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                             -+-+-+-+-+-+-+-+-+-

                              ZONE OF THE ENDERS
                                The 2nd Runner

                         - = VERSUS MODE HANDBOOK = -

                                    -+-+-
                                 Version 1.1
                                    -+-+-
                             Unpublished Work By

                          Arct!c / Ramon Gutierrez
                           <[email protected]>

                                   - and -

                         Tulkas / Ryan Jay Manuguid
                           <[email protected]>
                                    -+-+-

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___________
/ FOREWORD  \__________________________________________________________________
-----------------------------------------------------------------------------

Arct!c:
-------
After playing ZOE for so many times now, I can truly agree with so many critics
that the game was a big disappointment. It was a game that had a good idea
behind it, but was itself too short and/or incomplete to give an exceptional
gaming experience. The included versus mode only had three or four good frames,
which really limited its replay value. With the release of ZOE2, I was a bit
skeptical, worrying it may turn out like its predecessor...a good idea that,
unfortunately, would disappoint lots of expectations. Seems I underestimated
Konami too much. ZOE2 was nearly everything I could have wanted from the
original game, and came strong in many of the points that ZOE lacked in.
The game itself was very good, and the EX Missions provided the much needed
replay value, plus the actual game appearing more Metal Gear-ish in design (VR
Training, game interface, etc.), which obviously meant more of Kojima in the
game's development...which, to me, is a plus. But, similar to the first ZOE,
the feature I most looked forward to was the versus mode. And after endless
hours of 1 on 1 mech-ing with friends, I guess it wasn't bad at all...apart
from a lot of cheapness required with some mechs *coughVicVipercough*. Well,
I guess you might say it was a whole lot better than the first game, having
10 mechs, all of which are actually useful one way or another...compared
to the 7 mechs of the first ZOE...of which only 4 are, in their own way,
useful. And since we liked it so much, my friend RJ and I decided to write
something about it, share some strategies for each of the mechs, etc. etc.
Hope this guide makes YOU the better runner! ;D


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__________________
/ VERSION HISTORY  \___________________________________________________________
-----------------------------------------------------------------------------

1.1  - Added Ardjet "Invincible Grab" strategy.
    - Added new anti-Anubis strategies for Jehuty.
    - Added new anti-Vic Viper strategies for Nephtis.
    - Added "Dmg-Vernier" property.
    - Released (02/22/03)
1.0  - First Version (06/30/03 - 08/07/03)

The most current version of this guide may be found at the ff. sites:

GameFAQs (www.gamefaqs.com)
Death Corps (www.deathcorps.net)

We can guarantee that these sites are always up to date with this guide, so
always check there for the latest updates.


___________
/ CONTENTS  \__________________________________________________________________
-----------------------------------------------------------------------------

1. Introduction to Versus Mode
2. Battle System
3. Versus Mechs
  3-1. Jehuty
  3-2. Jehuty ver.2
  3-3. Damaged Jehuty
  3-4. Naked Jehuty
  3-5. Vic Viper
  3-6. Ardjet
  3-7. Nephtis
  3-8. Inhert
  3-9. Anubis
  3-10. Aumaan Anubis
4. Individual Strategy/Move Lists
  4-1. Jehuty
  4-2. Jehuty ver.2
  4-3. Damaged Jehuty
  4-4. Naked Jehuty
  4-5. Vic Viper
  4-6. Ardjet
  4-7. Nephtis
  4-8. Inhert
  4-9. Anubis
  4-10. Aumaan Anubis
5. Map-Specific Strategy
  5-1. Battle Arena
  5-2. Wind Tunnel
  5-3. The Core of Aumaan
  5-4. Aumaan
  5-5. The Way to Phobos
  5-6. Vascillia City
  5-7. Margaritifer
  5-8. Callisto
  5-9. Antilia
6. Tips and Tricks
7. Miscellaneous
8. Disclaimer
9. Final Words
10. Credits


______________________________
/ INTRODUCTION TO VERSUS MODE  \________________________________________[ 1 ]__
-----------------------------------------------------------------------------

Basically, you can describe it as a game mode that allows players to pit two
OF's (or LEV's...Vic Viper) against each other in single combat. But before
thinking "But Nephtis has a cheap ass barrier!!" or "Cool! I can 0-Shift!!
ph33r!!", consider that many frames were either toned down, or slightly
modified from their story mode counterparts. But still, there's no denying that
two mechs squaring it off in an arena, missiles and lasers flying all over the
place (not to mention the melee battles), is cool as hell ;)

You will notice, the first time you run your ZOE2 DVD, you won't see any versus
mode on the menu. The thing is, unlike in the first ZOE where you could input a
code to unlock VS mode and all mechs at once, you'll have to start a new game,
defeat the first boss, and save the game to unlock this feature. However, if
you play it at that early stage, you'll only have one available mech. To obtain
all the others, you must complete the entire game, while collecting all three
hidden VS mechs in the game (Aumaan Anubis, Inhert, Naked Jehuty). Not that
it's too difficult or anything, it isn't even that long (1 - 2 1/2 hours should
be all it takes).


________________
/ BATTLE SYSTEM  \______________________________________________________[ 2 ]__
-----------------------------------------------------------------------------

The battle system used is similar to that of the VS mode in ZOE1. The basic
control system is similar as well. Here are the basic controls of the mechs.
Note that some commands may not apply for some exceptions:

Left Analog Stick = X-Axis Movement (left, right, forward, backward)
X = Descend
Triangle = Ascend
Left Analog Stick + X = Descend Diagonally
Left Analog Stick + Triangle = Ascend Diagonally
R2 + Left Analog Stick = X-Axis Dash
R2 + Triangle = Ascending Dash
R2 + X = Descending Dash
R2 + Left Analog Stick + X = Descending Diagonal Dash
R2 + Left Analog Stick + Triangle = Ascending Diagonal Dash
Circle = Grab
R1 = Guard
Square (Far) = Shot
Square (Close) = Melee Attack
R2 + Left Analog Stick + Square (Far) = Dash Shot
R2 + Left Analog Stick + Square (Close) = Dashing Melee

Whenever you change direction, you must press and hold the R2 button again
to continue dashing.

Melee attacks can only be performed when the "Close" icon appears on the
screen. In all other cases, the long-range set of attacks are used by
default (obvious exception...Naked Jehuty).

Dash attacks can be performed quickly by pushing R2 + Square and moving
the left analog stick in one direction. But if you want to do dash
attacks smoothly and combining it with movement, just press Square in the
middle of a dash in any direction.

Some characters have special abilities, which can be used by pressing the
L1 button. Others have a Grab ability, which is used by pressing the O
button. By default, normal/dash shots can be blocked by R1. The same goes
for normal/dash melee attacks, with the exception of the last hit of
Anubis' spear combo and the last hit of Inhert's slash combo. Grabs cannot
be blocked. In most cases, burst attacks break through the R1 guard, but
that isn't always true.

I've listed some special properties for each mech here as well, so as to help
make their individual obvious and not-so-obvious abilities easier to
understand. Please note that this has nothing to do with the game's actual
coding, as these are my own descriptions and terms made specifically for this
guide, and further understanding of the battle system. Here is the list of the
special properties mentioned in this document, and what they mean:

->  Homing-Shot = The attack assigned to Square homes in on the opponent.

->  Homing-DShot = The attack assigned to [R2 + Left Analog Stick + Square]
                  homes in on the opponent.

->  Homing-BShot = The attack assigned to [R2 + Square] homes in on the
                  opponent.

->  Homing-SpcShot = The attack assigned to Circle homes in on the opponent.

->  Homing-DSpcShot = the attack assigned to [R2 + Left Analog Stick + Circle]
                     homes in on the opponent.

->  Homing-SpcAtk = The attack assigned to L1 homes in on the opponent.

->  Enhanced-Guard = Can block certain attacks that are normally unblockable,
                    with the use of R1.

->  Auto-Guard = Invulnerable to most Normal/Dash Shots without the use of R1.

->  No-Guard = Has no R1 block function. Only one mech has this property:
              Damaged Jehuty.

->  Stun-Guard = The force field produced by R1 stuns melee attackers for a
                brief moment.

->  No-LR = Cannot use any long range attacks. Once again, this only applies to
           Damaged Jehuty.

->  Transform = Can switch attack sets. Only Vic Viper has this property.

->  Dmg-Dash = Normal dashes [R2 + Left Analog Stick] deal damage to any
              projectiles that have the Destructible property.

->  Dmg-Vernier = Contact with the mech's vernier jets (rocket boosters, if you
                 like) deal damage to any projectiles that have the
                 Destructible property.

->  Peerless-Dash = Normal dashes render the mech invulnerable to any damage.

->  Peerless-Warp = While warping with L1, the mech is invulnerable to any
                   damage.

->  Peerless-Grab = While grabbing with Circle, the mech is invulnerable to any
                   damage. This lasts throughout the entire grab sequence.

->  Grab-Null = Cannot be grabbed. Using a grab will either have little (and
               harmless) or no effects on this mech.

->  Destructible = Projectile can be destroyed.


_______________
/ VERSUS MECHS  \_______________________________________________________[ 3 ]__
-----------------------------------------------------------------------------

In this section you will find the profiles and background information of all
ten playable versus mode mechs. Also included are instructions to unlocking
them (at the end of the section to as to separate the spoilers). Reference for
profiles and other ZOE2 information can be found on the official site at:
http://www.konamijpn.com/products/zoe2/english/

Oh, and as a warning, this section may contain a few spoilers, so for those of
you who don't want that, skip to the next section.

===========
[ 3-1 ]: Jehuty
--------
Type: Orbital Frame
Runner: Dingo Egret
Affiliation: Not affiliated, anti-BAHRAM
Other Details: Installed with battle A.I. "ADA"
Background: One of the two Orbital Frames secretly developed on board the
           Antilia space colony.
Unlock: Play the game until you reach the BAHRAM ship right after the Ardjet
       battle. Save the game and reset. Versus mode should be unlocked, along
       with Jehuty.

================
[ 3-2 ]: Jehuty ver.2
--------------
Type: Orbital Frame
Runner: Dingo Egret
Affiliation: Not affiliated, anti-BAHRAM
Other Details: Installed with battle A.I. "ADA". Can compress space similar to
              Anubis using the "0-Shift" program.
Background: This is Jehuty, after the Zero Shift program sinks into the system
           (after the Aumaan Crevasse event). Only after this happens, is
           Jehuty truly a match for Anubis.
Unlock: Complete the game once.

==================
[ 3-3 ]: Damaged Jehuty
----------------
Type: Orbital Frame
Runner: Dingo Egret
Affiliation: Not affiliated, anti-BAHRAM
Other Details: Installed with battle A.I. "ADA". Can compress space similar to
              Anubis using the "0-Shift" program. Incapable of defense, and
              long range combat.
Background: After easily defeating the Anubis clone, Jehuty is caught in the
           middle of a beam of compressed space, severely damaging its armor,
           thus removing his ability to guard. Not only that, all its long-
           range capabilities have been disabled as well.
Unlock: Complete the game once.

================
[ 3-4 ]: Naked Jehuty
--------------
Type: Orbital Frame
Runner: Dingo Egret
Affiliation: Not affiliated, anti-BAHRAM
Other Details: Installed with battle A.I. "ADA". Can compress space similar to
              Anubis using the "0-Shift" program.
Background: Again, this is Jehuty...having repaired itself after the battle
           with Anubis on the way to Phobos.
Unlock: Play the game a second time (meaning you have a CLEAR save in the same
       memory card) until you reach the "On the Way to Aumaan" stage. Fight
       your way to the second area. Once at the end, ignore the upper
       passageway. Under there should be two sealed off paths with red lasers
       guarding them. Fire a shot right through it to remove the barrier, and
       enter any one of the passages. Inside, you will have to fight Naked
       Jehuty. Defeat it and you will recieve its VS Mech doll.

=============
[ 3-5 ]: Vic Viper
-----------
Type: LEV
Runner: Leo Stenbuck
Affiliation: UN Space Force
Other Details: Transforming LEV, can activate "Ship Mode"
Background: One of two V2 LEVs developed by the UNSF to combat BAHRAM's Orbital
           Frames. An improvement to the standard LEV design, it can also
           switch between LEV Mode and Ship Mode.
Unlock: Complete the game once.

==========
[ 3-6 ]: Ardjet
--------
Type: Orbital Frame
Runner: Ken Marinaris
Affiliation: BAHRAM, later revealed to be anti-BAHRAM
Other Details: Protected by a tough outer shell
Background: Ken's frame throughout the game...she probably got it upon joining
           BAHRAM as a frame runner. Though it loses its AI later in the game,
           and since Ken is not experienced in piloting without an AI, it is
           rendered useless.
Unlock: Complete the game once.

===========
[ 3-7 ]: Nephtis
---------
Type: Orbital Frame
Runner: Viola A.I.
Affiliation: BAHRAM
Other Details: Protected by a powerful energy field
Background: Nephtis was created by Nohman to supplement his creation of the
           Viola A.I., a battle A.I. designed to match the skills the original
           frame runner once possessed. Nephtis' design is based on Viola's
           original frame, Neith.
Unlock: Complete the game once.

==========
[ 3-8 ]: Inhert
--------
Type: Orbital Frame
Runner: Lloyd
Affiliation: BAHRAM / Neutral
Other Details: Protected by an experimental gel coating
Background: Lloyd's experimental frame, nothing much is known about it except
           that it has a special type of armor, and has the ability to create
           "ahadows" of itself to confuse enemies into hitting the wrong
           targets.
Unlock: Play the game a second time (meaning you have a CLEAR save in the same
       memory card) until you reach the "Fortress City Inner" stage. Head to
       the second area. Once there, move down to the second row of moving
       pillars. The Inhert doll is located in the gap between one of the
       pillars and a corner platform. When the pillar is out of the wall, it
       covers the doll, so you'll have to wait for it to retract completely.
       If you still can't find it, keep pressing L2 around the area until you
       lock on to it.

==========
[ 3-9 ]: Anubis
--------
Type: Orbital Frame
Runner: Ridley Hardiman a.k.a. Nohman
Affiliation: BAHRAM
Other Details: Can compress space to simulate "warping"
Background: One of the two Orbital Frames secretly developed on board the
           Antilia space colony. The most powerful Orbital Frame.
Unlock: Complete the game once.

