-------------------------------------------------
Guilty Gear X2 #Reload
FAQ/Movelist 
Version 1.1

By Bryce Griffith (Youkai Kouga on gamefaqs.com)
SteelFangedSamurai@gmail.com
-------------------------------------------------

Notice: This FAQ is to be posted ONLY on gamefaqs.com 
unless the author (me) gives permission otherwise.
This FAQ is copyright Bryce Griffith 2005. Guilty
Gear and its characters are all copyright their
respective owners. 

_____________________________
Update Log
_____________________________

Version 0.1 (1-6-05)- I'm sorry, this FAQ is very barebones
   right now (because the demand is so high for this thing),
   but it will be updated later with a LOT more information.

Version 1.0 (1-28-05)- Added:
Command moves
FRCable moves (no timings, YET)
FAQ section

Version 1.1 (2-2-05)- Added:
Basic description of character fighting style.
"How to beat Boss I-no" strategy section
Matchup chart info.
How to find out FRC timings in game.
"When to burst" strategy section

-----------------------
Table of Contents
-----------------------
1.0 Introduction
2.0 The Basics
        2.1 Controls
        2.2 Jargon
        2.3 Engine Info.
3.0 Game Modes
4.0 The Characters
        4.1 Anji Mito
        4.2 Axl Low
        4.3 Baiken
        4.4 Bridget
        4.5 Chipp Zanuff
        4.6 Dizzy
        4.7 Eddie
        4.8 Faust
        4.9 I-no
        4.10 Jam Kuradoberi
        4.11 Johnny
        4.12 Justice
        4.13 Kliff
        4.14 Ky Kiske
        4.15 May
        4.16 Millia Rage
        4.17 Potemkin
        4.18 Robo-Ky
        4.19 Slayer
        4.20 Sol Badguy
        4.21 Testament
        4.22 Venom
        4.23 Zappa
5.0 General Strategies
        5.1 Beating boss I-no
        5.2 Bursting
6.0 Frequently Asked Questions
7.0 Afterword
        
-------------------------------------------------------
1.0 Introduction
-------------------------------------------------------

Guilty Gear X2: The Midnight Carnival (also known as GGXX) is a 2D fighter
put out by Arc System Works and published by Sammy. Being a total smash hit in
the arcades, Arc System Works decided to release a new revision of the game for
the arcades, balancing out all the characters (although the game was fairly
balanced to begin with), change a couple of aesthetics (like the annoying LINES
that fly everywhere in GGXX when you hit someone), and add a new character
(well, totally revamp). This game was entitled GGXX #Reload. Seeing as how it
was just a mere revision and Japan deems that it wouldn't sell in the US,
they shafted us and didn't release it in their original port to PS2.

Fortunately, Microsoft (I LOVE YOU FOR THIS!) saw how popular Guilty Gear was
over in Japan, and paid Sammy money in order for them to port Guilty Gear XX
#Reload over to the Xbox, in an attempt to increase the number of titles with
appeal over in Japan, since you know, they're not really doing too hot over
there at this point. So anyway, GGXX #R was ported to the Xbox, in Japan only.
US was STILL shafted. But, Majesco, a small company that releases budget
Xbox games in the US bought the rights to the port, and transferred it over
here! And there you have how it got here. I bought an Xbox for this game.

Although it may seem rather complex, GGXX #R at the core is a very simple
game to play, though it takes a lot of knowledge of matchups and
character-specific combos to play at a high level.

-------------------------------------------------------
2.0 The Basics
-------------------------------------------------------

This section covers the very foundation of the game, the controls and engine
of GGXX #R, as well as some Jargon you may see if you choose to visit the
message boards, whether on gameFAQs, shoryuken.com, or gamecombos.com

______________________________________
2.1 Controls
______________________________________

In Menus
---------
Confirm Selection - A
Cancel Selection  - B

IN Game
---------
Movement          - Left Thumbstick or Directional Pad

Punch             - X
Kick              - A
Slash             - Y
Hard Slash        - B
Dust              - Right Trigger

Taunt             - Left Trigger
Memory Button     - White
Pause             - Start
Remove Menu       - Back while at pause menu


______________________________________
2.2 Jargon
______________________________________

7 8 9  - These represent the 8 directions of the joystick. For example,
4 5 6    236 is down, down-forward, forward. Assume you're facing right
1 2 3    when reading. The number system is not used in this FAQ, but
         you will see it a lot if you look for info on this game (it's
         in my Robo-Ky FAQ, for example).

P- Punch               FD- Faultless Defense
K- Kick                RC- Roman Cancel
S- Slash              FRC- False Roman Cancel
Hs- Hard Slash         CH- Counter Hit
D- Dust                XX- Cancel

IK- Instant Kill
FDC- Faultless Defense Cancel
S/JC- Jump Cancel/Super Jump Cancel

Blockstun- the period where you can't move after blocking
Hitstun- see blockstun, except it's after being hit

Chip Damage- the damage you take even though you block attacks

qcf- Quarter Circle Forward (d, df, f)
qcb- Quarter Circle Back (d, db, b)
hcf- Half Circle Forward (b, db, d, df, f)
hcb- Half Circle Back (f, df, d, db, b)
dp- Dragon Punch Motion (f, df, f)
rdp- Reverse Dragon Punch Motion (b, db, b)


______________________________________
2.3 Engine Info.
______________________________________

Entries in this section are listed in alphabetical order under
their subject headings. Functions that you can control will have
how to do them in parenthesis after the name.


---------------
Movement
---------------

Dash/Airdash (press forward,forward quickly, hold forward to run)-
     You dash forward. Holding the stick forward will cause you to
     run. Airdashing is done in the air, but cannot be done after
     a double jump. Note that not all characters have dash or can
     run, and some can airdash twice/airdash after a double jump.


Jumping (press up/up-toward/up-away)- You jump. Enough said. You can
     also Super Jump by pressing down, then up/up-toward/up-away, or
     double jump by jumping while in midair.


---------------
Defense
---------------


Burst (Press Dust+Any other button)- Burst will cause your character
     to jump up and do an invincible attack that, if successful,
     will knock the opponent away. You must have a full burst gauge
     (the gauge under the lifebar that says burst) in order to use
     this move. It's punishable if they block it though. There are
     two types of bursts: offensive and defensive.

     *Offensive Burst- Costs 2/3 of the burst gauge and is done
          whenever you aren't being hit/blocking. If this
          successfully connects with the opponent, you will gain
          a full bar of tension. Also known as a gold burst
          (because the character flashes gold).

     *Defensive Burst- Costs the full burst gauge and is done if
          you burst while being hit/blocking (you can't do it while
          being hit by an Overdrive though). If it connects you
          gain 1/3 of the burst gauge back. You can use this to get
          you out of corner pressure or as a C-C-C-C-COMBO BREAKER!


Dead Angle (while in guardstun press toward+punch+kick)- Using this
     ability will drain 50% of your tension gauge in exchange for
     cancelling your guard and launching a counter attack that knocks
     the opponent across the stage. A pretty steep price, but very
     useful at times.


Faultless Defense (Hold back or down-back plus punch and kick)-
     Faultless Defense will cause a green protective shield to flicker
     around you at the cost of slowly draining your tension gauge.
     While blocking with Faultless defense, you are knocked back
     further from the opponent, take no block damage, and your guard
     bar will not raise. If faultless defense is used in the air you
     will be protected from ground to air attacks. In exchange for
     all of this though, the length you are unable to move after
     blocking is also slightly increased. Best used to knock someone
     away from you or for preventing yourself from being chipped
     to death by block damage.



