%@@@@@#! @@@@@@# %
%@@@@@@@@# &@@ @@& #@#
@@@ &@@% @@ @& #@@%
%@@% @@& @@@ @@% @@ @
@@% ! @@ #@@@@@& # %
#@@@@#! %@@@@@@ @#@@ &@@ @@
&@&&#@@@@@ !&@@ @@@@@@@@@@@@@@@# @@
#@@ @!@@ @#
@% ! @@@@@@@@@@@@@@@@@@!
%@@% @
#@@@@@@@@@@@@@@##%%%! ! @@@ @@
!&&&&&&&&&@@@@@@@! &@ @@@ @@
@@@%!!! &@% @@@ @ @@ @@
%#@@@@@@@@@@@@@&% &@# @@ @ @@ @@
@& @@ #@@@!#@@@@ #@% @% @ @@ @@
@@ @# @@@@@@ @&#@# !@# %@! @ @! @@ @@
&@ @# @@@@@@ #@ &@@% ! &@!@ @ @@ @@
@@ @@ @@@@@@ #@ #@@! @@@& @ @ @@
@@ @@! !@@@@@@@@@&@@ @@@ @@@% @@
!@#!!!@@@@@& %#@@@@% @@@ @@@@@@ #@ @! @# @ @@@ #@@ !@
@@@@@@# @@ @&%%#@@ @@@% &@@ !@% @@ @ @% @@@ @@@%
@@ #@ @ %@@ &@@ %@%%@@ &@!% #@@@@ @@
# @@ @@ %@ #@ @@@ %@@ &@@!@ @@ @@@ @@
@@@@@@@ %@! %% @@@@@@@@ @@@ @@@@@! @@ #@# @@
@@#&%@% @@ &@ !@@% @# @@ @@ !@@!@@@& @ @@
!@% @ @@ @% @ %@ && @@
%@! @ @ #& &
@@ @ @ %@ ===============================
@@@% !@ %@ G U I L T Y G E A R X
@@# @@ %# ===============================
@@ @@@ %@% [Art By: Atom Edge]
#@ @@@@@&@@&%
%@@@@@@
=============================================================================
Guilty Gear X: Baiken FAQ
For the Playstation 2
Last Updated on 2/27/03 (Version 7.0)
By Emery0083 (Robert Shelton)
=============================================================================
T a b l e o f C o n t e n t s
---------------------------------
1. Introduction
2. History
3. Guide Key
4. Bacon? Huh?
5. Why Baiken?
6. General Moves
7. Special Moves
8. Overdrive/Instant Kill
9. Combos
10. Strategy
11. Extras
12. Credits/Legal/Contact
13. Conclusion
__ __
\ \ / /
====================================================================\ \/ /===
1. Introduction | |
====================================================================/ /\ \===
/_/ \_\
Hey there kiddies. My name is Robert and this is my second FAQ. I wrote
This FAQ because there isn't a Baiken FAQ out there. Basically I just
needed something to do and I like Guilty Gear X. I hope this helps some
people out there. If you are reading this, I assume you already know all
about the Roman Cancels and Dust Attacks and such. So assuming this, I will
not talk much, if at all, about them. So you know if you have any questions,
or comments, or suggestions, want to add a combo or strategy, or just want
to chit chat. You can always e-mail me at
[email protected] or you might
be able to catch me on AIM under Emery0083. Umm other then that I dunno,
hope this FAQ helps you out in some way.
