****************************************************************************** ******************************TABLE OF CONTENTS******************************* ****************************************************************************** I. Introduction II. Version Info III. What Needs Finishing? IV. About Me V. Terms VI. Quick Game Review VII. Better or Worse? VIII. New Features IX. Character Changes X. Damage Listing XI. New Character XII. Story Mode XIII. Mission Mode XIV. Survival Mode XV. M.O.M. Mode XVI. Character Colors XVII. Bugs XVIII. Korean Music/Voices Analysis XIX. Tiers XX. Secrets XXI. Frequently Asked Questions XXII. Special Thanks and Credits XXIII. Contact XXIV. Disclaimer To quickly get to what you're looking for, simply highlight the roman numeral of the section you wish to skip to(plus the period on the end of it), press CTRL+C, CTRL+F, CTRL+V, and hit find next. If a roman numeral is repeated(IE, IV), just hit find next until it skips to the section you want. It should go there within 1-3 tries. ****************************************************************************** ******************************I. INTRODUCTION********************************* ****************************************************************************** This is my first FAQ ever, so bear with the sloppyness. I spent days gathering as much good info on GGX2 #Reload Korean version as I could. I've still got a lot to cover and I plan to constantly keep this FAQ updated with the newest information so you have an idea what the Japanese are playing =) ****************************************************************************** ******************************II. VERSION INFO/UPDATES************************ ****************************************************************************** 1.00: Finished the basic version of this FAQ. I still have a lot of work and tweaking to do. This FAQ looks hella ugly, but it's got all the info. I'll be doing plenty of tweaking over the next few weeks til I cover everything. ****************************************************************************** ******************************III. WHAT NEEDS FINISHING?********************** ****************************************************************************** -EX Characters -Gold Characters -FRCS -All sorts of tweaks and added/missing info. -This is one ugly FAQ. I will make it cuter when I'm not in such a rush to release info. Info is more important than looking pretty. ****************************************************************************** ******************************IV. ABOUT ME************************************ ****************************************************************************** Not much to say. Hi. I'm Greg. I love GGX2. I play Axl/Johnny/Testament. I live in Massachusetts, I'm 19, I go to The University of Massachusetts and Greenfield Community College. I'm a Japanese major(like there aren't a billion of those these days). I'm not really known in the GGX2 scene, but I plan to change that. ****************************************************************************** ******************************V. TERMS**************************************** ****************************************************************************** 789 456 123 The direction on the pad. Look at the right side of your keyboard at the Numpad if you don't get it. The list automatically assumes you are fighting from the First Player's(Left side) perspective, thus 4 is Back, 6 is Forward, 8 is up, 2 is Down. Get it? P=Punch K=Kick S=Slash H=High Slash D=Dust R=Respect c.S=Close Slash f.S=Far Slash j.=Jumping Air=Move done in the Air dj.=Double Jump tj.=Triple Jump jc.=Jump Cancel FD=Faultless Defense FDC=Faultless Defense Cancel IAD=Instant Air Dash ID=Impossible Dust JI=Jump Install ()or []=Hold (Eg..(4)6S for Axl is Rensengeki) /\=Homing Jump (Hold up after Dust) DB=Dash Brake QCF=Quick Circle Forward(236 movement) HCF=Half Circle Forward(41236 movement) QCB=Quick Circle Back(214 movement) HCB=Half Circle Back(63214 movement) DP=Dragon Punch(623 movement, reference to Street Fighter. Ryu's Dragon Punch uses this movement) TK=Tiger Knee(6237 movement, reference to Street Fighter. Sagat's Tiger Knee uses this movement) RDP=Reverse Dragon Punch(421 movement, reference to Street Fighter's Ryu.) xx=Cancel into (Eg..Sol..6Hxx236P is do 6H and cancel into Gunflame) ,=Denotes next move(I often use this since I'm lazy and most people get the idea anyways) ****************************************************************************** ******************************VI. QUICK GAME REVIEW*************************** ****************************************************************************** GGX2 #Reload is just a simply better game than GGX2. GGX2 is still excellent, but #Reload is a much more polished and professional looking product. A lot of the overpowered crap has been toned down or removed, the game's graphics have been tweaked, and it has plenty of extras in it. However, GGX2 is still an absolutely awesome and perfectly playable game. The thing that sucks about picking up #Reload is that you'll NEVER want to go back to GGX2 once you play it. Sadly, #Reload is very unlikely to pick up in the U.S. without a U.S. release of the game. Some people, however, are starting to hold Reload tournies, which is great. I hope #Reload is included in more tournies as time goes on, because it includes an extra character and a very well done battle system. I suggest if you're going to import the game, that you get the Korean version of it. The Korean version contains EVERYTHING that the japanese version does. It has the original Japanese features, such as the japanese language, voices, and music. But it also includes several extras that are not included in the Japanese version. Or at least thusfar there has been very little in the game which is no longer in #Reload. I haven't been able to ask anyone about the #Reload J colors, but if somebody reads the color section and notices that the Japan colors are different, then please notify me of the differences. That aside, however, you can read the New Features section to find out what new was included in the Korean version only. ****************************************************************************** ******************************VII. BETTER OR WORSE?*************************** ****************************************************************************** Here I'll note my quick preferences, and what I think of the overall cast. This may be updated or changed as I play more and discover new things. Guide: -5: DESTROYED! This character is ruined. Toss them in the garbage and move on. -4: Major Nerfing. This character got raped. -3: Moderately Down-Toned. This character lost a lot of his/her good stuff. -2: Slightly Crippled. Something important was taken from this character. -1: Slightly Worse. A few minor points make this character worse overall. 0: About the same. Despite the changes, this character remains largely the same. 1: Slight Improvement. This character gained something to their arsenal, albeit not too important. 2: Improved. What can I say, this character simply got better. 3: Major improvement. This character definitely got improved a lot. 4: Unfair. This character is now too good for their own good. 5: God. This character should be BANNED. ****************** BETTER OR WORSE?** ****************** ANJI MITO: -2 AXL LOW: 2 BAIKEN: 0 BRIDGET: 0 CHIPP ZANUFF: 1 DIZZY: -1 EDDIE: -1 FAUST: -1 I-NO: 0 JAM KURADOBERI: 1 JOHNNY: -4 KY KISKE: 1 MAY: 0 MILLIA: 0 POTEMKIN: 0 ROBO-KY: (Robo Ky never had a previous version.) SLAYER: 1 SOL BADGUY: 0 TESTAMENT: 2 VENOM: ? -1? ZAPPA: 0 #Reload or GGX2? Reload. Reload is a much more polished and professional game. It's simply better. A lot of the characters got negative ratings, because simply compared to their GGX2 counterparts, they got raped/down toned. These views are on a general basis of playing the characters for a short time and what I know of them. You can't be a professional with every char in GGX2(Well, you can, but I'm lazy). And yes, in my very honest opinion, Johnny was the most raped out of any character. His level 2 Mist Finer was downgraded to 50 damage, making most of his combos suffer quite a bit. His Jump Kick lost some damage, making his B&B combos worse. His 6K has Damage Reduction, also raping his combos. He can no longer pause and do a delayed Ensenga, which most 1 hit Ensenga setups use. Johnny has virtually no high/low game, so he relies on Mist Trap and 1 hit Ensengas. This was essentially removed. The only 1 hit Ensenga setups that work without RC are the regular B&B combos that knock the character high enough without delayed Ensenga(Read: Like 2 setups), and even then, corner juggles are GONE. Johnny's 6K knocks the opponent too high/far away to follow up with an air combo in the corner, and Level 2 Mist Finer Upper knocks too far away and doesn't float enough/do enough damage. If that's not enough for you to consider a character raped, I don't know what is. He gained Mist Finer dash, which is absolutely useless, and 2S now hits low. Wow! Heh. He's limited to all of his previous shitty mindgames, and lost all of his muscle. And I mean all of it. If you don't want to read all of that, it's as simple as this: They made Johnny weaker, took out his damaging combos, downgraded his regular combos, made Mist Canceling slower. Even if you manage a corner Mist Juggle(which is incredibly difficult now), it does somewhere near 180(Assuming you begin with a level 2 Mist Finer medium!), and in general the Mist loop can only be combod from a throw. Mist Canceling is slow enough to destroy most Mist Cancel pressure, so Johnny has to rely on coins to keep the pressure on, or not pressure at all. Someone REALLY doesn't like Johnny at Arc Sys. Ok, well..Johnny isn't unplayable. I'de just say he is about half as good as he used to be. I mean..c'mon. If you're going to hurt his game that bad, at least give him a semi-quick overhead of some kind. I mean, listen to how bad the damage is nerfed: (#R)6K(CH), 6H, 236K(Level 2), 6K, j.K, j.S, j.K, j.S, j.D, 1 hit Ensenga=169!? (GGX2)6K(CH), 6H, 236K(Level 2), 6K, j.K, j.S, j.K, j.S, j.D, 1 hit Ensenga=241 That's a difference of 72 damage on the exact same combo. You won't want to see some of the other ugly results from Johnny's other "High Damaging" combos. That is, if they even exist anymore. Anyways, I'm done rambling and I hope you can see why Johnny basically sucks now. The guy lost a bunch and gained nothing. But please note: Although Johnny was severely downtoned, he is by NO MEANS an unplayable character. I'de say he's about average now. He was sickly overpowered before, so don't be surprised about the combo changes. He still does quite a bit of damage, just nowhere near as sick as before. It will take a little while to adjust to all of the downtonings, but to say Johnny is broken or unplayable is too much. I just personally feel they did a little too much Johnny thrashing. ****************************************************************************** ******************************VII. NEW FEATURES******************************* ****************************************************************************** -New level "Colony". Faust, Chipp, and Kliff Inhabit this level. It's a weird oriental setting map which I'm sure you've all seen. It's exclusive to the Korean version of #Reload. -#Reload storymode is exclusive to the Korean version of #Reload. -New colors for all characters. -Survival mode is now easier to gain levels, and daredevils come once every 20 levels. -Storymode has been slightly altered. A bunch of cutscenes before fights have been added, but that's about it. I've covered all of the changes. -The battle system overall has had it's tweaks -Burst bar, FRC, RC all have changed graphics. -The game overall has a more polished look. -The Korean version has a language feature which allows you to choose if you want the original japanese music/text/voice or the Korean versions of them. You may interchange them as well(Korean music, Japanese voices, Japanese language is my personal setting. I'm a little tired of the same old music, so hearing the new stuff is good for now.) -The Korean version features all new dubbed voices in Korean. It also features completely new Korean Music. -The Korean version of the game comes with the soundtrack, or at least the edition I got does. -Improved AI. The computer now throws and airthrows, and overall seems to have improved. Particularly good AI seems to be Anji, Chipp, Robo Ky, and I-No. It's still pretty easy overall, and the computer falls for wakeup hits/throws far too often, but it's at the very least an improvement. -The default confirm button is now Circle(HS) instead of the original X(K) -The results grid is MUCH more affected by matches. Just a few matches can put someone to a 7-3/8-2/9-1 advantage. -Medals/Increases in bar are now MUCH more common in MoM mode. It barely takes any effort at all to hit Fever Penalty(I got it by round 2 just by using Testament and doing 4 hit Gravedigger combos). The AI gets much harder with each fight. -Robo-Ky is now changed and a balanced and playable character. -Training mode now has the features "WATCH" and "COUNTER". Watch mode allows you to just watch 2 characters duke it out(Why they added this I have no idea), while COUNTER can be set to OFF/ON/RND(Random). -The game is even better balanced than before -There is a new mode that can be unlocked called "GGX" mode, which plays some of the old GGX music(No Mercy, Still in the Dark, Fatal Duel. I think that's it. The thing that sucks is that I like the GGX music better, so I wish they had an option to play ALL of the music from GGX(though I'm not sure there would be enough room) and it also alters the gameplay mechanics a bit, so if you put it on..you won't be playing the real GGX2, which really sucks), and bring a few GGX gameplay mechanics into play. -Certain moves in the game are edited if the voices/music/text is set to Korean (Like Kliff will say something else in Korean during his "Bakamon" taunt.) -"Extra" Movie no longer available in gallery. ****************************************************************************** ******************************IX. CHARACTER CHANGES*************************** ****************************************************************************** This list is always being updated as more changes get brought to my attention. Please send me mail(Check Contact) if you have something to add, or if you find something incorrect so I can fix it. ****************************************************************************** ******************************NORMAL MODE CHANGES***************************** ****************************************************************************** ----------------- GENERAL CHANGES== ----------------- -A lot of things in the corner tend to have more knockback(Corner combos more difficult) -Dust now has a perfectly red background, and it has little snowflakes falling or something. -------------- ANJI MITO===== -------------- -6P Damage Down(28 to 24) -Air H Damage Down(36 to 32) -Dust Damage Down(20 to 15) -Fuujin Light Damage Down(40 to 30) -Fuujin Heavy Damage Down(48 to 46) -Short Stomp Damage Down(42 to 32) -Long Stomp Damage Doubled(25 to 50) -Shin:Nishiki Damage Down(18x6 to 16x6) -Tenjinashi Damage Down(30+20x13 to 30+15x13) -Issei Ougi: Sai Damage Down(20x11+100 to 12x11+50) -Kachoufuugetsu Damage Down(50x4 to 40x4) -------------- AXL LOW======= -------------- -FRC Rensengeki MUCH Easier(2 frames instead of 1) -Axl Bomber loops much harder to do(Too much pushback) -Jumping Slash has more range -Raieisageki Horizantal Damage Down(50 to 45) -Raieisageki Horizontal Floating down. Can no longer combo at all.