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VERSION 1.0
by:royalflame09
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Part 1:FAQ Introduction
I. Welcome
II. Version History and My History with GGX2
Part 2: Basic Introduction to the World of Guilty Gear
III. Fighting Mechanics
VI. Why You Should Get GGX2
V. Basic History of Guilty Gear
Part 3: Anji Information
VI. Background Information *SPOILER ALERT*
VII. Strengths and Weaknesses of Anji
VIII. Anji's Statistics
IX. Tips for Playing
X. Anji's Biggest Enemies
Part 4: Anji's Moves
XI. Key for Anji's Moves
XII. Anji's Regular Attacks
XIII. Anji's Special Moves
XIV. Anji's Overdrives and Instant Kill
Part 5: Anji's Story Mode
XV. Path Ways for Story Mode Endings
Part 6: Finale
XVI. Credits and Thanks
XVII. Legal Information
XVIII. Contact Me
XIX. Parting Words
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PART 1: FAQ Introduction
I. Welcome
Hey, this is royalflame09 welcoming you to the world of Guilty Gear and this
Anji FAQ. Before saying anything else, I made that thing at the top, so sorry
if its not that great. Anyway, Anji was one of my main men in the
original(along with Faust and Millia). He had everything you could want in a
good, strategic character that was easy to learn, yet hard to master. Anji has
"aged" well in this game with a new kick-ass super, which does a ton of damage.
This FAQ helps you get use Anji as effectively as possible. Note that these
are not the final word, merely advice for using these characters
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II. Version History and My History with GGX2
Date:2/21/2003
This my first time playing the game. Enjoying the flashy new look and having a
blast with it.
Date:3/1/2003
First day of typing the Anji FAQ. Got the game for myself, yet I have to wait
till March 14 to get into it more.
Very soon I'm planning on updating all of my guides and makiing quite a few
more. I've gotten all the info I need. I expect to have something new by
March 12.
INSTALLMENTS NEXT TIME:Some combos for Anji, Anji's statistics, Anji's Biggest
Enemies and Anji's Regular Attacks.
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PART 2: Introduction to the World of Guilty Gear
III. Fighting Mechanics
The Fighting Mechanics section covers most of the universal moves of this game.
This neglect common moves like double/high jumping, guarding, and so on.
Dead Angle Attack: This is a special type of counterattack that drains your
Tension Gauge by 50%. When guarding an attack from a guard position, press
forward with any two attack buttons.
Dust Attack: Pressing the Dust button will allow you to launch your opponent
into the air, allowing you to perform an aerial combo. Essentially a launcher
in this game. No cost to use.
Faultless Defense: Basically a much more powerful version of a Guard, but it
drains your Tension slowly with use. To do this, do the Guarding motion, while
pressing Punch and Kick.
Roman Cancel: This cancels any move you may be using at the moment, reverting
to your normal position allowing yourself to go into other combos. To do this,
press 3 attack buttons while attacking. You must have 50% of your Tension
Gauge to use this.
Burst Attack: This is either a very quick boost in Tension or a fairly powerful
counterattack. There's a separate gauge for Burst that transfers from duel to
duel (i.e. matches). This increases the same way as your Tension Gauge, and
you always start with a full one at the beginning of a fight. To do a Burst
Attack, use a Dust attack in combination with a normal attack button. The
former is harder to use. Completely depletes the Burst Gauge.
False Roman Cancel: As soon as I can, I'll give the info on this move.
Instant Kill "Summon" and Instant Kill: The Instant Kill is basically an attack
that kills your opponent in one move. The Instant Kill "Summon" is the calling
of your Instant Kill Gauge, which is done by pressing all four attack buttons
simultaneously at any time. This drains your Tension bar until all of it has
depleted, in which your life begins to drain. I also think that when your
Tension depletes, you become weaker and take more damage. You may only do an
instant kill in this mode, which is a combination of movements and attack. If
you miss your attack, you lose your Tension is lost for the rest of the duel,
i.e. none of the moves that require Tension cannot be used.
