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FAQ/Move List by EChang

Version: 3.0 | Updated: 08/11/04

GUILTY GEAR ISUKA
ARCADE VERSION FAQ
   (v3.0, 8-11-04)
 by Edward Chang (chang.459@osu.edu)

Version History
v3.0 (8-11-04)
   Clarifications on how to unlock Kakusei Sol and Kakusei Ky. Added a few
   moves for each.

v2.5 (8-02-04)
   Addition of Kakusei Sol and Kakusei Ky to the movelist.

v2.1 (8-01-04)
   Minor revisions.

v2.0 (7-31-04)
   Revisions throughout.

v1.0 (7-29-04)
   First Version. Most data covered but missing EX mode for A.B.A.


Table of Contents
1. Introduction
2. Conventions
3. Basics
4. Moves List
   --A.B.A
   --Anji Mito
   --Axl Low
   --Baiken
   --Bridget
   --Chipp Zanuff
   --Dizzy
   --Eddie
   --Faust
   --I-No
   --Jam Kuradoberi
   --Johnny
   --Ky Kiske
   --May
   --Millia Rage
   --Potemkin
   --Robo Ky
   --Robo Ky Mark II
   --Slayer
   --Sol Badguy
   --Testament
   --Venom
   --Zappa
   --Leopaldon
   --Zako A
   --Zako B
   --Zako C
   --Kakusei Sol
   --Kakusei Ky
5. Soundtrack
6. Translations
7. Miscellaneous Tips/Secrets
8. Credits


1. INTRODUCTION

What is Guilty Gear Isuka? Isuka is the latest game in the underrated
Guilty Gear 2D fighting game series. The series features impressive
graphics, a range of interesting and sometimes bizarre characters, and
technically deep gameplay. Isuka differs from its predecessors by taking
Guilty Gear to the next level - fighting now occurs on two 'lines'
(a foreground and background, like the old Fatal Fury games), and now
up to four players can fight at a time in combinations such as 2 vs. 2,
2 vs. 1 vs. 1, and total free-for-all. 

Aside from some added mechanics to account for the free-for-all and
two-line systems, the game is not that different from its immediate
predecessors, Guilty Gear XX and Guilty Gear XX #Reload. Isuka is not a
true sequel to GGXX (it's not the still-awaited-for GGXXX) but it is an 
interesting diversion in the meantime.

The console version adds several interesting additions not present in
the Arcade version, the most prominent of which is the addition of 
three characters not present in the arcade; Robo Ky, from GGXX #Reload,
Robo Ky Mark II, a new version of Robo Ky that is customizable by
the player, and A.B.A, a totally new character made specifically for
Isuka by Ishiwatari Daisuke.

Finally, what is an Isuka? An Isuka is a kind of bird, known in English
as a 'crossbill'. ArcSystem Works picked the name since the image of a bird
represents the GG series "flying to new heights", and the bird's crossed
beak supposedly represents crossed swords. An iffy explanation if best, but
one we'll have to live with.

GG Isuka is planned for a US PS2 release sometime in November-December of
2004.


2. CONVENTIONS

Directions
u/b   -- up and back
u     -- up
u/f   -- up and forward
f     -- forward
d/f   -- down and forward
d     -- down
d/b   -- down and back
b     -- back
u/b   -- up and back
c.    -- while crouching in any direction
j.    -- while jumping
qcf   -- quarter circle forward (d, d/f, f)
qcb   -- quarter circle back (d, d/b, b)
hcf   -- half circle forward (b, d/b, d, d/f, f)
hcb   -- half circle back (f, d/f, d, d/b, b)
dp    -- dragon punch (f, d, d/f)
rdp   -- reverse dragon punch (b, d, d/b)

Attack Buttons
P     -- Punch
K     -- Kick
S     -- Slash
H     -- Hard Slash
F     -- Furimuki

Other
[x]   -- button 'X' should be held
(T)   -- throw; move must be performed extremely close to opponent and is
         unblockable
(C)   -- chargeable; move changes if attack button is held down
(j.) -- move can also be performed in midair
(GC)  -- guard cancel; move must be performed while guarding
R     -- move is eligible for Roman Cancel
F     -- move is eligible for False Roman Cancel
J     -- move is eligible for Jump Cancel
X     -- move is NOT eligible for basic Cancel
L     -- move hits low (must be blocked crouching)
M     -- move hits mid (must be blocked standing)
-->   -- followup
 

3. BASICS

GAUGE BASICS
Life Gauge
This gauge represents how much life you have left. Naturally, when it reaches
zero, you lose, unless you (or your team) has Souls left. The color of your
lifebar represents your team, so your partner will have the same color lifebar
as you do. When your lifebar reaches zero, and you have no souls left, you 
lose the match.

Souls
Souls are represented by the little orbs under each characters names. When
your life reaches zero, if you have a soul left, you lose a soul and your
lifebar instantly fills to max again. Souls are shared between teammembers.
The number of souls a team starts with depends on the configuration of the
match. In a 1 vs. 1, 1 vs. 1 vs. 1, and 1 vs. 1 vs. 1 vs. 1 match, all
players start with 1 soul. In a 2 vs. 1 match, the team of 2 starts with 1
soul and the lone character starts with 2. In a 2 vs. 2 match, both teams
start with 2. Finally, in a 2 vs. 1. vs. 1 match, the team and both
individuals start with 2 souls.

Guard Gauge
This gauge represents how much you have been blocking. It starts off half
filled. As you take damage, the guard gauge decreases; as you block, the
guard gauge increases. If you neither take damage nor block, it slowly
returns to its middle position. The more empty the guard gauge is, the less
damage you take. Thus, the last hit of an 8-hit combo will do substantially
less damage than it would alone, since your guard gauge would be practically
empty. If you continuously block, your guard gauge will fill up so much that
it will start flashing at 3/4 full. At this point any hit you take will 
immediately be a counter hit.

Tension Gauge
As you move towards the enemy, inflict damage, or take damage, your tension
gauge gradually fills up. Tension has a number of different uses, including
tension attacks, Fortress Defense, Dead Angle Attacks, Guard Cancel Line
Changes, Roman Cancels, and False Roman Cancels; see below for details. 
Tension is not carried over between rounds. The bar changes colors; at less 
than 1/4 filled, it is blue, and can only be used for Fortress Defense.
At between 1/4 and 1/2 full, it is green, and can be used for False Roman 
Cancels and Guard Cancel Line Changes. Between 1/2 and all full, it is red, 
and can be used for Dead Angle Attacks, Roman Cancels, and tension attacks. 
Finally, if the bar is completely full, it turns gold. Using tension by any 
means besides tension moves makes it harder to regain tension for a short 
period of time. Specifically, after performing FD you will gain tension at a 
reduced rate of 20% for 1 second. After a Roman Cancel or Dead Angle Attack, 
you will gain tension at a reduced rate of 20% for 4 seconds. Finally, if you 
get hit with a Negative Penalty you will gain tension at a reduced rate of 20%
for 10 seconds. 

Negative Penalty
If you turtle, i.e., you sit back and play ultradefensively, not attacking,
you will get hit with a negative penalty. This reduces your tension gauge
to zilch, and you'll have to fill it up all over again. Also, it becomes
harder to fill it up again for a period of time (only 20% fill rate for
10 seconds!), and you will also get dizzy more easily. As an added penalty
in Isuka, your Guard Gauge will also fill to max instantly.

Burst Gauge
The Burst Gauge was introduced in GGXX. It too fills up as you inflict damage 
and take damage during a round, but unlike Tension, it does carry over between
rounds. The Burst Gauge has two uses. Both uses are applied by pressing
S+H and one other attack button. If you use a Burst while you are being
attacked, the Burst will serve as a combo breaker; the opponent will be pushed
away, and you'll be able to counterattack at your leisure. This kind of burst
is blue in color and takes the entire Burst Gauage to perform; if you hit
with the pushback, you will get 1/3 of the Burst Gauge back. If you use a 
Burst otherwise, it will be an attack. This kind of burst is yellow in color 
and only takes 2/3 of the Burst Gauge. The attack is hard to hit with, but the
bonus is that if you hit with the Burst attack your tension gauge immediately
fills to maximum. In a 2 vs. 1 match only, the 1 player side has the added
advantage of always doing gold bursts.

MOVEMENT BASICS
Double Jump
By pressing an up direction in midair, you can jump to an even higher height.
Some characters had triple jumps in GGX (Chipp, Dizzy, Justice) but only
Chipp has this ability in Isuka.

High Jump
By pressing a down direction and then an up direction in rapid succession,
you will perform a high jump. A shadow will follow the character during
a high jump, and obviously you can reach higher than you could with a normal
jump. You can't mix double jumps and high jumps, though.

Dash
By double tapping forward or back, most characters can dash. This lets you
move around quickly, but be warned: you cannot block while dashing. You can
also dash in midair. If you jump forward and press forward again, this counts
as two forwards, so your character will jump forward and immediately airdash.
Millia and Dizzy can airdash or airbackdash two times in a row, making them
extremely mobile. Potemkin cannot dash forward; Johnny and I-No have altered 
forward dashes; Slayer has unique ground dashes; and A.B.A can only dash
forward or airdash when in double-edged mode.

Turning
Since battles can be hectic and you might be fighting multiple opponents at
once, your character does not turn automatically to face opponents who jump
over you (since other opponents may remain in front of you). Thus, you must
manually turn using the new Furimuki (F) button. Turning is fairly fast, and
you are capable of guarding attacks that come from behind you, but attacking
people behind you is a lot harder, so knowledge of how to use F correctly
is essential. It will take some getting used to and will probably seem
awkward as first, but eventually it'll come naturally.

Line Change
By pressing the Furimuki and Hard Slash buttons together (F+H), your
character will change lines. You can use this to avoid projectiles and
the like. In general, attacks originating from one line cannot hurt
people in the other line, so line changes can be used to escape getting
trapped. However, you are vulnerable when doing Line Changes, so be sure
the area you are jumping to is clear of opponents.

Guard Cancel Line Change
Line Changes can also be performed while guarding, by pressing forward
and Furimuki+Hard Slash (f+F+H). This costs 25% Tension to perform.
Line Changeing while guarding allows you to escape many previous lockdown
and unblockable setups so it is essential; you should always try to have
25% Tension handy for this reason.

ATTACK BASICS
Attack Levels
Attack levels determine how the attack can be blocked. Standing attacks can
be blocked high or low, or in midair with Faultless/Fortress Defense. You
CANNOT block moves from a grounded opponent while you are in midair, normally.
Mid attacks must be blocked standing; they will hit a crouching character.
This includes most midair attacks and dust attacks. Low attacks must be
blocked crouching. This category includes sweeps and some (but not all)
crouching moves.

Basic Attacks
Basic attacks are simply performed by pressing P, K, S, or H. By pressing
these same buttons while crouching, or while in midair, you can perform
different basic attacks. f+P and f+H are also basic attacks; S changes
whether close or far from the opponent. Some characters also have f+K basic 
attacks. Bridget does not have an f+H but does have an f+S.

Special Attacks
Special Attacks are what makes each character unique. The commands to perform
them are similarly unique. See the movelist for details.

Tension Attacks
Also known as "Awakening Attacks" or "Overdrives". These attacks require
half of a tension bar to perform. Like Special Attacks, the properties and 
inputs vary depending on your character. 

Instant Kill
Also known as "One Hit Kill" or "Destroy" moves, these moves were one of
the distinguishing features of the previous GG games, but they are gone in
Isuka. This hurts some characters (like Ky, who could get an IK when his
opponent was dizzied) more than others.

Dust Attacks
Formerly performed by pressing S+H in GGX, in GGXX the Dust Attack was done
simply by pressing the new Dust (D) button. Isuka removes the D button and
so Dusts must once again be done with S+H. These moves are unique
from character to character, but generally they take long to execute, long
to recover, and don't do much damage. The advantage is that they float
the opponent extremely high if they hit a standing opponent (not a midair
opponent). If the move hits, you can immediately chase after the opponent by 
pressing up, and proceed to hit the opponent with your best air combo.

Sweep
Pressing c.S+H will perform a sweep. The sweep must be blocked low, and if it
hits, the opponent will be knocked to the ground.

Air Dust Attack
Pressing S+H in midair will perform a unique air dust attack. The properties
of air dusts vary wildly from character to character.

Back Attack
New to Isuka, Back Attacks allow you to attack opponents behind you without
changing direction by pressing the Kick and Slash buttons together (K+S).
Like f+P attacks, Back Attacks make the upper part of your character
invincible during the beginning of its animation, meaning some characters
can use it as anti-air. All Back Attacks are cancellable and jump cancellable.

Line Change Attack
An outgrowth from the two-line system, Line Change attacks are the only way
for a character to attack an opponent on a different line. Upon pressing
Furimuki and Punch together (F+P), your character will charge towards the
other line while attacking. Line Change attacks have wildly varying
properties; see the table below.

Sol: Cancellable
Ky: Cancellable, JCable, Downs on CH
May: JCable, Staggers
Millia: Cancellable
Eddie: Cancellable, Downs
Potemkin: Cancellable, Downs
Chipp: Cancellable
Faust: None
Baiken: None
Jam: Cancellable, Downs on CH
Johnny: Cancellable
Axl: Cancellable, Staggers on CH
Anji: Cancellable
Venom: Downs
Testament: Cancellable, JCable
Dizzy: Cancellable, JCable, Staggers on CH
Slayer: Staggers
I-No: Cancellable
Zappa: Downs
Bridget: Cancellable, Downs on CH

Line Tobashi Attack
Line Tobashi attacks blow your opponents to the other line if they hit
grounded. Performed by pressing the Furimuki and Slash buttons together
(F+S), Line Tobashi attacks can be cancelled from any normally cancellable
basic move so it's useful in combos. The Line Tobashi itself can be
cancelled and jump cancelled (save for Baiken and Testament, who cannot
JC it); it can also be specially cancelled into the Line Change and
Line Change Attacks. One combo usage is to perform a gatling, chain to
Line Tobashi, then performing a Line Change and doing an air combo on the
opponent in the other line before they hit the ground.
Line Tobashi attacks that hit opponents in midair do not push the opponent
to the other line, but they do float the opponent higher, meaning another
use for the Line Tobashi for some characters is to knock the opponent into
the air (via a sweep for example), then comboing into the Line Tobashi,
jump-cancelling, and performing an air combo.
"Tobashi" means "to force to fly", by the way.

Throw
Throws must be performed extremely close to the opponent, by pressing either
f+H or b+H. They are usually of good damage, and cannot be blocked. Once a
throw is started, there is no way to escape. Getting close enough to perform
the throw, though, is quite a challenge. Dashing in and pressing H doesn't
work because this will just give the f+H basic move; you must either release
f and press f again, or stop your dash and press b+H.

Air Throw
New to GGXX were air throws. They are performed exactly the same as a regular
throw, but obviously, both you and your opponent must be in midair. They also
tend to have better range than ground throws, about twice as far in most
cases.

Basic Cancel
The most basic form of cancelling, is of course, the basic cancel. This
refers to cancelling the recovery time of a basic move (i.e., a move that
most characters have, like standing S, or f+P, or f+H, or jumping K...) into
a special move (such as Faust's qcf+P or Sol's qcb+S). Most basic moves can 
be cancelled into special moves with few exceptions.

Jump Cancel
Certain basic moves can have their recovery time cancelled into a jump simply 
by pressing up as soon as the move connects. Whether you can perform a JC 
depends on the move, so experiment with each character. I have designated
Jump Cancellable moves with a "J" in the movelist for each character. If the
basic move floats, like Dizzy's f+H, then you can use the jump cancel to set
the hapless opponent up for a float combo.

Roman Cancel
By pressing three attack buttons other than F at the same time, you can
perform a roman cancel. This will stop all recovery time of a move and allow
you to move again immediately. However, it takes 50% tension to perform.
Obviously, this is the core to many comboes. Note that you can only perform
a roman cancel if you hit the enemy, regardless of whether they block or not.
Whiffed moves cannot be RCed.

False Roman Cancel
New since GGXX, the false roman cancel is similar to the RC in many aspects.
It is performed the same. However, there are a few differences. Not every
move is eligible for FRC, and the timing is very strict - usually within
1/5th of a second of a certain point during the move. Also, you do not have
to connect with the opponent to perform a FRC. FRCs also take only 25%
tension. Finally, a successful FRC will glow blue instead of red. 
Some moves that were not FRCable in GGXX/GGXX#R are now FRCable in Isuka.

Dizzy (no, not the character)
If you hit your opponent with a long combo or with powerful hits in
succession, they may become dizzy. While dizzy, a character cannot perform
any moves, and cannot block. They are basically open to anything. Dizzy
time may be shortened by mashing the buttons and shaking the lever around.

Stagger
New to GGXX is staggering. Some moves stagger the opponent. While staggered,
a character cannot attack or block. Think of staggers as a mini-dizzy.
Like Dizzying, staggering may be nullified by mashing buttons or shaking
the lever. A list of moves that stagger in the game follows.

Slayer
Hard Slash (H)
Forward HS (f+H) Counter Only
Air Dust (j.S+H) Counter Only
Line Change Attack (F+P)
Normal Throw (f/b+H)
Under Pressure (S/H during Dandy Step) Counter Only
Chokkagata Dandy (j.qcb, qcb+S) Noncounter Only

I-No
Forward HS (f+H) Counter Only
Daiboku wo Sasuru Te (hcf+S/H)

Zappa
Crouching S (c.S) Counter Only
Crouching HS (c.H)
Ghosts: Far Slash (S) Counter Only
Sword: Itasou, tte Iu Ka Itai (qcf+S --> H) Counter Only
Sword: Chikazuku to Yukimasu  (hcb+H) Noncounter Only

Bridget
Special (d/f+P) Counter Only
Special (j.d+S) Counter Only
Roger Lash (qcf+H during Yoyo Haichi)
Loop the Loop (hcb, f+S) (Seventh Hit)

Sol
Forward HS (f+H)

Ky
Hard Slash (H) Counter Only

May
Hard Slash (H) Counter Only
Line Change Attack (F+P)

Millia
Forward Punch (f+P) Counter Only
Silent Force (MA qcb+S) Counter Only

Eddie
Hard Slash (H) Counter Only
Forward Kick (f+K)

Potemkin
Crouching Slash (c.S) Counter Only
Jump Slash (j.S) Counter Only
Forward Kick (f+K)
Megafist Back (qcb+P) Counter Only
F.S+H.B. (hcb+S) Noncounter Only
Gigantor (hcb, f+H)

Chipp
Forward HS (f+H)
Rokusai (qcf+S during Resshou) Counter Only

Faust
Crouching Slash (c.S) Counter Only
Jumpd Dust (j.S+H) Counter Only

Baiken
Forward Kick (f+K) Counter Only
Kabari (hcf+H)

Jam
Forward Punch (f+P) Counter Only
Crouching Slash (c.S) Counter Only
Ashiharai (K during Bakushu)
Geki: Saishinshou (qcf, qcf+H)

Johnny
Crouching HS (c.H) Counter Only
Jumping HS (j.H) Counter Only

Axl
Far Slash (S) Counter Only
Crouching HS (c.H)
Line Change Attack (F+P) Counter Only

Anji
Forward Punch (f+P) Counter Only
Kachoufuugetsu (First through Third Hits)

Venom
Hard Slash (H) Counter Only

Testament
Hard Slash (H) Counter Only

Dizzy
Far Slash (S) Fourth Hit
Forward Hard Slash (f+H) Both Hits, Counter Only
Line Change Attack (F+P) Counter Only

Robo Ky
Hard Slash (H) Counter Only

A.B.A
Fukumetsu (S after qcf+S) Normal Mode Only
Shoukyaku (qcf+K) Counter Only
Kashitsu (hcf+K) On Block


DEFENSE BASICS
Adjusted Damage
You might have noticed that Chipp take much more damage than Potemkin for
any given move. Even with the same Guard Gauge levels, different characters
will take different amounts of damage for any given attack. The exact
adjustment is given in the chart below.

Slayer    0.96          I-No    1.00            Zappa  1.00
Bridget   1.06          Sol     1.00            Ky     1.03
May       1.06          Millia  1.21            Eddie  1.06
Potemkin  0.87          Chipp   1.30            Faust  1.00
Baiken    1.18          Jam     1.06            Johnny 1.00
Axl       1.06          Anji    1.06            Venom  1.00
Testament 1.00          Dizzy   1.06            Robo Ky 0.89
Robo KyII Variable      A.B.A   0.89

Blocking
Blocking is performed simply by pressing back or d/b. Standing blocks
will guard against anything but low attacks; crouching blocks will 
guard against anything but mid. You can also block attacks in midair; 
however, you cannot block attacks that come from a grounded opponent 
while in midair. You CAN block attacks that come from behind you. In Isuka,
the general rule is that you can block attacks by pressing the lever towards
your back - it does not have to be away from the opponent.

Fortress/Faultless Defense
By pressing two attack buttons while guarding, your character will be 
surrounded by a bluish aura. At the same time, your tension meter gradually 
decreases. While engaged in FD, you will not take any guard damage. You will 
also not accumulate any guard gauge, and your opponent will be knocked 
backwards. Also significantly new to Isuka, while engaged in FD attack levels
do not matter - you can block low attacks while standing and mid attacks
while crouching, preventing two opponents from ganging up on you and doing
a simultaneously unblockable attack. Once you run out of tension, you can no 
longer perform FD. Another bonus is that you can block attacks from a grounded
opponent while in midair if you utilize FD. Since certain button combinations
are other attacks, FD must be performed by either P+K, P+S, P+H, or K+H.

Air Recovery
If you are knocked into the air, you can press any attack button
besides F to right yourself. After righting yourself, you may attack, but
beware that this also opens you up to attack from the opponent. Also,
certain attacks are not open to recovery. Generally, counter hits make the
time a move is unrecoverable much longer.

Dead Angle Attacks
Dead Angle Attacks serve as universal counter attacks. They are performed
by pressing forward and two attack buttons aside from S+H while blocking.
This takes 50% tension to perform. The Dead Angle Attacks are usually
short range and low on damage, so use them wisely.

Instant Block
If you block an attack at the precise moment it connects, your character
will flash white and you will take no damage. The advantages are that this
reduces guard stun, knocks the enemy back somewhat, and for a period of
time you will gain tension more easily. The knockback and the guard stun
ranges are less than normal guard and FD. The timing is QUITE severe so don't
try for it unless you are sure.

Opposing Hit
If two attacks of approximately the same strength hit each other at the
same time, a flash of lightning hits and neither character will take any
damage. Both characters will cancel the remaining recovery times for their
moves, if any.