__ __
\ \ / /
====================================================================\ \/ /===
2. History | |
====================================================================/ /\ \===
/_/ \_\
Version 7.0
February 27, 2003
Added Some Strategies
Version 6.0
February 26, 2003
Added To Guide Key
Fixed Minor Problems
Version 5.0
February 26, 2003
Added Combos By Me
Reformatted Other Combos
Version 4.0
February 25, 2003
Added Combos By holy_order
Added More Credit
Version 3.0
February 21, 2003
Guide Key Fixed
Added Stage/Music Under Extras
Added Six Colors Under Extras
Added New ASCII Art (by: Atom Edge)
Added More Credit
Version 2.0
February 20, 2003
Added Guide Key
Added General Moves
Added Special Moves
Added Overdrive/Instant Kill
Version 1.0
February 19, 2003
Added General Format
Added Legal Info
Added Contact Info
__ __
\ \ / /
====================================================================\ \/ /===
3. Guide Key | |
====================================================================/ /\ \===
/_/ \_\
[D-Pad] [Button Controls]
ub u uf Square - Punch (P)
\ | / X - Kick (K)
b--O--f Triangle - Slash (S)
/ | \ Circle - Heavy Slash (HS)
db d df
[Commands]
ub - Up Back
u - Up
uf - Up Forward
b - Back
f - Forward
db - Down Back
d - Down
df - Down Forward
QCF - quarter circle forward - (d, df, f)
QCB - quarter circle back - (d, db, b)
BTD - back to down - (b, db, d)
FTD - forward to down - (f, df, d)
HCF - half circle forward - (b, db, d, df, f)
HCB - half circle back - (f, df, d, db, b)
DP - dragon punch - (f, d, df)
s.? - Standing
c.? - Crouching
j.? - Jumping
[Combo Commands]
FF - Foward Dash - (f, f)
RC - Roman Cancel - (Any Three Attack Buttons)
JC - Jump Cancel - ( u )
d.JC - Double Jump - (u, u)
xx - Buffer Into - (Motion For Next Move)
> - Next Comand - (Perform Next Command)
__ __
\ \ / /
====================================================================\ \/ /===
4. Bacon? Huh? | |
====================================================================/ /\ \===
/_/ \_\
Height: 162 cm
Weight: 45 Kg
Blood Type: B
Eye Color: Peach
Birthday: March 5
Origin: Japan Before The Destruction
Hobby: Drinking
When the Japanese institution she lived in was raided, Baiken witnessed
the horrible deaths of her parents and friends. This massacre was the
work of the Gears, but what had been etched into her memory is the image
of a man surrounded by dancing flames and his creations. She became
acutely aware, even in the absence of evidence, that he was an enemy.
Her memory of this event has not faded, and she continues on to search
for the true identity of "The Man," to exact her revenge.
(Note: Taken straight from the manual.)
__ __
\ \ / /
====================================================================\ \/ /===
5. Why Baiken? | |
====================================================================/ /\ \===
/_/ \_\
Hey Robert, why should I choose Baiken? Well I have the answer. Baiken
is what I like to refer to as a sleeper. On the surface she doesn't
seem to offer up much against the other great characters in the game.
Her learning curve is very high meaning its gonna take a while to get
used to this Japanese Bombshell. But what you got here is pink haired
tactician who can take your biggest strength and turn it on you. This
little beauty can lay the heat down on you if you like to turtle up
in the corner or, if you are an all out assault Rambo wannabe, she can
counter you till your blue in the face. Another great reason to pick
Baiken are her Overdrive Counters. These little puppies, although
lacking in strength, have some pretty wicked status affects. But more
on that later. Listen, in my opinion, to diversify your game play,
going with Baiken is a great choice. If you can get over her short
comings then she just rocks ass.
+Pros+
+ Counters
+ Autoguard
+ Fairly Fast
+ Easily Comboable Overdrive
+ Good Run
+ Instant Kill That Goes All The
Way Across The Screen
+ 4 Out of 5 Overdrives Are Counters
With Good Status Affects
-Cons-
- High Learning Curve!!!
- 4 Out Of 5 Overdrives Are Counters
- Combos Are Not To Easy To Pull Off
- Third Weakest In Defense
- Weak Back Dash
- Lack Of Projectiles
__ __
\ \ / /
====================================================================\ \/ /===
6. General Moves | |
====================================================================/ /\ \===
/_/ \_\
[Punch]
=======
c.P: Baiken kneels down to her other knee and sends out her hand in
what looks to be a knife edge thrust. Quick move to come out
and not lag time. Can be used to get in a cheap 4 hit combo
before (a) the opponent is pushed away (b) you are pushed away
or (c) the opponent gets tired of your games and punishes you.
s.P: Another quick move. Baiken just thrusts the hilt of her sword
forward, sliding the blade out of the scabbard a bit, to hit
the opponent. Not much here standard stuff.
j.P: This is an ok move. Good to use in air combos. Baiken does a
strong right hook looking punch across her body, Nothing great
nothing horrible though.
f+P: This is nifty to use. Baiken will slide forward a tid bit and
thrust her elbow out and then follow up by raising her fist in
a Bruce Lee looking punch. If you're close enough you can get two
hits out of the move. An annoying fact about this is if you try
to punch while running then this move comes out.