=================
[ 3-10 ]: Aumaan Anubis
---------------
Type: Orbital Frame
Runner: Ridley Hardiman a.k.a. Nohman
Affiliation: BAHRAM
Other Details: Can compress space to simulate "warping"
Background: This is Anubis, after being destroyed by Jehuty, and having
           repaired itself by fusing itself with Aumaan, and harnessing
           its power.
Unlock: Play the game a second time (meaning you have a CLEAR save in the same
       memory card) until you reach the "Capri Canyon" stage. Take the western
       path until you reach a fork along the path. Again, take the western
       path. Fight your way to the end of this path, which is a pile of
       boulders. Use the Vector Cannon to get rid of this obstacle and proceed
       forward. Enter the tunnel on the ground and you will be at the "Wind
       Tunnel" stage. Defeat all the enemies here, then enter the path on the
       opposite end of the tunnel to end up in yet another room. Here you will
       encounter Aumaan Anubis. Defeat it and you will recieve its VS Mech
       doll.


___________________________________
/ INDIVIDUAL STRATEGY / MOVE LISTS  \___________________________________[ 4 ]__
-----------------------------------------------------------------------------

Each playable mech is listed in the same order as above. Displayed for each
mech is its own unique move list, special properties, combat tips, and strategy
VS other mechs respectively. If you have your own strategies you wish to
include, please send them to <[email protected]> with the subject header
"ZOE2 Versus Strategy". Of course, if the tip you send in is included in a
later version of this guide, you will be given due credit for it.

===========
[ 4-1 ]: Jehuty
--------

MOVE LIST
---
R1 = Guard
R2 = Burst Mode
Square, hold down hard (Far) = Shot (single)
Square, hold down lightly (Far) = Shot (triple burst)
Square (Close) = Sword slash
Square x 3 (Close) = 3-hit starter of Combo Smash
   - Square = 4th slash pushes enemy straight backwards.
   - Triangle = 4th slash pushes enemy up.
   - X = 4th slash pushes enemy down.
R2 + Square (Far) = Burst Shot*
R2 + Square (Close) = Burst Slash
Circle = Grab
   - Wait = Release and throw
   - Mash Circle = Giant Swing**
R2 + Left Analog Stick + Square (Far) = Homing Lasers***
R2 + Left Analog Stick + Square (Close) = Dash Slash

* - Hold Square longer to increase the damage of the burst shot. You will know
   when you've reached the maximum charge when you see streaks of light
   appearing around the ball, along with a quick flash sound.

** - The faster you mash the circle button, the longer Jehuty spins the enemy,
    and the longer the recovery time of the enemy (even longer if the enemy
    hits a wall).

*** - Hold Square longer while continuing to dash to select more than one
     target.

SPECIAL PROPERTIES
---
Homing-DShot
Homing-BShot

COMBAT TIPS
---
- Close combat is your friend. Try and get up close to the enemy as much as
 possible, since Jehuty outclasses nearly all of the other mechs up close
 (apart from Jehuty ver.2, Naked Jehuty and Nephtis...Damaged Jehuty's
 increased attack power isn't enough to compensate for its lack of defense).
 Possibly every effective Jehuty strategy out there revolves around sword
 slashes and grabs, so you will want to concentrate more on honing your
 melee skills rather than long-range offense.

- Besides using the regular sword combos, try mixing and matching that with
 dash slashes, burst slashes, or grabs. For example, you could press Square,
 Square, [R2 + Square] to trick a blocking opponent into getting a burst slash
 in the face. Or in the instances where you're against a mech that can block
 your burst slashes, try Square, Square, Circle to grab them instead. But then
 of course, for mechs that can't be grabbed, such as Ardjet, Inhert, Anubis,
 or Aumaan Anubis, it's obviously best to use the previous combo. For more
 variety, you could try changing the number of slashes each time you do the
 combo. But in general, this is just an example. It's recommended you try your
 own mixups to your style to see what works best for you.

- Here's a nice tactic. When in a sword fight, try dash slashing backwards. You
 will move backwards, evading your opponent's own attack, then immediately
 dash forward and slash the enemy. This works since dash slashing
 automatically locks on to the target, and moves in closer, completely
 ignoring the direction you dashed in, when the actual slash motion starts.

- Normal slashes can be cancelled into other moves. For example, if you input
 Square ~ Circle, Jehuty will do part of the slashing animation, then use a
 grab in the middle of the move. The slash won't do any damage, but it's a
 nice trick to try. Other combinations that work are Square ~ [R2 + Forward
 + Square], or Square ~ [R2 + Square], or even Square ~ R1.

- In all the time I've been playing ZOE2, I've seen far too many people abuse
 the grab button when using any form of Jehuty, mashing it repeatedly, and
 they win a lot...sometimes even by a time out. Strangely enough, Jehuty's
 grab seems to out-prioritize almost all other close range attacks in the
 game. Well, you might be able to use this easily against an inexperienced
 player, but you must know that a well timed dash slash from a quick opponent
 (any form of Jehuty, Nephtis) will be impossible to deal with using this
 tactic. However, on opponents that can't be grabbed, it's pretty much
 useless anyway. Ok, back to the subject of a well timed dash slash, it
 should be used in a hit-and-run strategy in order to avoid being grabbed
 right after. It's safe to say after avoiding a grab two to three times
 following a well timed dash slash, it's the perfect time to do it again
 without fear of being damaged (two or three times depending on how fast you
 move and the style of your opponent).

- When grabbing an opponent, try staying close to a wall. Use giant swing to
 increase the force of your throws, and increase the opponent's recovery time.
 When releasing, throw them at the nearby wall, then press [R2 + Square], and
 you should get a free burst slash, if you used giant swing long enough. You
 may also follow this up with yet another grab if you're quick enough,
 repeating the process. Hmm, coincidentally, while I was writing this, my
 cousin showed me a great combo after grab stuns. Basically he grabbed me
 and slammed me on a nearby wall, he did a burst slash, followed by two hits
 of the regular slash combo, which I was able to block, then finishing it with
 another grab, to make it [R2 + Square], Square, Square, Circle, then slamming
 the opponent into the same wall, repeating the process. The two slashes trick
 the enemy into blocking, then Circle follows....but it would be nice to mix
 the number of slashes you include, yet again, for the sake of being random.

- Square, Square, Circle or Square, Square, Square, Circle work very well in
 melee combat. I've noticed that once the first slash connects with the
 opponent, even if it is blocked, the following grab is guaranteed. Though I
 have only tested this against Jehuty's many forms, I'm sure it will work on
 Vic Viper. Nephtis though, I'm not sure of, since she's so fast she just
 might be able to dash to the side in time to avoid getting grabbed.

- This is the very basic form of Jehuty, thus most characteristics from the
 original ZOE Jehuty apply. Normal/dash shots and most melee attacks can be
 blocked with R1. Burst shots or burst melee attacks cannot be blocked.
 Probably the only change is that dash slashes can now be blocked as well,
 unlike in the first game where a simple [R2 + Forward + Square] would be
 enough to break a turtle's shell. Never EVER attempt to trade hits. Keep
 a time-pressured mentality, and try to beat your opponent in as little
 time as possible, and taking as little damage as you can. It's either get
 a free hit in or wait for another opportunity. If you're sure to take
 damage, try dashing forward in random directions to avoid shots. For
 projectiles with homing properties, either try to outrun the shots by
 dashing diagonally up or down to one side, or blocking the shot(s) if
 applicable.

- If you insist on playing long range, or have a tough time getting in
 close to play melee, it will be a lot more difficult obviously. Mix up
 volleys of normal shots and the occasional dash shot. If you notice the
 opponent blocking shots instead of evading, try setting him up for a grab.
 Move in closer while continuously using normal/dash shots. When you get
 close enough, take the chance to grab or burst slash. Though this will
 obviously work so much better for the second player (since the 1P's mech
 will be blocking the view), it doesn't mean it's totally useless for the
 other player. Oh, and obviously, for Jehuty ver.2 and Naked Jehuty, this
 is pretty much useless since they don't need R1 to block Jehuty's normal
 shots (energy shield).

- If you accidentally charge up a burst shot, and don't want to release it for
 some reason, you can easily cancel it by dashing to one direction without
 releasing Square.

- There's a nice little trick you can use to hide your burst shot attempts.
 This is only guaranteed to work for the player in the background. First of
 all, you have to play in a map with many destructible areas (Margaritifer,
 Callisto). Stay close to one of those places in the map, and destroy it.
 While the dust covers the screen, and the sound drowns the charge-up sound
 of your shot, take the chance and fire an uncharged burst shot. Hopefully
 it won't be seen quickly enough for the opponent to evade it. Alternatively,
 it's also a good tactic to hide behind one of those destructible areas, and
 safely charge-up a burst shot behind it. It would be better if it was a bit
 far from the opponent, so the charge-up sound won't be heard so clearly, if
 at all. when the opponent destroys the obstacle, release your shot just as
 the dust scatters. This will provide the perfect smokescreen for your shot
 to get safely through to your target. If this is being done on YOU, it's
 easily countered by staying on the move, even when your opponent seems idle.

- While normally dash shots would be very handy in the actual game, this
 feature's usefulness is limited to a select few instances in VS mode, the
 most obvious one being the L1 Wisp Missiles attack when battling Ardjet.
 Another instance would be against Inhert's mines, or Anubis/Aumaan Anubis'
 burst shot (but this can be dealt with easier using a burst shot of your
 own straight towards it).

VS OTHER MECHS
---
Jehuty: Well like the game says, it all depends on the skill of the runner.
       Keep your forward movement random until the last possible moment to
       keep your opponent guessing where you'll come from, then greet him up
       close with a dash slash. If he keeps blocking, then use grabs, not
       burst slashes, as there are more follow-ups to a grab (an exception
       being the Way to Phobos map, it having no walls and all). If you find
       yourself caught clashing blades with your opponent, break the rhythm
       with a dash slash towards one side. If your opponent plays keep away,
       try and score a few hits in by randomizing between shots, then show
       him your own run-away game. Sure, this doesn't sound like much fun,
       but if that's what your opponent does, you'll have to beat him at it.
       However, if you still don't feel like playing long range, simply hold
       R1 and advance slowly towards him, dashing whenever you see a chance
       without having to get hit. Anyway if he decides to use a burst attack,
       you'll see it coming in time to dash away to one side. Though you have
       to be very careful, because if you get hit even once, and your opponent
       has more life than you, you'll have a tough time catching him for that
       bit of damage you need to deal to win (time-out....not the most
       spectacular finish).

Jehuty ver.2: Basically, it's the same as fighting Jehuty, only worse. You're
             at a serious handicap here, not only because nearly all your
             long range attacks are rendered useless because of the energy
             field, but your enemy can block your burst slashes! Another
             thing, Jehuty ver.2 outclasses Jehuty in long range combat
             3-to-1, thanks to the fin-funnel-like things assisting it with
             every attack. You'll just have to rely on your skill to win
             here. But if your opponent just so happens to be an excellent
             player as well, probably the most you can hope for is a draw.
             Sure, sure, I know you're intent on beating the crap out of the
             guy, even with this handicap. Well, either get better than him
             in maneuvering your frame...or just and choose a better mech. =P

Damaged Jehuty: The easy way to win against Damaged Jehuty is to stay long
               range, and keep using dash shots. Do not EVER let D. Jehuty
               get up close, otherwise you could be in big trouble. Remember,
               although D. Jehuty has very low defense, and lacks the ability
               to guard, it still has nearly equal melee attack strength with
               Jehuty ver.2, making it a threat up close. Just keep your
               distance and you're guaranteed to win!

Naked Jehuty: Hmm, to put it flatly, treat N. Jehuty like a tough, beefed-up
             version of Jehuty ver.2. If you have trouble against ver.2, then
             consider yourself toast with this badass. =/

Vic Viper: Pray that the player you're against isn't really skilled at evasion,
          or better yet, doesn't know of plane mode...otherwise it's
          practically useless to try to win against this cheap-ass piece of
          work. When against it in LEV mode, dash slashing from multiple,
          random directions will deal serious damage. When it's in plane mode,
          try hitting it with dash shots, but otherwise, keep on your toes and
          move, move, MOVE!! While it's easy to evade every one of Vic Viper's
          attacks, you have to watch out for when Option is used, which makes
          evading twice, thrice, or even four times more difficult than usual.

Ardjet: First of all, since you cannot grab Ardjet, so obviously every strategy
       mentioned above involving grabs cannot be applied here. At long range,
       you're at a disadvantage, so stick to coming up close and using melee
       attacks. Square, Square, [R2 + Left Analog Stick + Square] works well
       when you randomize the direction of the dash slash each time, or on
       occasion, replace it with a burst slash so as to keep your opponent
       guessing. When you see Ardjet starting to charge for her burst attack
       (armor coming off for a second, then reforming as a protective shell),
       get far enough away to avoid the charging energy, making sure not to
       get trapped in a corner, where Ardjet can trap you within the energy
       field and kill you in an instant. While the attack is charging, keep
       dashing to one side in order to avoid the beam as it comes. The moment
       the beam passes, dash forward towards Ardjet during the long recovery
       period, and punish it with custom slash combos with a burst slash or
       two. The L1 Wisp Attack can easily be defeated by using the dash shot
       in the same way you beat Mosquito squadrons, or even Ardjet herself in
       the actual mission. Simply hold down Square when performing the dash
       shot, and select as many wisps as you can. You won't get them all in
       one volley though, so you'll have to dash shot again to mop up the
       extras. After you destroy every one of them, get up close to Ardjet
       and pay back the same way you do after successfully avoiding her burst
       shot.

Nephtis: Melee combat with Nephtis is a risky business. Quite possibly the only
        mech who can actually exceed Jehuty's abilties in melee attack
        variation. Crossing blades repeatedly is not a good idea, since not
        only does Nephtis have a faster melee attack rate, but her burst slash
        will go right through your slashes and you won't even notice it much
        until you see a huge portion of your life fade away. So how do you get
        the upper hand in close combat? Grabs. Either grab like there's no
        tomorrow and follow up a successful grab to giant swing with a burst
        slash, or use hit-and-run dash slashing to deal damage. Watch out for
        her extremely deadly burst shot when fighting from afar. It's not at
        all like Zombie Neith's similar burst shot, where you could avoid it
        by simply moving straight forward. Dash diagonally up or down in one
        direction repeatedly until the shots dissipate. If you notice Nephtis
        glowing red for a prolonged period while idle, you'll know that this
        will be a good chance to deal some serious damage. Stay in one place
        until she comes dashing, then quickly evade it by dashing once or
        twice to one side, and use her recovery time to get in a free burst
        slash, or simply a dash slash if she's too far away. That leaves her
        dash shots. Not only are they easy to evade, but you can get a few
        free hits in if you're quick enough, and are at the right place at
        the right time. Within mid-range, dash forwards to one side rapidly
        to evade the dash shots, and get close at the same time. Get a few
        slashes in, then either continue with timed dash slashes, or get the
        hell outta there before she gets a chance to use her own dash slash.

