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==============================

Guilty Gear X2: The Midnight Carnival
Ky Kiske Faq
By Genryusai ([email protected])
=========
Lasted Updated 8/03
Added the EX moves and the Other Side Info
=========
Contents:

1. Character History
2. Legend
3. General Moves
3. Regular Attacks
4. Moves
5. Combos
6. General Strategy
7. Story Mode Paths
8. Mission Mode Help
9. Other side info
10. Credits

===============================================================================

1. Character History

Guilty Gear: The Missing Link
After the retirement of Kliff Undersn, master swordsman Ky Kiske
was given leadership of the Sacred Order of Holy Knights at the
unbelievably young age of 16.  As a symbol of his new status, he was
granted one of the Order's most holy treasures... the blade called
Thunderseal.  The appointment was not a mistake; Ky and his band of heroic
Knights ended the 100-year-long Crusades by sealing the dread Gear,
Justice, away for all eternity... or so it was thought.
       Five years after the dissolution of the Order, Ky continued his
life of public service by entering the police force.  One day while on
duty, Ky received an announcement: A tournament was to be held soon, the
winners of which would be candidates for a Second Sacred Order.  Things
did not seem right; Permission to shed blood during the matches, an
absurdly large grand prize, and most shocking of all... talk of Justice's
resurrection, much too soon.
       Sensing the cold machinations of conspiracy at work, Ky dons the
old uniform of the Order for the first time in five years and decides to
enter.
*****************************
***********************

Guilty Gear X: By Your Side
Ky won the tournament but Justice's final words makes him realize the
form of justice he spent his life believing in only applied to humans.
Then rumor of a gear that didn't want to hurt anyone caught his attention
so he set out to find the true meaning of justice he set out to find
the unknown gear (Dizzy).
******************************
***********************

Guilty Gear XX: The Midnight Carnival
Meeting Dizzy probably changed his view on gears but now there's something
else going on that's connected to the Crusades. Ky stumbles onto what
could be a conspiracy.
===============================================================================

2. Legend

Guilty Gear uses a different notation to show the movement of the joystick.
Looking at the number pad (on most keyboards anyway) you'll see that it's
lined up like this..

7       8       9

4       5       6

1       2       3
Consider 5 representing the joystick or controller pad in neutral. Moving
to the left would be 4, down and to the left 1, down would be 2, down and forward
3, forward 6 and etc.

Buttons

P-Punch
K-Kick
S-Slash
HS- Heavy Slash
D- Dust

===============================================================================

3. General Moves

These are some general things that every character can and basically the mechanics of
the gameplay. If this is your first time playin Guilty Gear then it's worth reading.


Tension Gauge-  The bar at the bottom is your tension gauge, which funstions like the
               hyper bars in the newer Street Fighter games or Marvel Vs Capcom 2. A
               lot of combos and techniques require energy from the bar, but it fills
               itself up in a lot of ways. You gather tension by getting hit, landing
               hits, walking forward, dashing forward or landing a psyche burst. The
               status of the Tension Gauge doesn't carry over between rounds. So even if
               it was full at the end round one, it'll be empty at the start of round two.

Burst Gauge-    This is the bar right underneath the character's health. It's got two uses
               one is kinda like a combo breaker. Basically if you're being hit and want
               break the combo that's being landed on you. The character will spring free
               of the combo and knock the opponent back at the same time if they weren't
               blocking. To do this just hit D and another attack button. The other use is
               to completely fill up your Tension Gauge. If you press D and another attack
               button while not being hit the character will perform a psyche burst. Psyche
               burst will create a golden aura around the character for a split second. If
               it's not blocked then your tension bar will fill up completely. The Burst gauge
               fills as you are being hit, and unlike the tension gauge, its status or level
               carries over to the next round.

Guard Gauge-    This gauge will start off half full, but will rise or fall depending on you
               being hit or blocking. Everytime you block it rises, and does the opposite
               when you're hit. This gauge directly effects your defense because the higher
               the bar is, the more damage the attack will do but this also means that the
               damage of each hit of a combo does drop a little with every hit. If the guage
               fills up to 3/4's then it will begin flashing meaning that any landed hit
               will count as a counter hit, as well as doing more damage then normal.

Faultless       Faultless Defense allows you to block attacks without taking any block damage.
Defense-        But it does require energy from your Tension Gauge. While using Faultless
               Defense your Tension Gauge drops. Hold it too long and it'll drop to nothing.
               To perform it just press P and K while blocking.

