to get Jams overdrive 
    Renhoukyaku (HCB,F +HS) by dashing towards Johnny and executing.  
    It should hit almost all the time.  If you run out of tension, try to get an 
    orange burst off and execute the same tactic, you should be able to get a few 
    overdrives off which will help a lot.  After you run out of all tension and 
    burst, rush Johnny with d+HS(2hits),qcf+K and if it hits>dp+K(let the kick 
    hit 3 times)>qcf+K.  This combo will pretty much annihilate Johnny.  If you 
    want to try to power up your attacks (d,d+ Respective button), itís worth a 
    shot but since he blocks a lot, it mostly is a waste.  Pressure him into 
    screwing up and take advantage of his opening.  This mission shouldnít be too 
    much trouble.
    
    ------------------------------------------------------------------------------
    				MISSION 3
    ------------------------------------------------------------------------------
    
    Difficulty: 3
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Axl
    Life: 420
    Guard level: 0 
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Overdrive
    
    ENEMY
    Character: Kliff Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 3 Strategy:
    
    Kliff is slow, and Axl has a good array of attacks, so this mission isnít too 
    hard.  Since Kliff is Gold however, it makes this mission kind of difficult 
    if you arenít used to the computer.  Kliff has a really high defense so 
    nothing is going to be really damaging except Axlís Overdrive (qcf,hcb+HS).  
    Try to get an orange burst to hit by rushing and waiting for Kliff to attack. 
    Then rush and overdrive twice.  After that you have to rebuild your tension. 
    Your down and Hard Slash is your best bet.  Keep dashing and do that a few 
    times along with charge back forward + Slash> up and also your Overdrive when 
    you have a chance after you have built up your tension or used your orange 
    burst and you should have no problem.  Make sure if Kliff does any of his 
    overdrives while you are dashing, that you Faultless Defense quick stop.  
    Very easy mission.  
    
    ------------------------------------------------------------------------------
    				MISSION 4
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: Eddie
    Life: 420 Poison
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: Special
    Combo Damage: Over 0 
    Instant Kill: -
    Damage: Normal
    
    ENEMY
    Character: Venom Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 4 Strategy:  
    
    This mission is surprisingly tough. Since you have no tension for blocking 
    and can only damage with normals, you have to make use of Eddieís amazing 
    normal attacks and most importantly his throw.  Try to get in close rushing 
    Venom with a quick S,HS combo and a few F+HS attacks.  If you see an opening, 
    throw his sorry ass. Then jump to him and throw him again. Once he is in the 
    corner, he is pretty much dead. Keep up this strategy and you should have no 
    problem.  You might want to mix things up by rushing with S,d+dust.  Then you 
    can jump up and throw him and start the throw trap. Just keep at it and start 
    your own strategy if needed. 
    
    
    
    ------------------------------------------------------------------------------
    				MISSION 5
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 25
    Enemy Level: 16
    Clear: Beat Enemy
    
    PLAYER
    Character: Bridget
    Life: 420
    Guard level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: All 
    
    ENEMY
    Character: Potemkin Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000: Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 5 Strategy:
    
    Since you have infinite tension, this mission should be pretty easy.  
    Toss the Yoyo out (HS) at Potemkin and then immediately do Bridgetís overdrive
    hcb,f+HS.  This will make the tricicling bear hit Potemkin tons of times and 
    then you can jump at him for a quick air combo.  jP,jK,Jump Cancel jk,jS,jdS 
    should work. Keep doing this over and over. Make sure you are constantly 
    attacking with heavy hits because Potemkin has a high defense and Bridget has 
    a poor offense.  Just do a lot of overdrives and combos and this mission 
    should be no problem.  Since Potemkin is slow, it will take him some time to 
    get to you, thus giving you plenty of time to do the yoyo overdrive. 
    
    
    ------------------------------------------------------------------------------
    				MISSION 6 
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 20
    Enemy Level: 32
    Clear: Judge
    
    PLAYER
    Character: Baiken
    Life: 393
    Guard level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Dead Angle
    
    ENEMY
    Character: May Ex
    Life: 420
    Guard Level: 0
    Tension: 10000 Normal 
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 6 Strategy:
    
    The important thing to remember in this mission is to pay attention to the 
    conditions, mainly the fact that the Clear requirement is Judge.  So you 
    donít have to beat May by killing her, rather you just have to hit her with 
    enough Dead Angle attacks before time runs out. The infinite tension allows 
    you to always use Faultless Defense but donít focus on using it to much 
    because it pushes you further away when you block.  Just FD all of the 
    specials and overdrives.  While doing that always go for Dead Angle attacks.  
    Be bold and stay on her.  Dash at her and quick stop with FD.  She should go 
    for an attack and then Dead Angle her.  Try to make sure you block low so May 
    doesnít get in her d+k>Overdrive combo.  Also watch for her Dust overhead.  
    If she takes any decent amount of life from you, restart.  Two or three hits 
    will get you where you need as long as you donít take to much damage.  Four 
    hits will make it pretty safe for you.  After you have taken enough life so 
    she has less than you do, run away and FD everything. This one takes patience 
    and can be annoying.  Once you learn how the computer fights however, it 
    should be a piece of cake.  
    
    ------------------------------------------------------------------------------
    				MISSION 7
    ------------------------------------------------------------------------------
    
    Difficulty: 3 
    Time: 30
    Enemy Level: 16
    Clear: Beat Enemy
    
    PLAYER
    Character: Slayer
    Life: 420 Poison
    Guard level: 128
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Overdrives
    
    ENEMY
    Character: I-No Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 7 Strategy:
    
    As with any mission that has infinite tension, this should not be to major of 
    a problem.  Make sure that you use both of  Slayers overdrives.  Try to rush 
    I-No and use Slayers Overdrive Eien no Tsubasa (qcfx2+HS) and then as she is 
    falling use Dead on Time (hcb,f+S).  This two hit combo a few times should 
    work just fine.  Also, Dead on time will work nice by itself.  Just keep 
    throwing overdrives out at her non-stop and you should kill her in a few 
    tries.
    
    
    ------------------------------------------------------------------------------
    				MISSION 8
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 40
    Enemy Level: 16
    Clear: Beat Enemy
    
    PLAYER
    Character: Jam
    Life: 420
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: Special, Overdrive
    
    ENEMY
    Character: Robo Ky
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 8 Strategy:  
    Since this mission is an instant kill mission, itís real easy.  
    Just knock Robo Ky far away, go into IK mode (All four attacks), and he will 
    most likely rush you, then nail that bastard with an IK.  If you miss, try 
    again.  Itís that simple.  If you want to take on this mission without an 
    instant kill, use the same exact strategy for mission 2.   
    
    ------------------------------------------------------------------------------
    				MISSION 9
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 60
    Enemy Level: 16 
    Clear: Beat Enemy
    
    PLAYER
    Character: Venom
    Life: 420 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: Special, Overdrive
    
    ENEMY
    Character: Slayer Ex
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 9 Strategy:
    
    Once again, since this mission is an instant kill mission, use it.  Even 
    though Venomís IK kind of sucks, if you do the typical knock down far away, 
    then IK mode, then IK tactic you should be fine.  You could also start out 
    with Dark Angel Overdrive (qcb,hcf+S) and then IK mode then use the IK when 
    they get close.  You should get it within a few tries or if you want to try 
    beating this mission without IK, use a lot of Double Head Morbidís 
    (f,d,df+S/HS) and Dark Angel Overdrives.  Donít bother with to many combos, 
    just raw attacking should do. 
    
    
    ------------------------------------------------------------------------------
    				MISSION 10
    ------------------------------------------------------------------------------
    
    Difficulty: 6
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Sol
    Life: 420
    Guard level: 128
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Special
    
    ENEMY
    Character: Dizzy EX Gold
    Life: 315 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 10 Strategy:
    
    This is the first real tough mission in mission mode.  You canít jump and you 
    canít hurt her with overdrives.  Expect to take some time learning how to keep
    up a constant attack that keeps damaging a healing gold opponent.  You will 
    definitely spend some time on this mission unless you are a real good Sol 
    user and know the computer inside out.  First off as far as Dizzyís 
    Overdrives are concerned. Stay away from them. It is utterly useless to try 
    and counter any of them.  If she hits you early with any of them and you 
    survive, restart.  If you see any coming, FD for the whole thing.  If you see 
    her put her hands to her mouth, donít attack her.  It is a real small gesture 
    that turns out to be a killer counter attack Overdrive.  If the screen turns 
    black real quick, then Dizzy starts giving off a strange aura while she is 
    screaming and going into different poses, get the hell away and get ready to 
    FD.  This is the computer only overdrive (Very much like Boss I-Noís 
    overdrive.) If you are close to her and try to counter attack, it will hit you
    about 60 or 70 times and kill you outright.  Now, since Sol has a full guard 
    meter, any attacks that Dizzy hits you with will stun you.  This will lead for
    big combo damage.  So, donít be reckless.  The best way to kill her is to stay
    on her.  Rush her and get real deep then S,S,HS> Gun Flame (qcf+P)  This will 
    almost always hit her.  Then Gun Flame will usually get a counter and she will
    fall to the ground.  You cane use a Volcanic Viper (f,d,df+HS>qcb+K) to juggle
    after the Gun Flame hits.  Right as she is getting up, repeat the combo.  Do 
    this a few times and she will be dizzy (I know she is already Dizzy but you 
    know what I mean).  When you see the dizzy birds, Dragon Install and then 
    S,S,HS>Volcanic Viper (f,d,df+HS).  As she gets up from this, do the combo 
    again.  Then do a few more Gun Flame combos, and she should be dead.  Not a 
    ridiculously hard mission when you learn how to fight her. 
    
    
    ------------------------------------------------------------------------------
    				MISSION 11
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 40
    Enemy Level: 16
    Clear: Beat Enemy
    
    PLAYER
    Character: Chipp
    Life: 420 Poison
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: Special
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal 
    
    ENEMY
    Character: Venom
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 11 Strategy:
    
    I find this mission very easy.  Chip is a normal attack king.  Rush Venom 
    with an up close S,f+P(one hit),S,f+P(one hit),S,HS. You HAVE to be dashing 
    in deep for this combo to work.  If you arenít dashing just 
    S,f+P(one hit),S,HS. Keep on doing this.  A good way to get close and combo 
    easy is by hitting forward and HS.  This will either hit Venom and stagger 
    him, or build up his guard meter.  If it staggers, then dash into him and do 
    the combo.  Plus it takes a ton of life.  This combo or just about any combo 
    should decimate Venom after a few times.  Just make sure you get Chippís HS 
    in there since the Slash and Punch attacks do little damage.  An occasional 
    trip is always nice for good measures.  Keep rushing him and attacking as he 
    gets up and you should be fine.
    
    
    
    ------------------------------------------------------------------------------
    				MISSION 12
    ------------------------------------------------------------------------------
    
    Difficulty: 3
    Time: 40 
    Enemy Level: 16
    Clear: Beat Enemy
    
    PLAYER
    Character: Potemkin
    Life: 420 Poison
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Special
    
    ENEMY
    Character: Ky Gold
    Life: 420 
    Guard Level: 0
    Tension: 10000: Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 12 Strategy:
    
    This mission is pretty easy once you know what to do.  The main thing to do 
    standing HS far away> charge back forward HS.  Also a lot of Front Mega Fists 
    (qcf+P) help here too but that combo should do enough damage to pretty much 
    kill Ky in a few seconds.  If you stop attacking not only will Ky start Stun 
    Edging you to death, but he will be on you like a fly on stuff.   Beware of 
    his Charge Stun Edge because it hits infinite times.  Try to jump over Kyís 
    Stun Edges or use the Front Mega Fists a lot. Keep on him and donít let up.  
    Forward + HS should be thrown in there occasionally.  Potemkin will crush the 
    life bar fairly easily.
    