Guard Bar- This is the pink bar underneath your life gauge, to the
     right of the burst gauge. Since Guilty Gear doesn't have the
     traditional Guard Crush gauge to prevent turtling, this bar
     takes its place. Whenever you're hit, the bar will lower.
     Conversely, it rises when you block. Eventually it will
     return to the middle position by itself. But anyway, what
     it does is give you a visual picture of the damage scaling
     on a combo. Therefore, the higher the gauge is, the less
     a combo will be scaled on the person when they're hit. (or
     worse, if they block enough to get it flashing, every hit
     counts as a counter hit!). In a way, this discourages
     turtling a hell of a lot more than guard crush bars ever
     did.


Guarding (Hold back or down-back)- Guarding with back will protect you
     from medium-level attacks and overheads (aka high-level attacks), 
     while blocking with down-back will protect you from low attacks and
     medium attacks. Blocking will cause the guard bar to raise. 
     Blocking in the air will guard against all attacks from
     non-grounded opponents and fireballs. Note that you still lose
     a small sliver of life from blocking certain moves.


Instant Block (Guard a few frames before impact)- If you successfully
     guard a move using instant block, you will flash white, take no
     chip damage, and the guard bar will not raise. You can use this
     to make normally safe attacks by your opponent punishable. Be
     careful with using this though, as the timing is strict, much
     like Just Defense in Garou MOTW.


Recovery (Press a button while prone in the air)- Also known as
     "flipping out" or "teching". Recovery will make you flash white
     and regain your balance in midair, allowing you to escape 
     further juggles in a combo. You can choose which direction to
     recover by pressing either forward or back while pressing the
     button. Although you get some invincibility when you recover,
     you can be airthrown as soon as you do it, so some players will
     try and bait recovery and airthrow you rather than continue the
     combo.


---------------
Offense
---------------

Clashing hits- Whenever two attacks of equal priority connect, then
     the moves will clash and both characters will instantly recover
     from their moves.


Counter Hit- If you successfully hit the opponent while they were
     attacking at the same time, they will flash red, the announcer
     will say "COUNTER!", and the move will do more damage, cause
     them to be stunned from the hit longer, and sometimes gain
     additional properties, such as staggering. Counter hits can
     allow combos that aren't normally possible.


False Roman Cancel (Press any three attack buttons [except dust] while 
     attacking at the correct time)- This works exactly the same as
     a Roman Cancel, except that only a select few moves can be FRCed,
     you flash blue instead of red, has to be done at the correct
     timing, you do not need to hit the opponent to do it, and only
     costs 25% of your tension. You can tell the point at which you
     need to press the buttons to FRC by going into training mode,
     and turning input display on. When you do the move, it will
     flash at the point you need to FRC at.


Faultless Defense Cancel- This is a trick that broke Guilty Gear X
     in two. Fortunately it was toned down in Guilty Gear XX. Anyway,
     basically this is doing Faultless Defense to cancel certain
     moves, such as I-no's jumping Dust.


Forward Punch Attack (press 6P)- A command attack universal to all
     characters. Usually has some upper body invincibility with it.


Forward Thrust Attack (press 6HS)- A command attack universal to
     all characters except Bridget (who uses 6HS instead)


Instant Kill (Press PKSHS, then enter the character's IK move command)
     This move will kill the opponent in one hit. That is, IF it
     connects. Which it won't against anyone with half a brain,
     unless they're dizzy. After the PKSHS is entered, then the
     tension bar will change to the instant kill bar, which will
     slowly drain. If it completely drains, it feeds off of your
     lifebar. If you exit instant kill mode, you lose all tension.
     If an opponent blocks or you miss with an instant kill, you
     are unable to use your tension bar for the rest of the round.


Jump Cancel- With certain moves, you can jump up after connecting
     them to instantly cancel all recovery. Useful for continuing
     into an air combo.


Negative Penalty- If you do nothing but run away from the opponent,
     eventually the word "DANGER" will appear over your tension gauge,
     warning you that you're about to get a negative penalty. If you
     still continue to do nothing but run, you will receive one of
     one. A Negative Penalty completely drains your tension bar, slows
     tension gain severely for the next few seconds, and makes it
     easier to get stunned. Sounds pretty bad, huh? It rarely comes
     into play though, unless you're doing nothing but practically
     STANDING STILL for 15-20 seconds.


Roman Cancel (Press any three attack buttons [except dust] while 
     attacking)- For a cost of 50% of your tension, this will
     instantly cancel any move you were doing. Most, but not all
     moves can be Roman Canceled. Useful for making powerful
     combos. The attack must connect in order to be Roman Canceled.


Stagger- When staggered, a joystick icon will appear wiggling back
     and forth and the character will be temporarily helpless and
     unable to do anything. You can "shake off" a stagger by wiggling
     the joystick back and forth.


Tension Gauge- This is the gauge at the bottom that you can spend to
     do various abilities, including Roman Cancels, Faultless Defense,
     and Overdrives. The way the bar works is actually rather
     complicated, so I'll give it to you in a nutshell. The tension bar
     rises from any forward movement or contact with the enemy
     (including blocking). Running away will not lower it, but it does
     slow down the rate at which future tension is gained.


Throws/Airthrows - (press forward+Hard Slash or back+Hard Slash when
     close)- Your character grabs the opponent and hits them. All
     throws are unblockable and in this game cannot be escaped. You
     cannot throw while dashing or airdashing.


-------------------------------------------------------
3.0 Game Modes
-------------------------------------------------------

______________________________________
Arcade
______________________________________

Arcade mode is just like it says; like the arcade. You fight a series of
opponents until you get to the boss, and can be challenged by a player by
them pressing start on their controller, and you can continue.

______________________________________
M.O.M. (Medal of Millionaires)
______________________________________

You fight a series of opponents without health regaining, hitting them to
try and get "medals", those things that pop out of them. The more powerful
the move, the more medals will pop out, and the more the meter at the
bottom will rise. Once the meter high enough, you get a period of time
when huge medals pop out, then the meter goes back to the start, and you
receive items that will restore your health. Occasionally the huge medal
levels will be replaced with levels where every hit produces a health
item.

You cannot continue in this mode.

______________________________________
Survival
______________________________________

You must fight a series of opponents in which your health bar does not
fully recover from each battle. Hitting the opponent enough will result in
you moving up a level, and at every 20 levels your health is fully restored
and you face a daredevil, which is a EX black character until you get higher
up.

There are various bonuses that allow you to gain levels faster:
1) Overdrive bonus - finish the opponent with an overdrive
2) IK bonus        - finish the opponent with an IK
3) Perfect bonus   - finish the opponent with full health (you don't get it
      if you finish an opponent without getting hit when you have less)
4) Combo bonus     - hit the opponent with a combo. The longer the more pts.

______________________________________
Mission
______________________________________

You must beat a scenario with preset conditions. Winning a mission will
unlock art only unlockable via Mission Mode.

What the data means:

Time: The amount of time you have to fulfill the conditions

Enemy Level: The AI difficulty level. - means the AI does not move, while
      32 is the highest.

Clear: Conditions for victory. Can include
   Beat Enemy: Defeat the enemy before the timer runs out
   Time Up: Survive until the timer runs out
   Judge: Have more health than the enemy when time runs out

Character: The character you'll face.

Life: The amount of life each character has (the max is 420)
   Poison: Life will slowly drain
   Heal: Life will slowly heal
   Regain: Regains health rapidly (like in training mode) Cannot be killed.

Guard Level: The level the guard bar sets as neutral. 0 is normal, 128 is
   the highest. Anything above 64 means the first hit is a counter hit.

Tension: The amount of tension you start out with. 10,000 is the max
   Normal: The Tension bar functions normally
   Hold: The tension bar holds at the initial value
   No: You have no tension bar

Psych Burst: The level the burst gauge sets itself to after a burst, and
   whether or not burst is possible.

Seal: Special restrictions that apply to the mission:
   Jump: Character cannot jump
   Special: Character cannot use special attacks

Combo Damage: The number of hits you have to PASS in order to damage the
   opponent. (ex. if it's 2 you must get 3 hits before the hits start
   damaging the opponent)

Instant Kill: Shows whether Instant Kills are enabled or not.