Inhert: While it's true that the Inhert far exceeds Jehuty in terms of melee
       attack damage, its lack of mobility gives the latter a huge advantage.
       With this in mind, NEVER rush in and mash that Square button expecting
       to kick ass and come out unscathed...that's a sure fire way to have
       have YOUR ass handed to you. Similar to fighting Nephtis, continuous
       well-timed dash slashes are your key to winning. This time around,
       however, try to limit movement from side to side, and never straight
       up or down when executing attacks, since Inhert's own dash slash has
       considerably great vertical range. Also, since this mech cannot be
       grabbed, don't waste your time with Circle and concentrate on using
       your sword. If your opponent keeps distance, releasing mines all over
       the place (especially deadly in a small map, such as the Wind Tunnel),
       you might want to use dash shots to mop up a couple of mines first to
       clear the way. Then keep dashing towards him while firing dash shots
       along the way. Jehuty is much faster than Inhert, so you'll catch up
       in no time. Once you get close, get a few dash slashes in, or even a
       Combo Smash, until he manages to get away. If your opponent uses Decoy
       a lot, then you might want to try using regular slashes randomly, and
       you'll eventually get a hit or two in. Other Inhert players may try
       dash slashing a bit, then using Decoy before you get a hit in. In that
       case, when you know he's about to Decoy, wait around half a second,
       then use a burst slash. That should hit him just about the time he
       comes out of the teleport. As for Inhert's two types of spread shots,
       they aren't much of a threat, and are easy as hell to avoid. For the
       vertical type, simply move to one side to evade. And for the horizontal
       type, either move up or down. It has a rather long cooldown time as
       well, so you can probably get a couple of free normal shots in.

Anubis: The worst thing an Anubis player can do to you is play hit-and-run, as
       that is the most ideal way to play this mech. When you see Anubis warp
       towards you, keep R2 held in preparation. When he materializes, wait
       half a second, then press Square to burst slash right after his
       invulnerability period wears off. Keep one thing in mind though, there
       is NO way Anubis can defeat Jehuty in close combat, even if all the
       Jehuty player does is mash Square. Anubis' attack rate is simply too
       slow. If you start crossing sword to spear everytime, not a single one
       taking a hit, use a dash slash to take the initiative. If you are
       forced to block while Anubis is attacking (like when you're under
       attack by Anubis' dash shots), watch the spear closely. If you see
       Anubis hesitate for a while during a slash combo, either cease
       guarding and dash away to one side quickly, or break the combo with a
       dash slash, then resume guarding (assuming the dash shots are still
       there). The reason for this is the guard-break property of the 4th or
       5th hit of Anubis' slash combo...this varies because Anubis can delay
       the unblockable hit. This tip applies as well for the 4th hit of
       Anubis' burst slash combo. The most annoying attack of Anubis would
       have to be those dash shots. If used in conjunction to hit-and-run
       attacks, Jehuty will have a very tough time avoiding damage. Trying
       to dash away to avoid them is risky. Instead, use guard and take note
       of the tip given above concerning Anubis' unblockable melee attacks.
       Your opponent may also decide to use grabs instead of slashes. In
       that case, you might want to try moving backwards while guarding.
       While Anubis recovers from grabbing, dash in and get a burst slash,
       or a Combo Smash in...that is, assuming Anubis' dash shots have
       already disappeared. If not, then dash backwards and fire a dash shot
       and guard right after until the annoying things are gone. Yet another
       thing you don't want an Anubis player to do is to mix up dash shots
       and burst shots. Normally, Anubis' burst shots can simply be destroyed
       before they reach you by using dash shots. But if preceded by dash
       shots, you will be forced to guard. What you have to do is to keep your
       guard up, right until the burst shot gets nearly within melee range,
       then start dashing backwards while firing dash shots. An alternative
       way to beat this is to gradually move backwards closer and closer to a
       wall, then dashing to the side the moment the burst shot is right in
       your face, to trick it into hitting the wall. Just remember to resume
       guarding right after if the dash shots are still there, which is
       highly unlikely. As for Anubis' normal shots, they can be avoided
       pretty easily, or simply blocked so don't worry too much. If they're
       used in conjunction with dash shots and/or burst shots, simply do the
       same strategy above for dash/burst shot combinations, since Anubis
       cannot charge up a burst shot while firing normal shots anyway. If
       you see Anubis charging up for a grab, use a burst slash to knock him
       out of his charge-up. Otherwise you can simply evade the grab, and
       punish him during the long recovery.
       ------------
       *NEW to v1.1
       ------------
       While playing against extremely skilled Anubis hit-and-run players, I
       found a good strategy to counter it with Jehuty. Basically, this tactic
       revolves around repeatedly dashing straight left or right while
       periodically using dash shot. Keep a fair distance away from Anubis,
       but also make sure he is within range of Jehuty's dash shot. If your
       opponent's favorite tactic is to fire a volley of dash shots, warping
       in to melee/grab as the shots reach their target, then you've pretty
       much got this match in the bag. If you see Anubis charging a burst
       shot, delay your dash shot by holding down the Square button, until
       you lock on to two targets (Anubis and the ball of energy) before
       releasing. You'll destroy the burst shot before it even finishes
       charging, and you'll dish out a bit of damage on Anubis as well.

Aumaan Anubis: In most accounts, Aumaan Anubis is to be treated the same way
              as Anubis. One important difference is their burst shots. For
              regular Anubis, it's a slow homing version is more suitably
              destroyed from afar. As for A. Anubis, it has a new version
              in its disposal: a fast, non-homing shot. It's recommended to
              evade this one instead of attempting to destroy it. One thing
              to remember though, is that A. Anubis has the ability to release
              two burst shots in a row, the second one's charge-up being
              cancelled. But this cannot be done unless you fire a shot at
              A. Anubis while he's charging. If you cease your fire while he
              is charging, you won't have to worry about any double burst
              shots heading your way. Another difference is the grab. Unlike
              when fighting regular Anubis, A. Anubis' grab charge-up is
              uninterruptible, so the grab itself must be avoided. Once you
              do, however, you can easily get a few free hits in while A.
              Anubis recovers. As for his other attacks, simply treat them
              like much stronger versions of those of regular Anubis.

===========
[ 4-2 ]: Jehuty ver.2
--------

MOVE LIST
---
R1 = Guard
R2 = Burst Mode
Square, hold down hard (Far) = Shot (single)
Square, hold down lightly (Far) = Shot (triple burst)
Square (Close) = Sword slash
Square x 3 (Close) = 3-hit starter of Combo Smash
   - Square = 4th slash pushes enemy straight backwards.
   - Triangle = 4th slash pushes enemy up.
   - X = 4th slash pushes enemy down.
R2 + Square (Far) = Burst Shot*
R2 + Square (Close) = Burst Slash
Circle = Grab
   - Wait = Release and throw
   - Mash Circle = Giant Swing**
R2 + Left Analog Stick + Square (Far) = Homing Lasers***
R2 + Left Analog Stick + Square (Close) = Dash Slash

* - Hold Square longer to increase the damage of the burst shot. You will know
   when you've reached the maximum charge when you see streaks of light
   appearing around the ball, along with a quick flash sound.

** - The faster you mash the circle button, the longer Jehuty spins the enemy,
    and the longer the recovery time of the enemy (even longer if the enemy
    hits a wall).

*** - Hold Square longer while continuing to dash to select more than one
     target.

SPECIAL PROPERTIES
---
Homing-DShot
Homing-BShot
Auto-Guard
Enhanced-Guard

COMBAT TIPS
---
- First things first. Remember, that ver.2 is invulnerable to most normal or
 dash shots in the game. A few exceptions include Anubis/A. Anubis' normal
 shots, and Vic Viper's Ripple/Gravity Bullet attacks. An interesting thing
 is that you are also invulnerable to Ardjet's wisp attacks, including the
 L1 Wisp Missiles ability. Note that when I said invulnerable, I meant you
 would not take damage from them EVEN WITHOUT BLOCKING. Speaking of blocking,
 ver.2's guard has been upgraded as well, and can now block several burst
 attacks. Using ver.2, you can block Jehuty's burst shot/burst slash (all
 versions), Ardjet's burst shot (!!) and charge-up, Inhert's mines/burst
 slash, and Nephtis' burst shot/burst slash. With all this in mind, you might
 want to concentrate on dashing closer rapidly, than wasting time guarding.

- Firepower has been tripled with ver.2, thanks to those things rotating
 around it. Using a normal shot will fire three instead of one, and using
 the 3 shot burst will launch a volley of nine shots. When using dash shots,
 burst shots, and any form of slash, the small rotating things rush forward
 and deal additional damage to the target simultaneously. This makes fighting
 at a distance much more advantageous, so you won't have to rush in everytime
 you want to deal considerable damage...but I still prefer melee anyway =P

- Every strategy mentioned above (section 4-1) concerning slashes and grabs
 still applies to ver.2. Same goes for nearly everything else, but including
 the added invulnerabilty as well. The grab to burst slash combo works much
 better now not only because of the added damage, but because the rotating
 things will keep the opponent stunned a little while longer with each burst
 slash, so you'll have more time to get a Square, Square, Circle combo in
 right after.

VS OTHER MECHS
---
Jehuty: This time, YOU have the advantage. Don't worry about normal/dash shots
       as you're immune to them anyway. Jehuty's burst shots can be blocked
       with R1, so no problem there. When fighting melee, you might notice the
       Jehuty player do grabs more than burst slashes, considering ver.2 can
       block the latter. Use hit-and-run dash slashing tactics against grab-
       happy opponents. You can also try keeping your distance and randomly
       firing normal and dash shots, as Jehuty would have to block them with
       R1, slowing him down each time.

Jehuty ver.2: Like I said before on Jehuty VS Jehuty matches, this will depend
             on your skill as a runner (duh!). Grab is your best friend here.
             Use and abuse the Circle button, then use follow-ups ALWAYS! If
             your opponent uses the hit-and-run dash slash strategy to
             counter, either dash slash vertically to avoid and hit at the
             same time, or simply back off for a moment if you feel it's too
             risky. Instead, you can try using Combo Smash, while interrupting
             it at random points with dash slashes to confuse your opponent.
             Nothing much else I can say about it, but as a rule of the thumb,
             keep your movement as random as possible.

Damaged Jehuty: Keep your distance, make full use of that increased firepower
               to keep D. Jehuty at bay. Dash shots work best for this. If D.
               Jehuty manages to get close, you can choose to either time
               your dash slashes much more accurately, or try and find a way
               to back off. Never mind the damage you take if so, since you
               can easily catch up with a few dash shots while retreating.

Naked Jehuty: Again, treat N. Jehuty like a stronger version of ver.2. Give
             a higher priority to avoiding damage, rather than dealing it.
             Stay on your toes, trying to get the occasional dash slash in.
             Relying on grab may work as well, but be extra careful to avoid
             getting slashed in the process.

Vic Viper: With ver.2, you can now block Vic Viper's twin laser attack...but
          it's not as if a decent V2 player would rely on that anyway. You can
          also block the regular missile attack, but that's not where the
          danger is. Get this straight, you CANNOT block Ripple and Gravity
          Bullet, with the former being more difficult to avoid. Those two
          attacks are very very dangerous, especially Gravity Bullet, which
          takes off an insane amount of life. It's also difficult to get a hit
          in during plane mode because of its high mobility. Yes I know, it's
          really a major disadvantage on your part, but that's pretty much the
          case with V2 against nearly any other mech anyway. Get a few shots
          in while V2 transforms into plane mode (which the player would most
          likely do), then try to evade ANY damage to win by time-out. But if
          the V2 player is very good at landing hits, there might be nothing
          you can do anyway. Good luck!

Ardjet: Ardjet has almost no chance of winning against ver.2. Now that you can
       block her burst shot and charge-up, and are immune against her L1, as
       well as her wisp attacks, there's nothing much to worry about. Take
       advantage of every one of Ardjet's long recovery times, and you should
       do more than fine. Jehuty ver.2 easily outclasses Ardjet in melee
       combat, so use whatever slash combo you like (apart from grabs of
       course, as Ardjet cannot be grabbed). Ardjet's grab can be a bit of a
       danger, as it deals quite a lot of damage, and comes out fast. So you
       would do well to keep attacking without letting up when in close range,
       never letting her get the chance to get you in a grab.

Nephtis: Use the same strategies mentioned in section 4-1 against Nephtis. The
        only difference is that you don't have to worry about her long range
        capabilities anymore, since you don't have to block her normal/dash
        shots, and you can now guard against her burst attack. The L1 charging
        attack is nothing to worry about as well, a single dash to the side
        rendering it useless. You have a better chance in melee combat now,
        but Nephtis still has much more maneuverability, so don't take too
        many risks, and attack systematically using dash slashes and evasion.

Inhert: Now that you're immune to Inhert's normal/dash shots, and you can block
       any possible damage from the mines (but they're better of destroyed
       anyway) as well as his burst slash, you don't have much to worry about.
       Stay close and apply the same strategies mentioned in section 4-1 to
       defeat Inhert. Side-to-side dash slashing is still the best way to win
       since you can't grab him.

Anubis: Well, nothing has changed in what you can and cannot block, so the same
       strategies mentioned above (and again, in section 4-1) apply. It's much
       easier to destroy incoming burst shots now that you have increased
       firepower. You also have an even greater melee advantage now that you
       can deal even greater damage, not to mention the rotating things
       keeping Anubis at bay.

Aumaan Anubis: I really shouldn't be saying this again, but use the same tips
              in section 4-1. The same differences apply between Anubis and
              A. Anubis, same with the differences in strategies needed to
              defeat them. It's all about dash slash and Combo Smash, so you
              would want to get close as much of the time as possible.

===========
[ 4-3 ]: Damaged Jehuty
--------

MOVE LIST
---
R1 = Guard
R2 = Burst Mode
Square (Close) = Sword slash
Square x 3 (Close) = 3-hit starter of Combo Smash
   - Square = 4th slash pushes enemy straight backwards.
   - Triangle = 4th slash pushes enemy up.
   - X = 4th slash pushes enemy down.
R2 + Square (Close) = Burst Slash
Circle = Grab
   - Wait = Release and throw
   - Mash Circle = Giant Swing*
R2 + Left Analog Stick + Square (Close) = Dash Slash

* - The faster you mash the circle button, the longer Jehuty spins the enemy,
   and the longer the recovery time of the enemy (even longer if the enemy
   hits a wall).