    ------------------------------------------------------------------------------
    				MISSION 13
    ------------------------------------------------------------------------------
    
    Difficulty: 6 
    Time: 60
    Enemy Level: 32 
    Clear: Time Up
    
    PLAYER
    Character: Faust
    Life: 1
    Guard level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: -
    
    ENEMY
    Character: Dizzy Gold
    Life: 420 Regain
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 13 Strategy:
    
    I handled this mission two different ways.  The first time I beat it, I just 
    sat back and blocked with Faultless Defense(hold P+K).  This strategy is good 
    but it involves a lot more than just blocking low and high.  First off gold 
    Dizzy will do a lot of jumping which will be quick and try to get an overhead.
    Also she will attack with d+k, which hits low, especially if you are blocking 
    with just back.  She will also try to dust you if you are blocking low a lot. 
    To top it off, she will execute her overdrive, Necro Okotta Baai, which opens 
    up a ground portal, which will be unblockable and kill you.  This is bad but 
    as soon as you see her cross her hands by her head when she does an overdrive,
    jump back with a FD.  Be careful not to mistaken this for her Imperial Ray 
    as it does look very similar to the startup of the Necro Okotta Baai.  The 
    second time I beat it, I got tired of trying to get lucky enough to avoid her 
    attacks and made use of my infinite tension.  First thing I used was Faustís 
    swimming overdrive, Shigekiteki Zetsumeiken (qcfx2+S).  If I happened to get 
    the angel (which I never did btw, not as the first attack at least.) I could 
    just restart with not much lost.  Then as she was on the ground I would dash 
    back and do the item throw overdrive, Na-na-na-nani ga Deru Ka Na (qcfx2+P).  
    I did this move twice then blocked with FD in case I got a bomb that could 
    kill me (make sure you FD these bombs, wouldn't want to be your own demise). 
    If you get little Faustís to come out, Dizzy will sometimes block for the 
    whole time that they would walk toward her.  This made it so I would have 
    some time to sit back and grab so sweets to regain energy.  This energy made 
    it possible for me to do the swimming overdrive again and even if I got the 
    angel, I would survive.  Sometimes a hammer, bomb, poison or small Faust 
    would cancel an overdrive or special from Dizzy.  This will give a small 
    window of time to chuck some more stuff at her.  Between both of these 
    strategies, you should be able to survive the 60-second time limit.  
    
    
    ------------------------------------------------------------------------------
    				MISSION 14
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Johnny
    Life: 210 Poison
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: -
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle
    
    ENEMY
    Character: Axl
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 14 Strategy:
    
    Your forward and HS is pretty much your main form of attack here.  It takes
    away a ton of damage and is quick with long range.  Axl, however has a lot of 
    range as well, so a good way to get in deep is get within a little over a 
    sweep range, then far slash, forward + hard slash>Divine Blade(f,d,df+S).  
    Do not hit the S to do the flame of the Divine Flame.  Once you land, you 
    should be in perfect throw range.  Throw him (forward+HS) then jump, jK,jS, 
    Jump Cancel, jK,jS,D.  Axl CAN tech out of the throw, but he almost never 
    does. Keep this up as soon as he gets up.  If he is to close for you, 
    K,HS>Glitter is Gold (d,df,f+HS).  Then you should be safe to dash then 
    S,fHS>Divine Blade again.  A few occasional fHS by themselves, will also do 
    well against him. This strategy will probably build up his guard meter rather 
    quick.  Donít blindly dash at Axl since Johnny is very open when he dashes.  
    Make sure there is a Glitter is Gold thrown before a dash.  Donít bother with 
    any other specials or overdrives since they wonít do any damage.  This 
    mission is pretty tough but not a real bad challenge once you get used to 
    Johnny.  Refer to mission 45 for an even more in depth strategy on how to use 
    Johnny effectively.  
    
    ------------------------------------------------------------------------------
    				MISSION 15
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 60
    Enemy Level: 32
    Clear: Time Up
    
    PLAYER
    Character: Zappa
    Life: 420 Poison
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Special
    
    ENEMY
    Character: Venom
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 15 Strategy:
    
    One thing that this mission shows is that the Dark Angel overdrive that Venom 
    uses is difficult to avoid without Faultless Defense (since you have NO 
    tension meter) and Zappaís low jumping capabilities.  Make sure you keep your 
    distance constantly.  I beat this mission by just getting far away and 
    tripping Venom when he came in close.  A lot of the time he would just sit 
    back and stand there for a good few seconds only to occasionally throw a few 
    pool balls my way.  Luckily enough, most of his moves are easily avoided by 
    jumping over them or instant blocking them.  Towards the end of the battle 
    when the final seconds tick away, you will have no energy and no tension to 
    FD with. I donít recommend using instant block here as opposed to jumping 
    over attacks.  Sometimes you will have to instant block when you are in a jam.
    Calling out the occasional specter (d,df,f+P) is a real good idea, especially 
    the Ghost that can block Venoms pool balls with d,df,f+S.  The sword should 
    be used only in a pickle.  The dog is great to keep Venom busy because you 
    can just sit there and block while hitting back and dust over and over, which 
    will mess with Venomís attacks.  Just stay far away and keep trying this 
    mission.  A little determination and you should get it.    
    
    ------------------------------------------------------------------------------
    				MISSION 16
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 80
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Baiken
    Life: 420 Poison
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Special, Overdrive
    
    ENEMY
    Character: Johnny Gold
    Life: 420
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 16 Strategy:
    
    This is the second mission of a decent difficulty.  Baiken has a nice array of 
    combos and attacks that will be invaluable.  What you will want to do is dash 
    in with a d+Dust>qcf+K, Jump, jS>f,d,df+S.  That is all I did until I got 
    enough tension to do her overdrive (qcfx2+HS) by dashing in and either 
    S,>d,df,fx2+S or just d,df,fx2+S.  Try to get the orange burst of immediately 
    in the beginning of the round.  Then use the normal combo to build it up and 
    do it again.  The mission is not to hard but Johnny is really fast and has a 
    lot of damage to dish out.  A Mist Finer (quick slash that Johnny can do in 
    three different directions) will kill you in ONE HIT so make sure you watch 
    for it since it has a little start up time.  Also block low in case he goes 
    for the low one.  Stay focused and donít stop attacking.
    
    ------------------------------------------------------------------------------
    				MISSION 17
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 30
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Eddie
    Life: 1
    Guard level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    ENEMY
    Character: Zappa Ex
    Life: 420 
    Guard Level: 0
    Tension: 10000
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 17 Strategy:
    
    This mission is real simple but not because of the IK, but because of the 
    infinite tension.  I think the IK is just a red herring because Eddieís IK 
    really sucks.  It hits above him and unless you get Zappa to do a nice slow 
    jump at you, you have to get in nice and close, giving Zappa plenty of time 
    and chances to breath on you and kill you.  Thatís why I like to just 
    repetitively overdrive his sorry arse with Eddieís two great overdrives.  
    First off make sure you always use faultless defense when Zappa gets close.  
    Try to trip him and dash back.  If he seems to be closing in on you when you 
    are jumping, do his Executor Overdrive (In air qcfx2+S) and it should hurt 
    him bad.  Then dash back and do a few Amorphous Overdrives (qcb,f+HS).  Make 
    sure he isnít close to you when you use this overdrive because it will 
    completely whiff him.  A good dash back length should be fine.  This should 
    hit him and kill him in a few shots, or if he blocks, it will build up the 
    guard meter so when he does get hit it will hurt bad.  The overdrive used in 
    a quick repeated fashion will keep him far away.  Donít mess with calling a 
    shadow out because it will just give Zappa time to kill you. Should only take 
    3 to 4 overdrives to kill Zappa.  Much easier than trying to Instant Kill him. 
    
    ------------------------------------------------------------------------------
    				MISSION 18
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 50
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Millia
    Life: 315 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Overdrive
    
    ENEMY
    Character: Eddie Ex
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 18 Strategy:
    
    The main reason this mission is so much fun is because of the beautiful music 
    you hear. This is a real simple mission due to Milliaís great and damaging 
    overdrive, Winger (hcb,hcf+HS).  Rush Eddie and immediately do this overdrive 
    when you are close.  He will almost always fall for it.  Do it again and then 
    use an orange burst on him.  Then the next two overdrives should finish him 
    off.  If you miss the overdrives, rush him and do Lust Shaker (qcb+S,S,S etc.)
    This will build your tension bar very quick and is a hard move to avoid.  If 
    he blocks it will build up the guard meter real high. Just keep rushing him 
    and he shouldnít be able to do much.  If he tries to use a drill on you or an 
    Eddie Shadow move, just jump over them.  Simple mission.
    
    ------------------------------------------------------------------------------
    				MISSION 19
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 25
    Enemy Level: 32 
    Clear: Judge
    
    PLAYER
    Character: Dizzy
    Life: 315
    Guard level: 0
    Tension: 0 No
    Psych Burst: -
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Special 
    
    ENEMY
    Character: Testament
    Life: 420 Regain
    Guard Level: 0
    Tension: 10000
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: -
    
    Mission 19 Strategy:
    
    You will immediately realize that after you attack Testament, he will 
    regenerate life as if he was in training mode, not heal like normal. What 
    you need to do is enough damage to Testament so that he has less life than 
    Dizzy by the time is up.  Start off this mission by trying to knock down 
    Testament with a trip.  Donít worry about blocking attacks since Testament 
    canít really hurt you.  His poison is the only thing that can harm you and he 
    can only do this in his overdrive or his counter move.  Both of these 
    shouldnít be too hard to avoid.  If Testament finds a way to damage you 
    decently, retry.  If he starts a combo, burst immediately.  As he gets up,
    dash deep into him closely then dK,S,S(4-6hits),HS>d,df,f+HS. Then do this 
    gain to keep the damage on his life bar.  Repeat over and over and time should
     run out with plenty of damage on Testaments life bar.  Keep trying and you 
    should get it.  The pain about this mission is that you have to wait the 25 
    seconds for a split second chance.  I didnít go to training or anything so I 
    didnít bother trying to figure out any combos.  You might want to spend a few 
    test rounds to figure out how to get a good combo off on Testament.
    
    ------------------------------------------------------------------------------
    				MISSION 20
    ------------------------------------------------------------------------------
    
    Difficulty: 6 
    Time: 55
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Potemkin
    Life: 105 Poison
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Overdrive
    
    ENEMY
    Character: Anji Ex
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 20 Strategy:
    
    First off, use an orange burst to build your tension, since overdrives are 
    the only things that work.  If you are good at catching characters out of the 
    air, use Potemkin's Heavenly Potemkin Buster (qcfx2+S).  You might want to try
    to combo this overdrive from dHS but it is risky. If not you will want to 
    wait till Anji is decently close and then use his Gigantic Blid 
    (hcb,f+HS>hcfx2+P)  This move is slow but most of the time, Anji will walk 
    into it.  I really suggest that if you donít get off the burst and two 
    overdrives, that you restart.  If you do, you will want to build up one more 
    overdrive by doing Front Megafists (d,df,f+P) and far HS>Hammer Fall (charge 
    back, forward HS).  This should build you up quick.  After you Hammer Fall, 
    you will want to do a few Back Megafists (d,db,b+P) to escape Anjiís attack 
    range.  Once decently far enough away, repeat until you can pull off another 
    Overdrive. This should kill him.  If not and you actually have some time and 
    life left, try to get another overdrive.  Takes some practice and is a real 
    pain of a mission.  
    