OTHER NOTES
Unlike other games, Guilty Gear is not all about combos. Since damage
inflicted during comboes decreases drastically, it may not be in your
best interests to use them. For instance, Faust's qcf, qcf+S tension attack
can do up to 90% LESS damage even as the second hit of a combo.

Especially in the case of Isuka, performing combos while facing multiple
opponents can leave you wide open. In Isuka moreso than previous games,
the emphasis is less on combos and more on positioning and the wise use of
short attack strings.

Your attacks CAN hit allies, but in general any given move can only hit one
opponent at a time. Thus, if you use a long range move (say Johnny's f+H)
and multiple opponents are in the attack range, only the closest character
(even if its your partner) will be hit and the other characters will be 
unaffected. Teammates do not take damage if hit (except in the 2 vs. 1
situation, see below), but they will stagger and will be left open to
attack. Moves that do special things upon hitting, like Johnny's coins
powering up his Mist Finer and Zappa's Konnichiwa Sanbiki no Mukade adding
souls, do NOT give these effects when hitting teammates, so for instance
Zappa cannot give himself maximum souls just by hitting a willing teammate.

Some moves can hit multiple opponents. Most tension attacks are able to
hit multiple opponents at once; Faust's door teleports are a rare example
of normal moves that can do the same.

Finally, when a battle starts as 2 vs. 1 only, there are a number of factors
that even the odds that are put into play.
The single player:
-always performs gold bursts
-starts the round with full tension
-does 110% damage
The team of two:
-starts the round with no Burst
-gains Burst gauge at half the normal rate
-teammates WILL take damage if hit by friendly fire (1/4 the normal damage)
-does 90% damage


4. MOVES LIST

This moves list is alphabetical by character name, save for the unlockable
characters who are at the very end.

Character information was taken from the official Guilty Gear Isuka website (
http://www.guiltygearx.com/ggx/psisuka/index.html).

Each move description has the name, command input, damage, attack level, and 
whether it is eligible for Roman Cancel (R), False Roman Cancel (F), or Jump 
Cancel (J). Also, moves with an X in the cancel column are NOT eligible for 
basic Cancel. I chose to do it this way since the vast majority of basic 
moves ARE eligible for basic Cancel, and so it's easier to add a few X's to 
each list rather than add a whole bunch of C's. Starred move names also have 
added notes. Damage fluctuates based on who it is performed against and the 
status of the opponent's guard gauge; these damage values are only 
approximate. 
A full life bar is 420 points. A letter in the damage column indicates a
special attack level; L indicates a move that hits low and M indicates a move
that hits mid; U indicates unblockables.

------------------------------------------------------------------------------
BACKGROUND STORY
------------------------------------------------------------------------------

There is no published background story for Isuka, further promoting its
impression as a "spinoff" game. 

------------------------------------------------------------------------------
A.B.A
------------------------------------------------------------------------------
Height: 174 cm
Blood Type: Unknown fluid that contains mercury (needs real blood for
            transfusions)
Weight: 34 kg
Birthplace: Frasco
Birthday: Doesn't know
Hobbies: Sightseeing, adding to a blacklist, counting her remaining years
         (counting her chickens before they've hatched)
Importent Items: Paracelsus, herself, key-shaped objects, things deemed
                 'wasteful'
Dislikes: People who do 'wasteful' things, rivals in love, unfriendly people
Seiyuu: Takimoto Mika

Story: In a mountain summit separated from any small towns lies a villa called
Frasco. The doctor who owned the place researched methods on artificial life
and thus created A.B.A. However, just before A.B.A awakened, that doctor was
taken forcibly by a military organization who wanted his strength. Once awake
she was already sealed into Frasco, and she spent 10 years in there alone.
During that time, it wasn't as if she couldn't go outside, but she was still
incomplete. If not in Frasco, it would be hard for her to preserve her life.
The symbol of the possibility of cutting into the outside world was that of
a 'key'. 
One day with that very view, she gathered up her determination and decided
to go out into the world. At that moment she crossed paths with the created
battle axe "Flament Nagel". Seeing the key-shaped object she immediately
became infatuated with it, and she named it "Paracelsus" and accomapanies
it as a spouse. In order to give it a human body just like hers, she sets
out on a journey.

*A.B.A has three basic modes, "Normal", "Double-Edged", and "Ultimate
Double-Edged". While in normal mode she is quite weak and cannot run forward
(can only hop like Johnny and Slayer). In double-edged mode her attack
power increases considerably, but she takes a little damage everytime she
hits an opponent (even if they block). She can also run forward. In ultimate 
double-edged mode she gains in insane amount of attack power (much stronger 
than even Potemkin, and faster to boot) and can run as well, but also takes
damage whenever she hits an opponent.
In order to change modes A.B.A utilizes bloodpacks, which are indicated by
an icon over her tension gauge. She starts the round with three bloodpacks.
There is no way to gain back bloodpacks, as far as I know.

Basic Moves                               Command           C     Damage
(Normal Mode)
Punch                                     P                 R     8   
Kick                                      K                 R/J   10
Slash                                     S (close)         R/J   18
Far Slash                                 S (far)           R     17L
Hard Slash                                H                 R     26/40
Dust                                      S+H               R/X   12M 
Crouching Punch                           c.P               R     7
Crouching Kick                            c.K               R     10L
Crouching Slash                           c.S               R     15
Crouching Hard Slash                      c.H               R     20
Sweep                                     c.S+H             R/J   15L
Jump Punch                                j.P               R     8M
Jump Kick                                 j.K               R/J   13M
Jump Slash                                j.S               R     13M
Jump Hard Slash                           j.H               R     18M
Air Dust                                  j.S+H             R     18M
Forward Punch                             f+P               R     7x2
Forward Kick                              f+K               R     13M
Forward Hard Slash                        f+H               R     13+20
Dead Angle Attack                         (GC) f+two        R/X   26
Throw                                     (T) f/b+H         -     27
Air Throw                                 (T) j.f/b+H       -     27
Back Attack                               K+S               R/J   11+7
Line Change Attack                        F+P               R     8
Line Tobashi Attack                       F+S               R/J   15
(Double-Edged Mode)
Punch                                     P                 R     20   
Kick                                      K                 R/J   30
Slash                                     S (close)         R/J   40
Far Slash                                 S (far)           R     35x2
Hard Slash                                H                 R     50
Dust                                      S+H               R/X   30M
Crouching Punch                           c.P               R     15
Crouching Kick                            c.K               R     19L
Crouching Slash                           c.S               R     50
Crouching Hard Slash                      c.H               R     60L
Sweep                                     c.S+H             R/J   25L
Jump Punch                                j.P               R     15M
Jump Kick                                 j.K               R/J   20M
Jump Slash                                j.S               R     40M
Jump Hard Slash                           j.H               R     50M
Air Dust                                  j.S+H             R     42M
Forward Punch                             f+P               R     20x2
Forward Kick                              f+K               R     40M
Forward Hard Slash                        f+H               R     50+45
Dead Angle Attack                         (GC) f+two        R/X   37
Throw                                     (T) f/b+H         -     55
Air Throw                                 (T) j.f/b+H       -     55
Back Attack                               K+S               R/J   15+7
Line Change Attack                        F+P               R     8
Line Tobashi Attack                       F+S               R/J   20
(Ultimate Double-Edged Mode)
Punch                                     P                 R     34   
Kick                                      K                 R/J   51
Slash                                     S (close)         R/J   68
Far Slash                                 S (far)           R     59x2
Hard Slash                                H                 R     85
Dust                                      S+H               R/X   51M
Crouching Punch                           c.P               R     25
Crouching Kick                            c.K               R     32L
Crouching Slash                           c.S               R     85
Crouching Hard Slash                      c.H               R     102L
Sweep                                     c.S+H             R/J   42L
Jump Punch                                j.P               R     25M
Jump Kick                                 j.K               R/J   34M
Jump Slash                                j.S               R     68M
Jump Hard Slash                           j.H               R     85M
Air Dust                                  j.S+H             R     71M
Forward Punch                             f+P               R     34x2
Forward Kick                              f+K               R     68M
Forward Hard Slash                        f+H               R     85+76
Dead Angle Attack                         (GC) f+two        R/X   62
Throw                                     (T) f/b+H         -     55
Air Throw                                 (T) j.f/b+H       -     55
Back Attack                               K+S               R/J   25+11
Line Change Attack                        F+P               R     13
Line Tobashi Attack                       F+S               R/J   34


Normal Moves
(Normal Mode)
Ken'in *1                                 qcf+P             F     -
Shoukyaku                                 qcf+K             R/F   13M
Masshou                                   qcf+S             R     15
  --> Fukumetsu *2                          --> S           R     10
    --> Dangoku  *3                           --> S         R/F   30M
Kihi                                      qcf+H             -     11
Shousei *4                                hcb+P             -     -
Ketsugou *5                               (T)(AMA) hcb+H    -     9

(Double-Edged Mode)
Masshou                                   qcf+S             R     25
  --> Fukumetsu *2                          --> S           R     20
    --> Dangoku  *3                           --> S         R     55M
Danzai                                    dp+S              R/F   50+40
Bunri *6                                  hcb+P             -     -
Henshitsu *7                              hcb+S             -     -
Kashitsu *8                               hcf+K             R     50
Konzetsu                                  j.hcf+S           F     50
Ketsugou *5                               (T)(AMA) hcb+H    -     9

(Ultimate Double-Edged Mode)
Masshou                                   qcf+S             R     42
  --> Fukumetsu *2                          --> S           R     32
    --> Dangoku  *3                           --> S         R     95M
Danzai                                    dp+S              R/F   85+70
Bunri *6                                  hcb+P             -     -
Henshitsu *7                              hcb+S             -     -
Kashitsu *8                               hcf+K             R     85
Konzetsu                                  j.hcf+S           F     85
Ketsugou *5                               (T)(AMA) hcb+H    -     9

Tension Moves
(Normal Mode)
Shouko: Intoku                            hcb, f+P          R     70
Shouko: Inmetsu (Ouro) *9                 j.hcb, f+P        R     25x4

(Double-Edged Mode)
Shouko: Inmetsu (Ouro)                    j.hcb, f+P        R     32x4
  --> Shouko: Inmetsu (Fukuro)              --> j.qcb+K     R     25x5
Shouko: Bakumetsu *10                      df, hcf, b, f+H   -     255+160

(Ultimate Double-Edged Mode)
Shouko: Inmetsu (Ouro)                    j.hcb, f+P        R     54x4
  --> Shouko: Inmetsu (Fukuro)              --> j.qcb+K     R     45x5
Shouko: Bakumetsu *10                     df, hcf, b, f+H   -     255+160

*1 Is a crouch-dash.
*2 Must be inputted before Masshou hits.
*3 Must be inputted before Fukumetsu hits.
*4 Consumes one bloodpack. Puts A.B.A in double-edged mode.
*5 Command throw. Switches between normal and double-edged mode without
   consuming a bloodpack. Midair version does 30 damage and can be comboed
   into.
*6 Consumes one bloodpack. Puts A.B.A in normal mode. Gives A.B.A back some
   health.
*7 Consumes one bloodpack. Puts A.B.A in ultimate double-edged mode.
*8 If blocked, this move staggers the opponent (does no damage).
*9 Takes 100% tension.
*10 Can only be performed in double-edged mode. Takes 100% tension. After
   the move finishes, A.B.A.'s life becomes 1.

FRC Timings
Ken'in: ?-frame window at the start of the dash.
Shoukyaku: ?-frame window as A.B.A kicks outward.
Danzai: ?-frame window as A.B.A swings downward.
Dangoku: ?-frame window as glowing trail appears.
Konzetsu: ?-frame window as shockwave reaches maximum size.

Counter Hit Effects
Shoukyaku: Stagger
Danzai: Floats

******************************************************************************
EX Mode Changes

*A.B.A only has double-edged mode in EX mode. She still loses health when she
damages an opponent.

Altered Moves
Henshitsu *1                              hcb+P/S           -     -

Lost Moves
Ken'in
Shoukyaku
Kihi
Shousei
Bunri
Shouko: Intoku

*1 Input is changed. Consumes a bloodpack and heals A.B.A based on how much
   damage she has done to opponents.
******************************************************************************

Strengths: Insanely damaging in double-edged mode, has great confusion and
           guard-breaking capabilities.
Weaknesses: Must constantly watch status of health, pretty weak in normal
            mode, not suited to face multiple opponents.

Comments: A.B.A is the new character for GG Isuka, and quite a strange one
she is. If she can get to Ultimate Double-Edged mode, she'll make short work
out of any opponent... provided that she stays alive that long. As every
attack, blocked or not, saps A.B.A's health, an A.B.A user needs to be an
expert at mixing up attacks and generally confusing the opponent. A highly
technical character to be sure.

------------------------------------------------------------------------------
ANJI MITO
------------------------------------------------------------------------------
Height: 183 cm
Blood Type: B
Weight: 68 kg
Birthplace: Pre-destruction Japan
Birthday: January 1st
Eye Color: Black
Likes: Active sports, travelling
Important Items: Faith, Freedom
Dislikes: Demons, Sophistry
Voice Actor: Igarashi Tooru

Story: A few decades ago, Japan was destroyed by certain invaders. These
invaders were created by none other than "That Man". Anji has continued his
journey to find "That Man". But, that journey is not born out of hatred and
the desire for revenge. He simply had a goal to chase "That Man". Hiding his
own race, Anji travels on today. In front of him lies only the unknown, 
shrouded in darkness.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   10
Kick                                      K                 R/J   14
Slash                                     S (close)         R/J   26
Far Slash                                 S (far)           R/J   30
Hard Slash                                H                 R     38
Dust                                      S+H               R/X   20M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12L
Crouching Slash                           c.S               R     28L
Crouching Hard Slash                      c.H               R     38
Sweep                                     c.S+H             R     28L
Jump Punch                                j.P               R     10M
Jump Kick                                 j.K               R     18M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     32M
Air Dust                                  j.S+H             R     40M
Forward Punch                             f+P               R     24
Forward Kick                              f+K               R/F/X 28
Forward Hard Slash                        f+H               R/F/J 14x4+34
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     56
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   16
Line Change Attack                        F+P               R     30
Line Tobashi Attack                       F+S               R/J   24

Normal Moves
Shitsu *1                                 qcf+P             F     18
Fuujin *2                                 qcf+S/HS          R/F   30/46
  --> Nagiha                                --> S           R     30L
  --> Hitoashitobi *3                       --> K           -     -
  --> Shin: Ichishiki                       --> P           -     10x6M
Kou *6                                    (GC) P            R     30+10x6+40M
On *4                                     dp+HS             F     90U   
Kai *5                                    qcb+P/K           R     32/50M
Shin: Nishiki                             j.qcb+P           R/F   16x6M

Tension Moves
Tenjinkyaku                               [d], u+K          R     30+15x13M
Issei Ougi: Sai                           hcb, f+H          F     12x11+100
Kachoufuugetsu *6                         (GC) hcb+S        R     40x4

*1 If blocked, Shitsu turns into a second overhead projectile with damage 30.
*2 Fuujin can link only if it makes contact with the opponent. Only H
   version FRCable.
*3 Anji jumps forward. If the Fuujin hit close, this will put Anji at the
   opponent's back.
*4 Anti-air throw.
*5 P is a short range hop, K is a longer range jump attack.
*6 This is a Guard Point cancel. Guard Point refers to the auto-block Anji
   possesses during his close S, H, crouching H, f+K, f+H, and (in EX only)
   f+P. If auto-block succeeds during one of these moves, perform the
   input listed.

FRC Timing
Forward Kick: 2-frame window the instant the kick comes out.
Forward Hard Slash: 4-frame window 2 frames after the last attack comes out.
Shitsu: 2-frame window as butterfly first comes out.
Fuujin (H): 2-frame window immediately before attack.
Shin: Ichishiki: 3-frame window before Anji reaches apex of jump.
Shin: Nishiki: 2-frame window immediately before the 5th hit.
On: Cannot if throw connects. 3-frame window 3 frames after the grabbing
    motion begins
Issei Ougi: Sai: 2-frame window immediately before fan folds up.

Counter Hit Effects
Forward Punch: Stagger
Forward Kick: Downed
Air Dust: Wall Bounce

******************************************************************************
EX Mode Changes
New Moves
Mugyou *1                                 hcb, f+HS         R     20
  --> Kou                                   --> P           R     40+22x6+50
  --> Ten                                   --> K           R     30+20x13M
  --> Sai                                   --> S           -     20x11+50
  --> On                                    --> H           -     120U

*1 Tension Move. Identical to a Fuujin. Links only if it hits.

Altered Moves
Forward Punch                             f+P               R     28M
Shitsu *1                                 qcf+P             F     18
Fuujin *2                                 qcf+S/H           F     28
  --> Kai: Ichishiki                        --> P           R     32M
  --> Hitoashitobi *3                       --> K           -     -
  --> Nagiha                                --> S           R     30L
Kai: Nishiki *4                           qcb+K             R     32M
Shin: Ichishiki *5                        qcb+P             -     10x6M
Kachoufuugetsu *6                         hcb+S             R     36x4

*1 If blocked, Shitsu turns into a second overhead projectile with damage 30.
*2 H version hits behind opponent. Links only if the move connects. Only
   H version is FRCable.
*3 Anji jumps forward. If Fuujin hit close this will put Anji behind the
   opponent.
*4 Only K version of K can be performed in EX Mode.
*5 Performs directly; does not link from Fuujin
*6 Becomes a regular Guard Cancel instead of a Guard Point Cancel.

Lost Moves
Issei Ougi: Sai
Tenjinashi

FRC Timing
Forward Kick: 2-frame window the instant the kick comes out
Forward Hard Slash: 2-frame window 2 frames after the last attack comes out
Shitsu: 2-frame window as butterfly first comes out
On: Cannot if throw connects. 3-frame window 3 frames after the grabbing
    motion begins
Fuujin (H Version): 4-frame window from when Anji dashes furthest behind 
   opponent.
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Hitoashitobi recovery up.
P Kai recovery up.
Shitsu FRCable.
H Fuujin FRCable.
Shin: Nishiki FRCable.
Forward Hard Slash FRC window longer.

******************************************************************************

Strengths: Versatile; Fuujin links are all around great; Guard Points give him
           good counterattack ability.
Weaknesses: Rather unconventional; needs to be learned independently.

Comments:
Anji's standard butterfly trap is now less useful, thanks to line changes;
however his guard points give him the advantage against multiple enemies, and
his high jump mobility also gives him an edge. You'll have to work to get
close to the opponent, but when you do the results will pay off.

------------------------------------------------------------------------------
AXL LOW
------------------------------------------------------------------------------
Height: 179 cm
Blood Type: B
Weight: 78 km
Birthplace: England
Birthday: December 25th
Eye Color: Blue
Likes: Billiards
Important Things: His girlfriend Megumi
Dislikes: Preaching
Voice Actor: Nanba Keiichi

Story: Even at the conclusion of the last tournmanet, Axl couldn't return to
his own time period, and was finally lost again in a different age. And then
one year later, Axl found himself experiencing the same events again (although
from his point of view, this was three years later.) However, he did not gain
nothing from his travels. Hearing about a man with the same time travelling
ability as him... "That Man", Axl wondered if he could learn how to return
to his own time period from him. Recognizing the scent of "That Man" on the
previous tournaments, Axl sets forth again.

Basic Moves                               Command           C     Damage
Punch                                     P                 R     32
Kick                                      K                 R     16
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R     33
Hard Slash                                H                 R     42
Dust                                      S+H               R/X   20M
Crouching Punch                           c.P               R     28L
Crouching Kick                            c.K               R     9L
Crouching Slash                           c.S               R/J   34
Crouching Hard Slash                      c.H               R/F/X 40L
Sweep                                     c.S+H             R     30L
Jump Punch                                j.P               R     10M
Jump Kick                                 j.K               R/J   18M
Jump Slash                                j.S               R     28M
Jump Hard Slash                           j.H               R     38M
Air Dust                                  j.S+H             R     44M
Forward Punch                             f+P               R/J   32
Forward Kick                              f+K               R/J   36
Forward Hard Slash                        f+H               R/F/X 46M
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     50
Air Throw                                 (T) j.f/b+H       -     60
Special                                   df+P              R     24L
Special                                   j.f+P             R     16M
Back Attack                               K+S               R/J   5
Line Change Attack                        F+P               R     33
Line Tobashi Attack                       F+S               R/J   28

Normal Moves  
Bentengari                                dp+S/H            R     46/36+24
  --> Axl Bomber *1                         --> dp+H        R     65
Rensengeki                                [b], f+S          R/F   20x3
  --> Kyokusageki                           -->  [u]/[uf]   -     35
  --> Sensageki                             -->  [d]/[df]   R     26x5L
Rashousen                                 [b], f+HS         -     1+80U
Tenhouseki *2                             qcb+P/K           -     110U
Housoubako *3                             dp+P              R     42
Raieisageki *4                            hcb+S/H           R/F   45/20x3M
Axl Bomber                                j.dp+H            R     45

Tension Moves
Shiranami no Homura *5                    rdp+P             R     30+30+50
Byakuerenshou                             qcf, hcb+H        -     50x2+30x5

*1 Only links from HS version of Bentengari.
*2 P is a high reversal, K is a low reversal stance.
*3 Another reversal.
*4 Only HS version can False Roman Cancel.
*5 Must link from Housoubako.

FRC Timing
Forward Hard Slash: 2-frame window before he starts to swing scythe down
Crouching Hard Slash: 2-frame window from when attack begins
Rensengeki: 2-frame window from when glowing sickles first thrust forward
HS Raieisageki: 5-frame window 3 frames after bouncing off the ground

Counter Hit Effects
Forward Punch: Downed
Far Slash: Stagger

******************************************************************************
EX Mode Changes
New Moves                                 
Nutotsu *1                                qcf+K             R     40
Takazume Renzan *2                        qcf, hcb+K        R     24x5+40

*1 Similar to a Dust attack, holding up will cause a Dust-effect type jump
   after it hits.
*2 Tension Move.

Altered Moves
Bentengari (S) *1                         dp+S              R     28
Sensageki                                 qcf+S             R     15xn
Rensengeki                                qcb+H             F     20x3
  --> Kyokusageki                           --> [u]/[uf]    -     35
Raieisageki *2                            j.dp+S            F     20x3M
Byakue Renshou *3                         qcf, hcb+H        R     60x3

*1 S version may be linked up to three times. H version unchanged.
*2 Similar to H version of normal Raieisageki. S version of normal Raieisageki
   is lost.
*3 Tension move.