Damage: Shows which types of moves can damage the opponent. Possible
   variables here are NORMALS, DEAD ANGLES, SPECIALS, and OVERDRIVES.
   Names are self-explanatory.

______________________________________
Story
______________________________________

You select a character and go through a series of conversations, with
fights in between them. Each character has three different endings you
can get, depending on certain hidden variables in the fights. Completing
an ending will unlock a CG picture only unlockable by Story mode.

For details on the actual paths, please consult EChang's Story Mode FAQ
for Guilty Gear X2 on the PS2. Guilty Gear XX has the same paths as
GGXX#R, so check there.

______________________________________
Xbox Live (XBOX VERSION ONLY)
______________________________________

Don't bother with this. There's usually like a full second delay because
the lag is so bad. Some people say they get okay connections with
people near their area with excellent ratings, but otherwise it tends
to be a scrubfest with people abusing lag tactics. Your mileage may
vary...

______________________________________
Gallery
______________________________________

Here you can view all the pictures you've unlocked throughout the game,
and the intro and extra movie.

Arcade: The ending pictures for each character. Unlock by beating Arcade
   or M.O.M. with the character

Story: The ending pictures for story mode. Each character has three.
   Unlock by getting the ending that corresponds with the picture.

Mission: The pictures unlocked from Mission mode. There are 50 in all.

______________________________________
Options
______________________________________

Self-explanatory. Allows you to mess with options in the game.

Game Options: Allows you to adjust difficulty, enable Guilty Gear
   mode, etc.

Controller Settings: Allows you to customize the button layout
   for the game, mostly for joysticks and such

Display Settings: Allows you to change the settings for the
   display.

Sound Test: Test the sound/Music

Ranking: Shows your high scores in all the modes, and the
   matchup chart for human vs. human play. The matchup chart is
   a rating of how well one character does against the other
   character, on a scale of 10 matches. This is based off of
   the matches YOU have played against other HUMAN opponents.
   If you play the computer all day this will never change.
   6-4 is considered beating the character, 7-3 is what you
   may know as a "counter character" for the losing character,
   and 8-2 or 9-1 means it just gets totally ugly.

Save/Load: Save/loading options for the Xbox.

-------------------------------------------------------
4.0 The Characters
-------------------------------------------------------

The characters are arranged in alphabetical order. Notes about the
moves are under each movelist. Don't look forward to EX characters
in this guide anytime soon; I doubt I'm going to do them...

______________________________________
4.1 Anji Mito
______________________________________

Anji is a pretty balanced character with okay pressure and damage.
He also has several autoguarding normal attacks, which can be
cancelled into his Kou counter move. An okay choice for beginners.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Shitsu             - qcf+P
2. Fuujin             - qcf+S/HS
  2.1  Nagiha          - S during Fuujin
  2.2  Hitoashi Tobi   - K during Fuujin
  2.3  Shin Ichishiki  - P during Fuujin
3. Kou                - P during autoguard
4. On                 - dp+HS

-------------
Overdrives
-------------

5. Tenjinkyaku        - Hold down for a bit, then press up+Slash
6. Issei Ougi "Sai"   - hcb,f+HS
7. Kachoufuugetsu     - hcb+S during autoguard

-------------
Instant Kill
-------------

8. Zetsu              - While in IK mode, qcfx2+HS

____________________________________________________________________

1- Fireball that travels half-screen. If it connects, it transforms
   into another fireball that hits as an overhead

2-   Slash version is faster, HS version is slower but goes further.

3- Must be done during any of Anji's autoguard moves.

4- An airthrow

7- Must be done during any of Anji's autoguard moves. 

FRCable moves:
Shin IchiShiki
Issei Ougi "Sai"
On
f+K
f+HS

____________________________________________________________________


______________________________________
4.2 Axl Low
______________________________________

Axl's long range and powerful pokes make him a force to be reckoned
with from farther away than any other character. He's great up close
as well with his versatile moveset, mixup, and powerful Axl Bomber
Loop.

--------------
Command Moves
--------------

df+P
f+K

--------------
Special Moves
--------------

1. Benten Gari        - dp+S/HS
     1.1 Axl Bomber      - dp+HS after a HS Benten Gari
2. Rensen Geki        - Hold back for a bit, then press forward+Slash
     2.1 Kyokusa Geki    - Press up during Rensen Geki
     2.2 Sensa Geki      - Press down during Rensen Geki
3. Rasho Sen          - Hold back for a bit, then press forward+HS
4. Tenhou Seki        - qcb+P/K
5. Hachisubako        - dp+P
6. Raiei Sageki       - hcb+S/HS
7. Axl Bomber         - dp+HS in the air

-------------
Overdrives
-------------

8. Shiranami no Homura! - rdp+P after a successful Hachisubako
9. Hyakue Renshou       - qcf,hcb+HS

-------------
Instant Kill
-------------

10. Midare Gami          - qcfx2+HS while in IK mode


____________________________________________________________________

1- Slash version is faster, while HS version has one of Axl's
   sickles fly upward, is slower, and can use the Axl Bomber
   followup.

3- This attack is unblockable

4- A reversal. Punch counters high and middle non-fireball type
   attacks, while Kick counters low non-fireball type attacks only.

5- A reversal. Counters 1 hit of anything that hits high or middle

6- Slash version launches Axl behind his opponent, while HS version
   makes him fly off the screen, then fall down. You can move while
   off the screen with back or forward. HS version is also FRCable

10- Hits mid, even though it looks like it hits low.

FRCable moves:
Rensengeki
Raiei Sageki (HS version only)
Crouching HS

____________________________________________________________________

______________________________________
4.3 Baiken
______________________________________

Baiken's moves mainly focus on defense. Many of them cancel the time
she is guarding to counter attack while the opponent is still
recovering from the attack! The only problem is, when she gets hit,
it hurts. Her defense low, and she takes increased damage from
attacks. Though it's somewhat alleviated with her high "guts"
 rating (more on this next revision).

--------------
Special Moves
--------------

1. Tatami Gaeshi      - qcf+K (can be done in midair)
2. Youshijin          - b,db,d+P while guarding
3. Mawarikomi         - b,db,d+K while guarding
4. Sakura             - b,db,d+S while guarding
5. Suzuran            - hcb+K
6. Kabari             - hcf+S
  6.1 Tetsuzansen        - S during Kabari

-------------
Overdrives
-------------

8. Sanzu Watashi      - qcfx2+S
9. Baku Ki            - b,hcb+P while guarding
10.Baku Rin           - b,hcb+K while guarding
11.Baku Ryu           - b,hcb+S while guarding
12.Baku Hou           - b,hcb+HS while guarding

-------------
Instant Kill
-------------

13.Garyou Tensei      - qcfx2+HS while in IK mode

____________________________________________________________________

2,3,4,9,10,11- These are guard cancels. You can only perform them in
   blockstun.

5- Baiken has autoguard while charging forward with the sword

6- Staggers opponent

9- Makes the opponent unable to jump for a short period of time
10- Makes the opponent unable to use specials or overdrives for
   a short period of time
11- Makes the opponent do less damage for a short period of time
12- Makes the opponent take more damage for a short period of time.