Negative        Remember the days where people tried staying at the other end of the screen
Penalty-        just throwing out projectiles, in Guilty Gear that qualifies as a Negative
               Penalty. If you're just trying to sit back and play that kind of keep away
               strategy or try sitting back to block all match then you tension gauge
               (no matter how full it was) will drop to zero. Also the rate that it was filling
               up before will drop, so it'll take longer now to fill up your gauge. To add on
               to that you'll get dizzied easier than before.

Dust Attacks-   Dust attacks are most similar to the launchers in Marvel Vs Capcom. Your
               character does some kind of attack to knock who you're fighting into the
               air. Then press up to follow them into the air for a large combo. If you
               try using a dust in mid-air then your character will do some kind of attack
               or move. What it is depends on the character.

Roman Cancel-   These are done by pressing any three attack buttons while you're doing an
               attack that made contact with who you're fighting. If you do this whatever
               move you were doing will stop immediately without any recovery time. You
               can use this to extend combos since once the cancel is performed you're free
               to attack or to stop a move that's got high recovery that you know will get
               blocked. Doing this uses half of your tension gauge. IF you performed it right
               then you'll see a red aura or light flash from the character.

Jump Cancel-    There are certain attacks that allow you to jump immediately after they're done
               without the use of an cancels using tension. It allows you to follow for an
               air combo if you want.

False Roman -   These work just like the regular Roman Cancels except only certain moves or
Cancel          attacks can be False Roman Canceled. Not only that but the timing on when
               you press the three attack buttons is very strict. It can only be done during
               certain frames of animation in whatever attack you're tryin to do them with.
               The bonus from this though is that it only uses a quarter of your tension gauge,
               instead of half like the regular Roman Cancels. The time frames are listed within
               the moves part of the faq, but if you want to find them out for yourself, go to
               training mode and turn on the option that shows the moves you input. Whenever you
               do an attack or special move that can be FRC'ed that bar on the bottom will flash
               blue. To FRC you have to hit the three buttons while the flash in still on.

Dash-           Pressing forward or backward twice will cause your character to dash backwards
               or towards the opponent. This can also be done in mid-air. You can't block while
               dashing.

High Jump-      Pressing down and (immediately) up will cause the character to do a high jump,
               they'll jump much higher then normal and level a very transparent shadow image
               of themselves if this was done right.

Double Jump-    Done by pressing up after you've stopped ascending from the first jump and are still
               in the air. It'll cause the character to jump again but this time in mid-air.

Special Moves-  Unique attacks that every character has the can be done by some combinations of movement
               with the controller/joystick that ends with hitting an attack button. Most special
               moves can cause some kind of block damage (if Faultless Defense isn't used).

Overdrives-     Overdrives are step up above Special Moves in damage and usually more complicated to do.
               They require half of your tension gauge.

Destroyers-     A step above Overdrives (sorta), once you have some tension would can enter Destroy Mode,
               by pressing P,K,S,HS at the same time. Your character won't have use of tension while in
               this mode, but pressing P,K,S,HS at the same time again will return you to normal if you
               haven't tried your destroy mode yet. Destroy moves or Instant Kills are fatal if landed,
               it doesn't matter the defense of the character or how much life they had left, if the
               Destroy Move is landed then the round is over. The Destroyers can be blocked though, and
               can't be used in combos. They usually have some startup too, so the only time you'll land
               one on a person is if they're dizzy. Aside from that, while you're in Destroy Mode your
               Tension Gauge is slowly dropping. If it reaches zero you'll still be in Destroy Mode,
               but your health will begin dropping instead.

===============================================================================

4. Regular Attacks

Ground
       P-      Ky does a jab with his free hand
               Not too bad of attack, but the reach on this is pretty horrible. It's
               quick though so that does count for something.

       6P-     Ky leans forward and hits with his elbow
               It's got more reach than his regular punch and does a little
               more damage (I think). I think he's also got some invulnerability
               in the upperbody while he's doing it.

       K-      Ky does a kick to the shin
               It's uses are just as good as his regular punch in that it's
               quick but has limited reach.

       6K-     Ky steps forward and kicks, fully extending his leg
               This move looks slow but it can be used in combos, so it's value
               is a little more than it seems.