    
    ------------------------------------------------------------------------------
    				MISSION 21
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: Testament
    Life: 105
    Guard level: 0
    Tension: 0 Normal 
    Psych Burst: -
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Special 
    
    ENEMY
    Character: Millia Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 21 Strategy:
    
    This mission seems really tough at first but with the help of Testamentís 
    Zeinest (hcb+HS) you have a damn good chance.  Gold Millia is well known for 
    her blink of an eye speed and Testament isnít the quickest character to 
    counter that.  The Zeinest rules for this very reason.  Leave them everywhere.
    I cannot emphasize this enough.  Itís like the computer does not even know 
    they are there and walks right into it.  Leave a Zeinest right in front of 
    Testament, back up a step or two and wait for Millia to rush you.  If she is 
    just dilly-dallying, put a few in the air and an extra on the ground.  Donít 
    mess around to much though, cause she will be on you in a forth of a second. 
    Once she rushes right into a Zeinest, S,HS>qcb+P.  This combo is amazing.  It 
    does not look like it has that much reach but it has soooo much reach.  As 
    long as you hit with the first Slash, you will almost always complete the 
    combo.  It juggles real nice.  If you are real close, you can add an extra 
    Slash at first.  After Millia falls, just repeat the process and you should 
    have her.  If she tries to rush you without any Zeinestís put up or she 
    destroys them, either throw her or do the combo when she gets close.  Use 
    your tension to throw out a few overdrives (hcb,f+HS) that will hurt her with 
    the poison, but not the initial impact. This mission takes a lot of practice 
    with this strategy, and you really do have to learn how the computer plays 
    Gold Millia. 
    
    ------------------------------------------------------------------------------
    				MISSION 22
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 50
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: May
    Life: 210
    Guard level: 0
    Tension: 10000 Normal 
    Psych Burst: OK
    Seal: Special
    Combo Damage: Over 2
    Instant Kill: -
    Damage: Normal
    
    ENEMY
    Character: Baiken
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 22 Strategy:
    
    The easiest strategy that I could find for this mission was real simple and 
    effective.  Just dash at Baiken real deep and dK,dS,dHS. As she is getting up 
    do the combo again while dashing. Thatís it.  I beat this mission repeatedly 
    with just this strategy.  Baiken will eventually get hit even if she blocks 
    the first attack, almost every time.  The HS is what will do the damage and 
    does it nice.  The knockdown will make it so you can dash in deep again and 
    repeat.  If Baiken gets crazy and starts doing guard attacks, just keep at 
    her.  If she busts out an overdrive, then just retry.  If you learn Baiken 
    and Mayís range, this mission should not take you more than 5 minutes of 
    trying.  
    
    ------------------------------------------------------------------------------
    				MISSION 23
    ------------------------------------------------------------------------------
    
    Difficulty: 6
    Time: 20
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Ky
    Life: 210 Poison
    Guard level: 0
    Tension: 5000 Normal 
    Psych Burst: -
    Seal: -
    Combo Damage: Over 15
    Instant Kill: -
    Damage: All 
    
    ENEMY
    Character: Robo Ky
    Life: 1
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 23 Strategy:
    
    This mission is kind of annoying for non Ky users.  Its pretty annoying for 
    Ky users too, if you donít know long combos for Ky.  All you need to do is 
    basically get a sixteen hit combo.  There are MANY ways to get a nice high 
    combo for Ky.  There are two basic strategies however you will most likely 
    follow, each with its own variations.  First off, I highly recommend you 
    getting your full Tension meter up.  Since you have no Burst, you will have 
    to build it up yourself.  Try to rush Robo Ky with forward+P,S,S,dS>qcf+K.  
    If he blocks, donít do the Stun Dipper.  You might want to try a quick basic 
    combo of close S,dD.  When ever Robo Ky gets up, Charge Stun Edge him 
    (qcf+HS), then rush him whether he blocks or not, and do a quick combo.  
    Continue this but be quick because you do not have much time.  After you have 
    your tension meter up to full, do another Charge Stun Edge attack as he is 
    getting up.  Keep trying this until he walks into this.  Robo Ky for some 
    reason does not fall for this as much as most characters.  After the Charge 
    Stun Edge hits, rush him and dP,dP,dD,>Sacred Edge (qcfx2+P), Sacred Edge 
    again, dash forward and Forward+P,S should definitely do it.  If you want 
    do this combo without the Charge Stun Edge, you can try starting the combo 
    with 3-4 dPís then continue the combo and after the Forward+P,S do a jump 
    cancel, jK,jS,Jump Cancel jS,jHS>Vapor Thrust (f,d,df+HS)  The full combo 
    most likely will not hit but its way over the needed hits anyway.  Practice 
    this in Training.  The other way is through the dust launch.  What I would do 
    is sit back after building up the tension meter, and wait for Robo Ky to do 
    the Ride the Lightning Overdrive.  I would block this and immediately do a 
    Slash.  This registered as a counter.  Immediately do the Dust Launch (D). 
    Then hold up and jSx4(real fast), jP,jK,jS,jP,jS,Jump Cancel,jS>Ride the 
    Lightning.  This should do it as far as hits no problem.  Timing is 
    everything.  You may want to try to do a Charge Stun Edge, then Dust Launch 
    into the combo but the timing is very difficult.  Try these combos in Training
    mode and make sure you fight either Ky or Robo Ky.  They are both harder to 
    combo against in my opinion.  Find the combo you are comfortable with and try 
    it out.  There are many other combos that you can use but most will be similar. 
    
    ------------------------------------------------------------------------------
    				MISSION 24
    ------------------------------------------------------------------------------
    
    Difficulty: 7
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: Sol
    Life: 420 Poison
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Special
    
    ENEMY
    Character: Justice Gold 
    Life: 420 Heal
    Guard Level: 0
    Tension: 5000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 24 Strategy:
    
    Another tough Sol mission.  This on is especially tough since Justice is an 
    amazingly cheap character.  You do have one thing here however that you did 
    not have for mission 10; Solís Dust loop infinite.  There are many ways to 
    get the juggle started in the corner.  Since Justice is huge, it makes the 
    combo all that easier. I was able to slightly stray from the normal dust loop 
    combo, and get a harder, longer hitting combo. First off, if you donít know 
    much about Solís dust loop, itís a specific combo that typically takes away 
    over half energy.  Itís a corner juggle that uses Solís air dust attack.  
    What I would do with Justice is rush Justice with deep S,S,HS>Gun Flame 
    (d,df,f+P).  Most of the time Justice would get hit by at least part of the 
    combo.  Keep doing this until you hit with the Gun Flame in the corner, then 
    go in for a modified Dust Loop.  Start out with a quick jumping S,D then Jump 
    Cancel the D, wait a moment then S,D again.  Immediately jump back up with 
    S,D and continue the combo until Justice falls to far or you screw up. Keep 
    trying this and you will get it eventually.  This combo should take close to 
    half energy.  Make sure you rush Justice as he gets up.  Keep this going and 
    it should start to show progress.  Avoid Justices attacks and make sure that 
    you get ready to block especially when you are running because you will not 
    have the FD quick stop option.  If you hit Justice with a Gun Flame and he is 
    not in the corner, jump at him and jS,jHS>f,d,df+HS>qcb+K.  Then rush him again. 
    You are going to want to develop a little of your own strategy but it should 
    not be too difficult.  Take your time and learn how to fight Justice and you 
    will get him. 
    
    
    ------------------------------------------------------------------------------
    				MISSION 25
    ------------------------------------------------------------------------------
    
    Difficulty: 3
    Time: 50 
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Jam
    Life: 210
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Special 
    
    ENEMY
    Character: Eddie
    Life: 420 
    Guard Level: 0
    Tension: 10000
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 25 Strategy:
    
    All you have to do is get within a good distance to Eddie, 
    qcf+S>K,qcf+K,f,d,df+K(3hits), qcf+K.  This combo alone should win you the 
    victory.  Eddie will almost always fall for the low attack.  Plus this combo 
    does a ton of damage.  Any other of Jamís specials arenít really worth it and 
    harder to hit with.  If you are far from Eddie on the initial impact of 
    qcf+S>K, go for qcf+K first, then f,d,df+K.  Eddie likes to throw out a lot 
    of attacks but the best way to stop that is to constantly attack him.  When 
    Eddie is acting crazy with attacks you might want to try to start out a few 
    attacks with just qcf+K then go into the combo. Time is the only real pain 
    here but if you keep trying, you should get quick and lucky enough to win. 
    Real simple.
    
    ------------------------------------------------------------------------------
    				MISSION 26
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Baiken
    Life: 105
    Guard level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 4
    Instant Kill: -
    Damage: Overdrive
    
    ENEMY
    Character: Jam Ex
    Life: 420 
    Guard Level: 0
    Tension: 10000
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 26 Strategy:
    
    Ok there are two ways to deal with this mission, the hard way, and the 
    slightly cheap way.  The first way is since you have infinite tension, you 
    can rush Jam and try to get a few slashes in or you might want to use the 
    overdrives priority over moves to overpower Jamís attacks.  Then if you 
    cancel into her overdrive d,df,fx2+S, you will want to wait for two hits of 
    the overdrive to hit, then as soon as the second hit connects, RC into the 
    overdrive again.  Sounds hard right?  Well the easiest way to do this is after
    you get the first hit of the overdrive, start rolling forward rapidly and 
    right on the second hit, hit P,K,HS.  The S of the RC will substitute for the 
    Slash of the overdrive execution. Do this over and over.  It is hard but here 
    is where the cheap way comes in.  You can instead set a button to be a Roman 
    Cancel button.  Then just keep rolling forward and jam on the button after the 
    second hit.  This makes the mission much easier.  Kind of cheesier but not that
    bad.  Keep trying to do this while avoiding Jams quick attacks.  You should 
    get the hang of the mission and eventually get it.
    
    ------------------------------------------------------------------------------
    				MISSION 27
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Axl
    Life: 210 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Special 
    
    ENEMY
    Character: Millia Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 27 Strategy:
    
    Millia is going to be extremely fast, so you have to learn to react fast.  She 
    can walk to you all away across the screen in 1/4th of a second.  What you 
    need to do is once she is in range do Axlís Rensengeki (charge back, 
    forward +Slash,up).  This should hit her for a few good hits or if she blocks 
    wait and see if she moves in.  Make sure there is so space between you and 
    Millia when you do this move or she will severely punish you. If it hits her, 
    wait for her to tech out before doing anything.   If she techs out and is 
    still far away, throw Rensengeki again and make sure you hit up.  This should 
    almost always hit her again.  If she decides to get up close, throw her by 
    holding back and hitting HS so that you are still blocking in case you miss, 
    and then use Rensengeki again to juggle her.  Make sure it juggles and doesnít 
    hit her off the ground. Keep up this strategy and you should have her.  Her 
    speed and flurry of moves is the only real worry. 
    
    ------------------------------------------------------------------------------
    				MISSION 28
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Slayer
    Life: 210 Poison
    Guard level: 0
    Tension: 10000 Normal 
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: Overdrive
    
    ENEMY
    Character: Chipp Gold Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 28 Strategy:
    
    Another wonderful instant kill mission.  Just go directly into Instant Kill 
    mode after you knock Chipp down or back.  Then wait for Chipp to start hopping
    around, and then try to nail him.  Keep on trying over and over until you hit 
    him.  If you want to try to win with out IK, just go at Chipp with Slayerís 
    Overdrives and sure you build up tension with Bursts and Specials.  Shouldnít 
    be too hard.  
    
    ------------------------------------------------------------------------------
    				MISSION 29
    ------------------------------------------------------------------------------
    
    Difficulty: 8
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Anji
    Life: 420 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 4
    Instant Kill: -
    Damage: Normal, Dead Angle, Overdrive
    
    ENEMY
    Character: Baiken Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 29 Strategy:
    
    Real tough mission.  Time is not your friend here.  You have to do a lot of 
    damage to a healing Baiken, very quickly. My strategy for this one was 
    immediately dash at Baiken and try to get her to block.  If she does, 
    S,HS>Issei Ougi: Sai (hcb,f+HS).  This will build her guard meter up extremely 
    high to almost full.  Then try to rush in and do the combo again but this time
    hitting, then after the overdrive is finishing, dash deep, S, jump cancel, 
    jP,jK,jS, jump cancel, jP,jK,jS,jD.  If the guard meter is low and the 
    jumping combo isnít doing much damage, stop it with jD. Go for an orange 
    burst after this and repeat the process.  You may want to try building up an 
    overdrive without a burst if it took some time getting the second overdrive to
    hit.  If Baiken blocks the S,HS, and you have no tension to overdrive with, 
    cancel into Anjiís Kai (qcb+P), then, if it hits, juggle Baiken with S, jump 
    cancel, jP,jK,jS, jump cancel, jP,jK,jS,jD. This should do decent damage but 
    donít go for this combo if Baiken has a high guard meter.  Save that for the 
    Overdrive combo.  Build up the tension meter with S,HS>Fuujin (qcf+S)> Nagiha 
    (S) or Hitoashitobi (K).  Speed and knowing Anjiís combos are what will win 
    this one for you.
    