[Kick]
======
c.K: This is an odd move. Baiken will scoot forward, turn her back
to the opponent, and hit them in the ankles with her scabbard.
It is ok to start a combo with, but I personally do not use it
much, if at all.
s.K: Another odd move. Baiken will raise her hand, lower her head,
and *dramatic music plays* scoots forward a bit, while raising
her leg to give the opponent a sandal to the chest, what fun.
j.K: Now I like this move. While in the air Baiken straight up kicks
kicks the opponent like Noodles did in that Gorillaz video. Well
that is not the reason I like this move. I like it because if
the opponent is standing then this move will launch them into
the air. Takes some timing but it can open up some combo
possibilities.
[Slash]
=======
c.S: Ok now a switch, she uses her other ar- er...should I say claw
on a rope dilly. You know the side of her kimono that's torn and
tattered? Yea that side. Well anyway, Baiken throws out some sort
fan made of separate blades on, you guessed it, a rope. Straight
across at the opponent. This move has good range and can hit a
person up to like three character lengths away. Spiffy huh?
s.S: Quick move, good for combos and such. Baiken leans back slightly
sort of turning her back to the opponent for a brief second
(this happens so fast I had to pause the game just to know what
she really did). After this she draws her blade and brings it
back across the front of her body and resheathes it.
s.S: (Close) Basically she just pulls her sword out, raises it above
the opponents head and stabs it down on them and resheathes the
blade. Nothing much else to say about it except it is a staple
combo starter and all.
j.S: This move is similar to her c.S attack but instead of a fan
made of blades it is a large black spiked club. This has some
pretty good range and instead of moving straight across it
moves downward at an angle.
[Heavy Slash]
=============
c.HS: OOOooo. Now this is a move you will use and abuse. Baiken draws
her sword and spins it around, yes spins it. It's an instant
three hit combo (granted all hits land) and does a good amount
of damage. This is another staple in combos.
s.HS: No instant combos or anything here. Baiken just draws her sword
and brings it up over her head slicing it back down onto the
opponent. Good end to gatling combos, I suggest a c.HS though.
j.HS: Again nothing special here. Baiken draws her sword and stabs it
straight down at the opponent. This hits high but it is not an
overhead. I rarely use this.
f+HS: Another heavy slash maneuver is this one. Baiken draws her
blade, pivots around on one foot whilst bringing the sword
up over her head and slashing back down. Good for hitting
downed opponents I guess. Other then that its just another
attack.
__ __
\ \ / /
====================================================================\ \/ /===
7. Special Moves | |
====================================================================/ /\ \===
/_/ \_\
Bakusaiken - " Blasting Fist "
S+HS
Ok this is the dust attack but I didn't know where else to
put it. This move just looks cool you know? Now first you
need to note that this is not the real name. As of yet I
could not find a name for her dust attack so I made one up
myself. And yes that is the real name and translation. Now
for this attack thrusts her arm forward and turns her body
perpendicular to the opponent. When the arm fully extends
a yellowish orange ball of energy bursts from Baiken's
palm swirling in pink energy. If it connects you know, the
opponent flies and you can chaise them. Again, note this
is not the real name of the attack.
Tatami Gaeshi - " Floor Mat " (Air Ok)
QCF + K (d, df, f + K)
This move is interesting. Tatami Gaeshi can be performed in
both the air and on the ground, neat huh? It's a weird little
move though. Like Baiken raises her leg and stomps into
the ground and this green board looking thing pops up (with
cloud of cherry blossom petals/leaves?) from nowhere and
hits the opponent. If your gonna use this in the air you
are going to need to make sure you have enough time for the
move to come out if not your gonna fall right in front of
your opponent and get beat.