       S(Close)- Ky leans forward and does an overhead slash
               Being a slash it does more damage than the punches and kicks but
               another thing that's good about it is that it can be jump canceled
               which makes it a decent anti-air sometimes because if they're hit
               by the slash then Ky can follow for an air combo

       S (Far)- Ky leans forward and thrust the Thunderseal
               For that fact that he leans forward and fully extends the sword
               this becomes a decent poking attack. If at anytime the slash links
               you can also follow immediately with a stun dipper for an easy 3
               hit combo.

       HS-     Ky swings horizontally with the sword while it's charged with electricity
               It's fairly fast and has an electrical effect if it lands. The reach is
               just a little shorter than the distance slash and it's just a little higher.
               It's Ky staggering move on counters and the dust attack seems to follow without
               a problem if you can get the stagger to happen.

       HS(EX)- He puts the Thunderseal in the hand nearest the guy/girl he's fighting and
               swings down. It's the same as his old HS in Guilty Gear X. Which means there's
               no electricity effect. It still staggers on counter hits.

       6+HS-   Ky swings with the Thunderseal low and horizontally
               This is Ky most powerful regular attack but it comes out a little slow. It's
               a good move to do as a opponent is getting up from being knocked down. If it
               lands unblocked you can combo from it, basically everything except 6+K and
               his destroy move can be done after this.

       D-      Ky swings up with his sword to knock the guy into the air
               Not much to say about his dust attack, everyone's got one and they can only be
               blocked standing up so it could be used to high and low games if it weren't so
               slow. There are times though that it can be used in combos but there's usually
               false roman canceling or counter hits involved.

       2D-     Ky sweeps the opponent
               Get used to using this or the stun dipper to end all your ground combos because
               Ky's good at pressuring people as they're getting up from being swept. If you land
               this don't follow with anything else unless whatever you're going to do is the
               last hit you need to end the match/round whatever.

Air

       P-      It's literally the same thing as the ground version but Ky's in the air
               It's useful in air combos, not much else to say about it though.

       K-      Ky looks like he's looking away as he extends for a kick
               I'm not sure if it's just me but this is much better than the aerial
               punch. For some reason I find it easier to continue air combos coming
               off of his aerial kick.

       S-      Ky swings horizontally with the sword as it's charged with electricity
               It's pretty fast and has good range. It's going to be the bulk of Ky's
               air combos. The only thing it's not good for is jump in's since Ky's
               swinging forward, not down.

       HS-     Ky swings down fully extending the sword's length
               This is pretty good for jump in's because of the reach, it doesn't some out
               as quickly as the S but it's good as the second to last hit in air combos before
               finishing with a vapor thrust.

       D-      Ky using his free hand creates what almost like an electric mine or bomb
               This move is alright, if you've knocked someone down in a corner, or really
               anywhere and you're near them you can do this right above where they're laying
               and if the timing is right it's another thing Ky can use to pressure people as
               they're getting up. If this lands and you're close enough to attack then you can
               combo off of it. This can even be used in air combos as long as the attack before
               it doesn't allow the opponent to recover very quickly (the aerial s will do).
===============================================================================

5. Moves

SPECIAL MOVES

       Stun Edge: 2,3,6+S
               It's the typical fireball or projectile type move, so it's
               uses are identical to that of Ryu or Ken's fireball, but looks
               like Sagat's tiger shots but side ways. The start up is fast
               enough to be used in some ground combos.

       Charged Stun Edge: 2,3,6+HS
               This version of the stun edge does three hits and takes a lot
               of time to come out since Ky's charging the projectile first.
               It's a good move, if you get the chance to fire it. The best
               use for it is as something to be hitting your opponent as they're
               just getting up from a sweep, Stun Dipper or whatever you use
               to knock the opponent down. It can also be False Roman Canceled.
               It doesn't effect the start up, but recovery time can be cut
               completely. Meaning you can follow up if it hits or block if it's
               blocked. The timing for a False Roman Cancel is a 2 frame window
               where the ball of light is first created, before the Charged
               Stun Edge comes out.

       Vapor Thrust: 6,2,3+ (S/HS)
               This is Ky's version of the generic dragon punch. If the guy you're
               fighting is constantly on you it's a good wake up move (something to
               do just as Ky is getting up after being knocked down.) Aside from that
               it's the best way to end any air combo you manage to land.

       Greed Sever: 2,1,4+K
               Ky kinda leaps forward swinging with an overhead slash that leaves a
               circular arc of electricity behind. It's got to be blocked high, but
               the move isn't very fast, so even though you can catch someone blocking
               the wrong way you'll probably only be able to do this move successfully
               one or two times a match. If you land this on a counter hit then it's
               untechable.