FRC Timing
Crouching Hard Slash: 2-frame window from when attack begins
Rensengeki: 1-frame window from when glowing sickles first thrust forward
Raieisageki: 5-frame window 3 frames after bouncing off the ground
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Forward Hard Slash FRCable.
Rashousen now performable anytime at least one person other than Axl is not
downed.
H Raieisageki FRC window longer.
Byakue Renshou now hits on both sides.
Sensageki now blockable in midair.
Crouching Hard Slash now blockable standing.
Tenhouseki (high) recovers slower.
Hachisubako recovers slower.
S Raieisageki recovers slower.
Axl Bomber does less damage normally but does more damage when linked from
Bentengari.

******************************************************************************

Strengths: Great range; has several good reversals; most moves are powerful
           and have good stun/dizzy chances.
Weaknesses: Not great at short range; rather slow and long recovery time on
            almost all moves.

Comments:
Axl isn't great at short range, so in Isuka he'll want to avoid getting into
the thick of things; he should use his long-range attacks and unblockable
to good effect to assist teammates, or at least chip away at his opponents.

------------------------------------------------------------------------------
BAIKEN
------------------------------------------------------------------------------
Height: 162 cm
Blood Type: B
Weight: 45 kg
Birthplace: Pre-destruction Japan
Birthday: March 5 (assumed)
Eye Color: Peach
Likes: Sake
Important Things: Sake Bottle
Dislikes: Tanuki Ornaments
Voice Actress: Sudou Miho

Story: When Japan was under attack, Baiken witnessed her own parents and
friends being burned to death in the flames. Their death was a result of
Gears, but amidst the strongest flames there was a man. This man, encircled
by flames and Gears, was studied by Baiken. At that moment, she felt a
definite premonition. "This man is one to be defeated." Even now these
memories drive Baiken forward, and she searches for "That Man"
with murderous intent. Her travels continue.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   8
Kick                                      K                 R/J   14
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R/J   30
Hard Slash                                H                 R     44
Dust                                      S+H               R/X   20M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12L
Crouching Slash                           c.S               R     32
Crouching Hard Slash                      c.H               R/J/X 22x3
Sweep                                     c.S+H             R/J   30L
Jump Punch                                j.P               R     10M
Jump Kick                                 j.K               R/J   18M
Jump Slash                                j.S               R     32M
Jump Hard Slash                           j.H               R     40M
Air Dust                                  j.S+H             R/F/X 50M
Forward Punch                             f+P               R/J   15+25
Forward Kick                              f+K               R     24
Forward Hard Slash                        f+H               R     66
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   20
Line Change Attack                        F+P               R/X   30
Line Tobashi Attack                       F+S               R     14

Normal Moves 
Tatamigaeshi                              (AMA) qcf+K       F     40
Youshijin *1                              (GC) b, df, d+P   R     12
Mawarikomi *2                             (GC) b, df, d+K   F     -
Sakura                                    (GC) b, df, d+S   R     30
Suzuran *3                                hcb+K             F     -
Youzansen *4                              j.dp+S            R/F   44M
Kabari                                    hcf+H             R     12
  --> Tetsuzansen                           --> S           R     36

Tension Moves     
Tsurane Sanzuwatashi                      qcf, qcf+S        R     60x3
Baku: Ki *5                               (GC) b, hcb+P     R     10
Baku: Rin *6                              (GC) b, hcb+K     R     10
Baku: Ryuu *7                             (GC) b, hcb+S     R     10
Baku: Hou *8                              (GC) b, hcb+H     R     10

*1 Floats on counterhit.
*2 Puts Baiken at opponent's back.
*3 Dash forward; auto-avoids attacks that can be blocked standing.
*4 This move's speed and range has been improved from GGX.
*5 Opponent will be unable to jump. Lasts for 14 seconds.
*6 Opponent will be unable to use anything but basic attacks. Lasts 
   for 14 seconds.
*7 Opponent will inflict less damage. Lasts for 14 seconds.
*8 Opponent will take more damage. Lasts for 14 seconds.

FRC Timing
Air Dust: 3-frame window 3 frames after flames first appear
Tatamigaeshi (ground): 3-frame window 3 frames after tatami flips all the
   way up
Tatamigaeshi (air): 2-frame window 3 frames after tatami first appears
Sakura: 2-frame window during thrust forward.
Mawarikomi: 3-frame window when Baiken reaches opponent's rear.
Youzansen: 3-frame window just as sword points straight downwards.

Counter Hit Effects
Forward Kick: Stagger
Crouching HS: Downed
Youshijin: Downed

******************************************************************************
EX Mode Changes
New Moves
Sanmai Tatamigaeshi                       qcf,qcf+K         -     40x3
Zakuro                                    rdp+H             R     16x6
Tate Shunmaku *1                          (T) qcf, qcf+P    -     120

*1 Tension Move.                        

Altered Moves
Youshijin *1                              rdp+P             R     12
Mawarikomi *1 *2                          rdp+K             -     -
Sakura *1                                 rdp+S             R     30
Youzansen *3                              j.dp+S            R     44
Baku: Ki *1 *4                            b, hcb+P          R     10
Baku: Rin *1 *5                           b, hcb+K          R     10
Baku: Ryuu *1 *6                          b, hcb+S          R     10
Baku: Hou *1 *7                           b, hcb+H          R     10

*1 No longer Guard Cancels.
*2 Puts Baiken at opponent's back.
*3 Identical to GGX version.
*4 Opponent will be unable to jump. Lasts for 14 seconds.
*5 Opponent will be unable to use anything but basic attacks. Lasts 
   for 14 seconds.
*6 Opponent will inflict less damage. Lasts for 14 seconds.
*7 Opponent will take more damage. Lasts for 14 seconds.

FRC Timing
Air Dust: 3-frame window 3 frames after flames first appear
Tatamigaeshi (ground): 3-frame window 3 frames after tatami first appears
Tatamigaeshi (air): 2-frame window 3 frames after tatami first appears
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Youzansen no longer allows movement until you hit the ground; untechable.
Jump Hard Slash hit box no longer extends upwards.

******************************************************************************

Strengths: Large variety of guard cancels that can disable opponent.
Weaknesses: Not very versatile if not guarding; range fairly limited.

Comments:
Baiken's guard cancel ability (and associated moves with long invincibility
times) help her get out of tough spots if confronted by multiple opponents
at once; however, don't rely on it. Baiken must get in-close to be effective,
so just running away won't help things. Try to separate your opponents and
go after one at a time.

------------------------------------------------------------------------------
BRIDGET
------------------------------------------------------------------------------
Height: 158 cm
Blood Type: O
Weight: 50 kg
Birthplace: England
Birthday: October 26th
Eye Color: Emerald Green
Likes: Yoyos, Trying like a boy, Naps
Important Things: Parents, Stuffed Animal Roger, Yoyo received from father
Dislikes: Weak muscles
Voice Actress: Konishi Hiroko
Roger's Voice Actor: Ishihara Akihiro

Story: He used to cheerfully obey his parents, but then he realizes that the
more he searched for his own happiness, the more he hurt them. He came to
the conclusion that he would have to live as a boy and not trouble the 
village further. At that time, news of the bounty came to him. He became 
determined to seek out the bounty for himself and the village. The fact 
that the bounty on Dizzy had already been collected is unknown to him.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   12
Kick                                      K                 R/J   22
Slash                                     S (close)         R/J   22x2
Far Slash                                 S (far)           R     34
Dust                                      S+H               R/X   17M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12L
Crouching Slash                           c.S               R/J   30
Sweep                                     c.S+H             R/F   32L
Jump Punch                                j.P               R     16M
Jump Kick                                 j.K               R/J   20M
Jump Slash                                j.S               R     32M
Air Dust                                  j.S+H             R     16x3M
Forward Punch                             f+P               R     30
Forward Kick                              f+K               R/X   20x2M
Forward Slash                             f+S               R     46
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         R     48
Air Throw                                 (T) j.f/b+H       -     55
Special                                   df+P              R/X   24
Special                                   j.d+S             R     46
Back Attack                               K+S               R/J   34
Line Change Attack                        F+P               R     30
Line Tobashi Attack                       F+S               R/J   24

Normal Moves   
Yoyo Haichi                               H                 -     -
  --> Yoyo Hikimodoshi                      --> H           -     40
  --> Roger Rush                            --> qcf+H       -     36x5
  --> Jagged Roger                          --> (AMA) qcb+H -     20x3
  --> Roger Hug *1                          --> dp+H        -     30
  --> Rolling Idou *2                       --> (AMA) qcb+K -     -
Kick Start My Heart                       qcf+K             R     30
  --> Teishi                                --> P           -     40
  --> Hassha                                --> K           R     50
Starship *3                               (AMA) dp+P        R/F   22x4

Tension Moves
Loop the Loop                             hcb, f+S          R     20x7+60
Maintenance-chuu no Higeki                hcf, hcf+S        -     24x18
Ore to Kill Machine *4                    hcb, f+H          -     25x12

*1 Will pull the opponent in if it connects, regardless of whether they
   block or not.
*2 Bridget will jump towards the yoyo's current location. After a Roger
   Hug, you can do air throws and the like.
*3 Hits only three times in the air. Only ground version is FRC.
*4 Must be performed when yoyo is out (Yoyo Haichi).

FRC Timing
Sweep: 2-frame window from when Yoyo reaches maximum extension
Starship: 2-frame window from time third attack begins
Roger Rush: 2-frame window from when Bridget bends forward.
Jagged Roger: 2-frame window from when Bridget bends forward.

Counter Hit Effects
Special (d/f+P): Stagger
Forward Slash: Wall Bounce
Special (j.d+S): Stagger

******************************************************************************
EX Mode Changes
New Moves
Maintenance-go no Gigeki *1               (T) hcf, hcf+S    -     24xn

*1 Tension Move.

Altered Moves
Yoyo Haichi                               H                 -     -
  --> Yoyo Hikimodoshi                      --> H           -     40
  --> Roger Lash *1                         --> (AMA) qcf+H -     36x3
  --> Jagged Roger *1                       --> (AMA) qcb+H -     20x5
  --> Roger Hug *2                          --> (AMA) dp+H  -     30
  --> Rolling Idou *3                       --> qcb+K       -     -
Ore to Kill Machine *4                    (AMA) hcb, f+H    -     30x12

*1 Damage properties altered. Speed also altered.
*2 Will attach to the opponent whether they block or not. Can now be done in
   midair.
*3 Bridget will jump towards the yoyo's current location. After a Roger
   Hug, you can do air throws and the like.
*4 Must be performed while Yoyo is out (Yoyo Haichi). Tension Move. Can now
   be done in midair.

Lost Moves
Starship
Maintenance-chuu no Higeki

FRC Timing
Sweep: 2-frame window from when Yoyo reaches maximum extension
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Rolling Idou now has a maximum height.

******************************************************************************

Strengths: Good range; moves highly confusing to opponent; tension attacks
           highly damaging.
Weaknesses: Gains tension quite slowly; some moves have extremely high
            recovery time.

Comments:
Bridget's Rolling Idou gives him the ability to change course in mid-air - 
a lot more important than it sounds, given the importance of positioning
and escaping from bad locations in this game. His tension attacks are as
powerful as ever, and he makes a great teammate for almost any character.

------------------------------------------------------------------------------
CHIPP ZANUFF
------------------------------------------------------------------------------
Height: 183 cm
Blood Type: B
Weight: 67 kg
Birthplace: Insists that it's Japan (actually America)
Birthday: February 9th
Eye Color: Red
Likes: Dreaming
Important Things: Sleep Medication
Dislikes: Nightmares, Mafia, Gangs, Yakuza
Voice Actor: Miura Takeshi

Story: Unable to win the last tournament, he became aware again of his own
weaknesses, and set out to train once again. Witnessing the death of Justice,
he realized that despite his murderous actions, he was searching for someone
to save him. Chipp searches for that "saving hand". Now, hearing about a Gear
that does not hurt others, Chipp set forth to find her.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   6
Kick                                      K                 R/J   12
Slash                                     S (close)         R     28
Far Slash                                 S (far)           R/J   26
Hard Slash                                H                 R/J   36
Dust                                      S+H               R/X   17M
Crouching Punch                           c.P               R     6
Crouching Kick                            c.K               R     8L
Crouching Slash                           c.S               R     28
Crouching Hard Slash                      c.H               R     34
Sweep                                     c.S+H             R     26L
Jump Punch                                j.P               R     8M
Jump Kick                                 j.K               R/J   16x2M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     26x2M
Air Dust                                  j.S+H             R     40M
Forward Punch                             f+P               R/J   18x2
Forward Kick                              f+K               R/X   28
Forward Hard Slash                        f+H               R/J   60
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   28
Line Change Attack                        F+P               R     26
Line Tobashi Attack                       F+S               R/J   34

Normal Moves
Alpha Blade *1                            (AMA) qcf+P       R     44
  --> Alpha Plus                            --> H           R     38
Beta Blade *2                             (AMA) dp+S        R/F   30+26
Gamma Blade                               hcf+H             -     32
Tsuyoshishiki Ten'i *3                    d, d+P/K/S/H      -     -
Tsuyoshishiki Meisai *4                   qcb+K             -     -
Genrouzan *5                              (T) hcf+K         F     90
Resshou                                   qcf+S             R     18
  --> Senshuu                               --> qcf+K       R/F   30
  --> Rokusai                               --> qcf+S       R     22L
    --> Senshuu                               --> qcf+K     R/F   30
Sakuganki                                 j.d+K             R     16x3M
Shuriken                                  j.qcf+K           -     1

Tension Moves
Zanseirouga                               hcb, f+H          R/F   30x5+110
Banki Messai                              qcf, qcf+K        R     9x16+30x4

*1 Does 40 in midair.
*2 Does 28+18 in midair. Only ground version FRCable.
*3 Teleportation maneuver. P goes to 1/3 screen in front of opponent, K goes
   to 2/3 screen in front of opponent, S goes to a short distance behind
   opponent, and H goes to above opponent.
*4 Makes Chipp semi-transparent.
*5 Long distance throw.

FRC Timing
Beta Blade: 3-frame window as second hit begins.
Genrouzan: 1-frame window from when Chipp slashes opponent's throat
Senshuu: 3-frame window from when first jumping
Zanseirouga: 4-frame window 4-frame after first thrusting attack commences

Counter Hit Effects
Forward Kick: Wall Bounce
Alpha Plus: Spinning Air Dust
Rokusai: Stagger

******************************************************************************
EX Mode Changes
New Moves
Hayoku Rakuhou *1                         j.qcf, qcf+H      -     24x12

*1 Tension Move. Occasionally one of the knives will be replaced by an iron
   pipe (48 damage) or a Japanese food item (1 damage).

Altered Moves
Alpha Blade *1                            (AMA) qcf+P       R    40
Beta Blade *1                             (AMA) dp+S        R    28+24
Gamma Blade *1 *2                         (AMA) hcf+H       -    32
Senshuu *1                                (AMA) dp+K        R    24
Banki Messai *3                           (T) qcf, qcf+K    R    8x10+20x3+110

*1 Links to Alpha Blade with P, Senshuu with K, Beta Blade with S, or Gamma
   Blade with H. Links up to three times.
*2 No longer holds opponent.
*3 Still a Tension Move.

Lost Moves
Alpha Plus
Resshou
Rokusai

FRC Timing
Genrouzan: 1-frame window from when Chipp slashes opponent's throat
Senshuu: 3-frame window from when first jumping
Zanseirouga: 4-frame window 4 frames after first thrusting attack commences
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Tsuyoshishiki Meisai recovery time up; ends immediately upon changing lines;
doesn't last as long; guard gauge fills up while active.
Tsuyoshishiki Ten'i recovery time up.
Forward Kick no longer hits mid.
Close S jump cancellable.
Shuriken input changed, only one can be on the screen at once.
Air Beta Blade FRCable, untechable longer.
Alpha Blade range down, untechable on ground hit.
Senshuu now guardable in midair, stuns longer, faster.

******************************************************************************

Strengths: Great speed and mobility, combo potential; gains tension quickly.
Weaknesses: Weak defense; most moves not very damaging.

Comments:
While long air combos are generally not as important in Isuka, Chipp can be
an exception since his triple jump ability lets him continue air combos out
of the reach of opponents who can bother him. Still, his defense is as weak
as ever, so if he gets trapped in the fray he'll die very quickly.

------------------------------------------------------------------------------
DIZZY
------------------------------------------------------------------------------
Height: 167 cm
Bloodtype: Unable to determine
Weight: 56 kg
Birthplace: Unknown
Birthday: December 25th (assumed)
Eye Color: Reddish-Brown
Likes: Preening wings (?)
Important Things: Foster parents, Forest animals
Dislikes: Poachers
Voice Actress: Fujita Kazue

Story: Having hidden away in the "Devil's Living Place", she was finally
discovered by the humans, and was pursued. Being forced to defend herself,
she nevertheless did not injure any of her pursuers severely, although this
took much effort on her part. And then finally, the man who held the power
of a Gear, Sol, defeated her. After that, the one who appeared before her
was the leader of the pirates, Johnny. At the end of a long solitude, Dizzy
has gained many warm friends. Her only obligations now are helping and
cooking.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   10
Kick                                      K                 R/J   16
Slash                                     S (close)         R/J   24
Far Slash                                 S (far)           R     20x5
Hard Slash                                H                 R     40
Dust                                      S+H               R/X   20M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     18L
Crouching Slash                           c.S               R/J   28
Crouching Hard Slash                      c.H               R     44
Sweep                                     c.S+H             R     38L
Jump Punch                                j.P               R     12M
Jump Kick                                 j.K               R     16M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     42M
Air Dust                                  j.S+H             R     30+40M
Forward Punch                             f+P               R     26
Forward Hard Slash                        f+H               R/J   38x2
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   16
Line Change Attack                        F+P               R/J   26
Line Tobashi Attack                       F+S               R/J   40

Normal Moves 
Hajime wa Tada no Akari Datta n Desu      qcf+S             -     20x3
Sakana wo Karu Toki ni Tsukatta n Desu    qcf+H             F     55
Ki no Mi wo Toru Toki ni Tsukatta n Desu  rdp+S             -     25+55
Yoku Hanashi Aite ni Natte Kuremasu *1    qcb+P/K/S/H       -     25/25/45/45
Hitori ni Shite Kudasai *2                j.qcb+P/K         -     45
 
Tension Moves
Imperial Ray                              hcb, f+S          F     40xn
Necro Okotta Baai *3                      df, hcf, b, f+P   -     0+34x6

*1 P, K produces multiple bites. S produces an upward-moving laser; H
   produces a downward moving laser.
*2 P produces a bubble to Dizzy's side, K produces a bubble below. The bubble
   must be hit by another attack from Dizzy to have any effect.
*3 This is unblockable, but the opponent must be standing over the symbol
   that appears on the ground for it to hit.

FRC Timing
Crouch Hard Slash: 3-frame window almost immediately as attack starts.
Sweep: 3-frame window from when Dizzy hits the ground.
Forward Hard Slash: 3-frame window from when first hit hits.
Sakana wo Karu Toki ni Tsukatta n Desu: 2-frame window about 1 second after
   ice spike appears.
Imperial Ray: 2-frame window from when the very first flame appears

Counter Hit Effects
Forward Punch: Downed
Crouching HS: Ground Bounce

******************************************************************************
EX Mode Changes
New Moves
Michael Sword                             qcf+H             R/F   30x2
Necro Install *1                          qcb, qcb+S        -     -

*1 Tension Move. For about 6 seconds, Dizzy will be sped up and is immune to
   most attacks. After the period is over she will be dizzy for a short while.

Altered Moves
Jump Slash *1                             j.S               R/J   30M
Ki no Mi wo Toru Toki ni Tsukatta N Desu  (AMA) rdp+S/H     F     25/55
  --> Release *2                            --> P           -     -
Imperial Ray *3                           hcb, f+S          -     32xn
Necro Okotta Baai *4                      df, hcf, b, f+P   -     36+24x8+34x6

*1 Identical to GGX's version.
*2 Only S version releases. H version fires immediately.
*3 Tension Move. Animation changes. Start up, recovery slower. More frames
   of invincibility. No longer FRCable.
*4 Tension Move. Is now a counterattack stance. If counterattack fails, 
   Dizzy loses no tension.

Lost Moves
Sakana wo Karu Toku ni Tsukatta n Desu

FRC Timing
Michael Sword: 4-frame window as sword completes swing
Ki no Mi wo Toru Toki ni Tsukatta N Desu (S): 2-frame window from when Undine
   first creates ball of electricity
Ki no Mi wo Toru Toki ni Tsukatta N Desu (H): 2-frame window from when Undine
   first creates ball of electricity
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Sakana wo Karu Toki faster (links from crouching kick).
Forward Hard Slash now JCable on both hits.
Air throw now prorates 50%.

******************************************************************************

Strengths: Variety of projectiles; most special moves have NO recovery
           time; can double air-dash.
Weaknesses: Gains tension very slowly; defensive abilities below average.

Comments:
Diz's high mobility with double air dash combined with a multitude of
projectiles makes her perfect for escaping tough situations and assisting
teammates from the outside. Her defense is still rather poor so you'll want
to spend a lot of time in positioning and less time defending.

------------------------------------------------------------------------------
EDDIE (formerly Zato)
------------------------------------------------------------------------------
Height: 181 cm
Bloodtype: A
Weight: 68 kg
Birthplace: Spain
Birthday: January 28th
Eye Color: Formerly Blue
Likes: The language of flowers
Important Things: Pride
Dislikes: Women
Voice Actor: Koyasu Takehito

Story: The Eddie's use had been perfectly mastered by Zato, but with the
weakening of Zato's body and mind the Eddie took over. However, Zato's
body would soon be destroyed. In order to continue its life, the Eddie
would need a new host. In order to prove its existence, Eddie sets forth
again for the solitary battlefield. The time left to him is short...