(They fall too fast, and it takes you too long to land/recover. No, not even standing K comes out fast enough.) -Byakuerenshou Damage Down(60x2+30x5 to 50x2+30x5) -Raieisageki Vertical Off-Screen Time Shortened -------------- BAIKEN======== -------------- -6K Damage Up(22 to 24) -FRC Tatami Gaeshi Slower -Air D has faster Recovery -------------- BOSS DIZZY==== -------------- -None -------------- BOSS I-NO===== -------------- -Megalomania damage down(less hits?) -------------- BRIDGET======= -------------- -Maintenance-Chuu no Higeki comes out immediatly -2P Damage Down(12 to 8) -Air 2S Damage Down(46 to 35) -Kick Start My Heart Hassha Altered(20x3 to 50) -Starship Damage Up(21x4 to 22x4) -Air Starship Damage Down(21x3 to 18x3) -Maintenance-Chuu no Higeki Damage Down(30x18 to 24x18) -Ore to Kill Machine Damage Down(30x12 to 25x12) -Roger Hug may now be recalled with H -Roger Hug actually works and can use Boxing, Razor or Ore to Kill Machine while on the opponent -Boxing Roger FRCable -Razor Roger FRCable -Razor Roger comes towards Bridget Faster -Boxing Roger comes towards Bridget Faster -Defense Rating Down(1.06 to 1.07) -------------- CHIPP ZANUFF== -------------- -Genrouzan has faster execution, and slower recovery -Genrouzan is easier to FRC now(like Axl's Rensengeki, it has gained an extra frame window) -6K is now an overhead -6K comes out slower(The actual kick part where he extends his feet) -6K RC combos much harder to execute -6K Damage Down(28 to 20) -2D Damage Down(30 to 26) -Banki Messai Damage Up(8x16+30x4 to 9x16+30x4) -------------- DIZZY========= -------------- -FRC Ice Spike delayed(Now near the end of the animation) -2H now FRCable -2D now FRCable -6H now FRCable -2H Damage Down(49 to 44) -Throw Damage Up(55 to 60) -Air throw Damage Up(55 to 60) -Ice Spike Damage Down(60 to 55) -Imperial Ray Damage Up(32xn to 40xn) -Gamma Ray Altered(12x5+13x32 to 13x5+12x32) -------------- EDDIE========= -------------- -Eddie Dolphin takes much more Eddie Guage(about 75% for one use!) -Far Slash Altered(16x4 to 20x3) -2S Damage Down(28 to 24) -H Damage Up(20x3 to 25x3) -Drunkard Shade Damage Up(20 to 30) -Shadow Gallery Damage Down(30+50 to 25+50) -Eddie Dolphin Damage Down(40 to 25) -H->2D Gatling Gone -6P->2D Gatling Gone -Invite Hell S Version FRC Gone -Rejump D combos in corner harder -------------- FAUST========= -------------- -Air FDC Altered(Now Backfloats a bit) -2P Damage Down(13 to 12) -2K Damage Down(12x3 to 12+9x2) -Air D Damage Doubled(20 to 40) -Air D Altered(More range, better) -Growing Flower(K on Pogo) Damage Down(50 to 35) -Going My Way(H on Pogo) Damage Down(20x4 to 16x4) -Bomb Damage Up(60 to 80) -Anal Scalpel is now FRCable(When he stands on one foot after hitting/missing, and goes "VIVA WATASHI!" or something similar. There's about a 30 frame window.) -------------- I-NO========== -------------- -Air K Damage Down(15 to 13) -Air S Damage Down(28 to 23) -H Damage Down(55 to 43) -2H Damage Down(46 to 35) -2D Damage Down(30 to 26) -Kouutsu Onkai Altered(Can now only do 1-5 hits) -Air Chemical Love Damage Up(30 to 50) -New Gatling:(Vs. Crouch) H, Stroke The Big Tree Light -I-No Air Dust Glitch essentially removed(You can still do it, but you cannot go off the top of the screen, and the height gained is extremely limited. You would need like 6 full tension bars and ramming on the button as hard as you can to reach top screen) -Defense Rating Down(1.00 to 1.06) --------------- JAM KURADOBERI= --------------- -P Damage Up(9 to 12) -Air P Damage Up(9 to 11) -Air K Damage Up (12 to 14) -Air 2K Damage Down(16+10x3 to 16+8x3) -Close Slash Damage Up(16 to 34) -Far Slash Damage Up(30 to 34) -H Damage Up(20x3 to 24x3) -Bakushuu Hyappo Shinshou Altered(18x3 to 50) -Bakushuu Senri Shinshou Altered(20x4 to 50) -Geki:Saishinshou Damage Altered(Not sure on the original. Either 30+50 or 30+90, but the new value is 50+70) -2D is now FRCable(Nigh impossible on a stick. It's at the very beginning of the animation) -------------- JOHNNY======== -------------- -Delayed Ensenga removed -Ensenga Recovery longer -2S now hits low -Mist Finer Upper(Level 2) Damage Down(70 to 50) -Mist Finer Middle(Level 2) Damage Down(70 to 50) -Mist Finer Lower(Level 2) Damage Down(70 to 50) -Mist Finer Upper(Level 3) Damage Down(26x9 to 20x9) -Mist Finer Middle(Level 3) Damage Down(25x9 to 18x9) -Mist Finer Lower(Level 3) Damage Down(22x9 to 17x9) -Mist Finer Upper(Level 1) comes out quicker -Mist Finer Middle(Level 1) comes out a little quicker -Mist Finer Lower(Level 1) comes out a little quicker -6K Now has some damage reduction(6K, j.K, j.S, jc, j.K, j.S, j.D, 2 hit Ensenga does 30, 18, 22, 15, 18, 21, 1, 23(148). Reload does 30, 12, 18, 9, 14 17, 1, 18(119). The only thing that does less damage is j.K, and if I do it twice in the air, it does 20, 18. j.S twice is 32, 29. 6K twice is 30, 19. So 6K now has damage reduction) -Mist Finer Stance now Dashable(However, it can't dash through enemies..damn. This would have at least given Johnny some promise) -Mist Canceling Slowed(To the point of half uselessness. It still reduces the recovery of most moves by a bunch, but pressuring with it is a lot harder now) -2H pushes Johnny back less -------------- JUSTICE======= -------------- -6P Damage Down(20x2 to 20+16) -Dust Damage Down(50 to 28) -Dead Angle Attack Damage Down(22x2 to 22+11) -Throw Damage Up(51 to 55) -Air Throw Damage Up(55 to 60) -Strike Back Tail Damage Down(24+42 to 24+32) -------------- KLIFF========= -------------- -Dust Damage Down(50 to 30) -Throw Damage Up(51 to 55) -Air Throw Damage Up(55 to 60) -Urokohagashi Damage Down(14xn to 13xn) -------------- KY KISKE====== -------------- -Vapor Thrust Heavy Untechable -Vapor Thrust Heavy Knockback Increased(Doesn't knock back in the corner, though) -Vapor Thrust Heavy Recovery Increased -c.H Pulls Airborne Opponent Closer -c.H knocks opponent into the air and towards you on CH(techable) -H Damage Up(37 to 42) -2H Damage Down(30x2 to 28x2) -Vapor Thrust Light Damage Up(42 to 48) -Vapor Thrust Heavy Damage Up(50 to 52) -Air Vapor Thrust(Heavy and Light) Damage Up(42 to 48) -Ride The Lightning Damage Up(32x5 to 36x5) -------------- MAY=========== -------------- -Overhead Kiss Untechable -Overhead Kiss easier to combo -Air D Jump Cancelable -Air D Damage Down(45 to 38) -------------- MILLIA======== -------------- -Bad Moon FRCable -Air D Damage Down(40 to 36) -Air D Knocks Back Farther -Air D KH makes opponent Fly, Wall Bounce/Knockdown(No comboing without wall bounce) -Iron Sabre Damage Down(48 to 36) -Bad Moon Damage Altered(24x3 to 24+19x4) -------------- POTEMKIN====== -------------- -FDB Projectile Damage Down(16x2 to 16) -Heavenly Potemkin Buster Damage Down(190 to 170 -------------- ROBO-KY======= -------------- -Robo-Ky is an entirely new character. Check out the "New Character" section of my FAQ to learn all about Robo-Ky -------------- SLAYER======== -------------- -Bite Death Loop now impossible -Bloodsucking Universe causes less Dizzy -Bite Loop easier to mash out of(Less slip?) -Bloodsucking Universe pushes back farther -6P Damage Up(34 to 45) -6H Now Causes More Floatstun to an Airborne Opponent -2H Damage Up(48 to 52) -2H Floats Opponent on CH -6H Damage Down(60 to 50) -6H Faster -Throw Damage Up(63 to 68) -Crosswise Heel Damage Down(35+40 to 27+32) -Under Pressure Damage Up(30 to 36) -It's Late Damage Up(44 to 52) -Mappa Punch Heavy Damage Down(45 to 40) -------------- SOL BADGUY==== -------------- -Regular Dust Loop limited to 2 Reps -New Running Dust type Dust Loop -Air Dust causes less stun and pushes back farther -Wild Throw cannot be teched -Gunflame FRC a moment after the old FRC timing -Gunflame FRC harder -Riot Stamp Easier to FRC -Riot Stamp has longer pause when he gets to the wall -Dragon Installed Bandit Revolver Damage Up(20x3+32 to 20x3+50 -Dragon Installed Volcanic Viper Light Damage Up(30+20x2 to 40+20x2) -Dragon Installed Volcanic Viper Heavy Altered(60+16x12 to 40+18x12) -Air Dragon Installed Volcanic Viper Damage Up(32+20x2 to 40+20x2) -Grand Viper Altered(7x7+24+18x2 to 8+6x6+14x3) -------------- TESTAMENT===== -------------- -Phantom Soul Low now flies out much faster, goes farther, goes very close to the ground(can hit an opponent OTG) and can even be combod into from a trip(You can trip someone and possess them with Phantom Soul) -Phantom Soul Low can no longer be effectively used as pressure after a trip -Phantom Soul Low and High Damage Down(15 to 5) -Bird Peck slower -Bird Peck Damage Reduced(40 to 20) -New Bird attack which flies in a straight line across the screen. Does same damage as Bird Peck(20) -Succubus Swing Damage Down(50 to 30) -Succubus moves a lot faster towards opponent -Gravedigger R->j.D Gravedigger is harder to do(Prolly gonna have to use a quicker attack to get it to connect) -P Damage Up(8 to 9) -6H Damage Down(60 to 55) -6H FRCable -EXE Beast Damage Down(40 to 36) -EXE Beast FRC Easier -Master of Puppets Damage UP(30 to 60) -Master of Puppets FRCable -Warrant FRCable(AFTER it hits, not during the taunt) -------------- VENOM========= -------------- -Ball Summoning Faster -Dubious Curve Faster -Balls seem to move Faster -Throw Altered(It now does 5 points of damage at a rate I can't determine, but it's pretty fast. Opponent untouched, it does 5x7. You can still do additional damage by hitting the ball before the 7 hits are up, so it does a wall bounce and you can follow with a combo) -Air Throw Altered(5x7 now. Dunno what it was before. Nearly impossible to combo. You'de have to air throw them right next to the ground) (I'm unsure of a lot of Venom's original damage, help with certain moves for Venom would help me greatly. Check out the Damage Listing part of the FAQ, and go to Venom to see which moves where I don't know the original values) -------------- ZAPPA========= -------------- -Dog Bite(2D) now techable -Dog Bite(2D) Damage Up(30 to 60) -Dog Backflip Lunge(4D+D) Damage Down(30 to 25) -Dog Uppercut(8D) Damage Down(30 to 25) -Ghost Close Slash Damage Up(36 to 40) -Ghost 2H Damage Down(35 to 32) -Ghost Air H Damage Down(35 to 32) -Sword Ochitoite Kudasai Damage Up(30 to 40) -Sword Itasou, tte Iu Ka Itai Follow-Up Attack Damage Up(30 to 45) -Sword Close Slash Damage Up(30 to 36) -Sword H Damage Up(25x2 to 35x2) -Sword 2H Damage Up(30 to 40) -Darkness Anthem Damage Down(28x3 to 23x3) ****************************************************************************** ******************************EX MODE CHANGES********************************* ****************************************************************************** -------------- ANJI MITO -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- AXL LOW -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- BAIKEN -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- BRIDGET -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- CHIPP ZANUFF -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- DIZZY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- EDDIE -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- FAUST -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- I-NO -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- JAM KURADOBERI -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- JOHNNY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- JUSTICE -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) (Are you actually repeatedly reading this?) -------------- KLIFF -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- KY KISKE -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- MAY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- MILLIA -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- POTEMKIN -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- SLAYER -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- SOL BADGUY -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- TESTAMENT -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- VENOM -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) -------------- ZAPPA -------------- In the NEXT update..