    ------------------------------------------------------------------------------
    				MISSION 30
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 60
    Enemy Level: 32
    Clear: Judge
    
    PLAYER
    Character: Testament
    Life: 210
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 0
    Instant Kill: -
    Damage: -
    
    ENEMY
    Character: Kliff 
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 30 Strategy:
    
    Nice little mission which is tough and different.  You have to get Kliffís 
    life to be lowered to below Testamentís before time is up.  Kliff canít be 
    hurt from anything except poison.  The best way to get the poison off is 
    Testamentís Overdrive, Nightmare Circular (hcb,f+HS).  Dash at Kliff and get 
    an orange burst off.  Just wait for Kliff to throw out a few random attacks 
    from far away or for him to jump then as he falls from his second jump and 
    nail him with the overdrive.  After the overdrive hits, sit back and try your 
    best to avoid attacks, and try not to block since you will either use up 
    tension on FD, which is needed for overdrives, or you will take chip damage, 
    which will lower your life.  If he is really on top of you, use Warrant 
    (qcb+k) to counter him and poison him longer.  After nine seconds, the poison 
    will wear off.  Try to get this overdrive twice.  After you run out of 
    tension, donít waste your time with normal attacks.  Instead rush him or at 
    least watch him from up close and try to pull off a Warrant.  This will pretty 
    much be needed to pull Kliffís life below Testaments. Since Kliff is slow it 
    should not be a problem.  Before the time is up you will probably have enough 
    tension for another overdrive.  A little bit of luck and some good dodging 
    skills is definitely needed to beat this mission.
    
    ------------------------------------------------------------------------------
    				MISSION 31
    ------------------------------------------------------------------------------
    
    Difficulty: 6
    Time: 99 
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Sol
    Life: 210
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Special,  
    
    ENEMY
    Character: Slayer Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 31 Strategy:
    
    This mission is very similar to mission 24.  You need to make sure that you 
    fight Slayer a little different however.  Not only does Slayer heal, but his 
    Gold version absorbs what ever life he takes away from you when he damages 
    you.  That means if he gets an overdrive that takes away half your life and 
    he only had 25% life. He now has 75% and he is healing. Ouch.  Real tough 
    gold character.  A similar strategy that worked against Justice should work on
    Slayer except he falls for Solís f,d,df+K throw a lot more.  You can use this 
    to get into the dust loop when in the corner (the true dust loop, not the semi 
    fake one I made for Justice) real easily by dashing past and under him then 
    d+HS, jump cancel, K,D, jump cancel, S,D, land and immediately high jump into 
    D, wait, D, repeat from high jump (pretty sure this is how you do it.)  This 
    is tough to do but worth learning not just for this mission.  If you want an 
    easier combo, just do a Volcanic Viper (f,d,df+HS,qcb+K) after the second D 
    of the first juggle.  You of course can do this combo from the good old Gun 
    Flame (qcf+P).  The linking attack of S,S,HS>Gun Flame works nice as well as 
    S,S,HS>Grand Viper (qcb+S).  Donít forget to jam on two attacks and wiggle t
    he joypad for more hits on the Grand Viper.  He will fall for this move a lot.
    If he blocks, as soon as you land from the Grand Viper, command throw him 
    (f,d,df+K), then go for the combo.  Make sure every time Slayer gets up, you 
    rush him with some combo.  He will almost always fall for it. Be careful and 
    donít try to be Rambo and do crazy stuff.  Stick to a good pattern to wear 
    him down.  
    
    ------------------------------------------------------------------------------
    				MISSION 32
    ------------------------------------------------------------------------------
    
    Difficulty: 7
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: May
    Life: 210 
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 2
    Instant Kill: -
    Damage: Special, Overdrive
    
    ENEMY
    Character: Testament Ex 
    Life: 420 Heal 
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 32 Strategy:
    
    Oh man, this was a toughie until I figured out what to do.  First off, you 
    need to get an Orange Burst to land on Testament.  After this, rush him as he 
    gets up and Kyuukyoku no Dadakko him (hcb+HS).  Testament will almost always 
    run into this move.  If you are in the corner, juggle him after the overdrive 
    with Iruka-san Yoko (charge back, forward+S).  This should do nice damage.  
    After you are out of overdrives, rush Testament as he gets up (timing is 
    crucial), then: dK,dS,dHS>charge back, forward+S.  Do this over and over.  If 
    you do the combo at the right time, you should hit him almost every time.  
    After building enough tension against him, go for the overdrive again and he 
    should die quickly.  Testament has many attacks that come from all directions 
    but if you stay on him and keep up this strategy, he shouldnít have much of a 
    chance to start hammering you.  
    
    ------------------------------------------------------------------------------
    				MISSION 33
    ------------------------------------------------------------------------------
    
    Difficulty: 8
    Time: 60 
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Dizzy
    Life: 315 Poison
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: Special
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal
    
    ENEMY
    Character: Justice Gold
    Life: 315 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 33 Strategy:
    
    Ok, I know this one seems near impossible, but this is one of those missions 
    where you got to stay at it. Stick to pretty much one combo for this whole 
    mission.  S,S(4-6hits depending on distance),dHS.  This combo rules and works 
    great on the huge Gear Justice.  If he is far, you will only get the one multi 
    Slash to connect then down HardSlash.  As he gets up from this, dash into him 
    and do the same combo but start it with dK. He will run into almost every time 
    if you time it just as he is able to get hit as he gets up. You just have to 
    get used to Dizzy and Justice.  I tried to use air combos and dust combos, 
    but nothing I found did as much damage as this combo. Everything else was too 
    risky. Watch his attacks and donít ever try to counter attack him after he 
    whiffs an overdrive. He lives for that.  He will wreak holy hell on your ass 
    with a 5 hit take away most of your life combo.  Just keep dashing at him and 
    do that combo.  Its better to try and do the far S as a poke instead of 
    getting in his face, which gives him enough time to break yours.  Make sure 
    you are always using Faultless defense.  This will conserve your life and 
    also stop guard damage.  Also if he does the Gamma Ray overdrive (the one 
    where he charges up and shoots that huge laser directly at you), rush him 
    before the laser comes out, and do the combo.  Also if he jumps, hit him with 
    the up close S, then continue the combo and even if he blocks the first attack,
    except end it with standing HS and he will get hit always for the rest.  
    Continually hitting him with that combo will dizzy him, which will get you yet 
    another full combo.  The key to killing him is repeatedly getting the combo 
    off as he gets up. Keep at it and you will eventually get it.
    
    
    ------------------------------------------------------------------------------
    				MISSION 34
    ------------------------------------------------------------------------------
    
    Difficulty: 9
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: Chip
    Life: 315 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 5
    Instant Kill: -
    Damage: Normal, Dead Angle, Special
    
    ENEMY
    Character: Anji
    Life: 420 
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 34 Strategy:
    
    I would say this is probably the second hardest mission, next to mission 45.  
    Chipp does not have many moves that are high in damage.  You have to rely on 
    his combos.  This mission will take a few hours at least.  Rush Anji with one 
    of Chippís ground combos.  Use the combos to build Anjiís guard meter. This is 
    the one I used the most: S,fP(1hit),S,HS>d,df,f+Sx2.  I never used the third 
    uncomboing ender Senshuu (d,df,f+k).  This would usually get me in trouble.  
    The last hit of the Resshou > Rokusai combo will leave you slightly open 
    regardless if you hit or if he guards.  All that he will ever hit you with is 
    standing k.  This can be deadly when there is only 20 seconds or so left on 
    the clock.  By this point the poison, and Anjiís attacks have typically 
    brought Chipp down to no life. I suggest stopping the combo at the Resshou by 
    this point.  Be careful after being deep in Anjiís attack area, he will 
    counter with an array of moves like his overdrive or his Fujin, which has a 
    small window of invincibility at start up.  Wait a spit second to attack 
    again.   If you hit Anji before you build his meter up, stop the combo.  It 
    will be useless and undamaging even if you get a few hits above 5.  You might 
    want to end a blocking combo with the Alpha Blade>Alpha Plus (qcf+P,HS).  This 
    builds the guard meter very high but Anji either gets hit or counters this 
    move a lot.  Once the meter is built up, try to rush Anji deep then 
    S,fP(1hit),S,HS>d,df,f+Sx2, RC, S,fP(1hit),S,HS>d,df,f+Sx2. This should do at 
    least one forth of the life meter worth of damage.  Sometimes close to half 
    depending on the guard meter.  If the guard meter was built all the way up, 
    you may want to RC again at the end of this combo and do it one more time. I 
    donít really suggest it because you will have no tension after this to FD 
    Anjiís Overdrive with.  This can kill you easily after 30 seconds or so have 
    past.  After you hit Anji with this combo, do not dash back.  This will end 
    up half the time with him Overdriving you.  Instant Air Dash back 
    (ub,b quickly).  Just keep rushing Anji and the tension bar should always be 
    high and ready for a roman cancel.  SAVE YOUR BURST.  When you are low on 
    tension, this can really save you. The most important thing in this mission 
    is to be quick and stay on Anji constantly.  Time really matters in this 
    mission and both times that I beat it, I had 1 or 2 seconds left.  I came 
    close and got him down to almost no energy by 0.  If you get hit early by a 
    lot of attacks or an overdrive, retry.  Stick to one strategy and donít get 
    off task.  Be determined and you will eventually get lucky.  
    
    ------------------------------------------------------------------------------
    				MISSION 35
    ------------------------------------------------------------------------------
    
    Difficulty: 4
    Time: 99
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Venom
    Life: 210
    Guard level: 64 
    Tension: 0 No
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Special
    
    ENEMY
    Character: Millia Ex Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 35 Strategy:
    
    First thing you will realize about this mission is that a strait up fight 
    against Gold healing Millia is tough, especially if you are not a Venom user. 
    Once you figure out the trick to this mission however, you should have no 
    problem.  Sit back and wait for Millia to come close, using a few Stinger 
    Aimís (charge back, forward+HS), or a few Carcass Rideís (charge down, up+HS) 
    Donít do to many of these unless Millia is just sitting there and donít waste 
    time with Ball Seiseiís (qcb+P/K/S/HS) since Millia is to quick for any real 
    setups.  When she gets close is when you can do the real damage to her.  As 
    soon as she starts walk to you and is close (which is eye blinkingly fast), 
    throw her but make sure itís by holding back (b+HS). This way if you miss or 
    she attacks first, you are blocking.  After the throw, hit forward+HS>Double 
    Head Morbid (f,d,df+HS).  This should do nice damage.  Most likely Millia 
    will tech out and rush you again.  Repeat the throw combo, and do it over and 
    over and over.  This should kill her real quick.  If she isnít coming quite 
    in range, try poking her with S,HS> Double Head Morbid.  I didnít bother with 
    much else and I was able to beat her many times over with this strategy. One 
    of my favorite tough missions made easy.
    