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   9
Kick                                      K                 R/J   12L
Slash                                     S (close)         R/J   30
Far Slash                                 S (far)           R     20x4
Hard Slash                                H                 R     25x3
Dust                                      S+H               R/X   18M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     18L
Crouching Slash                           c.S               R     24
Crouching Hard Slash                      c.H               R     50
Sweep                                     c.S+H             R/J   20L
Jump Punch                                j.P               R     13M
Jump Kick                                 j.K               R/J   18M
Jump Slash                                j.S               R     22M
Jump Hard Slash                           j.H               R     40M
Air Dust                                  j.S+H             R     55M
Forward Punch                             f+P               R/J   22x2
Forward Kick                              f+K               R/F/X 30M
Forward Hard Slash                        f+H               R/X   60
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     50
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   30
Line Change Attack                        F+P               R     22
Line Tobashi Attack                       F+S               R/J   40

Normal Moves 
Invite Hell *1                            d, d+P/K/S/H      F     40L
Break the Law *2                          qcb+K             -     -   
Eddie Shoukan *3                          qcf+P/K/S/H       -     -
  --> Shou Kougeki                          --> P           -     25
  --> Idou Kougeki                          --> K           -     20x3
  --> Taikuu Kougeki                        --> S           -     50 
  --> Drill Special                         --> H           -     34x3
  --> Chuudanwaza                           --> S+H         -     40M
Dranka Shade *4                           qcb+S             R/F   30
Damned Fang                               (T) dp+S          -     92
Shadow Gallery                            j.hcf+S           R/F   25+50M

Tension Moves
Megalith Head *5                          hcb, f+S          -     44x3
Executor                                  j.qcf, qcf+S      R     16x30
Amorphous                                 hcb, f+H          -     82x2

*1 Only K and H versions FRCable.
*2 Eddie sinks into the ground. He cannot be hit while in the ground, and can
   move back and forth. Eddie now loses tension as he stays in the ground, 
   and if he runs out he automatically comes out.
*3 Summons an Eddie. The Eddie will disappear if it or the original Eddie is 
   hit, and it has limited lifespan.
*4 Reflects projectiles.
*5 An Eddie must be out in order to perform this move.

FRC Timing
Forward Kick: 2-frame window from when kick first begins
Invite Hell (K/HS): 2-frame window from when drill first appears out of ground
Dranka Shade: 4-frame window from 3 frames before attack begins
Shadow Gallery: 3-frame window between first and second attacks

Counter Hit Effects
Dranka Shade: Wall Bounce

******************************************************************************
EX Mode Changes
New Moves                         
Ten'i *1                                  qcb+P             -     -
Ten'i Feint *2                            qcb+K             -     -
Dark Sentinel *3                          hcb, f+H          R     108

*1 During Eddie Shoukan. Eddie switches places with the shadow.
*2 During Eddie Shoukan. Fake Ten'i.
*3 Tension Move.

Altered Moves
Invite Hell *1                            (AMA) d, d+S/H    F     40L
Megalith Head *2                          hcb, f+S          -     44x3
  --> Shou Kougeki                          --> P           -     25
  --> Idou Kougeki                          --> K           -     20x3
  --> Taikuu Kougeki                        --> S           -     50 
  --> Chuudanwaza                           --> S+H         -     40

*1 Only ground version can False Roman Cancel.
*2 Tension Move. Requires a full Eddie gauge. Once performed, press a button
   to perform a "standard" shadow attack, after which Megalith Head performs
   immediately. If no button is pressed Megalith Head performs near Eddie.

Lost Moves
Break the Law
Amorphous

FRC Timing
Forward Kick: 2-frame window from when kick first begins
Invite Hell (K/H): 2-frame window from when drill first appears out of ground
Dranka Shade: 4-frame window from 3 frames before attack begins
Shadow Gallery: 3-frame window between first and second attacks
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Can now do Invite Hell, P/K versions. P/K work like S/H respectively, only
they hit behind Eddie.
Dranka Shade FRCable.
Now loses tension as he performs Break the Law.
Can no longer guard while flying (must use FD to cancel).
Shadow disappears upon changing lines.

******************************************************************************

Strengths: Can attack without risking self; can fly and/or stay underground
           to avoid many moves.
Weaknesses: Gains tension slowly; limited combo potential.

Comments:
His flying and ability to stay in the ground is as useful as ever, and his
ability to attack without risking himself is nearly unmatched. With the two-
line system, his ability to put the opponent in unblockable setups is
diminished considerably, but only Eddie players are going to complain about
that.

------------------------------------------------------------------------------
FAUST
------------------------------------------------------------------------------
Height: 282 cm
Bloodtype: Unknown
Weight: 55 kg
Birthplace: Unknown
Birthday: Unknown
Eye Color: Glowing
Likes: Unknown
Important Things: Unknown
Dislikes: Unknown
Voice Actor: Kondou Takashi

Story: After regaining his memory, he felt the weight of his sins, and decided
to end his own life. However, for him "death" is not pain, but rather an
"escape", as he continued his travels. Then one day, he learns that the death
of the girl was not a result of his own mistake but a murder from some
third party. Putting aside his own guilt, he resolved to save as many lives
as he can.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   10
Kick                                      K                 R/J   30
Slash                                     S (close)         R/J   30
Far Slash                                 S (far)           R     42
Hard Slash                                H                 R     24x3
Dust                                      S+H               R/X   25M
Crouching Punch                           c.P               R     12L
Crouching Kick                            c.K               R/J   12x3L
Crouching Slash                           c.S               R/J   28
Crouching Hard Slash                      c.H               R     42
Sweep                                     c.S+H             R/J   38L
Jump Punch                                j.P               R/X   13M
Jump Kick                                 j.K               R/J   20M
Jump Slash                                j.S               R     32M
Jump Hard Slash                           j.H               R     55M
Air Dust                                  j.S+H             R     30+40M
Forward Punch                             f+P               R     32
Forward Hard Slash                        f+H               R     80M
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         R     60
Air Throw                                 (T) j.f/b+H       -     55
Special                                   j.d+K             R     35
Back Attack                               K+S               R/J   30
Line Change Attack                        F+P               R/X   30
Line Tobashi Attack                       F+S               R/J   28

Normal Moves   
Rerere no Tsuki                           hcf+K             R     30
  --> Hikimodosu                            --> b           R     -
    --> Uisu!                                 --> qcf+P     R     30
      --> Koe ga Chiisai!                       --> qcf+P   R     -
        --> Mou Icchou: UISU!                     --> qcf+P R     70
Nani ga Deru Ka Na? *1                    qcf+P             -     Varies
Ai *2                                     j.qcf+P           F     1+40
Souten Enshin Ranbu                       qcf+S             R/F   44
  --> Zenpou Idou                           --> f, f        R     40
  --> Kouhou Idou                           --> b, b        R     40
  --> Kubi Biyoon                           --> P           R     40
  --> Growing Flower                        --> K           R     35
  --> Hana Daro? Ore, Hana Daro?            --> S           R     30
  --> Going My Way                          --> H           R/F   16x4
  --> Nani ga Deru Ka Na? *1                --> S+H           -     Varies
Mettagiri                                 (T) qcb+H         R     16x9
Mae Kara Ikimasu Yo *3                    qcb+P             R     44
Ushiro Kara Ikimasu Yo *4                 qcb+K             R     44
Ue Kara Ikimasu Yo *5                     qcb+S             R     38M
Going My Way                              j.qcf+H           R     18x4

Tension Moves
Shigekiteki Zetsumeiken *6                qcf, qcf+S        R     VariesL
Na-na-na-nani ga Deru Ka Na! *7           qcf, qcf+P        -     Varies

*1 May produce 7 different items; a donut, chocolate, a sledgehammer, posion,
   a mini-Faust, a bomb, and meteors. Donuts and chocolate will heal 16 points
   to whichever player picks it up. Sledgehammer does 44 damage. Bombs do 60
   damage and can damage both players. Mini Fausts do 25 damage. Poison 
   poisons the character for 6 seconds. Meteors do 36x6 damage.
*2 Also can do 30 damage to self.
*3 Faust disappears and reappears in front of opponent.
*4 Faust disappears and reappears behind opponent.
*5 Faust disappears and reappears above opponent.
*6 Base damage is 30. If it hits, four boxes will appear. The opponent may 
   hit either P/K/S/H to open a box, or one will open up automatically after 
   a certain amount of time. Three of the boxes contain Death, which causes
   an additional 100, 150, or 190 damage. One of the boxes contains an angel,
   which will do 10 damage to Faust.
*7 This is the same as Nani ga Deru Ka Na? but produces four items at once.

FRC Timing
Ai: 2-frame window 4 frames after attack begins
Mae/Ushiro Kara Ikimasu Yo: 2-frame window when door opens
Going My Way: 4-frame window from when high-speed spin stops
Shigekiteki Zetsumeiken: 40-frame window during finish pose.

Counter Hit Effects
Kick: Wall Bounce
Crouching Slash: Stagger
Air Dust: Downed
Hana Daro? Ore, Hana Daro?: Downed
Ue Kara Ikimasu Yo: Ground Bounce

******************************************************************************
EX Mode Changes
New Moves
Shin Souten Enshin Ranbu *1               qcf, qcf+S        F     28x7

*1 Tension Move. Faust can move forward while performing this move.

Altered Moves
Far Slash *1                              S                 F     42
Rerere no Tsuki *2                        hcf+K             R     30
  --> Hikimodosu                            --> b           -     -
Koe ga Chiisai!                           qcf+H             R     40
Uisu!                                     j.qcf+H           R     40
Mettagiri *3                              qcb+H             R     16x8

*1 Identical to GGX's version.
*2 Links only to Hikimodosu.
*3 No longer needs to be performed at throw range.

Lost Moves
Going My Way (qcf+H version)
Shigekiteki Zetsumeiken

FRC Timing
Ai: 2-frame window 4 frames after attack begins
Mae/Ushiro Kara Ikimasu Yo: 2-frame window when door opens
Souten Enshin Ranbu: 2-frame window from when scalpel is at maximum bend
Going My Way: 4-frame window from when high-speed spin stops
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Hikimodoshi now completely invincible.
Ai slightly slower, recoverable on hit now.
Recovery time from FDCing air d+K gone.
Door teleports invincible for longer.
Shigekiteki Zetsumeiken only FRCable on whiff or block; chance of angel
appearing down to 1/16th.
Mettagiri slower.
Jump HS stun time down.
Throw prorate 40%.
Air dash doesn't last as long.

******************************************************************************

Strengths: Great range, many good linking moves, many powerful moves.
Weaknesses: Highly unpredictable, on the slow side.

Comments:
His long reach and unpredictability make him well-suited for chaotic battles;
add to that his ability to teleport, and the additionally useful fact that
his doors can hit multiple opponents at once (rare for normal moves), and you
can see that Faust has the potential to be a rather good character.

------------------------------------------------------------------------------
I-NO
------------------------------------------------------------------------------
Height: 165 cm
Bloodtype: AB
Weight: 46 kg
Birthplace: Unknown
Birthday: November 25th
Eye Color: Changes depending on the angle
Likes: Anything fun, Shiritori in jargon, being eager
Important Things: Number one's a secret, guitar Marlene, youth
Dislikes: People who don't have fun, milk
Voice Actress: Inoue Kikuko

Story: Interested in "That Man"'s power and his plans, she sets forth.
She resolves to destroy anybody who stands in the way of her "festival".

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   12
Kick                                      K                 R/J   20
Slash                                     S (close)         R/J   34
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R/J   43
Dust                                      S+H               R/X   15M
Crouching Punch                           c.P               R     10
Crouching Kick                            c.K               R     15L
Crouching Slash                           c.S               R     28
Crouching Hard Slash                      c.H               R     35
Sweep                                     c.S+H             R     26L
Jump Punch                                j.P               R     18M
Jump Kick                                 j.K               R     13M
Jump Slash                                j.S               R/J   23M
Jump Hard Slash                           j.H               R     46M
Air Dust                                  j.S+H             R/J   40M
Forward Punch                             f+P               R     32
Forward Hard Slash                        f+H               R     20+65
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   34
Line Change Attack                        F+P               R     30
Line Tobashi Attack                       F+S               R/J   32

Normal Moves  
Taiboku wo Sasuru Te *1                  hcf+S/H           R/F   40L
Kouutsu Onkai *2                         (AMA) qcb+P       F     12+12x(0-5)
Kyougen Jikkou *3                        j.qcf+P/K/S/H     R/F   40/44/44/20x3
Chemical Aijou                           (AMA) hcb, f+K    F     50

Tension Moves
Madogiwa Desperate                       hcb, f+H          -     46x3
Genkai Fortissimo                        j.qcf, hcb+S      -     50x3

*1 Only HS version is FRC.
*2 Directional lever may be used to move projectile.
*3 Button may be held to increase warp time. I-No reappears in midair; P, K,
   and S are increasingly horizontal angles, while H releases I-No at a
   straight horizontal.

FRC Timing
HS Taiboku wo Sasuru Te: 3-frame window starting 7 frames BEFORE attack 
   begins; 22 frames after movement starts
Kouutsu Onkai: 2-frame window 4 frames after green note first appears
Chemical Aijou: 2-frame window 9 frames after glow first appears
Kyougen Jikkou (H): 3-frame window at end of horizontal trajectory

Counter Hit Effects
Forward HS: Stagger

******************************************************************************
EX Mode Changes
New Moves
Hover Dash *1                             rdp+K             -     -
Chemical Aijou (Tate)                     hcb, f+S          F     50
Kaigyaku homeostasis *2                   hcb, f+H          R     60x2

*1 Identical to regular I-No's dash.
*2 Tension Move.

Altered Moves
Dash *1                                   f, f              -     -
Kouutsu Onkai *2                         (AMA) qcb+P        F     12+12x(0-5)

*1 Regular dash; I-No does not lift off the ground.           

Lost Moves
Madogiwa desperate

FRC Timing
HS Taiboku wo Sasuru Te: 3-frame window starting 7 frames BEFORE attack 
   begins; 22 frames after movement starts
Kouutsu Onkai: 2-frame window 4 frames after green note first appears
Chemical Aijou (Yoko): 2-frame window 9 frames after glow first appears
Chemical Aijou (Tate): 2-frame window 9 frames after glow first appears
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
S Kyougen Jikkou now ground bounces on counterhit.
Forward Punch prorates 80%.
Sweep longer.
Kyougen Jikkou can no longer be charged as long.

******************************************************************************

Strengths: Gains tension quickly; diverse both grounded and in mid-air.
Weaknesses: Most moves easily guarded against; moves not very damaging.

Comments:
Her tension attacks are great for taking care of multiple opponents, and
her projectile-like attacks are good for keeping enemies away. Her
uniqueness makes her difficult to learn, but she can be quite effective once
you get used to her.

------------------------------------------------------------------------------
JAM KURADOBERI
------------------------------------------------------------------------------
Height: 163 cm
Bloodtype: B
Weight: Unknown
Birthplace: China
Birthday: February 8th
Eye Color: Brown
Likes: Cooking, Watching, Research
Important Things: Kitchen, Youth, Beautiful Boys
Dislikes: Indecisive Men, Ignorance
Voice Actress: Komori Manami

Story: "Kiyuumaro" and "Hanagata". Every cook aspired to be able to work
for these two restaurants, but neither interested Jam. To her, each of
their policies were nonsense. The most important thing was to create good-
tasting food for everybody, and "process" taught by these restaurants
was inadequate. She resolved to create her own restaurant and aimed for
the bounty. After Dizzy's departure, she reports that she took care of it
and received the money for herself. Thus, she was able to get her dream
fulfilled.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   12
Kick                                      K                 R     12L
Slash                                     S (close)         R/J   34
Far Slash                                 S (far)           R/J   34
Hard Slash                                H                 R     24x3
Dust                                      S+H               R/X   16M
Crouching Punch                           c.P               R     6
Crouching Kick                            c.K               R     8L
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R     20x2L
Sweep                                     c.S+H             R/F/J 28L
Jump Punch                                j.P               R     11M
Jump Kick                                 j.K               R     14M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     35M
Air Dust                                  j.S+H             R     16+28M
Forward Punch                             f+P               R     18x2
Forward Kick                              f+K               R/J   16+26
Forward Hard Slash                        f+H               R/X   30x2
Dead Angle Attack                         (GC) f+two        R     20
Throw                                     (T) f/b+H         R/F   60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   34
Line Change Attack                        F+P               R     26
Line Tobashi Attack                       F+S               R/J   34

Normal Moves
Asanagi no Kokyuu *1                      d, d+K/S/H        -     -
Ryuujin                                   (AMA) qcf+K       R     64/66
Gekirin                                   (AMA) qcb+K       R     40/30M
Kenroukaku                                (AMA) dp+K        R     14x4/12x4
Bakushuu                                  qcf+S             -     -
  --> Mawarikomi *2                         --> P           -     -
  --> Ashiharai                             --> K           R     30L
  --> Hyappo Shinshou                       --> S           R     50
  --> Senri Shinshou                        --> H           R     50
Futsuono *3                               (GC) f/b          -     -
Houeikyaku                                j.d+K             R/F   16+8x3M

Tension Moves
Renhoukyaku                               hcb, f+H          -     18x13
Choukyaku Hououshou                       hcb, f+S          R     20+9x10+120
Geki: Saishinshou                         qcf, qcf+H        R     50+105

*1 Powers up her kick attacks. K powers up Ryuujin, S powers up Gekirin, H
   powers up Kenroukaku. Powered up attacks do more damage and cannot be
   air recovered from. Ryuujin does 100/98 in midair, Gekirin does 32x5/28x5 
   in midair, and Kenroukaku does 15x8/16x8 in mid air.
*2 Puts Jam behind opponent.
*3 Guard cancels standing only. This allows immediate counterattack.

FRC Timing
Sweep: 5-frame window before kick connects.
Throw: 2-frame window from when Jam's hands touch the ground after the throw
Houeikyaku: 3-frame window right before 4th hit. 

Counter Hit Effects
Forward Punch: Stagger
Crouching Slash: Stagger
Air Dust (Second Hit): Wall Bounce
Ryuujin: Wall Bounce

******************************************************************************
EX Mode Changes
New Moves
Shuupo Senken                             (T) dp+P          R     13x11
Banri Senken                              hcf+P             F     48
Geki: Hououshou *1                        hcb, f+S          R     20x4+32+64
Geki: Renhoukyaku *2                      hcb, f+H          -     100     
Geki: Houeikyaku *3                       j.qcf, qcf+K      R     40+26x4

*1 Tension Move.
*2 Tension Move. 
*3 Tension Move. Staggers opponent.

Altered Moves
Crouching Hard Slash *1                   c.H               R     30     
Air Dust *2                               j.S+H             R/J/X 40M
Forward Kick                              f+K               R     25M
Forward Hard Slash                        f+H               R/J   34x2
Mawarikomi *3                             qcb+K             -     -
Hyappo Shinshou                           qcf+S             R     20x4
Senri Shinshou                            qcf+H             R     20x3

*1 Similar to regular Jam's Ashiharai.
*2 Similar to regular Jam's Gekirin.
*3 Puts Jam behind opponent.

Lost Moves
Asanagi no Kokyuu
Ryuujin
Gekirin
Kenroukaku
Bakushu
Ashiharai
Houeikyaku
Renhoukyaku
Choukyaku Hououshou

FRC Timing
Throw: 2-frame window from when Jam's hands touch the ground after the throw
Senri Shinshou: 3-frame window from before attack starts and 1-frame after
   attack. 
Banri Senken: 2-frame window from when glow in front of Jam begins to
   elongate
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Can only store 1 charge max for each kick at a time.

******************************************************************************

Strengths: Fast and great combo potential; kicks very damaging when charged.
Weaknesses: Low defense; very vulnerable when charging.

Comments:
Jam ended up as one of the top-tiers in #Reload, and she retains some of that
superiority in Isuka. Her kick combos leave her highly vulnerable, however,
so avoid using them if you're not in a 1 vs. 1 situation.

------------------------------------------------------------------------------
JOHNNY
------------------------------------------------------------------------------
Height: 184 cm
Bloodtype: O
Weight: 72 kg
Birthplace: America
Birthday: October 24th
Eye Color: Blue
Likes: Finding good women
Important Things: Prized guitar collection
Dislikes: People who don't get jokes
Voice Actor: Wakamoto Norio

Story: For Johnny, saving those in solitude, whether human or animal, is his
duty. Even if that person is a Gear. And then, hearing about the Gear which
did not want to hurt humans, Johnny set forth to offer his help once more.
Upon arriving at the "Devil's Living Place", he found Dizzy, who had been
defeated by Sol. Finding her solitude extreme, Johnny extends a helping hand,
and invited her into his pirate force.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   12
Kick                                      K                 R/J   16
Slash                                     S (close)         R/J   26
Far Slash                                 S (far)           R     34
Hard Slash                                H                 R     42
Dust                                      S+H               R/X   22
Crouching Punch                           c.P               R     10
Crouching Kick                            c.K               R     12L
Crouching Slash                           c.S               R     30L
Crouching Hard Slash                      c.H               R/X   48
Sweep                                     c.S+H             R     25+25L
Jump Punch                                j.P               R/J   12M
Jump Kick                                 j.K               R     20M
Jump Slash                                j.S               R/J   32M
Jump Hard Slash                           j.H               R     40M
Air Dust                                  j.S+H             R     44M
Forward Punch                             f+P               R/J   25
Forward Kick                              f+K               R/F/X 30
Forward Hard Slash                        f+H               R/J   76
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     40
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   16
Line Change Attack                        F+P               R     34
Line Tobashi Attack                       F+S               R/J   25

Normal Moves 
Mist Finer                                qcf+[P]/[K]/[S]   -     -
  --> Zenpou Idou                         --> f             -     -
  --> Kouhou Idou                         --> b             -     -
  --> Dash                                --> f,f/b,b       -     -
  --> Kamae Cancel                        --> H             -     -
  --> Iainuki *1                          --> release       R     Varies
Glitter Is Gold *2                        qcf+H             -     10
Ensenga                                   j.hcf+H           R     6+62M
Bacchus Sigh *3                           qcf+P             -     -
Midair Divine Blade                       j.qcf+S           F     50
Divine Blade                              dp+S, S           F     50

Tension Moves
Sore ga Ore no Na Da                      hcb, f+H          R     20+65+65

*1 P is an upwards slash; K is a mid-level slash; S is a low-level slash.
   Damage can be increased if used in conjunction with Glitter is Gold.
   At Lvl. 1, does 35/32/29. At Lvl. 2, does 70, opponent cannot
   air recover, and the move hits multiple opponents. At Lvl. 3, does 
   20x9/18x9/17x9.
*2 If coin hits, the next Mist Finer will be upgraded. Two consecutive
   hits must be obtained for Lvl. 3 and performing Mist Finer, regardless
   of whether it hits or not, resets back to Lvl. 1.
*3 While mist is in contact with the opponent, they will be unable to block
   any Mist Finer.

FRC Timing
Forward Kick: 2-frame window 3 frames before kick thrusts out
Divine Blade (dp+S): 3-frame window 3 frames after Johnny raises his hand;
   must use P+K+HS.
Divine Blade (during dp+S, S): 2-frame window from when flames first appear
Midair Divine Blade: 2-frame window from when flames first appear

Counter Hit Effects
Crouching HS: Stagger
Jumping HS: Stagger

******************************************************************************
EX Mode Changes
New Moves
H.I.T.S.                                  dp+K              R     50
  --> Tatakiotoshi                        qcb+K             R     40
Unchou no Iai *1                          j.qcf, qcf+H      R     50+60

*1 Tension Move.