FRCable moves:
Jumping Dust
Tatami Gaeshi (air or ground)
Sakura
Mawarikomi

____________________________________________________________________


______________________________________
4.4 Bridget
______________________________________

Bridget is a mixup machine with his insane yo-yo tricks. Coupled
with his speed and mobility and you've got a powerful rushdown
character. Not recommended for beginners though.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Yo-Yo Extend       - HS (can be done in air)
     1.2 Yo-Yo Recall       - HS while Yo-Yo is extended
     1.3 Roger Rush         - qcf+HS while Yo-Yo extended
     1.4 Jagged Roger       - qcb+HS while Yo-Yo extended
     1.5 Roger Hug          - dp+HS while Yo-Yo extended
     1.6 Rolling Transport  - qcb+K while Yo-Yo extended
2. Kickstart My Heart - qcf+K
     2.1 Stop               - P during Kickstart My Heart
     2.2 Discharge          - K during Kickstart My Heart
3. Starship           - dp+P

-------------
Overdrives
-------------

4. Loop-the-Loop              - hcb,f+S
5. Tragedy During Maintenance - hcfx2+S
6. Me and my Killing Machine  - hcb,f+HS while Yo-Yo extended

-------------
Instant Kill
-------------

7. Shoot the Moon    - qcfx2+HS while in IK mode

____________________________________________________________________

1- You can press the joystick in any direction to determine where
   Bridget will cast the yoyo
  1.3- Staggers opponent
  1.5- Unblockable, but opponent must be close to the yoyo
  1.6- Transports Bridget to the current position of the yoyo

FRCable moves:
Starship
Crouching Dust
Roger Rush
Jagged Roger

____________________________________________________________________

______________________________________
4.5 Chipp Zanuff
______________________________________

Chipp's speed overwhelms many characters in the cast along with his
good priority. The only problem is, he does less damage per hit,
and takes more damage per hit than anyone else in the game.
To do well with Chipp you have to strike fast, strike hard, and
get more hits in than they can.

NOTE: Chipp can triple jump, unlike the normal double jump every
other character has. This can be used to extend combos, or just
stay in the air longer.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Alpha Blade           - qcf+P (can be done in air)
    1.1 Alpha Plus         - P during ground Alpha Blade
2. Beta Blade            - dp+S (can be done in air)
3. Gamma Blade           - hcb+HS
4. Tsuyoshi-Shiki-Teni   - d,d+P/K/S/HS
5. Tsuyoshi-Shiki-Meisai - qcb+K
6. Genrou Zan            - hcf+K
7. Resshou               - qcf+S
    7.1 Rokusai            - qcf+S
    7.2 Senshu                - qcf+K
8. Midair Taunt          - Taunt button in air

-------------
Overdrives
-------------

9. Zansei Rouga          - hcb,f+HS
10.Banki Messai          - qcfx2+K

-------------
Instant Kill
-------------

11.Delta End             - qcfx2+HS in IK mode

____________________________________________________________________

4- Teleports Chipp. Punch= Close to front of opponent, Kick= behind
   opponent, Slash= Further away from opponent, HS= above opponent

5- Turns Chipp semi-invisible. If he is hit he loses invisibility.

6- Unblockable.

FRCable moves:
Genrou Zan
Senshu
Zansei Rouga

____________________________________________________________________


______________________________________
4.6 Dizzy
______________________________________

Dizzy seems to have a bit of trouble hitting the opponent, but when
she does, her combos HURT. Her "Hunger Strike" and "Skull Crusher"
are both excellent tools to help you on the rush forward.

NOTE: Dizzy has the ability to double airdash, meaning she can
airdash twice after a regular jump, or airdash after a double
jump, both of which are not possible for normal characters.

--------------
Special Moves
--------------

1. Flaming Spiral     - qcf+S
2. Arctic Impaler     - qcf+HS
3. Skull Crusher      - rdp+S
4. Hunger Strike      - qcb+P/K/S/HS
5. Leave Me Alone!    - qcb+P/K in air

-------------
Overdrives
-------------

6. Imperial Ray       - hcb,f+S
7. Necro's Anger      - db,hcf,b,f+P
8. Gamma Ray          - f,b,f,hcf+HS

-------------
Instant Kill
-------------

Dizzy has no Instant Kill

____________________________________________________________________

3- Projectile homes in on enemy

4- Forms a fish. Punch and Slash make one that bites, while Kick and
   HS make one that shoots a laser

5- Dizzy makes a bubble that can be popped by her attacks to deal
   damage.

7- Unblockable

8- Requires 100% tension, rather than the usual 50%

FRCable moves:
Arctic Impaler
Imperial Ray
Crouching Hard Slash
Crouching Dust

____________________________________________________________________

______________________________________
4.7 Eddie
______________________________________

Eddie uses his shadow powers to attack the opponent using a small
creature, enabling him to do battle from long range, or having it
come up close and using it as an helper to do his various tricks,
including unblockables (!!) and powerful combos. Not recommended
for beginners though.

NOTE: Double jumping with Eddie will cause him to fly temporarily.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Invite Hell        - d,d+S/HS
2. Break the Law      - qcb+K (hold down)
3. Summon Eddie       - qcf+P/K/S/HS
   3.1 Tiny Attack        - P with Eddie out
   3.2 Moving Attack      - K with Eddie out
   3.3 Anti-Aerial Attack - S with Eddie out
   3.4 Drill Special      - HS with Eddie out
   3.5 Middle Attack      - D with Eddie out
4. Drunkard Shade     - qcb+S
5. Damned Fang        - dp+S (close)
6. Shadow Gallery     - hcf+S in the air

-------------
Overdrives
-------------

7. Megalith Head      - hcb,f+S with Eddie out
8. Executor           - qcfx2+S in the air
9. Amorphous          - hcb,f+HS

-------------
Instant Kill
-------------

10. Black in Mind      - qcfx2+HS in IK mode

____________________________________________________________________

2- Invincible while in the ground, and can move back and forward.

3- Summons a little creature that moves with you temporarily.
   Entering the same command again while Eddie is out will unsummon
   Eddie. If Eddie is hit it'll disappear.

4- Reflects projectiles

5- Command throw

7- Executes from wherever Eddie is at the time

FRCable moves:
Invite Hell (HS only version)
Shadow Gallery
f+K
____________________________________________________________________

______________________________________
4.8 Faust
______________________________________

Faust uses a myriad of.... weird moves to do serious damage to the
enemies. Although he can seem a little random at times, what with
the scalpel move having a 25% chance of failing, or What's Next?
throwing out random items, but don't let that fool you into
thinking he's too random to be good with. A little on the slow
side though.

--------------
Command Moves
--------------

d+K in air

--------------
Special Moves
--------------

1. Rerere no Tsuki      - hcf+K
   1.1 Pull back           - b,b
    1.2 Hello!               - qcf+P
     1.3 Speak Up!             - qcf+P
       1.4 Hello Again!          - qcf+P
2. What's Next?         - qcf+P
3. Love                 - qcf+P in air
4. Souten Enshin Ranmbu - qcf+S
   4.1 Forward Ranbu        - f,f
   4.2 Backward Ranbu       - b,b
   4.3 Neck Periscope       - P
   4.4 Growing Flower       - K
   4.5 See? I'm a Flower!   - S
   4.6 Going My Way         - HS
   4.7 What's Next?         - D
   4.8 Dismount             - press down
5. Shower Hack          - qcb+HS (close)
6. In Your Face!        - qcb+P
7. Watch Your Back!     - qcb+K
8. Look Out Below!      - qcb+S
9. Going My Way         - qcf+HS in air
  
-------------
Overdrives
-------------

10.Gamble Attack        - qcfx2+S
11.Super What's Next?   - qcfx2+P

-------------
Instant Kill
-------------

12.This Week's Climax!  - qcfx2+HS in IK mode

____________________________________________________________________

2, 4.7, 11- Throws out a random object that can either be a 
   mini-Faust, piece of food, a bomb, or meteors. Food will regain
   life, and the bombs can hit also. Super What's Next will throw
   three items instead of the usual one, and can be done even if
   items are already out on the stage.

3- Can hit Faust also

4- Puts Faust in his "pogo" stance

6, 7, 8- Causes Faust to vanish and reappear, punch in front of the
   enemy, kick behind them, and slash above them. 

10- If it connects, the enemy must press P, K, S, or HS to pick
   a chest. If they guess the one the angel is in, Faust is blown
   out of the ground and takes damage. If they guess wrong, the
   opponent takes damage

FRCable moves:
In Your Face!
Watch Your Back!
Gamble Attack
Love

____________________________________________________________________

______________________________________
4.9 I-no
______________________________________

I-no's specialty is aerial moves. Her irregular dash and multiple
air attacks help her rushdown and mixup greatly.