That concludes this section of the FAQ.
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IV. Why You Should Get GGX2
This is a definite must buy for newbies of the series, with Marvel vs. Capcom
being the only competition. If you can, get both, since they are different
types of 2-D fighting games. If not, get this especially if you liked the old
SNK series Samurai Showdown(man, I loved that game) since the basic idea of
weapon-based fighting is still. So, what about those who've played GGX to
death? Here's a basic list of the new features.
-MUCH better graphics
-new burst attack
-great new characters(vampire leader, cross-dresser, rock star witch, and
possessed man, plus hidden people)
-story and mission modes
-better backgrounds in fights(more colors and motions in the scene)
-EX and Gold modes for each character
-some small changes in some Instant Kills
-you get Dizzy and Testament at the start
-NO load times between battles(YEA!)
I know it doesn't sound like much, but when you either play or see the game in
motion, your going to want it very badly. Must have for any 2-D fighting fan.
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V.Basic History of Guilty Gear
To make a long story short, the basic premise of why most of these people are
fighting for three basic reasons: to earn a bounty, to earn money for winning
the tournament, or to get revenge upon the man who created Gears, which caused
the destruction of Japan and killed most of the Japanese. Some exception do
occur (such as Axl and Zappa, who have different goals). Also, each character
has his/her own personal goals, which is mentioned at the beginning and
throughout that characters Story Mode. So, basically its an excuse to bring
this great game to the US, like most stories in fighting games are.
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Part 3: Anji Information
VI. Background Information*SPOILER ALERT*
Anji is a Japanese, which may not sound like much, but it is. This is because
the island of Japan was destroyed by the Gears, leaving very few survivors.
Since the are so little Japanese left in the world, they are considered
international treasures. So, they are sent to special camps and live in a
"protected" area. However, Anji foregoes the special treatment, and escaped
from the camp. He uses a special type of fan as a weapon, and his movements and
attacks are like elegant dancing.*SPOILER ALERT* In story mode, Anji is
constantly attacked by both bounty hunters and people brainwashed by Robo-Ky.
This is because the Post-War Administration Bureau want all the citizens of
Earth to act like good boys and girls, and wanting Anji to be in a camp.
Meanwhile, in another segment, Anji searches for "the man" that created the
Gears. Both Anji and Baiken want revenge upon him for destroying Japan. Both
stories will take some thought, but are fairly rewarding.
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VII. Strengths and Weaknesses
This section of the FAQ details the strengths and weaknesses of Anji. These
are not finalized.
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Strengths
-nice move that can go into 3 other moves
-great special moves
-fairly powerful overdrives
-killer Instant Kill(VERY RARE)
-great ground character
-some regular attacks have a long length
-technique character written all over him(depending on views)
-his super jump can be both vertical and horizontal
-fairly balanced attack and defense
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Weaknesses
-a bad air character
-sort of slow
-not projectile-happy
-lags during certain moves
-technique character written all over him(depending on views)
-not a pick up and play character
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There are more strengths than weaknesses. Anji is all about using various
tactics. Beware, however, of his Achilles' heel, his speed.
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VIII. Anji's Statistics
TO BE IN FURTHER INSTALLMENTS
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IX. Tips for Playing
-Although Fujin has 3 moves afterwards, the major move you will use will be
Shin Ichishiki, especially if an opponent blocked the first attack, since they
won't be expecting it.
-On is fairly tricky to use, but it can connect with your opponent on the
ground, if you and you're opponent are high enough.
-Anji's horizontal super jump is great for closing and making distances. Make
even more distance by air dashing at the end.
-If your opponent is a blocking a lot, throw them for a loop by using Shitsu.
They probably won't expect that the projectile will attack above them
afterwards if they blocked it.
-When using a quick air combo, finish it with Shin Nishiki, since it should at
least hit a couple of times.