    ------------------------------------------------------------------------------
    				MISSION 36
    ------------------------------------------------------------------------------
    
    Difficulty: 6
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: Millia
    Life: 420
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: All 
    
    ENEMY
    Character: I-No Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 36 Strategy:
    
    Gold I-No has a very high defense, so she is going to be tough to damage with 
    Milliaís attacks.  There were pretty much only two moves that I used as my 
    main defense against I-No: Lust Shaker (qcb+S) and Winger (qcb,hcf+HS).  I did 
    not mess with her high hitting air combo or her other overdrive.  I tried to 
    use these things but found this strategy much easier.  First off, rush I-No 
    until you are right next to her and quickly do Milliaís overdrive, Winger.  
    This will almost always hit her.  If you bounce her off the wall, use Lust 
    Shaker to juggle her for a ton of hits.  This will help rebuild your tension.  
    Then rush her again with another Winger that should hit.  Even if the Wingers 
    miss she will most likely never punish.  After you have low tension, make sure 
    you rush her again and use the Lust Shaker to damage and rebuild tension.  As 
    she gets up is always the best time to rush and hit her because she will 
    almost always fall for it.  If she blocks the Lust Shaker it will build up the 
    guard meter to most likely flashing and also most likely build up enough 
    tension for another Winger.  Keep this strategy up and if you want, use an 
    orange burst so you can use two back to back overdrives for big damage.  Lust 
    Shaker will take a chunk out of her as well.  Now as far as avoiding I-Noís 
    attacks, typically blocking for most things will do although I do not suggest 
    this since you need to be constantly rushing her to damage her beyond her 
    healing abilities.  Make sure that if I-No is attacking you that you block 
    low for most of her attacks so you wonít get nailed by her Stroke the Big 
    Tree move O_o, except block high (of course) for her jumping and dashing 
    attacks.  You might want to save a burst in case her Stroke The Big Tree does 
    hit you since she almost always follows it up with an overdrive.  Now as far 
    as the infamous Megalomania (the move that CPU can only do that has all the 
    balls fly at you), there is three simple patterns and you can avoid them. This 
    move is like a burst where she can break out of anything, including 
    overdrives.  When the screen goes all black and she jumps back, you will 
    notice the purple danger signs that appear.  This will show one of three 
    patterns she uses.  Then she will release a whole bunch of balls that will 
    basically kill you if they hit you.  First off, do not try to jump over her 
    or attack her after the balls fly out.  All the balls will hit you if you do 
    this.  You may want to do a quick Lust Shaker to her before the balls come 
    out to build guard damage.  Now, here is how to avoid them. The first pattern 
    is an arching line that bends slightly up.  This leaves plenty room in the 
    corner to sit and duck.  You wonít be in any danger what so ever.  Second 
    pattern is a wavy line that curves down,up,down,etc. What you have to do is 
    stand in the area close to I-No (a little more than a trip distance away from 
    her).  This should be under the arch with no danger symbols touching you.  
    Once she starts to shoot at you, start walking slowly to her as the line waves 
    a bit.  You should move with the line so that you will be right in front of 
    her.  Then stand there and donít get to close or hit her (I know itís 
    tempting.) The third and final pattern is one that covers all spaces in 
    front of her in a cone shape.  Wait until she is right about to shoot the 
    balls and double jump up over them.  Thatís it.  Trying to attack her right 
    after she is done sometimes works but a lot of the time it is autoguarded.   
    This mission is extremely hard but with this strategy, it makes her much 
    easier.  
    
    ------------------------------------------------------------------------------
    				MISSION 37
    ------------------------------------------------------------------------------
    
    Difficulty: 3
    Time: 60
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: May
    Life: 210 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Overdrive
    
    ENEMY
    Character: Faust Ex
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 37 Strategy:
    
    Without specials, May might not be as effective, but that doesnít mean this 
    mission is hard. In fact, this mission is almost too easy. Rush Faust use 
    Kyuukyoku no Dadakko (hcb+HS) on him.  He should almost always run into this 
    move.  After you are out of overdrives, rush Faust and use an orange Burst and 
    then, do the overdrives again. If you landed all this, he should die.  If you 
    missed a few or he survived some how, just rush him then: dK,dS,dHS.  Do this 
    over and over.  It will rebuild your tension so you can hit with another 
    overdrive. Watch out for Faustís reach and be careful not to get hit by his EX 
    overdrive where he flips back on forth on the scalpel.  Mayís overdrive is 
    what makes this mission so easy and since you start with full tension and a 
    burst, this mission is simple.
    
    
    ------------------------------------------------------------------------------
    				MISSION 38
    ------------------------------------------------------------------------------
    
    Difficulty: 3
    Time: 99
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Ky
    Life: 210 Poison
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Special, Overdrive
    
    ENEMY
    Character: Jam
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 38 Strategy:
    
    I donít know if the reason I find this mission simple is because I use Ky or 
    what, but I donít find this one hard at all.  Try to get a trip off on Jam.  
    As she gets up throw a Charge Stun Edge her way.  She will run into it a lot 
    and this leaves plenty of time to hit her with a Stun Dipper (qcf+K) from a 
    distance so that it will fully combo.  When she gets up, repeat the process.  
    When you build up enough tension for an overdrive, dash at her and Ride The 
    Lightning (hcb,f+HS) and she will most likely run into it.  Far Stun Edges, 
    and Charge Stun Edges are good to keep her at bay.  She most likely wonít 
    punish you if you go for a Stun Dipper even if you miss.  Just keep using 
    specials over and over to build up tension, then Ride The Lightning.  Real 
    simple.
    
    ------------------------------------------------------------------------------
    				MISSION 39
    ------------------------------------------------------------------------------
    
    Difficulty: 2
    Time: 15
    Enemy Level: 32 
    Clear: Beat Enemy
    
    PLAYER
    Character: Slayer
    Life: 210
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: - 
    
    ENEMY
    Character: Eddie Gold
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 39 Strategy:
    
    Another (and final) Instant Kill mission.  Not much time here and it is a 
    little difficult getting an IK off on Eddie.  Knock Eddie down with a trip or 
    something, and then go into IK mode.  Wait for Eddie to start jumping around.  
    When he is falling toward you try and IK him.  It shouldnít be too hard to hit 
    him with it.  Try to be at a little bit of a distance to hit him since Slayer 
    gets some distance on his IK.  Keep trying and you should get lucky.  If you 
    want to beat this mission without an IK, to bad, there is no other option 
    since nothing hurts Eddie.
    
    ------------------------------------------------------------------------------
    				MISSION 40
    ------------------------------------------------------------------------------
    
    Difficulty: 7
    Time: 99
    Enemy Level: 32 
    Clear: Time Up
    
    PLAYER
    Character: Potemkin
    Life: 420
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 0
    Instant Kill: -
    Damage: All 
    
    ENEMY
    Character: Sol Gold 
    Life: 420 Regain
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 40 Strategy:
    
    The killer of killers, Gold Sol is your opponent.  Unless Potemkin is one of 
    your best characters and you are highly skilled, I suggest you lay low and 
    block a lot for this one.  You are going to need to rely on Potemkinís far 
    Hard Slash, as soon as Sol is in range.  Then cancel that into Slide Head 
    (qcf+S).  Wait for him to get up and time the Hard Slash to hit him as soon as 
    he does get up and then Slide Head him again.  If he gets to deep for you to 
    do the slow HS, throw him when he is close, then Slide Head him as he gets up. 
    Wait a few seconds then Slide Head him again when he gets up.  Make sure you 
    arenít close when you Slide Head though.  He will punish you bad.  If he is 
    going crazy with rapid attacks, FD him and make sure that you block well. A 
    Dead Angle attack should help you out as well if he is all over you. Sol can 
    get off four to six jumping attacks in a row.  Make sure you block his jump 
    attacks until he lands.  Then block immediately low for that quick dK that Sol 
    likes to use to combo into an Overdrive.  He will also go for the standing 
    Dust when you are blocking low, so be ready to block high.  Watch out for a 
    dashing low Kick every now and then.  He will also do dashing jump attacks.  
    Potemkin is a big target but with the Slide Head and Potemkinís range, it is 
    possible to keep Sol away. Make sure you block for the last fifteen minutes or 
    so, only throwing occasionally. Donít get overwhelmed and you should not have 
    a major problem.  
    
    ------------------------------------------------------------------------------
    				MISSION 41
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 30
    Enemy Level: 24
    Clear: Beat Enemy
    
    PLAYER
    Character: I-No
    Life: 420
    Guard level: 128
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Special 
    
    ENEMY
    Character: Bridget Black
    Life: 420 
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 41 Strategy:
    
    For a higher level mission, this really isnít that bad at all.  Get decently 
    far away from Bridget and do I-Noís Kauutsu Onkai(qcb+P), which will charge 
    for about 4 to 5 hits. While this is flying, dash directly to Bridget while 
    he is either blocking or getting hit by the Kauutsu Onkai and do a jHS while 
    dashing and you will almost always hit him since he will try and block low and 
    then do Kyougen Jikkou (qcf+HS).  The combo will most likely take a good 
    amount of life.  After this just Instant Air Dash back once and throw the 
    fireball again and repeat. Bridget might be a little hard to hit but a good 
    way to put him in his place is Chemical Aijou (hcb,f+K) while you are far away 
    from him.  Also use the move Taiboku wo Sasuru Te (or Stroke The Big Tree in 
    the American version) (qcf+S/HS), then combo it into Chemical Aijou.  Pretty 
    easy when it comes down to it.  Just make sure you are constantly using 
    specials.  Using qcf+S/HS is a real good idea, so use it a lot, even back to 
    back if you want.  Since I-No has really good specials, Bridget is not much of 
    a threat.                          
    
    ------------------------------------------------------------------------------
    				MISSION 42
    ------------------------------------------------------------------------------
    
    Difficulty: 6
    Time: 30
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Anji
    Life: 420 Poison
    Guard level: 64
    Tension: 0 Normal
    Psych Burst: -
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Overdrive
    
    ENEMY
    Character: Chipp
    Life: 210
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 42 Strategy:
    
    You will have to be quick to kill Chipp off in time.  The main thing you have 
    to worry about is building up enough tension to land two overdrives.  I 
    suggest rushing Chipp with S,HS>Fuujin (hcf+S)> Nagiha (S).  This should 
    build up the tension and also the guard meter if Chipp blocks.  Keep rushing 
    Chipp non stop, even if you have to be a little reckless.  Eventually you will 
    start getting the hang of it.  Keep in mind that you want to gain tension 
    quick so slow moves like Shitsu (air, qcf+P) are bad for this.  An 
    occasionally Kai (qcb+P/K) works well.  If you get hit by overdrive, restart 
    since Chipp takes so long with his overdrives, plus you will be practically 
    dead.  After you build almost enough for two overdrives, try to hit him with 
    Issei Ougi: Saiís (hcb,f+HS).  Wait till Chipp is right in front of you either 
    falling from a jump or doing some attack.  You might want to tag it at the end 
    of a combo like S,HS> Overdrive for a sure but this might be to difficult and 
    time consuming.  All you have to do is hit him twice with the overdrive.  The 
    hard thing about this mission is building the tension for the overdrives and 
    then landing two of them.  Just watch Chipp and figure out when he is 
    vulnerable.  Go to training and set it on CPU level 32 Anji vs. Chipp.  
    Figure out a strategy that works good for you.  
    
    ------------------------------------------------------------------------------
    				MISSION 43
    ------------------------------------------------------------------------------
    
    Difficulty: 3
    Time: 99
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Axl
    Life: 420 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: All 
    
    ENEMY
    Character: Gold Zappa
    Life: 420 
    Guard Level: 0
    Tension: 10000
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 43 Strategy:
    
    Down and Hard Slash will easily win this one for you.  Keep dashing at Zappa 
    and hitting him with the dHS.  He will run into it almost every time.   Try to 
    land a few overdrives of Axlís (qcf,hcb+HS).  Make sure Zappa is close when 
    you try this overdrive so you can get all the hits.  Also you might want to 
    try Axlís special, charge back forward + Slash> up.  Really between these 
    attacks you should have no problem.  Keep Zappa at a distance and just keep 
    at him. Not much else as far as strategy for this one because dHS and the 
    overdrive make it so simple.
    