(Who cares about EX anyways, right? Heh.) ****************************************************************************** ******************************SHADOW MODE CHANGES***************************** ****************************************************************************** Shadow Characters are replicas of the regular characters, except they are pitch black colored all over/have red eyes/weapons. They also have infinite tension, thus the only changes to Shadow characters are the changes that apply to regular #Reload characters. ****************************************************************************** ******************************GOLD MODE CHANGES******************************* ****************************************************************************** -------------- ANJI MITO -------------- These will be done in the next update -------------- AXL LOW -------------- These will be done in the next update -------------- BAIKEN -------------- These will be done in the next update -------------- BRIDGET -------------- These will be done in the next update -------------- CHIPP ZANUFF -------------- These will be done in the next update -------------- DIZZY -------------- These will be done in the next update -------------- EDDIE -------------- These will be done in the next update -------------- FAUST -------------- These will be done in the next update -------------- I-NO -------------- These will be done in the next update -------------- JAM KURADOBERI -------------- These will be done in the next update -------------- JOHNNY -------------- These will be done in the next update -------------- JUSTICE -------------- These will be done in the next update -------------- KLIFF -------------- These will be done in the next update -------------- KY KISKE -------------- These will be done in the next update -------------- MAY -------------- These will be done in the next update -------------- MILLIA -------------- These will be done in the next update -------------- POTEMKIN -------------- These will be done in the next update -------------- SLAYER -------------- These will be done in the next update -------------- SOL BADGUY -------------- These will be done in the next update -------------- TESTAMENT -------------- These will be done in the next update -------------- VENOM -------------- These will be done in the next update -------------- ZAPPA -------------- These will be done in the next update ****************************************************************************** ******************************X. DAMAGE LISTING******************************* ****************************************************************************** This is a listing of ALL of the damage of every move in the game. The first damage given is Reload damage, and the second is original GGX2. If anything is incorrect, look to the Contact section and let me know. Guide: * denotes original damage from GGX2 Note that all of the GGX2 information was compared to the data on the Gamecombos website. Any incorrect information is information I got from there. Also: I know there are definitely some incorrect GGX2 damages, but I'm not sure which ones. Let me know if you find one so I can fix it. ****************** DEFENSE RATINGS*** ****************** Sol: 1.00 (*1.00) Ky: 1.03 (*1.03) May: 1.06 (*1.06) Millia: 1.21 (*1.21) Eddie: 1.06 (*1.06) Potemkin: 0.87 (*0.87) Chipp: 1.30 (*1.30) Faust: 1.00 (*1.00) Baiken: 1.18 (*1.18) Jam: 1.06 (*1.06) Johnny: 1.00 (*1.00) Axl: 1.06 (*1.06) Anji: 1.06 (*1.06) Venom: 1.00 (*1.00) Testament: 1.00 (*1.00) Dizzy: 1.06 (*1.06) Slayer: 0.96 (*0.96) I-No: 1.06 (*1.00) Zappa: 1.00 (*1.00) Bridget: 1.07 (*1.06) Justice: 1.06 (*1.06) Kliff: 1.31 (*1.31) Robo-Ky: 0.89 (*1.07) ************** GUTS RATINGS** ************** Sol: (*1) Ky: (*2) May: (*3) Millia: (*3) Eddie: (*1) Potemkin: (*4) Chipp: (*4) Faust: (*0) Baiken: (*4) Jam: (*3) Johnny: (*4) Axl: (*1) Anji: (*5) Venom: (*1) Testament: (*0) Dizzy: (*1) Slayer: (*2) I-No: (*1) Zappa: (*2) Bridget: (*1) Justice: (*?) Kliff: (*?) Robo-Ky: (*?) (I don't know how to check guts values, so until someone tells me how, I dunno) Guts is how much damage a character takes as their life begins to get lower. Guts and defense rating both come into play. Defense rating is how much damage the character takes in general(A move that does 100 damage will do 100 damage to Sol, since his defense rating is 1.00, and the same move will do 87 to Potemkin, and 130 to Chipp). -------------- ANJI MITO===== -------------- P=10 (*10) 6P=24 (*28) 2P=8 (*8) Air P=10 (*10) K=14 (*14) 6K=28 (*28) 2K=12 (*12) Air K=18 (*18) c.S=26 (*26) f.S=30 (*30) 2S=28 (*28) Air S=28 (*28) H=38 (*38) 6H=14x4+34 (*14x4+34) 2H=38 (*38) Air H=32 (*36) D=15 (*20) 2D=28 (*28) Air D=40 (*40) DAA=25 (*25) Throw=56 (*56) Air Throw=60 (*60) 623H=90 (*90) 236P=18, 30 (*18, 30) 236S=30 (*40) 236H=46 (*48) P=10x6 (*10x6) S=30 (*30) P during auto guard=30+10x6+40 (*30+10x6+40) 214P=32 (*42) 214K=50 (*25) Air 214P=16x6 (*18x6) (2)8K=30+15x13 (*30+20x13) 632146H=12x11+50 (*20x11+100) 63214S=40x4 (*50x4) -------------- AXL LOW======= -------------- P=32 (*32) 2P=28 (*28) 3P=24 (*24) 6P=32 (*32) Air P=10 (*10) Air 6P=16 (*16) K=16 (*16) 2K=9 (*9) 6K=36 (*36) Air K=18 (*18) c.S=28 (*28) f.S=33 (*33) 2S=34 (*34) Air S=28 (*28) H=42 (*42) 2H=40 (*40) 6H=46 (*46) Air H=38 (*38) D=20 (*20) 2D=30 (*30) Air D=44 (*44) DAA=25 (*25) Throw=50 (*50) Air Throw=60 (*60) 623S=46 (*46) 623H=36+24 (*36+24) +623H=55 (*55) (4)6S=20x3 (*20x3) 8=35 (*35) 2=26x5 (*26x5) 214P=110 (*110) 214K=110 (*110) 623P=60 (*60. Gamecombos says 42, but I distinctly remember it being 60) 63214S=45 (*50) 63214H=20x3 (*20x3) Air 623H=60 (*60) 421P during 623P=30x2+50 (*30x2+50) 2363214H=50x2+30x5 (*60x2+30x5.) -------------- BAIKEN======== -------------- P=8 (*8) 2P=8 (*8) 6P=15+25 (*15+25) Air P=10 (*10) K=14 (*14) 2K=12 (*12) 6K=24 (*22) Air K=18 (*18) c.S=28 (*28) f.S=30 (*30) 2S=32 (*32) Air S=32 (*32) H=44 (*44) 2H=22x3 (*22x3) 6H=66 (*66) Air H=40 (*40) D=20 (*20) 2D=30 (*30) Air D=50 (*50) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236K=40(*40) Air 236K=20, 40 (*40) 214P during Guard=12 (*12) 214S during Guard=30 (*30) Air 623S=44 (*44) 41236H=12 (*12) S=36 (*36) 236236S=60x3 (*60x3) 63214P during Guard=10 (*10) 63214K during Guard=10 (*10) 63214S during Guard=10 (*10) 63214H during Guard=10 (*10) -------------- BRIDGET======= -------------- P=12 (*12) 2P=8 (*12) 3P=24 (*24) 6P=30 (*30) Air P=16 (*16) K=22 (*22) 2K=12 (*12) 6K=20x2 (*20x2) Air K=20 (*20) c.S=22x2 (*22x2) f.S=34 (*34) 2S=30 (*30) Air S=32 (*32) Air 2S=35 (*46) 6S=46 (*46) H commands: H=40 (*40) Air H=40 (*40) 236H=36x5 (*36x5) 214H=20x3 (*20x3) Air 214H=20x3 (*20x3) 236K=30 (*30) P=40 (*40) K=50 (*20x3) 623P=22x4 (*21x4) Air 623P=18x3 (*21x3) D=17 (*17) 2D=32 (*32) Air D=16x3 (*16x3) DAA=25 (*25) Throw=48 (*48) Air Throw=55 (*55) 632146S=20x7+60 (*20x7+60) 4123641236S=24x18 (*30x18) 632146H with Yo-Yo out=25x12 (*30x12) -------------- CHIPP ZANUFF== -------------- P=6 (*6) 2P=6 (*6) 6P=18x2 (*18x2) Air P=8 (*8) K=12 (*12) 2K=8 (*8) 6K=20 (*28) Air K=16x2 (*16x2) Air 2K=16x3 (16x3) c.S=28 (*28) f.S=26 (*26) 2S=28 (*28) Air S=28 (*28) H=36 (*36) 2H=34 (*34) 6H=60 (*60) Air H=26x2 (*26x2) D=17 (*17) 2D=26 (*30) Air D=40 (*40) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236P=44 (*44) H=38 (*38) Air 236P=40 (*40) 623S=30+26 (*32+26) Air 623S=28+18 (*28+18) 41236H=32 (*32) 236S=18 (*18) 236S=22 (*22) 236K=30 (*30) Air R=1 (*1) 632146H=30x5+110 (*30x5+110) 236236K=9x16+30x4 (*8x16+30x4) -------------- DIZZY========= -------------- P=10 (*10) 2P=8 (*8) 6P=26 (*26) Air P=12 (*12) K=16 (*16) 2K=18 (*18) Air K=16 (*16) c.S=24 (*24) f.S=20x5 (*20x5) 2S=28 (*28) Air S=28 (*28) H=40 (*40) 2H=44 (*49) 6H=38x2 (*38x2) Air H=42 (*42) D=20 (*20) 2D=38 (*38) Air D=30+40 (*30+40) DAA=25 (*25) Throw=60 (*55) Air Throw=60 (*55) 236H=55 (*60) 421S=25+55 (*25+55) 214P=25x3 (*25x3) 214K=25x2 (*25x2) 214S=45 (*45) 214H=45 (*45) Air 214P/K(Pop)=45 (*45) 236S=20x3 (*20x3) 632146S=40xn (*32xn) 34123646P=34x6 (*34x6) 64641236H=13x5+12x32(I think) (*12x5, 13x32) -------------- EDDIE========= -------------- P=9 (*9) 2P=8 (*8) 6P=22x2 (*22x2) Air P=13 (*13) K=12 (*12) 2K=18 (*18) 6K=30 (*30) Air K=18 (*18) c.S=30 (*30) f.S=20x3 (*16x4) 2S=24 (*28) Air S=22 (*22) H=25x3 (*20x3) 2H=50 (*50) 6H=60 (*60) Air H=40 (*40) D=18 (*18) 2D=20 (*20) Air D=55 (*55) DAA=25 (*25) Throw=50 (*50) Air Throw=60 (*60) 22S=40 (*40) 22H=40 (*40) 214S=30(*20) Air 41236S=25+50 (*30+50) 623S=92 (*92) Eddies P=25 (*25) K=20x4 (*20x4) S=50 (*50) H=34x3 (*34x3) D=25 (*40) 632146H=82x2 (*82x2) Air 236236S=16x30 (*16x30) 632146S(With Eddie)=44x3 (*44x3) -------------- FAUST========= -------------- P=10 (*10) 2P=12 (*13) 6P=32 (*32) Air P=13 (*13) K=30 (*30) 2K=12+9x2 (*12x3) Air K=20 (*20) Air 2K=35 (*35) c.S=30 (*30) f.S=42 (*42) 2S=28 (*28) Air S=32 (*32) H=24x3 (*24x3) 2H=42 (*42) 6H=80 (*80) Air H=55 (*55) D=25 (*25) 2D=38 (*38) Air D=40 (*20) DAA=25 (*25) Throw=60 (*60) Air Throw=55 (*55) 41236K=30(*30) 236P After pullback=30 (*30) 236P after Koe ga Chiisai=70 (*70) Air 236H=18x4 (*18x4) 236S=44 (*44) P(Pogo)=40 (*40) K(Pogo)=35 (*50) S(Pogo)=30 (*30) H(Pogo)=16x4 (*20x4) 66(Pogo)=40 (*40) 44(Pogo)=40 (*40) Air 236P=1+40 (*1+40) 214P=44 (*44) 214K=44 (*44) 214S=38 (*38) 214H=16x8 (*16x8) What's Next? Items Hammer=44 (*44) Donut/Chocolate=-16 (*-16) Mini Faust=25 (*25) Bomb=80 (*60) Poison=10 (*10) Meteor=36x6 (*36x6) 236236S=30+(100)(150)(190)(10 to self) (*30+(100)(150)(190)(10 to self)) -------------- I-NO========== -------------- P=12 (*12) 2P=10 (*10) 6P=32 (*32) Air P=18 (*18) K=20 (*20) 2K=15 (*15) Air K=13 (*15) c.S=34 (*34) f.S=28 (*28) 2S=28 (*28) Air S=23 (*28) H=43 (*55) 2H=35 (*46) 6H=20+65 (*20+65) Air H=46 (*46) D=15 (*15) 2D=26 (*30) Air D=40 (*40) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 41236S=40 (*40) 41236H=40 (*40) 214P=12x1-5 (*12x1-6?) Air 214P=12x5 (*12x1-6?) Air 236P=40 (*40) Air 236K=44 (*44) Air 236S=44 (*44) Air 236H=20x3 (*20x3) 632146K=50 (*50) Air 632146K=50 (*30) 632146H=46x3 (*46x3) Air 2363214S=50x3 (*50x3) --------------- JAM KURADOBERI= --------------- P=12 (*9) 2P=6 (*6) 6P=18x2 (*18x2) Air P=11 (*9) K=12 (*12) 2K=8 (*8) 6K=16+26 (*16+26) Air K=14 (*12) Air 2K=16+8x3 (*16+10x3) c.S=34 (*16) f.S=34 (*30) 2S=26 (*26) Air S=28 (*28) H=24x3 (*20x3) 2H=20x2 (*20x2) 6H=30x2 (*30x2) Air H=35 (*35) D=16 (*16) 2D=28 (*28) Air D=16+28 (*16+28) DAA=20 (*20) Throw=60 (*60) Air Throw=60 (*60) 236K=64 (*64) 214K=40 (*40) 623K=14x5 (*14x5) 236K(Powered)=100 (*100) 214K(Powered)=32x5 (*32x5) 623K(Powered)=15x8 (*15x8) Air 236K=66 (*66) Air 214K=30 (*30) Air 623K=12x5 (*12x5) Air 236K(Powered)=98 (*98) Air 214K(Powered)=28x5 (*28x5) Air 623K(Powered)=16x8 (*16x8) (Any other variations of these moves are the same as their GGX2 counterparts, and I'm too lazy to list every single possibility, or be bothered to actually check. I'm about 90% positive they're all the same) 236S: K=30 (*30) S=50 (*18x3) H=50 (*20x4) 632146H=18x13 (*18x13) 632146S=20+9x10+40+80 (*20+9x10+40+80) 236236H=50+70 (*30+50) -------------- JOHNNY======== -------------- P=12 (*12) f+P=25 (*25) 2P=10 (*10) Air P=12 (*12) K=16 (*16) f+K=30 (*30) 2K=12 (*12) Air K=20 (*24) c.S=26 (*26) f.S=34 (*34) 2S=30 (*30) Air S=32 (*32) H=42 (*42) f+H=76 (*76) 2H=48 (*48) Air H=40 (*40) D=22 (*22) 2D=25+25 (*25+25) Air D=44 (*44) DAA=25 (*25) Throw=40 (*40) Air Throw=60 (*60) 236H=10 (*10) 236P=35 (*35) 236P(One)=50 (*70) 236P(Two)=20x9 (26x9) 236K=32 (*32) 236K(One)=50 (*70) 236K(Two)=18x9 (*25x9) 236S=29 (*29) 236S(One)=50 (*70) 236S(Two)=17x9 (*22x9) S during Divine Crossing=50 (*50) 236S(air)=50 (*50) 41236H(air)=6,62 (*6,62) 632146H=20, 65, 65 (*20, 65, 65) -------------- JUSTICE======= -------------- P=10x2 (*10x2) 2P=8 (*8) 6P=20+16 (*20x2) Air P=14 (*14) K=16 (*16) 2K=18 (*18) Air K=18 (*18) c.S=26 (*26) f.S=18x4 (*18x4) 2S=28 (*28) Air S=18x2 (*18x2) H=40 (*40) 2H=32x2 (*32x2) 6H=38x2 (*38x2) Air H=44 (*44) D=28 (*50) 2D=40 (*40) Air D=60 (*60) DAA=22+11 (*22x2) Throw=55 (*51) Air Throw=60 (*55) 236P=60 (*60) 41236H=40x2 (*40x2) 412K=24+32 (*24+42) 412S/H=8+20x3 (*8+20x3) 641236S=18xn (*18xn) 632146H=100 (*100) 46463214H=20+30xn (*20+30xn) -------------- KLIFF========= -------------- P=10 (*10) 2P=12 (*12) 6P=32 (*32) Air P=14 (*14) K=20 (*20) 2K=16 (*16) Air K=24 (*24) c.S=36 (*36) f.S=36 (*36) 2S=32 (*32) Air S=34 (*34) H=54 (*54) 2H=46 (*46) 6H=100 (*100) Air H=42 (*42) D=30 (*50) 2D=36 (*36) Air D=45 (*45) DAA=35 (*35) Throw=55 (*51) Air Throw=60 (*55) 236P=32 (*32) 236S=64 (*64) 214S=14x6 (*14x6) 214K=24 (*24) 623H+HHHHH...=13xn (*14xn) 214P+P=12x3 (*12x3) Air 41236S=40+32 (*40+32) R=8x4 (*8x4) 236236S=100 (*100) 4641236H=24+20xn (*24+20xn) -------------- KY KISKE====== -------------- P=8 (*8) 2P=8 (*8) 6P=30 (*30) Air P=12 (*12) K=12 (*12) 2K=14 (*14) 6K=36 (*36) Air K=16 (*16) c.S=28 (*28) f.S=28 (*28) 2S=25 (*25) Air S=28 (*28) H=42 (*37) 2H=28x2 (*30x2) 6H=36x2 (*36x2) Air H=38 (*38) D=15 (*15) 2D=30 (*30) Air D=40 (*40) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236K=12+32 (*12+32) 236S=40 (*40) 236H=20x3 (*20x3) 623S=48 (*42) 623H=52 (*50) 214K=30 (*30) Air 236S=33 (*33) Air 236H=33 (*33) Air 623S=48 (*42) Air 623H=48 (*42) 632146H=36x5 (*32x5) Air 632146H=36x5 (*32x5) 236236P=27x5 (*27x5) -------------- MAY=========== -------------- P=10 (*10) 2P=10 (*10) 6P=44 (*44) Air P=14 (*14) K=20 (*20) 2K=14 (*14) 3K=24 (*24) Air K=24 (*24) c.S=30 (*30) f.S=33 (*33) 2S=26 (*26) Air S=30 (*30) H=50 (*50) 2H=44 (*44) 6H=70 (*70) Air H=40 (*40) Air 2H=34 (*34) D=22 (*22) 2D=30 (*30) Air D=38 (*45) DAA=25 (*25) Throw=55 (*55) Air Throw=60 (*60) 63214K=40 (*40) 623S=30 (*30) S=20 (*20) Air 623S=30 (*30) (4)6S/H=50 (*50) (2)8S/H=50 (*50) 41236P/K/S/H=20+22xn (*20+22xn) 63214H=25+20x8 (*25+20x8) 63214S=18x10 (*18x10) P=48 (*48) 236236S=110 (*110) -------------- MILLIA======== -------------- P=18 (*18) 2P=9 (*9) 6P=22x2 (*22x2) Air P=10 (*10) K=12 (*12) 2K=8 (*8) 6K=25 (*25) Air K=12 (*12) c.S=22x2 (*22x2) f.S=28 (*28) 2S=26 (*26) Air S=26 (*26) H=30x2 (*30x2) 2H=40 (*40) 6H=60 (*60) Air H=22x3 (*22x3) D=12 (*12) 2D=26 (*26) Air D=36 (*40) DAA=20 (*20) Throw=55 (*55) Air Throw=55 (*55) 214S=18xn (*18xn) 214H=30x5 (*30x5) 236S=40 (*40) 236H=50 (*50) 214P=36 (*48) Air 236P=24+19x4 (*24x3) Air 214S=20 (*20) 2141236H=40+25x4+80 (*40+25x4+80) 236236S=36x3 (*36x3) -------------- POTEMKIN====== -------------- P=11 (*11) 2P=12 (*12) 6P=35 (*35) Air P=18 (*18) K=22 (*22) 2K=16 (*16) 6K=23 (*23) Air K=22 (*22) c.S=40 (*40) f.S=36 (*36) 2S=36 (*36) Air S=32 (*32) H=58 (*58) 2H=66 (*66) 6H=90 (*90) Air H=40 (*40) D=30 (*30) 2D=35 (*35) Air D=45 (*45) DAA=35 (*35) Throw=60 (*60) Air Throw=70 (*70) 632146P=140 (*140) 623H=0+15x2+40 (*0+15x2+40) 63214H during 623H=90 (*90) 236P=50 (*50) 214P=50 (*50) 236S=40 (*40) (4)6H=60 (*60) 63214S=40 (*40) 63214S on Reflect=16 (*16x2) 632146H=45 (*45) 4123641236P during 632146H=126 (*126) 236236S=170 (*190) -------------- ROBO-KY(NEW)== -------------- P=25 2P=18 6P=55 Air P=20 K=16 2K=12 Air K=22 c.S=30 f.S=38 2S=34 Air S=30 H=52 2H=50 6H=(12)(30)(50) Air H=28 D=15 Air D=12x12 DAA=25 Throw=60 Air Throw=60 236236S=10x18+50 236236P=12x27, Damage to self Moves Unaffected By Tension: Self Explosion=40-60(Not positive) Dashing P/K/S/H=50 Moves Affected By Tension: -236S=3x10(0 bars, 0% Tension), 4x14(1-4 bars, 10-49% tension, 5x18(5-10 bars, 50-100% tension) -214S=30(0 bars, 0% tension), 40(1-4 bars, 10-49% tension), 50(5-10 bars, 50-100% tension) -623H=30(0 bars, 0% tension), 30+50(1-4 bars, 10-49% tension), 16+30+110(5-10 bars, 50-100% tension) -Air 236S=20(0 bars, 0% tension), 60(1-4 bars, 10-49% tension), 4x25(5-10 bars, 50-100% tension) -63214K=8x2+35(Enemy 0% tension), 8x13+35(Enemy 50-100% Tension). The more tension the enemy has, the more hits this does. Maximum is 13x8+35 at 50% tension. The higher the tension between 