-Always remember that Anji has quite a bit of distance in his regular attacks.
Use this to your advantage.
-One of your biggest friends will be your dashing high slash, since it does
multiple hits, an excellent combo beginner, and does a great amount of damage.
-Try to lure your opponents into a Kai Hurricane, by just sitting down. If
your opponent is not lured after a few seconds, stop and rush in with some
attack, to avoid a negative penalty.
-Finally, master comboing Issei Ogi "Sai" into a attack, to ensure that the
Overdrive hits.
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X. Anji's Biggest Enemies
TO BE IN FURTHER INSTALLMENTS
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Part 4: Anji's Moves
XI. Key for Anji's Moves
P-Punch
K-Kick
S-Slash
HS-High Slash
Any Direction-AD
Forward-F
Down-Do
Backwards-B
Down, Down Forward, Forwad-QCF
Down, Down Backward, Backward-QCB
Forward, Down Forward, Down, Down Backward, Backward-HCB
Backward, Down Backward, Down, Down Forward, Forward-HCF
Forward, Down, Down Forward-DPM(Dragon Punch Motion, review your Street Fighter
if you don't understand)
Any Motion done twice in a row-MotionX2
Also Available in air-*
Must be done in the air-#
Guard Point(YOU MUST DO THE MOVE RIGHT AFTER GUARDING AN ATTACK WITH YOUR OWN
ATTACK)-GM
Charge for X amount of sceonds-(-C#-)
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XII. Anji's Regular Moves
TO BE IN FURTHER INSTALLMENTS
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XIII. Anji's Special Moves
The manner in which my moves guide will be done is shown below. For the damage
of his moves, you'll need to see further installments.
*Move Name:Motion and Button Press:Damage:Effectiveness(10 star scale, 1 for
least effective, 10 for most effective)
*Any Perquisites *
Attack Type(Dash, Projectile, Support, Ground[just a basic attack that counters
nothing special], Anti-Air, or Movement)
Description of move
Shitsu:QCF+P:5/10
Projectile Type
This attack send out a butterfly made of Ki(or Chi) that goes across about half
of the screen. This attack can either hit your opponent for a small amount if
unblocked or hit your opponent for a little bit more with an overhead attack of
another Ki formation if your opponent blocks the butterfly. It can be useful
if you're fighting a blocking happy opponent, since they probably wont be
expecting the overhead attack afterwards.
Fujin:QCF+S/HS:8/10
Dash Type/Ground Type
Although the attack could be considered a dash type, its short range makes it
more of a ground type. Anji rushes out with his fans fairly quickly, leaving a
small wall of energy above him. It does a fair amount of damage and if the
move connects, three other moves become available. Extremely useful overall.
Nagiha:S after Fujin:6/10
*can only be used after Fujin if it connects or if it is blocked*
Ground Type
Anji hits his opponent very low, so that they fall down. Its a
sweeping motion that cause a nice amount of damage, but seems
useless to me, since there are two other moves that are a bit
better. But if you need to make a quick escape, this is the move to
use.
Shin Ichishiki:P after Fujin:10/10
*can only be used after Fujin if it connects or if it blocked*
Projectile Type
Anji throws out a total of five folded fans in a wave that spreads
outward and does a great amount of damage. Extremely useful in
many a situation, especially if your opponent blocked Fujin, since
they won't be expecting the attack from above, and lets down their
guard. Yet, if your opponent is hit far away by Fujin, this is
very useless, since only one or two fans hit. All in all, though,
this is one of Anji's best moves.
Shin Nishiki:K after Fujin OR QCB+P#:8/10
*in order to use after Fujin, Fujin must connect or blocked*
Projectile Type
Anji places his hands in front of him and forms a ball of pure Ki.
This ball doesn't move but stays in front of him, and if your
opponent comes into contact with it, a great amount of damage
occurs. This move is best when jumping into your opponent and
then using it.
Kou:GP+P:?/10
???