Zakuro - " Killing Blade "
BTD + P (b, db, d + P) [During Block]
Ok this is the first of Baiken's counters. Ok so you're sitting
there blocking and what better to do then dish back some of
the pain right? Ok so this counter is an anti-air. A pretty good
one at that. Baiken turns her back and throws her claw thing back
and up behind her. What comes out are five large blades (with
cloud of cherry blossom petals/leaves?) that look like the ones
on her c.S attack. These blades spin and give you a good 6 hit
combo and fair damage. A good not is that Potemkin is the only
player you can hit with these while they are standing.
Mawarikomi - " Short Bonzai Run "
BTD + K (b, db, d + K) [During Block]
Another one of Baiken's counters. This one is fairly useful
in that it lets you get behind your opponent. Basically Baiken
runs around her opponent and for a brief time you are behind
them. This opens up a great chance for a quick combo.
Sakura - " Reverse Blade "
BTD + S (b, db, d + S) [During Block]
This is the best of the counters in the simple fact that
you will use this one the most. Basically Baiken turns around
and draws her blade thrusting it back in a purple surge of
energy (and guess what? a cloud of cherry blossom petals). This
has decent range, about as much as a standard HS attack.
Suzuran - " Bonzai Run "
HCB + K (f, df, d, db, b + K)
W00T. This move is great is because it has *music plays*
AUTOGUARD. Yay!!! Well Baiken just dashes forward and till the
end of dash it has autoguard. This is little dandy will get you
through a lot of crap but it won't get you through low attacks,
which is annoying, but eh? A good strategy to use with this
is to dash in and throw your opponent. Try it, it's fun. ^_^
Yozansen - " Murder Fan " (Air Only)
DP + S (f, d, df + S)
This move is and air move only. Baiken draws her blade, tucks
and into a ball and spins around holding her blade in front of her
like a dorsal fin. It counts for a total of one hit but is a good
move to use in air combos or just to annoy people when you jump in
on them.
DP, UF + S (f, d, df, uf + S)
Same as above and very hard to do. If you pull it off though the
Yozansen hits as an overhead. Yay ^_^. Great for mat traps.
__ __
\ \ / /
====================================================================\ \/ /===
8. Overdrive/Instant Kill | |
====================================================================/ /\ \===
/_/ \_\
[Overdrive]
===========
Sanzu Watashi - " Cross Three Toads "
QCF QCF + S (d, df, f, d, df, f + S)
Baiken draws her blade and makes three slashes, each at different
angles and such, and each time she hits a kanji appears and so
does a cloud of those cherry blossom things. I am assuming they
stand for cross three toads? I dunno. This is a very easy overdrive
to combo into.
Baku KI - " Turtle Curse "
b HCB + P (b, f, df, d, db, b + P) [During Block]
Ok this is a counter overdrive, go figure? So when you do this
Baiken steps back into the background almost Fatal Fury like
as the attack goes by. She then puts her hand out and says 'Baku'
and a kanji appears, I dunno what it says. If the attack connects
then the opponent is launched back across the screen and flashes
blue. At this point another kanji appears, I dunno what it says
either. So for a period of about 14 seconds your opponent will
not be able to jump. Great effect? I dunno you be the judge. It
could have its advantages.
Baku RIN - " Rin Curse "
b HCB + K (b, f, df, d, db, b + K) [During Block]
Another counter move. Baiken does the same thing with stepping
back and putting her arm forward and all. She even says 'Baku'
but a set of different kanji appear. The opponent flies back
glows blue and all but this effect is so much better. For 14
seconds the opponent cannot use any special moves. W00T!! Yeah
pretty cool huh? This definitely gives you, the player, a great
advantage over you opponent.
Baku Ryu - " Dragon Curse "
b HCB + S (b, f, df, d, db, b + S) [During Block]
Yet another counter overdrive. Again she does the same thing
stepping back sticking out her arm, saying 'baku', and another
set of kanji appear. Character flies back and glows blue once
again. The effects of this overdrive are that for 14 seconds
your opponent's attack power will be lowered. I would suggest
using this on someone like, oh I dunno, POTEMKIN!!!