       Stun Dipper: 2,3,6+K
               Ky's low attacking move, he slides forward making contact with his knee
               for the first hit, and swinging with his sword for the second hit. It's
               a good move but there's a few things to keep in mind. 1. The second hit
               only hits if the move is done from a certain distance. Do too far and the
               first hit won't connect. Doing it too close means that the second hit won't
               connect and Ky's open to a lot of attacks. 2. I think that distance can vary
               between opponents so it's a good idea to see how far away Ky should be before
               attempting the move on different characters. This can be False Roman Canceled,
               you have a window of three frames after the knee hits.

       Aerial Stun Edge: 2,3,6+(S/HS)
               As the name implies this is just an air version of the regular Stun Edge. The
               angle on the projectile differs depends on which slash being used. Regular slash
               will send the stun edge down at about a 30 degree angle while heavy slash will
               send it out at around a 60 degree angle. Don't bother trying to use it as a combo
               ender in the air because whoever you're fighting has enough time to recover before
               the stun edge gets there.

       (EX) Cresent Slash: 2,1,4+K
               This is Ky old move from Guilty Gear X, which was replaced by the Greed Sever in
               Guilty Gear X2. It's just like the Greed Sever meaning that it has to be blocked
               high. If you've never seen it Ky kinda does a backflip, but moves forward while doing
               it, and swings his sword while in mid-air, launching you. I like the Greed Sever more
               only because sometimes you can hop over projectiles with it. You don't really get that
               with the Cresent Slash.

       (EX) Vapor Thrust: 6,2,3+ (S/HS), then 2,1,4+K
               You've seen Ky Vapor Thrust before, you've seen Sol's Volcanic Viper, well Ky's uppercut
               move in EX takes after Sol's Volcanic Viper. This version of his uppercut hits twice while
               he's still rising and at the end you can end it with Kiriharai (2,1,4+K). Kiriharai causes
               him to kinda spin while holding his sword out at the end. Just like Sol at the end of his
               Volcanic Viper (where he ends with a kick that sends you to the ground).

       (EX) Needle Spike: 2,3,6+K
               This move replaces the Stun Dipper. Ky swings his sword and keeps in motion and follows up
               with a kick. This is a little like Sol's Bandit Revolver. I didn't like this move at first
               but the one good thing about it is that the move is fairly decent up close, unlike the Stun
               Dipper. The bad thing about it though is that it must be done up close. So if you wanna use it
               it'll have to be in a short combo.

       (EX) Grand Vapor Thrust: 2,1,4+S then 2,1,4+K
               Again another move that was influenced from on of Sol's moves, this is Ky's version of the
               Grand Viper. Ky dashes in and does a low swing that's followed up by a Vapor Thrust. At the end
               of the Vapor Thrust you can add a hit with 2,1,4+K (Kiriharai).

       (EX) Elegant ni Kiru: 6,2,3+P
               This is a throw move, Ky grabs you and slashes. The slashes sends the opponent into the air. I think
               you can follow up for a combo. But even if you can't just getting another up close move for Ky helps
               him.

       (EX) Stun Edge: 2,3,6+S
               Identical to normal version

       (EX) Charged Stun Edge: 2,3,6+HS
               Identical to normal version

       (EX) Aerial Stun Edge: 2,3,6+(S/HS)
               Almost identical to normal version. In EX though the angles that he throws the stun edges out is a
               little better in EX.

OVERDRIVES


       Ride the Lightning: 6,3,2,1,4,6+ HS
               Ky becomes surrounded in a ball on electricty as he dashes forward for five hits.
               It's alright as a wake up move, I've managed to catch a few people with it. You
               can do this in the air, but because of the damage scaling it's not worth the tension
               at the end of an air combo.

       Sacred Edge: 2,3,6,2,3,6+P
               Ky's new overdrive, he kinda stands back for a second, winds up with his free creating
               a blue halo that fades before throwing out a jolt of electricity in the shape of a knife.
               It does a total of five hits and his recovery time from the move allows you to follow up
               after it's landed with either a regular attack, a stun dipper afterwards or another Sacred
               Edge. This can also be false roman canceled, so after it lands you can possibly follow up
               with a dust attack, but unlike the charged stun edge this move has practically no start up
               time and can be used in combos. If you land this on someone airborne you can also follow up
               with an air combo. For a False Roman Cancel you've got a two window frame, six frames after
               the sword of light appears.