Altered Moves
Dash *1                                   f, f              -     -
Kick                                      K                 R     16L
Crouching Hard Slash *2                   c.H               R     28x2
Jumping Hard Slash *2                     j.H               R     40
Forward Kick                              f+K               R     30
Mist Finer *3                             qcf+P/K/S         R     68/60/64

*1 Normal dash.
*2 Identical to GGX's version.
*3 Is now a counterattack stance. No longer powered up by Glitters is Gold.
   S version counters low. May be switched between P/K/S version at will. If
   this move is performed within 7 frames of when the opponent's attack hits,
   this move does 80 damage and downs the opponent.

Lost Moves
Bacchus Sigh

FRC Timing
Divine Blade (dp+S): 3-frame window 3 frames after Johnny raises his hand;
   must use P+K+HS.
Divine Blade (during dp+S, S): 2-frame window from when flames first appear
Midair Divine Blade: 2-frame window from when flames first appear
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Ensenga attack range larger.
Number of coins you begin with now dependent on how many opponents you face.

******************************************************************************

Strengths: Powerful; gains tension quickly; good range.
Weaknesses: Not versatile at all.

Comments:
His unique dash gives him some mobility problems, so you'll have to learn
to use his Divine Blade and air dashes to work around this problem. Once
charged to Level 2, his Mist Finer can hit multiple opponents at once, so
crowd control is less of a problem than it might seem.


------------------------------------------------------------------------------
KY KISKE
------------------------------------------------------------------------------
Height: 178 cm
Bloodtype: AB
Weight: 58 kg
Birthplace: France
Birthday: November 20th
Eye Color: Blue-green
Likes: Teacup Collection
Important Things: Smiles
Dislikes: Sol
Voice Actor: Kusao Takeshi

Story: From the message of Justice at the last tournament, he learned that
his own definition of justice was limited to humans. His own philosophy of 
"Gear = Evil" he could neither throw away nor keep completely, and began
looking for the truth. Then, he heard about a Gear which had no intention
of hurting humans. Now, in order to search for his own "justice", he takes
the Fuuraiken in hand once again. After meeting Dizzy, his answer is...

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   8
Kick                                      K                 R/J   12L
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R     42
Dust                                      S+H               R/X   15M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     14L
Crouching Slash                           c.S               R     25
Crouching Hard Slash                      c.H               R     28x2
Sweep                                     c.S+H             R/J   30L
Jump Punch                                j.P               R/J   12M
Jump Kick                                 j.K               R     16M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     38M
Air Dust                                  j.S+H             X     40M
Forward Punch                             f+P               R     30
Forward Kick                              f+K               R     36
Forward Hard Slash                        f+H               R/J   36x2
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         R     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   20
Line Change Attack                        F+P               R/J   36
Line Tobashi Attack                       F+S               R/J   37

Normal Moves    
Stun Edge                                 qcf+S             -     40
Stun Edge Charge Attack                   qcf+H             F     20x3
Midair Stun Edge                          j.qcf+S/H         F     33
Vapor Thrust *1                           (AMA) dp+S/H      R/F   48/52/48
Stun Dipper                               qcf+K             R/F   12+32L
Greed Sever                               qcb+K             R     30M

Tension Moves
Ride the Lightning                        (AMA)hcb, f+H     R     36x5
Sacred Edge                               qcf, qcf+P        F     27x5

*1 Only air version FRCable.

FRC Timing
Stun Edge Charge Attack: 2-frame window from when ball of light first appears
   (before projectile released)
Midair Stun Edge: 3-frame window as he lands
Vapor Thurst: 3-frame window as he flips over
Stun Dipper: 3-frame window 3 frames after first attack finishes
Sacred Edge: 2-frame window 6 frames after sword of light appears

Counter Hit Effects
Hard Slash: Stagger

******************************************************************************
EX Mode Changes
New Moves
Vapor Thrust                              (AMA) dp+S/H      R     40+25
  --> Kiriharai                             --> qcb+K       R     32
Needle Spike                              qcf+K             R     24+36L
Crescent Slash                            qcb+K             R     24M
Grand Vapor Thrust                        qcb+S             R/F   24L+32x2
  --> Kiriharai                             --> qcb+K       R     26
Elegant ni Kiru                           (T) dp+P          -     70

Altered Moves
Hard Slash *1                             H                 R     37
Ride the Lightning *2                     hcb, f+H          -     60+12x2+40
Sacred Edge *3                            hcb, f+P          F     27x5

*1 Identical to GGX's version.
*2 Tension move. Performs in front of Ky and stays in place.
*3 Tension move. Input changed and startup slower.

Lost Moves
Stun Dipper
Greed Sever

FRC Timing
Stun Edge (air): ?-frame window immediately before landing.
Stun Edge Charge Attack: 2-frame window from when ball of light first appears
   (before projectile released)
Grand Vapor Thrust: 2-frame window after attack finishes
Sacred Edge: 2-frame window after sword of light appears
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Groun Stun Edge and Stun Edge Charge Attack take longer to recover.
Ride the Lightning is faster, damage up.
Air Vapor Thrust range up, FRCable.

******************************************************************************

Strengths: Well-rounded; good range.
Weaknesses: Most moves not very damaging.

Comments:
Quite a standard character and very easy to learn, and also very well-rounded.
He's got a few new tricks, but he's still a very well-rounded character -
not too special, but very consistent and effective.

------------------------------------------------------------------------------
MAY
------------------------------------------------------------------------------
Height: 158 cm
Bloodtype: B
Weight: 47 kg
Birthplace: Japan (?)
Birthday: May 5th (date adopted)
Eye Color: Black
Likes: Thinking about Johnny
Important Things: Johnny
Dislikes: Baldness
Voice Actress: Koorogi Satomi

Story: After her reunion with Johnny at the last tournament, she lived in
happiness. As his birthday drew near, the crew decided to get together and
give him a present. However, to May, she wanted to give him a present not
as "a member of the crew" but as "a single woman". Needing the money, she
heard of the "bounty". But then, the target Dizzy had somehow been invited
to join the crew by Johnny, and now May had a new friend, but...

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   10
Kick                                      K                 R/J   20
Slash                                     S (close)         R/J   30
Far Slash                                 S (far)           R/J   33
Hard Slash                                H                 R     50M
Dust                                      S+H               R/X   22
Crouching Punch                           c.P               R/J   10
Crouching Kick                            c.K               R     14L
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R     44
Sweep                                     c.S+H             R     30L
Jump Punch                                j.P               R     14M
Jump Kick                                 j.K               R     24M
Jump Slash                                j.S               R/J   30M
Jump Hard Slash                           j.H               R     40M
Air Dust                                  j.S+H             R/J   38M
Forward Punch                             f+P               R     44
Forward Hard Slash                        f+H               R     70
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     55
Air Throw                                 (T) j.f/b+H       -     60
Special                                   df+K              R/F/X 24L
Special                                   j.d+H             R     34M
Back Attack                               K+S               R/J   20
Line Change Attack                        F+P               R/J/X 33
Line Tobashi Attack                       F+S               R/J   44

Normal Moves                              
Iruka-san Yoko                            [b], f+S/H        R/F   50
Iruka-san Tate                            [d], u+S/H        R/F   50
Restive Rolling                           (AMA) dp+S        R     30M
  --> Houkoutenkan                          --> S+direction R     20xn
Hakushu de Mukaete Kudasai *1             (C) hcf+P/K/S/H   R/F   20+22xn
Overhead Kiss                             (T) hcb+K         R     40

Tension Moves
Kyuukyoku no Dadakko                      hcb+H             R     25+20x8
Great Yamada Attack                       qcf, qcf+S        R     110
Chouzetsu Monzetsu Kirimomi Daisenpuu     hcb+S             R     18x10
  --> Deluxe Gosho Kawara Bomber            --> P           R     48

*1 The longer it's charged, the more dolphins appear.

FRC Timing
df+K Special: 2-frame window as she begins to get up
Hakushu de Mukaete Kudasai: 2-frame window 2 frames after she raises her hand
Iruka-san Yoko and Tate: 6-frame window 6-frames after hit connects. Unlike
   other FRCs this move must connect with opponent in order to FRC.

Counter Hit Effects
Hard Slash: Stagger
Crouching HS: Knockback

******************************************************************************
EX Mode Changes
New Moves
Aqua Rolling Yoko                         qcf+S             R/F   20x3
Aqua Rolling Tate                         qcb+S             R/F   25x3
Mist Finer                                (C) qcf+K         R/F   32/70
  --> Cancel                                --> H           -     -
Mu-Ro-Fu-Shi *1                           qcf+H             R     50
May Dynamic *2                            hcb+H             R     48x2+24x5
Great Yamada Attack (Rear) *3             qcb, qcb+S        -     110

*1 May may move forward and back. Once she hits opponent May stops spinning.
   If May goes too long without hitting opponent she stops automatically.
   H can be held to lengthen this time, but if opponent still is not hit
   May becomes stunned for a short period of time.
*2 Tension Move. 
*3 Tension Move. Like Great Yamada Attack, only Great Yamada appears behind
   opponent.

Altered Moves
Dust                                      D                 R/X   22
Hakushu de Mukaete Kudasai                hcf/hcb+P         F     -
  --> Release *1                          qcf+P             -     20+22xn
  --> Teleport Release *2                 qcb+P             -     20+22xn

*1 Releases dolphins from ring. The longer you wait, the more dolphins appear.
*2 Releases dolphins from ring as well as teleports May to ring's position.

Lost Moves
Iruka-san Yoko
Iruka-san Tate
Restive Rolling
Kyuukyoku no Dadakko
Chouzetsu Monzetsu Kirimomi Daisenpuu   

FRC Timing
Aqua Rolling Yoko: 2-frame window from when May jumps off the ground
Aqua Rolling Tate: 2-frame window from when May jumps into the air
Hakushu de Mukaete Kudasai: 3-frame window from when May raises her hand
   up
Mist Finer: 3-frame window from when heart is at its largest  
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Crouching Hard Slash range up. 
Iruka-san (Tate) is now guardable in mid-air.
Iruka-san (Yoko) causes you to bounce back less.
Can only change direction once during Restive Rolling.
df+K Special FRCable.

******************************************************************************

Strengths: Surprisingly powerful; gains tension very quickly.
Weaknesses: Very poor range; weak defense.

Comments:
Her ability to place dolphin-summoning rings anywhere on the screen makes
her space-control ability rather good. Her range is as crappy as ever,
though - you'll have to learn how to use the two lines to close in on the
opponents well.

------------------------------------------------------------------------------
MILLIA RAGE
------------------------------------------------------------------------------
Height: 169 cm
Bloodtype: B
Weight: 48 kg
Birthplace: Russia
Birthday: Orphaned so unknown
Eye Color: Blue
Likes: Chasing cats
Important Things: Chastity
Dislikes: Zato, fallen-out hair
Voice Actress: Sumitomo Yuuko

Story: Finally, Millia gained peace and freedom. She lived her new life both
as a person and as a woman. However, there was still some fear left in her
heart. That was her thoughts of Zato. The "master" she had followed in the
Organization was now a curse... and she lived with the fear that Zato may
once again appear before her. These emotions created a complicated feeling
within Millia. Finally, she resolved to defeat Zato, and set forth. Then,
she learned that he had fallen to the shadows he himself summoned.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   18
Kick                                      K                 R/J   12
Slash                                     S (close)         R/J   22x2
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R     30x2
Dust                                      D                 R/X   12M
Crouching Punch                           c.P               R     9
Crouching Kick                            c.K               R     8L
Crouching Slash                           c.S               R/J   26L
Crouching Hard Slash                      c.H               R/J   40
Sweep                                     c.D               R     26L
Jump Punch                                j.P               R     10M
Jump Kick                                 j.K               R/J   12M
Jump Slash                                j.S               R     26M
Jump Hard Slash                           j.H               R     22x3M
Air Dust                                  j.D               R     36M
Forward Punch                             f+P               R     22x2
Forward Kick                              f+K               R     25M
Forward Hard Slash                        f+H               R     60
Dead Angle Attack                         (GC) f+two        R/X   20
Throw                                     (T) f/b+H         -     55
Air Throw                                 (T) j.f/b+H       -     55
Back Attack                               K+S               R/J   22
Line Change Attack                        F+P               R     28
Line Tobashi Attack                       F+S               R/J   40

Normal Moves                              Command           C     Damage
Lust Shaker *1                            SSS.../qcb+S      R     18xn
Tandem Top *2                             qcf+S/H           F     40/50
Bad Moon                                  j.qcf+P           R/F   24x3M
Kousoku Rakka *3                          j.qcf+K           F     -
Zenten *4                                 qcb+K             -     -
Iron Sabre                                qcb+P             R/F   36L
Secret Garden *5                          qcb+H             -     30xn
Silent Force                              j.qcb+S           R     20M

Tension Moves
Winger                                    qcb, hcf+H        R/F   40+25x4+80M
Emerald Rain                              qcf, qcf+S        -     36x3

*1 Range has been decreased from GGX
*2 Only H version may be False Roman Cancelled.
*3 Brings Millia down to the ground quickly.
*4 Forward roll. Avoids high attacks.
*5 H+lever direction may be used to control direction of orb.

FRC Timing
HS Tandem Top: 3-frame window 14 frames after movement starts; before green
   disc appears
Iron Sabre: 6-frame window 6 frames after hair sword first forms
Bad Moon: 3-frame window just before Millia hits the ground.
Kousoku Rakka: 3-frame window as she lands
Winger: 3-frame window as she begins to swing downwards

Counter Hit Effects
Forward Punch: Stagger
Air Dust: Wall Bounce
Silent Force: Stagger

******************************************************************************
EX Mode Changes
New Moves
Pretty Maze *1                            (AMA) qcf+S/H     F     40/50
Winger (Ascent) *2                        qcb, hcf+H        R     50+20x2
  --> Winger (Descent) *2                   --> hcb+H       R     200M
Winger (Midair) *2                        j.qcb, hcf+H      R     100

*1 Similar to Tandem Top
*2 Tension Move.

Altered Moves
Lust Shaker *1                            qcb+S             R     18xn
Secret Garden *2                          (AMA) qcb+H       -     30x5

*1 Can no longer be performed with SSS...
*2 H+lever direction may be used to control direction of orb.

Lost Moves
Tandem Top
Winger

FRC Timing
Pretty Maze: 3-frame window from when ring first appears (before actual
   projectile appears)
Iron Sabre: 6-frame window 6 frames after hair sword first forms
Bad Moon: 3-frame window just before Millia hits the ground.

******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Recovery on landing from Kousou Rakka longer.
Zenten no longer goes through opponents.
Punch cancel point later.
Forward Hard Slash ground bounces on counterhit.
Kousoku Rakka FRCable.
Winger FRCable.

******************************************************************************

Strengths: Fast; can double air-dash; great combo possibility.
Weaknesses: Moves not very damaging; tension moves very hard to use well.

Comments:
Like Dizzy, her great mobility gives her key positioning skills, and she's a
great support character. Her Secret Garden, which was only mildly useful in
previous games, now can be a great method of space control if you have a
partner protect you while using it.

------------------------------------------------------------------------------
POTEMKIN
------------------------------------------------------------------------------
Height: 245 cm
Bloodtype: O
Weight: 656 kg
Birthplace: Floating Continent Zepp
Birthday: October 18th
Eye Color: White
Likes: Drawing
Important Things: Pencil box that won't break even if trampled by a dragon
Dislikes: Pencils that can't stand 4 tons of pressure
Voice Actor: Kondou Takashi

Story: With the change of his country's government and his own freedom, both
Potemkin and his government enjoyed a sense of peace. Then, one day President
Gabriel, his former mentor, sent him a secret order. His command was to take
the Gear which had the bounty on it back to Zepp, away from the bounty 
hunters. However, before he made contact that Gear had already found her own
place. Potemkin imitated Gabriel's stoicism on the matter.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   11
Kick                                      K                 R/J   22L
Slash                                     S (close)         R/J   40
Far Slash                                 S (far)           R/J   36
Hard Slash                                H                 R     58
Dust                                      D                 R/X   30M
Crouching Punch                           c.P               R     12
Crouching Kick                            c.K               R     16L
Crouching Slash                           c.S               R     36
Crouching Hard Slash                      c.H               R     66
Sweep                                     c.D               R/X   35L
Jump Punch                                j.P               R     18M
Jump Kick                                 j.K               R/J   16M
Jump Slash                                j.S               R     32M
Jump Hard Slash                           j.H               R     40M
Air Dust                                  j.D               R     45M
Forward Punch                             f+P               R/X   35
Forward Kick                              f+K               R/J   23M
Forward Hard Slash                        f+H               R     90
Dead Angle Attack                         (GC) f+two        R/X   35
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     70
Back Attack                               K+S               R/J   5
Line Change Attack                        F+P               R     36
Line Tobashi Attack                       F+S               R/J   30

Normal Moves  
Megafist Front                            qcf+P             R/F   50M
Megafist Back                             qcb+P             R/F   50M
Slide Head *1                             qcf+S             R     40L/0
Hammer Fall                               [b], f+H          R/F   60
  --> Hammer Fall Break *2                  --> P           R     -
F.D.B. *3                                 hcb+S             R     40
Potemkin Buster                           (T) hcb, f+P      -     140
Heat Knuckle                              dp+H              R     0+15+15+40U
  --> Heat Extend                           --> hcb+H       R     0+15+15+90U

Tension Moves
Gigantor                                  hcb, f+H          R     45 
  --> Gigantic Blid                         --> hcf, hcf+P  R     126
Heavenly Potemkin Buster *4               qcf, qcf+S        -     170

*1 Only inflicts damage if Potemkin's head actually makes contact with the
   opponent. Otherwise, causes an earthquake which causes opponent to fall
   down. Earthquake is unblockable; headbutt can be blocked crouching.
*2 Brings Potemkin to a stop.
*3 Can also reflect projectiles; does 16x2 in this case.
*4 Anti-air throw.

FRC Timing
Crouch Hard Slash: 3-frame window as attack finishes
Forward Hard Slash: 2-frame window from when he thrusts forward
Megafist Front and Back: 2-frame window from when punch first comes out
Hammer Fall: 2-frame window from when he punches his hands together

Counter Hit Effects
Megafist Back: Stagger
F.D.B.: Knockback

******************************************************************************
EX Mode Changes
New Moves
Nitro Hook                                hcb, f+K           R     70
  --> Heat Extend                           --> hcb+H        R     50
    --> Heavenly Potemkin Buster *1           --> hcf, hcf+S -     150

Altered Moves
Heat Knuckle *2                         dp+S/H             R     60/60+16x2+40
Gigantic Blid *3                        (AMA) hcb, f+H     R     110/100

*1 Tension Move.
*2 No longer a catch throw; can hit non-airborne opponents; does not link to
   Heat Extend.
*3 Tension Move.

Lost Moves
Gigantor

FRC Timing
Megafist Front and Back: 2-frame window from when punch first comes out
Hammer Fall: 2-frame window from when he punches his hands together
Heat Knuckle (H): 2-frame window on second hit.
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Hammer Fall FRCable window is later.

******************************************************************************

Strengths: Very powerful; high defense.
Weaknesses: Extremely slow, poor mobility.

Comments:
His lack of mobility is a huge liability in this game; it'll take a long
time to get used to using him effectively. However, his backdash with its
long built-in invincibility gives him the ability to do tricky things like
purposefully turn his back towards an opponent, backdashing into them, then
Potemkin Buster'ing them for great results.

------------------------------------------------------------------------------
ROBO KY
------------------------------------------------------------------------------
Height: Unknown
Bloodtype: Unknown
Weight: Unknown
Birthplace: Unknown
Birthday: Unknown
Eye Color: Unknown
Likes: Unknown
Important Things: Unknown
Dislikes: Unknown
Voice Actor: Terada Yutaka

Story: A certain syndicate's scientist, in order to get a data sample for
a human-shaped weapon, observed Ky during the Holy War and the previous
tournament; the result of that data was "Robo Ky". He was completed just
after the previous tournament. In order to test how functional he is, he
was ordered to go and stir up trouble, but because of his going off on
side trips, the incident was resolved before he got there.

Basic Moves                               Command           C     Damage
Punch                                     P                 R     25
Kick                                      K                 R     16
Slash                                     S (close)         R/J   30
Far Slash                                 S (far)           R     38
Hard Slash                                H                 R/F/X 52
Dust                                      D                 R/X   15
Crouching Punch                           d/db/df+P         R/X   20
Crouching Kick                            d/db/df+K         R/X   12
Crouching Slash                           d/db/df+S         R/X   34
Crouching Hard Slash                      d/db/df+H         R/F/X 50
Jump Punch                                (MA) P            R     18
Jump Kick                                 (MA) K            R/J   12
Jump Slash                                (MA) S            R/J   34
Jump Hard Slash                           (MA) H            R/X   28
Knockdown                                 (MA) D            R     12x12
Forward Punch                             f+P               R/X   55
Forward Hard Slash *1                     f+H               X     12
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         R     55
Air Throw                                 (MA)(T) f/b+H     -     55
Back Attack                               K+S               R/J   20     
Line Change Attack                        F+P               R/J   36
Line Tobashi Attack                       F+S               R/J   37

Normal Moves  
Kurattoku Ky? *2                          qcf+S             -     10x3
Ky-Genshou *3                             qcb+S             R     30
Ky-Maku Homerun *4                        dp+H              R     30
Chounai-Ky Bargain *5                     (MA) qcf+S        -     20
Ita-Ky-geki *6                            f,[f]+P/K/S/H     F     50
Ky-Denpa *7                               (T) hcb+K         -     8xn+35
Zadan-Ky *8                               d/db/df+D         -     0

Power Moves
Dame na Yatsu wa Nani wo Yatte mo Dame    qcf, qcf+S        R     10x18+50 
Gen-Ky Lovers *9                          qcf, qcf+P        -     12x27
Ky Kokoro no Ichigeki *4                  -                 R     30+110

*Instead of tension, Robo Ky has a "Power Gauge" system. The Power Gauge
and the associated Heat Gauge are shown in place of his Tension Gauge. As Ky
moves, he may begin to heat up. As he does so his Heat Gauge fills and his
face turns redder. If the gauge fills to max, he overheats and takes damage.
This can be prevented by using his forward Hard Slash, which serves as an
exhaust sytem.
The Power Gauge is divided into ten blocks. There are three different 'levels'
to this Gauge that affect the damage moves do and their properties. When 
the Gauge is completely empty, some moves do very little damage. When the
Gauge has at least one block, these moves do more damage, but they consume
one block. When the Gauge is at least half-full, these moves do even more
damage (and consume one block).
*1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50). 
*2 With one power block, does 14x4 damage. With half power, does 18x5.
*3 With one power block, does 40. With half, does 50 and is much faster.
*4 With one power block, does 30+50. With half, automatically links to
   Ky Kokoro no Ichigeki as long as the first hit hits a grounded
   opponent.
*5 With one power block, does 60 and homes. With half, does 25x4 (splits
   into many missiles and homes.
*6 If not cancelled, Robo Ky gains power while recovering. Note this move
   must be done while in a full dash.
*7 Sucks the tension from an opponent and gives power to Robo Ky. Number of 
   hits dependent on how much tension opponent has (the more the better).
*8 Lays a mat on the ground. Robo Ky gains power while standing on the mat.
*9 Starts a countdown. During the countdown Robo Ky's power fills slowly
   automatically. After the countdown a shockwave goes off (the attack
   part of the move) and Robo Ky's power drops to zero.