    ------------------------------------------------------------------------------
    				MISSION 44
    ------------------------------------------------------------------------------
    
    Difficulty: 5
    Time: 50
    Enemy Level: 16 
    Clear: Beat Enemy
    
    PLAYER
    Character: Zappa
    Life: 210 Poison
    Guard level: 0
    Tension: 0 No
    Psych Burst: OK
    Seal: Special
    Combo Damage: Over 10
    Instant Kill: -
    Damage: Normal 
    
    ENEMY
    Character: Potemkin
    Life: 1
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 44 Strategy:
    
    The only reason why I gave this mission a harder difficulty level was because 
    of trying to figure out the combo needed to do it.  Once you know it, this 
    mission is cake.  Since Potemkin is big and dumb, it isnít that hard to hit 
    him with a standing Dust.  It so happens that this is how you start the combo. 
    The combo that will win it no problem for you is this: D,jPx4,jK,jP,jK,jS,Jump
    Cancel, jP,jK.  Thatís all that you need to do.  Just stay close to Potemkin 
    until you land the dust and then do the combo.  Practice in training, but 
    make sure you practice the combo against Potemkin because other combos will 
    work against other characters but not Potemkin.  This combo is real easy thus 
    making this mission simple.  If you get hit and have a specter come out, just 
    restart unless you know how to combo well with them. Just get good at the 
    combo and then all you have to do is land the dust.  Real easy.
    
    ------------------------------------------------------------------------------
    				MISSION 45
    ------------------------------------------------------------------------------
    
    Difficulty: 10+
    Time: 60
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Johnny 
    Life: 210 Poison
    Guard level: 64
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 5 
    Instant Kill: -
    Damage: Normal, Dead Angle, Special, Overdrive
    
    ENEMY
    Character: May Black
    Life: 210
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 45 Strategy:
    
    Ok, I have like over 5 different strategies for this one because I could not 
    beat it for the longest time.  It took me over 40 HOURS to beat this one.  I 
    personally would rather do all of the other missions over again then face this 
    hellish mission.  The biggest problem that I have noticed is that it all seems 
    like luck is the deciding factor.  May will either block or counter all your 
    attacks.  Sometimes she will get hit but rarely at the right time.  This whole 
    mission is centered around building up her guard meter then getting an attack 
    in and comboing a few hits into the overdrive or his level 3 Mist Finer.  
    Johnny is a great character and very effective but without a jump his 
    effectiveness is close to a fourth of normal.  On top of this he has 
    practically no high hitting and high damaging ground combos.  Also his dash 
    sucks and mainly will get you killed, but you need to use it to get in close. 
    Mayís overdrives all have top priority and barely any recovery time if any.  
    The friggin whale alone is a terror but top it off with her devastating combo 
    friendly overdrives, and Johnny being poisoned, it makes this mission near 
    impossible. 
    
    Ok now that you know the bad stuff, here is the strategy section, which is 
    also bad.  First you have to meet your best and only friend in this mission: 
    Johnnyís coins (hcf+HS). These coins will allow pressure to ensue and also 
    allow you to dash with minimal danger.  Next move that is utterly important is 
    Johnnyís forward and Kick, which is where most of the luck comes in.  This 
    move will help you build up her guard meter a lot and also open the way to 
    most of your combos but it isnít to uncommon that you might eat a whale or a 
    combo trying to hit her with this move.  There are other moves that you might 
    want to mess with that could really help but get you in trouble a lot.  
    Forward + HS is a great move that builds up the guard meter but it sucks when 
    she runs into it or when she blocks and counters or (lots of or's. See its 
    luck) when she counters, right before you even hit, with an invincible whale. 
    Other wise its great. The mist finer(qcf+K/P/S) is a good move but should be 
    saved for high combos.  His Divine Blade(dp+S) is good but can get you thrown 
    on smacked around a bit.  If you try to hit her with the second S of the 
    Divine Blade in the air, it usually gets messy.  Divine Blade may seem like a 
    good substitute for a dash, but sometimes gets you killed, fast... real fast.
    
    Ok here is my main strategy: First you want to attack her so much that she 
    will barely be able to move.  Attacks should start off with either a kick into 
    HS or Slash into forward + HS. Then cancel the move into Johnnyís 
    coin(qcf+HS). Then dash forward and then forward plus kick. Then repeat the 
    process.  She will mostly block this whole onslaught, which will build guard 
    meter.  This is what you want.  If she does get hit, donít try and waste the 
    super unless the forward + Kick hits as a counter, but I will get into that 
    soon.  Try mixing up some things by occasionally throwing a few pokes and 
    coins from no where.  If the guard meter is high up there, try to do the 
    forward and kick more often.  This is definitely your best form of attack.  
    DO NOT waste your level 3 Mist Finer on a out of the blue chance of hitting 
    her.  Only two or three hits will actually damage and thatís if you land all 
    of them.  Its not even good if she blocks because it doesnít do that much 
    guard damage.  Since throws work so well on May when she is close, you can 
    throw her, wait a half second then coin her.  Sometimes she falls for two 
    quick coins.  Now, if you counter with the forward and kick, there are 
    multiple combos you can do based on the conditions.  If you have a level 
    2(one coin has hit) Mist Finer, you should wait till opponent falls right in 
    front of you and then you can medium Mist Finer and it will bounce them back 
    up with the inability to tech out.  You should wait on that if the guard meter 
    is still flashing.  Then when the fall back down either from the forward and 
    kick or the Mist Finer, and the guard meter is not flashing, do this combo 
    right before they land(this is split second timing and should be practiced in 
    training): K,S> hcb,f+HS.  This will land enough hits to do some damage.  If 
    the guard meter was low you will do about 1/8th of a life meter damage but 
    this is 1/4th of her current life.  If the guard meter was high, you can do 
    over 1/4th of a life bars damage which is really over half.  Sorry if this is 
    all confusing. It will come together as you play.  Now if the start of the 
    forward and kick with a really high guard meter, you can do many other combos 
    based on the situation.  A character cannot tech out of a hit when they are 
    hit with a counter.  When the guard meter is high and flashing, attacks count 
    as counters.  What you have to do is watch the guard meter of May and keep 
    juggling her by doing this combo after the first f+K: closeS,F+K(will not 
    cancel but since Slash counters, it works) then you can dash back if the 
    guard meter is still flashing and F+K again or do the K,S>hcb,f+HS or P,K,S> 
    Level 3 High Mist Finer(Slash version).  If you do the Lvl 3 MF, you can try 
    to RC into the overdrive on the last hit, but most the time you will wiff and 
    it will cost you full tension.  Even if you land the overdrive it will do 
    little damage. You may also want to try to throw a level two Mist Finer in 
    there.  This kind of combo will bring her real low but its so hard to be able 
    to build her guard meter again, land the hit, actually land a full combo, 
    then finally stay alive long enough to do this again.  I know it typically 
    takes at least two combos to kill her maybe three.  I have gotten two on her 
    and had literally a hair of energy left against her.  A fuggin hair.  That 
    was around hour 8, and hour 13.  Anyway, I also have another tactic that I 
    try occasionally for an hour or two.  Itís very similar but I try to get in 
    close for a throw when her guard meter is almost completely full.  Then I 
    pause a split second and coin, then F+K.  Then you can combo how you please 
    as long as you countered on the F+K.  Be warned however, since the combo 
    began with a throw, the damage wonít be nearly as high.  But it is so easy to 
    get May with a throw ONCE SHE IS CLOSE TO YOU.  The thing is itís hard to get 
    close to her.  There are some other tactics that people on message boards have 
    shown me. 
    
    Here is the one that allowed me to win:
    Kono from the Forums at Gamecombos.com
    If you get her guard meter full and land one coin and get her in the corner, 
    you can kill her if you land one forward K. Sounds like a lot of conditions, 
    but you should get it after enough tries. Just get her guard meter up with 
    something like, HS, coin, dash, f+K, HS, MC, f+K and repeat it. Since the CPU 
    blocks a lot it should get their guard meter up and force them into the 
    corner, and hopefully they'll eventually eat one of the f+Ks (but also 
    hopefully not until the guard meter is full). 
    
    Anyway, the full guard combo is 
    f+K, backdash, f+K, backdash, f+K, s.S, f+P, qcf+P, f+HS, super 
    The first 3 f+Ks should be counterhit not allowing her to flip out. 
    She should die.
    
    First off you have to make sure that her guard meter is almost completely 
    full.  The only thing I did different from Konoís strategy was this part of 
    the combo.  After I got the counter from fK, I would wait till May fell about 
    waist high on Johnny and close Slash, then fK again.  This was not a linking 
    attack but since it was a counter, it would still stun May.  After that I 
    would juggle her with kick, slash> qcf+P. Then I did the rest of the combo as 
    normal.  This was just a little easier for me.  Trust me, this is by far the 
    best tactic and will work no matter how impossible it seems.  Practice this 
    combo in Training and you should get it.  Good luck with the most dreaded 
    thing I have ever faced in any game.   
    
    
    
    ------------------------------------------------------------------------------
    				MISSION 46
    ------------------------------------------------------------------------------
    
    Difficulty: 7
    Time: 80
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Zappa
    Life: 210
    Guard level: 64 
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 1
    Instant Kill: -
    Damage: Overdrive 
    
    ENEMY
    Character: Faust
    Life: 420 
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 46 Strategy:
    
    Building up your eyes to summon Raou is the most important part of this 
    mission.  First thing to do is to summon a spirit by dashing close to Faust 
    and (qcf+P).  Now things depend on what you received as a spirit.  If you got 
    the dog (which I feel is ineffective for this mission), you should use his 
    overdrive to unsummon it.  Of course try to get the overdrive to land.  If you 
    get either the sword or the ghosts, you will want to try to build up eyes 
    with them to summon Raou.  For the ghosts, (qcf+S) will fireball the ghosts 
    at Faust and if you hit, you will get an eye every time.  With the sword, I 
    would use (qcf+S,HS) and that would build eyes quick.  Then when I had eight 
    eyes I would (qcf+P) to summon Raou.  I would try to at least have a burst if 
    not full tension by this point.  If you have a specter out and are ready to 
    summon Raou, you can either do the overdrive (hcb,f+HS) or build more tension 
    till you get hit to unsummon it.  Then go for Raou.  With him out wait for 
    Faust to come at you and use Raouís overdrive (hcbf+S). This should hit a few 
    times and take away a good chunk of health.  Two or three of these depending 
    on if you hit with Zappaís other overdrive, should kill him.  Remember to use 
    S for the overdrive because the HS overdrive will unsummon Raou and then you 
    have to start all over.  If you need tension and have Raou out, use S,HS, 
    qcf+S to build it.  Stay active and attacking and you should be able to take 
    down Faust eventually.  
    
    ------------------------------------------------------------------------------
    				MISSION 47
    ------------------------------------------------------------------------------
    
    Difficulty: 7
    Time: 70
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: I-No
    Life: 210 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 3 
    Instant Kill: -
    Damage: Normal, Dead Angle, Special
    
    ENEMY
    Character: Axl
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 47 Strategy:
    
    This mission seems very hard, but with this one strategy, itís almost as easy 
    as the first few missions.  The first thing you want to do is get about 3/4th 
    of a screen away. Then do I-noís qcb+P.  This will launch her Kauutsu Onkai
    (Fireball), which will charge for about 4 to 5 hits. While this is flying, 
    Axl will just most likely sit there and block. Dash directly to him while he 
    is either blocking or getting hit by the Kauutsu Onkai and use your HS(which 
    will be an overhead) and you will almost always hit him since he will try and 
    block low and then hit forward and HS as soon as you land.  Basically once the 
    air HS comes out, you can just jam on the Forward and HS.   This will do a 
    ton of damage.  After this just Instant Air Dash back once and throw the 
    fireball again and repeat. Watch for Axlís reach and overdrives.  The further 
    you get to do this combo, the better.  This may take a few tries to get used 
    to, but its so damn effective.  
    