NOTE: I-no's dash makes her float upward into the air, where you
can do aerial moves. 

--------------
Special Moves
--------------

1. Stroke the Big Tree  - hcf+S/HS
2. Antidepressant Scale - qcb+P (can be done in air)
3. Sultry Performace    - qcf+P/K/S/HS in air
4. Chemical Love        - hcb,f+K (can be done in air)

-------------
Overdrives
-------------

5. Longing Desperation  - hcb,f+HS
6. Ultimate Fortissimo  - qcf,hcb+S in air

-------------
Instant Kill
-------------

7. Last Will and Testament - qcfx2+HS while in IK mode

____________________________________________________________________

2- The note can be controlled by pressing up or down on the joystick

3- Button determines the angle of the drop. P is almost straight
   down, K is further, S is about 45 degrees, HS is straight forward

4- FRC point is different between air version and ground
   version.

FRCable moves:
Stroke the Big Tree (HS version only?)
Antidepressant Scale
Chemical Love
Sultry Performance (HS version only)

____________________________________________________________________

______________________________________
4.10 Jam Kuradoberi
______________________________________

Jam may not have very much range, but she's extremely fast, deals
the damage needed, and can take damage, unlike a certain NINJA.
Pick Jam if you love getting up close and personal with the
opponent.

--------------
Special Moves
--------------

1. Hochifu            - d,d+K/S/HS
2. Ryujin             - qcf+K (can be done in air)
3. Gekirin            - qcb+K (can be done in air)
4. Kenroukaku         - dp+K (can be done in air)
5. Bakushu            - qcf+S
   5.1 Mawarikomi         - P
   5.2 Ashibarai          - K
   5.3 Senri Shinshou     - S
   5.4 Houeikyaku         - HS

-------------
Overdrives
-------------

6. Renhoukyaku        - hcb,f+HS
7. Chokyaku Houoshou  - hcb,f+S
8. Geki Saishinshou   - qcfx2+HS

-------------
Instant Kill
-------------

9. Gasenkotsu         - qcfx2+HS while in IK mode

____________________________________________________________________

1- Powers up Jam's kick specials (2,3,4). K charges Ryujin, 
   S Gekirin, and HS Kenroukaku.

5- Charges Jam forward. Followed up by one of the four moves below
   it.
   5.1- Slides forward. Invinicibility on the slide.

FRCable moves:
Throw
Crouching Dust

____________________________________________________________________

______________________________________
4.11 Johnny
______________________________________

For those of you who have just tuned in to the Guilty Gear series,
Johnny has really been nerfed. Going from one of the best characters
to one of the crappier ones. It sucks... Anyway, Johnny has many
great moves, but in the end isn't a very versatile character; he's
got style like no other though.

NOTE: Johnny's dash is irregular. He will move forward a short bit
but won't continue running.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Mist Finer         - qcf+P/K/S (can be held)
   1.1 Move               - b or f
   1.2 Mist Dash          - b,b or f,f
   1.3 Cancel Pose        - HS
2. Glitter is Gold    - qcf+HS
3. Ensenga            - hcf+HS in air
4. Bacchus Sigh       - qcb+P
5. Aerial Divine Blade- qcf+S in air
6. Divine Blade       - dp+S, then press S

-------------
Overdrives
-------------

7. Johnny Special     - hcb,f+HS

-------------
Instant Kill
-------------

8. Joker Trick        - qcfx2+HS in IK mode

____________________________________________________________________

1- P hits high, K is middle, S is low. Holding the button will keep
   him in the stance, which you can cancel with HS. Releasing the
   button will cause him to attack.

2- A successful hit will power up Mist Finer up to two levels.
   Level 1 is normal, level 2 comes out faster and is untechable
   (you can tell by the energy ball that appears on Johnny's hand
   when he first gets in position), and level 3 hits multiple times
   for massive damage (you can tell by the energy ball, but it stays
   near his hand while posed).

4- Makes Mist Finer unblockable while the mist is on them.

FRCable moves:
Divine Blade (qcf+S)
Divine Blade (dp+S and followup move)

____________________________________________________________________


______________________________________
4.12 Justice
______________________________________

Justice is one of the overpowered, cheap secret characters that you
shouldn't be allowed to play on X-Box live, but Sammy apparently
didn't think it would be a problem to put the unplaytested,
not in the arcade version characters. Justice has a lot of
overpowered stuff, but only dishonorable people would play HER.

(That's right, JUSTICE IS A GIRL)

Justice has to be unlocked via time release, getting all story
endings, or beating 50 missions.

NOTE: Not only can Justice triple jump like Chipp, she can TRIPLE
AIRDASH too! Oh wow!

--------------
Special Moves
--------------

1. N.B. Blast         - rdp+S/HS
   1.1 Early Detonation   - P
2. Valkyrie Arc       - qcf+P
3. Michael Sword      - hcf+HS
4. Strike Back Tail   - rdp+K

-------------
Overdrives
-------------

5. Imperial Ray       - f,hcf+S
6. Mikhael Blade      - hcb,f+HS
7. Gamma Ray          - b,f,b,hcb+HS

-------------
Instant Kill
-------------

8. X-Laser            - qcfx2+HS in IK mode

____________________________________________________________________

7- Requires 100% tension, rather than the usual 50%

FRCable moves:
N.B. Blast
Michael Sword

____________________________________________________________________

______________________________________
4.13 Kliff
______________________________________

Kliff is the other cheap overpowered secret character. Granted, he's
not as bad as Justice since he takes the same amount of damage as
Chipp, with probably a lower guts rating as well, making him the
character with the least health in the game, but his amazing
priority and broken moves MORE than make up for it. 

Kliff has to be unlocked via time release, getting all story endings,
or beating 50 missions.

--------------
Special Moves
--------------

1. Counter Roar       - qcf+S/HS
2. Skull Crush        - qcb+S
3. Mount Head         - qcb+K
4. Peel Scales        - dp+HS, then tap HS
5. Beyond the Beyond  - qcb+P, then tap P
6. Stomp Drop         - hcf+S in air

-------------
Overdrives
-------------

7. Reflex Roar        - qcfx2+S
8. Soul Survivor      - b,f,hcf+HS

-------------
Instant Kill
-------------

10.Banki Messai       - qcfx2+HS in IK mode

____________________________________________________________________

5- Has a temporary amount of time when you are invinicible to attacks
   can be used like a dodge in KoF.

FRCable moves:
Crouching Dust
Counter Roar
Stomp Drop
Reflex Roar

____________________________________________________________________


______________________________________
4.14 Ky Kiske
______________________________________

Ky is an all-around balanced character, akin to what Ryu and Ken
might be like if they had a gigantic sword and were in the Guilty
Gear universe. An excellent choice for beginners.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Stun Edge          - qcf+S
2. Charge Stun Edge   - qcf+HS
3. Aerial Stun Edge   - qcf+S/HS
4. Vapor Thrust       - dp+S/HS (can be done in air)
5. Stun Dipper        - qcf+K
6. Greed Sever        - qcb+K

-------------
Overdrives
-------------

7. Ride the Lightning - hcb,f+HS
8. Sacred Edge        - qcfx2+P

-------------
Instant Kill
-------------

9. Rising Force       - qcfx2+HS in IK mode

____________________________________________________________________

FRCable moves:
Charge Stun Edge
Air Stun Edge
Stun Dipper
Sacred Edge

____________________________________________________________________

______________________________________
4.15 May
______________________________________

May is a charge character and the adorable character of the game.
Kind of slow though... Despite being ranked as one of the worst
characters in the game, she has some of the most damaging combos
in the game utilizing the false roman cancels on her "Mr. Dolphin"
attacks.

