GGGGGGGGGGGGG GGGGGGGGGGGGG XXX XXX 2222222222222 GGG GGG XXX XXX 222 GGG GGG XXX XXX 222 GGG GGG XXX XXX 222 GGG GGG XXXXX 22222222222222 GGG GGG XXX 222 GGG GGGGGG GGG GGGGGG X 222 GGG GGGG GGG GGGG XXX 222 GGG GGGG GGG GGGG XXXXX 22222222222222 GGG GGGG GGG GGGG XXX XXX GGG GGGG GGG GGGG XXX XXX GGGGGGGGGGG GGGGGGGGGGGGG XXX XXX GGGGGGGGGGG GGGGGGGGGGGGG XXX XXX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A NNNN NNN JJJJJJJJJJ IIIIIIIIIII AAA NNNNN NNN JJJ III AAAAA NNNNNN NNN JJJ III AAA AAA NNN NNN NNN JJJ III AAA AAA NNN NNN NNN JJJJJJ JJJ III AAA AAA NNN NNN NNN JJJ JJJ III AAAAAAAAAAAAA NNN NNN NNN JJJ JJJ III AAA AAA NNN NNNNNN JJJJ JJJJ III AAA AAA NNN NNNNN JJJJJJJJ III AAA AAA NNN NNNN JJJJJ IIIIIIIIIII VERSION 1.0 by:royalflame09 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 1:FAQ Introduction I. Welcome II. Version History and My History with GGX2 Part 2: Basic Introduction to the World of Guilty Gear III. Fighting Mechanics VI. Why You Should Get GGX2 V. Basic History of Guilty Gear Part 3: Anji Information VI. Background Information *SPOILER ALERT* VII. Strengths and Weaknesses of Anji VIII. Anji's Statistics IX. Tips for Playing X. Anji's Biggest Enemies Part 4: Anji's Moves XI. Key for Anji's Moves XII. Anji's Regular Attacks XIII. Anji's Special Moves XIV. Anji's Overdrives and Instant Kill Part 5: Anji's Story Mode XV. Path Ways for Story Mode Endings Part 6: Finale XVI. Credits and Thanks XVII. Legal Information XVIII. Contact Me XIX. Parting Words XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX PART 1: FAQ Introduction I. Welcome Hey, this is royalflame09 welcoming you to the world of Guilty Gear and this Anji FAQ. Before saying anything else, I made that thing at the top, so sorry if its not that great. Anyway, Anji was one of my main men in the original(along with Faust and Millia). He had everything you could want in a good, strategic character that was easy to learn, yet hard to master. Anji has "aged" well in this game with a new kick-ass super, which does a ton of damage. This FAQ helps you get use Anji as effectively as possible. Note that these are not the final word, merely advice for using these characters XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX II. Version History and My History with GGX2 Date:2/21/2003 This my first time playing the game. Enjoying the flashy new look and having a blast with it. Date:3/1/2003 First day of typing the Anji FAQ. Got the game for myself, yet I have to wait till March 14 to get into it more. Very soon I'm planning on updating all of my guides and makiing quite a few more. I've gotten all the info I need. I expect to have something new by March 12. INSTALLMENTS NEXT TIME:Some combos for Anji, Anji's statistics, Anji's Biggest Enemies and Anji's Regular Attacks. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX PART 2: Introduction to the World of Guilty Gear III. Fighting Mechanics The Fighting Mechanics section covers most of the universal moves of this game. This neglect common moves like double/high jumping, guarding, and so on. Dead Angle Attack: This is a special type of counterattack that drains your Tension Gauge by 50%. When guarding an attack from a guard position, press forward with any two attack buttons. Dust Attack: Pressing the Dust button will allow you to launch your opponent into the air, allowing you to perform an aerial combo. Essentially a launcher in this game. No cost to use. Faultless Defense: Basically a much more powerful version of a Guard, but it drains your Tension slowly with use. To do this, do the Guarding motion, while pressing Punch and Kick. Roman Cancel: This cancels any move you may be using at the moment, reverting to your normal position allowing yourself to go into other combos. To do this, press 3 attack buttons while attacking. You must have 50% of your Tension Gauge to use this. Burst Attack: This is either a very quick boost in Tension or a fairly powerful counterattack. There's a separate gauge for Burst that transfers from duel to duel (i.e. matches). This increases the same way as your Tension Gauge, and you always start with a full one at the beginning of a fight. To do a Burst Attack, use a Dust attack in combination with a normal attack button. The former is harder to use. Completely depletes the Burst Gauge. False Roman Cancel: As soon as I can, I'll give the info on this move. Instant Kill "Summon" and Instant Kill: The Instant Kill is basically an attack that kills your opponent in one move. The Instant Kill "Summon" is the calling of your Instant Kill Gauge, which is done by pressing all four attack buttons simultaneously at any time. This drains your Tension bar until all of it has depleted, in which your life begins to drain. I also think that when your Tension depletes, you become weaker and take more damage. You may only do an instant kill in this mode, which is a combination of movements and attack. If you miss your attack, you lose your Tension is lost for the rest of the duel, i.e. none of the moves that require Tension cannot be used. That concludes this section of the FAQ. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX IV. Why You Should Get GGX2 This is a definite must buy for newbies of the series, with Marvel vs. Capcom being the only competition. If you can, get both, since they are different types of 2-D fighting games. If not, get this especially if you liked the old SNK series Samurai Showdown(man, I loved that game) since the basic idea of weapon-based fighting is still. So, what about those who've played GGX to death? Here's a basic list of the new features. -MUCH better graphics -new burst attack -great new characters(vampire leader, cross-dresser, rock star witch, and possessed man, plus hidden people) -story and mission modes -better backgrounds in fights(more colors and motions in the scene) -EX and Gold modes for each character -some small changes in some Instant Kills -you get Dizzy and Testament at the start -NO load times between battles(YEA!) I know it doesn't sound like much, but when you either play or see the game in motion, your going to want it very badly. Must have for any 2-D fighting fan. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX V.Basic History of Guilty Gear To make a long story short, the basic premise of why most of these people are fighting for three basic reasons: to earn a bounty, to earn money for winning the tournament, or to get revenge upon the man who created Gears, which caused the destruction of Japan and killed most of the Japanese. Some exception do occur (such as Axl and Zappa, who have different goals). Also, each character has his/her own personal goals, which is mentioned at the beginning and throughout that characters Story Mode. So, basically its an excuse to bring this great game to the US, like most stories in fighting games are. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 3: Anji Information VI. Background Information*SPOILER ALERT* Anji is a Japanese, which may not sound like much, but it is. This is because the island of Japan was destroyed by the Gears, leaving very few survivors. Since the are so little Japanese left in the world, they are considered international treasures. So, they are sent to special camps and live in a "protected" area. However, Anji foregoes the special treatment, and escaped from the camp. He uses a special type of fan as a weapon, and his movements and attacks are like elegant dancing.*SPOILER ALERT* In story mode, Anji is constantly attacked by both bounty hunters and people brainwashed by Robo-Ky. This is because the Post-War Administration Bureau want all the citizens of Earth to act like good boys and girls, and wanting Anji to be in a camp. Meanwhile, in another segment, Anji searches for "the man" that created the Gears. Both Anji and Baiken want revenge upon him for destroying Japan. Both stories will take some thought, but are fairly rewarding. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX VII. Strengths and Weaknesses This section of the FAQ details the strengths and weaknesses of Anji. These are not finalized. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Strengths -nice move that can go into 3 other moves -great special moves -fairly powerful overdrives -killer Instant Kill(VERY RARE) -great ground character -some regular attacks have a long length -technique character written all over him(depending on views) -his super jump can be both vertical and horizontal -fairly balanced attack and defense XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Weaknesses -a bad air character -sort of slow -not projectile-happy -lags during certain moves -technique character written all over him(depending on views) -not a pick up and play character XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX There are more strengths than weaknesses. Anji is all about using various tactics. Beware, however, of his Achilles' heel, his speed. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX VIII. Anji's Statistics TO BE IN FURTHER INSTALLMENTS XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX IX. Tips for Playing -Although Fujin has 3 moves afterwards, the major move you will use will be Shin Ichishiki, especially if an opponent blocked the first attack, since they won't be expecting it. -On is fairly tricky to use, but it can connect with your opponent on the ground, if you and you're opponent are high enough. -Anji's horizontal super jump is great for closing and making distances. Make even more distance by air dashing at the end. -If your opponent is a blocking a lot, throw them for a loop by using Shitsu. They probably won't expect that the projectile will attack above them afterwards if they blocked it. -When using a quick air combo, finish it with Shin Nishiki, since it should at least hit a couple of times. -Always remember that Anji has quite a bit of distance in his regular attacks. Use this to your advantage. -One of your biggest friends will be your dashing high slash, since it does multiple hits, an excellent combo beginner, and does a great amount of damage. -Try to lure your opponents into a Kai Hurricane, by just sitting down. If your opponent is not lured after a few seconds, stop and rush in with some attack, to avoid a negative penalty. -Finally, master comboing Issei Ogi "Sai" into a attack, to ensure that the Overdrive hits. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X. Anji's Biggest Enemies TO BE IN FURTHER INSTALLMENTS XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 4: Anji's Moves XI. Key for Anji's Moves P-Punch K-Kick S-Slash HS-High Slash Any Direction-AD Forward-F Down-Do Backwards-B Down, Down Forward, Forwad-QCF Down, Down Backward, Backward-QCB Forward, Down Forward, Down, Down Backward, Backward-HCB Backward, Down Backward, Down, Down Forward, Forward-HCF Forward, Down, Down Forward-DPM(Dragon Punch Motion, review your Street Fighter if you don't understand) Any Motion done twice in a row-MotionX2 Also Available in air-* Must be done in the air-# Guard Point(YOU MUST DO THE MOVE RIGHT AFTER GUARDING AN ATTACK WITH YOUR OWN ATTACK)-GM Charge for X amount of sceonds-(-C#-) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XII. Anji's Regular Moves TO BE IN FURTHER INSTALLMENTS XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XIII. Anji's Special Moves The manner in which my moves guide will be done is shown below. For the damage of his moves, you'll need to see further installments. *Move Name:Motion and Button Press:Damage:Effectiveness(10 star scale, 1 for least effective, 10 for most effective) *Any Perquisites * Attack Type(Dash, Projectile, Support, Ground[just a basic attack that counters nothing special], Anti-Air, or Movement) Description of move Shitsu:QCF+P:5/10 Projectile Type This attack send out a butterfly made of Ki(or Chi) that goes across about half of the screen. This attack can either hit your opponent for a small amount if unblocked or hit your opponent for a little bit more with an overhead attack of another Ki formation if your opponent blocks the butterfly. It can be useful if you're fighting a blocking happy opponent, since they probably wont be expecting the overhead attack afterwards. Fujin:QCF+S/HS:8/10 Dash Type/Ground Type Although the attack could be considered a dash type, its short range makes it more of a ground type. Anji rushes out with his fans fairly quickly, leaving a small wall of energy above him. It does a fair amount of damage and if the move connects, three other moves become available. Extremely useful overall. Nagiha:S after Fujin:6/10 *can only be used after Fujin if it connects or if it is blocked* Ground Type Anji hits his opponent very low, so that they fall down. Its a sweeping motion that cause a nice amount of damage, but seems useless to me, since there are two other moves that are a bit better. But if you need to make a quick escape, this is the move to use. Shin Ichishiki:P after Fujin:10/10 *can only be used after Fujin if it connects or if it blocked* Projectile Type Anji throws out a total of five folded fans in a wave that spreads outward and does a great amount of damage. Extremely useful in many a situation, especially if your opponent blocked Fujin, since they won't be expecting the attack from above, and lets down their guard. Yet, if your opponent is hit far away by Fujin, this is very useless, since only one or two fans hit. All in all, though, this is one of Anji's best moves. Shin Nishiki:K after Fujin OR QCB+P#:8/10 *in order to use after Fujin, Fujin must connect or blocked* Projectile Type Anji places his hands in front of him and forms a ball of pure Ki. This ball doesn't move but stays in front of him, and if your opponent comes into contact with it, a great amount of damage occurs. This move is best when jumping into your opponent and then using it. Kou:GP+P:?