SPECIAL PROPERTIES
---
No-Guard
No-LR

COMBAT TIPS
---
- Ok, first for the obvious stuff. Damaged Jehuty cannot guard what R1, so
 all you can rely on is evasion. D. Jehuty cannot use any kind of long range
 attacks, limiting you to melee combat. I don't recommend using D. Jehuty
 myself, except if you want a hell of a workout (or an ass-whooping,
 whichever).

- D. Jehuty can deal a considerable amount of damage close-up. However, that's
 just the point, you need to get close-up to fight, and without R1, that's no
 easy task all the time. D. Jehuty can be useful in practicing your evasion
 skills, because you'll be needing them every step of the way if you want to
 win. D. Jehuty takes damage like a beat-up old can, so this is very
 important. Remember, if you can't even get close, then don't hope on winning
 any matches.

- Every close combat strategy mentioned for Jehuty and ver.2, excluding those
 that require R1 and/or long-range setups.

VS OTHER MECHS
---
Jehuty: Since you outclass regular Jehuty in melee combat, perhaps the most
       obvious question is "How do I fight when Jehuty fights long distance?"
       The most dangerous threat are the dash shots, which can home in on you
       quite easily. You'll have to stick to single-direction dashing if you
       want to have a chance at getting away with a full life bar (and believe
       me, that life bar can drop FAST if you're not careful). Try luring your
       retreating opponent into a corner, where you can trap him and get up
       close where you can actually deal damage (obvious exception, Way to
       Phobos map). Once you actually get in close, hit-and-run dash slashing
       is the safest way to go. If you don't like that, then performing Combo
       Smash to grab combos work well too, if you continue with follow-ups
       during the grab stun.

Jehuty ver.2: Using the same strategy to get in close won't be as effective as
             when against regular Jehuty, due to ver.2's increased firepower.
             You might want to keep your distance instead, out of the range of
             any incoming normal/dash/burst shots. Yes I know this is just as
             boring as it is lame, but there's really nothing you can do if
             you rush in like an idiot. Best to take the intelligent way out
             of this ;) Though you could just dash forward like mad, trying to
             evade everything that comes your way, then dash slash like crazy
             once up close. Doubt that will work though, and you'll probably
             have lost half your life bar when you finally reach your enemy).
             If your opponent decides to go in close though, you can simply
             treat him like a stronger, tougher Jehuty, and do hit-and-run
             dash slashes, or Combo Smash to grab combos, only being even more
             careful about avoiding hits.

Damaged Jehuty: Well well, a close-combat-only match. Timing will play a very
               important part here. Hit-and-run dash slashing is the best way
               to go, the more accurate player getting the advantage. If you
               get chance to grab, make sure you follow-up!! The golden rule
               with grabs, is to never leave it as just that...a grab. Add
               whatever you can right after, especially a burst shot. If that
               grab opportunity comes, this match is yours. So on the other
               hand, don't ever let up with your movement and dash slashing,
               so as not to give your opponent any chances for a grab.

Naked Jehuty: Need I say anything different? Imagine N. Jehuty as a much more
             powerful form of Jehuty ver.2, and you should be fine (or not).

Vic Viper: If V2 is in plane mode in the hands of a decent player, then you
          have absolutely no chance of winning. Why the hell did you have to
          go and choose this crappy frame against V2 in the first place?! This
          isn't a challenge, it's a massacre. And guess what, you're the dead
          guy. >:)

Ardjet: If Ardjet decides to use the L1 Wisp Missiles attack, then you're
       pretty much screwed. That's all it takes, a single push of L1 by your
       enemy, and it's bye bye you. If you mean fighting Ardjet close range,
       however, you have a clear advantage if you keep dash slashing. But if
       your opponent knows any better, you won't be getting many chances to
       get up close, if at all.

Nephtis: Nephtis shouldn't be as hard as you expect....as long as you get near
        her that is. Since this frame is so fast, I doubt you'll be able to
        get close if she plays keep away. If it's a close combat match,
        however, then you'll simply have to use the same strategy mentioned
        for nearly every mech against D. Jehuty....hit-and-run dash slashing.
        The reason I keep recommending that tactic, is that with D. Jehuty,
        you really can't risk taking any melee hits from any other character.
        Otherwise, you might try taking advantage of Nephtis' immediate lack
        of range by using grabs repeatedly on random occasions, but not too
        often, so your opponent doesn't expect it.

Inhert: All of Inhert's projectiles are easy to avoid. His normal shots can be
       avoided by dashing vertically or horizontally forward, depending on the
       type of volley. The mines aren't hard to avoid, especially in large
       maps like Margaritifer. You can easily avoid damage from his dash shots
       by continuously dashing to one side while moving forward. Ok sure, now
       we know it's easy to avoid damage, now let's concentrate on actually
       dealing damage of your own. Getting close shouldn't be a problem since
       Inhert isn't what you would call fast. Even on a map like the Way to
       Phobos, you'll be able to catch up to Inhert eventually. Once you get
       near, you might want to use the same strategy...hit-and-run dash
       slashing. But this time, limit your dashing from side to side.

Anubis: Ok, this is going to be very tough, and I don't really know whether D.
       Jehuty has a chance against a fairly decent Anubis player. If Anubis
       decides to use dash shot, that's bad news for you. It's difficult to
       completely avoid the dash shot, because for one thing it's homing, and
       you can't guard so evading it is the only thing you can do. You will
       have to actually get close, as usual, to deal damage. And you might as
       well wait for a time-out if Annubis decides against warping or moving
       closer. That is of course, if you can't trap Anubis in a corner...which
       I doubt will be an easy task.

Aumaan Anubis: I'll say the same thing I said about N. Jehuty to ver.2. A.
              Anubis is a stronger, tougher version of Anubis, and should be
              treated as such.

===========
[ 4-4 ]: Naked Jehuty
--------

MOVE LIST
---
R1 = Guard
R2 = Burst Mode
Square, hold down hard (Far) = Shot (single)
Square, hold down lightly (Far) = Shot (triple burst)
Square (Close) = Sword slash
Square x 3 (Close) = 3-hit starter of Combo Smash
   - Square = 4th slash pushes enemy straight backwards.
   - Triangle = 4th slash pushes enemy up.
   - X = 4th slash pushes enemy down.
R2 + Square (Far) = Burst Shot*
R2 + Square (Close) = Burst Slash
Circle = Grab
   - Wait = Release and throw
   - Mash Circle = Giant Swing**
R2 + Left Analog Stick + Square (Far) = Homing Lasers***
R2 + Left Analog Stick + Square (Close) = Dash Slash

* - Hold Square longer to increase the damage of the burst shot. You will know
   when you've reached the maximum charge when you see streaks of light
   appearing around the ball, along with a quick flash sound.

** - The faster you mash the circle button, the longer Jehuty spins the enemy,
    and the longer the recovery time of the enemy (even longer if the enemy
    hits a wall).

*** - Hold Square longer while continuing to dash to select more than one
     target.

SPECIAL PROPERTIES
---
Homing-DShot
Homing-BShot
Auto-Guard
Enhanced-Guard

COMBAT TIPS
---
- So now you have the most powerful form of Jehuty in your hands. Don't get
 carried away, or you might accidentally let down your guard. You'll still
 want to get in close to deal damage, but your options aren't limited to
 that. Firepower has been increased since ver.2, minus the rotating things
 that deal added damage after the actual hit (which means less stun with
 each attack). But the increased attack damage more than makes up for it
 anyway.

- Just like ver.2, N. Jehuty is immune to several attacks, and the R1 guard
 has been improved. The list is the same between both frames, so I need not
 list them again.

- In the game mission, you may not have noticed but the initial burst when
 pressing R2 actually deals damage to enemies. It's actually a very powerful
 attack, and can take out most bosses in one or two hits. Take note though
 that you can't do this anymore in versus mode, so don't try it. I'm not sure
 if it works for regular Jehuty, D. Jehuty, or ver.2, though.

- Every strategy mentioned previously for regular Jehuty and Jehuty ver.2 are
 applicable for Naked Jehuty as well, only things should be more efficient
 because of the added damage. If I mention something about added stun with
 ver.2, however, it might not work as well for N. Jehuty due to the absence
 of the rotating things around ver.2.

VS OTHER MECHS
---
I don't know if I should still write versus strategy for Naked Jehuty, because
I guess what I would suggest is similar to using ver.2. It would simply be a
waste of space and time, so if you want strategy for N. Jehuty, simply check
section 4-2. However in future versions, if I get enough requests for unique
strategies for N. Jehuty against other mechs, I'll see what I can do.

===========
[ 4-5 ]: Vic Viper
--------

MOVE LIST
---
[LEV Mode]

R1 = Guard
R2 = Burst Mode
Square (Far/Close) = Punch (?)
Square x 5 (Close) = 9-hit punch combo
R2 + Left Analog Stick + Square = Dash Punch
R2 + Square (Close) = Burst Punch
R2 + Square (Far) = Gravity Bullet
L1 = Mode Change (to Ship Mode)

[Ship Mode]*

R2 = Burst Mode
R1 = Shield**
Square = Twin Lasers
Circle = 3x-Missile Barrage
R2 + Left Analog Stick + Square [OR] R2 + Square = Ripple
R2 + Left Analog Stick + Circle [OR] R2 + Circle = Gravity Bullet
R3 = Option***
L1 = Mode Change (to LEV Mode)

* - In Ship Mode, distance does not affect which attacks you do. This means
   the "close" and "far" variables are inactive, so for example, whether
   you're near or far won't change that pressing Square does Twin Lasers.

** - Using Shield takes off 20% of your life bar with each use. You may not
    use Shield again while one is still active. Shield gradually wears down
    as it takes damage for V2. When it's down to color red, you'll know it's
    almost gone.

*** - Using Option takes off ~16.67% of your life bar with each use. You may
     have up to four Options active at any given time.

SPECIAL PROPERTIES
---
Transform
Homing-DShot (Ship Mode)
Homing-SpcShot (Ship Mode)
Homing-DSpcShot (Ship Mode)
Grab-Null (Ship Mode)

COMBAT TIPS
---
- Ship Mode...'nuff said. Without it, you've got about as much of a chance as
 D. Jehuty has against N. Jehuty, long range. Ah yes, V2...the ZOE2 version
 of kicking someone in the nuts. Constant and rapid motion is the most basic
 part of any V2 strategy, since this guy can't really take much damage. If
 you keep dashing to one direction in ship mode, I doubt you'll lose much of
 your life bar, if at all.

- Based on my experience, only two attacks of V2 really matter much...Ripple
 and Gravity Bullet. These two not only dish out massive doses of whoop-ass,
 but they have the guard break property as well! While in constant motion,
 using Ripple when you can, and Gravity Bullets + normal missiles, you're
 practically invincible...if you use the evasion tactics discussed
 further down, that is ;)

- You may notice when fighting V2 as a boss in the game mission, that Ripple
 can be easily avoided by standing still. Well, I've noticed that the
 direction of the entire Ripple attack isn't constant with the first ring,
 but each proceeding ring's path is unique, and determined by V2's current
 position. Normally you might be doing Ripple while dashing to one side.
 What you end up doing is making a clear path in the center of all the
 rings, which the opponent can use to evade the attack easily. The best way
 to use Ripple is as follows: While dashing to one direction, initiate the
 Ripple attack by pushing R2 + Square. Just as the first ring comes out,
 start dashing back and forth rapidly while the succeeding rings appear.
 What happens, is that the rings' centers overlap each others, creating a
 solid wall that most certainly cannot be avoided by simply standing still.
 By doing this, you can be sure it's much much harder to avoid your attack.
 If you had a few Options with you, then all the more would it be tough to
 avoid.

- There is another way to use Ripple effectively. Instead of relying on the
 attack to do the actual damage, use it as a setup move for a Gravity
 Bullet. First of all, you'll have to use the standard method for using
 Ripple...by dashing fluidly to one side and using the attack. This will
 have the blank center like I described earlier. The trick is, instead of
 using Ripple alone, simultaneously use it with Gravity Bullet using the
 following input while dashing: R2 + Square ~ (Move to the opposite direction)
 ~ R2 + Circle. Eh, if you're familiar with Tekken, then you'll know that "~"
 means "press immediately after." This will fire the Gravity Bullet right in
 the center of the Ripple attack, closing the escape hole effectively.

- Another alternate method of using Ripple and Gravity Bullet effectively is to
 alternate directions while attacking. Dashing one direction, use Ripple. Then
 just as the last ring comes out, dash to the opposite direction and fire a
 Gravity Bullet. This works best when using Options, of course.

- The regular missiles are very inaccurate. You would only want to use them
 as a diversion for your real attack, which can include Ripple attacks or
 Gravity Bullets. Even if the missiles do manage to hit, they don't really
 do much damage anyway, so don't make it your primary means of offense.

- Using Options is like using a double-edged sword. True, you get to double,
 triple, or quadruple your firepower...but you lose a considerable amount
 of life for it. When fighting against any mech apart Nephtis, Ardjet, or V2,
 use only around 2 Options. Use around 3-4 when against Nephtis, and 2-3 plus
 Shield when against V2. Against Ardjet, don't use any, neither should you use
 Shield. You'll see why later on. These are just recommendations, and you can
 still use whatever suits you...just watch your life bar.

- I don't really use Shield much, apart from when I'm against V2. It takes
 away a bit more off your life bar using Options do. The reason I don't
 recommend it against any other mech, is that they hardly have any chance of
 hitting the V2 anyway, considering you are always in constant motion in ship
 mode.

- This is very important when using Option/Shield. Transforming back to LEV
 mode will remove all Options and your Shield, even if you change back into
 ship mode. This means you'll have to use up another 1/6th of your life if
 you want one Option or your Shield again. Once you get into ship mode, stay
 in ship mode until the battle ends (exception being against Ardjet).

- If you find your opponent's projectile attacks bothering you too much, you
 can try dashing in close, right within melee range. This will trick your
 opponent into slashing, instead of firing shots. Then while your enemy is
 slashing, launch a few Gravity Bullets up close to deal major damage.

- If you plan on playing in LEV mode, which I don't recommend, you'll have to
 make the most of the V2's sluggishness to dodge your opponent's long range
 attacks, and get up close to fight in melee combat. Use Gravity Bullet to
 push your opponent to a wall, meaning a LOT of added damage. When using the
 9-hit punch combo, try not to perform last hit. The reason for this is that
 it comes out so slow, that the opponent will easily be able to counter during
 the delay. Instead of completing it, dash back a bit and use Gravity Bullet.
 Speaking of Gravity Bullet, you can try tricking opponents by dashing forward
 so as to fight up close, then dash back right when your opponent starts
 attacking, firing a Gravity Bullet dead on. Otherwise, use the burst punch to
 break through your opponent's guard.