0-50% that the enemy has, the more 8 damage hits the move does. -------------- ROBO-KY(OLD)== -------------- P=10 2P=10 6P=32 Air P=14 K=14 2K=14 6K=30 Air K=18 c.S=30 f.S=30 2S=27 Air S=30 H=40 2H=32x2 6H=39x2 Air H=40 D=20 2D=32 Air D=40 DAA=18 Throw=51 Air Throw=55 236S=40 Air 236S/H=33 236H=20x3 623S=42 Air 623S=42 236K=36 214K=32 623P=70 632146H=120 Air 632146H=120 623H=32x5 632146P=27x5 -------------- SLAYER======== -------------- P=16 (*16) 2P=14 (*14) 6P=45 (*34) Air P=13 (*13) K=28 (*28) 2K=16 (*16) 6K=22 (*22) Air K=24 (*24) c.S=28 (*28) f.S=32 (*32) 2S=28 (*28) Air S=20x3 (*20x3) H=50 (*50) 2H=52 (*48) 6H=50 (*60) Air H=36(*42) D=22 (*22) 2D=30 (*30) Air D=40 (*40) DAA=25 (*25) Throw=68 (*63) Air Throw=60 (*60) Dandy Step: P=80 (*80) K=27+32 (*35+40) S/H=36 (*30) 2nd S/H=52 (*44) 236P=40 (*40) 236K=40 (*45) 632146P=60 (*60) Air 214K=36x3 (*36x3) -------------- SOL BADGUY==== -------------- P=10 (*10) 2P=8 (*8) 6P=32 (*32) Air P=13 (*13) K=14x2 (*14x2) 2K=12 (*12) Air K=22 (*22) c.S=30 (*30) f.S=30 (*30) 2S=25 (*25) Air S=28 (*28) H=40 (*40) 2H=36 (*36) 6H=40x2 (*40x2) Air H=24x2 (*24x2) D=17 (*17) 2D=28 (*28) Air D=44 (*44) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 236P=(30)(30)(42)(50) (*30, 30, 42, 50) 236P(DI)=60 (*60) 214K=40 (*40) 236K=24+36 (*24+36) 236K(DI)=20x3+50 (*20x3+32) 236(K)=50 (*50) Air 236K=22x4 (*22x4) 623S=40+25 (*40+25) 623H=40+25 (*40+25) 623S(DI)=40+20x2 (*30+20x2) 623H(DI)=40+18x9 (*60+16x12) Air 623S=32+20 (*32+20) Air 623H=40+20 (*40+20) Air 623S/H(DI)=40+20x2 (*32+20x2) 41236H=70 (*70) 214S=8+6x6+14x3 (*7x7+24+18x2) 623K=40 (*40) 632146H=80+60 (*80+60) -------------- TESTAMENT===== -------------- P=9 (*8) 2P=8 (*8) 6P=24 (*24) Air P=10 (*10) K=18 (*18) 2K=12 (*12) 6K=28 (*28) Air K=18 (*18) c.S=24 (*24) f.S=28 (*28) 2S=26 (*26) Air S=28 (*28) H=36 (*36) 2H=38 (*38) 6H=55 (*60) Air H=34 (*34) D=15 (*15) 2D=38 (*38) Air D=44 (*44) DAA=25 (*25) Throw=60 (*60) Air Throw=60 (*60) 214P=45 (*45) Air 214P=40 (*40) 214K=10 (*10) 214S=30 (*30) 214S(Upgraded)=10 (*10) 214H=10 (*10) Air 214H=10 (*10) 236P=5 (*15) 236K=5 (*15) 41236S=36 (*40) Possessed: Succubus Swing=30 (*50) Bird Peck=20 (*40) Bird Feathers=3x5 (*3x5) 632146H=60 (*60) 236236H=60 (*30) -------------- VENOM========= -------------- P=6 (*6) 2P=7 (*7) 6P=28 (*28) Air P=10 (*10) K=12 (*12) 2K=8 (*8) Air K=12 (*12) c.S=16x3 (*16x3) f.S=24 (*24) 2S=22 (*22) Air S=24 (*24) H=42 (*42) 2H=20x2 (*20x2) 6H=52 (*52) Air H=36 (*36) D=20 (*20) 2D=20x2 (*20x2) Air D=40 (*40) DAA=20 (*20) Throw=5x7 (*???) Air Throw=5x7 (*???) (4)6S=30 (*30) (4)6S(Charge)= (22x2)(22x3)(22x6)(Also, at specific distances, there will be a single 16 DMG hit instead of a 25 one. No idea why this happens)(*???) (4)6H=42 (*44) (4)6H(Charge)= (25x2)(25x3)(25x6)(Also, at specific distances, there will be a single 16 DMG hit instead of a 25 one. No idea why this happens)(*???) (2)8S=36 (*36) (2)8H=50 (*50) 412P/K/S/H=25 (*25) 623S=17x4 (*17x4) 623H=21x4 (*21x4) Air 623S=12x4 (*12x4) Air 623H=15x7 (15x7) Ball hits:(*???) P=26 K=32 S=38 H=42 D=50 6P=36 6H=50 2P=26 2K=N/A 2S=34 2H=42 2D=N/A Air P=28 Air K=32 Air S=37 Air H=46 Air D=42 (There are countless other ways to hit balls, literally hundreds of combinations of ricocheting and power, and I can't do them all out) 2141236S=12x28 (*12x28) Air 236236H=26x8 (*26x8) -------------- ZAPPA========= -------------- P=9 (*9) 2P=12 (*12) 6P=24 (*24) Air P=13 (*13) K=22 (*22) 2K=16 (*16) Air K=22 (*22) c.S=26 (*26) f.S=30 (*30) 2S=26 (*26) Air S=32 (*32) H=20x3 (*20x3) 2H=60 (*60) 6H=50 (*50) Air H=28 (*28) D=17 (*17) 2D=30 (*30) Air D=40 (*40) DAA=25 (*25) Throw=50 (*50) Air Throw=60 (*60) 236P=20 (*20) Dog: D=25 (*25) 2D=60 (*30) 6D=25 (*25) 4D+D=25 (*30) 8D=25 (*30) Ghosts: 236S/H=24 (*24) Air 236S/H=24 (*24) Golf Ball=40 (*40) Banana=0 (*0) Falling Potted Plant=25 (*25) c.S=36 (*40) f.S=22 (*22) 2S=20 (*20) 2H=32 (*35) Air S=50 (*50) Air H=32 (*35) 6H=36x3 (*36x3) Sword: 623H=40 (*30) 63214H=30x2 (*30x2) 236S=20 (*20) H(from 236S)=45 (*30) c.S=36 (*30) f.S=30 (*30) 2S=22 (*22) H=35x2 (*25x2) 6H=32 (*32) 2H=40 (*30) Air S=26 (*26) Air H=32 (*32) Raou: c.S=40 (*40) f.S=36 (*36) H=48 (*48) 6H=76 (*76) 2S=36 (*36) 2H=68 (*68) D=30 (*30) Air S=35 (*35) Air H=45 (*45) 236S=23x3 (*28x3) 236S+P=30x2 (*30x2) 214S=100 (*100) 632146S=40x10 (*40x10) 632146H=40x4 (*40x4) ****************************************************************************** ******************************XI. NEW CHARACTER******************************* ****************************************************************************** Robo-Ky is the only new character in Reload. I'll cover how to play him here. General Gameplay Guide: Robo Ky has a different system for tension, and though it shares a lot of similarities, his tension winds up being used in small portions a lot, and he's more powerful when he has more tension basically. His basic moves don't become more powerful, but most of his specials are affected by the amount of tension he has. The enemies' tension directly affects how much his command throw does, as explained later. Certain moves will also increase Robo-Ky's heat meter. Very few attacks do so, but it's good to note. You'll want to keep a watch on the guage, because if it fills, it will explode and do damage to yourself. Robo-Ky does NOT gain heat from just walking, or running for that matter. It only increases with specific attacks that I will mention later. You cannot die from overheating or doing his self destruct OD. If you don't look at the guage, you can still tell if you're close to overheating by Robo-Ky's face. The redder it gets, the closer he is to self-exploding. When he starts blinking red, you'll need to use the exhaust release(6H) in order to get read of some heat. When you use the Exhaust Release, it will immediatly cool Robo-Ky down. Not back to 0, but he will slowly cool off and you're in no danger of exploding. Despite previously said, Robo-Ky does gain tension just by walking/running, just at a fairly slow rate. Robo-Ky gains no tension from attacking, though. However, some of his attacks produce/steal tension. Robo-Ky's Power Guage is divided into 10 blocks, that represent 10% tension for each block. Below 25, his blocks will be reddish pink. When it is 25-49%, it will turn Teal. When it is 50%+, it will turn Blue. This is good to keep in mind as those ranges of tension affect most of his moves. Any of Robo-Ky's moves that depend on the amount of tension he has will USE one of those blocks per tension every time it's used. You can still use these moves with 0% tension, but they quite frankly suck. Robo-Ky's exhaust can do 3 different damages, depending on where the heat guage is. Think about Robo-Ky's heat guage as tension. It has 4 different quarters. Since the lowest tension you can get is at the straight up arrow, one quarter would be about 10/11 o'clock. 50% would be 9, 75% is 7/8, and 100% is 6. As mentioned, when it reaches 100, you will explode from overheating and get knocked down. Your exhaust system can actually do damage. at less than 25%, it does 12 and has extremely small range. At 50-75%(below the Red Zone), it does 30 and has pretty good range. At 75-99%, it does 50. Robo-Ky uses tension like normal. His RCs take 50%, FRCs take 25%, DAA takes 50%, ODs take 50%. As previously mentioned, any move affected by tension will use a block of tension in the process. Overview: Robo-Ky is a very odd kind of character. He has high damage and awkward moves, but his combos are pretty limited. Most stuff doesn't combo, and if it does, it has limited use. His gameplay is more oriented toward gaining tension, then blitzkrieging the crap out of your opponent. I plan to fully pick up Robo-Ky, mostly because his gameplay is so quirky and odd. Anyways, I wouldn't say Robo-Ky is high tier or awesome or anything, but he does some pretty vicious when it comes down to it(as long as you have tension! This guy is a tension WHORE. So get used to your guage filling and dying quickly) ****** Guide: ****** Type: High=Overhead, can only be blocked high. Medium=Can be blocked high or low. Low=Can only be blocked low. Range: %=How far across the screen it goes horizontally. "-" means close range(all below 20%) Angle: # of Degrees the attack goes relative to Robo-Ky. 90 being directly above his head, -90 being angled directly at the ground, and 0 being straight ahead. Please note that certain moves hit both ahead and below, but are just noted as 0 since they basically have no range or angle since Robo-Ky's body is basically the range/angle. Comboability: *=Uncomboable, or practically unusuable in combos **=Very few combo uses ***= Completely average. Will probably find this in a good amount of combos ****= In most combos. You'll be using this one a lot. *****= Learn this move, and learn it well. You'll be using it all over the place. Usefulness(Overall): *=Worthless. You will never use this. **=This is a generally bad move, but it has it's very few uses ***=Completely average. This moves has it's ups and downs. ****=This is a good move. The good outweighs the bad quite a bit. *****=This is an excellent move. Abuse it, learn it, because it rocks. Counters: When listing counter attacks, "-" won't note longer stun ratings since I don't know exactly how many frames are affected, and in general counter hits always provide larger stun ratings. "-" will also be there if there is no change from the original move. i.e. The original move staggers or does knockdown already, it will always continue to do so unless otherwise noted. Please note, I am a harsh judge. If a move gets a three, that's a GOOD thing. It just means the move is a part of Robo-Ky's game, and should be learned. Receiving a 3 doesn't mean it's a bad move at all, just doesn't mean it's a particularly outstanding one that is noticably better than other moves. These ratings will change as time goes on. I can't become a Robo-Ky master in 4 days. (Especially while writing this FAQ) ********** Move List: ********** P Damage: 25 Type: Medium Range: - Angle: 0 Comboability:*** Usefulness:** Counter Hit: - Air Counter Hit: Knockdown Jump Cancelable?: No Notes: Pretty damn powerful for just a punch. This move overall is pretty useless though. I'm not sure how practical it is to start a combo with this since I haven't used him in any competition yet, but it's pretty good, especially for a punch. You can do some good damage, and it combos with a lot of his moves. 2P Damage: 18 Type: Medium Range: - Angle: 0 Comboability:* Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Worthless. Robo-Ky kneels and punches. 6P Damage: 55 Type: Medium Range: 30 Angle: 0 Comboability:* Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Increases Heat Meter by 25%. Knockdown on regular hit. Good Damage, Good Anti-Air. Robo-Ky sticks out his elbow, and fires a blast from it. Air P Damage: 20 Type: High Range: - Angle: 0 Comboability:** Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Robo-Ky punches in the air. Not very helpful. K Damage: 16 Type: Low Range: - Angle: -45 Comboability:**** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Hits low, easy to combo, it's like a punch for him cause it's so quick. You can combo it into itself several times, and it's pretty useful. Identical to Ky's standing K, except Robo-Ky's can be used in rapid succession. 2K Damage: 12 Type: Low Range: Angle: Comboability:** Usefulness:***** Counter Hit: - Air Counter Hit: N/A Jump Cancelable?: No Notes: This move is abused like hell among Robo-Kys. It's a quick sweep, just like Ky's Stun Dipper. It combos into 2S. It's easy damage, and it has range, and it has great recovery. It also makes Robo-Ky flat to the ground, so in some instances, it can even be used on an opponent jumping in. You have no reason to not abuse the hell out of this excellent move. Increases Heat Guage. Air K Damage: 22 Type: High Range: - Angle: 10 Comboability:** Usefulness:** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Basic jumpkick. It's like Ky's, but instead of a leg he has a drill pop out. c.S Damage: 30 Type: Medium Range: - Angle: 90 to -45 Comboability:*** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Yes Notes: Basic combo filler. Good damage, JCable, well rounded. Identical to Ky's c.S. f.S Damage: 38 Type: Medium Range: - Angle: 0 Comboability:** Usefulness:** Counter Hit: Knockdown Air Counter Hit: Knockdown Jump Cancelable?: Notes: Robo-Ky leans to the right, and both of his fists extend via an extension mechanism(think of those things that people open, and a boxing glove flies out and punches them. That's what extends it). It's ok, I guess. Nothing special, just kinda there. 2S Damage: 34 Type: Low Range: - Angle: -45 Comboability:*** Usefulness:*** Counter Hit: - Air Counter Hit: N/A Jump Cancelable?: No Notes: Knockdown. It's his sweep, basically. Pretty good damage move, but pretty bad range. Robo Ky goes on his knees and shoots a laser at the ground from his eyes. Air S Damage: 30 Type: High Range: - Angle: 90 to 0 Comboability:*** Usefulness:*** Counter Hit: Bounce/Knockdown Air Counter Hit: Bounce/Knockdown Jump Cancelable?: Yes Notes: Pretty useful. It's a well ground move, and getting a CH with it will result in some pretty massive damage. H Damage: 52 Type: Medium Range: - Angle: - Comboability:*** Usefulness:**** Counter Hit: Stagger Air Counter Hit: Knockdown Jump Cancelable?: No Notes: FRCable at the VERY beginning of the animation. This is really hard to do on a stick, as it requires quick fingers. It's much easier on a controller, but you still have to press the RC button RIGHT after you push H, and I mean RIGHT after. Robo-Ky bends over a bit, twists his shoulders, and his hand turns into a large mace. This move is damaging, and it's FRC combos lead to insane damage since it causes so much stun/the FRC is so early. 2H Damage: 50 Type: Medium Range: Goes infinitely at it's specific angle Angle: 65 Comboability:* Usefulness:*** Counter Hit: Very Long Stun Air Counter Hit: - Jump Cancelable?: No Notes: Increases Tension. FRCable near the end of the animation. Good at picking off air opponents. 