--------------
Command Moves
--------------

df+K

--------------
Special Moves
--------------

1. Mr. Dolphin (Hor.)       - charge b, then f+S/HS
2. Mr. Dolphin (vert.)      - charge d, then u+S/HS
3. Restive Rolling          - dp+S (can be done in air)
   3.1 Direction Change         - Any Direction+Slash
4. Applause for the Victim  - hcf+P/K/S/HS (can be held)
5. Overhead Kiss            - hcb+K (close)

-------------
Overdrives
-------------

6. Ultimate Whiner                               - hcb+HS
7. Great Yamada Attack                           - qcfx2+S
8. Super Screaming Ultimate Spinning Whirlwind   - hcb+S
   8.1 Deluxe Tile Bomber                            - P

-------------
Instant Kill
-------------

9. May and the Jolly Crew   - hcfx2+HS in IK mode

____________________________________________________________________

4- There is no difference in which button you press. The longer you
   hold down the button, the more dolphins will come out. If you
   get hit the hoop disappears.

FRCable moves:
Mr. Dophin (Any version)
Applause for the Victim

____________________________________________________________________

______________________________________
4.16 Millia Rage
______________________________________

Millia is the undisputed queen of mixup in this game. Similar to
Chipp, she's extremely fast, but she takes huge amounts of damage
in comparison to other characters. But, compared to the other
characters that take a lot more damage than others in exchange
for being fast, her rushdown and ability to keep the opponent
locked down is so good it doesn't matter that she takes more
damage and does less. Against a really good Millia player, once
you're knocked down once, you might not be getting back up again...
Not recommended for beginners.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Lust Shaker        - SSS or qcb+S
2. Tandem Top         - qcf+S/HS
3. Bad Moon           - qcf+P in air
4. High-Speed Drop    - qcf+K in air
5. Forward Roll       - qcb+K
6. Iron Savior        - qcb+P
7. Silent Force       - qcb+S in air
   7.1 Recover Knife      - d where knife is
8. Secret Garden      - qcb+HS

-------------
Overdrives
-------------

9. Winger             - qcb,hcf+HS
10.Emerald Rain       - qcfx2+S

-------------
Instant Kill
-------------

11.Iron Maiden        - qcfx2+HS in IK mode

____________________________________________________________________

7- After using this move, you must pick up the knife by pressing
   down where the knife before you can use it again.

8- You can determine which directions you want the bubble that
   forms to go by entering directions plus hard slash while Millia
   is in the startup of the move.

FRCable moves:
Bad Moon
Iron Savior
Tandem Top (HS version)

____________________________________________________________________

______________________________________
4.17 Potemkin
______________________________________

Potemkin is the grappler of the game, with easily one of the most
abusable command grabs of all time. One grab from Potemkin can
literally take off a third of one's health! Of course, to balance
him out, he's so slow that he has to work hard to get a Potemkin
Buster. He's heavier than every other character, meaning some
combos won't work on him, and also can take more damage than
most others. A good choice for beginners.

NOTE: Potemkin cannot dash. Or airdash for that matter. Heh heh.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Mega Fist (forward)- qcf+P
2. Mega Fist (back)   - qcb+P
3. Sliding Head       - qcf+S
4. Hammer Fall        - charge b, then f+HS
   4.1 Break              - P
5. F.D.B.             - hcb+S
6. Potemkin Buster    - hcb,f+P
7. Heat Knuckle       - dp+HS
   7.1 Heat Extend        - hcb+HS

-------------
Overdrives
-------------

8. Giganter                 - hcb,f+HS
   8.1 Gigantic Bullet          - hcfx2+P
9. Heavenly Potemkin Buster - qcfx2+S

-------------
Instant Kill
-------------

10.Magnum Opera       - qcfx2+HS in IK mode

____________________________________________________________________

3- Unblockable at ranges where Potemkin won't hit the enemy with his
   head. Otherwise, blockable.

4- Automatically guards one hit of anything while in this move.

5- Can absorb projectiles (or any non-physical move, such as Axl's
   Rensengeki), and shoot back a large, slow moving projetile.

7,9- Air grab

FRCable moves:
Hammer Fall
Mega Fist (both versions)
f+HS
Crouching HS

____________________________________________________________________

______________________________________
4.18 Robo-Ky
______________________________________

Robo-Ky is far superior to his human counterpart. And I'm not just
saying that because he's my character of choice in #Reload! He has
high priority pokes, damaging combos, and great specials. What more
could you ask for?!

NOTE: His tension gauge functions differently than everyone elses.
As you may have noticed, he gains tension extremely slowly. However,
using certain special moves will cause his tension gauge to rise
much faster. Certain specials also have three levels, depending on
how much gauge he has. Lvl one is no tension, lvl 2 is less than
50% tension, and lvl 3 is 50% or more tension. These moves also
consume tension to use.

Also, Robo-Ky can overheat. Certain attacks will raise his heat,
notably the missiles and gun arm (f+P). When the heat reaches full,
Robo-Ky overheats and takes damage. You can lower your heat by using
Antifebrile (f+HS). You can watch how much heat Robo-Ky has based
on the odometer looking thing next to the tension bar, and the color
Robo-Ky is (normal, red, or flashing red)

--------------
Command Moves
--------------

1. Antifebrile                  - f+HS
2. Discussion Meeting           - d+D
3. A Time Lag Gets Up           - P+K while floored

--------------
Special Moves
--------------

4. Exciting Beat             - f,f+P/K/S/HS
5. Game Opening Home Run     - dp+HS
6. Do You Want To Suffer?    - qcf+S
7. Strange Electric Wave     - hcb+K
8. Bargain of Street Meeting - qcf+S in air
9. Phenomenon                - qcb+S

-------------
Overdrives
-------------

10.Whatever is Done, A Fellow No Good is No Good - qcfx2+S
11.Limit Lovers                   - qcfx2+P
12.Single Blow of the Reform      - dp+HS with over 50% tension
-------------
Instant Kill
-------------

13.?????                        - qcfx2+HS

____________________________________________________________________

1- Lowers heat. Has three levels depending on how hot he is.

2- Lays a mat on the ground. If ANY Robo-Ky (that means if you're
   playing another Robo-Ky this will apply to him too) stands on
   this mat he will gain tension rapidly.

3- Delays the time before you get up.

4- Must be done while running.

5,6,8,9- Has three levels based on tension. Consumes one block of
   tension to use.

7- Consumes one block of tension to use. Can still be done even
   if you have no tension, though.

11-Sets Robo-Ky in a self-destruct type move (Yes he's saying
   "OVERCLOCK!"). During the countdown above his head, Robo-Ky
   is MUCH faster and gains tension extremely rapidly by himself.
   Once the timer reaches zero, a huge orb of energy shocks him,
   and he falls down and loses all tension.

12-Only activates on the first hit of the uppercut (in other words,
   if they're close).

FRCable moves:
Crouching HS
Standing HS
Exciting Beat

____________________________________________________________________

______________________________________
4.19 Slayer
______________________________________

Slayer is a combo powerhouse, with high priority moves and a
beatdown matched by no other. With 50% tension he can easily take
off half of the enemy's health.

--------------
Command Moves
--------------

f+K (can be held to feint)

--------------
Special Moves
--------------

1. Dandy Step         - qcb+P/K
   1.1 Pile Bunker        - P
   1.2 Crosswise Heel     - K
   1.3 Under Pressure     - S/HS
      1.3.1 It's Late          - S/HS
2. Mach Punch         - qcf+P/K
3. Bloodsucking Cosmos- hcb+HS (close)
4. Undertow           - hcb,f+P
5. Footloose Journey  - qcb+K in air

-------------
Overdrives
-------------

6. Dead On Time       - hcb,f+S
7. Immortal Wings     - qcfx2+HS
8. Direct-Hit Dandy   - qcbx2+S in air

-------------
Instant Kill
-------------

9. All Dead           - qcfx2+HS in IK mode

____________________________________________________________________

3- Restores some of Slayers health.

4- Unblockable

8- Can hit twice for massive damage, but the opponent must be in a
   very specific position over Slayer while doing this move.

9- Randomly generated Haiku!

FRCable moves:
Dandy Step
f+P

____________________________________________________________________

______________________________________
4.20 Sol Badguy
______________________________________

Sol is the main character of the game and fairly balanced. His high
damage, and great specials make him the character of choice for
beginners (perhaps he's a little TOO popular among the beginners,
eheheh...)

--------------
Special Moves
--------------

1. Gun Flame          - qcf+P
2. Gun Flame (Feint)  - qcb+P
3. Volcanic Viper     - dp+S/HS
4. Grand Viper        - qcb+S
5. Bandit Revolver    - qcf+K (can be done in air)
6. Bandit Bringer     - qcf+K (hold K)
7. Riot Stamp         - qcb+K
8. Wild Throw         - dp+K
9. Fefnir             - hcf+HS

-------------
Overdrives
-------------

10.Tyrant Rave ver. Beta   - hcb,f+HS
11.Dragon Install          - qcbx2+S

-------------
Instant Kill
-------------

12.Napalm Death       - qcfx2+HS in IK mode

____________________________________________________________________

11- Puts Sol in a sort of hyper mode. During this mode he is faster,
   and his moves are altered and do more damage. You're stunned for
   a short period of time after using this move though, so use
   caution.

FRCable moves:
Gun flame
Bandit Bringer
Fefnir
Riot Stamp

____________________________________________________________________

______________________________________
4.21 Testament
______________________________________

Testament uses a bunch of sneaky tricks to confuse and defeat the
enemy, including traps, like Zeinest, which traps your opponent in
a web long enough for you to connect a combo. Testament is also
the only character that can cause the "poison" status to the
enemy.

A note about the poison status. It slowly drains health from the
opponent and will eventually wear off. They can also get rid of
it by hitting Testament, so try not to let them hit you when it's
on them.

--------------
Command Moves
--------------

f+K

--------------
Special Moves
--------------

1. Phantom Soul       - qcf+P/K
   1.1 Crow Attack        - qcb+P
2. Grave Digger       -  qcb+P (can be done in air)
3. EXE Beast          - hcf+S
4. Warrant            - qcb+K
5. Hitomi             - qcb+S
6. Zeinest            - qcb+HS (can be done in air)

-------------
Overdrives
-------------

7. Nightmare Circular - hcb,f+HS
8. Master of Puppets  - qcfx2+S

-------------
Instant Kill
-------------

9. Seventh Sign       - qcfx2+HS in IK mode

____________________________________________________________________

1- Button determines fireball arc

4- Reversal that poisons the enemy, but blockable by the enemy.

5- Sets up a tree mine that goes off when the opponent is in the
   area.

6- Sets up a net that traps the opponent when near. Yes, Testament
   is tearing off his arm during this move. He can regenerate it
   anyway :P.

7- Poisons the opponent

8- Powers up Hitomis.

FRCable moves:
f+HS
EXE Beast
Warrant
Master of Puppets

____________________________________________________________________

______________________________________
4.22 Venom
______________________________________

Arguably the most complex fighter in the game, Venom is the master
of pressure in the game. He uses a pool cue and pool balls as his
weapons. Memorizing the speeds, angles, and formations of the balls,
let alone when to use them, is a lot to learn if you want to master
Venom, but if you manage to do it, you'll gain the respect of many
players.

--------------
Special Moves
--------------

1. Stinger Aim        - charge b, then f+S/HS (can be held)
2. Carcass Raid       - charge d, then u+S/HS
3. Ball Formation     - qcb+P/K/S/HS (can be done in air)
4. Dubious Curve      - rdp+P/K/S/HS
5. Double Head Morbid - dp+S/HS
6. Mad Struggle       - qcf+S/HS in air
7. Warp               - dp+K

-------------
Overdrives
-------------

8. Dark Angel         - qcb,hcf+S
9. Red Hail           - qcfx2+HS in air

-------------
Instant Kill
-------------

10.Dim Bomber         - qcfx2+HS in IK mode

____________________________________________________________________

1- The longer you hold it, the more hits it gains.

3- Venom puts out a pool ball that can be launched by his attacks.
   he can have up to four, one from each button. The last button
   used to form a ball determines the formation.

4- Puts out a pool ball like in #3, but also attacks as well.
   Slower though.

7- Warps to the location of the ball formation

FRCable moves:
Stinger Aim

____________________________________________________________________

______________________________________
4.23 Zappa
______________________________________

Zappa's stance is... different O_o. Anywho, he's possessed by ghosts
and can become haunted by them by being hit or using his qcf+P move,
essentially giving him four small move sets at his disposal. The
ghosts that haunt him are random, though. An extremely dangerous
character in good hands, but his shortcoming is that he's too
random to be reliable at times. If you hadn't guessed by his
instant kill, he's a parody off of the movie "Ringu" (also remade
in the USA as "The Ring").


Zappa's fourth ghost, Raou, is dependent on souls. It's extremely
unlikely to be summoned if Zappa has no souls, and conversely,
probably going to be summoned if you have the maximum number of
souls, eight. When he's summoned, Zappa loses all the souls
he has accumulated.

Note that Raou can only appear via "Say Hello to the Three
Centipedes". He cannot appear by Zappa getting hit, like the
other three.

--------------
Special Moves
--------------

1. Say Hello to the Three Centipedes   - qcf+P w/o Ghosts

Ghost Mode
----------
2. Go Away & Don't Come Back!     - qcf+S/HS (can be done in air)

Dog Mode
--------
3. Dog Attack                     - D, or directions+D
   3.1 Dog Extra Attack               - D during b+D

Sword Mode
----------
4. Looks Painful... And Is!       - qcf+S
   4.1 Extra Attack                   - HS
5. Fall Down Go Boom              - dp+HS
6. Stay Away or Die               - hcb+HS

Raou Mode
---------
7. Darkness Anthem                - qcf+S
   7.1 Extra Attacks                  - Hold P
8. Last Edguy                     - qcb+S

-------------
Overdrives
-------------

9. It's Alive!        - hcb,f+HS
10.Bellows Maris      - hcb,f+S (Raou mode only)

-------------
Instant Kill
-------------

11.Frightening!       - qcfx2+HS in IK mode

____________________________________________________________________

1- Creates one of the four ghosts. If it hits the opponent, you gain
   three souls.

2- Hitting the opponent with a ghost nets you one soul.

3- d+D is unblockable

4, 4.1- Gives you souls if you hit

10- Can only be done while Raou is out.

FRCable moves:
Go Away & Don't Come Back!
Fall Down Go Boom
Stay Away or Die

____________________________________________________________________

-------------------------------------------------------
5.0 General Strategies
-------------------------------------------------------

______________________________________
5.1 Beating boss I-no
______________________________________

This has to be the most asked newbie question of all time for Guilty
Gear. Do not ask it on a Guilty Gear forum; they will flame you.
Instead, read this FAQ and I'll tell you how to beat her.

The only thing special about I-no is that her AI is *GASP* actually
decent unlike the majority of the rest of the AI in GGXX#R. That and
she gets a rather large damage boost. That just means you can't get
hit as much.

Some general tips:

1) Don't airdash towards her. Since you can't block while airdashing,
   and I-no is great in the air, there's a high probability of being
   nailed, especially with Ultimate Fortissimo, which hurts A LOT.

2) If she ever hits you with Stroke the Big Tree (the gliding forward
   spike move), shake the stagger by wiggling the stick back and
   forth quickly. The Longing Desperation overdrive only combos if
   you don't even try and break the stagger.

3) Don't get hit by Megalomania. Look at the following for tips on
   how to avoid it:


*************
Megalomania
*************

This is the big move where she sprouts those wings and speakers,
and those big warning signs appear, telling you where she's going
to fire. If you just block it your guard bar raises and you take
a humongus amount of chip damage, meaning you have to avoid it.
I-no will occasionally FRC it and switch to a different type of
Megalomania. Also, don't hit I-no or go behind her whenever she
does the move, as all the balls will then home in on you and hit
you, which hurts. I-no can also use this move as a
C-C-C-C-C-COMBO BREAKER!, so look out.