/10 ??? No matter how many times I try this, I can't get it to work. Any tips in performing this move would be greatly appreciated. Send any tips on using it at my e-mail address. On:DPM+HS:8/10 Anti-Air Type Anji jumps up a small bit, grabs his opponent and them electrocutes them with his fan. This is a hard anti-air to use, but is a big payoff since this move does high amounts of damage. Also, if you have a fairly tall opponent, there may be a chance that you can get them on your way down. Kai:QCB+P/K:8/10 Ground Type Anji jumps fairly low to the ground while slamming down on the ground while landing. A small area near him spreads dust while doing this move. It's pretty much hit or miss, but it's fairly quite and does a fair amount of damage. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XIV. Anji's Overdrives and Instant Kill This will be done in the same way as the last section. Issei Ogi "Sai:HCB, F+HS:9/10 Projectile Type While not truly a projectile, it has a very long range. Anji spins a huge fan in front of him horizontally. If even one hit connect, at the end, the fan will come up, showing an image. Easy to combo, massive damage, and its good range makes this a great Overdrive. Trade between this and Kai Hurricane. Kai Hurricane:D-C2-U+K:9/10 Ground Type This attack is almost exactly like Kai. Anji jumps on high on top of his opponent, but then spins in a hurricane very, very quickly. This is fairly powerful, but it's fairly odd range makes it very hard to use. Yet, this is an excellent attack that should be mastered to use at certain times. Special Kou:HCB+S:?/10 ??? Again, the same with Kou. I don't understand how you use this move at all. No matter how many times I try, I can't these to work. E-mail me for any tips on this move. INSTANT KILL:Zetsu:P+K+S+HS to QCFX2+HS:9/10 Projectile Type Anji runs away in a ball of energy for a second and then comes back riding a Ki dragon. The dragon moves fairly quickly, yet is easily blocked by opponents. When used in a corner, you can easily unleash the attack. Whether or not the attack fails, Anji runs back, and does his Forward Respect. One of the best instant kills in the game. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 5: Anji's Story Mode XV. Path Ways for Story Mode Endings *NOTE:This is directly copied from EChangs excellent Story Mode FAQ* Flowchart Ky | Zappa | Axl -------------------- | | (continues) (no continues) | | Baiken May | | Testament Bridget | | Sol Chipp -------------------------- | | | I-No (no Instant Kill against Ky) (Instant Kill Ky) | | | Ending #1 Robo Ky Ky | | Ending #2 Ending #3 In the fight against Chipp, he will be immune to normal attacks, and Anji will start with only 6/8 health. Prerequisetes: None. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 6: Finale XVI. Credits and Thanks I'd like to thank the following people: Sammy and Arc System Works for making a sequel to such an excellent gaming experience and fighting game. Blake Robinson for bring the game on the PASF trip. Also to Blake Robinson and Paul Mayo for fighting me against Anji. Extended Play for giving this game such a good review(5/5, very rare on that show) EChang for letting me use his excellent Story Mode FAQ in my FAQ. gamefaqs.com for allowing me to post this FAQ on their sight. And finally, I thank you for reading this FAQ, and I hope you learn to effectively play or effectively fight Bridget. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XVII. Legal Information Currently, the only sites that may currently post this FAQ up is gamefaqs.com and neoseeker.com. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XVIII. Contact Me Hey, tell me how this FAQ is. Complement, criticize, suggest, and tell me how I can improve. BE SURE TO TELL ME OF ANY MISTAKES THAT I MADE IMMEDIATELY! I'll fill in the gaps ASAP. Be sure to e-mail me at firstname.lastname@example.org or AIM me, royalflame09. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XIX. Parting Words Make sure that you always have fun with this and quit when your tired or angry. Have fun playing as Anji. See you again!!!!!
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