    ------------------------------------------------------------------------------
    				MISSION 48
    ------------------------------------------------------------------------------
    
    Difficulty: 8
    Time: 99 
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Bridget
    Life: 420 Poison
    Guard level: 0
    Tension: 10000 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 2 
    Instant Kill: -
    Damage: Normal, Dead Angle, Overdrive
    
    ENEMY
    Character: Bridget Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 48 Strategy:
    
    With this mission, you need to rely on Roger, Bridgetís bear.  Since specials 
    donít do damage, it is pretty useless to use them.  I relied on one strategy 
    with two parts.  Rush Bridget and dP,dK,S,S,dD.  You should hit almost 
    every time even if he blocks the first few hits.  Immediately once you can 
    move again hit F+HS, then immediately do the Roger overdrive (hcb,f+HS) It 
    should almost always hit him.  Then do the elaborate combo that I have 
    developed.  First step, jump towards Bridget as he gets hit. THEN, button mash 
    on the P,K,S buttons while trying to jump cancel the k.  If you land and Roger 
    is still tricicling, keep on mashing and try to jump back up and continue your 
    air combo.  If someone wants to submit a better combo to me then thatís fine, 
    but this worked as well as any combo that I tried to develop.  This will allow 
    your tension meter to build again.  After you get a few overdrives off and you 
    have little or no tension, try to get an orange burst attack to land a hit.  
    This will allow you to continue the strategy with you losing little life from 
    the poison and the computer gaining little life from the heal.  If you have 
    no tension, continue to do the 5 hit combo until you have an overdrive.  This 
    should keep his life low and not healing rapidly.  Try to remember that if you 
    block you want to typically block low unless you see Bridgetís overhead kick 
    coming.  Also be weary of Bridgetís overdrive throw move.  Sometimes he will 
    do it if you rush him when he gets up but rarely.  If he does just restart 
    unless you have him past half life.  Keep practicing and you will get used to 
    fighting as and against Bridget.  A tough mission but this strategy really 
    helps.
    
    
    ------------------------------------------------------------------------------
    				MISSION 49
    ------------------------------------------------------------------------------
    
    Difficulty: 8
    Time: 50
    Enemy Level: 32
    Clear: Beat Enemy
    
    PLAYER
    Character: Faust
    Life: 210 Poison
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: Jump
    Combo Damage: Over 2 
    Instant Kill: -
    Damage: Special, Overdrive
    
    ENEMY
    Character: Faust Gold
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 49 Strategy:
    
    This mission may sound hard as hell, but really it just takes some getting 
    used to Faust.  If you are used to Faust, then this should be not too much of 
    a problem.  What I found the most useful was rushing him, S,HS>qcf+S,HS then 
    if you have half a tension bar RC>qcf+FS (while still in the air for two going 
    my ways.)  Make sure you let the hard slash hit 3 times or else it probably 
    wonít combo.  I would do this most of this combo even if he blocked stopping 
    after qcf+S by hitting down.  A lot of times he would block and get hit half 
    way through.  If he blocks all of it, his guard meter goes up.  As he gets up, 
    rush him and do the combo again.  I really donít know much else to do with 
    Faust. I canít figure out any other good combos.  You might want to try to 
    S,FS>qcfx2+S combo.  I found this to risky. Damn angel. Just make sure you 
    are quick and stay on him as much as possible. He is tough but by no means 
    impossible. 
    
    
    ------------------------------------------------------------------------------
    				MISSION 50
    ------------------------------------------------------------------------------
    
    Difficulty: 9
    Time: 99
    Enemy Level: 32
    Clear: Beat Enemy, Judge
    
    PLAYER
    Character: Ky
    Life: 210
    Guard level: 0
    Tension: 0 Normal
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: -
    Damage: Normal, Dead Angle, Special 
    
    ENEMY
    Character: Sol Gold EX
    Life: 420 Heal
    Guard Level: 0
    Tension: 10000 Hold
    Psych Burst: OK
    Seal: -
    Combo Damage: Over 0
    Instant Kill: OK
    Damage: All 
    
    Mission 50 Strategy:
    
    Ok the final grand daddy of missions, and what a beautiful way to finish off 
    mission mode.  Ky vs. Sol.  Except there are a few problems with this mission. 
    The first time you play this mission(unless you are a Ky master), you will 
    probably say that it is impossible.  Well it is, almost.  You really have to 
    learn how to use Ky for this mission.  Sol can kill you with just one 
    overdrive (Bukkirabou ni Naguru, qcb,qcb+S). His other overdrives all but kill 
    you.  What you need to do is rely on Kyís Stun Edge.  Doing this move at a 
    good distance will typically make Sol block or get nailed, although it might 
    make him do his Tyrant Rave, which will probably kill you.  Most of the time 
    that wonít happen.  It is good also to do a standing far slash into a Stun 
    Edge.  Donít throw out any reckless moves because Sol will seriously punish 
    you for it.  His priority over Ky is ridiculous.  Just keep poking him and try 
    to use Kyís Stun Dipper (qcf+k) at a safe distance.  Usually Sol wonít punish 
    you for this and he occasionally gets hit by it as well.  Either way it keeps 
    the pressure on him.  Since he heals, you must constantly be attacking.  Stun 
    Edge Charge (qcf+HS) attacks are good to throw at him after he is knocked down 
    and getting up.  It may hit him and if anything it will allow you to pressure 
    with a combo.  After you throw it, dash and then try to throw a combo at him: 
    Forward+P,S,S,d+S,qcf+k.  If it hits you will score decent damage, if not, you 
    will at least build his guard meter and he might waste a Burst.  Donít forget 
    you can FRC the Stun Edge Charge right as Ky is releasing the fireball.  This 
    will allow you to move with it and make it so you canít get hit.  Keep at this 
    but make sure you are out of harms way every time you throw the Stun Edge 
    Charge.  You might want to try to poke at him up close (within sweep range) 
    with d+K, S>qcf+S then maybe a Stun Dipper to follow with pressure.  If you 
    get a counter with Kyís Vapor Thrust (dp+S/HS), you can follow it up with S, 
    JumpCancel,jK,jS, JumpCancel,S,HS>Vapor Thrust.  You can do this air combo 
    (without the ground Slash, just jump at him) if you hit Sol in the air with a 
    Stun Edge Charge.  I donít suggest using the Greed Sever (qcb+K).  Itís to 
    slow for Sol and screams hit me.  Save your Tension for Faultless Defense and 
    RC and FRC. You may want to RC the Stun Dipper if you are too deep.  Watch Sol 
    and donít get reckless.  This mission is all about composure.  You are going 
    to have to stick with this mission for a few hours most likely.  I know it can 
    get frustrating but after itís over, you will have a new character to add to 
    your inventory of known fighters. 
    
    CHEAP TACTIC FOR BEATING MISSION 50:
    First all you need to do is trip Sol. This should be easy. Then wait a split 
    second and then as he starts to get up dash deep into him and do this combo: 
    K,S,S,dS>Stun Dipper (qcf+k). He will be knocked down again. Rush him and do 
    the combo again. Thatís it. It's that simple. You can do this the whole round 
    until he is dead. The only thing you need to worry about is the timing of the 
    up close kick as he gets up. It should be a counter every time it hits. It has 
    to connect with him the exact moment that he can be hit from getting up. Do 
    the kick a split second early because the kick has a very long window of 
    actual offense. If you time it right, you shouldn't even get hit the whole 
    round. If he does jump out of it or block, just sit back until you see an 
    opening to knock him back down with a trip or a Stun Dipper. He will fall for 
    the Stun Dipper a lot. You can sit back and chuck Stun Edges (qcf+S) from a 
    good far slash away. Man that almost takes the fun out of it.
    
    ------------------------------------------------------------------------------
    			End of Mission Strategy
    ------------------------------------------------------------------------------
    
    6. Quick Strat Overveiw
    This section is just for a quick refresh of the best strategies for certain
    missions.  Alot of my strategy contains common info and this section cuts out
    all of the uneeded stuff.
    
    Mission 1
    S,S,HS>qcb+S or qcf+P then air combo jS,jFS>dp+HS
    Dragon Install (qcbx2+S) or IK if needed
    
    Mission 2
    Dash and (HCB,F +HS) until no tension
    Orange Burst then repeat
    No tension or burst, d+HS(2hits),qcf+K>dp+K>qcf+K.
    
    Mission 3
    Orange Burst 
    Dash and (qcf,hcb+HS) x2
    dHS until tension is ready
    
    Mission 4
    Jump to Venom and ground throw over and over
    Occasional normals when needed, especially trip
    
    Mission 5
    HS>hcb,f+HS into air combo jP,jK,Jump Cancel jk,jS,jdS
    Repeat as much as possible
    
    Mission 6
    This is a judge clear, need more life than opponent
    Block specials and overdrives with FD
    Make sure you constantly go for Dead Angles
    Take to much damage, restart
    
    Mission 7
    Combo qcfx2+HS into hcb,f+S
    Keep doing hcb,f+S if combo is not working for you
    
    Mission 8 
    Knock down then IK activation
    Use instant Kill
    
    Mission 9
    Knock down then IK activation
    Use instant Kill
    
    Mission 10
    Dodge all overdrives and don't try to counter attack them
    Rush S,S,HS>qcf+P and f,d,df+HS>qcb+K to juggle
    Dragon Install when she is dizzy and S,S,HS>f,d,df+HS as much as possible
    
    Mission 11
    Rush close S,f+P(one hit),S,f+P(one hit),S,HS over and over
    fHS or dD occasionally
    
    Mission 12
    HS>charge back, fHS from far
    qcf+P to avoid fireballs
    Occasional fHS
    
    Mission 13
    FD everything and avoid throws, and Necro Okotta Baai by jumping
    Also look out for her Dust
    Try to use mix of both overdrives, especially qcfx2+P
    
    Mission 14
    S, fHS>f,d,df+S... Throw> jK,jS,Jump Cancel, jK,jS,D
    Occasional fHS 
    Use d,df,f+HS to dash after
    
    Mission 15
    Keep away and trip when needed
    Use dog bD over and over
    Dodge, don't block
    
    Mission 16
    Orange Burst
    qcfx2+HS twice
    d+Dust>qcf+K,Jump,jS>f,d,df+S
    Once tension is built qcfx2+HS
    DON'T GET HIT BY THE MIST FINER!!!
    