6H Damage:(12)(30)(50) Type: Medium Range: 30 Angle: 0 Comboability:** Usefulness:*** Counter Hit: Stagger Air Counter Hit: - Jump Cancelable?: No Notes: Damage depends solely upon the Heat Meter. Only way of bringing heat meter down is to use this move. Meter goes down about 20% with each use. Air H Damage: 28 Type: High Range: 30 Angle: 0 Comboability:** Usefulness:**** Counter Hit: - Air Counter Hit: - Jump Cancelable?: - Notes: Increases heat meter. Ok, I know this move may seem lame at first due to the questionable damage and it increases the heat meter, but this has EXCELLENT priority, and it's unique in that Robo-Ky swings at around his feet level, and it dips down a little. This move is just too excellent for attacking ground opponents. Robo-Ky swings his flaming hammer at the enemy in the air. D Damage: 15 Type: High Range: - Angle: -90 to 70 Comboability:** Usefulness:*** Counter Hit: Hit high, unable to tech Air Counter Hit: - Jump Cancelable?: Homing Jump Notes: Robo-Ky's dust is a replica of Ky's, and Ky has a good dust. 2D Damage: - Type: - Range: - Angle: - Comboability:** Usefulness:**** Counter Hit: - Air Counter Hit: - Jump Cancelable?: Notes: Robo-Ky can gain up to 3 blocks while he has the mat down. Standing completely on it increases the amount of tension you get. Lasts about 2 seconds. Air D Damage: 12x12 Type: High(Unable to hit ducking) Range: Differs with momentum Angle: Comboability:* Usefulness:**** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: What can I say? This move can not only keep you in the air longer and move you across the screen in a rather funny manner, but it costs no tension, does a crapload of damage, and has pretty good priority for an opponent above you. DAA Damage: 25 Type: Medium Range: - Angle: - Comboability:* Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Robo-Ky goes his standing H which knocks the opponent back. If they do a wall bounce, they can tech. If no wall bounce, it's knockdown. Throw Damage: 60 Type: - Range: - Angle: - Comboability: - Usefulness:*** Counter Hit: Bounce Air Counter Hit: - Jump Cancelable?: No Notes: Robo-Ky's throw is the same as Ky's, but Robo-Ky turns his sword into a fan, and it immediatly downs the opponent(No RC comboability). However, if you get someone with a flashing meter, the opponent bounces, leading to good damage. Air Throw Damage: 60 Type: - Range: Angle: - Comboability: Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Same as Ky's. Any air throw is useful. 236236S Damage: 10x18+50 Type: Medium Range: 30 Angle: 0 Comboability:*** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Does pretty good damage, and does a lot of guard guage increase/chip damage. It's pretty much Robo-Ky's only viable OD. Still, hitting someone with it is absolutey sure to put things in your favor. It's easily comboable, and does nice damage. The Kanji for "Self" and something else repeatedly pop up with every hit. Knocks down any opponent in the air or on the ground. Robo-Ky has 4 extra arms come out of his back, then he charges forward a slight distance and pummels the hell out of the enemy, finishing with a headbutt. 236236P Damage: 12x27, 40 or so damage to self Type: Medium Range: Radius around Robo-Ky Angle: Radius around Robo-Ky Comboability:** Usefulness:** Counter Hit: - Air Counter Hit: - Jump Cancelable?: - Notes: You cannot die from damage to yourself. Speed greatly increased. Timer counts down time until your detonation. Must get close to the opponent to hit them(Think suicide bomber) Dashing P/K/S/H Damage: 50 Type: Medium Range: 60 Angle: 0 Comboability:* Usefulness:** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Increases Robo-Ky's tension up by 50% of you hit/follow up with nothing. FRCable. Only happens when in full dash. Robo-Ky dashes, and does a choppy old Ky 6H animation(He does Ky's 6H animation, but it's choppier, and he's running while doing it.) This move is FRCable. If you hit someone with it, and don't do a follow up, Robo-Ky will spread his arms and power upo(+50 tension). You can, however, cancel this and go into any move you want to. Causes knockdown. The only problem with this move is the likelyhood that you'll hit your opponent. It's a fast move, but anyone who sees Robo-Ky dashing will expect it, and it's a medium attack soo..but the cases where you DO hit your enemy, this move is great. Great damage, gives a sick amount of tension. 236S Damage: See Below Type: Medium Range: 50 Angle: 0 Comboability:** Usefulness:*** Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: At 0% tension, it has very short range. At 10-49%, it has pretty good range and a bigger missile. At 50%+ it's a big missile with good range. This move is mostly used as wakeup pressure. He also gets pushed back a little when he does this move. Robo-Ky gets on his knees, and fires a missile from a bazooka. Increases heat meter at all levels. 214S Damage: See Below Type: Medium Range: -, 30, 60 Angle: 0 Comboability:** Usefulness:*** Counter Hit: - Air Counter Hit: Knockdown Jump Cancelable?: No Notes:Robo-Ky turns the rest of his body into a war horse, and charges the enemy jousting style(Note: My favorite Robo-Ky move).Pretty decent move overall, but it's easy to see coming. It's quick though. Increases heat meter at it's lowest level.(0% Tension) 623H Damage: See Below Type: Medium Range: Regular Jumping Height Angle: 89 Comboability:*** Usefulness:*** Counter Hit: Knockdown(On first hit, at 25%+ tension) Air Counter Hit: Knockdown(At 25%+ tension) Jump Cancelable?: No Notes: Same as Ky's Vapor Thrust. Height decreases with each level(Level 3 is about the same height as Ky's S Vapor Thrust). Increases heat meter at Level 1. Robo-Ky will only do his 623H OD IF YOU ARE VERY CLOSE TO THE OPPONENT/THE OPPONENT ISN'T IN THE AIR/THE OPPONENT DOESN'T BLOCK. Otherwise, he will just do his regular Level 3. Air 236S Damage: See Below Type: Medium Range: Angle: Comboability:*** Usefulness:*** Counter Hit: (1)Knockdown, (2)Knockdown/Flies/Wall bounce, (3, missile) Flies/ Knockdown/Wall bounce, (3, 4 seperate mini-missiles) - Air Counter Hit: (1)-, (2)Knockdown/Flies/Wall bounce, (3, missile) Flies/ Wall bounce/Knockdown at certain heights, (3, 4 seperate mini-missiles) - Jump Cancelable?: No Notes: Increases heat meter at all levels. First level shoots a missile that curves straight down after a short distance, Second level shoots a powerful missile that semi-homes in on the opponent, and Third level shoots a very powerful missile, that quickly breaks off into 4 smaller missiles and semi-home on the opponent. 63214K Damage: See Below Type: - Range: - Angle: 0 Comboability:* Usefulness:**** Counter Hit: - Air Counter Hit: N/A Jump Cancelable?: No Notes: Steals opponents tension, and does more damage if the opponent has more tension. Steals up to 50% tension. PKHS Damage: - Range: - Angle: - Comboability: - Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Puts Robo-Ky in IK mode. He leans over and kind of braces himself. It follows the rules of regular IK mode, slowly draining in tension meter, and when you run out of tension, it begins draining your life. Going into and back out of IK mode will result in a loss of all the tension you previously had. 236236H Damage: ALL Range: - Angle: 0 Comboability:* Usefulness:* Counter Hit: - Air Counter Hit: - Jump Cancelable?: No Notes: Robo-Ky's Instant Kill. He slashes the opponent, who slowly floats Dust like, but lower and floatier. Robo-Ky takes out his throne, and puts his sword down next to it and relaxes. When the opponent gets up, they do their dizzy animation. Robo-Ky lets 4 mini-Robo-Ky's out of his mouth which slowly trod on over to the opponent and attach themselves to them. They then somehow lift the opponent in the air, and detonate, killing the person. Note: The little Robo's are the same color that you pick! Just like Faust heheh. Taunt: Robo-Ky turns his sword into a table, and rest it on the ground. He rests his elbow on the table(which has some kind of Red drink on it(pretty sure he says fruit punch). He then smiles and does that "gun" thing where you point at someone, and says something. Seems awfully friendly of Robo-Ky to be taunting. Respect: Robo-Ky puts his head down, then when he brings it back up, his mechanical teeth are grumbling and he points angrily at the opponent. Victory Poses: -He spreads his arms out and laughs, then his body breaks into 3 seperate parts(His head, His Torso, His legs). His legs/torso fly off via rocket power, and his head stays behind via chopper coming out of the top of his head. His uh..head is laughing as it stays behind and the rest of his body flies off to Jupiter. -Robo-Ky turns his back on the camera, puts his sword blade down into the ground while he rests his hand on it. He then releases some steam from his head and his cape flows.(He certainly looks a lot like a big ol' emperor here.) Moves Unaffected By Tension: Self Explosion=40-60(Not positive) Dashing P/K/S/H=50 Moves Affected By Tension: -236S=3x10(0 bars, 0% Tension), 4x14(1-4 bars, 10-49% tension, 5x18(5-10 bars, 50-100% tension) -214S=30(0 bars, 0% tension), 40(1-4 bars, 10-49% tension), 50(5-10 bars, 50-100% tension) -623H=30(0 bars, 0% tension), 30+50(1-4 bars, 10-49% tension), 50(5-10 bars, 50-100% tension. Opponent must be in air or a good distance from Robo-Ky, or it will initiate his OD) 16+30+110(5-10 bars, 50-100% tension) -Air 236S=20(0 bars, 0% tension), 60(1-4 bars, 10-49% tension), 4x25(5-10 bars, 50-100% tension) -63214K=8x2+35(Enemy 0% tension), 8x13+35(Enemy 50-100% Tension). The more tension the enemy has, the more hits this does. Maximum is 13x8+35 at 50% tension. The higher the tension between 0-50% that the enemy has, the more 8 damage hits the move does. Final Notes: Robo-Ky's heat meter increases when you backdash. Robo-Ky is heavy. He has a pretty lethargic jump, a bad backdash that rivals even Axl's horrid one, and an amazingly fast airdash with excellent ground coverage. When Robo-Ky gets hit, small chunks of metal fall off of him. His death looks are the same as Ky's. Robo Ky only takes 89% damage. Not sure of his guts rating. ****************************************************************************** ******************************XII. STORY MODE********************************* ****************************************************************************** GGX2 #Reload has a storymode of it's own. It is, essentially, the exact same as before. The are only 3 differences: 1. Added/edited pre-battle cut scenes. 2. Robo Ky is replaced by the new operable Robo Ky, thus all of the cutscenes he was in last time are edited to fit his new form. However, a storymode for Robo Ky is nowhere to be seen(unless I haven't unlocked it for some reason, though I've completeled all of storymode) 3. You have the option of Korean voices/text. Guide: (x)=No cutscene (C)=Cutscene ------------------------------------------------------------------------------ ANJI MITO ------------------------------------------------------------------------------ Flowchart Ky(x) | Zappa(x) | Axl(C) ---------------------------- | | (continues) (no continues) | | Baiken(x) May(x) | | Testament(x) Bridget(x) | | Sol(x) Chipp(C) ----------------------- | | | I-No(C) (no Instant Kill against Ky) (Instant Kill Ky) | | | Ending #1 Robo Ky(x) Ky(x) | | Ending #2 Ending #3 In the fight against Chipp, he will be immune to normal attacks, and Anji will start with only 6/8th health. Prerequisites: None. ------------------------------------------------------------------------------ AXL LOW ------------------------------------------------------------------------------ Flowchart I-No(x) | Sol(x) ---------------------------------------------------- | | (no Instant Kill) (Instant Kill) | | Anji(x) I-No(x) | | Baiken(C) Sol(x) | | Johnny(C) Sol*(x) | | Testament(x) ----------- EX Axl(C) | | | (continues) (no continues) Ending #3 | | Zappa(x) I-No(x) | | Ending #2 Ending #1 In the last fight against I-No, she has Gold powers. The final Zappa or EX Axl are immune to normal attacks. In the Ending #3 path, at the point marked * you will be stuck in a time loop and will continue fighting Sol until you Instant Kill him. Prerequisites: None. ------------------------------------------------------------------------------ BAIKEN ------------------------------------------------------------------------------ Flowchart I-No(x) | Robo Ky(x) | Zappa(x) | Bridget(x) | Anji(x) --------------------------------------------------------- | | | (Instant Kill Robo Ky) (no Instant Kill Robo Ky) (beat Anji with health < 3/8) | | | May(x) Potemkin(x) I-No(x) | | | Robo Ky(C) Boss I-No(C) Anji(C) | | | Ending #2 Ending #1 Ending #3 In the fight against May, normal attacks do not work. In the final fight against I-No in Ending 1, she will have boss powers. In the last fight against Robo Ky in Ending #2, normal and special attacks do not work, and you can't use Instant Kill either. In the last fight against Anji in Ending #3, Baiken cannot jump. Prerequisites: Need Anji #1 for Ending #3. ------------------------------------------------------------------------------ BRIDGET ------------------------------------------------------------------------------ Flowchart I-No(x) | Baiken(C) | Anji(x) | Chipp(x) ----------------- | | (continues) (no continues) | | Millia(C) Potemkin(x) | | Robo Ky(x) May(C) ------------------- | | | Ky(x) (no Instant Kill) (Instant Kill) | | | Ending #1 Dizzy(C) Johnny(x) | | Ending #2 Ending #3 Prerequisites: Need Potemkin #2 for Ending #3. ------------------------------------------------------------------------------ CHIPP ZANUFF ------------------------------------------------------------------------------ Flowchart Dizzy(C) | Bridget (x)----------------------- | | (less than 30 sec.) (more than 30 sec.) | | Robo Ky(x) Ky(C) | | Anji(x) Faust(x) | | May(x) Eddie(x) ------------------ | | | Johnny(x) (no Instant Kill) (Instant Kill) | | | Robo Ky(C) Venom(x) Slayer(C) | | | Ending #3 Ending #1 Ending #2 In the first fight with Robo Ky, you will be poisoned, and normal attacks can't hurt Robo Ky. In the second fight against Robo Ky, neither normal nor special attacks can hurt him, but Chipp starts with max tension. Prerequisites: Need Ky #2 for Ending #3. ------------------------------------------------------------------------------ DIZZY ------------------------------------------------------------------------------ Flowchart Chipp(C) | Venom(C) | Faust(C) | Slayer(x) | Baiken(x) -------------------------------------------------- | | (otherwise) (beat Faust with Dizzy's health over | 6/8th and with a Tension attack) Eddie(x) | | Bridget(x) Boss I-No(x) -------- | | | Ending #3 (lose) (win) | | Ending #1 Boss I-No(C) | Ending #2 In the first battle with I-No, she has boss powers. In the second battle, both Dizzy and I-No have Boss powers; Dizzy has Gold powers as well. Prerequisites: Need Bridget #2 for Ending #3. ------------------------------------------------------------------------------ EDDIE ------------------------------------------------------------------------------ Flowchart Faust(x) ------------------------------------------- | | (more than 30 sec.) (less than 30 seconds) | | I-No --------------------- Ky(x) | | | (Instant Kill) (no Instant Kill) Chipp(x) | | | Potemkin(x) Baiken(x) Millia(C) | | | Johnny(x) Ky(x) Venom(x) | | | May(x) Zappa(x) Ending #2 | | Dizzy(C) Sol(x) | | I-No(C) Slayer(C) | | 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. ------------------------------------------------------------------------------ FAUST ------------------------------------------------------------------------------ Flowchart I-No(x) | Jam(x) | Dizzy(x) | Slayer(x) ------------ | | (continues) (no continues) | | Chipp(x) May(C) ------------ | | | Eddie(x) (more than 30 sec.) (less than 30 sec.) | | | I-No(x) Zappa(C) Eddie(x) | | | Ending #1 Ending #2 Venom(C) | Ending #3 In the battle against Chipp he starts with 50% health. Prerequisites: Need May #2 for Ending #3. ------------------------------------------------------------------------------ I-NO ------------------------------------------------------------------------------ Flowchart May(x) | Axl(C) | Eddie(x) ------------------------------------------------ | | (less than 181 sec. total) (more than 181 sec. total, no | continues) | | Millia(x) --------------------- Robo Ky(x) | | | (no Instant Kill) (Instant Kill) Testament(x) | | | Bridget(x) Eddie(C) Dizzy(x) | | | Jam(x) Boss Dizzy(x) May(C) | | | Sol(C) Ending #2 Ending #3 | Ending #1 In the last fight in all three endings, both characters will have boss powers, and the opponent will have Gold powers. Also, in the Ending #3 path, you will have boss powers in your last three fights. May also regenerates in the last fight of Ending #3. Prerequisites: Need Johnny #2 for Ending #3. ------------------------------------------------------------------------------ JAM KURADOBERI ------------------------------------------------------------------------------ Flowchart Robo Ky(x) ------------------------------------------ | | (win) (lose) | | Sol(x) I-No(x) | | Faust(C) Venom(x) | | Ky(C) Millia(x) | | Slayer(x) Johnny(x) | | Chipp(x) Boss I-No(x) | | Robo Ky(C) ------------------------------ Ending #2 | | (no Instant Kill first Robo Ky) (Instant Kill first Robo Ky) | | Ending #1 Robo Ky(x) | Robo Ky(x) | May(C) | Ending #3 In the Ending #1 path, the final Robo Ky is immune to normal attacks and regenerates. In the Ending #2 path, I-No has boss powers. In the Ending #3 path, the second Robo Ky is immune to normal attacks, the third immune to special attacks, and the fourth has Gold boss powers. Prerequisites: None. ------------------------------------------------------------------------------ JOHNNY ------------------------------------------------------------------------------ Flowchart I-No(x) ---------------------------------------------- | | (no Instant Kill) (Instant Kill) | | Testament(x) Slayer(x) | | Bridget(x) Ky(x) | | Jam(C) -------------- Chipp(x) | | | (no continues) (continues) Robo Ky(C) | | | Eddie(x) Boss I-No(x) Ending #3 | | Boss Dizzy(C) Testament(C) | | Boss I-No(x) Ending #2 | Ending #1 Both Dizzy and the later I-No's have boss powers. Dizzy also has Gold powers but starts at 3/8th health. The I-No in Ending #2 starts with 2/8th health. The last Testament in Ending #2 is immune to normal attacks, and you cannot jump. Chipp is immune to normal attacks. Robo Ky is immune to normal and special attacks. Prerequisites: Need Chipp #3 for Ending #3. ------------------------------------------------------------------------------ KY KISKE ------------------------------------------------------------------------------ Flowchart Venom(x) | Slayer(x) | Anji(x) -------------------------------- | | (Instant Kill) (no Instant Kill) | | I-No(x) Baiken(x) ------------------- | | | Eddie(x) (more than 30 sec.) (less than 30 sec.) | | | Zappa(x) Chipp(x) Bridget(C) | | | Sol(C) Jam(x) Jam(x) | | | Ending #3 Johnny(C) Chipp(x) | | Ending #1 Robo Ky(C) | Ending #2 In the path for Ending #2, Chipp will be immune to normal attacks and Robo Ky will be immune to both normal and special attacks. Eddie starts at half health, and Zappa starts at half health, is EX, and normal moves do not hurt him. Prerequisites: Need Sol #1 for Ending #3. **I have heard from some sources that in the US version this prerequisite has been changed to Sol #2. You might want try them both. ------------------------------------------------------------------------------ MAY ------------------------------------------------------------------------------ Flowchart I-No(x) | Testament(x) | Zappa(x) | Faust(x) -------------------------------- | | (less than 30 sec.) (more than 30 sec.) | | Anji(C) Millia(x) ----------------- | | | I-No(x) (more than 30 sec.) (less than 30 sec.) | | | Robo Ky(C) Eddie(x) I-No(x) | | | Ending #3 Potemkin(C) Bridget(x) | | Ending #1 Ending #2 Prerequisites: Need Anji #2 for Ending #3. ------------------------------------------------------------------------------ MILLIA ------------------------------------------------------------------------------ Flowchart I-No(x) | Bridget(x) | Jam(C) -------------------------- | | (Instant Kill) (no Instant Kill) | | Sol(x) Venom(C) | | Eddie(x) May(x) | | Boss I-No(C) Slayer(x) -------------- | | | Ending #3 (Instant Kill) (no Instant Kill) | | Eddie(x) Ending #1 | Ending #2 In the fight with Slayer, only special and Tension attacks hurt Slayer, and he regenerates. In the second fight against I-No, she regenerates. In the fight against Eddie in Ending #3, he starts at 2/8th health. In the fight against Eddie in Ending #2, Millia starts at full tension and regenerates; Eddie starts at 3/8th health and has gold boss powers. Prerequisites: Need Sol #1 for Ending #3. ------------------------------------------------------------------------------ POTEMKIN ------------------------------------------------------------------------------ Flowchart Slayer(C) | Baiken(x) | Testament(x) | Eddie(x) --------------------------------------- | | (continues) (no continues) | | Boss Dizzy(x) ----------------- I-No(x) | | | (less than 30 sec.) (more than 30 sec.) Bridget(C) | | | May(x) Johnny(C) Ending #2 | | Robo Ky(C) Ending #1 | Ending #3 In the fight with Dizzy, she will have Gold boss powers but start at half health. In the fight against Bridget, you will not be able to jump. In the fight against Johnny, special attacks have no effect. Prerequisites: Need May #3 for Ending #3. ------------------------------------------------------------------------------ SLAYER ------------------------------------------------------------------------------ Flowchart Ky(C) | Faust(C) | Potemkin(x) -------------------------------------------- | | (no Instant Kill) (Instant Kill) | | Chipp(x) Sol(x) | | Jam(x) ----------------------------- Boss I-No(x) | | | (less than 6/8 health) (more than 6/8 health) Ending #3 | | Dizzy(x) Millia(x) | | Eddie(x) Venom(C) | | Ending #1 Ending #2 In the fight against Eddie, normal attacks can't hurt him, and he has gold boss powers, but he starts at half health. In the fight against Venom, he will have Gold boss powers. In the fight against I-No, she'll have boss powers. Prerequisites: None. ------------------------------------------------------------------------------ SOL BADGUY ------------------------------------------------------------------------------ Flowchart Axl(C) | Jam(x) | Millia(x) --------------------------------------------------------------- | | (Normal Victory) (Time Up) | | Anji(x) EX Venom(x) | | Johnny(x) ------------------------------ Slayer(C) | | | (more than 120 seconds total) (less than 120 seconds and Ending #2 | no continues) | | Eddie(x) Testament(x) | | Boss I-No(C) Boss Dizzy(x) | | Ending #1 Ending #3 In the fight with I-No, you will have SP Powers and she will have boss powers. In the fight with Slayer, only Special Attacks and Tension Attacks hurt Slayer. In the fight against Dizzy, she has Gold Boss powers. In the fight against Eddie, he starts at 6/8th health. In the fight against Venom, Venom is EX. Prerequisites: Need Dizzy #2 for Ending #3. ------------------------------------------------------------------------------ TESTAMENT ------------------------------------------------------------------------------ Flowchart May(x) | Johnny(x) | Venom(x) | Axl(x) ---------------------------------------------------------- | | (more than 30 sec.) (less than 30 sec. | and no continues) | | Potemkin(x) --------------------- I-No(x) | | | (no Instant Kill) (Instant Kill) Boss Dizzy(C) | | | Anji(x) Slayer(C) Ending #3 | | Johnny(C) Sol(C) | | Ending #1 Ending #2 Dizzy will have Gold boss powers if you fight her. In Ending #1, Johnny also has Gold boss powers. Beware his Mist Finer! I-No starts at half health. Prerequisites: Need I-No #2 for Ending #3. ------------------------------------------------------------------------------ VENOM ------------------------------------------------------------------------------ Flowchart Jam(C) | Chipp(x) | Faust(x) ---------------- | | (no Time Up) (Time Up) | | Dizzy(x) Eddie(x) | | Testament(C) Ky(x) | | Sol(x) I-No(x) -------------- | | | Slayer(x) (less than 50 sec.) (more than 50 sec.) | | | Ending #1 Eddie(x) Millia(C) | | Ending #2 Ending #3 Slayer has gold boss powers, but Venom has full tension in that battle. In the first fight with Eddie, he starts at half health. In the second fight against Eddie, he is immune to normal attacks but again starts at half health. Prerequisites: Need Millia #1 for Ending #3. ------------------------------------------------------------------------------ ZAPPA ------------------------------------------------------------------------------ Flowchart May(C) | Axl(C) | Baiken(x) | Anji(x) ----------------------------------------- | | (no Instant Kill) (Instant Kill) | | Sol(x) I-No(x) | | Faust(C) ---------- Ky(x) | | | (lose) (win) Ending #3 | | Ending #1 Ending #2 Zappa slowly starts with less and less health as he progresses. Prerequisites: Need Sol's Ending #2 and Ky's Ending #3 for Ending #3. ------------------------------------------------------------------------------ JUSTICE ------------------------------------------------------------------------------ Flowchart Kliff(C) | Ky(C) | Sol(C) | Ending ****************************************************************************** *****************************CUTSCENES TRANSCRIBED**************************** ****************************************************************************** These are very rough descriptions of pre-battle cutscenes. It's impossible to write every single action taken well since it's pretty specific what happens, but this will at least give you a good idea of what happens. I'll be updating this some other time and being a lot less sloppy. This is just a rough draft. -------------- ANJI MITO===== -------------- Anji vs. Axl(NEW)- Anji comes riding in above Axl on his IK Dragon, jumps off of it using his stomp move, and lands next to Axl, knocking him over. Anji vs. Chipp(NEW)- Anji begins swirling around in a tornado in place, and Chipp does his Zansei Rouga flying, and they clash. Chipp then jumps above Anji and attempts to air dust him(jump D, jumpkick move), and Anji responds with the beginning of his counter OD, and they clash again. Chipp teleports above Anji, and Anji jumps up doing his Kou motion. Chipp FDs, and proceeds to whip out several daggers below him(Shadow Chipp OD) while Anji throws 2 rounds of fans(P after Fuujin. He throws 10 fans in this cutscene) Anji vs. I-No(NEW)- I-No does Chemical love, then does her little musical note fireball while she's in the air, then does the spinning charge forward head first, does a quick jumpkick, and finishes by wailing on her guitar(OD). And..Anji blocks all of it. He starts the battle with a flashing meter. -------------- AXL LOW======= -------------- Axl vs. Johnny(OLD)- Johnny attacks Axl with his low hitting level 3 mist finer, and Axl counters every single hit, then scratches his head and says "???". Axl vs. Baiken(OLD)- Axl does 63214S, Cancels into 63214H and flops on the ground. Axl vs. EX Axl(NEW)- (All of the following clashes, they do the exact same moves, of course =P) c.S, jumping K, double jump, air 6P, land. EX OD(Where he says "Yes!" at the beginning. He only says "Yes!" though, then does Bentegari light. No actual OD), Bentegari Light, 2363214H OD(first 2 hits), backdash. -------------- BAIKEN======== -------------- Baiken vs. Boss I-No(EDITED)- Baiken hits with Hook, 236S counter, 236P counter, EX Yozansen, Yozansen. I-No techs, does her air down jumpkick special, and cancels into Ultimate Fortissmo, which Baiken blocks. Baiken vs. Anji(NEW)- Baiken throws out her grabbing chain, low kick, far slash, OD. Anji Guard Points it with 6HS,2H(is what it looks like, it barely comes out) , Far slash, 6H, 5H, Mini tornado spin. Baiken runs behind him while he does the tornado, and they begin. Baiken vs. Robo Ky(NEW)- Robo Ky does his football tackle and Baiken does her invincible run. Robo Ky goes in the air and explodes with electricity. Baiken catches him in her behind the back rolly thing, then whaps him away with a seal. -------------- BRIDGET======= -------------- Bridget vs. Millia(OLD)- Millia says something, then repeatedly tries to IK Bridget(Those 2 huge hair things try to kill her like 6-8 times), Bridget double jumps towards Millia, out of danger, throws his Yoyo up, and does Rolling to get to safety. Bridget vs. May(OLD)- Bridget runs by May, knocking her over, then flops on her(Throw). As May gets up, she tries her 63214H OD, but Bridget backdashes out of the way. Bridget vs. Dizzy(EDITED)- Bridget runs by Dizzy, knocking her over. He then throws his Yoyo in the air, and it lands on her, then plops on the ground. He calls out Boxer Roger, which does nothing, then calls out Me and My Killing Machine. As Dizzy gets up, she summons ice spears all around Bridget that attack her from all angles. Bridget ducks and hides in the Roger OD, and is safe from the spikes. Bridget vs. Baiken(NEW)- Bridget does 2P, which clashes with Baiken's 3 slash OD(she only does the first slash). Then Bridget does the flying Kick Start My Heart that clashes with Baiken's S part of her 41236H move. Bridget throws out his Yoyo and quickly blocks Baiken's air dust. Bridget backdashes and recalls his Yoyo, while Baiken does her Noble Run to block it. Bridget lands and does 6P, only to clash with EX Yozansen.