       (EX)Ride the Lightning: 6,3,2,1,4,6+ HS
               It's the same move, but instead of Ky being in the ball of electricity he holds it in front of
               him. The pose he has while doing the move is the same as the one he makes while throwing a
               Stun Edge.

       (EX)Sacred Edge: 6,3,2,1,4,6+ P
               This version of the Sacred Edge has slower start up. It's like the sword of light sits there
               a waits for a second before going forward. I like the regular one much more this the EX version.

Destroyer

       Rising Force: 2,3,6,2,3,6+HS (Once in Destroy Mode)
               Ky impales yo with the Thunderseal while it's fully charged. No the best looking or coolest
               destroyer but it's got reach, so of all the destroy moves I think Ky's stands the best chance
               of landing.
===============================================================================

6. Combos

Here's a general list of combos. None of them are really complicated since a lot of attacks link for Ky.
These were tested on Sol (remember what I said about the Stun Dipper earlier) so any of the combos using the
Stun Dipper may need to be changed depending on who you're fighting.

P->P->P->P->S->Stun Dipper
P->P->P->S->S->Stun Dipper
6P->S->HS->Stun Dipper
6P->S->S->6S->Stun Dipper
6P->S->6P->HS->Stun Dipper
6P->S->6K->S->6K->S->sweep
6P->S->S->6S->Sacred Edge->dash in 2K->S->Stun Dipper
6P->S->6K->S->6K->S->Sacred Edge->Stun Dipper(crouching opponents only)
6P->S->6P->HS->Sacred Edge (false roman cancel)->Dust->S->S->S->K->S->HS->Vapor Thrust
S->S->Sacred Edge->Sacred Edge->S->Stun Dipper
Greed Sever->S(jump cancel)->K->S->S->HS
P->P->P->P->S->2D->(Sacred Edge/Stun Edge/Vapor Thrust)
P->P->P->S->S->2D->(Sacred Edge/Stun Edge/Vapor Thrust)
S->S->2S->2HS->2D->(Sacred Edge/Stun Edge/Vapor Thrust)
6HS->6P->S->S->Stun Dipper
6HS->6P->S->2S->2HS->Ride the Lightning

(EX)

===============================================================================

7. General Strategy

Ky's able to pressure people on the ground pretty well and has some nice reach in the Thunderseal. The best thing
to do is keep whoever you're fighting grounded for as long as possible, but at the same time keep some space between
them unless you're the one attacking. Ky's Charged Stun Edge is a great move but in most cases it's no good since it
takes him a while to come out. You should only use it if you know you've got the time, the best chance to use it is
after you've knocked whoever you're fighting down. Learn to time it so that just as they're getting up the Charged Stun
Edge is already over them and they're got no choice but to block it or be hit three times. Even if it's blocked it's
still helping to pressure your opponent, plus it'll bring up their Guard Gauge everytime you do it. Use the reach in
Ky's sword for pokes and any combo you land try to end it with a sweep or Stun Dipper so you can throw out another
Charged Stun Edge. Learning the timing for the Charged Stun Edge will help a lot because if you're good with it you'll
definetely be able to follow up on any Charged Stun Edge that lands plus you don't have to worry as much about being hit
if it's dodged or blocked. Aside from using the Charged Stun Edge you can also use 6+HS as something people have to deal
with as they're getting up. As for defense his anti-air is pretty simple since his was modeled after the shotokans like
Sol, the Vapor Thrust but he's also got the option of either 6P or just S. If you land 6P ad someone's jumping at you,
follow with S, jump cancel and do an air combo. If you don't like those other two options then trying just jumping at
the guy and met him/her with Ky's air kick. It's fast and allows you to follow it up to make a combo.
===============================================================================

8. Story Mode Paths



Venom
|
Slayer
|
Anji -----------------------------------
|                                     |
(Instant Kill)                  (no Instant Kill)
|                                     |
I-No                                 Baiken ----------------------
|                                     |                         |
Eddie                           (more than 30 sec.)      (less than 30 sec.)
|                                     |                         |
Zappa                                Chipp                    Bridget
|                                     |                         |
Sol                                   Jam                       Jam
|                                     |                         |
Ending #3                            Johnny                    Chipp
                                      |                         |
                                   Ending #1                 Robo Ky
                                                                |
                                                            Ending #2

In the path for Ending #2, Chipp will be immune to normal attacks and Robo
Ky will be immune to both normal and special attacks. Eddie starts at half
health, and Zappa starts at half health, is EX, and normal moves do not
hurt him.