    Mission 17
    Constantly use FD
    In air qcfx2+S and qcb,f+HS over and over at a distance
    Don't waste time with IK
    
    Mission 18
    Rush and hcb,f+HS twice
    Orange burst and repeat
    Rush and qcb+S if needed to rebuild tension
    
    Mission 19
    Knock down with dK,S,S(4-6hits),HS>d,df,f+HS 
    Repeat on get up until time is over
    
    Mission 20
    Orange burst
    qcfx2+S from dHS if you are good at catching him with it
    hcb,f+HS>hcfx2+P twice from a distance as opposed 
    d,df,f+P and far HS>charge back, fHS to build tension
    Repeat overdrives
    
    Mission 21
    Plant alot of hcb+HS
    When caught in hcb+HS, S,HS>qcb+P
    hcb,f+HS occasionally for poison damage
    
    Mission 22
    Dash dK,dS,dHS
    Repeat on get up
    
    Mission 23
    Build second half of tension with combos like forward+P,S,S,dS>qcf+K
    qcf+HS on get up always
    If qcf+HS hits, dP,dP,dD>qcfx2+P,qcfx2+P,dash fP,S
    
    Mission 24
    S,S,HS>d,df,f+P, jS,jD Jump Cancel jS,jD, land repeat air combo
    Use jS,jHS>f,d,df+HS>qcb+K as air combo if you cannot do modified dust
    
    Mission 25
    qcf+S>K,qcf+K,f,d,df+K(3hits), qcf+K over and over
    
    Mission 26
    Set button to be PKS button
    d,df,fx2+PKS button over and over on second hit
    
    Mission 27
    charge back, f+S,up at distance and right after techs
    Throw into charge back, f+S,up when close
    
    Mission 28
    Knock down then IK activation
    Use instant Kill
    
    Mission 29
    When Baiken blocks, S,HS>hcb,f+HS to build guard meter high
    S,HS>hcb,f+HS again but hitting this time then air combo if applicable
    Orange burst when low on tension
    qcb+P,S, jump cancel, jP,jK,jS, jump cancel, jP,jK,jS,jD to build tension
    S,HS>qcf+S>S or K to also build tension
    Repeat first part when you can
    
    Mission 30
    Orange burst
    hcb,f+HS from distance
    Wait for poison to wear off
    Repeat
    qcb+k counter to lower Kliff's life below yours and finish the job
    
    Mission 31
    S,S,HS>d,df,f+P, jS,jD Jump Cancel jS,jD, land, high jump D,D repeat
    Use jS,jHS>f,d,df+HS>qcb+K as air combo if you cannot do dust loop
    Combo qcb+S and if blocked, f,d,df+K then an air combo of your choice
    
    Mission 32
    Orange burst
    hcb+HS twice (juggle with charge back, f+HS in corner)
    Dash dK,dS,dHS>charge back, f+HS on get up, repeat until tension is built
    Use hcb+HS again until dead
    
    Mission 33
    S,S(4-6hits depending on distance),dHS
    dk,S,S(4-6hits depending on distance),dHS on get up over and over
    FD all overdrives
    
    Mission 34
    S,fP(1hit),S,HS>d,df,f+Sx2 on block to build guard meter
    S,fP(1hit),S,HS>d,df,f+Sx2, RC, dash S,fP(1hit),S,HS>d,df,f+Sx2 when gaurd 
    meter is high
    Save burst till end
    Repeat combos
    
    Mission 35
    Throw (b+HS) when close then fHS>f,d,df+HS over and over
    Occasional poke of S,HS>f,d,df+HS 
    
    Mission 36
    Dash and qcb+S or qcb,hcf+HS,qcb+S when bounced off wall
    Build guard meter with qcb+S
    Orange burst then qcb,hcf+HS again
    
    Mission 37
    Dash hcb+HS twice
    Orange burst
    Repeat hcb+HS twice
    dK,dS,dHS to build tension
    
    Mission 38
    Orange burst
    hcb,f+HS while she gets up or as a counter
    dD or d,df,f+K to knock her down
    d,df,f+HS on get up always and combo with d,df,f+K if it hits
    d,df,f+S on keep away
    hcb,f+HS after tension is built
    
    Mission 39
    Knock down then IK activation
    Use instant Kill
    
    Mission 40
    FD everything
    hs>qcf+S
    qcf+S on get up
    Throw when close the qcf+S on get up
    
    Mission 41
    qcb+P, dash, jHS>qcf+HS over and over or
    qcf+S over and over
    hcb,f+K from distance or after qcf+S
    
    Mission 42
    S,HS>hcf+S>S to build tension and guard meter
    hcb,f+HS once tension allows (two times should kill Anji)
    
    Mission 43
    qcf,hcb+HS close twice
    gold burst then qcf,hcb+HS twice again
    dHS at distance to build tension and kill him off
    repeat overdrive
    
    Mission 44
    D,jPx4,jK,jP,jK,jS,Jump Cancel, jP,jK
    
    Mission 45
    Take Rosary Beads and Bible and place them on your PS2
    Build enough patience to withstand all hell
    Build guard meter by fK, K,HS>d,df,f+HS, then repeat
    Make sure guard meter is all the way up or close, May is in corner, one coin
    has landed (only one) then do following combo
    fK (hit and conter since meter is high), S,fK,K,S>qcf+P,FHS>hcb,f+HS
    Jump for joy and pee your pants at your win....
    
    Mission 46
    Save burst until Raou is summoned
    qcf+P (hit) to build eyes
    Use spector specials (qcf+S) to build more eyes
    hcb,f+HS to get rid of spectors (try to hit)
    Summon Raou with qcf+P
    hcb,f+S over and over
    Orange burst or S,HS>qcf+S to build tension
    
    Mission 47
    qcb+P, dash, jHS,land,fHS dash back and repeat over and over
    
    Mission 48
    Rush dP,dK,S,S,dD then HS then do following
    hcb,f+HS then do random air combo of choice
    Gold burst to refill tension and then repeat
    Use dP,dK,S,S,dD on get up to build tension
    
    Mission 49
    S,HS>qcf+S,HS,RC>qcf+FS over and over
    Do half of combo even if blocked
    
    Mission 50
    Knockdown with dD or d,df,f+K
    Dash in on get up and K,S,S,dS>qcf+K then repeat
    Throw d,df,f+S or d,df,f+HS randomly
    Use far S poke and FD alot
    
    
    
    7) Unlocking Artwork
    There are a total of 23 pics to unlock but how to unlock them is quite 
    confusing.  Here is an explanation of how to unlock them and what each pic is.  
    
    If you beat any mission of 1-10, you get a random pic of 1-5
    If you beat any mission of 11-20, you get a random pic of 6-10
    If you beat any mission of 21-30, you get a random pic of 11-14
    If you beat any mission of 31-40, you get a random pic of 15-18
    If you beat any mission of 41-50, you get a random pic of 19-22
    And the final mission you beat will always give you pic 23
    
    To see what pics you have, go into the Gallery and check.
    
    Mission Clear 1: Sol with a weird Sword and outfit on top of a dead monster. 
    Mission Clear 2: Ky with sitting at a table with tea cups.
    Mission Clear 3: May lying down looking at a picture. (No doubt of Johnny.)
    Mission Clear 4: Millia with her hair looking like a fin and her leg up.
    Mission Clear 5: Axl holding a bag, and standing near a light post.
    Mission Clear 6: Potemkin reloading his arm gun.
    Mission Clear 7: Chip holding some poor bastard over a ledge.
    Mission Clear 8: Eddie in a really strange pose with a shadow monster behind.
    Mission Clear 9: Baiken in a red outfit, crossing her leg and holding her boot.
    Mission Clear 10: Faust holding his head as a bomb and some Japanese writing. 
    Mission Clear 11: Testament in a circle of crosses, kneeling on in blood.
    Mission Clear 12: Jam kneeling with a bowl of noodles.
    Mission Clear 13: Anji jumping with his Instant Kill dragon in the background.
    Mission Clear 14: Johnny holding his sword by the hilt still in the sheath.
    Mission Clear 15: Venom sitting on a ledge with his arms outstretched. (Naked?)
    Mission Clear 16: Dizzy pulling off her shorts while Necro stairs at her.
    Mission Clear 17: Slayer sitting with his head turned, watching a play.
    Mission Clear 18: I-No with her behind pointed at the camera, in short shorts.
    Mission Clear 19: Zappa sitting on a wall with a billboard off his ghost chick.
    Mission Clear 20: Bridget in a horrible pose of HIM with his legs spread. (WTF)
    Mission Clear 21: I-No in a strange stance, and two big hands behind her.
    Mission Clear 22: I-No with a two head guitar behind her. (Soundtrack cover)
    Mission Clear 23: I-No, putting her boot on. (Topless but covered)
    
    
    8) Notes
    
    Just some things you should be aware of about Mission mode.
    
    In the options menu, Game Level, Time Limit, Rounds and GG mode have No effect 
    on Mission mode.  These things are all preset for each individual mission.
    
    You cannot play as Gold or Shadow characters in Mission mode.  You can only 
    play as Ex characters if you have beaten all the missions (Only Japanese 
    version, see secrets).  
    
    I do not suggest using mission mode for unlocking characters except for SP 
    versions of Kliff, Robo Ky, and Justice (Survival level 630 is way to tough). 
    Beating all the story paths for all characters is much easier and faster.  
    Mission mode is for pure challenge and fun. 
    
    9) Secrets
    
    Ex characters and 3 hidden characters
    After you beat 40 missions, you will unlock all of the Ex characters and also 
    Robo Ky, Justice, and Kliff.  Hold L2 while selecting your characters in 
    Arcade, MOM, VS 2P, VS CPU, Training, and Survival. Ex characters are 
    different versions of the characters with new specials and overdrives, and a 
    few new normal attacks.  
    
    SP characters
    After you beat all 50 missions, you will unlock all of the Sp modes for all 
    characters (including Justice, Kliff, and Robo Ky), which allows you to play 
    as Gold and Shadow versions of all characters.  Hold L1 and hit Start for 
    Shadow or hit R1 for Gold.  Any other buttons will allow you to choose a 
    different color than the normal color for the respective button. You can 
    select SP characters in Arcade, VS 2P, VS CPU, and Training.  Shadow 
    characters have infinite tension.  Gold versions are powered up characters 
    with increased speed, defense, and offense, sometimes with infinite tension 
    and heal abilities, powered up specials and overdrives, and sometimes other 
    goodies.  Refer to Echangs game play faq for individual abilities.
    
    Ex characters in Mission mode (Japanese Version only)
    Beating all 50 missions will allow you to play as the Ex versions of the 
    characters in mission mode.  Select your mission while holding the L2 button. 
    (I tried to do this in the American version but it did not work for me.  
    Supposedly a Gray area with EX in it appears next to your characters name, 
    similar to the opponent when they have EX next to them.  If someone can 
    confirm this for me or explain it to me, I would appreciate it.)
    
    10) Credits
    
    Thanks go to:
    
    Echang for his amazingly detailed faqs which supply numerous explanation about 
    GGXX, and his posts on Gamefaqs.com and Gamecombos.com that aided me and 
    informed me for a lot of my mission questions.
    
    Tragic and his crew at Gamecombos.com for providing the most detailed and 
    amazing site of Guilty Gear ever.
    
    Everyone on the Gamefaqs.com and Gamecombos.com forums for their help with my 
    strategies and questions about mission mode.
    
    A special thanks goes to Kono on Gamecombos.com who made mission 45 possible 
    for me.
    
    Gamefaqs.com for allowing me to post my work on their site.
    
    The Professor from MMCafe.com for keeping fans updated not only on Guilty Gear 
    but on all gaming news.
     
    And of course Sammy for making the best fighting game ever.
    
    Personal Thanks go to:
    
    One of my best friends Jared who put up with me yacking about Guilty Gear to 
    him night and day even though he has no interest in GG or my FAQ.  Also, Jared 
    was the main person who believed in me and helped me get my life back after I 
    fell from Grace.
    
    My long time other best friend Greg who showed me how Sol is truly played by 
    always going toe to toe with me no matter what. Through thick and thin.
    
    Boob-E who is again my other best friend and constantly kicks my sorry arse 
    with Gold Faust and shows that cheaters always win.
    
    Manijeh for giving me inspiration to beat mission 45, and also being there for 
    me always.
    
    My co-workers who put up with me typing this thing all day for a month.
    
    Zatoís voice actor, Kaneto Shiozawa.  Rest in Peace.  You made Zato great.
    
    Ky Kiske for being my favorite GG character and also being a pimp knight of 
    God.
    
    Kenshin for saving my life and showing me that my will to live is stronger 
    than anything.
    
    My parents who gave me so much to live for.
    
    My other friends and family who still believe in me.
    
    God who is my true path to happiness and salvation.
    
    The people who will make good use of this FAQ and find it helpful.
    
    And finally and most importantly Kelly, who this FAQ and part of my life is 
    dedicated to, as she died a year ago on this very day, 2/23/02.  I miss you 
    Kelly and pray you are happy with me.  Help all of us make the right choices 
    in our lives as you watch us from Heaven.  I will always fight the evil that 
    took your life, with all my heart.
    
    
    Any complaints, compliments, problems with strategy, questions, advice, 
    additional strategy, corrections, hate mail, nude pictures of family members 
    or whatever you want, send it to Heidern98@aol.com
    
    This FAQ copyright 2003 to Heidern98, Jeffrey Tessar. Retransmission in any 
    form without express permission of the author is strictly forbidden.
    
    
    

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