(This is all in very rapid succession) -------------- CHIPP ZANUFF== -------------- Chipp vs. Slayer(NEW)- Slayer dashes forward and bites the hell out of Chipp(Blood flying), then does Crosswise Heel(without moving/doing the dandy step). Chipp recovers and quickly does the finishing strike of his Zansei Rouga, which Slayer clashes with his 632146S. Chipp backdashes, and Slayer does 214K while he's still in the air to float to the ground. Chipp vs. Ky(EDITED)- Chipp tries to Alpha Blade Ky, but he blocks. The screen goes dark a moment, and he appears above, throwing out a slew of knives, which is also blocked. The screen goes dark again, and he appears behind him and tries to Gamma Blade, which is also blocked. Chipp vs. Robo Ky(EDITED)- Robo Ky shoots a missile at Chipp, Chipp quickly teleports behind him and Command Grabs, chains into Zansei Rouga Finish, Gamma Blades him when he hits the ground, then sets up some kind of Glyph that explodes him. After Robo Ky gets up, he says "Hey, come on." Chipp vs. Dizzy(OLD)- Dizzy sends a bunch of Ice Spears at Chipp, and Chipp Jumps out of the screen, teleports, lands, and says "Hey, come on" -------------- DIZZY========= -------------- Dizzy vs. Chipp(NEW)- (Note that this cutscene is different from the Chipp vs. Dizzy cutscene) Dizzy launches Ice Spears from several odd angles at Chipp, and Chipp repeatedly teleports out of the way. As Dizzy lands, Chipp runs up and nails her in the face with his Alpha Plus, knocking her over. Dizzy vs. Venom(OLD)- Venom tries to Double Head Morbid Dizzy from across the screen, but she blocks. He quickly teleports above her, but I guess she sees it coming cause she jumps and air throws him. Dizzy sends out an Ice Spear in pursuit, but Venom recovers and does Red Hail, blocking it. Dizzy vs. Faust(OLD)- Faust tries to fly away, only to be shot down by Necro. Dizzy vs. Boss I-No(NEW)- I-No sends lots of notes flying at Dizzy, and Necro throws out just as many scythes for protection. Dizzy then does her fire OD, and I-No jumps and does Ultimate Fortissmo to dodge. -------------- EDDIE========= -------------- Eddie vs. Millia(OLD)- Millia runs up and tries to High Slash Eddie, but Eddie does Break the Law to dodge. Millia jumps, backdashes, and whips her knife into the pool of goo that is Eddie. Eddie then rises, and does the ussual "AH MY HEAD!", then points and says something. Eddie vs. Dizzy(OLD)- Dizzy does Wings of Light, and Eddie does Break the Law to avoid the whole thing. Eddie then gets up, does that "AH MY HEAD!" thing, then points" Eddie vs. I-No(NEW)- I-No tries to Chemical Love Eddie, but he uses Drunkard Shade to hit her with it, does the 41236S Air move(2 hits), then cancels into his Air Dust. As he lands, he does Break the Law to move back, then bows(Respect). Eddie vs. Slayer(EDITED)- Eddie does Invite Hell, which is blocked. He quickly jumps in the air and does his sword OD, which Slayer simply clashes with a punch. Eddie then does his EX Metamorph, and Slayer does his EX OD, whipping him with his cape. -------------- FAUST========= -------------- Faust vs. May(OLD)- May throws her mini-killer whale thing at Faust, and Faust does like a zillion backflips, hits the wall, and falls to the ground. He slowly slides up to his feet, and takes off his baghead. May covers her eyes and nearly faints. Faust vs. Zappa(EDITED)- They both do that weird Jitter Voodoo Dance thing, Faust does his his 214P movement from his 41236K move, then takes off his bag. Zappa's little praising ghost comes out. Faust vs. Venom(OLD)- Faust does his Command Throw movement which clashes with Venom's Flipkick from his air 623H move. Venom backjumps and does Red Hail, to which Faust does that weird Limbo dodging movement. -------------- I-NO========== -------------- I-No vs. Axl(NEW)- I-No does her Flying Forward Headbutt, and Axl does his Beehive, then the Beehive OD. I-No does Ultimate Fortissmo to dodge it and hits Axl. They both converse. I-No vs. Sol(OLD)- They make a comment at one another, Sol Dragon Installs. I-No vs. Eddie(OLD)- Eddie does his repeated Break the Law thing(Up down up down up down) and then they talk. I-No vs. May(NEW)- May picks up I-No(as in her IK), leaps in the air and whips her at the ground. April runs over her, and then May summons a whole messload of dolphins, and both of the whales. I-No bursts after she gets nailed with everything. --------------- JAM KURADOBERI= --------------- Jam vs. Faust(OLD)- Faust tries to swim away(via his 236236S OD) and Jam quite promptly punches the crap out of him. Faust does the limbo, and then flops really high in the air and gets ready to fight. Jam vs. Ky(NEW)- Jam runs at Ky, flies behind him and comes back with her fire fist, then quickly does her little fire ray move. Ky blocks it then retaliates with Sacred Edge, which she dodges easily. She then uh..wiggles her hips. Jam vs. Robo Ky(NEW)- Robo Ky rushes Jam, and she quickly stops him with a barrage of punches, knocks him up in the air with her dragon(at the end of her 632146S OD), and then whaps him away with her fist. She wiggles yet again. Jam vs. May(OLD)- Jam rushes and tries to slam may with her circle of power OD, but May blocks. Jam goes behind her and throws her laser thing, and May blocks again. May then dives into the air and comes down anchor first, only to be parried. -------------- JOHNNY======== -------------- Johnny vs. Jam(OLD)- Johnny does Ensenga which clashes with her fist 3 times, then lands and does Mid Mist Finer, which she clashes with a backhand. Johnny vs. Boss Dizzy(OLD)- Dizzy runs up 2H, H, sends out a fish, 2H, pushes into corner, fish bite, she jumps and sets up a bubble, and pops them 3 times. She then does Necro install and her fish floats ominously next to her. Johnny vs. Testament(OLD)- Testament jumps a tad, does his air throw animation(holding the voodoo doll), and Johnny is locked stiff in place. Testament walks up, keys him, then does a big EXE beast. Johnny vs. Robo Ky(NEW)-Johnny does Low level 2 Mist Finer, 6K, jumps really high, Air Divine Blade, and finishes with his EX OD. Robo Ky gets up and points at him angrily. -------------- KY KISKE====== -------------- Ky vs. Sol(NEW)- Ky and Sol do 6P, and clash. They cancel into 2H, and clash. Sol cancels into Volcanic Viper, while Ky cancels into Vapor Thrust, and they Clash, Sol cancels into Air Gunflame, and Ky FDs, then quickly retorts with Needle Spike, which Sol FDs, and then PUNISHES with air Tyrant Rave(it hits). Ky vs. Bridget(EDITED)- Bridget throws his yoyo on Ky, does Boxing Roger, then transforms him into Razor Roger, then does Roger Hug. He then does Ore to Kill Machine, and Ky blocks all of it. As Flaming Bicycle Roger goes back to Bridget, Ky does Sacred Edge to him.(Charge stun HS was taken out for some reason). Ky vs. Robo Ky(NEW(Might be edited, I forget))- Robo-Ky jumps and shoots tons of his level 3 missiles(like 10 sets..the ones that break off into 4), Ky blocks all of it, then does Sacred Edge, which Robo-Ky stops by clashing with his exhaust. Ky vs. Johnny(NEW)- Johnny does low Mist Finer, which misses because Ky leaps over it(it's his throw animation, but he actually leaps forward) and tries to slash Johnny on his way down, but Johnny Mist Backdashes twice, then cancels the Kamae stance. Ky holds out his hand briefly(EX Command throw), then slashes upward(the actual swing of the EX command throw) and Johnny clashes it with his OD(Looks like they're crossing swords. This is by far my favorite cutscene) -------------- MAY=========== -------------- May vs. Anji(NEW)- May does her 63214S OD, while Anji does his (2)8K OD(in place), and they repeatedly clash. Anji then does Kou, while May does 623S. They clash, and then Anji whips some fans at her, and she darts out of the way with Iruka-san Heavy. May vs. Robo Ky(EDITED)- Runs up and smacks Robo-Ky with 63214H, while yelling "Johnny, you idiot!". Robo-Ky gets up and says something. May vs. Potemkin(NEW)- May sends out a whale, which Potemkin FDBs. May leaps over it with 623S, Potemkin blocks 2 hits, then May cancels into Iruka-San, which Potemkin also blocks. He does EX Heat Knuckle, which she FDs, and then he goes for his 4123641236P part of his 632146H OD, and she clashes with 63214S, then the second hit of May's OD flyings Potemkin away. -------------- MILLIA======== -------------- Millia vs. Jam(OLD)- Millia throws her 3 discs at Jam, and Jam parries all of them, then Jam throws 2 of her line fireballs at Millia, and Millia rolls under them both. Millia vs. Venom(OLD)- Millia rides her hair at Venom, Venom blocks. She jumps up in the air and releases 2 secret gardens to block Venom's incoming barrage of balls. Millia vs. I-No(NEW)- I-No throws her note at Millia, then does the flying headbutt, and finishes with ultimate fortissmo. Millia blocks it all then hops back and makes a comment at her. -------------- POTEMKIN====== -------------- Potemkin vs. Slayer(NEW)- Potemkin sends 2 F.D.B. returns at Slayer, which Slayer blocks. Potemkin hops in the air and does his EX Air 632146H OD, which Slayer clashes with his 236236S OD. Slayer then hops in the air and does his 214214S OD, and Potemkin does his 632146H EX Air OD again. This time they both hit each other, and get up. Slayer claps. Potemkin vs. Johnny(OLD)- Johnny does quick Air Ensenga, which misses, and Potemkin Hammer Falls him while he's still in the air, and cancels into a Heat Knuckle, which does a massive amount of hits(like 30). Johnny then gets whipped across the screen, and Potemkin cools off(his taunt thing). Potemkin vs. Bridget(EDITED)- Bridget does the regular thing where he jumps in the air and floats up and down repeatedly, but this time, when he's finished, he whips into Potemkin(Kick Start My Heart+K). Potemkin vs. Robo Ky(NEW)- Robo-Ky does his running football tackle(dash +P/K/S/H), and Potemkin blocks. He then F.D.B.s Robo-Ky, Dusts him while he's staggering, jumps high in the air unnaturally quick(especially for Potemkin), and does his 632146H Air EX OD. -------------- SLAYER======== -------------- Slayer vs. Ky(OLD)- Slayer attempts to trip Ky with his slide, while Ky jumps and does his Dust. Slayer is stunned, and Ky goes for EX Ride The Lightning, which Slayer blocks. Slayer claps, and Ky puts his hand through his hair. Slayer vs. Venom(NEW)- Venom does his IK charge up moves(Where he bends over) while going URGH!!!, then does a Carcass ride, sets up a ball, S stinger aims the setup ball, which misses because Slayer is invis dashing, and goes behind him. Slayer tries to do Undertow, but Venom teleports to dodge. While Venom is still in the air, he sets up 4 balls in the air and H Stinger Aims(EX mode, done in air) them, which misses Slayer because he dashes then backdashes. Slayer taps the front of his head like "Use your head, foo!" Slayer vs. Faust(OLD)- Slayer does Mappa Punch light, which misses. He then does Under Pressure, It's Late, Under Pressure, It's Late, Under Pressure, It's Late, Pile Bunker(Which hits Faust. The rest of it before whiffs). Faust lands on the ground, then whips high in the air and lands. -------------- SOL BADGUY==== -------------- Sol vs. Axl(EDITED)- Sol does Bandit Revoler, which Axl Beehives(doesn't do the swing though), Axl quickly does an Axl Bomber, which Sol FDs. Sol then tries to Air Tyrant Rave him, but Axl does his 2363214H OD in the air, and hits him twice, knocking him away. Sol vs. Slayer(NEW)- Slayer does Pile Bunker, It's late, Mappa punch, 6H, 236236H,(all of which is blocked) backdash dodge. Sol does his Ultra Gunflame, which Slayer negates with his 214K. Sol vs. Boss I-No(OLD)- Sol does Fafnir, Tyrant Rave(1st hit), Dragon Install, DIed Gunflame, DIed Bandit Revolver(Everything is blocked), then attempts to Riot Stamp. I-No does her 632146H OD which knocks him in his riot stamp, and follows with Ultimate Fortissmo. -------------- TESTAMENT===== -------------- Testament vs. Slayer(NEW)- Testament sends tons of EXE Beasts from front and back, and Slayer dashes/backdashes through all of it. Slayer claps, and Testament beckons. Testament vs. Sol(NEW)- Testament does Warrant, which Sol blocks. Sol does his Ultra Gunflame, which Testament Warrants, and hits. Testament attempts to follow up with Gravedigger, but Sol quickly techs and does Air Tyrant Rave, and they exchange hits. Testament vs. Boss Dizzy(OLD)- Dizzy does her 632146S OD, then goes into Gamma Ray. Testament blocks the initial hits, then when the big ray comes out, he Warrants it. Testament beckons Dizzy. Testament vs. Johnny(OLD)- Testament does EXE beast(comes from front), which Johnny blocks. Johnny does Mist Finer, which Testament Warrants, and Johnny gets knocked in the air, then Testament hits him with Nightmare Circular. Testament spins his scythe and says something. -------------- VENOM========= -------------- Venom vs. Millia(NEW)- venom starts with Carcass Ride, and then does tons of various balls setups(They pretty much cover the screen. Not literally, just there's about 10-15 balls on screen) and hits them all at Millia, and she blocks them all. Venom vs. Testament(OLD)- venom does Double Head Morbid H, linked to an upkick(From H Mad Struggle), backjumps and sets up 4 balls. He hits them(while still in the air) as Testament gets up, and Testament Warrants it, and follows with Gravedigger. Venom vs. Jam(OLD)- Jam does her Fireball Laser thing, which Venom teleports to dodge. While Venom is in the air, he does Red Hail. Jam uses her 632146H OD to absorb all but one of the balls, which she leans back to dodge. She then says something and wiggles her hips. -------------- ZAPPA========= -------------- Zappa vs. May(OLD)- May does 623S, but it goes straightforward instead of up. Zappa blocks it, and then she goes in the air, still doing the spinning motions (Think Blanka in SF2 when somebody blocked his flying flips), Zappa quickly runs below her, waiting for her to come down, does 2S, and airthrows. He then stretches. Zappa vs. Axl(EDITED)- Zappa summons Raou, and does 6H(Which has an extra shockwave added to it). Axl quickly hops behind Zappa and does the "X" counter slash thing. Zappa gets up and wiggles(EX Zappa 22 P/K/S/H/D when you don't have enough eyes), and Axl scratches his head confused. Zappa vs. Faust(OLD)- Zappa flings himself back and forth, then finally lands, and gets up. He does his ghost worshipping thing, and Faust takes off his bag head. -------------- JUSTICE======= -------------- Justice vs. Kliff(OLD)- Kliff lets out the Bakamon letters, and Justice sends a low missile along which knock the letters off the screen. Justice lets off steam, and Kliff talks.