It has three distinct flavors:

1. Flat, then arcing upwards: 
 This one will remain motionless. All you have to do is just run all
 the way back to the screen to avoid it. You have to crouch if you're
 Potemkin or Justice. Note that using Eddie's fly or Break the Law
 isn't such a good idea, as this one she fires for a long time.

2. Curving up and down:
 Get under the little loop. Once she begins to fire, start moving
 forward until you're right next to her (don't hit her though!).
 Justice has a REALLY hard time avoiding this one, so it's best
 if you just jump high enough then airdash until she's done.

3. Covering the whole screen:
 Double jump, or Break the Law with Eddie. Simple and the easiest
 to avoid.

______________________________________
5.2 Bursting
______________________________________

"The best time to Burst? ALL DAY." - Grolin

Burst is an extremely powerful tool if you know how to use it
properly. On the offensive side, you can gain a full bar of
tension. Or, on the defensive side, you can break your opponent's
combo (unless you're being hit by an overdrive, but no one
actually uses overdrives at a high level of play in Guilty Gear).

Both of these are pretty good... but which one is the best? In
truth, there's isn't a real answer to that question. Breaking
out of a Sol dust loop isn't potentially as powerful as using
the 100% tension for four Robo-Ky FRCs, but the problem is that
you have to land the combos that use those FRCs, while with the
combo breaker, you just have to land the burst and you've knocked
them away and you're out of the combo. All in all, it's a matter
of preference.

But anyway... WHEN should you burst? As you may or may not have
noticed, burst, unlike a true combo breaker, is not 100% safe.
If the opponent blocks the burst when you do an offensive one,
you're likely to eat a combo as you fall back down against any
player worth their salt. Or, if they totally see the burst
coming, they can airthrow you while you're jumping up (which
can also lead to a combo in some circumstances).

For offensive bursts, you can try and rush at the opponent and
burst as soon as you get in range to use its invincibility to
blow through the enemy's counterattack. Of course, this is
pretty easily anticipated and if blocked, leaves you open.
Sooooo... use at your own risk. Also, if someone is rushing
at you to attack and you're out of blockstun, that's not too
shabby a time to blow through their attack with an offensive
burst either.

For defensive bursts, it's obvious how to use them; either
knock them away while you're in blockstun, allowing you to
regain your momentum, or break a combo you're already in.
Try not to break it late in the combo... that's kinda dumb
and a waste of the burst gauge since you've already taken
the majority of your damage anyway. But the earlier you
do it, the greater the chance of a good player baiting
you and airthrowing you in the midair, which resets the
damage counter and can potentially lead to eating MORE
damage, even though you're trying to escape damage! Use
caution when bursting against good players. Good Sol players
will do one repetition of their air combo, and if you
have a burst available, may try bait the burst by
superjumping up again, but not attacking.

Just use a little caution when bursting and you should be
fine.

-------------------------------------------------------
6.0 Frequently Asked Questions
-------------------------------------------------------

This is the place where you email me questions (see email at top of
the screen), and I'll answer them. Some questions I predicted are
going to be asked.

p.s. I STOLE THIS IDEA FROM BAKABLITZ'S FAQ!

_________________________________________________
#1 Tiering of the game
_________________________________________________

Q: Whos teh best charACTAR?!?!?!?!

A: This game is pretty balanced, so it really doesn't matter which
character you use as they'll all do decently, but as for a ranking
of the characters, the general consensus by high-level players is:

Note there is no particular order within the tiers.

Top Tier
Eddie
Slayer
Robo-Ky
Jam

Upper Middle Tier
Axl
Sol
Millia
Venom
Bridget

Middle Tier
Faust
Potemkin
Baiken
I-no

Lower Middle Tier
Chipp
Dizzy
Testament

Low Tier
Johnny
Anji
Ky
May
Zappa

Keep in mind that the game is balanced and that these tiers are
debatable between players. But this should give you an idea of
where each character is placed by many players. Justice and
Kliff are banned from serious play, so they're not on this
list.

_________________________________________________
#2 People call me Cheap!
_________________________________________________

Q: Why do people call me cheap for using Kliff/Justice/EX
characters/SP characters?!

A: None of those four things were in the original arcade version
of Guilty Gear X2 #Reload, and thus were not balanced for play
like the rest of the characters. 

This is obvious with SP characters. EX characters tend to suck
more than their original counterparts, but a lot of people
complain about them nonetheless, and that's not likely to
change, so just deal with it.

Kliff and Justice are just totally overpowered in every way and
it shows. For one Kliff can kill you in one hit with a regular
move, f+P. Counter Hit f+P, link another f+P, and many
characters will be dizzied, which gives you enough time for an
instant kill. Justice's moves do huge damage, are fast, and
beat out many other moves.

Also, if you're playing on LIVE, lag tactics are for wusses.
Please don't use them because no one tolerates that bullshit
and they'll drop on you. 

People shouldn't whine about cheapness other than that. Yeah,
there ARE other things that are cheap in the game, but they
should shut up, deal with it, and read sirlin's "Playing to
Win" article.

_________________________________________________
#3 Anywhere else I can find information?
_________________________________________________

Q: Hi Youkai Kouga you're a scrub and your FAQ sucks. Where
can I find information that wasn't already completely
obvious stupid n00b?!

A: You can check around the gameFAQs message board. We have
multiple strategy threads with lots of info. Me (when I'm
not convincing the underage users that Bridget is a girl)
and the other members would be happy to help you. Try to
avoid asking stupid questions though. We hate that.

Here's a few links to help you as well.

Shoryuken: The Street Fighter Competitive Edge
http://www.shoryuken.com

Shoryuken (aka SRK), is pretty much the center hub on the
web for fighting games. Though it's mostly a fighting game
site, you're almost sure to find someone who's played the
fighting game of your choice, no matter what it is. Just
watch out for the flames, and don't make a "HI I'M NEW
PLEASE FLAME ME" thread. Also, if you're looking for
competition in a game, online or offline, you should be
able to find it here, via the Xbox LIVE forum, or the
regional matchmaking section.

Gamecombos
http://www.gamecombos.com
http://www.gamecombos.com/ggxx

Gamecombos is a combo video site on the outside, but the
forums are dedicated exclusively to Guilty Gear, with a
large strategy and tactics section. The second URL is
an encyclopedia of translated stuff from the Japan
mooks (magazine + book!). However, the stuff in the
encyclopedia is from Guilty Gear XX, not Guilty Gear XX
#RELOAD, so some of it may be outdated, but it still has
a majority of correct info. Also has a matchmaking forum
for finding competition, and a fan forum if you're into
seeing some cool fanart.

The Gear Project
http://www.thegearproject.org

A Guilty Gear fansite. Little to no strategy, but if you
want to find out about the Guilty Gear story, this is
the place to go.



If you have any questions you'd like answered feel free
to email me (Make sure you put something Guilty Gear
related in the subject), and I'll try and get back to
you, and may add it to this section.


-------------------------------------------------------
7.0 Afterword
-------------------------------------------------------

This FAQ is to be posted ONLY on gamefaqs.com unless the author (me)
gives permission otherwise. Guilty Gear and its characters is
copyright Arc System Works and Sammy.

Thanks to Grolin, Gasaraki, Titan44, bakablitz, Jamie Wolf, and
the rest of the gameFAQs Guilty Gear message board crew.

Thanks to SRK for the entertainment/strategy.
http://www.shoryuken.com

Thanks to GCC for the raw amount of data extracted from the Japan
mooks of the game.
http://www.gamecombos.com

Thanks to you for reading my not-so-ghetto guide. Copyright Bryce
Griffith 2005.