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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EEEEEEEEEEEEE DDDDDDDDDDDDDD DDDDDDDDDDDDDD IIIIIIIIIII EEEEEEEEEEEEE EE DD DD DD DD III EE EE DD DD DD DD III EE EE DD DD DD DD III EE EEEEEEEEEEEEE DD DD DD DD III EEEEEEEEEEEEE EE DD DD DD DD III EE EE DD DD DD DD III EE EE DD DD DD DD III EE EEEEEEEEEEEEE DDDDDDDDDDDDDD DDDDDDDDDDDDDD IIIIIIIIIII EEEEEEEEEEEEE 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: Eddie Information VI. Background Information *SPOILER ALERT* VII. Strengths and Weaknesses of Eddie VIII. Eddie's Statistics IX. Tips for Playing X. Eddie's Biggest Enemies Part 4: Eddie's Moves XI. Key for Eddie's Moves XII. Eddie's Regular Attacks XIII. Eddie's Special Moves XIV. Eddie's Overdrives and Instant Kill Part 5: Eddie'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 Eddie FAQ. Before saying anything else, I made that thing at the top, so sorry if its not that great. While on a trip to the PASF of Texas convention (a Spanish club), one of my roommates brought over GGX2. Being a fan of the original, I had been waiting to play this title with anticipation. It was a blast to play. Yet, just recently, in order to finish the story mode, I need to play as Eddie. Upon finishing the story mode, I found out that Eddie is very cool. He's a bit strange, yet with practice, he can be on of the best characters in the game. Hopefully, this guide will help you use Eddie effectively, and persuade your mind to play as him. 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 Gone through Eddie's Story Mode, and after finishing them all, practiced with him. Date:3/9/2003 Starting on Version 1.0 of FAQ. Date:3/11/2003 Version 1.0 complete Finished my first version of the Eddie FAQ. 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. NEXT TIME:I'll finish up the rest of rest of the guide(Eddie's Regular Attacks, Eddie's Statistics, and Eddie's Biggest Enemies) along with some basic combos. Tell me wheter or not I should do it by contacting me. 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: Eddie Information VI. Background Information*SPOILER ALERT* Zato-1(or Zato), the body that Eddie inhabits, was once the leader of the Assassins Guild, until his shadow possessed him. This possession was due to an ability Zato acquired, the ability to manipulate shadows. In exchange, Zato lost his eyesight. After the first Guilty Gear tournament, Zato lost control of his own body, due to his shadow, now named Eddie. After the last game(GGX), Zato finally lost complete control.*SPOILER ALERT*Also, Zato is now dead, so Eddie needs to find a new body to inhabit throughout story mode. In one path, I-No and Eddie strike a deal to find Dizzy and to have Eddie take over Dizzy's body. Yet, knowing I-No ways, you may have an idea of how this ends. Another segment has I-No and Eddie finding a suitable host. This turns out to be Slayers gal, and this ends in tragedy. The final path is the coolest IMHO, since it ends in a cinema sequence, and it doesn't leave Eddie in a bad position. This one revolves around finding the old major members of the Assassins Guild, when Zato was in charge. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX VII. Strengths and Weaknesses of Eddie Strengths -long double jump take gets high -small projectile that stays for a while -great damage on Overdrives -one good aerial combo -excellent teleportation moves -nice lengths to normal attacks -pretty good anti-air moves -he's such a badass -plays an excellent keep away game XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Weaknesses -he sort of slow -small lags in some moves -awful Instant Kill range -odd Overdrive ranges XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Eddie has a lot more strengths than weaknesses, but the very odd Overdrive ranges really hurt Eddie. Overall, Eddie's strengths weights over the negatives. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX VIII. Eddies Statistics IN FURTHER INSTALLMENTS XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX IX. Tips for Playing This section of the FAQ helps you by providing basic fighting tips with Eddie. -Break the Law is one of the best moves Eddie has, since he goes into a puddle, allowing you to miss certain dash moves *cough Chipp and Bridget cough* with ease. -Invite Hell can be very effective two hit combo by using the close distance one following the long distance one. -The mini Eddie is your friend, since he has six moves that come from this one single move. -Drunkard Shade has many uses. The two that most stand out are the ability to reflect projectiles and the ability to stop dashing attacks. -Master air combos using Executor, since that move does a ton of damage, especially if you make it travel across the screen. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X. Eddie's Biggest Enemies TO BE IN FURTHER INSTALLMENTS XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 4: Eddies Moves XI. Key for Eddies 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#-) Hold-H XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XII. Eddie's Regular Moves TO BE IN FURTHER INSTALLMENTS XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XIII. Eddie's Special Moves This is the format that I will be doing this portion of the FAQ. *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 Invite Hell:D,D+S/HS:8/10 Ground Type Eddie summons a shadow drill that comes up from the ground. Pressing slash does a close-up drill while high slash does a far drill. This attack is done fairly fast, does a moderate amount of damage to your opponent, and can be done in a 2-hit combo. One of Eddies best moves. Break the Law:QCB+K:9/10 Movement Type Eddie goes into a puddle, allowing you to move around on the ground. The movement is done very fast and your pretty much invulnerable while in this move. Another great move for Eddie, hurray! Summon Eddie:QCf+P/K/S/HS:10/10 Support Type Eddie call upon a small version of Eddie, which opens up a bunch of moves. The mini Eddie stays on the ground and you can double team on your opponent. Also, when released, the button you push to release him, he does the attack you used. It's really cool. But, if you run out of time or if either of you gets hit, the mini Eddie disappears. Also effective as a shield as well. Top priority move! Eddie, Return!:QCF+P/K/S/HS:5/10 *mini Eddie must be out* Support Type Useless, unless in certain situations, since it returns Eddie pre- maturely. I tend to do this by mistake, and you almost always want to ride the mini Eddie gauge out, just to get one more move. Any tips for this move are welcome to be e-mailed to me. Tiny Attack:P:6/10 *mini Eddie must be out* Ground Type Mini Eddie rushes a small bit forward, in a low attack. This is the worst of the mini Eddie attacks, and the move causes minimal damage. It's quick and takes up only a tiny portion of your Eddie Gauge, making it useful to pick at your opponents from a distance. Moving Attack:K:10/10 *mini Eddie must be out* Dash Type Mini Eddie rushes out in a buzz-saw like form and attacks his opponents. Very easy to control and does quite a bit of damage. The only major downside to this move is the fact that it takes up quite a bit of your Eddie Gauge. One of the best moves he has. Anti-Aerial Attack:S:8/10 *mini Eddie must be out* Anti-Air Type Mini Eddie reached his arm very high up at a quick rate. Excellent anti-air that is fairly effective to use, except for its terrible lag time. It's not the best he has, but it's up there. Drill Special:HS:9/10 *mini Eddie must be out* Ground/Anti-Air Type Mini Eddie leaves a detonator on the ground, and after a few seconds, the detonator releases and a big drill appears. This is easily to lure your opponents into, and it does a whole lot of damage. Another great move for Eddie to use. Drunkard Shade:QCB+S:8/10 Support Type Eddie quickly puts up a shield made from shadows for a second or two. During this time, Eddie may reflect projectiles thrown at him. This is also an effective move to use against dashing opponents. Does OK damage, but its many uses make this an excellent move to use. Damned Fang:F,B, DPM+S:7/10 Ground Type Eddie gets a close opponent into a shadow ball and traps them inside. Afterwards, Eddie gets towards the top and bursts it, causing quite a bit of damage to the opponent. Its awkward range and command makes it hard to use. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XIV: Eddie's Overdrives and Instant Kills This will be done in the same way as the last section. Executor#:QCF, QCF+S:8/10 Dash Type Eddie turns his body into a shadow sword, that charges really fast in a horizontal fashion. This move does quite a bit of damage, especially when done from one side of the screen to the other. Always use as a Air Combo finisher. Amorphous:HCB, F+HS:9/10 Ground Type Eddie summons a huge shadow shark-looking thing. This does quite a bit of damage and is VERY fast. However, your opponent has to be about a kicking distance away in order for it to hit. Excellent overall. Megalith Head:HCB, F+S:8/10 *mini Eddie must be out* Mini Eddie gets fairly large and opens up his mouth wide. The attack also does a good amount of damage, but in order for it to his, the mini Eddie must be fairly close to your opponent. Pretty good, but not the best. INSTANT KILL:Black in the Mind:P+K+S+HS, QCFX2+HS:1/10 This move is the worst move he has. Eddie puts his arm high, grabs his opponent, and a head appears that goes from a goddess like head to a skeleton head. This has terrible range and it's fairly easy to avoid the attack. Good to use against jumping opponents and its pretty cool, but the bad range makes it useless to use. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Part 5: Eddie's Story Mode XV. Path Ways for Story Mode Endings *NOTE:This is directly from EChangs excellent Story Mode FAQ* Flowchart Faust ---------------------------------------------- | | (more than 30 sec.) (less than 30 seconds) | | I-No -------------------- Ky | | | (Instant Kill) (no Instant Kill) Chipp | | | Potemkin Baiken Millia | | | Johnny Ky Venom | | | May Zappa Ending #2 | | Dizzy Sol | | I-No Slayer | | Ending #3 Ending #1 Eddie gradually starts with less health in each round. In the fight against Venom, you will be poisoned. In the fight against Dizzy or against Slayer, you will have gold boss powers. Prerequisites: Need I-No #2 for Ending #3. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 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. Extended Play for giving this game such a good review(5/5, very rare on that show) EChang for allowing me to 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 Eddie. 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 email@example.com 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 Eddie. See you again!!!!!
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