- Best map for V2 to play on? The Way to Phobos. No walls. ;)

VS OTHER MECHS
---
Jehuty: Stay away from Jehuty, and keep using Ripple, Gravity Bullet, and
       regular missiles, along with using 3-4 Options. Keep this up and you
       should win in no time.

Jehuty ver.2: Same strategy as above...

Damaged Jehuty: Hmm, do you even need strategy for this guy? Well if you do,
               it's exactly the same as the one mentioned for Jehuty.

Naked Jehuty: Okay, this is different. You might want to be extremely careful
             not to get backed into a corner. Do not let N. Jehuty get close,
             because a few slashes from his sword will end this battle really
             quick. Ripple would be your "wall" here, preventing N. Jehuty
             from getting too close, and your diversion for Gravity Bullets.
             And speaking of Gravity Bullet, this will be where most of the
             damage comes from. However, it's very easy to avoid, so keep up
             with Ripple and regular missiles until you see an opening. As
             long as you stay away, and avoid any attempted dash shots, you
             should be fine. It'll take a while to whittle down N. Jehuty's
             health though, so you might want to use Gravity Bullets to slam
             your opponent against walls, for a LOT of added damage. Don't
             hesitate to use Shield if you feel like you need it.

Vic Viper: When Konami mentioned "High Speed Robot Action", they weren't
          kidding. A V2 against V2 fight demonstrates this very well. This
          match will be fast paced, non-stop, and tough!! You'll have to
          outmaneuver, outwit, and outclass your opponent, and it doesn't
          let up at any part of the match. Stop moving for a second, and
          you're just asking to die. Do NOT let up constant movement at all
          costs! Use Ripple as much as you can, as it covers a much wider
          area than Gravity Bullets do. Use 2-3 Options to increase your
          attack spread, and Shield, so you have insurance in case you let
          up for a second. Nothing much I can say on this, since it's all
          been covered. It may sound simple enough, but it's actually quite
          tiring once you get to the later part of the match.

Ardjet: First of all, I don't recommend using Option and Shield, as you'll be
       switching from ship mode to LEV mode often. It's very easy to avoid
       Ardjet's regular Wisp attacks and her burst attack. The problem with
       this battle lies in the L1 Wisp Attack. No matter how fast you move,
       you'll never be able to avoid all the wisps forever. So when you see
       this attack coming, simply transform back to LEV mode and guard with
       R1. Also, while holding R1, inch forward towards Ardjet, so that when
       the attack finishes, you have a chance at getting a free Gravity
       Bullet. Besides that danger, there's really nothing else you should
       worry about. If you're having trouble avoiding the burst attack, just
       remember not to accidentally get trapped by walls while dashing to
       evade it. Also, don't ever get too close to Ardjet, it's much safer to
       stay away.

Nephtis: Using V2, it's not too difficult to take anyone down as long as you're
        in ship mode. Nephtis is an exception. This frame is the only one who
        can fight at the same velocity at which the V2 does. The main things
        you have to look out for are her suddenly getting close (which can
        happen), or if you give her time to charge up, her burst attack. One
        burst attack is enough to kill you if all three hits connect, so make
        it your priority not to let up long enough to give Nephtis a chance to
        perform this attack. A highly skilled Nephtis player will at least get
        a draw from this match, because technically, Nephtis can avoid all of
        V2's attacks with ease, and the only reason you don't see this often
        is because it takes a heck of a lot of skill to pull it off everytime.

Inhert: The mines should be your main concern. Since you're moving so fast, you
       might not notice you're about to hit a mine. This is a very costly
       mistake. Destroy the mines with Ripple to stay on the safe side. You'll
       want to watch out for when Inhert uses Decoy as well, so he doesn't get
       a free chance to use melee attacks on you. This means, that you cannot
       afford to stop moving. I know, it's practically the same strategy
       mentioned against nearly other mech...but it's the most basic tactic
       when playing as V2 and is necessary if you want to win all your
       battles. Inhert's other shots are very easy to evade with constant
       motion, so don't worry about them too much.

Anubis: Anubis' dash/burst shots are your main concern. Burst shots should be
       destroyed with Ripple or Gravity Bullet, long before they get anywhere
       close to the V2. Dash shots are a different matter, however. You could
       try dashing continuously in one direction to avoid the shots, or switch
       to LEV mode and guard. I don't recommend transforming to LEV mode
       though, as it gives Anubis a chance to attack, and breaks the most
       basic rule of playing with V2...constant motion. Anubis' warping
       shouldn't be a problem, since by the time he reaches his destination,
       you'll be long gone. His regular shots are pretty dangerous since they
       have homing properties. This is a good reason to use Shield in this
       battle. But if you can avoid the shots, then that's much better.

Aumaan Anubis: Compared to other mechs, this one takes damage quite well. You
              may have a bit more trouble whittling down A. Anubis' life. But
              overall, you should just fight the same way you do with regular
              Anubis. However instead of trying to detroy dash shots, it's
              much safer to simply avoid them, since they're too fast but lack
              homing properties.

===========
[ 4-6 ]: Ardjet
--------

MOVE LIST
---
R1 = Guard
Square (Far) = 4x-Wisp Missiles
Square (Close) = Sword slash
Square x 4 (Close) = 4-hit sword combo
R2 = Burst Shot*
Circle = Grab
L1 = Wisp Missile Barrage**

* - Press R2 while not moving. Has a charge-up time in which energy surrounds
   Ardjet. The temporary energy field can damage your opponent when it comes
   in contact. Ardjet is invincible during charge-up and execution.

** - Ardjet is invincible during charge-up.

SPECIAL PROPERTIES
---
Homing-Shot
Homing-SpcAtk
Dmg-Dash
Peerless-Grab
Grab-Null
Destructible (L1 Attack)

COMBAT TIPS
---
- Ok, after discovering Ardjet also has the Peerless-Grab property, my
 thoughts on this frame have changed drastically. To put it short, Ardjet is
 a very VERY good Anti-Jehuty mech. Her grab comes our very fast, and has
 quite a long cooldown time. The good thing is that she's invincible while
 the ENTIRE grab animation/cooldown sequence is going on. Another good thing
 is that there is no delay between periods of invulnerability if you press
 Circle again right after (assuming you're still within melee range). I'm
 just assuming that, since I haven't taken a single hit fighting Naked Jehuty
 up close while using the Invincible Grab strategy, so if there is indeed a
 delay, it is very slight, and the vulnerability.

- You can try using the L1 special attack, but only on a few mechs. It isn't
 really that useful, except maybe to help you avoid certain attacks (because
 of the temporary invincibility).

- If you're in the background, you can try using normal Wisp missiles rapidly
 to form a smokescreen. The explosion from these missiles, especially if
 they're blocked, creates clouds of smoke and sparks enough to hide Ardjet's
 entire body. While pressing Square at regular intervals, dash towards your
 opponent, using both the smoke and your opponent's body as cover. Once you
 get close enough, use grab. It'll catch your enemy by surprise almost all
 the time. Of course, this tactic only works against players who would rather
 block than evade attacks.

- If you can't manage to beat your opponent normally, use time-out. Ardjet has
 a few moves that have temporary periods of invulnerability. For instance, if
 you keep using the burst attack, you'll only be vulnerable during the period
 of cooling down. Though I don't really recommend using this strategy, it's
 still up to you. But you have to make sure to get a lot of damage in with
 your attacks so you end up winning.

VS OTHER MECHS
---
Jehuty: Get up close. Grab. Get close again. Grab again. If you find yourself
       taking too many hits, time your presses of Circle so that right after
       the grab animation ends, the next one starts. Or better yet, time your
       grabs to catch Jehuty. You might want to try the R2 burst attack, but
       it's too easy to avoid. If you ARE going to use it, do it in a very
       small map, like Vascillia City.

Jehuty ver.2: Same strategy as when fighting regular Jehuty. Don't bother using
             the R2 burst attack though, as it's practically useless against
             this guy.

Damaged Jehuty: Use L1, that's it. If he's not dead yet after that, use normal
               Wisp missiles to finish the job.

Naked Jehuty: Pretty much the same as fighting ver.2...just try not to take any
             hits =P

Vic Viper: L1 will stop V2 from using Options or Shield too much, and if your
          opponent still uses them, it's actually a good thing. What decent V2
          player would sacrifice 4 Options just like that? The L1 attack is
          impossible to evade, so V2 will be forced to return to mech mode.
          I'm not sure if Shield can hold up to it though, but this really is
          you're best bet at winning. You could also try normal Wisp missiles,
          but they don't do much damage, and they are avoidable.

Ardjet: I haven't really found any good strategies for this match, but if you
       use the basic tips for fighting with Ardjet, you should be fine. Just
       remember, you have to keep moving. Randomize your attack pattern, and
       try dashing in on random occasions just to trick your opponent into
       slashing instead of using Wisps. Then while he/she is recovering from
       the slash animation, fire a couple of Wisp missiles to get a bit of
       free damage in. Since Ardjet cannot be grabbed, the Invincible Grab
       tactic is rendered useless.

Nephtis: You might want to stay away from this enemy as well. Maintain constant
        distance so as to avoid getting into unnecessary melee combat. Going
        into the background and using the smokescreen to grab strategy might
        work to an extent, but it can be assumed that Nephtis would much
        rather evade than block. All in all, you're at a major disadvantage,
        so you will want to choose a better frame next time :P

Inhert: Since this guy can easily evade most of your attacks simply by using
       Decoy, you could try sticking to using regular Wisp missiles
       continuously to avoid too much recovery time. You cannot use Invincible
       Grab for this battle as well, so you'll have to rely on long-range
       combat. If Inhert uses Decoy all the time to get close, you'll have to
       try your best to outclass Inhert at swordfighting....but that's not an
       easy task for Ardjet.

Anubis: The only way I've found to actually have a chance at winning against a
       good Anubis player is to win by time-out. Directly comparing these two
       frames clearly shows Anubis' edge in this match. Dash shots are your
       main worry, since his burst shots are pretty much easy to destroy.

Aumaan Anubis: Nothing much to say. Fight him like you would regular Anubis.
              The one difference is that it is better to avoid the burst shot
              this time around, rather than destroying it. But if you can do
              so while A. Anubis is charging, then by all means do it!

===========
[ 4-7 ]: Nephtis
--------

MOVE LIST
---
R1 = Guard
   - L1/Circle = Forward Guard*
R2 = Burst Mode
Square (Far) = Shot (6-shot burst)
Square (Close) = Slash
Square x 3 (Close) = 3-hit starter of Combo Smash
   - Square = 4th slash pushes enemy straight backwards.
   - Triangle = 4th slash pushes enemy up.
   - X = 4th slash pushes enemy down.
R2 + Square (Far) = Burst Shot
R2 + Square (Close) = Burst Slash
Circle = Grab
R2 + Left Analog Stick + Square (Far) = Dash Shots
R2 + Left Analog Stick + Square (Close) = Dash Slash
L1 = Warp**

* - Forward guard has absolutely no added effect, so don't bother using it =P

** - While performing this move, Nephtis is invincible. This lasts throughout
    the duration of the warp.

SPECIAL PROPERTIES
---
Homing-Shot
Homing-DShot
Homing-BShot
Dmg-Dash
Peerless-Dash
Peerless-Warp

COMBAT TIPS
---
- In my opinion, Nephtis is one of the best mechs in the game. This frame has
 the best melee capabilities, which are only hindered by lack of range. You
 can get a lot of damage in with only a few hits, which is good especially
 against fast opponents. Same as Jehuty, melee combat is your best chance at
 victory. But then again, unlike Jehuty, Nephtis actually has a good chance
 of winning even if she stays away. THE most balanced frame in the game.

- Being the fastest mech in the game (besides the V2 in ship mode, which I
 don't count) makes Nephtis very tough to predict. One moment she's in the
 background, then the next she's slashing the opponent up close. Use this to
 your advantage by zipping in and out of swordfights. Since Nephtis can also
 fight from a distance, you won't be useless when you get out of slashing
 range. Except for Anubis/A. Anubis, no other mech can use hit-and-run quite
 as effectively as Nephtis. Dash in closer while strafing in random
 directions, get one or two slashes in, then leave just before your opponent
 can do a thing about it. With Nephtis' speed, it's actually a bit easier
 than it sounds, since you'll be out of range before you know it.

- Many of the melee tips for Jehuty can apply to Nephtis as well. For example,
 the Square, Square, [R2 + Square] combo can still work if you manage to get
 close enough. Or Square, Square, [R2 + Forward + Square] works as well. The
 main difference between Jehuty's and Nephtis' dash slashes are their homing
 properties. Jehuty's dash slash will automatically lock on to the opponent
 and move Jehuty closer to the enemy's direction without any added button
 presses. Nephtis' dash slash, on the other hand, does not give you an extra
 mini-dash towards the opponent, so if you're not close enough (which happens
 a lot), you'll have wasted your dash slash attempt, and will be left open for
 a counter attack.

- Combo Smash isn't really as useful for Nephtis as it is for Jehuty. The main
 problem is range, which Nephtis lacks badly. I'm not sure if there's any
 effective way to use it, especially since Nephtis' grab comes out very slow.
 If you want results, better stick to, at most, just Square, Square, Square
 part, and mix it up or follow through any way you wish.

- Here's a tip very few people know. While dashing, Nephtis is invincible. And
 I'm talking about the regular [R2 + Forward] dash. Repeated dashing forwards
 or backwards will get you through any attack in the game unharmed. A few
 noteable attacks are the V2's Ripple and Gravity Bullet attacks, Anubis/A.
 Anubis' burst shot, or even Ardjet's burst shot! This is especially useful
 in getting extra bits of damage in after any character's burst shot recovery
 time.

- Nephtis' burst shot takes away insane amounts of life in three separate
 parts. It's charge-up time isn't so bad, and it can home in on opponents
 pretty well. You'll want to use this from time to time, preferrably from the
 background with some cover. The recovery time for this move is actually much
 better than her dash shot's cooldown time, and the move outprioritizes most
 other projectile attacks (mainly because of there being three separate
 shots).

- The L1 Warp ability is really overrated. Sure, it's Nephtis' unique ability,
 but considering the high speed nature of this game, it's almost useless in
 most cases. The only instance I know this CAN be useful is when fighting in
 Vascillia City, because there's hardly any room to move. But the charge-up
 time isn't really what I would call "fast", and even worse, it's
 interruptible. If you really want to use this move, then use it when you have
 enough of a cover or diversion to pull it off safely.