FRC Timing
Hard Slash: ?-frame window from immediately when attack hits.
Crouching Hard Slash: ?-frame window from when Robo Ky begins to recover
   from crouch.
Ita-Ky-Geki: ?-frame window from just as attack hits.

******************************************************************************
EX Mode Changes
New Moves
Sweep                                     d/db/df+D         R/X   32
Tolonitrotoluene Henshitsu                qcf, qcf+P        F     20xn

*1 Tension move. Tolonitrotoluene is TNT, btw.

Altered Moves
Hard Slash                                H                 R/X   42
Crouching Slash                           d/db/df+S         R     22
Crouching Hard Slash                      d/db/df+H         R/X   40
Jump Slash                                (MA) S            R/J   28
Jump Hard Slash                           (MA) H            R     26
Forward Punch                             f+P               R/X   40
Forward Hard Slash                        f+H               R     66
Ky Netsuzai *1                            hcb+S             -     12
Kurattoku Ky? *2                          qcf+S/H           F     20
Ky-Genshou *3                             qcf+K             R     30
Ky-Maku Homerun *4                        dp+H              R     20
Chounai-Ky Bargain *5                     (MA) qcf+S        -     20
Zadan-Ky *6                               hcb+P             -     0
Gen-Ky Lovers *7                          qcb, qcb+S        -     12x27
Ky Kokoro no Ichigeki                     (AMA) hcb, f+H    R     36+24+96

*1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50). 
*2 S consumes two power blocks to do 16x3. H consumes three power blocks
   when over half power to do 22x5.
*3 When mildly heated, faster and does 40. When almost overheated, very
   fast and does 50.
*4 S consumes two power blocks to do 20+40. H consumes three power blocks
   when over half power to do 40+60.
*5 S consumes two power blocks to do 40 and missile homes. H consumes
   three power blocks when over half power to do 25x4.
*6 Lays a mat on the ground. Robo Ky gains power while standing on the mat.
*7 Starts a countdown. During the countdown Robo Ky's power fills slowly
   automatically. After the countdown a shockwave goes off (the attack
   part of the move) and Robo Ky's power drops to zero.

Lost Moves
Ita-Ky-Geki
Dame na Yatsu wa Nani wo Yatte mo Dame

*EX Robo Ky's power gauge is divided into 20 bars instead of ten.

FRC Timing
Kurattoku Ky?: ?-frame window as torpedo appears
TNT Henshitsu: ?-frame window as last missile appears

******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Everything.

******************************************************************************

Strengths: Interesting assortment of projectiles, will confuse the veteran
   GGXX player.
Weaknesses: Huge reliance on Power.

Comments: Those of you who've played #Reload will be used to this guy, but
those of you who haven't... be prepared to totally relearn Robo Ky.
Everything about him is different, and you'll probably have to spend a while
to learn all his little quirks.

------------------------------------------------------------------------------
ROBO KY MARK II
------------------------------------------------------------------------------
Seiyuu: Inoue Takumi

Robo Ky Mark II is a new addition to GG Isuka Console; he is a completely
customizable version of Robo Ky. That is, you can give him moves, adjust
his parameters, upgrade his features, and so on. To do so you use Experience
and Parts found in the Scramble Mode, which is basically Boost Mode for
Robo Ky. Everything you need to tweak Robo Ky Mark II with is found in
Factory Mode. Factory Mode is beyond the scope of this FAQ; look at my
Factory Mode FAQ for more on that mode.
Note that RKMkII is not playable in Arcade Mode.

------------------------------------------------------------------------------
SLAYER
------------------------------------------------------------------------------
Height: 185 cm
Bloodtype: Special so unknown
Weight: 70 kg
Birthplace: Transylvania
Birthday: October 31st
Eye Color: Brown
Likes: Haiku, fights, observing humans
Important Things: Sharon
Dislikes: Unromantic humans
Voice Actor: Kayumi Iemasa

Story: With the loss of Zato, the assassin's Organization lost its axis, and
set out to reclaim Slayer. Even though he had no interest in the Organization,
he felt that he had to settle things with the Organization he created, and so
he descended to the Earth to finish things.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   16
Kick                                      K                 R/J   28
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R/J   32
Hard Slash                                H                 R/J   50
Dust                                      D                 R/X   22M
Crouching Punch                           c.P               R     14
Crouching Kick                            c.K               R     16L
Crouching Slash                           c.S               R/J   28
Crouching Hard Slash                      c.H               R/X   52L
Sweep                                     c.D               R/X   30L
Jump Punch                                j.P               R     13M
Jump Kick                                 j.K               R/J   24M
Jump Slash                                j.S               R/J   20x3M
Jump Hard Slash                           j.H               R     36M
Air Dust                                  j.D               R/J   40M
Forward Punch                             f+P               R/F/X 34
Forward Kick                              f+K               R/X   22M
Forward Hard Slash                        f+H               R     50
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     63
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   18
Line Change Attack                        F+P               R/X   32
Line Tobashi Attack                       F+S               R/J   34

Normal Moves             
Feint                                     f+[K]             -     -
Dandy Step                                qcb+P/K           F     -
  --> Pilebanger                            --> P           R     80
  --> Crossways Heel                        --> K           R     27+32
  --> Under Pressure                        --> S/H         R     36
    --> It's Late                             --> S/H       R     52M
Mappa Hunch                               qcf+P/K           R     40
Chi wo Suu Uchuu *1                       (T) hcb+H         F     70
Undertow *2                               hcb, f+P          R     60U
Footloose Journey                         j.qcb+K           R     36x3M

Tension Moves
Dead on Time                              hcb, f+S          R     140
Eien no Tsubasa                           qcf, qcf+H        R     88
Chokkagata Dandy                          j.qcb, qcb+S      R     100M

*1 Only whiff animation is FRCable. No longer staggers, but does more
   damage.
*2 Is unblockable.

FRC Timing
Forward Punch: 3-frame window 3 frames after shoulder comes out
Dandy Step: K version, 4-frame window from when forward motion first starts.
   P version, 4-frame window 3 frames after forward motion first starts.
Chi wo Suu Uchuu (whiff only): 2-frame window as mouth opens in whiff
   animation.

Counter Hit Effects
Crouching HS: Downed
Forward HS: Stagger
Air Dust: Ground Bounce
Pilebanger: Wall Bounce
Under Pressure: Stagger
It's Late: Ground Bounce
Chokkagata Dandy: Downed

******************************************************************************
EX Mode Changes
New Moves
V-Jigata Dandy *1                         j.qcb, qcb+S      R     100+72+60M
Royal Hunt *2                             qcf, qcf+H        R     80

*1 Tension Move. 100 damage part comes from purple orb and trail only - very
   hard to hit with. If second hit hits successfully, third hit causes more
   damage.
*2 Tension Move.   

Altered Moves
Gatling Combinations *1                   Various           -     -
Dash *2                                   f, f/b, b         -     -
Far Slash *3                              S (far)           R/J   26
Hard Slash *4                             H                 R/J   40
Crouching Hard Slash *5                   c.H               R/F/X 40
Mappa Hunch                               qcf+P/K           R     20/25
 --> Backfist                               --> qcf+P       R     40
 --> Under Pressure                         --> qcf+S       R     20
   --> It's Late                              --> qcf+S     R     40M
   --> Pilebanger                             --> qcf+P     R/F   40
   --> Sweep                                  --> qcf+K     R     40L
Pilebanger                                qcb+P             R/F   80
Crosswise Heel                            qcb+K             R     35+40

*1 Slayer's Gatling Combo trees are much "looser" in EX mode.
*2 No longer teleports.
*3 Recovery time longer.
*4 Staggers only on counterhit; damage reduced.
*5 Is now FRCable. Blows opponent into air.

Lost Moves
Dandy Step
Chi wo Suu Uchuu
Eien no Tsubasa
Chokkagata Dandy

FRC Timing
Crouching Hard Slash: 2-frame window from when feet hit the ground
Forward Punch: 3-frame window 3 frames after shoulder comes out
Pilebanger: 3-frame window immediately after Slayer moves furthest back AND
   2-frame window as attack comes out
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Chi wo Suu Uchuu only stuns (no stagger), does more damage.
Pilebanger dizzy rating down.
Crouching Hard Slash faster, floats on counterhit.

******************************************************************************

Strengths: Many moves make him invincible; versatile.
Weaknesses: Tension moves below average; high recovery on some moves.

Comments:
He has high attack and defense capabilities, and his unblockable is very
useful in team situations. His command throw no longer staggers, however,
so he's no longer capable of doing the bite infinite from before - not that
he needed it.

------------------------------------------------------------------------------
SOL BADGUY
------------------------------------------------------------------------------
Height: 184 cm
Bloodtype: Unknown
Weight: 74 kg
Birthplace: America
Birthday: Unknown
Eye Color: Reddish Brown
Likes: Listening to Queen
Important Things: Queen's "Sheer Heart Attack"
Dislikes: Exerting himself, trying his best
Voice Actor: Ishiwatari Daisuke
Story Mode Voice Actor: Hanada Hikaru

Story: After the death of Justice, the other Gears of the world lost their
own free will and stopped their own movements. But, rumors of a Gear which
still had free will came to Sol. For this unknown Gear, was there despair,
or...? Finally, at the "Devil's Living Place", he met a girl that had been
born with the power of a Gear. Despite his victory over her, for some reason
he did not kill her, and left the forest.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   10
Kick                                      K                 R/J   14x2
Slash                                     S (close)         R/J   30
Far Slash                                 S (far)           R     30
Hard Slash                                H                 R/J   40
Dust                                      S+H               R/X   17M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12L
Crouching Slash                           c.S               R     25
Crouching Hard Slash                      c.H               R/J   36
Sweep                                     c.S+H             R     28L
Jump Punch                                j.P               R     13M
Jump Kick                                 j.K               R     22M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     24x2M
Air Dust                                  j.S+H             R/J   44M
Forward Punch                             f+P               R     32
Forward Hard Slash                        f+H               R     40x2
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   30
Line Change Attack                        F+P               R     30
Line Tobashi Attack                       F+S               R/J   30

Normal Moves    
Gun Flame *1                              qcf+P             F     50,42,30,30
Gun Flame Feint                           qcb+P             -     - 
Volcanic Viper                            (AMA) dp+S/H      R     65/52/60
  --> Tatakiotoshi                          --> qcb+K       R     16
Grand Viper                               qcb+S             R     8Ln+24+18+19
Bandit Revolver                           (AMA) qcf+K       R     24+36/22x4 
Bandit Bringer                            qcf+[K]           R/F   50M
Riot Stamp                                qcb+K             R/F   40M
Bukkirabou ni Nageru                      (T) dp+K          -     40    
Fafnir                                    hcf+H             R/F   70

Tension Moves
Tyrant Rave version Beta                  hcb, f+H          R     80+60
Dragon Install *2                         qcb, qcb+S        -     -

*1 Damage decreases as flame extends.
*2 Powers up Sol for about 6 seconds. While powered up, his speed is 
   increased. Also, many moves do more damage. Gun Flame becomes 1 flame that
   does 60; Volcanic Viper S version does 30+20+20, H version does 40+16x12, 
   and midair does 30+20+20. Bandit Revolver does 20x3+32. After powerup 
   period is over, Sol will be vulnerable and all hits against him will be 
   counter hits for a short period of time.

FRC Timing
Gun Flame: 2-frame window 4 frames after flames extend
Bandit Bringer: 3-frame window from when flame effect first appears in hand
Riot Stamp: 4-frame window frome when kick comes out after bouncing off wall
Fafnir: 2-frame window from when punch thrusts forward

Counter Hit Effects
Crouching HS: Downed
Air Dust: Wall Bounce

******************************************************************************
EX Mode Changes
New Moves
Flame Dipper                              qcf+K             R/F   15+36
Bukkirabou ni Naguru *1                   qcb, qcb+S        -     72x2
Tyrant Rave Version Alpha *1              (AMA) hcb, f+H    R     120
Savage Fang *1                            qcf, qcf+P        -     40x3

*1 Tension Move.

Altered Moves
Kick                                      K                 R/J   14
Gun Flame *1                              (AMA) qcf+S/H     F     40
Bandit Revolver                           qcb+K             R     32
Fafnir                                    hcb+P             F/R   70

*1 Single projectile, travels all the way across ground. Only H version
   FRCable

Lost Moves
Gun Flame Feint
Riot Stamp
Bandit Bringer
Tyrant Rave Version Beta
Dragon Install

FRC Timing
Gun Flame (H): 2-frame window after projectile has travelled about 2/3
   across the screen
Flame Dipper: 3-frame window from when first attack comes out
Fafnir: 2-frame window from when punch thrusts forward
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Fafnir no longer prorates.
Air Dust now prorates 75% even if it is not the first hit in a combo.

******************************************************************************

Strengths: Good variety, gains tension fairly quickly.
Weaknesses: Poor recovery if he misses; instant kill hard to use.

Comments:
Still basic, still overpowering and still boring, IMHO. Still, he's very easy
to learn and to use, so there's no doubt you'll be facing many a Sol as you
play this game. His Dust Loop has been compromised greatly, but the power
of his other moves still makes him quite a contender.

------------------------------------------------------------------------------
TESTAMENT
------------------------------------------------------------------------------
Height: 185 cm
Bloodtype: Unable to determine
Weight: 73 kg
Birthplace: Switzerland
Birthday: May 9th
Eye Color: Red
Likes: Thinking
Important Things: the late Kliff Underson, Potatoes
Dislikes: Sol, old Itou-ryuu Martial Arts
Voice Actor: Kobayashi Katsuaki

Story: After regaining his own will after the death of Justice, he realized
the things he had committed and despaired of living as a human. Living on
without any purpose, the self-destructive Testament finally came to the
"Devil's Living Place". There, he met Dizzy, who had separated herself from
the world. Her story pulled at him strongly, and he became determined to
protect her. Now that Dizzy has found her own place, what does Testament
think?

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   9
Kick                                      K                 R/J   18
Slash                                     S (close)         R/J   24
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R     36
Dust                                      S+H               R/X   15M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12L
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R     38
Sweep                                     c.S+H             R     38L
Jump Punch                                j.P               R     10M
Jump Kick                                 j.K               R     18M
Jump Slash                                j.S               R/J   28M
Jump Hard Slash                           j.H               R     34M
Air Dust                                  j.S+H             R     44M
Forward Punch                             f+P               R/F   24M
Forward Kick                              f+K               R     28
Forward Hard Slash                        f+H               R/X   55
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   14
Line Change Attack                        F+P               R/J   28
Line Tobashi Attack                       F+S               R     36

Normal Moves
Phantom Soul *1                           qcf+P/K           F     5
Grave Digger                              (AMA) qcb+P       R     45/40
Exe Beast *2                              hcf+S             F     36       
Warrant *3                                qcb+K             R     10
HITOMI *4                                 qcb+S             -     30
Zeinest                                   (AMA) qcb+H       -     10

Tension Moves
Nightmare Circular *5                     hcb, f+H          -     60
Master of Puppet *6                       qcf, qcf+H        R     60

*1 P version is a horizontal skull; K version is higher in the air. If skull
   hits, it also adds marking to the opponent. Marking stays on until
   Testament is hit. While marking is active, Succubus will attack the
   opponent in one of three ways. In crow form, she can thrust forward for
   40 or shower the enemies with feathers for 5x3. She may also transform
   into her regular form and hit the opponent with her scythe for 50.
*2 Unlike GGX, Exe Beast will only appear from behind the opponent now.
*3 Counterattack stance. Poisons the enemy for 9 seconds or until Testament 
   is hit.
*4 Creates a plant mine-type weapon. If Testament is hit, the mine disappears.
   Activates when opponent gets close, but is slow enough that a quick
   opponent can avoid it.
*5 Adds poison to opponent, similar to Warrant.
*6 If it hits, three marks appear above Testament's tension bar. The next
   time HITOMI is performed, a mark disappears. In exchange, HITOMI executes
   much faster and poisons the opponent, similar to Warrant.

FRC Timing
Forward Punch: 3-frame window as attack begins.
Forward Hard Slash: 5-frame window as Testament pauses at bottom of swing
Phantom Soul: 2-frame window as skull appears
Exe Beast: 3-frame window from when his face first is unable to be seen
Warrant: 3-frame window after he emerges from ground
Master of Puppet: 3-frame window as he thrusts key forward.

Counter Hit Effects
Hard Slash: Stagger

******************************************************************************
EX Mode Changes
New Moves
Exe Beast (H) *1                          hcf+H             F     40
Nightmare Circular (S) *2                 hcb, f+S          -     60

*1 Travels forward from Testament.
*2 S version is delayed.

Altered Moves
Exe Beast (S)                             hcf+S             F     36
Master of Puppet *1                       qcf, qcf+H        R     30

*1 Tension Move. If it hits opponent, two marks appear above Testament's
   Tension Gauge. The next time Exe Beast is performed, a mark disappears
   and the Exe Beast is much larger. Damage is unchanged but opponent is
   knocked high into the air.

Lost Moves
HITOMI

FRC Timing
Exe Beast: 2-frame window from when his face first is unable to be seen
Warrant: 3-frame window after he emerges from ground
Master of Puppet: 3-frame window as he thrusts key forward.
******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Exe Beast now knocks away from you.
Phantom Soul FRCable.
Forward Punch FRCable.

******************************************************************************

Strengths: Good variety of attacks; Grave Digger and Warrant gain lots of
           tension.
Weaknesses: Gains tension slowly otherwise; Tension moves on the weak side.

Comments:
His abliity to control space with his trap moves makes him quite annoying
to fight against, but his lack of defensive ability makes him a goner should
he get stuck in the middle of the fray. Wise positioning is once again the
key.

------------------------------------------------------------------------------
VENOM
------------------------------------------------------------------------------
Height: 179 cm
Bloodtype: A
Weight: 66 kg
Birthplace: England
Birthday: Orphaned so unknown
Eye Color: Blue
Likes: Reading, Chess
Important Things: Zato, Sympathy
Dislikes: Blood, those who bother Zato
Voice Actor: Yaeda Mikio

Story: After Zato's escape from the Dimensional Prison, no one knew what
became of him. No one knew if he had been reimprisoned, or indeed if he
were even still alive. Rumors that he had died or that he had given up
his position spread through the Organization. There, Venom, who had long
been by Zato's side, did not believe anything. Then, learning about a
possible location for Zato, he set forth. At the end of his journey, he
realized Zato's death.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   6
Kick                                      K                 R/J   12
Slash                                     S (close)         R/J   16x3
Far Slash                                 S (far)           R     24
Hard Slash                                H                 R     42
Dust                                      S+H               R/X   20M
Crouching Punch                           c.P               R     7
Crouching Kick                            c.K               R     8L
Crouching Slash                           c.S               R     22
Crouching Hard Slash                      c.H               R     20+20
Sweep                                     c.S+H             R     20+20L
Jump Punch                                j.P               R     10M
Jump Kick                                 j.K               R     12M
Jump Slash                                j.S               R/J   24M
Jump Hard Slash                           j.H               R     36M
Air Dust                                  j.S+H             R     40M
Forward Punch                             f+P               R     28
Forward Hard Slash                        f+H               R     52
Dead Angle Attack                         (GC) f+two        R/X   20
Throw                                     (T) f/b+H         -     5x7
Air Throw                                 (T) j.f/b+H       R     5x7
Back Attack                               K+S               R/J   16
Line Change Attack                        F+P               R/X   24
Line Tobashi Attack                       F+S               R/J   28

Normal Moves
Stinger Aim *1                            (C) [b], f+S/H    F     30/42
Carcass Ride                              [d], u+S/H        -     36/50
Ball Seisei *2                            (AMA) qcb+P/K/S/H F     -
Devious Curve *3                          rdp+P/K/S/H       R     25  
Double Head Morbid                        dp+S/H            R     17x4/21x4
Mad Struggle                              j.qcf+S/H         -     12x3/15x6M
Shunkan Idou *4                           dp+K              -     -

Tension Moves
Dark Angel                                qcb, hcf+S        -     12x28
Red Hail                                  j.qcf, qcf+H      -     26x10

*1 May be charged up. Charging produces more hits, but the damage per hit
   decreases to 22 for S and 25 for H. Max charge is 6 hits.
*2 Creates a ball in midair. Multiple balls may be created at the same time.
   The pattern created by the balls depends on the button used. When a ball
   is hit by a striking attack from Venom, it takes the damage properties of
   that attack and travels forward. If it hits another ball, ricochets occur;
   if it hits the opponent, the damage inflicted is the same as the attack
   used to move the ball. Only air version is FRCable.
*3 Opponent cannot air recover, and this move can also be used to hit
   balls created by Ball Seisei.
*4 Venom teleports into the air directly above the nearest billiard ball.
   If no balls are present on the field, Venom merely teleports to directly
   above himself.

FRC Timing
Stinger Aim: For S version, 4-frame window 4 frames after cue stick hits ball.
   For H version, 4-frame window 6 frames after cue stick hits ball.
Ball Seisei: 3-frame window as ball comes out.

Counter Hit Effects
Hard Slash: Stagger

******************************************************************************
EX Mode Changes
New Moves
Object Ball *1                            d, d+H            -     -
Banking Jack                              dp+K              R     18x3

*1 Charges up Stinger Aim (up to three charges).

Altered Moves
Stinger Aim *1                            (AMA) qcf+S/H     F     30/42
Ball Seisei *2                            (AMA) qcb+P/K/S/H F     -
Carcass Ride                              dp+S/H            F     36/50
Red Hail *3                               qcb, qcb+S/H      F     26x9/31x4

*1 Is charged up by Object Ball.
*2 Creates a ball in midair. Multiple balls may be created at the same time.
   The pattern created by the balls depends on the button used. When a ball
   is hit by a striking attack from Venom, it takes the damage properties of
   that attack and travels forward. If it hits another ball, ricochets occur;
   if it hits the opponent, the damage inflicted is the same as the attack
   used to move the ball. Only air version is FRCable.
*3 Tension Move.

Lost Moves
Shunkan Idou
Double Head Morbid
Mad Struggle

FRC Timing
Stinger Aim: For S version, 4-frame window 4 frames after cue stick hits ball.
   For H version, 4-frame window 6 frames after cue stick hits ball.
Ball Seisei: 4-frame window as Venom begins to fall down.
Carcass Ride: 2-frame window right after cue stick hits ball.
Red Hail: 2-frame window on 5th and 7th hits (S) or 4th hit (H).

******************************************************************************

******************************************************************************
Changes from Guilty Gear XX
Sweep now easier to hit both hits with.
Ball Seisei faster, air version FRCable.
Close Slash stuns less.
Shunkan Idou slower.
Red Hail does more hits.

******************************************************************************

Strengths: Is effective at both close and far range; good combo possibility.
Weaknesses: Gains tension a little slowly; some moves predictable.

Comments:
He's rather hard to use alone, thanks to the vulnerability of most of his
moves, but by contrast he's great in team play. If you can manage to stay
away from the opponents and constantly chip away at them with his projectile
strength, you'll find it easier to win with Venom.

------------------------------------------------------------------------------
ZAPPA
------------------------------------------------------------------------------
Height: 180 cm
Bloodtype: A
Weight: 66 kg
Birthplace: Australia
Birthday: June 16th
Eye Color: Blue
Likes: Finding a wife, Diaries
Important Things: Good Health charm
Dislikes: Anything scary
Voice Actor: Ueda Yuuji

Story: Through bad luck, Zappa became possessed by S-ko. S-ko used Zappa's
body and began observing the actions of humans. During this time Zappa would
often lose consciousness and awake with wounds. Fearing that he suffered
from some unknown illness, he worried constantly. Then, he learned of a
famous doctor who could heal any disease, "Faust". However, he learned that
Faust did not stay in one place. Some even said that Faust had died. Zappa
set out to pursue the disappearing traces of the doctor...

Note: S-ko is an homage/reference to Sadako, a character from the Japanese
horror film/novel trilogy "Ring" (1998). Zappa's Instant Kill is also a 
reference to Ring. An American remake of Ring has also now been released.

**Zappa's moves are dependent on what Mukade is currently supporting him.
Getting hit will banish whatever is supporting him. However, getting hit
while no Mukade is supporting him may cause a random Mukade to support him.

Basic Moves                               Command           C     Damage
(No Mukade)
Punch                                     P                 R/J   9
Kick                                      K                 R     22
Slash                                     S (close)         R/J   26
Far Slash                                 S (far)           R     30
Hard Slash                                H                 R/X   20x3M
Dust                                      S+H               R     17M
Crouching Punch                           c.P               R/J   12
Crouching Kick                            c.K               R     16L
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R/J   60
Sweep                                     c.S+H             R     30L
Jump Punch                                j.P               R/J   13M
Jump Kick                                 j.K               R     22M
Jump Slash                                j.S               R/J   32M
Jump Hard Slash                           j.H               R     28M
Air Dust                                  j.S+H             R     40M
Forward Punch                             f+P               R     24L
Forward Hard Slash                        f+H               R/X   50
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     50
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   26
Line Change Attack                        F+P               R/X   22
Line Tobashi Attack                       F+S               R/J   40

(Ghost)
Slash                                     S (close)         R/J   36
Far Slash                                 S (far)           R/J   22
Hard Slash                                H                 R/J   50
Crouching Slash                           c.S               R     20L
Crouching Hard Slash                      c.H               R/F/X 32
Jumping Slash                             j.S               R     50M
Jumping Hard Slash                        j.H               R/X   32
Forward Hard Slash                        f+H               R/X   36x3M
(Sword)
Slash                                     S (close)         R     36
Far Slash                                 S (far)           R     30
Hard Slash                                H                 R     25x2
Crouching Slash                           c.S               R     22L
Crouching Hard Slash                      c.H               R     40
Jumping Slash                             j.S               R/X   26M
Jumping Hard Slash                        j.H               R/X   32M
Forward Hard Slash                        f+H               R     32M
(Raou)
Slash                                     S (close)         R     40
Far Slash                                 S (far)           R     36
Hard Slash                                H                 R     48
Dust                                      S+H               R     30M
Crouching Slash                           c.S               R     36L
Crouching Hard Slash                      c.H               R     68L
Jumping Slash                             j.S               R/X   35M
Jumping Hard Slash                        j.H               R/X   45M
Forward Hard Slash                        f+H               R     76

Normal Moves 
(None)
Konnichiwa Sanbiki no Mukade *1           qcf+P             R     20 
(Ghost)
Sono Mama Kaette Konaide Kudasai          j.qcf+S/H         F     24
Banana *2                                 -                 -     0U
Hachiue *3                                -                 -     25M
Golf Ball *3                              -                 -     40
(Sword)
Itasou, tte Iu Ka Itai *4                 qcf+S             R     20
  --> Followup Attack *5                    --> H           R     45
Ochitoite Kudasai *6                      dp+H              R     30
Chikazuku to Yukimasu *7                  hcb+H             R     30x2
(Raou)
Darkness Anthem                           qcf+S             -     28x3
  --> Followup Attack                       --> P           -     30x2
Last Edegy                                qcb+S             R     100    
(Dog)
Inu Kougeki                               S+H               -     25
Inu Kougeki *8                            d+S+H             -     60U
Inu Kougeki                               f+S+H             -     25
Inu Kougeki *9                            u+S+H             -     30
Inu Kougeki                               b+S+H             -     -         
  --> Dog Followup Attack                   --> S+H         -     30

Tension Moves
Umareru *10                               hcb, f+H          R     40x4
(Raou)
Bellows Malice                            hcb, f+S          -     40x10

*1 This move can only be performed if Zappa is not supported by any mukade.
   This move adds three souls to Zappa and summons the ghost, sword, or dog
   mukade at random. If Zappa has 5 or more souls around him, this move
   will also do damage to near opponents. If Zappa has 8 or more souls around
   him, he will summon the Raou mukade instead. Raou will support Zappa for
   16 seconds, at the end of which it disappears, as well as any souls around
   Zappa.
*2 Randomly happens when ghost hits opponent. Knocks opponent down.
*3 Randomly happens when ghost hits opponent.
*4 Adds one soul to Zappa.
*5 Adds three souls to Zappa.
*6 Adds one soul to Zappa.
*7 Adds one soul to Zappa per hit.
*8 Adds three souls to Zappa.
*9 Adds one soul to Zappa.
*10 This move banishes whatever Mukade is supporting Zappa.

FRC Timing
Crouching Hard Slash (Ghost): 3-frame window as attack begins
Sono Mama Kaette Konaide Kudasai: 2-frame window 2 frames after attack begins 
Ochitoite Kudasai: 4-frame window as large barrier forms
Chikazuku to Yukimasu: 4-frame window as sword completes arc

Counter Hit Effects
Kick: Downed
Crouching Slash: Stagger
Air Dust: Wall Bounce
(Ghosts)
Far S: Stagger
(Sword)
Itasou, tte Iu Ka Itai: Stagger
Chikazuku to Yukimasu: Downed

******************************************************************************
EX Mode Changes
New Moves
Goriyuu wo Keikakuteki Ni *1              d, d+P/K/S/H      -     -
(Raou)
Knuckle Kaiser *2                         hcb, f+S          R     140

*1 This move gives Zappa a mukade in exchange for souls. P gives the Sword
   for one soul. K gives the Dog for 2 souls. S gives the Ghosts for 3
   souls. H gives the Raou for 8 souls. If Zappa does not have enough souls
   the move fails and Zappa is stunned for awhile. This move may be used
   even if Zappa already has a mukade.
*2 Tension Move.

Altered Moves
Konnichiwa Sanbiki no Mukade *1           qcf+P             R     20
(Raou) 
Hard Slash                                H                 R     60
Crouching Hard Slash                      c.H               R     48L
Forward Hard Slash                        f+H               R     64M

*1 Only adds one soul and adds a mukade if move hits; can be performed
   even if Zappa already has a mukade.

Lost Moves
Bellows Malice

FRC Timing
Sono Mama Kaette Konaide Kudasai: 2-frame window 2 frames after attack begins 
Ochitoite Kudasai: 4-frame window as large barrier forms
Chikazuku to Yukimasu: 4-frame window as sword completes arc
******************************************************************************


******************************************************************************
Changes from Guilty Gear XX
Dog now faces same direction as you face.
Crouching Hard Slash (Ghost) FRCable.
Throw prorates 40%. Close S and Jump Slash (Sword) JCable.

******************************************************************************

Strengths: Unpredictable; gains tension easily; very powerful in Raou mode.
Weaknesses: Unpredictable; unwanted Mukades hard to get rid of.

Comments:
He's still good and still confusing. You'll have to spend quite a lot of
time learning his eccentricities, but master them and you'll have quite
a force to contend with. Aim for geting Raou, and hell be a force to be
reckoned with.

------------------------------------------------------------------------------
LEOPALDON
------------------------------------------------------------------------------
Leopaldon is the boss of the game, and he is actually playable if you defeat
him at level 200 in Arcade Mode. He's only selectable in Versus and Training,
and his moveset is actually quite limited, so don't expect to be very
technical with him.

*Leopaldon cannot jump! Leopaldon occupies both lanes at the same time. Even
though he can switch lanes, all his attacks hit both lanes; conversely he
can be hit from both lanes at all times.

Basic Moves                               Command           C     Damage
Claw Swipe                                P                 R     10
Claw Swipe                                K                 R     14
Claw Swipe                                S                 R     30
Claw Swipe                                H                 R     40
Dust                                      S+H               R     17M
Crouching Claw Swipe                      c.P               R     8L
Crouching Claw Swipe                      c.K               R     12L
Crouching Claw Swipe                      c.S               R     25L
Crouching Claw Swipe                      c.H               R     36L
Sweep                                     c.S+H             R     28
Back Attack                               K+S               R/J   30
Line Change Attack                        F+P               R/X   30
Line Tobashi Attack                       F+S               R/J   30

Normal Moves 
Chou Haitacchi!                           dp+P              R     32x3
Reverse River *1                          qcb+S             -     12
Chou Ote                                  hcf+S             -     48+24+12
Perfect Rainbow                           rdp+K             -     32x5
Killer Note Level 1                       qcf+P             F     12x14
Killer Note Level 2                       qcf+K             F     24

Tension Moves
Killer Note Level 3                       hcb, f+K          F     24x16
808                                       df, hcf, b, f+S   -     30x10

*1 This move always dizzies the opponent.

FRC Timing
Killer Note (All Levels): ?-frame window just as projectile leaves hand.

------------------------------------------------------------------------------
ZAKO A
------------------------------------------------------------------------------
The "Zako" (trash) characters are the generic enemies you face in GG Boost
mode. Simply by beating Boost Mode once, you can now play as Zako A, Zako
B, and Zako C in Vs., Boost, or Training. They are highly limited in their 
moves, and are there more for fun than anything serious.

Basic Moves                               Command           C     Damage
Punch                                     P                 R     10
Kick                                      K                 R     14

Normal Moves 
Gouten Raigeki Kick                       qcb+K             R/F   25

FRC Timing
Gouten Raigeki Kick: ?-frame window immediately after the move hits.

------------------------------------------------------------------------------
ZAKO B
------------------------------------------------------------------------------
The "Zako" (trash) characters are the generic enemies you face in GG Boost
mode. Simply by beating Boost Mode once, you can now play as Zako A, Zako
B, and Zako C in Vs., Boost, or Training. They are highly limited in their 
moves, and are there more for fun than anything serious.

*Zako B cannot jump!

Basic Moves                               Command           C     Damage
Kick                                      K                 R     14
Crouching Kick                            c.K               R     12L

Normal Moves 
Majin Bokumetsu Tackle                    qcb+P             R/F   30

FRC Timing
Majin Bokumetsu Tackle: ?-frame window at end of dash motion.

------------------------------------------------------------------------------
ZAKO C
------------------------------------------------------------------------------
The "Zako" (trash) characters are the generic enemies you face in GG Boost
mode. Simply by beating Boost Mode once, you can now play as Zako A, Zako
B, and Zako C in Vs., Boost, or Training. They are highly limited in their 
moves, and are there more for fun than anything serious.

Basic Moves                               Command           C     Damage
Kick                                      K                 R     10
Slash                                     S                 R     16
Crouching Kick                            c.K               R     10L
Crouching Slash                           c.S               R     16L

Normal Moves 
Kourin Shippuuha                          qcf+S/H           F     25/15x3
Rouka Ryuujin Spike                       (AMA) qcb+K       R/F   24

FRC Timing
Kourin Shippuuha: ?-frame window as projectile is released.
Rouka Ryuujin Spike: ?-frame window immediately before touching the ground.

------------------------------------------------------------------------------
KAKUSEI SOL (AWAKENED SOL)
------------------------------------------------------------------------------
Kakusei Sol is the super-powered version of Sol that you face at the end of
GG Boost/Scramble mode. He becomes playable under the following conditions:
beat Boost or Scramble mode, then choose not to return to the factory and 
defeat the giant Robo Ky that appears. Note that in order to have this 
option, you must be playing on at least Normal difficulty, have not used any 
warp points, and have earned at least 1,400,000 points. After defeating the 
giant Robo Ky, if EX Sol has already been unlocked, you can now play as 
Kakusei Sol. Press start on the character screen twice (to make a blue medal 
appear) and you will now be Kakusei Sol.

Kakusei Sol always has maximum tension and is always in Dragon Install mode.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   12
Kick                                      K                 R/J   14x2
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R/J   44
Dust                                      S+H               R/X   17M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     14L
Crouching Slash                           c.S               R     24
Crouching Hard Slash                      c.H               R/J   40
Sweep                                     c.S+H             R     30L
Jump Punch                                j.P               R     12M
Jump Kick                                 j.K               R     22M
Jump Slash                                j.S               R/J   25M
Jump Hard Slash                           j.H               R     20x2M
Air Dust                                  j.S+H             R/J   33M
Forward Punch                             f+P               R     32
Forward Hard Slash                        f+H               R     40x2
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   30
Line Change Attack                        F+P               R     30
Line Tobashi Attack                       F+S               R/J   30

Normal Moves    
Gun Flame                                 qcf+P             -     60
Midair Gun Flame                          j.qcf+S/H         -     30x3
Gun Flame Feint                           qcb+P             -     - 
Volcanic Viper                            dp+S; j.dp+S/H    R     40+20x2
Dragon Install Volcanic Viper             dp+H              R     60+20x9
  --> Tatakiotoshi                          --> qcb+K       R     16
Grand Viper                               qcb+S             R/F   8Lx2+50+15x9
  --> Tatakiotoshi                          --> qcb+K       R     16
Grand Viper Beta                          qcb+H             R/F   8x2+20x3+50
Bandit Revolver                           (AMA) qcf+K       R     20x3+50
Riot Stamp                                qcb+K             R/F   40M+36M
Bukkirabou ni Nageru                      (T) dp+K          -     40    
Fafnir                                    hcf+H             R/F   70

Tension Moves
Tyrant Rave version Beta                  hcb, f+H          R     80+60
Savage Fang                               qcf, qcf+P        F     40x3+20x3
???                                       j.hcb, f+H        -     20x7+60x4

FRC Timings
Grand Viper: ?-frame window on second hit.
Grand Viper Beta: ?-frame window on second hit.
Riot Stamp: ?-frame window after bouncing off wall.
Fafnir: ?-frame window as punch fully extends.
Savage Fang: ?-frame window as flames first start to appear.

------------------------------------------------------------------------------
KAKUSEI KY (AWAKENED KY)
------------------------------------------------------------------------------
Kakusei Ky is the super-powered version of Ky that you face at the end of
GG Boost/Scramble mode. He becomes playable under the following conditions:
beat Boost or Scramble mode, then choose not to return to the factory and 
defeat the giant Robo Ky that appears. Note that in order to have this 
option, you must be playing on at least Normal difficulty, have not used any 
warp points, and have earned at least 1,400,000 points. After defeating the 
giant Robo Ky, if EX Ky has already been unlocked, you can now play as 
Kakusei Ky. Press start on the character screen twice (to make a blue medal 
appear) and you will now be Kakusei Ky.

Kakusei Ky always has maximum tension and is in a Dragon-Install-like mode.

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   8
Kick                                      K                 R/J   12L
Slash                                     S (close)         R/J   22
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R     37
Dust                                      S+H               R/X   15M
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     14L
Crouching Slash                           c.S               R     25
Crouching Hard Slash                      c.H               R     30x2
Sweep                                     c.S+H             R/J   30L
Jump Punch                                j.P               R/J   12M
Jump Kick                                 j.K               R     16M
Jump Slash                                j.S               R/J   22M
Jump Hard Slash                           j.H               R     33M
Air Dust                                  j.S+H             X     30M
Forward Punch                             f+P               R     30
Forward Kick                              f+K               R     24
Forward Hard Slash                        f+H               R/J   36x2
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         R     60
Air Throw                                 (T) j.f/b+H       -     60
Back Attack                               K+S               R/J   20
Line Change Attack                        F+P               R/J   36
Line Tobashi Attack                       F+S               R/J   37

Normal Moves    
Stun Edge Charge Attack                   qcf+S             -     20x3
Ray Divider                               qcf+H             -     20x5
Midair Stun Edge                          j.qcf+S/H         F     33
Vapor Thrust                              dp+S; j.dp+S/H    R     40+25x2
Vapor Thrust Beta                         dp+H              R     40+25+24+30
Needle Spike                              qcf+K             R     24x2+36
Crescent Slash                            qcb+K             R     24
Grand Vapor Thrust                        qcb+S             R/F   10+24+16
  --> Kiriharai                             --> qcb+K       R     10
Elegant ni Kiru                           (T) dp+P          R     70

Tension Moves
Aces High                                 hcb, f+H          R     36x4+25x4
Ride the Lightning                        j.hcb, f+H        -     60+12x2+40
Sacred Edge                               hcb,f+P           F     40xn

FRC Timings:
Midair Stun Edge: ?-frame window just before landing.
Grand Vapor Thurst: ?-frame window on first hit.
Sacred Edge: ?-frame window as first bolt of lightning appears.


5. SOUNDTRACK 

One of the best features of the Guilty Gear games is the soundtrack, a
punk rock/heavy metal type that sticks in your mind and refuses to leave.
I mean, as groundbreaking and as fun as Street Fighter II was, its music
wasn't that great, and only hardcore fans can remember how it goes. 

Isuka takes a different tack from previous games - each character no longer
has an individual theme (since you may face multiple opponents at once);
rather themes seemed to be based mostly on which stage you're on.

The soundtrack went on sale April 21st, by Scitron Discs (KDSD-00036);
it comes on one disk.

01. The God Bites Own Lip in Chagrin (Opening)
02. Sheep Will Sleep(If You Become Fatigued)(Wilderness Gravemarker - Sol, Ky)
03. Exceptional Routine Work (May Beach - Johnny, May, Dizzy)
04. Drunkard Does Make Wise Remarks (England - Axl, Bridget)
05. Riches in Me (Pirate Fort - Slayer, Potemkin)
06. Drumhead Pulsation (Colony - Anji, Baiken, Chipp)
07. Home Sweet Grave (Kingdom Cemetary - Faust, Zappa)
08. The Irony of Chaste (Paris - Millia, Venom)
09. Lady Fascination (China - Jam)
10. Push a Bush (Hells Forest - Testament, Eddie)
11. Kill Dog as a Sacrifice to Dog (Antarctica - Leopaldon)
12. The Cat Attached to the Rust (Ending)
13. Hunt a Soul (Menu)
14. Confrontation (Vs)
15. Might is Right but Tight (Win)
16. Calculating King (Continue)
17. Lost My Holdings (Game Over)
18. Peep (Character Select)
19. Hurry Somebody Up
20. The Fellow (Who Makes it Bored is Killed)

There are also several tracks present in the console release that were not
in the arcade release and are therefore not on the OST. These tracks
will be released on the upcoming Drama CDs released October, November,
and December of 2004.

Quicksilver (Frasco - A.B.A)
The Out of the World (Boost Mode Stage 5)
D.M.01 (Color Edit Mode)
Death Simpers at an Exit (Boost Mode Stage 4)
The Blues Practice (Boost Mode Stage 3)
Holy Orders? (Undersea Factory - Robo Ky)
D.M.00 (Factory Mode)
Fille de Vent (Boost Mode Stage 1)
Rift in the Clouds (Boost Mode Stage 2)


6. TRANSLATIONS

Here I will provide translations from Japanese into English of various
aspects of the game. In-game quotes are translated a bit more loosely than
the move names in an effort to make them sound natural. Also, I didn't bother
to translate quotes that are just moans/groans/yells/whatever.
I'm a half native-speaker of Japanese so I am reasonably sure of these 
translations, but if you have a different opinion, feel free to contact me. 

General Terms
Ougi: An often-secret, often-powerful technique of a particular school of
      fighting
Iai: A style of fighting characterized by rapid sheathing and drawing of
     a katana from its scabbard. Used in this game by Johnny and Baiken.

ANJI MITO
Move Names
 Shitsu: Rapidness
 Fuujin: God of Wind
 Nagiha: Calm Blade
 Hitoashitobi: One-step Jump
 Shin: Ichishiki: Needle: Type One
 Kou: Crimson
 On: Shadow
 Kai: Commandment
 Shin: Nishiki: Needle: Type Two
 Tenjinashi: Feet of the Gods
 Issei Ougi: Sai: Absolute Ougi: Brilliance
 Kachoufuugetsu: The Beauty of Nature
 Zetsu: Suppress

Quotes
Pre-Battle
 Hajime kara tobashiteku ze? Tenuki sun na yo?: I'm giving it my best from
   the start... no pulling back, okay?
 Mataseta naa!: Sorry to keep you waiting!
 Iiwake de mo kangaetoki na!: Think up an excuse while you can!
 Nanpatsu ore ni ataru ka na?: Wonder how many times you can hit me?
 Joushoufuhai ga motto de ne...: Always win, never lose is my motto...
Win
 Tenchi ni musou no mai da!: This is a dance peerless in the world!
 Gifun wo shite ware ni oyobasu...: I got this far on indignation...
 Itsudemo aite ni natte yan ze?: I'll be your opponent anytime, okay?
 Seibai!: Punishment!
 Mijuku!: Amateur!
 Shoushi!: Pitiful!
Lose
 Konchikusho-!: Dammit!
 Nan da to-!: What the...!
 Sekai wa hiroi ze...: The world is wide...
 Doji tta ze!: I made a blunder!
 Tsugi wa honki wo dashite yaru!: I'll get serious next time!
Taunt
 Yaru ki ga nee nara kaen na!: If you don't feel like fighting go home!
 Nameten no ka?: Are you mocking me?
 Dokyou ga tarinee!: Not enough guts!
 Sekoi mane sun na yo na...: No need to be so simple-minded...
 Kousan nara sou ie tte no!: Just say it if you want to give up!
 Shimai nya kireru ze!: I'll end it here!
 Taikutsu da ze!: Boring!
Respect
 Ippon torareta ze!: I made a mistake!
 Kanaimasen naa...: I can't keep up with you...
 Koitsua odoroki da...: I'm surprised...
Scalpel Quotes
 Rinshi taiken!: A near death experience!
 Hatsu taiken!: A new experience!
 Shijidai kougeki?: A new age attack?
Dizzied
 Ch, chotto matte...: Hold on a second...
 Ma, mada yareru zo...: I-I can still keep going...
 Ka, kakatte koi ora!: C-come on and fight me!
Staggered
 Kora, chotto, hora!: Come on, wait, hey!
Psych Burst
 Otoko wo miseru ze!: I'll show you a man!
Psych Burst Counter
 Kekkan kireta ze!: I've burst a blood vessel!
Air Recovery
 (none)
Throw
 Chorochoro shiten ja nee!: Quit fooling around!
Dust
 Hora yo!: Take this!
 Tonjimai na!: Fly!