Prerequisites: Need Sol #1 and #2 for Ending #3.
===============================================================================
9. Mission Mode Help

Mission 23:
Beat Robo Ky with Ky poisoned with half health and tension and atleast a 16 hit combo. In
(insert number here) seconds.
       This mission's annoying because of how little time you have and you only start off only
       half tension. What I would do is build enough tension to do a combo with two Sacred Edges
       because then I'd only need another six hits. For me it was 6P->S->S->2S->Sacred Edge->
       dash in->2K->S->Sacred Edge. Or after an unblocked Charged Stun Edge
       6P->S->S->2S->Sacred Edge->S->Sacred Edge.

Mission 38:
Beat Jam with Ky with Ky poisoned with half health and only inflicting damage with
special moves and overdrives.
       The only mission I found annoying was Mission 23 this and the next one weren't that
       bad. You're poisoned though, and this mission sometimes takes me a while, so towards
       the end Ky should be a block special move away from dying. Anyway since you're poisoned
       time is against you. Early on just try landing a hit or combo that ends with a Stun Dipper.
       You can't afford to try backing away and throwing out Stun Edges because she'll probably just
       do one of her kicks to go over it. Other than that it's really just Ky's general strategy.
       Even though the regular punches and kicks don't do damage, use some regular combos anyway
       because it'll help build tension. Once you have enough tension just find ways to using
       combos that have the Sacred Edge in it, then finish with a Stund Dipper.

Mission 50:
Beat EX, Gold Sol Badguy with Ky at half health without use of overdrives and destroyers.
       This one didn't bother me that much. Sol's strong and you're gonna end up losing
       at least a few times but overall there's no special strategy in beat Sol. If you
       use his general strategy then it shouldn't take too long to beat this mission.
       The only thing that's annoying is getting the first hit/throw so you can start
       attacking him. Outside of that knock'em down throw out a Charged Stun Edge
       (false roman cancel) run in combo and since it's the computer they'll be enough
       times where he doen't block because the AI for Gold Sol is always charging at you.
       Most of the times that the Charge Stun Edge lands it's a counter hit. The best
       ground combo to do for me is 6P->S->S->2S-> Cresent Slash. It's easy, so there's
       no real concentration needed for it and Sol's knocked down at the end. So I get to
       throw out another Charge Stun Edge.
===============================================================================

10. Other Side Info

Music References:

Guilty Gear as a series gets a lot of things from rock music. The name Ky Kiske comes from he names
of two people in a group called Helloween that was formed in 1984 in Germany. The first name is from
Kai Hansen, the first vocalist and guitarman. Late though Micheal Kiske was hired as the vocalist and
frontman. KAI Hansen + Micheal KISKE = Kai or Ky Kiske.

His overdrive "Ride the Lightning" gets it's name from a song and album by Metallica. His Destroyer
"Rising Force" is a song by Yngwie Malmsteen that was written using both classical and rock influences.
The name of Ky's theme "Holy Orders: Be Just or Be Dead" sounds very similar to "Be Quick or Be Dead" by
Iron Maiden.

Extra Stuff about the Holy Orders:

As far as magic goes lightning magic is the hardest to control. Within the even the Holy Order
only Ky can use it. Although it's the hardest to control, it's the most destructive when concentrated in
one place. His Destroyer move is nothing more than him focusing his lightning magic to the tip of his sword.

Every member of the Holy Order has some word the belt that they wear. Ky's is 'Hope'. As leader of the Holy
Order he felt it was his duty to protect innocents and other members of his group. During the Crusades there
was an incident where six of his subordinates betrayed his order to leave a battle. He was prepared to die
saving them, but instead they died protecting him. He chose the word hope because they left that for him.


===============================================================================

11. Credits

Thanks has to go out to Sammy for one of the best fighting games ever. But aside from that thanks to
Edward Chang for his faq because I would have never learned the timing for the FRC's or story mode
conditions without it.
Thanks also goes out to [email protected] and Calico of gamecombos.com. Luna700's site was helpful in finding the connections Guilty
Gear has to rock music and Calico's translation of certain parts from the Guilty Gear Novel: Lightning the Argent gave
additional insight on a few of the characters in Guilty Gear, Ky included.