- For some reason, Nephtis cannot dash diagonally in any direction. You can
 only dash up, down, left, right, forward or backward one direction at a time.
 This greatly limits Nephtis' maneuverability. The redeeming factor is
 Nephtis' great speed. Since this mech can move in and out of anything and
 everything in just a few moments, it doesn't really change the fact that
 Nephtis is still the most maneuverable mech in the game. But if you're going
 to use her, you'd better get used to this orientation of movement, and
 balance your dashing between directions so you don't mistakenly end up
 taking shots in the face for free.

VS OTHER MECHS
---
Jehuty: Melee combat is the best way to go. True, it's Jehuty's greatest
       strength, but it's all the more for Nephtis. Keep on using dash slash,
       and the occasional Square, Square, [R2 + Square] combo. If your
       opponent has a thing for grab combos, dash slash will put him in his
       place. Excessive use of burst slash isn't a good idea. Instead, the
       only time you should be using it is after a part of the Combo Smash.
       Long-range combat should also work. Keep on using normal shots and
       keep away from Jehuty. Fire the occasional burst shot when you get a
       free chance to charge-up uninterrupted. Don't try grabbing though, as
       it comes out too slow, and you'll end up giving Jehuty a free grab
       combo or burst slash.

Jehuty ver.2: Basically you will want to fight this guy the same way. But this
             time, you may want to stick to simply melee combat, as ver.2 is
             immune to your normal/dash shots, and can block your burst shot.
             Using burst slash at all is not such a good idea, because as you
             know, it can be blocked by ver.2 as well.

Damaged Jehuty: Play keep away, and keep using normal shots. If D. Jehuty
               manages to get close, just use dash slash, or dash away, which
               is wasy considering how fast Nephtis can move. Even with D.
               Jehuty's increased melee attack power, it still doesn't compare
               with Nephtis, so you pretty much have a big advantage in this
               match.

Naked Jehuty: Fight N. Jehuty the same way you would ver.2. The only difference
             you'll have to adjust to is the amount of damage this guy can
             dish out, as well as his increased defense. Your best bet would
             be staying away, then getting close quickly at random occasions
             and dash slashing away.

Vic Viper: If you compare them on terms of speed, V2 slightly outclasses
          Nephtis. But if you include the attack speed of each, I'd say
          they're about equal. True, Nephtis might not be able to hit the V2
          a lot, but the same goes for the V2 on Nephtis, if you can manage
          dashing around a lot. Try your best to hit V2 using normal shots.
          Don't even try with dash/burst shots as they're really too slow for
          this match's pace. If you can't see a way to get a hit in no matter
          how hard you try, then you might as well wait for the time to run
          out, avoiding attacks as they come. Yes, I know, the V2 is cheap,
          but there's really nothing you can do if your opponent picks it. But
          I can say that no matter how skilled the V2 player, a good Nephtis
          player can always manage a draw. It's just up to your dashing skill.

Ardjet: Either way works here. You can move in close or stay back, it doesn't
       matter. However, you can get a lot more damage in if you fight with
       your swords. The main thing to watch out from Ardjet when fighting up
       close is her grab. If any of your hits are blocked, it's pretty easy
       for Ardjet to get a grab in. The solution here is to use burst slash.
       If Ardjet makes a grab attempt while Nephtis' burst slash is active,
       the slash will outprioritize the grab. If you see Ardjet start her L1
       attack, the best thing to do is use the L1 warp to get close to her.
       She won't be able to interrupt you because of the charge-up time, and
       you won't take damage from the missiles. After warping, you might want
       to press and hold R1 while close to Ardjet, so you block the missiles
       (since they're inescapable). Right after the last missile hits, start
       slashing at Ardjet while up close to get in even more damage. If you
       worry about Ardjet's burst attack, then you should take notice of when
       her armor transforms into a shell. When that happens, dash away a bit,
       then start dashing all the way left or right until the shot comes.
       Right when you evade the shot, charge up a burst shot and it's almost
       guaranteed to hit. But if you like, you can use repeated dashing to
       get through the shot itself, then punish Ardjet up close during the
       long recovery time using melee combos.

Nephtis: The runner who can make the most out of Nephtis' maneuverability will
        win this. Most probably, both players will stick to melee combat, and
        the first one to pull off a dash slash will win each close encounter.
        However, if by chance this match ends up being a long range battle,
        get close. That is of course, unless you want a long, boring match.

Inhert: Get Inhert up close if you want to win this. Don't dash just anywhere
       in this match. Watch out for the mines and you'll be fine. If you see
       Inhert releasing mines, use L1 to go right through him, and destroy a
       couple of mines in the process. The invincible dashing might work as
       well, but I haven't tried that out on mines yet. Dash slashing
       constantly will keep you on the advantage, but you have to stay on
       Inhert's sides, so as to avoid taking damage from his own dash slash.

Anubis: As usual, you will want to rely on fighting up close. If Anubis plays
       hit-and-run, then you might have some difficulty getting much damage
       in, but at least it isn't too hard unlike when you're using Jehuty
       because of Nephtis' speed. She should be able to catch Anubis fairly
       easily, regardless of his warping. Just as Anubis finishes warping
       close to you, perform a burst slash and it's guaranteed to hit if you
       time it well. Every one of Anubis' melee attacks can be countered
       easily with a dash slash. As for long range attacks, probably the only
       one that you should be concerned about is his dash shot. Evading it is
       not that difficult though, as dashing countinuously to one side will
       ensure you don't take a hit. Since Anubis' burst shot can be destroyed,
       use the L1 warp attack when you see it coming. Nephtis will go right
       through the shot, destroying it, and will hit Anubis if they aren't
       that far from each other. Besides burst slashing, another good way to
       deal with Anubis' warp is to use Nephtis' own warp. If you push L1 just
       as Anubis vanishes, and the distance isn't that big, Nephtis should
       warp dash just as Anubis' invulnerability wears off. In other cases
       though, Nephtis and Anubis will just warp past each other without any
       damage done. Think of it as an evasion move. One more thing, don't try
       burst shots since Anubis can block them easily. Luckily the same thing
       doesn't apply to her burst slashes.

Aumaan Anubis: Same as fighting Anubis, except this guy is much tougher. You
              shouldn't risk trying to warp through A. Anubis burst shots
              though, as they come out too fast this time. This time, use
              Nephtis' invincible dashing property. Dash right through the
              burst shots and you'll be fine. In any other case, fight this
              guy as if you were fighting normal Anubis.

===========
[ 4-8 ]: Inhert
--------

MOVE LIST
---
R1 = Guard
R2 = Burst Mode
Square (Far) = Horizontal Shots (33-shot barrage)
Forward/Backward + Square (Far) = Vertical Shots (33-shot barrage)
Square (Close) = Knife slash
Square x 4 = 4-hit knife combo*
R2 + Square (Far) = Floating Mines (up to 7 per use)**
R2 + Square (Close) = Burst Slash
R2 + Left Analog Stick + Square (Far) = Dash Shot
R2 + Left Analog Stick + Square (Close) = Dash Slash
Circle = Grab
L1 = Decoy***

* - The 4th hit of this combo is unblockable.

** - While performing this move, Inhert is invincible. You'll know that when
    you see him glowing red during the move.

*** - Besides deploying a clone of Inhert, this ability also teleports him
     right next to the opponent.

SPECIAL PROPERTIES
---
Homing-DShot
Peerless-Warp
Grab-Null
Destructible (Floating Mines)

COMBAT TIPS
---
- It's tough where to place Inhert. Whether it be close combat or long range
 battles, Inhert still doesn't fit in any of the two. Why? Well, simply
 because a lot of the damage Inhert does will come from the Floating Mines.
 Fill up the stage with these little buggers to give your opponent a heck of
 a rough time. Inhert is also very good at melee combat, so a few mines on
 the level, plus Inhert attacking up close is a very deadly combination.

- Inhert's dash slash has a lot more range than you would think. But it's not
 horizontal, but vertical range I'm referring to. [R2 + X + Square] is a good
 move to use, since you avoid a lot of attacks by descending alone. Not only
 that, but the dash slash has a good chance of connecting.

- Using any of the two normal shot volleys isn't really that useful. Inhert is
 left defenseless for quite some time. And since he can't move that fast, it
 will be hard to escape in case your opponent fires some dash/burst shots in
 that time. Stick to dash shots and Floating Mines when fighting from afar.

- If I'm not mistaken Inhert can't dash diagonally as well, similar to Nephtis,
 so your movement is very limited considering Inhert doesn't have the speed
 Nephits has to compensate.

- I'll probably add more stuff for Inhert later on. Sorry there isn't much, but
 neither of us are exceptional Inhert players :P

VS OTHER MECHS
---
Jehuty: Vertical dash slashing is once way to fight this guy. But then again if
       you find yourself getting too many of Jehuty's dash slashes head on,
       you might want to keep away. Like always, try to place as many Floating
       Mines as you can around the map. Besides that, use dash shots to keep
       Jehuty away. If you do insist on fighting melee though, don't try to
       trade hits with Jehuty. Instead, escape via Decoy when needed.

Jehuty ver.2: Long range is going to be harder against this guy, because
             Inhert's normal/dash shots are rendered ineffective by the auto-
             guard. Up close, ver.2 can block Inhert's burst slashes, as well
             as the fourth hit of the slash combo. I suppose filling the map
             with mines and dash slashing are your only chance. Though against
             a good Jehuty player, it's probably not going to be enough.

Damaged Jehuty: Fill the place with mines, stay away from D. Jehuty and keep
               using dash shots. Fighting up close may work as well, since
               Inhert gets more damage per hit on D. Jehuty than vice versa.
               In any case, Inhert should ALWAYS be on the offensive, so as
               not to give D. Jehuty too many chances to get in close by
               surprise.

Naked Jehuty: Fight this guy the same way you do with ver.2. Although in some
             cases, a win may only be pulled off by time-out.

Vic Viper: Floating Mines. Rely on them as much as you can, because V2 will be
          flying all over the place, and hopefully you'll get some of your
          mines to hit. And since V2 moves so fast, it will be hard to spot
          every single mine on-screen, not to mention those to V2's sides.
          Keep using Decoy to avoid Ripple or Gravity Bullets, because you can
          expect these to be V2's main offense.

Ardjet: Since Ardjet is one of the few mechs Inhert outclasses in melee combat,
       getting up close and personal isn't a bad idea. But that doesn't excuse
       you from having to place a few mines here and there, as it always
       helps. Ardjet's L1 special attack can be temporarily avoided by using
       Decoy strategically. Get to the farthest point away from Ardjet, wait
       until the missiles are right up close, then press L1 to teleport right
       next to Ardjet. Once close, don't hold back! Slash away until the rest
       of the missiles come back, then guard. And what's nice about this, is
       that you still get added damage while Ardjet is recovering. For her
       burst attack, just keep dashing away to the left or right. When the
       attack finishes, immediately use Decoy to teleport next to Ardjet, then
       hack away as much life as you can!

Nephtis: Use as many mines as you can. Since Nephtis is so fast and can't dash
        diagonally, she will have a relatively hard time spotting all the
        mines on the map. Use dash slash vertically to make the most of its
        range. You probably won't be using burst slash often, but if you do,
        make sure you aren't open for counterattack during the time it takes
        to pull the move out.

Anubis: Mines might have limited use against Anubis, especially if that player
       decides to play hit-and-run. Melee combat is yet again the only way to
       go. Use Decoy often to evade when Anubis uses burst/dash shot. Simply
       move all the way back, wait for the shots to reach you, then press L1
       to teleport close to Anubis. Start dash slashing away once you get up
       close.

Aumaan Anubis: Treat this guy the same way you would regular Anubis, but be
              extra careful in timing the evasion of his burst attacks.

===========
[ 4-9 ]: Anubis
--------

MOVE LIST
---
R1 = Guard*
R2 = Burst Mode
Square (Far) = Shot (triple burst)
Square (Close) = Spear
Square x 4 (Close) = 4-hit starter of spear combo
   - Wait = Delay**
   - Square = Unblockable spear swing
R2 + Square (Far) = Burst Shot
R2 + Square (Close) = 4-hit slash combo***
Circle = Grab
R2 + Left Analog Stick + Square (Far) = Homing Lasers
R2 + Left Analog Stick + Square (Close) = Dash Slash
L1 = Warp****

* - Anubis' guard will stun melee attackers. It causes the offensive mech to
   lose function for half a second, as if hit by a powerful attack. Note
   however that this stun doesn't deal any damage.

** - Delays the unblockable spear swing. After delaying for a second, press
    Square again to continue the combo without using the slow unblockable
    hit. You may keep doing this infinitely, and may end the combo with the
    unblockable hit at any time.

*** - The 4th hit of the burst slash combo is unblockable.

**** - While performing this move, Anubis is invincible. This lasts throughout
      the duration of the warp, including an extra half second after the
      actual warp. Anubis can only warp forwards and backwards,
      depending on your location.

SPECIAL PROPERTIES
---
Homing-Shot
Homing-DShot
Homing-BShot
Stun-Guard
Peerless-Warp
Grab-Null
Destructible (Burst Shot)

COMBAT TIPS
---
- Anubis is the game's ultimate hit-and-run character. No other mech can quite
 do it as this badass can (well, besides A. Anubis). Anubis has the fastest
 warp move in the game (apart from Zero-Shift, but it's a shame that no form
 of Jehuty has it in versus mode), which automatically makes it easy as pie to
 execute precise and risk-free quick hit tactics. An easy method is to use
 [R2 + Forward + Square], L1, Square, Square, L1. Anubis will use his dash
 shot, warp forward, then will slash twice at the opponent, warping back right
 before the dash shots dissipate.

- Anubis has an excellent burst shot attack. The only attack that can home in
 like it is Ardjet's L1 attack. This big reddish-orange-black ball of death
 will follow your opponent wherever he goes, stopping only when one of two
 things happen. 1, the ball hits something (your opponent, or an obstacle). Or
 2, the ball dissipates normally, which takes an awful lot of time.

- Dash shot is your prime weapon. Use it to either damage your opponent, or
 force him to block. It's very difficult to evade for most mechs, and it is
 not affected by the Auto-Guard property. This attack is best used as a
 starter for hit-and-run raids. But nevertheless, you may find yourself using
 it every chance you get ;D

- Another thing that makes Anubis so great is that every one of his projectile
 attacks are homing. Random bursts of regular shots are enough to annoy almost
 anyone. Couple that with dash shots around the place, and your opponent will
 most likely be reduced to blocking everything...a good opportunity to warp in
 and use the burst slash combo.