Baku Hou - " Phoenix Curse "
b HCB + HS (b, f, df, d, db, b + HS) [During Block]
The last of the overdrives. Again it's a counter and again she
does the exact same routine with a different set of kanji. So
what's the difference here you ask. Well if phoenix is the bird
of life you would assume that your opponents life would drain
for 14 seconds. But nooooooo, you get the great effect of
lower defense. Whoopy-doo. The life draining and possibly
refilling your life would have been better but I did not make
the game so you know.
(Note: Interesting side note about the counter overdrives is that
they can stack with each other. Like if you have a full
tension gauge and someone attacks and you use the Baku Ryu
lowering their attack power. Then being the stupid person
they are they attack again while 'cursed' and you use the
Baku Rin overdrive, then for the overlapping time the
opponents attack will be down AND they cannot use any
special attacks. Spiffy. Oh and if anyone knows what the
kanji say when Baiken does her counter overdrives, please
tell me, thanks.)
[Instant Kill]
==============
Garyotensei - " Midnight Assassin (Dragon Eye) "
QCF QCF + HS (d, df, f, d, df, f + HS)
This is a pretty decent instant kill. Baiken dashes across
towards her opponent. Now she can dash the full level, I think,
I know she can dash the maximum distance between characters.
This is a grab move so it is unblockable, not that it can't be
stopped, just unblockable. When she grabs onto her victim and
then a scene is portrayed, with a silhouette of Baiken and her
opponent behind those Japanese paper doors. Baiken says something
I do not understand what she is saying, but soon the paper door
In front of the opponent rips and blood splatters, your opponent
is dead.
(Note: If anyone wants to tell me what this scene is about or what
Baiken is saying, fill free to.)
__ __
\ \ / /
====================================================================\ \/ /===
9. Combos | |
====================================================================/ /\ \===
/_/ \_\
[Normal Combos]
===============
{Emery0083 -Me-)
----------------
#1
f+HS > c.S+HS xx QCF+K > FF+HS
#2
f+P xx QCF+K > FF > c.HS
#3
f+HS > c.S+HS xx QCF+K > FF > c.HS
#4
s.K > -close- s.S > s.S > s.HS xx QCF+K > FF+HS
#5
-jump in- j.K > land > JC > j.P > j.K > d.JC > j.S > DP+S
#6
-jump in- j.K > d.JC > j.P > j.S > DP+S
#7
-corner- FF > s.K > s.S > f+P xx QCF+K > FF > f+HS > c.S+HS xx QCF+K >
f+P > JC > j.P > j.K > d.JC > j.S > DP+S
{holy_order}
------------
#8
-close- c.K > s.S > c.S+HS > FF+HS > c.S+HS > JC > QCF+K
(Note: Tatami Gaeshi doe not hit it just sets up teh floor mat trap)
#9
-corner- s.HS xx QCF+K > JC > j.S > j.P > DP+S
#10
-close- c.S+HS xx QCF+K > JC > j.S > j.P > j.K > d.JC > j.S > DP+S
#11
-jump in- j.P > j.K > land > JC > j.S > j.P > j.K > d.JC > j.S >
DP+S
[Dust Combos]
=============
{holy_order}
------------
#1
-corner- s.S+HS > JC > j.S > j.S > j.S > j.P > j.K > d.JC > j.P >
j.S > DP+S
#2
-corner- s.S+HS > JC > j.S > d.JC forward > Land > f+HS > c.S+HS >
JC > j.K > d.JC > j.S > DP+S
[Extra Combos]
==============
{Emery0083 -Me-}
----------------
#1
(Full Tension) FF > f+P xx QCF, QCF+S > RC 2nd hit > f+P xx QCF+K >
FF > f+HS > c.S+HS
#2
(Half Tension) -corner- FF > s.K > s.S > f+P xx QCF+K > FF > f+HS >
c.S+HS xx QCF+K > f+P > JC > j.P > j.K > d.JC > j.S > DP+S > RC >
j.K > DP+S
#3
(Half Tension) -corner- FF > s.K > s.S > f+P xx QCF+K > c.S+HS xx
QCF+K > f+P > JC > j.K > DP+S > RC > d.JC > DP+S
{holy_order}
------------
#4
(Full Tension) -close- s.S > c.S+HS xx QCF, QCF+S > RC 2nd hit >
JC forward > j.S > DP+S
#5
(Full Tension) -clos- c.S+HS xx QCF, QCF+S > RC 2nd hit > FF+HS >
c.S+HS > JC forward > j.K > d.JC > j.S > DP+S
#6