No matter how many times I try this, I can't get it to work. Any tips in
performing this move would be greatly appreciated. Send any tips on using it
at my e-mail address.
On:DPM+HS:8/10
Anti-Air Type
Anji jumps up a small bit, grabs his opponent and them electrocutes them with
his fan. This is a hard anti-air to use, but is a big payoff since this move
does high amounts of damage. Also, if you have a fairly tall opponent, there
may be a chance that you can get them on your way down.
Kai:QCB+P/K:8/10
Ground Type
Anji jumps fairly low to the ground while slamming down on the ground while
landing. A small area near him spreads dust while doing this move. It's
pretty much hit or miss, but it's fairly quite and does a fair amount of
damage.
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XIV. Anji's Overdrives and Instant Kill
This will be done in the same way as the last section.
Issei Ogi "Sai:HCB, F+HS:9/10
Projectile Type
While not truly a projectile, it has a very long range. Anji spins a huge fan
in front of him horizontally. If even one hit connect, at the end, the fan
will come up, showing an image. Easy to combo, massive damage, and its good
range makes this a great Overdrive. Trade between this and Kai Hurricane.
Kai Hurricane:D-C2-U+K:9/10
Ground Type
This attack is almost exactly like Kai. Anji jumps on high on top of his
opponent, but then spins in a hurricane very, very quickly. This is fairly
powerful, but it's fairly odd range makes it very hard to use. Yet, this is an
excellent attack that should be mastered to use at certain times.
Special Kou:HCB+S:?/10
???
Again, the same with Kou. I don't understand how you use this move at all. No
matter how many times I try, I can't these to work. E-mail me for any tips on
this move.
INSTANT KILL:Zetsu:P+K+S+HS to QCFX2+HS:9/10
Projectile Type
Anji runs away in a ball of energy for a second and then comes back riding a Ki
dragon. The dragon moves fairly quickly, yet is easily blocked by opponents.
When used in a corner, you can easily unleash the attack. Whether or not the
attack fails, Anji runs back, and does his Forward Respect. One of the best
instant kills in the game.
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Part 5: Anji's Story Mode
XV. Path Ways for Story Mode Endings
*NOTE:This is directly copied from EChangs excellent Story Mode FAQ*
Flowchart
Ky
|
Zappa
|
Axl --------------------
| |
(continues) (no continues)
| |
Baiken May
| |
Testament Bridget
| |
Sol Chipp --------------------------
| | |
I-No (no Instant Kill against Ky) (Instant Kill Ky)
| | |
Ending #1 Robo Ky Ky
| |
Ending #2 Ending #3
In the fight against Chipp, he will be immune to normal attacks, and Anji will
start with only 6/8 health.
Prerequisetes: None.
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Part 6: Finale
XVI. Credits and Thanks
I'd like to thank the following people:
Sammy and Arc System Works for making a sequel to such an excellent gaming
experience and fighting game.
Blake Robinson for bring the game on the PASF trip.
Also to Blake Robinson and Paul Mayo for fighting me against Anji.
Extended Play for giving this game such a good review(5/5, very rare on that
show)
EChang for letting me use his excellent Story Mode FAQ in my FAQ.
gamefaqs.com for allowing me to post this FAQ on their sight.
And finally, I thank you for reading this FAQ, and I hope you learn to
effectively play or effectively fight Bridget.
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XVII. Legal Information
Currently, the only sites that may currently post this FAQ up is gamefaqs.com
and neoseeker.com.
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XVIII. Contact Me
Hey, tell me how this FAQ is. Complement, criticize, suggest, and tell me how
I can improve. BE SURE TO TELL ME OF ANY MISTAKES THAT I MADE IMMEDIATELY!
I'll fill in the gaps ASAP. Be sure to e-mail me at
[email protected] or AIM me, royalflame09.
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XIX. Parting Words
Make sure that you always have fun with this and quit when your tired or angry.
Have fun playing as Anji. See you again!!!!!