- By all means, avoid using Anubis' grab. It comes out very very slow, plus it
 can be interrupted by any attack from your opponent (unlike that of A. Anubis
 which I highly recommend using). If you insist on fighting up close, use your
 spear! It's there for a reason!

- I'll say this now. It's very difficult to be efficient at close combat with
 Anubis' slow melee attack rate. Your best bet up close is to use the burst
 slash combo. Otherwise, you can try confusing your opponent by delaying your
 melee attacks, then pulling off the unblockable when you see him blocking for
 a certain time.

- Quick hit-and-run attacks consisting of L1, Square, Square, L1 are effective,
 but you should also take note of the warp's recovery time. Sure, you're
 invincible for a half second afterwards, but the delay actually lasts longer
 than that, and you could get a burst slash in the face. If your opponent
 loves countering your hit-and-run attempts with burst slashes, send a few
 dash shots his way to shut him up, THEN use a hit-and-run attack. Because of
 the dash shots, your opponent will have to block. And if he decides to attack
 you anyway, the dash shots will hit him and stun him at the same time. Take
 this opportunity to dish out Anubis' burst slash combo, or even a grab if
 you're feeling lucky.

- Playing keep away is also one of Anubis' specialties. If your opponent gets
 you in close for prolonged periods of time, it could be bad on your part. The
 best choice is to simply warp away. A single push of L1 will do the trick for
 you no problem. Just remember, anytime you want a bit of "space" between you
 and your opponent, use L1.

- Never get caught in long swordfights. If you notice you've been clashing
 weapons continuously for a while, just block. Anubis' Stun-Guard property
 will render your opponent defenseless for a while, so you can then unleash a
 counterattack of your own, preferrably in the form of a burst slash combo.
 Although it may not seem like it, blocking is a very very good escape method.
 If you don't like warping around too much, and want to stop an enemy from
 going berserk on you up close, use block. Besides the burst slash combo, you
 can also use the opportunity to warp away if you couldn't do it earlier.

VS OTHER MECHS
---
Jehuty: Try not to get close to this guy, or you might find yourself losing
       big chunks of life. Instead, make the most of Anubis' range and homing
       capabilities by mixing up normal/dash shots, and the occasional burst
       shot. If Jehuty somehow manages to get up close to you, simply use L1
       to warp away to safety. Don't overdo it with the burst shots however,
       because the charge-up time is so slow, that Jehuty has a very good
       chance of interrupting you with an attack of his own.

Jehuty ver.2: Since Auto-Guard doesn't protect against any of Anubis' shots,
             you shouldn't pay too much attention to it. Deal with him the
             same way you would normal Jehuty. It shouldn't be too difficult
             if you keep your distance.

Damaged Jehuty: Even easier, just keep using dash shot on this guy. You could
               stick to the same strategy used against Jehuty. But then if
               dash shots alone are enough, then don't waste too much energy
               trying. Whatever you do though, do NOT let D. Jehuty get near.
               If that happens, you know what to do with that L1 button.

Naked Jehuty: Just use the same strategy for ver.2. You should be more careful
             about keeping Jehuty away though, because if he DOES get close,
             you can lose a heck of a lot of life in just a few moments. Warp
             away as usual if you find yourself in trouble.

Vic Viper: Even if you wanted to, it's useless to try and get close to this
          guy. You might find burst shots to be too slow to catch up to the
          V2, so stick to normal/dash shots. Constant warping around could be
          both a good or bad idea. Good, because it helps you avoid a lot of
          the V2's attacks. Bad, if your opponent notices it and starts timing
          your reappearances with Gravity Bullets. Don't stay too far away, or
          you'll find your dash shots dissipating even before they reach your
          target. V2, on the other hand, has much longer range on its attacks
          than Anubis. If you still have trouble, then try this starter: The
          moment you see V2 start transforming (most probably at the very
          start of the match), charge up and release a burst shot. Afterwards,
          if you still have any free chances, launch a dash shot and use L1
          immediately after so any incoming attacks are rendered useless.

Ardjet: This match is probably the only one where you would actually want to
       move in close to your opponent. Hit-and-run attacks work well as usual.
       But this time, you can stay close longer than usual, because Ardjet is
       one of the few mechs Anubis actually outclasses in melee combat.
       Although that doesn't necessarily mean that fighting up close is
       better than playing it safe by staying away. Take full advantage of
       Ardjet's long recovery times, and use burst shots to deal some serious
       damage.

Nephtis: Whatever you do, don't get close to Nephtis, it's suicide. Your best
        bet at winning is to make use of Anubis' hit-and-run tactics. The good
        old [R2 + Forward + Square], L1, Square, Square, L1 combo works very
        well in this case. Don't even try using burst shots on Nephtis, as she
        will have no trouble interrupting the attack. Remember that in this
        match, the player who keeps the offensive going will win. Never get
        into a shell and block everything, or you'll lose every chance you
        have to deal damage.

Inhert: Dash shots might be your favorite weapon here, but you might find
       warping to be a lot more useful against Inhert. Not only does it help
       Anubis get far away, it also helps in avoiding mines, since Anubis is
       invincible during the warp. A few normal/dash shots (like always) will
       keep your opponent on the defensive. Hit-and-run attacks may not work
       as well, since Inhert can easily use Decoy to get out of a sticky
       situation. What you DO want is to stay away as much as you can. True,
       Inhert can easily use Decoy to get close to you, but you can warp away
       just the same. If you just can't shake him off, and are forced to fight
       with your spear, simply block and make full use of the Stun-Guard
       property to disable Inhert for a brief moment. Use that time for a
       burst slash combo to deal a considerable amount of damage, then warp
       away right after.

Anubis: If both of you decide to play hit-and-run, then this could end up being
       a match of speed and timing...and quite a long one at that. Always try
       to take the initiative, or you might find yourself endlessly avoiding
       and blocking attacks for the rest of the match. Dash shot is of course
       the weapon of choice here. Although normal shots will do as well since
       Anubis doesn't move too fast without warping. The occasional burst shot
       should only be executed when you see your opponent start to warp. The
       trick is to time the release of the shot to when your opponent loses
       invulnerability (around 1/2 second after appearing). In any other case
       it's not recommended to make use of burst shot, since it comes out very
       slow, plus it can easily be destroyed with a few normal shots as it
       moves extremely slow.

Aumaan Anubis: Use the same strategy against normal Anubis, only you might have
              to watch out for burst shots even more. A. Anubis' burst shot is
              much faster than yours. A tip is not to shoot A. Anubis while a
              burst shot is charging, so as to avoid him using the double
              burst shot trick (read section 4-10 for this tip). This will be
              a slow-paced battle, so don't rush too much when timing attacks.
              And precise timing obviously is a key deciding factor.

===========
[ 4-10 ]: Aumaan Anubis
--------

MOVE LIST
---
R1 = Guard*
R2 = Burst Mode
Square (Far) = Shot (triple burst)
Square (Close) = Spear
Square x 4 (Close) = 4-hit starter of spear combo
   - Wait = Delay**
   - Square = Unblockable spear swing
R2 + Square (Far) = Burst Shot
R2 + Square (Close) = 4-hit slash combo***
Circle = Grab****
R2 + Left Analog Stick + Square (Far) = Homing Lasers
R2 + Left Analog Stick + Square (Close) = Dash Slash
L1 = Warp*****

* - A. Anubis' guard will stun melee attackers. It causes the offensive mech to
   lose function for half a second, as if hit by a powerful attack. Note
   however that this stun doesn't deal any damage.

** - Delays the unblockable spear swing. After delaying for a second, press
    Square again to continue the combo without using the slow unblockable
    hit. You may keep doing this infinitely, and may end the combo with the
    unblockable hit at any time.

*** - The 4th hit of the burst slash combo is unblockable.

**** - A. Anubis' grab is uninterruptible. Once the grab animation is initiated
      by Circle (close), the move will be executed regardless of how many hits
      your opponent attempts (A. Anubis is invincible during the grab
      animation).

***** - While performing this move, A. Anubis is invincible. This lasts
       throughout the duration of the warp, including an extra half second
       after the actual warp. A. Anubis can only warp forwards and backwards,
       depending on your location.

SPECIAL PROPERTIES
---
Homing-Shot
Homing-DShot
Homing-BShot
Stun-Guard
Peerless-Warp
Peerless-Grab
Grab-Null
Destructible (Burst Shot)

COMBAT TIPS
---
- Before anything else, I'm going to take back what I said earlier about Anubis
 being ZOE2's ultimate hit-and-run mech. A. Anubis raises nearly every aspect
 of regular Anubis up a notch (apart from the Homing-BShot property, which was
 slightly reduced). Defense and attack power have been raised quite a bit, so
 you can risk a few more hits and mistakes.

- A. Anubis has a pretty interesting trick with its burst shot. First of all,
 begin charging up a burst shot. If by chance you're hit with a normal/dash
 shot during this period, charge-up time for a succeeding burst shot will be
 negated. In English, this means that if you press Square (yes, just square,
 no R2) right after the first burst shot is released, A. Anubis will almost
 immediately fire the second one. While normally it takes several moments to
 charge-up a burst shot, it will only take around 1-2 seconds for the second
 one to come out. As I said, the catch is that you have to take a hit by a
 normal/dash shot from your opponent during the charge-up period of the first
 shot, and not after the shot is released. This can be useful in tricking
 opponents, especially since A. Anubis' burst shot travels extremely fast.
 The timing of Square for the second shot is extremely difficult, so you may
 want to mash the Square button right after the first burst shot to be sure
 you get it right.

- Grabbing is a so much better with A. Anubis. The Peerless-Grab property
 renders A. Anubis invincible during the grab animation, so don't worry about
 being interrupted or damaged while grabbing. A good alternative hit-and-run
 strategy is [R2 + Forward + Square], L1, Circle, L1. This will definitely not
 work for normal Anubis, so don't even think of trying it.

- While testing out A. Anubis' grab, I noticed something weird. The map being
 played was Margaritifer. Whenever A. Anubis grabbed the opponent, he always
 automatically aimed for the most open direction (meaning without obstacles)
 before throwing. I'm not so sure why this happens, but it possibly prevents
 players from using strategies similar to the endless grab-slam-grab tactic in
 ZOE1. Although I haven't tested this for regular Anubis, I assume it's the
 same case. So when grabbing, make sure you're near as many obstacles or walls
 as possible. Or better yet, fight in a small or cluttered map like Wind
 Tunnel, Antilia, or Vascillia City.

- A. Anubis moves slightly faster than normal Anubis. Though you may not notice
 it at first, it's true. This helps A. Anubis avoid attacks much easier
 without having to rely on warping all the time.

- All the strategies mentioned for Anubis will definitely work for A. Anubis,
 if not even better. You may think of A. Anubis as a "newbie" version of
 regular Anubis, because you are allowed more mistakes in battle due to the
 increased defense/attack power.

VS OTHER MECHS
---
Jehuty: Same strategy as in section 4-9, but you won't lose huge chunks of life
       this time around. Though it still is a bad idea to get up close, it's
       much less painful if you have to because of the added defense. It's
       recommended that you switch to using the improved hit-and-run strategy
       here (with grab), so you have a lot more chances of dealing damage.

Jehuty ver.2: Again, refer to section 4-9 on what to do, which by chance is the
             same as dealing with regular Jehuty. Stay away...'Nuff said.

Damaged Jehuty: Keep away and keep using those dash shots!! Normal shots will
               work nicely in keeping D. Jehuty back. And again, warp away if
               you see that "Close" indicator flash, because that's never a
               good sign in this match.

Naked Jehuty: Treat this guy the same way you would ver.2, only you should be
             extra careful, because technically N. Jehuty is superior to A.
             Anubis. Although storywise they're both equal, but hey, who am I
             to argue?

Vic Viper: You would want to deal with the V2 in a relatively small map. The
          best choice would be Vascillia City. Keep on using dash shots, and
          use warp to evade the most complicated of attacks. Don't bother with
          burst shot as it's not very useful in this match. If you keep on
          using dash shot, eventually you'll get a hit in. On large maps, it's
          a heck of a lot tougher to damage this guy, so you may want to
          settle for constant evasion. Try to get a few hits in as well for
          insurance. Normal shots work nicely as well, but dash shots should
          still be your main means of offense. The starter mentioned in
          section 4-9 on the V2 will work MUCH better for A. Anubis, due to
          the burst shot's greatly increased speed.

Ardjet: It's all about poking in at the right time. After a major attack by
       Ardjet (L1 or R2 attacks), use a burst shot. The same tactics mentioned
       in section 4-9 (yet again) on Ardjet will work for A. Anubis. This
       shouldn't be much trouble if you've got the basics of Anubis pinned
       down.

Nephtis: The easiest way I've found to defeat Nephtis is to use the improved
        hit-and-run combo. You could use the other version (with two slashes),
        but it's only to be used if you can't seem to get the grab to connect.
        Do not get close to Nephtis, because even with A. Anubis' increased
        defense, her melee attacks still do a heck of a lot. As I mentioned
        for regular Anubis, keep the offensive and never let up. The second
        you do, your opponent can easily reverse the tide of the match against
        you. Use dash shots if needed, just to keep the match in your favor.

Inhert: Actually, just use exactly what I mentioned for Anubis in section 4-9
       against Inhert. Besides that, the only thing different is that you can
       now use burst shot more often...but still not too much. Right...anyway,
       that's that, heh. Oh yeah, and you still take way too much damage if
       you happen to hit a mine, so don't get too cocky.

Anubis: Same strategy as mentioned in section 4-9 (why do I even bother...).
       Only this time, the match is technically at your advantage. =)

A. Anubis: If I still need to mention it, then refer to section 4-9. Naturally,
          this time you're at par with each other. And remember...precise
          timing is crucial at all times.


________________________
/ MAP-SPECIFIC STRATEGY  \______________________________________________[ 5 ]__
-----------------------------------------------------------------------------

In this section, you will find playing tips for each of the available levels.
Note that these were done very quickly, so they're all very brief. I have a lot
more strategies for the maps that I have not yet gotten into writing as of now.
I'll possibly add some ASCII maps as well, if that helps, as well as specific
tips for particular points on each map. What you'll find here will range from
general playing tips, to recommended mechs for each map. Once again, if you
have any tips to add to this section, send them to <[email protected]> with
the subject "ZOE2 Map Strategy". Of course, credit will be given to all
submissions.

===========
[ 5-1 ]: Battle Arena
--------

Your basic no-nonsense level. The only cover you'll find are the four pillars
on each corner of the elevated middle area, and the bars and beams at the top
of the map. Among these, you'll probably only need the pillars. Use these to
cover you when fighting at long range, but you'll most probably want to fight
up close. If you're using Jehuty, then this is a very good map to corner
opponents with grab combos. There's enough room in this map for free roaming
and fast-moving strategies as well, so that makes it ideal for Nephtis and the
V2. One thing though, as farfetched as it sounds, the pillars can actually be
a hindrance if you're not careful, especially when madly dashing all over the
place, so practice caution.

Recommended Mech(s): Jehuty, Jehuty ver.2, Naked Jehuty, Nephtis, Vic Viper

===========
[ 5-2 ]: Wind Tunnel
--------

If Battle Arena was a simple level, this one is extremely complicated. There
are so many ways to get yourself stuck here, so I don't recommend using mechs
that require constant dashing around and maneuvering, especially fast ones.
Use the beams and propellers as cover, while using homing weapons to attack
from a distance. Grab combos are also very easy to pull off here, but Jehuty
requires a lot of maneuverability, so you'll want to think about it first.
Though the rewards are great if you do manage to perform a grab combo
successfully in this stage (tough to escape getting grabbed because of all
the obstacles). Inhert can go into a mine-laying frenzy in here, as there's
not too much space to fill, and as you know, those things deal a heck of a
lot of damage.

Recommended Mech(s): Anubis, Aumaan Anubis, Inhert, Ardjet

===========
[ 5-3 ]: The Core of Aumaan
--------

Ok, this map is complicated in more ways than one. For one thing, it provides
Aumaan Anubis with very good camouflage, and the floating tiles will serve to
hide many small long range attacks. Naked Jehuty will do well here in long
range and short range alike, because all the white in the stage will help to
hide any burst shot attempts, and it will be slightly easier to suddenly rush
in with a dash slash. Random flying around may or may not work, depending on
how the runner maneuvers around the obstacles. Mines are fairly easy to hide
around the map, so you might want to try using Inhert.

Recommended Mech(s): Aumaan Anubis, Naked Jehuty, Vic Viper, Inhert

===========
[ 5-4 ]: Aumaan
--------

An outdoormap, wide and open. Perfect for fast flyers who need all the room
they can get. Long range combat will work nicely, so add Anubis and Aumaan
Anubis to your choices. Mine laying is not a good idea because of all the space
made available. Close to the ground, there are a few small places that can be
used as obstacles, but they aren't enough to be used as cover, or as walls for
grab combos. The invisible walls here only cushion thrown opponents, which
basically makes them useless. Though this is generally a long range map, melee
combat is not at all discouraged, and with Nephtis' quick speed, it isn't that
hard to get up close to an opponent who's so badly trying to stay away.

Recommended Mech(s): Nephtis, Vic Viper, Anubis, Aumaan Anubis

===========
[ 5-5 ]: The Way to Phobos
--------

THE map for long range fighting. If anything, this is an anti-Jehuty map. No
walls, no obstacles, nothing. Nephtis' usefulness will be limited if all she
can do is attack from afar, and Inhert's mines are totally useless. Stick to
long range attacks with this map, and you'll be fine.

Recommended Mech(s): Anubis, Aumaan Anubis, Vic Viper

===========
[ 5-6 ]: Vascillia City
--------

If The Way to Phobos was the best long range map, this is the best map for
melee combat. The space is so limited, you'll find yourself fighting up close
whether you like it or not. I don't know exactly how, but there's a way to make
the force field damage your opponent while performing giant swing with any form
of Jehuty. I think it had something to do with the corner where the force field
meets solid ground near the bottom. You'll know this is happening when each
time Jehuty swings the opponent, the latter takes damage (and a whole lot too).
though I've seen this happen on other maps (Callisto, for one), I've seen it
more here, so I just figured I'd mention it. Anyway, if you ever find out how
to get this to work, let me know via email. And going back to the map, you'll
want the best melee fighters as your selection, because long range combat is
discouraged. It's actually hard to keep distance here in the first place.

Recommended Mech(s): Jehuty, Jehuty ver.2, Damaged Jehuty (at your own risk),
                    Naked Jehuty, Nephtis

===========
[ 5-7 ]: Margaritifer
--------

One of my favorite levels, a well designed map with wide open spaces, and just
enough obstacles to encourage melee combat. Nearly all of the available mechs
will do well in this map. Long grab combos are easy to maintain here because of
all the corners on the walls and on the ground. It isn't easy using mines in
this level though, because theres a lot of space to avoid them. Another
interesting quirk about this map is the rock solid ceiling. Test it yourself,
and throw your opponents up using Jehuty. They'll smash into the invisible sky
like they would the rocky walls and ground. This only serves to add to the
places where you could start and maintain a grab combo >:)

Recommended Mech(s): Jehuty, Jehuty ver.2, Naked Jehuty, Vic Viper, Nephtis,
                    Anubis, Aumaan Anubis

===========
[ 5-8 ]: Antilia
--------

There's no other map quite as cluttered as this one. It's riddled with randomly
placed space debris and pieces of metal, which might make maneuvering around
tough. It can be interesting to hide mines among the wreckage. Actually, you
can also use them to hide burst shot attempts, and as cover from incoming
shots. Close range is recommended here. So is indirect long range, using homing
attacks. Anubis could work, but then again it's not easy to warp around this
place, so think twice before using him.

Recommended Mech(s): Jehuty, Jehuty ver.2, Naked Jehuty, Nephtis, Inhert,
                    Ardjet

===========
[ 5-9 ]: Callisto
--------

This map can be treated like a smaller version of Margaritifer, a mix of open
spaces and obstacles. Grab combos work very well in this map, and it isn't
that hard to lay mines around. However, the map is very direct so any mines
laying around can be seen clearly. Though they may work on fast moving
opponents like the V2, who don't have time to look around everywhere before
dashing. Both methods of combat will work here, so it's a matter of choice.
Warping around is easy here, so Anubis is a good pick as well.

Recommended Mech(s): Jehuty, Jehuty ver.2, Naked Jehuty, Nephtis, Anubis,
                    Aumaan Anubis


__________________
/ TIPS AND TRICKS  \____________________________________________________[ 6 ]__
-----------------------------------------------------------------------------

- Keep movement random at all times. Don't be predictable when you evade
 attacks and you'll be fine. Horizontal dashing is the standard for evading
 most attacks, but at other times, you'll need to use those Triangle and X
 buttons as well. For better results, combine both vertical and horizontal
 dashing (or even diagonal dashing if your selected mech allows it). Also,
 remember that it is always better to dash than to move normally.

- There is actually a WRONG way to dash. Pressing and holding the R2 button
 just once won't be any good, because as time passes, a dash slows down. The
 peak speed of a dash is when you have just finished pressing R2. So to avoid
 the slowing down of your dash, continuously tap and hold R2 to "multi-dash".
 You'll nearly always be at the peak of the dash, so you'll find yourself
 moving much faster.

- Side to side dashing can be useful, but only when used properly. If you
 rapidly dash left and right, not actually covering much distance, you might
 as well be standing still, since you end up making yourself an even larger
 target. When attempting this form of movement, make sure you cover around
 twice the width of your mech before dashing the other way.

- Dashing forward to your enemy, especially from a long distance, is a very
 risky move. But then again, in most cases, it is necessary to win. Dash
 around randomly while moving forward until you reach your opponent. Don't
 hesitate to stop and block when you need to, as the less hits you take, the
 better.

- Perhaps the easiest way of moving is to use a Warp move. However, this only
 applies to mechs that have this ability. When you have it however, use it
 if you feel dashing forward to get close is too dangerous.

- Pick whatever mech you see fits your needs. Don't just choose one because you
 "think he's cool". Try them all out and see how they fare, then choose the
 right one after that. If you're just starting out, then perhaps the best
 choice would be either Jehuty ver.2 or Naked Jehuty, as they have all the
 basic abilities you would need, and you should be used to Jehuty by now
 anyway. And since choosing normal Jehuty is a little bit risky, then his big
 brothers will do the job. After you get accustomed to the battle system, you
 might want to try more advanced mechs like Anubis, Nephtis, or Inhert.


_______________
/ MISCELLANEOUS \_______________________________________________________[ 7 ]__
-----------------------------------------------------------------------------

No notes on these tables yet, just some random things I was messing with before
this guide was produced, and I just included them for the sake of it. I'll
probably add notes to them later on if needed, and if I get the time.

_______Stat_______Jeh___Vr2___Dmg___Nkd___Vic___Arj___Nph___Inh___Anb___AuA__
SPEED           |     |     |     |     |  X  |     |  X  |     |     |     |
POWER           |     |  X  |     |  X  |  X  |     |  X  |  X* |     |  X  |
DEFENSE         |     |  X  |     |  X  |     |     |     |     |     |  X  |
ABILITY         |     |     |     |     |  X  |  X  |  X  |  X  |  X  |  X  |
WARP            |     |     |     |     |     |     |     |  X  |  X  |  X  |
MANEUVERABILITY |  X  |  X  |  X  |  X  |  X  |     |  X  |     |     |     |
LEARNING CURVE  |     |  X  |     |  X  |  X  |     |     |     |     |     |
=============================================================================
* - Using Floating Mines


________________Jeh___Vr2___Dmg___Nkd___Vic___Arj___Nph___Inh___Anb___AuA__
Slash         |  X  |  X  |  X  |  X  |     |  X  |  X  |     |  X  |  X  |
DashSlash     |     |     |     |     |     |     |     |     |  X  |  X  |
BurstSlash    |     |     |     |     |     |     |     |     |     |     |
CmbSmash (Und)|  X  |  X  |  X  |  X  |     |     |  X  |     |  X  |     |
Grab          |  X  |  X  |  X  |  X  |     |  X  |     |     |     |     |
Shot          |     |     |     |     |  X  |     |     |     |     |     |
DashShot      |     |     |     |     |     |     |     |  X  |     |     |
BurstShot     |     |     |     |     |     |     |     |  X  |     |  X  |
Spc           |     |     |     |     |  X  |     |     |     |     |     |
Warp          |     |     |     |     |     |     |     |     |     |     |


_________________Jeh___Vr2___Dmg___Nkd___Vic___Arj___Nph___Inh___Anb___AuA__
Jehuty         |  -  |  X  |  O  |  X  |  X  |  X  |  X  |  O  |  X  |  X  |
Jehuty ver.2   |  O  |  -  |  O  |  X  |  X  |  X  |  X  |  O  |  O  |  X  |
Damaged Jehuty |  X  |  X  |  -  |  X  |  X  |  X  |  X  |  X  |  X  |  X  |
Naked Jehuty   |  O  |  O  |  O  |  -  |  X  |  X  |  X  |  O  |  O  |  X  |
Vic Viper      |  O  |  O  |  O  |  O  |  -  |  O  |  Z  |  O  |  O  |  O  |
Ardjet         |  O  |  O  |  O  |  O  |  X  |  -  |  X  |  X  |  X  |  X  |
Nephtis        |  O  |  O  |  O  |  O  |  Z  |  O  |  -  |  O  |  O  |  O  |
Inhert         |  X  |  X  |  O  |  X  |  X  |  O  |  X  |  -  |  X  |  X  |
Anubis         |  O  |  X  |  O  |  X  |  X  |  O  |  X  |  O  |  -  |  X  |
Aumaan Anubis  |  O  |  O  |  O  |  O  |  X  |  O  |  X  |  O  |  O  |  -  |

O - Strong VS
X - Weak VS
Z - Match (Highly depends on the skill of the runner =P)

____________
/ DISCLAIMER \__________________________________________________________[ 8 ]__
-----------------------------------------------------------------------------

I hope you've enjoyed this guide as it is for now. I know it may not be as
complete, but I can honestly say all of it is written by me (Arct!c), and my
friend (Tulkas). I did not copy any of this from any other FAQ (except that
which is referenced). This document is based purely on my knowledge on Zone of
the Enders 2. I expect you to do the same, and do not copy this FAQ or any text
contained within. This unpublished document is copyright of Arct!c and Tulkas.
You may not post this FAQ on a site without my consent. I will protect my work
with what I can do. I will not tolerate any online copies without my
permission. E-mail me and ask first before making copies of this guide. You may
not exchange this FAQ for any sort of monetary value. It has been made for
personal use only. The sole purpose of this guide is to help players play ZOE2
Versus Mode, and is not to be used for any other purposes whatsoever. You may
not claim any part of this guide as your own. If you download it, you are
merely viewing it, and do not own it. If I have taken material from another
source, then it is noted and due credit is given. Everything else is Copyright
2001-2003 Arct!c / Ramon Gutierrez, Tulkas / Ryan Jay Manuguid. Only the
following sites are given permission to host this document:

GameFAQs (www.gamefaqs.com)
Death Corps (www.deathcorps.net)

Zone of the Enders: The 2nd Runner and all characters/terms contained and
mentioned within are copyright of Konami Co. (c).

PlayStation/PlayStation 2 are copyrights of Sony Computer Entertainment America
[SCEA] (c).


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/ FINAL WORDS \_________________________________________________________[ 9 ]__
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Well, that's that. This is not a full release of this guide. I'm not sure if I
will still update this or not. Perhaps add a few more things as miscellany, but
by the look of how busy things are for me right now, I can't say this is high
on my list of priorities. But if I do find time to update it, then maybe I'll
add the few missing pieces to this guide. ZOE2 is a game, and sure I've played
it so much already and have looked into many aspects of the underrated versus
mode, which few players would even touch, but by no means do I consider this a
big part of my life. I hope you've learned a thing or two from the text above,
maybe it will give me reason to continue it....or not.


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/ CREDITS \____________________________________________________________[ 10 ]__
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RJ/Tulkas ([email protected]), for being a great friend, for getting me
into ZOE, and for so much of the info contributed to this guide.

Sarah, for being the best girlfriend ever!! Thank you for staying by me,
supporting me always...I love you so much ^_^

Kyle and Karlo, for being the best ZOE2 sparring partners EVER. You guys kick
ass!

SineNomine ([email protected]), for the formatting corrections, and for being
an all around funny (but great) guy.

Michel Van Gutierrez, for being my personal punching bag...in any game. You
make me enjoy the glory of winning every single day. Oh, and you suck btw :P

Konami, for making this awesome game, among other great titles.

CJayC, for hosting this FAQ, and for the great site and message boards.


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"And that, as they say, is that." - Maechen, FFX
http://www.deathcorps.net

(c)2003 - Arct!c/Tulkas