(Half Tension) -corner- Throw Forward > f+P > JC forward > DP+S >
RC > j.K > d.JC Forward > j.S > DP+S
#7
(Full Tension) s.S > f+P > JC > DP+S > RC > j.HS > DP+S > RC > j.K >
d.JC > j.S > DP+S
#8
(Full Tension) -corner- QCF QCF+S > RC 2nd hit > f+HS xx QCF+K >
s.S > JC > j.S
#9
(Full Tension) -corner- s.S+HS > JC > j.S > d.JC forward > j.S > land >
QCF QCF+S > RC 2nd hit > FF+HS > c.S+HS > JC > j.K > j.S > QCF+K >
land > JC > j.HS > DP+S
(Note:
Normal Combo #7 - Timing is crucial if when you do the f+HS >
c.S+HS and the opponent does not pop back up into the air, the combo
is over. If the opponent does pop back up then you must time the second
QCF+K so that the player will land on it whil it is stand on end, again
if the opponent misses then the combo is over. Lastly if the second
f+P does not connect right and hit the opponent back into the air,
you may go no further.
Normal Combo #8 - Tatami Gaeshi will not hit but will be set up
for a mat trap.
Dust Combo #2 - Make sure the first d.JC does not make the
background shift color to yellow.)
__ __
\ \ / /
====================================================================\ \/ /===
10. Strategy | |
====================================================================/ /\ \===
/_/ \_\
[Mat Traps]
===========
This is a good strategy to stat using. Basically you want to use the
Tatami Gaeshi, or floor mats, to confuse your opponent and make them
block a certain way. A good use is to knock an opponent down and
instantly jump above them and lay out a floor mat in the air. As the
opponent gets up they will have to block the falling mat leaving you
an opportunity to hit them low. Now if the opponent blacks a mat low
you can always use the Overhead Yosanzen (DP, uf + P) to hit them.
Another good strategy for using the mats is to air dash back and set
one up. You can bait the opponent into running straight into teh mat
or, again, they will have to block leaving you a good opportuniy to
attack them low or high depending on which way they blocked. Off
topic, isn't it funny how well this paragraph lined up? I did not
even plan it this way.
[Countering]
============
This is what Baiken is mainly gonna be used for. She has the most
counters of anyone else in the game and the work so well. For instance
her Zakuro, or Killing Blade, counter is good stopping practically
everything. Although not strictly unbeatable you can stop many combos,
specials, and even some overdrives. And if you have people who love
to jump in and attack you, well, you can just make them think twice
about it afer a few Sakura, or Reverse Blade. This nifty counter not
only gives you six hits, but, it can also be folowed up into a small
combo, and it can even be used to hit Potemkin even if he is on the
ground. Her next counter the Mawarikomi, or Short Bonzai Run, lets you
get behind the opponent for a split second. This has some obvious
advantages such as, interrupting combos and safely fleeing overdrives.
I use this move alot when facing off against a Baiken player to get
behind them when they try to do the Sanzu Watashi overdrive. Next is
the fun part, Baiken's seal overdrives. These babies can completly turn
the tide of a match. You will mainly want to use the Baku RIN seal, so
that your opponent will not be able to use any special moves for the
next 14 seconds. And what is good about the seal overdrives is that
they are stackable meaning, if you counter with a Baku KI and the
opponent attacks again and you counter with the Baku RIN, well, the
opponent will not be able to jump or use specials for the short
overlapping amount of time. These are gonna be a main staple in your
playing, so I advise you get used to luring the oppoent into attack
just so you can counter.
__ __
\ \ / /
====================================================================\ \/ /===
11. Extras | |
====================================================================/ /\ \===
/_/ \_\
[Stage/Music]
=============
Stage: Colony
I do not really like this stage that much. The sign on the left of
the screen and the screen and the statue in the right corner limit
the view. It's a nice background though. But I do not know what is
up with that big statue thing holding up the bridge. Is he supposed
to be a statue of a hero or is it just decoration? Other then that
you have several onlookers standing around, one poor girl is
sweeping up a never-ending fall of leaves in front of what looks to
be a temple or shrine or something, someone should tell her that it
is useless.
Music: Momentary Life
This is definitely a cool theme. It mixes what sounds to be one of
Those oriental loot type instrument (someone please tell me the name)
and electric guitars. A very up-beat song that makes you just want
to run up and beat the crap out of your opponent. Reminds me
of the anime scenes where the main character is running through
a horde of bad guys just slicing them down as they go. I dunno
I guess it is just me.
[Colors]
========
Color #1 - (P)
Redish-orange and black kimono with beige trim. Black calf/ankle
coverings with yellow trim and yellow sandals. Pale white skin
and golden blonde hair. Silver blade.
Color #2 - (K)
Light yellow and gold kimono with black trim. Gold calf/ankle
coverings with yellow trim and yellow sandals. Dark tan skin
and black hair. Gold blade. (Personal Favorite)
Color #3 - (S) [Original]
White and black kimono with pink trim. Black calf/ankle coverings
with yellow trim and brown sandals. White skin and pink hair.
Silver blade.
Color #4 - (HS)
Blue and dark blue kimono with beige trim. Blue calf/ankle
coverings with yellow trim and brown sandals. Pale white skin
and matching hair color. Silver blade.
Color #5 - (Start)
Dark brown and beige kimono with black trim. Beige calf/ankle
coverings with brown trim and beige sandals. White skin with
black hair.
Color #6 - (Same)
Completely whit kimono with blue trim. Blue calf/ankle coverings
with brown trim and brown sandals. White skin with blue hair.
Silver blade. This color is only given when two people try to pick
the same color. Who ever chooses second gets this one.
__ __
\ \ / /
====================================================================\ \/ /===
12. Credits / Legal Info / Contact Me | |
====================================================================/ /\ \===
/_/ \_\
[Credit]
========
www.gamecombos.com - For move translations
Atom Edge - For that kick ass ASCII art
holy_order - For his contribution to the combos
nFNTy - For pointing out some errors I had
DMongello - For guide key idea
Pope Stewart - For the info on mat traps
Arc System Works/Sammy - For making the Guilty Gear series
All other credit goes to me, Emery0083 (Robert Shelton)
[Legal Info]
============
Guilty Gear X and All Its Characters are copyrighted Arc System Works,
Sammy Entertainment 2003
Bakusaiken is copyrighted 2003 Emery0083
This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright. If you would like to
use part, or parts, of this document contact me and ask. I am sure you will
be able to unless otherwise noted.
[Contact Me]
============
Ok check this out I really need help with these translations. And any
combos or strategies would be greatly appreciated. So if you would like to
submit, ask a question, fix an error, ask to put it on your site or just
to talk. Whatever the reason I will be there and glad to talk to you. Of
course if you send in something, and I use it, I will give you full (100%)
credit unless otherwise noted. You can e-mail me but I prefer AIM just to
let you know.
(NOTE: This is a first come first serve bases)
Email:
[email protected]
AIM:.....Emery0083
__ __
\ \ / /
====================================================================\ \/ /===
13. Conclusion | |
====================================================================/ /\ \===
/_/ \_\
Well kiddies that's it, shows over, nothing else to see here. Hope this
ended up helping you more then it did hurting you. So I think I did
fairly good for my second FAQ, what do you think? Well I guess this is it.
Hey wasn't that the lyrics to a song? Eh, who cares it was 80's music.
Umm like I said before any info or comments can be e-mailed to me but
if you have a question just IM me, it will be better that way.
"See you space cowboy." ~Cowboy Bebop
_____________________________________________________________________________
==End of File== Copyright 2003, Robert Shelton