(I think he's offended or something, the poor guy. HIS LETTERS WERE... DESTROYED.) Justice vs. Ky(OLD)- Ky does Greed Sever, and Justice does his little backflip tail lightning thing. Justice follows up with an airthrow, and then beckons Ky when he gets up. Justice vs. Sol(EDITED)- Justice attempts to Michael Sword Sol, but Sol grabs him, and punches his face in. Justice beckons, then disappears(one of his victory poses). Sol backdashes and FDs, and Justice reappears(with the IK sound going off. The loud screech when you IK someone), and stars are suddenly all over the screen. Justice does his Red Laser OD(641236S) which Sol FDs. ****************************************************************************** *********************************XIII. MISSION MODE*************************** ****************************************************************************** Note: The first 50 Missions and Strategies are written by myself. The second half is written by Heidern98. I borrowed his half of the FAQ because I was too lazy to write my own, and his FAQ covers the last 50 missions quite well. So many thanks to him for contributing to my extreme laziness and writing an excellent FAQ. My strategies are pretty much lazy boy strategies, while his are very well done and in-depth. Enjoy. Also note: My strategies are LAZY. They are by no means professional combos or even remotely hard combos. They are lazy combos that get the job done. If you want to be fancy, ask someone else. I mostly just wanted to beat the missions, and why bother hassling yourself when you can just do it the easy way? Just thought I'de say that these combos and strategies are in no way a representation of my actual skill level. ***************** ARTWORK********** ***************** Every few missions, a new Artwork is unlocked. It is not random, but predetermined. So beating those few missions will always yield that artwork. There is some new artwork. Although these say "Mission Clear 1" etc, it just means the first artwork in a set. Example: Mission Clear 1 Artwork is gotten from beating missions 1-4. Also: See pic 26 for something interesting. I'm unsure what this affects. Mission Clear 1: GGX2 Sol Artwork(Sol stabbing the dragon in the head in his Holy Orders uniform) Mission Clear 2: GGX2 Ky Artwork(Ky sitting at a table with his hand in his hair) Mission Clear 3: GGX2 May Artwork(May lying down looking at a picture..most likely of Johnny) Mission Clear 4: GGX2 Millia Artwork(Millia stretching her leg on a pole like a Ballet Dancer) Mission Clear 5: GGX2 Axl Artwork(Axl holding a suitcase on a street corner) Mission Clear 6: GGX2 Potemkin Artwork(Potemkin loading in some ammo for his Heat Extend) Mission Clear 7: GGX2 Chipp Artwork(This one is kinda weird. I think it's supposed to depict a mob guy in the background being pissed at Chipp, and Chipp is shirtless looking away from him, while standing in some kind of hole in a mountain looking thing) Mission Clear 8: GGX2 Eddie Artwork(Eddie being bitten by a white looking beast. It's probably Eddie, but in the artwork it's a white beast biting Zato) Mission Clear 9: GGX2 Baiken Artwork(Baiken sitting on a bench, crossing her legs, and looking very sexy) Mission Clear 10: GGX2 Faust Artwork(Faust leaping, holding his bomb head, with some japanese written in the background) Mission Clear 11: GGX2 Testament Artwork(Testament kneeling in a pool of blood in a graveyard. He drew a skull in it, how cute!) Mission Clear 12: GGX2 Jam Artwork(Jam on her knees eating some food.) Mission Clear 13: GGX2 Anji Artwork(Anji jumping at some weird angle with his lightning IK dragon in the background) Mission Clear 14: GGX2 Johnny Artwork(Johnny walking forward with a smile on his face) Mission Clear 15: GGX2 Venom Artwork(I didn't even know this was Venom for a long time, and apparently he's nude in this, though this picture confuses me. He's perched on some kind of structure, and he looks like a gargoyle to me..he's even got wings for some reason, unless I'm mistaken. His little eye is glowing, and he's got his arms spread out like "I'm jesus!" Mission Clear 16: GGX2 Dizzy Artwork(Dizzy looking drunk. No wonder, she's taking off her daisy dukes and her wet white shirt. Necro is looking at her like "West side, biotch!") Mission Clear 17: GGX2 Slayer Artwork(Slayer watching some kind of theatre production) Mission Clear 18: GGX2 I-No Artwork(I-No sticking her ass in the camera with some yellow shades on) Mission Clear 19: GGX2 Zappa Artwork(Zappa sitting on a little concrete thing with plants behind him, while ghostly Sadako eyes watch him) Mission Clear 20: GGX2 Bridget Artwork(Bridget lying on a bed, spread eagle, hips in the air. This picture couldn't hope to get much more taboo) Mission Clear 21: GGX2 I-No Artwork 2(Some big hands behind I-No about to clasp her) Mission Clear 22: GGX2 I-No Artwork 3(I-No sitting down, 2 of her guitars and 2 big hands grabbing them in the background) Mission Clear 23: #Reload I-No Artwork(I-No lying on a bed, strapping on her whore boots) Mission Clear 24: #Reload Robo-Ky Artwork(Robo-Ky sitting on his throne and pointing evilly/smiling) Mission Clear 25: #Reload I-No 2(I-No holding up her forearm that has "The Midnight Carnival" written on it(I suspect carved into her flesh). This was the cover art for GGX2 in Japan) Mission Clear 26: #Reload Mysterious Woman Artwork(Some woman with brown hair showing off her belly which has "Free" carved into it. she has short brown hair, isl eaning on something wooden, has a guitar behind her, and is wearing similar headgear to Sol. I know this is weird, but if you view this artwork for a little while(5 minutes), it gets some kind of pink tear down the middle. Why they do this, I don't know. I heard a noise that sounded like a mouse, and when I looked at my screen, the pic had a pink split in it. I'm unsure if this affects anything aside from the picture being permanently ruined.) Mission Clear 27: #Reload A.S.H. Artwork(Depicts the band A.S.H., who did the GGX2 Japanese Soundtrack, as undead drinking.)(Note: Very cool) Mission Clear 28: GGX2 Cover Art(Sol holding out his hand towards Ky, Ky holding his sword in front of him with his reflection coming off of it) Mission Clear 29: #Reload New Artwork(Sol and Ky in the back, crossing their sword behind their backs with Dizzy in the forefront center looking..shocked) Mission Clear 30: #Reload Jam/Bridget Artwork(Jam sitting in some kind of throne in the background while bridget is on his knees looking at the camera, clutching some kind of cup with both hands. Mission Clear 31: #Reload May/April Artwork(May looking at one of Johnny's coins floating between her hands going "OOOHHH.." and April looking on, smiling. Mission Clear 32: #Reload New Artwork(I-No holding up her hands with her boobs basically hanging out, with the heads/faces of Millia Baiken staring away from her in the background. There are musical staffs in the back.) ------------------------------------------------------------------------------ MISSION 1 ------------------------------------------------------------------------------ Difficulty: 0 Time: 30 Enemy Level: - Clear: Beat Enemy PLAYER Character: Sol Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal ENEMY Character: Ky Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 1 Strategy: Beat the crap out of Ky with any normals you want. As long as you aren't only using Punch, It's pretty much guaranteed that you'll beat it. ------------------------------------------------------------------------------ MISSION 2 ------------------------------------------------------------------------------ Difficulty:0 Time:30 Enemy Level: - Clear: Beat Enemy PLAYER Character: Ky Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Special ENEMY Character: May Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 2 Strategy: Stun Edge her to death. ------------------------------------------------------------------------------ MISSION 3 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: - Clear: Beat Enemy PLAYER Character: chipp Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Overdrive ENEMY Character: Faust Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 3 Strategy: Repeatedly hit him with Chipp's ODs(236236K, 632146H) ------------------------------------------------------------------------------ MISSION 4 ------------------------------------------------------------------------------ Difficulty: 0 Time: 50 Enemy Level: - Clear: Beat Enemy PLAYER Character: Millia Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 2 Instant Kill: - Damage: Normal ENEMY Character: Axl Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage:Over 0 Instant Kill: - Damage: - Mission 4 Strategy: Repeatedly run up to Axl and do any gatling combo over 2. I simply kept doing c.S, f.S, 5H. ------------------------------------------------------------------------------ MISSION 5 ------------------------------------------------------------------------------ Difficulty: 0 Time: 20 Enemy Level: - Clear: Beat Enemy PLAYER Character: Eddie Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Millia Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 5 Strategy: Hit her with his 632146H OD 3 times. ------------------------------------------------------------------------------ MISSION 6 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: 1 Clear: Beat Enemy PLAYER Character: May Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: - ENEMY Character: Potemkin Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 6 Strategy: Potemkin can't jump or use specials, and he can't even hurt you with the normals he hits you with. You have 40 seconds to IK him, and he's dumb as a box and barely moves, so just walk up and IK him. If you miss, do it again. ------------------------------------------------------------------------------ MISSION 7 ------------------------------------------------------------------------------ Difficulty: 0 Time: 40 Enemy Level: - Clear: Beat Enemy PLAYER Character: Jam Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special ENEMY Character: Dizzy Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 7 Strategy: c.S, f.S, 6HS, repeat. ------------------------------------------------------------------------------ MISSION 8 ------------------------------------------------------------------------------ Difficulty: 1 Time: 99 Enemy Level: 1 Clear: Beat Enemy PLAYER Character: I-No Life: 420 Guard level: 0 Tension: 10000:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Bridget Life: 420 Heal Guard Level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 8 Strategy: I'm absolutely ashamed that I lost this mission the first time around. This mission is minorly annoying, mostly because Bridget has a tendency to constantly jump, which kind of screws up I-No's combos. Not to mention I-No is one of the 3 character who I don't know how to play/don't like playing. You can't die, so just try to beat the crap out of him with easy combos. I-No is pretty damaging, and if you screw up like me on your first try, you should get it on your second. Just repeatedly hit her with a basic combo(I did c.S, f.S, H I think. Throw in some Chemical Loves for more effect/), then when you get enough tension, OD her. ------------------------------------------------------------------------------ MISSION 9 ------------------------------------------------------------------------------ Difficulty: 0 Time: 60 Enemy Level: - Clear: Beat Enemy PLAYER Character: Baiken Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Slayer Life: 420 Guard Level: 0 Tension: 0:NO Psych Burst: - Seal: Special : Jump Combo Damage: Over 0 Instant Kill: - Damage: - Mission 9 Strategy: 6H, 236236S. ------------------------------------------------------------------------------ MISSION 10 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 6 Clear: Beat Enemy PLAYER Character: Sol Life: 210 Guard level: 48 Tension: 0:Normal Psych Burst: 0:OK Seal: Jump Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle, Special, Overdrive ENEMY Character: Robo-Ky Life: 420:Heal Guard Level: 0 Tension: 10000:Normal Psych Burst:15000:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 10 Strategy: 6H, Bandit Bringer, 2H. Repeat on wakeup. ------------------------------------------------------------------------------ MISSION 11 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 3 Clear: Beat Enemy PLAYER Character: Testament Life: 420 Guard level: 0 Tension: 0:NO Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special ENEMY Character: Justice Life: 420 Guard Level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Special, Overdrive Mission 11 Strategy: Take your pick: 6P, c.S, H, Gravedigger 2K, 2S, H, Gravedigger K, c.S, f.S, H, Gravedigger c.S, f.S, H, Gravedigger Do Gravedigger loops if possible. Yay. ------------------------------------------------------------------------------ MISSION 12 ------------------------------------------------------------------------------ Difficulty: 0 Time: 60 Enemy Level: 4 Clear: Beat Enemy PLAYER Character: Venom Life: 420 Guard level: 0 Tension: 10000:Hold Psych Burst: - Seal: - Combo Damage: Over 20 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Eddie Life: 13 Guard Level: 0 Tension: 10000:Normal Psych Burst: 15000:OK Seal: - Combo Damage: Over 0 Instant Kill: OK Damage: Normal, Dead Angle, Special, Overdrive Mission 12 Strategy: Repeatedly do Dark Angel. If you want to kill him in one go, Dark Angel and follow up with a lame little combo, like P P P P P P P. ------------------------------------------------------------------------------ MISSION 13 ------------------------------------------------------------------------------ Difficulty: 1 Time: 60 Enemy Level: 4 Clear: Beat Enemy PLAYER Character: Zappa Life: 420:Poison Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 1 Instant Kill: - Damage: Normal, Special, Overdrive ENEMY Character: Johnny Life: 210 Guard Level: 0 Tension: 0:Normal Psych Burst: 15000:OK Seal: Special Combo Damage: Over 0 Instant Kill: - Damage: Normal, Dead Angle Mission 13 Strategy: c.S, f.S, 2D. Add on 236P if you feel like being fancy, and if he continually blocks, then hit him with Zappa's OD. ------------------------------------------------------------------------------ MISSION 14 ------------------------------------------------------------------------------ Difficulty: 1 Time: 40 Enemy Level: 4 Clear: Beat Enemy PLAYER Character: Anji Life: 157 Guard level: 0 Tension: 0:Normal Psych Burst: - Seal: - Combo Damage: Over 2 Instant Kill: - Damage: Special, Overdrive ENEMY Character: Jam Life: 420:Poison Guard Level: