[ title ]  Guilty Gear X Complete FAQ
  [systems]  Arcade / Japanese Sega Dreamcast
  [version]  Setup 0.0 [2001.01.06]
  [made by]  The KiD
  [address]  [email protected]
  [moniker]  "Sanosuke" [GameFAQs]

                              [ ascii who? ]
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Copyright 2K1 "The KiD"

The following FAQ you are looking         The most updated issue of the FAQ
through was made by me, "The KiD"         will be given to www.gamefaqs.com
      <[email protected]>          D    primarily. Unless denoted, if any
Made for the use of only personal    I    other location has it, then nine-
and/or private purposes. Whenever    S    times-outta-ten it was ripped out
reproduced, electronically is the    C    from there. If placed on a freely
way it must be done. However, the    L    assessable webpage/site, this FAQ
correctness and accuracy of any &    A    may be altered to fit any certain
all material listed with this FAQ    I    guidelines, but this disclaimer &
isn't 100% guaranteed. Any errors    M    copyright info must remain in its
or omissions that inflict damages    E    original form and state. Capsice?
or problems towards anything will    R    If by now you have a problem with
NOT be the author's fault. That's         any preceding info, then maybe it
how affairs work here. Comprende?         would be best to try another FAQ.

  For no reason should this FAQ be used for profitable and/or promotional
  purposes (i.e- published in guides, magazines, hint books, etc). That's
  final.. Along with that note, nor is this document to be given out as a
  sort of gift with purchases. It's not my forte to write all this to get
  others rich. Any who have enough interest in this FAQ and wish to place
  it on their site, send a letter about your webpage (do include the URL)
  and I'll get back to you ASAP. In any other case, the answer's no. N-O.
  Just don't even bother to ask or waste the time writing. All copyrights
  and trademarks are acknowledged that aren't specifically printed within
  this FAQ. Please give credit where it's due.. or I'll find you. Period.
    Plagiarism sucks. "The KiD" has written, so it shall be spoken.  =)

The characters of 'Guilty Gear X' are (c) 2000 Sammy Co., Ltd.
All rights reserved.

This FAQ is available at the following places:
------------------------------------------------------------- Guilty Gear X -
GameFAQS                                                     www.gamefaqs.com

 A note to other sites: DO NOT rip off this document from GameFAQs.com and
 just place it on your webpage. It becomes an annoyance to find my work at
 other locations I KNOW I didn't send it to. With that stated, I take this
 moment to bitch at "Just the FAQs" <faqs.simplenet.com> that have "stole"
 my 'Groove On Fight' and 'Bulleta' FAQs in the past. If you're that eager
 to have this FAQ as an addition to your site, it's not that hard to write
 a letter and just ask me for it. If you can't do that, make your own FAQ.

                ..Alright, I'm done ranting and raving. Have a nice day. ^_^
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 // Table of Contents
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-› 1st Gear :  Monogatari / Story
-› 2nd Gear :  FAQ Notation
-› 3rd Gear :  Basic Commands
-› 4th Gear :  Guilty Gear X - Those Fighting for the 500,000 World Dollars
   - Anji Mito
   - Axl Low
   - Baiken
   - Chipp Zanuff
   - Dizzy
   - Faust
   - Jam Kuradoberi
   - Johnny
   - Ky Kiske
   - May
   - Millia Rage
   - Potemkin
   - Sol Badguy
   - Testament
   - Venom
   - Zato-1
-› 5th Gear : System Dissection
   - Movement: walking / dashing / jumping
   - Attacking
   - Gattling Combination
   - Dust Attack
   - Guarding
   - Autoguard
   - Faultless Defense
   - Damage
   - Reversals
   - Dead-Angel Attack
   - Throwing
   - Ukemi / Air Recovery
   - Life Gauge
   - Tension Gauge
   - Roman Cancel
   - Destroy / Ichigeki Hissatsu Waza
   - Dizzy & Recovery
   - Taunting & Respect
-› 6th Gear : Miscellaneous 411 - Info You Just Cannot Do Without
   - Secrets / Codes
   - Arcade & Dreamcast Differences
   - Glitches
   - Special Thanks
   - Translations
   - Revisions
   - Final Note

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 // 1st Gear :  Monogatari / Story
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 [ Under some construction / check next revision ]
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 // 2nd Gear :  FAQ Notation
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[---------------------------------------------------------------------------]
 Controller Notation
[---------------------------------------------------------------------------]

  ub    u    uf       Jump Up-Back         Jump Up         Jump Up-Forward
    \   |   /
 b --   N   -- f      Retreat/Block        Neutral         Advance
    /   |   \
  db    d    df       Block Low/Crouch     Crouch          Offensive Crouch

      Reverse forward and back if on right side of screen or Player 2.

[---------------------------------------------------------------------------]
 Button Notation
[---------------------------------------------------------------------------]

 (Arcade Configuration)           (Dreamcast Configuration)
          S   HS
       K                           X    Y        Punch   Slash

       P                           A    B        Kick  Hard Slash

The above is the default button setup for both the Arcade and Dreamcast. I
have seen the arcade version in a "Tekken 3" cabinet to have the Dreamcast
setup, so some places may vary. This FAQ acknowledges the default setups.

[---------------------------------------------------------------------------]
 FAQ Abbreviations
[---------------------------------------------------------------------------]

 P           - press the Punch button
 K           - press the Kick button
 +           - stands for "and"
 /           - stands for "or"
 (air)       - the move can be used both on the ground or in the air
 x~x         - can use anything within that range
               damage is anywhere in that range
 qcf / qcb   - motion (d,df,f) or (d,db,b) on the controller
 hcf / hcb   - motion (b,db,d,df,f) or (f,df,d,db,b) on the controller

 •           - a character's Hissatsu Waza (special move)
 †           - a character's Kakusei Hissatsu Waza (super/chaos move)
 ‡           - a character's Ichigeki Hissatsu Waza (Destroy move)

[---------------------------------------------------------------------------]
 Reading the FAQ
[---------------------------------------------------------------------------]

Each of the character's moves are broken down into parts, from the move's
damage and command to telling any info or situations that happen from it.
Below is how to read and understand everything:

     Move name -o                                  o- Amount of damage the
                 \                                 |  move does
Move command       \                                |
      \      • Gamma Blade                     // 31 dmg
       o-----  hcf + HS
    o--------  Chipp sends a bluish image of himself forward.
   /           - Knockdown attack. Opponent cannot Ukemi.
Move description           \
                           \
                            o- Special notes about the move


Not all moves are this easy to put in this fashion. There are some moves
that have different descriptions depending on the button it's done with
(i.e- Axl's Ben Ten Kari) or a move can hit within a range of damage. All
such additions or special revisions are given in the "Notes" section.

Damage is based off the average. More info is given in the "Damage" section
in "System Dissection".
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 // 3rd Gear :  Basic Commands
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The following list are the overall moves that each character possesses.

[Blocking]
 Standing Block                    Hold b when attacked
 Crouching Block                   Hold db when attacked
 Kuuchuu Block (mid-air block)     In air, hold b / ub / db when attacked
 Faultless Defense                 While blocking, hold P + K
 Dead-Angle Attack                 While blocking, f + any 2 buttons

[Dashing / Jumping]
 Dash                              f,f (hold f to stay dashing)
 Backdash                          b,b
 Dash Kougeki (dash attack)        Press attack button when dashing
 Kuuchuu Dash                      In air, f,f
 2 Dan Jump (double jump)          ub~uf, ub~uf
 High Jump                         d,u

[Throwing]
 Nage (throw)                      When close, f / b + HS

[Special]
 Sweep Attack                      S + HS while crouching
 Ukemi (air recovery)              While in freefall from attack, press any
                                     2 buttons
 Roman Cancel                      While in attack animation, press any 3
                                     buttons (uses 50% Tension gauge)
 Dust Attack                       S + HS (hold up to pursue)
 Dizzy                             Hit opponent repeatedly
 Dizzy Recovery                    Tap buttons and motion pad when dizzy

[Destroy]
 Activate Tension Gauge Disable    Press P + K + S + HS simultaneously
 Destroy Execution                 qcf,qcf + HS
                                   (May is the only exception; her motion is
                                   hcf,hcf + HS when close to opponent)

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 // 4th Gear :  Guilty Gear X - Those Fighting for the 500,000 World Dollars
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[---------------------------------------------------------------------------]
 Anji Mito
[---------------------------------------------------------------------------]

 • Shitsu                          // 17 dmg (29 dmg as overhead)
   qcf + P
   Anji waves a fan forward to send out a dove-shaped electric burst.
   - If the dove is blocked, it "bounces" upward in an arc and becomes an
     overhead attack. It can only be blocked high then. As shown above, it
     also does more damage as an overhead.

 • Fuu Jin                         // 39 / 45 dmg
   qcf + S / HS
   Anji advances forward with a shoulder strike.
   - Using S will not knock opponent down. Using HS will knock opponent into
     the back wall, allowing them to Ukemi afterward.
   - Follow with Nagi Ha, Shin: Ichi Shiki, or Shin: Ni Shiki. You're unable
     to do the additional attack unless the Fuu Jin runs into the opponent;
     whether it hits or it is blocked.

 • Nagi Ha                         // 26 dmg
   Press S after Fuu Jin
   Anji slashes low with his fan.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.

 • Shin: Ichi Shiki                // 2~8 dmg
   Press P after Fuu Jin
   Anji leaps up to throw six fans downward.
   - Each fan normally adds an extra 6 to 8 points of damage. But if done
     after an HS Fuu Jin that hits, after the opponent hits the back wall,
     the fans can hit for as less as 2 or 4 points.

 • Shin: Ni Shiki                  // 76 dmg
   Press K after Fuu Jin / Jump, qcb + P
   Anji creates an electric orb in his hands.
   - Launches opponent.

 • Kou                             // 89~100 dmg
   Press P during attack guard (autoguard)
   Anji ascends with a spinning fan attack.
   - Knockdown attack. Opponent cannot Ukemi.
   - Anji has moves where he will still attack even when he's been struck
     while in attack animation. If he does get attacked and autoguard kicks
     in, pressing P will interrupt the attack Anji was in and make him go
     right into the Kou. Some attacks include: Standing S, Overhead Fan
     Strike (pre-attack frames), Fan Wave, and the Fan Pirouette.

 • On                              // 81 dmg
   f,d,df + HS
   Anji ascends up to grab an airborne opponent, covering them with one of
   his fans and sends electric shocks through them.
   - Opponent cannot Ukemi.
   - Unblockable.
   - Can only catch airborne opponents.

 • Kai                             // 41 / 24 dmg
   qcb + P / K
   Anji leaps up, coming down with a vertical stomp.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked high.

 • (overhead fan strike)           // 27 dmg
   f + P
   Anji attacks high with an open fan.
   - Knockdown attack. Opponent cannot Ukemi.
   - As Anji is in attack animation, he is invincible to an attack; whether
     it be physical or projectile. The attack will pass "through" Anji,
     causing no damage. Works on some multi-hitting attacks.
   - At the beginning frames right before the attack, Anji has autoguard.

 • (fan wave)                      // 27 dmg
   f + K
   Anji swings his fan outward.
   - Knockdown attack. Opponent can Ukemi if they hit back wall.
   - Has autoguard.

 • (fan pirouette)                 // 64 dmg
   f + HS
   Anji advances while spinning around with his fans.
   - Has autoguard.

 † Issei Ougi: Sai                 // 124 dmg
   hcb,f + HS
   Anji sends forward both of his fans to become one large fan to revolve in
   front of him. If opponent is caught, they're crushed between the two as
   they fold together for the final hit.

 ‡ Zetsu                           [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Anji creates a large orb around him as he flies backward off-screen;
   coming back while riding on an energy dragon that travels full-screen.
   - If blocked, Anji will run back onscreen after the dragon has passed. He
     is unable to attack, block, or jump until after he stops and taps his
     fan on his head.

[---------------------------------------------------------------------------]
 Axl Low
[---------------------------------------------------------------------------]

 • Ben Ten Kari                    // 39 / 50 dmg
   f,d,df + S / HS
   Axl slashes his kusari-gami before him to produce a crescent of force.
   - Launches opponent.
   - Using S is the standard crescent slash. Using HS will Axl throw a
     sickle upwards to hit the airborne opponent.
   - Follow with Axl Bomber after HS Ben Ten Kari only.

 • Ren Sen Geki                    // 44 dmg
   Charge b,f + S
   Axl sends out a sickle of his kusari-gami.
   - Knockdown attack. Opponent cannot Ukemi.
   - Follow with Kyoku Sa Geki or Sen Sa Geki.

 • Kyoku Sa Geki                   // 31 dmg
   Hold u / uf after Ren Sen Geki
   Axl brings his sickle back as an upward crescent slash.

 • Sen Sa Geki                     // 102 dmg
   Hold d / df after Ren Sen Geki
   Axl brings his sickle back, spinning it around in front of him.
   - Knockdown attack. Opponent cannot Ukemi until after the 3rd or 4th hit.
   - Must be blocked low.
   - Sen Sa Geki hits a maximum of five times; 102 damage being if all five
     hits connect.

 • Ra Shou Sen                     // 65 dmg
   Charge b,f + HS
   Axl sends out a blue disc. If it hits, opponent is strung up by Axl's
   kusari-gami before they are taken in an explosion.
   - Unblockable.
   - To eliminate the "cheese", Axl is unable to do this move after opponent
     has been knocked to the ground. Meaning, you won't be able to catch
     them as they are standing. Sucks, huh?

 • Ten Hou Seki                    // 54 dmg
   qcb + P
   Axl stretches the chain of his kusari-gami before him to counter an
   attack.
   - A counter-attack move. If Axl is attacked while his arms are out, he
     receives no damage and responds with a throw. Axl is able to reverse
     any jumping, standing, or crouching attack; whether it be physical or
     weapon. He cannot counter projectiles and unblockables.

 • Rai Ei Sa Geki                  // 48 / 36 dmg
   hcb + S / HS
   Axl leaps forward to attack with an overhead sickle attack.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked high.
   - Using S will have Axl jump forward and attack with a downward sickle.
     Using HS will launch Axl up off-screen. While he's up there,
     holding either left or right will move him to where you want him to
     land.

 • Axl Bomber                      // 59 dmg (41 dmg after HS Ben Ten Kari)
   Jump, f,d,df + HS
   Axl ascends as he creates a flaming streak with his kusari-gami.
   - Knockdown attack. Opponent cannot Ukemi.
   - Axl is left in freefall after Axl Bomber. So he's unable to attack,
     block, jump, or air dash until he lands.

 • (sickle punch)                  // 31 dmg
   f + P
   Axl punches with the handle of his sickle.
   - Knockdown attack. Opponent cannot Ukemi.

 • (windmill sickle)               // 46 dmg
   f + HS
   Axl leaps forward with an overhead sickle attack.
   - Must be blocked high.

 † Byakue Ren Shou                 // 185 dmg
   qcf,hcb + HS
   Axl creates a flaming circle around himself with his kusari-gami before
   he sends a sickle outward.
   - Knockdown attack. Opponent cannot Ukemi.
   - Byakue Ren Shou hits a maximum of six times; 185 damage being if all
     six hits connect. To get all six, stand one character's width away.

 ‡ Ren Sen Ougi: Midaregami        [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Axl spans the chains of his kusari-gami on the ground. If it hits,
   opponent is knocked upwards by chains back and forth until they reach the
   apex. Sickles slash up opponent and eventually hold them before they are
   taken in an explosion.

[---------------------------------------------------------------------------]
 Baiken
[---------------------------------------------------------------------------]

 • Tatamigaeshi                    // 39 dmg (19 dmg if fallen in air)
   qcf + K (air)
   Baiken stomps the ground, causing a green tatami mat to spring up from
   the ground.
   - Launches opponent.
   - Can negate some projectiles.
   - If Baiken is too close to opponent, the tatami mat will not hit.
   - The air Tatamigaeshi will fall to the ground after it's been created,
     still able to cause damage if the opponent wasn't hit by the initial
     attack. It that state, it will not knock the opponent down.

 • Za Ku Ro                        // 86 dmg
   b,db,d + P while blocking
   Baiken throws a windmill-razor to spin at a diagonal above her.
   - Knockdown attack. Opponent cannot Ukemi.

 • Mawarikomi
   b,db,d + K while blocking
   Baiken advances, moving onto the other side of the opponent.

 • Saku Ra                         // 29 dmg
   b,db,d + S while blocking
   Baiken turns and thrusts her sword back, sending forward a purple burst
   of energy.
   - Knockdown attack. Opponent cannot Ukemi.

 • Suzu Ran
   hcb + K
   Baiken runs forward.
   - Baiken will be placed in full autoguard for the duration of her moving
     forward. Meaning that she is able to go through attacks without being
     knocked down or launched. Even Destroy moves! Baiken still takes block
     damage, however. She cannot attack or jump until she stops running.

 • You Zan Sen                     // 43 dmg
   Jump, f,d,df + S
   Baiken spins around with sword slashing around her.
   - Knockdown attack. If opponent is on the ground, they cannot Ukemi.
   - Must be blocked high.

 • (advancing double fist)         // 35 dmg
   f + P
   Baiken advances with a double hit punch.
   - As Baiken is in attack animation, she is invincible to an attack;
     whether it be physical or projectile. The attack will pass "through"
     Baiken, causing no damage. Works on some multi-hitting attacks.

 • (extended slash)                // 65 dmg
   f + HS
   Baiken performs a vertical slash.

 • (rotation slash)                // 51 dmg
   d + HS / Press HS while crouching
   Baiken spins her sword around.

 † Tsurane Sanzu Watashi           // 158 dmg
   qcf,qcf + S
   Baiken moves forward, slashing three times with her sword; says,
   "Tenchinin!" ("Heaven, Earth, and Man!"). The Kanji for "ten", "chi" and,
   "nin" will flash onscreen for that respective hit.

 † Baku: Ki                        // 19 dmg
   b,hcb + P while blocking
   Baiken interrupts opponent's attack, thrusting her arm out to strike at
   the kanji of "Ki" glows.
   - Knockdown attack. Opponent cannot Ukemi.
   - While in the blue hue, opponent is unable to jump.
   - The Baku attacks are able to be combined if two are done one after the
     other. For example, if the Baku: Ki hits and then the Baku: Rin,
     opponent will be unable to jump and do special moves.

 † Baku: Rin                       // 19 dmg
   b,hcb + K while blocking
   Baiken interrupts opponent's attack, thrusting her arm out to strike at
   the kanji of "Rin" glows.
   - Knockdown attack. Opponent cannot Ukemi.
   - While in the blue hue, opponent is unable to do their special moves.
   - The Baku attacks are able to be combined if two are done one after the
     other. For example, if the Baku: Ki hits and then the Baku: Rin,
     opponent will be unable to jump and do special moves.

 † Baku: Ryuu                      // 19 dmg
   b,hcb + S while blocking
   Baiken interrupts opponent's attack, thrusting her arm out to strike at
   the kanji of "Ryuu" glows.
   - Knockdown attack. Opponent cannot Ukemi.
   - While in the blue hue, opponent deals less damage to Baiken.
   - The Baku attacks are able to be combined if two are done one after the
     other. For example, if the Baku: Ki hits and then the Baku: Rin,
     opponent will be unable to jump and do special moves.

 † Baku: Hou                       // 28 dmg
   b,hcb + HS while blocking
   Baiken interrupts opponent's attack, thrusting her arm out to strike at
   the kanji of "Hou" glows.
   - Knockdown attack. Opponent cannot Ukemi.
   - While in the blue hue, opponent takes 2x damage from Baiken's attacks.
   - The Baku attacks are able to be combined if two are done one after the
     other. For example, if the Baku: Ki hits and then the Baku: Rin,
     opponent will be unable to jump and do special moves.

 ‡ Garyoutensei                    [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Baiken runs forward. If she meets opponent, the screen changes to a view
   of outside a dojo looking at the silhouettes of Baiken and her opponent
   through a shouji-style wall. Baiken says, "??" before a shower of blood
   splashes upon the wall.

[---------------------------------------------------------------------------]
 Chipp Zanuff
[---------------------------------------------------------------------------]

 • Alpha Blade                     // 49 dmg (39 dmg in air)
   qcf + P (air)
   Chipp advances, disappearing from sight until he appears again on the
   other side of the screen.
   - Launches opponent.
   - In the air, Chipp is left in freefall after Alpha Blade. So he's unable
     to attack, block, jump, or air dash until he lands.

 • Beta Blade                      // 53 dmg (42 dmg in air)
   f,d,df + P (air)
   Chipp ascends, using energy around his bladed-arm to perform an uppercut.
   - Launches opponent.
   - In the air, Chipp is left in freefall after Beta Blade. So he's unable
     to attack, block, jump, or air dash until he lands.

 • Gamma Blade                     // 31 dmg
   hcf + HS
   Chipp sends a bluish image of himself forward.
   - Knockdown attack. Opponent cannot Ukemi.

 • Tsuyoshi Shiki Ten'i
   d,d + P / K / S / HS
   Chipp phases from sight, teleporting to a new location.
   - Each button places Chipp in a different location:
     P =  1/3 screen distance ahead      K  = full-screen distance ahead
     S =  1/3 screen distance in air     HS = half-screen distance in air
   - If the opponent is in the air, using HS will place Chipp at relatively
     the same height as them.
   - Using S will place Chipp a bit off the ground, but he cannot do any air
     based attacks or special moves when he reappears.

 • Tsuyoshi Shiki Meisai
   qcb + K
   Chipp becomes transparent, says, "Find me!"

 • Gen Rou Zan                     // 82 dmg
   hcf + K
   Chipp disappears, leaving leaves behind before appearing on opponent's
   back to slit their throat.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.
   - Chipp is able to grab the opponent if they are anywhere within a 1/3
     screen distance.

 • Resshou                         // 17 dmg
   qcf + S
   Chipp advances with a flame punch.
   - Follow with Roku Sai or Sen Shuu.

 • Roku Sai                        // 21 dmg (19 dmg if after Resshou)
   qcf + S after Resshou
   Chipp advances with a low flame slash kick.
   - Must be blocked low.
   - Follow with Sen Shuu.
   - If the Roku Sai hits alone, it will do 21 damage. If it hits as a combo
     after the Resshou, it will do 19 damage.

 • Sen Shuu                        // 29 dmg
   qcf + K after Resshou or Roku Sai
   Chipp flips forward with a heel kick.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked high.

 • (double punch)                  // 32 dmg
   f + P
   Chipp punches twice.

 • (blade stab)                    // 59 dmg
   f + HS
   Chipp turns and downward slashes with blade arm.

 • (falling drill kick)            // 15 dmg for 1st kick, next -2 dmg
   Jump, d + K
   Chipp descends at a vertical while kicking.
   - Must be blocked high.
   - The first kick does 15 damage. Each additional hit is two damage less
     than the prior. First hit is 15, second is 13, third is 11, etc.

 • (blade uppercut)                // 45 dmg
   d + HS / Press HS while crouching
   Chipp slashing upward with blade arm.
   - Launches opponent.

 † Zan Sei Rou Ga                  // 170 dmg
   hcb,f + HS
   Chipp flies back and forth across the screen with Alpha Blade-type
   attacks to knock the opponent into the air, finishing with a vertical
   slash.
   - Knockdown attack. Opponent cannot Ukemi.
   - If blocked, Chipp will still do the attack in full.

 † Ban Ki Messai                   // 119 dmg
   qcf,qcf + K
   Chipp rushes forward, meeting the opponent with an flurry of standard
   attacks that ends with a dual set of Beta Blades.
   - Chipp is left in freefall after the set of Beta Blades at the end. So
     he's unable to attack, block, jump, or air dash until he lands.

 ‡ Dieter End                      [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Chipp leaps into the air and splits himself into five fireballs. If
   opponent touches any of them, they are brought into the middle as each
   point is connected to form a star. Chipp reforms and falls back to the
   ground as the opponent is taken in an explosion.

[---------------------------------------------------------------------------]
 Dizzy
[---------------------------------------------------------------------------]

 - Dizzy can air dash twice from one jump. She can't Roman Cancel.

 • (arcing wheel)                  // 50 dmg
   qcf + S
   Dizzy's "Devil" wing sends out a flaming staff to arc upward.

 • (ice stalagmite)                // 59 dmg
   qcf + HS
   Dizzy's "Angel" wing creates an ice stalagmite from the ground.
   - Knockdown attack. Opponent cannot Ukemi.

 • (lightning dagger)              // 54 dmg
   b,d,db + S
   Dizzy's "Angel" wing sends out an electrified dagger.
   - The dagger tracks opponent.

 • (ice pirahna: short bite)       // 24 dmg
   qcb + P
   Dizzy's "Angel" wing sends out an ice pirahna that lunges forward to
   attack.
   - The (ice pirahna) has very bad tracking. You are able to aim it a
     little by holding either up or down once it's performed.

 • (ice pirahna: long bite)        // 24 dmg
   qcb + K
   Dizzy's "Angel" wing sends out an ice pirahna that lunges forward to
   attack.
   - The (ice pirahna) has very bad tracking. You are able to aim it a
     little by holding either up or down once it's performed.

 • (ice pirahna: follow leader)    // 24 dmg
   qcb + S
   Dizzy's "Angel" wing sends out an ice pirahna that acts as an attack bit.
   - The (ice pirahna) stays besides Dizzy. If she gets close the opponent,
     it will fly forward to attack twice before breaking apart.

 • (ice pirahna: laser)            // 44 dmg (24 dmg if pirahna hits)
   qcb + HS
   Dizzy's "Angel" wing sends out an ice pirahna that fires a laser.

 • (dragon wing thrust)            // 25 dmg
   f + P
   Dizzy's "Devil" wing thrust forward.

 • (tail launcher)                 // 79 dmg
   f + HS
   Dizzy's tail gets large and thrusts forward to knock opponent in air.
   - Knockdown attack. Opponent cannot Ukemi.

 † (fire eruptions)                // 129 dmg
   hcb,f + S
   Dizzy waves her arms outward, creating six explosions to rip across the
   ground.
   - Knockdown attack. Opponent cannot Ukemi.

 • (iron coffin)                   // 151 dmg
   df,hcf,b,f + P (misses from afar)
   Dizzy creates an "abyss" on the ground. If opponent is caught in it, they
   are placed into an iron coffin. Dizzy is overtaken by her "Death" wing,
   in which he fires six energy arrows into it.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.

 • (death laser)                   // 264 dmg
   f,b,f,hcf + HS
   Dizzy cowers as her "Death" wing fires three thin lasers at opponent
   before removing removing a wolf faced-cannon that fires a huge laser.
   - Regardless of if you're hit by the thin lasers or not, the large laser
     will still fire. If hit by the tiny laser, that makes the larger laser
     guaranteed to hit.

[---------------------------------------------------------------------------]
 Faust
[---------------------------------------------------------------------------]

 • Rerere no Tsuki                 // 29 dmg
   hcf + K
   Faust stabs outward with his scalpel.
   - Follow with Hikimodoshi. You're unable to do the Hikimodoshi unless the
     Rerere no Tsuki hits.

 • Hikimodoshi
   Hold b after Rerere no Tsuki
   Faust brings opponent back towards him.
   - Follow with Oissu!

 • Oissu!                          // 23 dmg
   qcf + P after Hikimodoshi
   Faust punches opponent into the air.
   - Launches opponent.
   - Follow with Koe ga Chiisai.

 • Koe ga Chiisai
   qcf + P after Oissu!
   Faust jumps up after opponent from the Oissu! hit.
   - Faust is able to attack or do any air special move while in air.
   - Follow with Mou Icchou Oissu!

 • Mou Icchou Oissu!               // 58 dmg
   qcf + P after Koe ga Chiisai.
   Faust chops opponent back down to the ground.
   - Knockdown attack. Opponent cannot Ukemi.

 • Nani ga deru ka na?
   qcf + P
   Faust throws a random object upwards.
   - Each object behaves as follows:
     Donut      : Gives back life.
     Chocolate  : Gives back life.
     Mini-Faust : Flies down and walks along ground for 24 damage.
     Bomb       : Explosion able to hurt Faust and opponent for 79 damage.
     Hammer     : Does 43 damage.
     Meteor     : Sends meteors down for 25~35 damage a piece.
   - The Bomb is a knockdown attack. Neither opponent nor Faust can Ukemi.
   - Until the prior item is completely gone from the screen (or just hit
     the ground in the case of the Mini-Faust item), Faust cannot throw
     another item.

 • Sou Ten Enshin Ranbu            // 43 dmg
   qcf + S (Press d to get off scalpel)
   Faust uses his scalpel for a stilt.
   - Follow with Zenpou Idou, Kouhou Idou, Kubi Biyo-n, Growing Flower, or
     Going My Way.
   - The initial hit from the Sou Ten Enshin Ranbu is a knockdown attack.
     Opponent cannot Ukemi.
   - Faust will only stay atop his scalpel for 3 seconds if nothing is done.
     Otherwise, he'll stay there for good.
   - If opponent gets behind Faust, he will not turn around on the scalpel
     to face them.

 • Zenpou Idou                     // 39 dmg
   f,f after Sou Ten Enshin Ranbu
   Faust moves forward with a spring hit.
   - If Faust is too close to opponent, the forward spring will not hit.

 • Kouhou Idou                     // 39 dmg
   b,b after Sou Ten Enshin Ranbu
   Faust moves backward with a spring hit.
   - If Faust is too close to opponent, the backward spring will not hit.

 • Kubi Biyo-n                     // 29 dmg
   Press P after Sou Ten Enshin Ranbu
   Faust strikes out with his head.

 • Growing Flower
   Press K after Sou Ten Enshin Ranbu
   A flower grows from Faust's head.
   - From what I can tell, this does nothing.

 • Going My Way                    // 58 dmg (65 dmg after S.T.E.R.)
   Jump, qcf + HS / Press HS after Sou Ten Enshin Ranbu
   Faust flies forward in an arc while spinning.
   - Knockdown attack. Opponent cannot Ukemi.
   - If Air Going My Way is done too close to the ground, Faust will land.
   - Going My Way hits a maximum of four times; 58 damage being if all four
     hits connect. Air Going My Way hit four times also.
   - Faust is left in freefall after Going My Way. So he's unable to attack,
     block, jump, or air dash until he lands.

 • Metta Kiri                      // 88 dmg
   qcb + KK (misses from afar)
   Faust spins his scalpel around like a windmill.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.

 • Mae ka ra ikimasu yo            // 43 dmg
   qcb + P
   Faust disappears, say, "Ja ma de!" ("See ya!"), appearing in front of
   opponent by opening a door.
   - Knockdown attack. Opponent can Ukemi if they hit back wall.

 • Ushiro ka ra ikimasu yo         // 43 dmg
   qcb + K
   Faust disappears, say, "Ja ma de!" ("See ya!"), appearing behind the
   opponent by opening a door.
   - Knockdown attack. Opponent can Ukemi if they hit back wall.

 • Ue ka ra ikimasu yo             // 37 dmg
   qcb + S
   Faust disappears, say, "Ja ma de!" ("See ya!"), appearing in air to come
   down atop of opponent.
   - Knockdown attack. Opponent cannot Ukemi.

 • (upward swing)                  // 31 dmg
   f + P
   Faust swings his arm upward.
   - Launches opponent.

 • (overhead scalpel)              // 79 dmg
   f + HS
   Faust backbends to strike his scalpel downward.
   - Must be blocked high.

 • (scalpel drill)                 // 31 dmg
   Jump, d + K
   Faust glides at an angle downward while spinning.

 † Na-na-na-nani ga deru ka na!
   qcf,qcf + P
 † Shigekiteki Zetsumei Ken        // 29 dmg
   qcf,qcf + S
   Faust "swims" forward. If opponent touches him, four tresure chest pop up
   on screen. The contents of a chest chosen determines that fate.
   - Must be blocked low.
   - Opponent must press a button to select a chest to open. The chests are
     configured with the button layout:
     P = 1st chest, K = 2nd chest, S = 3rd chest, HS = 4th chest
   - An item comes out of the chest once it's chosen. Each one effects
     either Faust or the opponent in a different manner. See below:
     Cherub            - Faust is taken in an explosion for damage.
                         Launch attack.
     Grim Reaper       - Opponent is stabbed and takes 134 damage.
                         Knockdown attack. Opponent cannot Ukemi.
   - If a box is not chosen by opponent, the Grim Reaper will automatically
     be chosen.

 ‡ Konshuu no Yamaba               [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Faust punches forward. If it hits, opponent is sent to an operation table
   with Faust ready to blow it up. After a few pushes on the trigger and the
   bomb not going off, he walks over towards the table to have the entire
   screen be taken in an explosion. Both he and opponent are then given an
   afro as a result.

[---------------------------------------------------------------------------]
 Jam Kuradoberi
[---------------------------------------------------------------------------]

 • Hochi Fu
   qcb + S (press S again for second Hochi Fu)
   Jam sweeps an arm upward in front of her.
   - Basically, this is Jam's version of a counter. Or to be more specific,
     it's a move that places her in autoguard plus acts like Faultless
     Defense. Besides throws, unblockables, and Destroys, Jam is able to
     stop any level of attack while in animation. A green spark will be seen
     where the attack was halted. She'll lose no energy nor be launched or
     knocked down. Once the attack is stopped, Jam has about a split second
     to get in her free attack.
   - Once one attack has been stopped, pressing S will have Jam do the Hochi
     Fu again. Thus, another attack can be stopped. Only a maximum of two
     can be performed.

 • Asanagi no Kokyuu
   d,d + K / S / HS
   Jam channels power, powering up one of her moves.
   - Depending on the button used, Jam creates a medallion to power up one
     of her moves:
     K  : Ryuu Jin     S  : Gekirin      HS : Ken Roukaku
   - Jam can create up to three medallions for each.

 • Ryuu Jin                        // 71 & 104 dmg (65 & 101 dmg in air)
   qcf + K (air)
   Jam flies forward with leg engulfed in the flaming image of a dragon.
   - Launches opponent.
   - Knockdown attack if powered up from Asanagi no Kokyuu. Opponent cannot
     Ukemi.
   - Follow with Gekirin or Ken Rouraku.
   - A set of three attacks can be done in all between the Ryuu Jin, Geki
     Rin, and Ken Roukaku. For example, if you start with the Ryuu Jin, you
     can move to the Gekirin, then finish with the Ken Roukaku. Jam is also
     able to repeat an attack, just not the same attack in a row. With the
     above example, if she starts with Ryuu Jin then moves to Gekirin, she
     can conclude the string with another Ryuu Jin.

 • Gekirin                         // 39 & 59 dmg (29 & 51 dmg in air)
   qcb + K (air)
   Jam leaps up, turning with a flaming windmill kick.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked high.
   - Follow with Ryuu Jin or Ken Roukaku.
   - A set of three attacks can be done in all between the Ryuu Jin, Geki
     Rin, and Ken Roukaku. For example, if you start with the Ryuu Jin, you
     can move to the Gekirin, then finish with the Ken Roukaku. Jam is also
     able to repeat an attack, just not the same attack in a row. With the
     above example, if she starts with Ryuu Jin then moves to Gekirin, she
     can conclude the string with another Ryuu Jin.

 • Ken Roukaku                     // 48 & 83 dmg (18 & 76 dmg in air)
   f,d,df + K (air)
   Jam ascends with a set of spinning kicks.
   - Launches opponent.
   - Follow with Ryuu Jin or Gekirin.
   - A set of three attacks can be done in all between the Ryuu Jin, Geki
     Rin, and Ken Roukaku. For example, if you start with the Ryuu Jin, you
     can move to the Gekirin, then finish with the Ken Roukaku. Jam is also
     able to repeat an attack, just not the same attack in a row. With the
     above example, if she starts with Ryuu Jin then moves to Gekirin, she
     can conclude the string with another Ryuu Jin.

 • Baku Shuu
   qcf + S
   Jam glides forward.
   - Follow with Mawarikomi, Ashibarai, Hyappou Shin Shou, or Senri Shin
     Shou.

 • Mawarikomi
   Press P after Baku Shuu
   Jam advances, moving onto the other side of the opponent.

 • Ashibarai                       // 29 dmg
   Press K after Baku Shuu
   Jam slides low with a sweep.
   - Knockdown attack. Opponent cannot Ukemi.

 • Hyappou Shin Shou               // 45 dmg
   Press S after Baku Shuu
   Jam creates a burst of force from her fist.
   - Launches opponent.

 • Senri Shin Shou                 // 51 dmg
   Press HS after Baku Shuu
   Jam moves to the other side of the opponent and creates a burst of force
   from her fist.
   - Launches opponent.

 • Hou Ei Kyaku                    // 15~51 dmg
   Jump, d + K
   Jam descends with a kick. If it hits, she spirals downward with a series
   of kicks.
   - The first kick will do 15 damage. When the spial kicks starts, damage
     starts at 8 and goes down 1 damage for each additional kick. Up to
     about five kicks can be scored altogether.

 • (double punch)                  // 38 dmg
   f + P
   Jam punches twice.
   - As Jam is in attack animation, she is invincible to an attack; whether
     it be physical or projectile. The attack will pass "through" Jam,
     causing no damage. Works on some multi-hitting attacks.

 • (rotation kick)                 // 55 dmg
   f + HS
   Jam spins forward while kicking.

 • (launch palm)                   // 25 dmg
   Jump, press S
   Jam knocks opponent into the air.
   - Launches opponent.

 † Chou Kyaku Houou Shou           // 132 dmg
   hcb,f + S
   Jam glides forward. If she meets opponent, she performs series of attacks
   that ends with a flaming launcher kick in front of a large phoenix
   background.
   - Knockdown attack. Opponent cannot Ukemi.

 † Ren Hou Kyaku                   // 109 dmg
   hcb,f + HS
   Jam holds an arm outward, creating a large orange electric orb.
   - Knockdown attack. Opponent cannot Ukemi.

 ‡ Ga Sen Kotsu                    [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Jam glides forward with a backcheck. If she meets opponent, the screen
   goes through a series of still pictures of Jam in attack poses. While the
   stills flash, Jam's yelling "Tenjou! Tenka! Yuigadokuson!" ("The Heavens!
   The World! Self-conceit!") with each kanji shown onscreen. The final kick
   is in front of an sunset background that finishes the opponent.

[---------------------------------------------------------------------------]
 Johnny
[---------------------------------------------------------------------------]

 • Glitter Is Gold                 // 9 dmg
   qcf + HS
   Johnny tosses out a gold coin.
   - Johnny starts a round with eight coins. Each time the opponent is hit
     with one, Johnny goes up a Level. The Level you move to flashes just
     above the Tension Meter. When you hold a button during a Mist Finer,
     the Level is shown until the button is released. Each Level "upgrades"
     the Mist Finer in hits and power. See chart:

     Mist Finer Attack   | Level 1 | Level 2 | Level 3 |
    -----------------------------------------------------
     Mist Finer: Joudan  | 1 / 31  | 1 / 69  | 9 / 114    (hits is the first
     Mist Finer: Chuudan | 1 / 28  | 1 / 69  | 9 / 108    number, damage is
     Mist Finer: Gedan   | 1 / 25  | 1 / 69  | 9 / 108    the second)

   - Opponent cannot Ukemi from the following "Power-up" versions of the
     Mist Finer: Any Level 2 version, Level 3 Chuudan.
   - If Johnny is too close to opponent, the gold coin will not hit.

 • Mist Finer: Joudan              // 31 dmg
   qcf + P (hold P to delay)
   Johnny slashes outward to strike high.
   - Launches opponent.
   - As you are holding the P button, holding left or right will allow you
     to move Johnny.

 • Mist Finer: Chuudan             // 28 dmg
   qcf + K (hold K to delay)
   Johnny slashes outward to strike mid.
   - Launches opponent.
   - As you are holding the K button, holding left or right will allow you
     to move Johnny.

 • Mist Finer: Gedan               // 25 dmg
   qcf + S (hold S to delay)
   Johnny slashes outward to strike low.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.
   - As you are holding the S button, holding left or right will allow you
     to move Johnny.

 • Mist Finer Cancel
   Press HS as you are holding button for a Mist Finer.
   Johnny will drop from his Mist Finer animation stance back to normal.
   - Cancelling a Mist Finer will not waste the levels that Johnny has
     stored up.

 • Bacchus Sigh
   qcb + P
   Johnny creates a mist cloud to move over and cover the opponent.
   - Unblockable.
   - While the mist cloud stays over opponent, it makes Johnny's Mist Finer
     attacks unblockable.

 • Divine Blade                    // 49 dmg
   f,d,df + S, press S
   Johnny leaps forward and throws a thin spear of flame downward.
   - Knockdown attack. Opponent cannot Ukemi.
   - Johnny is left in freefall after the Divine Blade. So he's unable to
     attack, block, jump, or air dash until he lands.

 • Kuuchuu Divine Blade            // 49 dmg
   Jump, f,d,df + S
   Johnny throws a thin spear of flame downward.
   - Knockdown attack. Opponent cannot Ukemi.
   - Johnny is left in freefall after the Kuuchuu Divine Blade. So he's
     unable to attack, block, jump, or air dash until he lands.

 • (launch uppercut)               // 29 dmg
   f + P
   Johnny uppercuts at his side.
   - Launches opponent.
   - As Johnny is in attack animation, he is invincible to an attack;
     whether it be physical or projectile. The attack will pass "through"
     Johnny, causing no damage. Works on some multi-hitting attacks.

 • (launch kick)                   // 39 dmg
   f + K
   Johnny advances with a vertical split kick.
   - Launches opponent.
   - As Johnny is in attack animation, he is invincible to a physical
     attack. The attack will pass "through" Johnny, causing no damage. Works
     on some multi-hitting attacks.

 • (extended slash)                // 85 dmg
   f + HS
   Johnny slashes outward far.

 • (double slash)                  // 52 dmg
   d + HS / Press HS while crouching
   Johnny slashes two vertical strokes.

 † "Sore ga ore no mei da."        // 126 dmg
   hcb,f + HS
   Johnny slashes outward. If it hits, he slashes a large "J" as opponent is
   stuck in stun pose before they are taken in an explosion.
   - Knockdown attack. Opponent cannot Ukemi.

 ‡ Joker Trick                     [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Johnny send out a card. If it hits, opponent is changed into a Joker card
   beside Johnny before he slashes it in half.

[---------------------------------------------------------------------------]
 Ky Kiske
[---------------------------------------------------------------------------]

 • Stun Edge                       // 39 dmg
   qcf + S
   Ky slashes to send out a horizontal stream of electricity.

 • Kuuchuu Stun Edge               // 32 dmg
   Jump, qcf + S / HS
   Ky slashes to send out a diagonal stream of electricity.
   - Using S will send the blast at a 45-degree angle. Using HS will be a
     near 80-degree angle; almost a horizontal.
   - Ky is left in freefall after the Kuuchuu Stun Edge. So he's unable to
     attack, block, jump, or air dash until he lands.

 • Stun Edge: Charge Attack        // 51 dmg
   qcf + HS
   Ky charges before he slashing to sent out a large cone-shaped blast of
   electricity.

 • Vapor Thrust                    // 41 / 49 dmg (41 dmg for Air HS)
   f,d,df + S / HS
   Ky ascends, slashing Thunderseal overhead in a crescent.
   - Launches opponent.
   - Air version must be blocked high.
   - Ky is left in freefall after the Vapor Thrust. So he's unable to
     attack, block, jump, or air dash until he lands.

 • Stun Dipper                     // 43~46 dmg
   qcf + K
   Ky slides forward with leg extended, then slashes low with Thunderseal.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.
   - Both the slide kick and slash will only combo after one another if Ky
     is a certain distance away (about half-screen). The slide kick lasts a
     certain amount of time before the slash is executed. If done too close,
     Ky won't slash even if the kick hits right away. He'll wait until the
     entire kick's followthrough is over first.

 • Crescent Slash                  // 35 dmg
   qcb + K
   Ky backflips, swinging Thunderseal around in a windmill.
   - Launches opponent.
   - Must be blocked high.

 • (elbow attack)                  // 29 dmg
   f + P
   Ky attacks with a forward elbow.
   - As Ky is in attack animation, he is invincible to an attack; whether it
     be physical or projectile. The attack will pass "through" Ky, causing
     no damage.

 • (advancing sidekick)            // 24 dmg
   f + K
   Ky steps forward and kicks.

 • (double crescent slash)         // 67 dmg
   f + HS
   Ky slashed forward in a crescent.

 † Ride The Lightning              // 131 dmg
   hcb,f + HS
   Ky advances while surrounded in a large electric orb.
   - Knockdown attack. Opponent cannot Ukemi.
   - Ride The Lightning hits a maximum of five times. Depending on the
     distance Ky is from the opponent will determine the number of hits.

 ‡ Rising Force                    [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Ky thrusts Thunderseal forward to produce a large blast of lightning.

[---------------------------------------------------------------------------]
 May
[---------------------------------------------------------------------------]

 • Iruka-san: Yoko                 // 49 dmg
   Charge b,f + S / HS
   May advances while riding atop a dolphin.

 • Iruka-san: Tate                 // 49 dmg
   charge d,u + S / HS
   May ascends in an arc while riding atop a dolphin.
   - Must be blocked high.
   - Using HS has May go forward at a wider arc.

 • Restive Rolling                 // 29 dmg
   f,d,df + S (air) (change direction with direction + S)
   May spins around with her anchor while flying in the air.
   - Whether it's in the air or on the ground, the first direction May will
     fly in is up-forward. From there, you can change May's direction up to
     three times to any of the eight cardinal directions. If aimed back
     towards the ground when too low, May will land.
   - After the first hit, the damage drops to 21, then 18, then 16.

 • Hakushu de Mukae te Kudasai     // 21 dmg
   hcf + P / K / S / HS
   May calls for a dolphin to rise up and jump through a hoop.
   - Each button calls the dolphin from a different location:
     P  = behind May                     S  = in front of opponent (miss)
     K  = in front of May                HS = in front of opponent (hit)
   - The S and HS versions appear before the opponent; the HS version being
     the only one that will hit if opponent is stationary.

 • Overhead Kiss                   // 59 dmg
   hcb + K (misses from afar)
   May grabs opponent and jumps in the air, hitting them with a flipping
   anchor attack.
   - Launches opponent.
   - Opponent can Ukemi after hitting the wall.
   - Unblockable.

 • (extended punch)                // 29 dmg
   f + P
   May leans forward and punches.
   - Knockdown attack. Opponent cannot Ukemi.
   - As May is in attack animation, she is invincible to an attack; whether
     it be physical or projectile. The attack will pass "through" May,
     causing no damage. Works on some multi-hitting attacks.

 • (anchor slam)                   // 63 dmg
   f + HS
   May leans forward to attack with her anchor.

 • (anchor slide)                  // 29 dmg
   df + K
   May slides along the ground with anchor extended.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.

 • (falling anchor)                // 39 dmg
   Jump, d + HS
   May descends with an anchor strike.
   - Must be blocked high.

 † Kyuukyoku no Dadakko            // 122 dmg
   hcb + HS
   May swings her anchor out. If it hits, she continues to spin it around
   and around over and over.
   - Knockdown attack. Opponent cannot Ukemi.

 † Great Yamada Attack             // 189 dmg
   qcf,qcf + S
   May calls for a large whale to leap across the screen.
   - Knockdown attack. Opponent cannot Ukemi.

 ‡ May to Yukaina Nakama-tachi     [Ichigeki Hissatsu Waza]
   When close, hcf,hcf + HS
   May grabs opponent and throws them to the ground. Several of her fellow
   female crewmembers run across the screen and trample opponent. After a
   baby losses her doll and begins to cry, a large woman backtracks to go
   get her but trips and falls atop opponent to smother them.
   - Unblockable.
   - It's a really funny Destroy. Only May can get away with such cuteness.

[---------------------------------------------------------------------------]
 Millia Rage
[---------------------------------------------------------------------------]

 - Millia can air dash twice from one jump.

 • Lust Shaker                     // 19 dmg for 1st hit, next -2 dmg
   Tap S rapidly
   Millia leans forward, thrusted her hair forward multiple times.
   - The first kick does 19 damage. Each additional hit is two damage less
     than the prior. First hit is 19, second is 17, third is 15, etc.

 • Kousoku Rakka
   Jump, qcf + K
   Millia speeds downward to the ground at an angle.

 • Tandem Top                      // 39 / 49 dmg
   d,df,f + S / HS
   Millia spins, her hair lashing out to create an energy ring around her.
   - Knockdown attack. Opponent can Ukemi if they hit back wall.

 • Bad Moon                        // 78 dmg
   Jump, qcf + P
   Millia's hair forms a moon shape around her as she spirals downwards to
   the ground at an angle.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked high.

 • Zen Ten
   qcb + K
   Millia rolls forward along the ground.
   - Can pass through opponent and make Millia go on the other side of them.

 • Iron Savior (or "saviour")      // 39 dmg
   qcb + P
   Millia advances while riding on her hair.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.

 • Secret Garden                   // 29 dmg for 1st hit, next -3 dmg
   qcb + HS (change direction with direction + HS)
   Millia creates a blue orb.
   - While the orbs is being created, you have only about a second to choose
     up to four directions you wish the orb to fly in. Any of the eight
     cardinal directions can be chosen. For each input, a *clash!* sound
     will he heard. The first direction the orb will first in is at a
     horizontal toward opponent. After that, the directions you chose will
     be performed.
   - The first hit does 29 damage. Each additional hit is three damage less
     than the prior. First hit is 29, second is 26, third is 23, etc.

 • (hair flower)                   // 36 dmg
   f + P
   Millia turns her back, hair extended to open up like a flower.

 • (overhead flip)                 // 24 dmg
   f + K
   Millia flips forward with a kick.
   - Must be blocked high.

 • (hair whip)                     // 59 dmg
   f + HS
   Millia leans forward, whipping her hair over.
   - Knockdown attack. Opponent cannot Ukemi.

 • (hair raise)                    // 39 dmg
   d + HS / Press HS while crouching
   Millia arises while flipping her hair back.
   - Launches opponent.

 † Winger                          // 148 dmg
   qcb,hcf + HS
   Millia's hair turns into wings and she flies upwards before doing a
   divebomb-type attack.
   - Knockdown attack. Opponent cannot Ukemi.
   - The divebomb at the end must be blocked high.

 † Emerald Rain                    // 90 dmg
   qcf,qcf + S
   Millia lashed her hair out three times, sending three large energy discs
   forward.
   - If the discs knock the opponent into the back wall, it's a knockdown
     attack and they cannot Ukemi.

 ‡ Iron Maiden                     [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Millia bends forward and her hair fans through the floor, coming up under
   opponent in a bunch of upwards spears. Two long braid comes across and
   form an "X" through the stunned opponent.
   - The upwards blast tracks wherever opponent is on screen. If blocked or
     avoided, Millia is open and vulnerable to attacks.

[---------------------------------------------------------------------------]
 Potemkin
[---------------------------------------------------------------------------]

 - Potemkin cannot dash, retreat, or air dash.

 • Mega Fist (Zenpou)              // 49 dmg
   qcf + P
   Potemkin leaps forward with a double arm punch.
   - Must be blocked high.

 • Mega Fist (Kouhou)              // 49 dmg
   qcb + P
   Potemkin leaps backward with a double arm punch.
   - Must be blocked high.

 • Slide Head                      // 39 dmg (0 dmg if far away)
   qcf + S
   Potemkin falls forward, creating an earthquake.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.
   - The Slide Head only does damage if it hits opponent. From far away, it
     does no damage, but opponent still falls.

 • Hammer Fall                     // 59 dmg
   Charge b,f + HS
   Potemkin advances with a double fist crush.
   - Knockdown attack. Opponent cannot Ukemi.
   - Has autoguard.

 • Potemkin Buster                 // 129 dmg
   hcb,f + P (misses from afar)
   Potemkin grabs opponent and leaps up with a backbreaker.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.

 • Heat Knuckle                    // 51 dmg
   f,d,df + HS
   Potemkin reaches upward to grab an airborne opponent, sending multiple
   fire blasts through opponent.
   - Opponent can Ukemi once released of final blast.
   - Unnblockable.
   - Can only can airborne opponents.

 • Heat Extend                     // 89 dmg
   f,d,df + HS after Heat Knuckle
   Potemkin charges up to make the last blast an explosion.
   - Knockdown attack. Opponent cannot Ukemi.

 • (headbutt)                      // 34 dmg
   f + P
   Potemkin leans forward for a headbutt.
   - As Potemkin is in attack animation, he is invincible to an attack;
     whether it be physical or projectile. The attack will pass "through"
     Potemkin, causing no damage. Works on some multi-hitting attacks.

 • (double fist punch)             // 99 dmg
   f + HS
   Potemkin punches forward with both fists.
   - Knockdown attack. Opponent cannot Ukemi.
   - Attack seems to dizzy the opponent every third time it hits.

 • (launch uppercut)               // 69 dmg
   d + HS / Press HS while crouching
   Potemkin punches upward.
   - Launches opponent.

 † Gigantor                        // 48 dmg
   hcb,f + HS
   Potemkin creates a blue field in front of him.
   - Can negate some projectiles.
   - Opponent is placed in dizzy status if it hits.

 † Gigantic Bleed                  // 189 dmg
   hcf,hcf + P after Gigantor
   Potemkin puts together a blast of red and blue energy before advancing
   with a punch.
   - Knockdown attack. Opponent cannot Ukemi.
   - The command for the Gigantic Bleed must be input as the charge-up
     sequence (background is blue) is going.

 † Heavenly Potemkin Buster        // 170 dmg
   qcf,qcf + S
   Potemkin leaps upwards. If he meets opponent, he grabs them before taking
   a stand on the ceiling, coming down to the ground again in a backbreaker.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.
   - Can only catch airborne opponents.

 ‡ Magnum Opera                    [Ichigeki Hissatsu Waza]
   qcf,qcf + HS (misses from afar)
   Potemkin charges up. If he hits opponent, he erupts from his armor as he
   knocks opponent into the air. Potemkin kisses his fist before punching
   forward to hit opponent on their descent.

[---------------------------------------------------------------------------]
 Sol Badguy
[---------------------------------------------------------------------------]

 • Gun Flame                       // 49 dmg
   qcf + P
   Sol sends out a blast of flames to glide along the ground.
   - Launches opponent.

 • Volcanic Viper                  // 51 / 55 dmg (44 / 48 dmg in air)
   f,d,df + S / HS (air)
   Sol ascends, slashing Flameseal upwards with aflame.
   - Ground Volcanic Viper launches opponent.
   - If air Volcanic Viper hits opponent on the ground, they cannot Ukemi.
   - Follow with (Addition Attack).
   - Sol is left in freefall after the Volcanic Viper. So he's unable to
     attack, block, jump, or air dash until he lands.

 • (Addition Attack)               // 19~23 dmg
   qcb + K after Volcanic Viper
   Sol spins, lashing out with his leg to kick downward.
   - Knockdown attack. Opponent cannot Ukemi.
   - If done after the S Volcanic Viper, opponent can Ukemi before (Addition
     Attack) hits.

 • Ground Viper                    // 53 dmg
   qcb + S
   Sol advances before rising up with a Volcanic Viper attack.
   - Launches opponent.

 • Bandit Revolver (version 1)     // 55 dmg (72 dmg in air)
   qcf + K (air)
   Sol leaps forward with a windmill kick.
   - Ground Bandit Revolver is a knockdown attack. Opponent cannot Ukemi.
   - Air Bandit Revolver launches opponent.
   - Ground Bandit Revolver hits a maximum of two times; 55 damage being if
     both hits connect. Air Bandit Revolver hit four times.

 • Bandit Revolver (version 2)     // 65 dmg
   qcf + K (hold K)
   Sol leaps upwards with a windmill kick, ending with a flame kick.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked high.
   - Ground Bandit Revolver hits a maximum of two times; 65 damage being if
     both hits connect.

 • Riot Stamp                      // 39 dmg
   qcb + K
   Sol leaps to the back wall, flying forward with a kick.
   - Knockdown attack. Opponent can Ukemi if they hit back wall.
   - Must be blocked high.

 • Bukkirabou ni Nageru            // 64 dmg
   f,d,df + K (misses from afar)
   Sol grabs opponent and turns, throwing them to the ground to bounce up.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.

 • (gut punch)                     // 31 dmg
   f + P
   Sol punches out towards character's midsection.
   - Knockdown attack. Opponent can Ukemi if they hit back wall.

 • (double slash)                  // 82 dmg
   f + HS
   Sol steps in with a two-hit slash.

 † Dragon Install
   qcb,qcb + S
   Sol rears back as he charges his body up for a limited time.
   - The Dragon Install boosts up two of Sol's abilities: speed and his
     HS Volcanic Viper. Along with walking and running speed, all of Sol's
     physical attacks come out faster, thus more can be linked together
     (i.e- Sol can combo 4 or 5 Slash moves all together). The HS Volcanic
     Viper now goes the total height of the screen with a rocket-esque look.
   - Once the Dragon Install is over, Sol falls to his knees from the loss
     of stamina for a small period of time. He is vulnerable to attacks
     while kneeling.

 † Tyrant Rave                     // 135 dmg
   hcb,f + S
   Sol slashes Fireseal upwards, unleashing a large burst of flame a short
   distance in front of him.
   - Launches opponent.

 ‡ Napalm Death                    [Ichigeki Hissatsu Waza]
   qcf,qcf + HS
   Sol ascends with a large burst of fire all around him.

[---------------------------------------------------------------------------]
 Testament
[---------------------------------------------------------------------------]

 • (soul bit)                      // 14 dmg
   qcf + P / K
   Testament sents out a floating skull.
   - Using P will make the skull float low. Using K will make it float high.
   - If it hits opponent, the crow form of Zio will attack automatically
     with random moves:
     Crow Dive     : 39 damage
     Feather Throw : 9 damage
     Zio Slash     : 49 damage; knockdown attack. Opponent cannot Ukemi.

 • (leaping scythe slash)          // 59 dmg
   qcb + P
   Testament leaps forward with a scythe slash.
   - Knockdown attack. Opponent cannot Ukemi.

 • (behind floor demon)            // 39 dmg
   hcf + S
   Testament calls for a demon to glide along the ground behind opponent.

 • (forward floor demon)           // 39 dmg
   hcf + HS
   Testament calls for a demon to glide along the ground in front of
   opponent.

 • (poison teleport)
   Testament shrugs and taunts.
   - A counter-attack move. If Testament is attacked while his arms are out,
     he receives no damage and teleports behind the opponent. If opponent is
     hit when Testament reappears, they will be poisoned and lose life
     gradually as long as they are in a purple hue. Testament is able to
     reverse any jumping, standing, or crouching attack; whether it be
     physical, weapon, or projectile. He can't counter unblockables.

 • (scythe jab)                    // 23 dmg
   f + P
   Testament turns his back to opponent and swings his scythe low.
   - Must be blocked high.

 • (sickle stab)                   // 45 dmg
   f + HS
   Testament steps forward while stabbing his scythe downward.

 † (poison gate)                   // 59 dmg
   hcb,f + HS
   Testament creates a gate that spews out a large stream of poison.
   - Knockdown attack. Opponent cannot Ukemi.
   - If opponent is hit, they lose life gradually as long as they are in a
     purple hue.

 ‡ (succubus)                      [Ichigeki Hissatsu Waza]
   qcf,qcf + HS (misses from afar)
   Testament slashes outwards with two scythes. If he hits opponent, scene
   changes to opponent lying on the bed with Zio sitting beside. She thrusts
   her hand through their chest before fading away.

[---------------------------------------------------------------------------]
 Venom
[---------------------------------------------------------------------------]

 • Stinger Aim                     // 29 / 41 dmg
   Charge b,f + S / HS (hold S / HS, then release)
   Venom strikes a cue ball forward.
   - As you are holding the S / HS button, the cue ball will change into a
     black orb; getting larger until you release the button. If you hold the
     button for too long, Venom will fire the orb automatically. The longer
     the Stinger Aim is held, the more damage and hits it does. See chart:

     Stinger Aim Attack | 1 hit | 2 hit | 3 hit | 6 hit |
    ------------------------------------------------------
     Stinger Aim - S    |   29  |   38  | 55~57 | 92~98
     Stinger Aim - HS   |   41  |   48  |   66  |   114

   - If Venom is too close to opponent, the Stinger Aim will not hit.

 • Carcass Ride                    // 35 / 49 dmg
   Charge d,u + S / HS
   Venom strikes a cue ball downward to ricochet.
   - The Roumanji "ra i do" from the book translates as "ride", but the game
     says it's "raid" for some reason.
   - Using S will have the cue ball ricochet once off the floor at a 90
     degree angle. Using HS will make the cue ball ricochet three times off
     the floor and ceiling.

 • Ball Seisei
   hcb + P / K / S / HS
   Venom makes a cue ball float in air.
   - If creating only one cue ball, each button places it in a different
     location:
     P  = low level, close               S  = mid level, close
     K  = high level, close              HS = mid level, far
   - You can't create the same cue ball when that version is still onscreen.
   - After creating a cue ball, Venom can do any attack and strike the ball
     in a certain direction and speed. The type of attack used makes the
     ball behave its on way. Hitting the ball with an S attack will make it
     fly faster than if hitting it with a P attack. Hitting the ball with a
     jumping attack will make it ricochet off the ground at an angle. Cue
     balls can smack into one another and be set off in different places.
     The stronger the attack used to hit the ball, the move damage it will
     do upon hitting. See chart:

     Position  |  P  |  K  |  S  | HS  | f+P | f+HS
    ------------------------------------------------
     Standing  |  25 |  31 |  37 |  41 |  35 |  49   ("XX" are those attacks
     Crouching |  25 |  XX |  33 |  41 |  XX |  XX   that can't be used to
     Jumping   |  27 |  31 |  36 |  45 |  XX |  XX   hit a cue ball)


   - When two or more balls are made, they start to form a pattern. The
     patterns all depend on whatever button you used for the recent ball.
     Below is a diagram of all possible combinations:
     (create balls with the buttons in order as they are listed)

 [2 balls]
 (P - K / K - P)             (P - S / S - P)         (P - HS)
                                                     [P]O
          [K]O
                                        [S]O
     [P]O                    [P]O                                  [HS]O


 (K - S / S - K)             (K - HS)                (HS - K)

     [K]O                    [K]O                       [K]O

          [S]O                          [HS]O
                                                       [HS]O


 (S - HS / HS - S)           (HS - P)

     [S]O                                  [HS]O

         [HS]O
                             [P]O


 [3 balls]
 (P - K - S / P - S - K)                 (P - K - HS / K - P - HS)
 (K - P - S / S - P - K)

                                            [P]O
          [K]O
                                                [K]O
               [S]O
     [P]O

                                                       [HS]O


 (P - S - HS / S - P - HS)               (K - S - HS / K - HS - S)
                                         (S - K - HS / HS - K - S)

      [P]O

                                                [K]O

              [S]O                                  [S]O

                 [HS]O                                 [HS]O


 (K - S - P / S - K - P)                 (K - HS - P / HS - K - P)
                                                    [HS]O

         [S]O

     [K]O                                    [K]O

 [P]O                                    [P]O


 (P - HS - K / HS - P - K)               (P - HS - S / HS - P - S)


         [K]O
                                                   [S]O
     [P]O                                    [P]O

        [HS]O                                         [HS]O


 (S - HS - P / HS - S - P)               (S - HS - K / HS - S - K)
            [HS]O

         [S]O                                     [K]O

                                                      [S]O

 [P]O                                            [HS]O


 [4 balls]
 (P - K - S - HS / P - S - K - HS)       (P - K - HS - S / P - HS - K - S)
 (K - P - S - HS / K - S - P - HS)       (K - P - HS - S / K - HS - P - S)
 (S - P - K - HS / S - K - P - HS)       (HS - P - K - S / HS - K - P - S)
         [P]O
                                                      [K]O
             [K]O
                                                         [S]O
                 [S]O                             [P]O
                                                            [HS]O
                    [HS]O

 (P - S - HS - K / P - HS - S - K)       (K - S - HS - P / K - HS - S - P)
 (S - P - HS - K / S - HS - P - K)       (S - K - HS - P / S - HS - K - P)
 (HS - P - S - K / HS - S - P - K)       (HS - S - K - P / HS - K - S - P)
                                                             [HS]O
              [K]O
                                                          [S]O
         [P]O      [S]O
                                                      [K]O
             [HS]O
                                                  [P]O

   - Beside each ball is the button that was used to call out that certain
     one.
   - Once you make a certain pattern, you can change its look by repeating
     the command for a ball already onscreen. For example, with the two
     patterns above, if you make the left one with any of the combinations,
     do the Ball Seisei command with "P" and the cue balls will realign into
     the right pattern. The game will read that as the last ball used, thus
     making that the pattern for it. Each combination (two balls or more)
     has a way to change the pattern depending on what button you use.
   - When using either two or three balls to make a pattern, they also can
     have their pattern's changed in either the above procedure or this
     alternative one. Make any of the patterns available (i.e- "HS - S - P")
     and only hit one of the balls in a way to not hit the others. Then do
     the Ball Seisei command with another button (i.e- "K"). The game will
     read the ball input as if the ball you hit never existed. So if you hit
     the "P" cue ball in the above example and replace it with "K", the game
     will read the pattern as "HS - S - K" instead.
   - When a cue ball a created, it only lasts a certain amount of time.
   - On a personal note, I really don't know how any of this information
     will be too helpful. I just put it in there just because it seemed to
     be interesting. Sure does make the move look move involved than it
     should be, doesn't it? ^_^

 • Double Head Morvit(?)           // 53 / 68 dmg
   f,d,df + S / HS
   Venom advances while spinning his pool stick.
   - Couldn't figure the translation on the last part mainly. I thought it
     might have been "Double Head Morbid", but the last katakana character
     was "to". Plus that's what the in-game translation is. So here's a look
     in case anyone may know. If you do, drop me a line. It's in katakana
     like this:  da bu ru he ddo mo- bi tto
     The "ddo" and "tto" are parts with double consonants (little "tsu"
     before the character).
   - Launches opponent.
   - Using HS will have Venom advance further than S.

 • Shuukan Idou
   f,d,df + K
   Venom teleports.
   - If using this move normally, Venom will appear in the air above his
     current position. He is able to attack and guard upon reappearing. He
     cannot jump or air dash.
   - The unique part of this teleport is that if a cue ball is anywhere on
     the screen, Venom will teleport to where it is. So if a cue ball is
     left somewhere from the Ball Seisei and Venom moves to a new location,
     doing the Shuukan Idou will place him back where the cue ball was left.

 • Mad Struggle                    // 36 / 47 dmg
   Jump, qcf + S / HS
   Venom descends with a multi-hit pool stick attack.
   - Must be blocked high.
   - Using S will not knock opponent down. Using HS will launch opponent
     since the addition of a flip kick is at the end.
   - The flip kick at the end of the HS version does no damage.

 • (pool stick punch)              // 27 dmg
   f + P
   Venom punches with the handle of his pool stick.

 • (poll stick slam)               // 51 dmg
   f + HS
   Venom swings his pool stick overhead.
   - Knockdown attack. Opponent cannot Ukemi.

 • (cue ball throw)                // 38 dmg
   When close, f + HS
   Venom entraps opponent in a large cue ball.
   - Unblockable.
   - Once opponent is caught, you have about less than a second to get
     another free attack in before opponent can break free.

 † Dark Angel                      // (starts from 10 x3~5 on down)
   qcb,hcf + S
   Venom sends out a large purple orb to fly across the screen.
   - The damage starts at 10 damage per hit and works its way down after
     about three to five hits. It moves down to 9 damage for another three
     to five hits, then 8, 7, etc.
   - More than one Dark Angel can be onscreen simultaneously.

 † Red Hail                        // 135 dmg
   Jump, qcf,qcf + HS
   Venom shoots down eight cue balls.
   - The cue balls can be blocked while either standing or crouching. But if
     opponent blocks high, at the right angle, they can be made to hit low.

 ‡ Dame Buger(?)                   [Ichigeki Hissatsu Waza]
   qcf,qcf + HS (misses from afar)
   Venom swings his pool stick outs. If it hits opponent, they are turned
   into a pool ball to be set with other balls. Venom strikes the cue ball
   to break and it flies up, each pool ball slams into the "opponent ball"
   before the cue ball comes back down to hit and cause an explosion.
   - I had the hardest time trying to translate the move name, so I know it
     has to be wrong. Again, if anyone knows, please tell me. It's in
     katakana like this:  de i mu bo xu ga-
     Each grouping of letters is one katakana character. The "xu" is small
     version of the "U" character.

[---------------------------------------------------------------------------]
 Zato-1
[---------------------------------------------------------------------------]

 • Invite Hell                     // 39 dmg
   d,d + S / HS
   Zato-1 makes a shadow drill sprout from the ground.
   - Knockdown attack. Opponent cannot Ukemi.
   - Must be blocked low.
   - Using S will make the drill come in front of Zato. Using HS makes the
     drill come about 1/2 screen distance away.

 • Break The Law
   qcb + K (hold and release K)
   Zato-1 drops into his shadow on the ground.
   - Hold down K for Zato-1 to stay in his shadow. He can remain there for a
     maximum of 3 seconds. As you are holding the K button, holding left or
     right will allow you to move Zato-1.
   - While in his shadow, Zato-1 cannot be harmed with any attacks; physical
     or projectile.

 • Eddy Shoukan
   qcf + P / K / S / HS (repeat command to return Eddy)
   Zato-1 calls upon a shadow creature named Eddy to assist him.
   - Besides HS, whatever button you use to call upon with Eddy is the
     attack he'll do upon arrival. If you use S, Eddy will appear and attack
     upward with his Tai Kuu Kougeki. Using HS will just make Eddy appear
     with no attack. However, is you use HS and hold it, that doubles as
     telling Eddy to do his Drill Special. While holding HS, you can still
     make Eddy do any of his other attacks. Once HS is released, he'll do
     the Drill Special.
   - Repeat the Eddy Shoukan command to return Eddy.
   - When Eddy is called, a small meter appears right below Zato-1's name.
     That bar shows how must longer Eddy can last onscreen. Any attack Eddy
     does will take away time from the meter. Pressing HS will make Eddy do
     his Drill Special and end any remaining time on the meter.
   - Returning Eddy uses energy from his meter too. So if the meter is near
     empty and you return him, it can use up the remaining energy and force
     you to wait until the meter replenishes before you're able to call him
     again.
   - When Eddy is recalled, the meter will start to replenish (i.e- a person
     on the sidelines getting energy back in the "Vs." games). You'll see it
     start filling up before it disappears. When it disappears, that doesn't
     mean the meter has been filled completely again. If you summon Eddy
     again just after recalling him, the meter will start depleting where it
     left off.
   - When Eddy's meter is empty, it will change red and refill. You're
     unable to do call Eddy until the meter filled completely again.
   - Eddy can be moved either left or right along the ground. If Zato-1
     moves right, Eddy will move that way. Holding down-left or down-right
     will make Eddy move while Zato-1 stays in one place crouching.
   - Eddy has 1 HP and cannot block. The opponent is able to defeat him with
     any physical or projectile attack. Defeating Eddy is the same as if his
     energy meter ran out; having to wait until it replenishes before being
     able to call him again.

 • Shou Kougeki                    // 14 dmg
   Press P after Eddy Shoukan
   Eddy lashes out with a sharp tip.

 • Idou Kougeki                    // 62 dmg
   Press K after Eddy Shoukan
   Eddy rolls forward while taking the shape of a buzzsaw.
   - Idou Kougeki hits a maximum of four times; 62 damage being if all four
     hits connect.

 • Tai Kuu Kougeki                 // 49 dmg
   Press S after Eddy Shoukan
   Eddy slashes upwards with a clawed hand.
   - Launches opponent.

 • Drill Special                   // 105 dmg
   Press HS after Eddy Shoukan
   Eddy turns into a land mine that explodes into a large drill.
   - Launches opponent.
   - Must be blocked low.
   - Using the Drill Special will use up any remaining time on Eddy's meter
     and force it to refill again.

 • Drunkard Shade                  // 19 dmg
   qcb + S
   Zato-1 makes a shadow shield in front of him.
   - The shield is able to return some projectile attacks.

 • Damned Fang                     // 84 dmg
   f,d,df + S (misses from afar)
   Zato-1 traps opponent in a large shadow bubble before running his arm
   through it to pop it.
   - Knockdown attack. Opponent cannot Ukemi.
   - Unblockable.

 • (shadow flight)
   Move controller after double jump
   Zato-1's shadows covers him like a gargoyle.
   - After jumping twice, you're able to control Zato-1 for a short amount
     of time while in air. Pressing an attack button will end his flight,
     leaving Zato-1 in freefall until landing.

 • (shadow mace)                   // 48 dmg
   f + P
   Zato-1 creates a shadow spiked mace to spin around him.

 • (shadow claw)                   // 59 dmg
   f + HS
   Zato-1 creats a shadow arm to attack upward.
   - Launches opponent.

 † Executer                        // 176 dmg
   Jump, qcf,qcf + S
   Zato-1 changes into a sword, flying across the total distance of the
   screen.
   - Knockdown attack. Opponent cannot Ukemi.
   - Even while Zato-1 is turning to point forward, opponent can he hit.
   - Zato-1 will only fly until he hits the corner; no matter where he is.
     From the full length of the screen, he can get a maximum of 19 hits and
     176 damage.

 † Amorphous                       // 158 dmg
   hcb,f + HS
   Zato-1 makes the shadows rise from the ground while looking like a shark.
   - Launches opponent.

 † Megalith Head                   // 128 dmg
   hcb,f + S after Eddy Shoukan
   Eddy rises up from the ground.
   - Knockdown attack. Opponent cannot Ukemi.
   - Wherever Eddy's position is on the stage is where the Megalith Head
     will be done.
   - The command is always done from the point of view from Zato-1. Meaning
     if Zato-1 and Eddy are on both sides of the opponent, do the command
     motion Zato-1's way.

 ‡ Black In Mind                   [Ichigeki Hissatsu Waza]
   qcf,qcf + HS (mises from afar)
   Zato-1 punches upwards. If it hits, a shadow portait of a female's head
   is seen right before it changes into skull.

_____________________________________________________________________________
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 // 5th Gear :  System Dissection
_____________________________________________________________________________
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 [ Under some construction / check next revision ]
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 // 6th Gear :  Miscellaneous 411 - Info You Just Cannot Do Without
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[---------------------------------------------------------------------------]
 Secrets / Codes
[---------------------------------------------------------------------------]

 Unlock Testament (Dreamcast)      Beat game on Normal difficulty.

 Unlock Dizzy (Dreamcast)          Beat game on Normal difficulty without
                                   continuing after unlocking Testament.

 Quick Reset (Dreamcast)           Hold X + Y + A + B, then press Start

[---------------------------------------------------------------------------]
 Arcade & Dreamcast Differences
[---------------------------------------------------------------------------]

 [ Under some construction / check next revision ]

[---------------------------------------------------------------------------]
 Glitches
[---------------------------------------------------------------------------]

 » Trap Faust in the coffin                                     From The KiD
   Do Faust's Nani ga deru ka na? right before being caught with Dizzy's
   (Iron Coffin) Super. If it's the Meteor item, it will hit Dizzy right
   before her "Death" wing fires at the coffin, thus knocking her out of
   attack animation. Faust is then stuck in the coffin for the rest of the
   round.

[---------------------------------------------------------------------------]
 Special Thanks
[---------------------------------------------------------------------------]

 » Sammy                           // www.sammy.co.jp
   They did to 'Guilty Gear' what Square did to 'Tobal' - totally make the
   sequel a HUGE jump from its predecessor! Thank god you put it on the
   Dreamcast and not the Playstation 2.

 » CJayC & GameFAQs                // gamefaqs.com
   Kissing ass or not, the site rules. Simply stated.

 » Express.com                     // www.express.com
   Got the Limited Edition one! Yosh'~! ^_^;

 » Credit
   Without this, where would anyone be?

 » Official Guilty Gear X Homepage // quiltygearx.com
   Alot of info on the character's backgrounds and system notes. Wish it was
   larger in the information department though. Plus pictures. ^_^;

[---------------------------------------------------------------------------]
 Translations
[---------------------------------------------------------------------------]

» General Terms
  Ukemi                            Passive
  Hissatsu Waza                    Certain Kill Art
  Kakusei Hissatsu Waza            Awakening Certain Kill Art
  Ichigeki Hissatsu Waza           Blow Certain Kill Art
                                   (can also be translated as "one strike
                                   certain kill art")

» Anji Mito                       (ANJI= gloom mercy; MITO= honorable haven)
  Shitsu                           Rapidly
  Fuu Jin                          Wind Soul
  Nagi Ha                          Calm Edge
  Shin: Ichi Shiki                 Needle: Method One
  Shin: Ni Shiki                   Needle: Method Two
  Kou                              Crimson
  On                               Shade
  Kai                              Commandment
  Issei Ougi: Sai                  Warning Secret Technique: Coloring
  Zetsu                            Sever

» Axl Low
  Ben Ten Kari                     Dispose of Heaven Cut
                                   ("benten" also means "goddess of arts and
                                   wisdom", but I didn't think this was the
                                   case of it)
  Ren Sen Geki                     Sickle Flash Attack
  Kyoku Sa Geki                    Crooked Chain Attack
  Sen Sa Geki                      Rotation Chain Attack
  Ra Shou Sen                      Thin Silk Bell Rotation
  Ten Hou Seki                     Heaven Release Stone
  Rai Ei Sa Geki                   Thunder Shadow Chain Attack
  Byakue Ren Shou                  Hundred-Fold Suckle Burning
  Ren Sen Ougi: Midaregami         Sickle Flash Secret Technique: Unravalled
                                     Hair
                                   (there was another kanji character used
                                   for "midare", but they both have the same
                                   meanings. figured it was the same thing)

» Baiken                                                (BAIKEN= plum noisy)
  Tatamigaeshi                     Renewing Mats
                                   ("tatami" are Japanese straw mats)
  Za Ku Ro                         Kill Evil Carriage
  Mawarikomi                       Wraparound
  Saku Ra                          Fissure Gauze
  Suzu Ran                         Baron Run
  You Zan Sen                      Bewitching Kill Fan
  Tsurane Sanzu Watashi            Linking Three Way Transit
  Baku: Ki                         Bind: Tortoise
  Baku: Rin                        Bind: Chinese Unicorn
  Baku: Ryuu                       Bind: Dragon
  Baku: Hou                        Bind: Male Phoenix
  Garyoutensei                     Critical Step

» Chipp Zanuff
  Tsuyoshi Shiki Ten'i             Tsuyoshi-Style Transference
  Tsuyoshi Shiki Meisai            Tsuyoshi-Style Camouflage
  Gen Rou Zan                      Illusion Gloom Kill
  Resshou                          Cold Palm
  Roku Sai                         Foot Smash
                                   ("foot" meaning the base of a mountain)
  Sen Shuu                         Pierce Heel
  Zan Sei Rou Ga                   Kill Star Wolf Fang
  Ban Ki Messai                    Ten Thousand Demon Destroy Smash
  "Tsuyoshi" was the name of Chipp's ninjutsu teacher.

» Faust
  Rerere no Tsuki                  Rerere Stab
  Hikimodoshi                      Bring Back
  Oissu                            (kind of grunt)
  Koe ga Chiisai                   Voice is Small
  Mouchoi (Mou Icchou) Oissu       (grunt) A Little More
  Nani ga deru ka na?              What came out?
  Sou Ten Enshin Ranbu             Spear Point Centrifuge Boisterious Dance
  Zenpou Idou                      Forward Movement
  Kouhou Idou                      Behind Movement
  Kubi Biyo-n                      Neck Calisthenics
  Metta Kiri                       Metta Kill
  Mae ka ra ikimasu yo             Coming from in front!
  Ushiro ka ra ikimasu yo          Coming from behind!
  Ue ka ra ikimasu yo              Coming from above!
  Na-Na-Na-Nani ga deru ka na!     W-w-w-what came out!
  Shigekiteki Zetsumei Ken         Stimulating Death Fist
  Konshuu no YAMABA                This Week's YAMABA
                                   ("yamaba" is a weight loss program that,
                                   apparently, doesn't work. it's a scam)

» Jam Kuradoberi   (JAM= gossamer dream; KURADOBERI= possess earth affinity)
                                   ("shamu kuradoheri" is the real Roumanji
                                   that comes from the kanji characters used
                                   in her name)
  Hochi Fu                         Exorcising Axe
  Asanagi no Kokyuu                Breath of the Morning Calm
  Ryuu Jin                         Dragon Edge
  Gekirin                          Imperial Wrath
  Ken Roukaku                      Inaccessible Multistoried Building
  Baku Shuu                        Bomb Kick
  Mawarikomi                       Wraparound
  Ashibarai                        Tripping Up
  Hyappou Shin Shou                Unwilling Penetrate Bell
  Senri Shin Shou                  Long Distance Penetrate Bell
  Hou Ei Kyaku                     Hawk Baby Leg
  Chou Kyaku Houou Shou            Trillion Leg Phoenix Rising
  Ren Hou Kyaku                    Darling Demolish Daughter
  Ga Sen Kotsu                     Oneself Envious Admire
                                   (according to "guiltygearx.com", it's an
                                   expression of vanity as if she was saying
                                   "Look how great I am!" or "Aren't you
                                   just in love with me?")

» Johnny
  Mist Finer: Joudan               Mist Finer: Upper
  Mist Finer: Chuudan              Mist Finer: Center
  Mist Finer: Gedan                Mist Finer: Lower
  Kuuchuu Divine Blade             Mid-Air Divine Blade
  "Sore ga ore no mei da."         "That is my name."

» Ky Kiske
  Kuuchuu Stun Edge                Mid-Air Stun Edge

» May
  Iruka-san: Yoko                  Mr.Dolphin: Horizontal
  Iruka-san: Tate                  Mr.Dolphin: Vertical
  Hakushu de Mukaete Kudasai       Please Come Out and Receive Applause
                                   (actual saying by the trainers at the
                                   Japanese "Sea World")
  Great Yamada Attack              Great Yamada Attack
                                   ("yamada" is the name for the Japanese
                                   equivilent to "Moby Dick")
  May to Yukaina Nakama Tachi      May and Her Happy Circle of Friends
                                   (alot of ways to translate this. "tachi"
                                   can be taken as two ways; one as "tachi"
                                   a way to make the preceeding word plural,
                                   the other having "tachi" mean "arrive"
                                   and make it translate as "May and her
                                   Happy Friends Arrive")

» Millia Rage
  Kousoku Rakka                    High Speed Fall
  Zen Ten                          In Front Revolve

» Potemkin
  Mega Fist (Zenpou)               Mega Fist (Forward)
  Mega Fist (Kouhou)               Mega Fist (Behind)

» Sol Badguy
  Bukkirabou ni Nageru             Blunt Throw

» Venom
  Ball Seisei                      Ball Create
  Shuukan Idou                     Instant Movement

» Zato-1
  Eddy Shoukan                     Eddy Summon
  Shou Kougeki                     Small Attack
  Idou Kougeki                     Movement Attack
  Tai Kuu Kougeki                  Anti Air Attack

[---------------------------------------------------------------------------]
 Revisions
[---------------------------------------------------------------------------]

» Setup 0.0  |  2001.01.06
  Nani?! Nothing on this game given out until it hits the god system that is
  the Dreamcast?! Must be one scarce product in the arcades unless it's
  Japan. ..Would explain all the kanji in the winning quotes though. As with
  99.9% of any FAQ I write, nine-times-outta-ten, this will be changed
  around like hell for the next couple of revisions. In the meantime,
  there's alot of 411 here. Need to go back and recheck things sometime or
  another. Especially the translations. If any are wrong, please drop me a
  line! They're tricky at some points (especially for Jam and Faust), so
  there's no doubt in my mind I screwed up somewhere. Not to mention doing
  the System Dissection section. Oi! By the way, Happy New Year! ^_^

[---------------------------------------------------------------------------]
 Final Note
[---------------------------------------------------------------------------]

Oss'!
Those colors! Oh my god! That NAOMI board does wonders, ne? Well, the next
installment to Guilty Gear is finally here and it's good to have more of
that craziness since MvC2 in the palm of our hands. Could have sworn a long
time ago they said they'd take the "Destroys" out the game. Oh well. Long
live Jam Kuradoberi and Potemkin! ^_^;

Here's a list of things that will show up in future installments:
  = ASCII art!
  = In-game quotes and sayings
  = Details on Zato-1's Drunkard Shade

  Got something to say you want me or others to know? Anything within this
  FAQ wrong? Or maybe there's stuff you want to add to. Whatever the case,
  send your info in! For anything posted inside this FAQ, you not only get
  credit. Oh no! You also receive bragging rights to annoy the hell out of
  people with! Is there a better reward than that?! So c'mon! Send it in!!
  You know the drill.. You know the e-mail address.. So I'll just shut up.
                                         ..By the way, thanks for reading!

Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff.    =P
- "The KiD" <[email protected]>
 _________________________________________________________________________
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