AXL LOW
Move Names
 Bentengari: Benten Harvest (Benten is the Buddhist goddess of wisdom)
 Rensengeki: Flashing Sickle Attack
 Kyokusageki: Melodic Chain Attack
 Sensageki: Rotating Chain Attack
 Rashousen: Delicate Bell Spiral
 Tenhouseki: Rock from the Sky
 Housoubako: Beehive
 Raieisageki: Lightning Chain Attack
 Shiranami no Homura: Thieves' Flame
 Byakuerenshou: Massive Sickle Flame
 Rensen Ougi: Midaregami: Sickle Ougi: Wild Hair

Quotes
Pre-Battle
 Hade ni ikimasu ka!: Let's make it flashy.
 Tekagen shite kure yo!: Go easy on me, okay?
 Tanoshiku yarou ze.: Let's have fun with this.
 Ude ga naru ze!: My arms are crying out!
 Koko wa, oresama no stage da ze!: This is MY stage.
 Chotto dake honki dashichau ze?: I guess I'll get a little serious...
 (vs. Sol) Danna! Hisashiburi da nee. Genki shiteta?: Hey! It's been awhile.
   How've ya been?
 (vs. Sol) Minogashite kunnai ka na? Ano CD arun da kedo.: How about you let
   me go? I have that CD...
 (vs. Sol) Kono shashin mite. Danna no kodomo jidai.: Look at this picture!
   It's you from when you were a kid...
(vs. I-No) Okashii na, anta no kao. Yoku mirun da yo na...: There's something
   about your face... I've seen it a lot...
 (vs. I-No) Ara, anta no kami suki da yo.: Ooh, I like your hair.
 (vs. I-No) Chotto mattee, anta no mune... tamaran...: Wait a sec, your
   breasts... won't fit...
Win
 Oyobi ja nai nee.: No one's calling you...
 Tatsun ja nee yo.: Don't stand up.
 Yametokya yokatta no ni...: I didn't want to have to do that...
 Choroi mon da ne!: Such a weak one!
 Cool ni kimetaro?: Wasn't that cool?
 Sassuga oresama!: As expected for me!
 Mengo mengo!: Easy, easy!
 Anta, yowai ne!: Hey, you're weak!
 O-ya-su-mi!: Good night!
 Yukkuri nete na.: Sleep well.
Lose
 Tsuyoi naa, oi...: Too strong...
 Kanben shite yo...: Give me a break...
 Ore tte konna mon?: Is this all I am?
 Yararechimatta yo... oi...: I'm done for...
 Are... owari?: Huh... it's over?
 Naande katen ka naa...: Why can't I win...
Taunt
 Bishi! To, ikou ze!: *Bishi*... here I go!
 Sorya, nai darou?: Nah, I don't think so!
 Chikin!: Chicken!
 Sora yo!: Take that!
 Amaaai!: Too easy!
 O, omitooshi sa.: That's my prediction.
Respect
 It's cool!
 Ii sen itteru yo!: Nice work
 Yo, dateotoko.: Hey, dude.
 Kaanawanee naa...: I can't keep up...
 Yaarujan!: You're pretty good!
 Kakkoii naa, anta.: You're pretty cool.
Scalpel
 Sokooo!: Not there!
 Kuse ni naru?: Is this going to be a bad habit?
Dizzied
 Yabee...: This isn't good...
 Koko wa doko?: Where am I?
 Ore... tobeteru?: Am I... flying?
Staggered
 Ashimoto da no shikai da no naaa!: Everything's upside down!
 Hoshi ga kireeei...: The stars are pretty...
 Aa, ore ga ippai iru...: Hey, there's lots of me...
Psych Burst
 Gan gan icchau yo!: This is going to be intense!
 Mou tomannai!: You can't stop me any longer!
 Suki ni shite!: Do what you want!
Psych Burst Counter
 Itai tsuu no!: I said that hurt!
 Aa soko motto aa ii aa ii...: Yes there, more, that's good...
 Shita kanjatta zo.: I bit my tongue...
Air Recovery
 Yoyuu...: Easy now...
 Doko miten da yo!: Where are you looking at!
 Kocchi da zee!: I'm over here!
Throw
 Yotto...!: Oof!
 Netena!: Go to sleep!
 Omoi na... anta.: You're heavy...
Dust 
 (none)

BAIKEN
Move Names
Tatamigaeshi: Tatami Flip
Youshijin: Spirit Thorn Formation
Mawarikomi: Reverse
Sakura: Cherry Blossom
Suzuran: Noble Dash
Youzansen: Spirit Cutting Fan
Kabari: Fishing Fly
Tetsuzansen: Iron Cutting Fan
Tsurune Sanzuwatashi: Linked Crossing of the Styx
Baku: Ki: Restraint: Turtle
Baku: Rin: Restraint: Tiger
Baku: Ryuu: Restraint: Dragon
Baku: Hou: Restraint: Phoenix
Garyou Tensei: Final Execution

Quotes
Pre-Battle
 Izayoi una yo.: The sixteen-day moon swells...
 Ippun tte tokoro ka.: This'll take about one minute.
 Tekagen wa muyou da ze.: No need to hold back.
 Heh, sou aseru na tte.: Heh, I said no need to rush.
 Ore no ken wa misemon ja nee zo.: This sword isn't for show.
 Meido ni okutte yaru yo.: I'll send you to Hell.
 Jikan ga torasenee sa.: This won't take long.
 Ikigan ja nai yo...: Keep it serious...
 ...wakazo ga!: ...young boy!
 ...komusume ga! ...little girl!
 ...toohenboku ga! ...idiot!
 ...bakemon ga! ...monster!
 ...magaimon ga! ...fake!
 ...ikareonna ga! ...angry woman!
 ...ossan yo! ...gramps!
 ...e, eeto... ...uh, uh...
Win
 Kentou chigai ka.: Different from what I expected...
 Fugainai ne.: How disappointing.
 Temaa tochimatta.: That took up my time.
 Kyoodo ni kaen na.: Go home.
 Ude ga sabichimau.: My skills'll rust like this.
 Tsumaranmon wo kichimatta.: I cut up something useless.
 Omae ja yakubusoku da.: You're a disappointment.
 Udenarashi ni mo naranee.: That didn't even make good practice.
 Samatsu na shiai da ze.: Such a trivial fight.
Lose
 Aitsu yori tsuyoi tte no ka...: You're stronger than "him"...
 Konna tokoro de...: Not here...
 Chikushou ga!: Dammit!
 Nasakenee...: Pitiful...
 Temee no kachi da...: Your win...
 Yaki ga mawatta ze...: The night air stirs...
 Ore ga... makeru?: I... lost?
 Aitsu ni au made wa...: Until I meet "him"...
Taunt
 Yatterannee!: Can't do anything!
 Nan nara saya de yatte yarou ka?: Maybe I should keep my sword in its sheath?
 Taigai ni shiro yo.: Do it somewhere else.
 Mamagoto nara... hitori de yanna.: If you're going to whine... do it alone.
 Nn, ttaku koshi ga samechimatta yo.: Ch, I've lost my taste for this.
 Aaa, miterannai yo.: Aaa, I can't even watch.
Respect
 Ano otoko yori tsuyoi...: Stronger than "That man"...
 Omoshiroku natte kita!: This has become interesting!
 Koitsu wa horidashimono da yo.: This is a good find.
 Anta no hou ga tsuyoi na, daga... waruku nai.: You're stronger... not bad.
 Koitsua, ikeru kuchi da na.: Not a bad way to do things.
 Hahaha, ii mon motten ja nee ka.: Hahaha, you've got a good thing there.
Scalpel
 Chikara ga hairenee...: I'm losing my strength...
Dizzied
 Me ga kasumiyagaru!: Eyes are misty...!
 Yacchimattta!: Got me!
 Uso daro...: You're kidding...
Staggered
 Ura wo kakareta ka!: Playing dirty, huh!?
Psych Burst
 Chintara yatterannai yo!: You can't just sit there!
Psych Burst Counter
 Uzai ttendaro?!: How annoying!
Air Recovery
 Oshikatta ne!: Too bad!
 Madamada!: Not enough!
 Amain da yo!: Too easy!
Throw
 Nameten ja nai yo!: Don't underestimate me!
 Shi ni na...: Die.
 Jama nan da yo!: You're a nuisance!
Dust
 (none)

BRIDGET
Move Names
Yoyo Haichi: Yoyo Release
Yoyo Hikimodoshi: Yoyo Return
Teishi: Stop
Hassha: Fire
Rolling Idou: Rolling Movement
Maintenance-chuu no Higeki: Tragedy During Maintenance
Ore to Kill Machine: Me and the Kill Machine

Quotes
Pre-Battle
 Ara? Sonna toko de netetara kaze hikimasu yo?: Huh? If you sleep there you'll
   catch a cold!
 Eeto... nechau hodo matasechaimashita?: Um... did I make you wait so much
   you went to sleep?
 Mou, neteru nante, kinchoukan nai desu yo.: Geez, you aren't nervous at all,
   sleeping like that.
 Motto sugoi torikku wo omise shimasu yo.: Let me show you a better trick.
 Tanoshinde tte kudasai ne.: Please enjoy this!
 Uchi ga kattara ohineri kudasai ne.: If I win give me some money, okay?
Win
 Ikimasu yo!: Here I go!
 Kyacchi suru made ga kyougi desu kara.: It's not over until the catch.
 Osomachisama deshita.: Well done.
 Yoyo ni shikaku wa nain desu yo.: Yoyo's don't have blind spots.
 E, to... guhou mo fude no ayamari...: Um... they say even mistakes of the
   brush get taught...
 Kaze no chikara wa anadoremasen ne.: Don't underestimate the power of the
   wind...
 Yappari ohineri wa irimasen...: You don't need to pay me after all...
 Kanpeki desu! Aa, hazukashii! Mou...: Perfect! Aa, how embarassing... geez.
 Shiage desu... iyan!: The finishing touch... yah!
 Saigo no torikku desu... etto, ima no nashi de.: Now the last trick... uh,
   never mind that.
Lose
 Kirei na kawa ga miemasu...: I see a pretty river...
 A, ojiichan?: Ah, grandpa?
 Are, uchi ga mieru?: Huh, I can see my house?
 Tenshisama da...: It's an angel...
 A, ohanabatake...: Ah, a flower field...
Taunt
 Motto tanoshimimahou yo.: Let's have more fun.
 Renshuu tsunda hou ga ii desu yo.: You should get more practice.
 Nanigoto mo kiso ga jouyou nan desu yo?: Everything needs a basis, you know?
Respect
 Kenka ga otokui nan desu ne.: Your strong point is fighting, I see.
 Dare ni demo torie wa aru mono desu ne.: Everybody has a redeeming feature.
 Etto, yappari kaette ii desu ka?: Um, so can I go home?
Scalpel
 Semete seijin suru made!: Wait until I'm legal at least!
 Moshiya hanzai?: Isn't this a crime?
Dizzied
 Me ga mawaruuu!: I'm dizzyyy!
 Are... makenai na...: Huh? It won't wrap around...
 Osora ga... mawaru!: The sky is... turning!
Staggered
 Hyaaama... mae ga...: Geez, in front...!
Psych Burst
 Saabisu shimashou!: Let me give you something special!
Psych Burst Counter
 Shizuka ni!: Quiet!
Air Recovery
 Shuuchuu shinai to...: Gotta focus...
 Abunakatta...: That was dangerous...
 Share ga tsuujinai?: You don't get it?
Throw
 Are?: Huh?
Dust
 Kore, muzukashiin desu yo...: This is difficult, you know...
 Hai, mawashimasu yo.: Okay, now I'll turn it around...
 Ohitotsu dou desu ka?: How about it?

CHIPP ZANUFF
Move Names
Tsuyoshishiki Ten'i: Fortitude Transportation
Tsuyoshishiki Meisai: Fortitude Camouflage
Genrouzan: Misty Illusion Slash
Resshou: Cold Palm
Senshuu: Piercing Heel
Rokusai: Foot Crush
Sakuganki: Rock Drill 
Zanseirouga: Star-splitting Wolf Fang
Banki Messai: Demon Extinction

Quotes
Pre-Battle
 Indou wo... watashite yaru ze!: I'll give you a requiem!
 Shisho... mitetekure yo!: Master... watch me now!
 Omae... shisou ga deteru ze?: You've got the shadow of death on you.
 Nanda, sono yoyuuzura.: What's with that calm attitude?
 Sassa to hajimeyou ze.: Let's get this thing started.
 Kudaranee.: Worthless.
Win
 Ososugin da yo!: Too slow!
 Subete jukuchi.: I know all about it.
 Himatsubushi ni mo nan nee.: Can't even kill time like this.
 Chi... yowen da yo!: Chi... too weak!
 ...ttaku, hanashi ni nan nee.: Geez, not even worth talking about
 HA! Beat It!
 Kamikaze!
Lose
 Shisho!: Master!
 Chikusho!: Dammit!
 Bakemon ga!: Monster!
 Maketawake ja nee zo...: It's not like I lost...
 Ore no jutsu ga...: My technique...
 Konna toroi yatsu ni...: ...by such a slow guy...
Taunt
 Hey sissy!
 Come on!
 Kiss my ass!
 Yaru ki an no ka yo?: You serious about this?
 nda, kono chikin ga.: What's up with this chicken...
 Tsumanne yarou da na: What a boring jerk.
Respect
 What the hell?
 Jesus!
 Dou nacchimattan da ore wa.: What's wrong with me...
 Doumo, choushi ga warui ze.: Something feels wrong...
 Mata motochoushi ja nee ka...: I'm not feeling fine still...
 Imaichi kimaranee...: I guess it won't end here...
Scalpel
 Culture Shock!
Dizzied
 Na, nani ga okitan da!: Wha, what's happening!
 Yume de mo miten no ka?: Am I dreaming?
Staggered
 Magure atari ka!: Lucky shot, huh!
Psych Burst
 Peesu wo ageru ze!: I'll raise the pace!
Psych Burst Counter
 Namen ja nee!: Don't underestimate me!
Air Recovery
 (none)
Throw
 (none)
Dust
 (none)

DIZZY
Move Names
Hajime wa Tada no Akari Datta n Desu: At first it was just for light.
Sakana wo Karu Toki ni Tsukatta n Desu: This was used for fishing.
Ki no Mi wo Toru Toki ni Tsukatta n Desu: This was to get fruit off trees.
Yoku Hanashi Aite ni Natte Kuremasu: They became conversation partners.
Hitori ni Shite Kudasai: Please leave me alone.
Necro Okotta Baai: When Necro Gets Angry

Quotes
Pre-Battle
 Kyou wa souji touban na no de...: Today's cleaning duty so...
 Kyou wa shokuji touban na no de...: Today's cooking duty so...
 Kyou wa uchiage to ka de...: Today's launch day so...
 ...hayaku kaeritain desu ga...: ...I'd like to go home quickly.
 ...minna wo matasetakunain desu ga...: ...I don't want to make everyone
   wait...
 ...Nagaku ha irenain desu ga...: ...I can't stay here long.
 (vs. Johnny) Are? Kyou wa "tsukekonda" ja nain desu ka?: Oh? Weren't you
   going to "take advantage" today?
 (vs. Johnny) May ni kotozukeraretan desu kedo...: I wanted to leave May
   a message, but...
 (vs. Johnny) Eetoo, "bangohannuki" ni shimasu yo.: Um, I'm going to skip
   dinner...
 (vs. Testament) Hai, minna nakayoku shite kuremasu.: Yes, everyone's
   treating me well.
 (vs. Testament) Arigatou, Testament.: Thanks, Testament.
 (vs. Testament) Johnny-san ga ichido asobi ni koi tte ittemashita.: Johnny
   said for you to come over and visit sometime.
Win
 Minna, katta yo.: Everyone, I won.
 Ano, mou kaette mo ii desu ka.: Um, can I go home now?
 Ikenai, yuushoku ni maniau ka na...: Ah, I might not make it to dinner...
Lose
 Doushite...: Why...
 Okaasan...: Mother...
 Otoosan...: Father...
 Minna... sayonara...: Everyone... goodbye...
 Otouban ga...: My chores...
Taunt
 Onegai, futari tomo yamete.: Please, stop it you two.
 Ii ko dakara yamete.: You're good kids, so stop that.
 Dou shiyou...: What should I do...
Respect
 Sore hodo no chikara ga aru no ni...: You have that much strength...
 Amari shigeki suru to kono kotachi ga...: If you provoke me too much these
   two will...
 Watashi wo koroshitai no desu ka?: Do you want to kill me?
 Aa, Undine, daijoubu da yo.: Ah, it's okay, Undine.
 Naze ka Necro ga yorokondemasu.: For some reason Necro seems happy.
 Fuku wo yogosu to minna ni okorarerun desu.: If I get my clothes dirty
   everybody will be angry...
Scalpel
 Kore wa nani?: What's this?
Dizzied
 (none)
Staggered
 Are? Nani ga...: Huh? What...
Psych Burst
 Aah!
Psych Burst Counter
 (Necro) Yatte kureta na!: Now you've done it!
Air Recovery
 (none)
Throw
 Onegai, yamete!: Please, stop!
Dust
 Nani?: What?
 Doushita no?: What's wrong?

EDDIE
Move Names
Eddie Shoukan: Summon Eddie
Shou Kougeki: Small Attack
Idou Kougeki: Moving Attack
Taikuu Kougeki: Anti-air Attack
Chuudanwaza: Mid-level Attack

Quotes
Pre-Battle
 Ikiru koto wo misetsukeru na.: Let me show you what it is to live.
 Ore wa tesuri ni ikiru mono.: I am one who lives caged.
 Shi yori fukai yami wo.: A darkness deeper than death...
 (vs. Millia) Kukuku... kisama no karada nara najimu darou.: Heheheh...
   your body is one I would feel at home with.
 (vs. Millia) Kisama sae inakereba! Morauzo, sono karada: If only you
   didn't exist! I'll claim that body.
 (vs. Millia) Sono karada ga hoshii no wa, aitsu no ishi ga nokotte iru
   kara ka.: Is it because of his will that I want your body...
 (vs. Slayer) Ningen de wa nai na, kisama nanimono da!: You're not human...
   what are you!
Win
 Koitsu no karada wo itadaku ka.: I'll take this body.
 Katta tokoro de nani ga erareru to iu no ka.: What can be gained by
   winning?
 Hayaku karada wo mitsukenakereba...: I must find a body quickly...
 Kisama ga shinde mo nao ikiru to iu no ni.: Even if you die you can still
   "live"...
 Kore kara ga moriagaru tokoro darou?: It gets better from here...
 Hito wo horoboshite mo ore ga ikiru koto wa nai!: Even if I destroy
   humans I am not "living"!
Lose
 Sadame na no ka...: Is this fate...
 Mitomen zo!: I won't accept this!
 Koko ga genkai ka...: This is the limit...
 Kietakunai: I don't want to disappear...
 Ningen gotoki nii...: Just like a human...
 Ore wa suroo sutaataa nan da yo!: I'm a slow starter!
 (vs. Millia) Kore wa... hikari?: This is... light?
 (vs. Millia) Naze da... atatakai...: Why... is it warm...
 (vs. Millia) Yami ga harete iku...: The darkness is lifting...
Taunt
 Akubi ga deru.: Makes me yawn.
 Motto agaite misero.: Try a little harder.
 Yaru ki ha aru no ka?: You really want to do this?
 Raku na mon da, bolantia ka?: Too easy, are you a volunteer?
 Nan no tsumori da?: What do you think you're doing?
 Marude kokkei da na.: Just too funny.
Respect
 Sasuga da na.: As expected.
 Homete yarou.: Let me praise you.
 Kikishi ni suguru.: Better than I've heard.
 Ningen ni shite wa...: Humans are...
 Te wo nukisugita ka...: Maybe I bit off more than I could chew...
 Ki ni iran...: I don't like this...
Scalpel
 Dairoku kankakusei!: Sixth sense awakening!
 Michi naru kankaku!: Unknown sensation!
Dizzied
 Baizai ga motan ka!: This vessel won't hold!
 Mazui...: Not good...
 Ku, matte kure!: Ku, hold on!
Staggered
 Suki wo tsukareta!: You got my weak point!
Psych Burst
 Karakatte yaru ka.: Trying to tease me, are you.
Psych Burst Counter
 Yatte kureta na!: Now you've done it!
Air Recovery
 (none)
Throw
 Shee!
 Showa!
 Shea!
Dust
 Yokete miro...: Dodge this...
 Tobe!: Fly!

FAUST
Move Names
Rerere no Tsuki: Rerere Thrust
Hikimodosu: Pull Back
Uisu!: Uisu! (a general type greeting/exclamation)
Koe ga Chiisai!: Voice is too soft!
Mou Icchou: UISU!: One more time: UISU!
Nani ga Deru Ka Na?: What's going to come out?
Ai: Love
Yariten Enshin Ranbu: Scalpel Centrifuge Chaotic Dance
Zenpou Idou: Moving Forward
Kouhou Idou: Moving Backward
Kubi Biyoon: Neck bouncing
Hana Daro? Ore, Hana Daro?: I'm pretty? Aren't I pretty?
Mettagiri: Reckless Cutting
Mae Kara Ikimasu Yo: Coming from the front!
Ushiro Kara Ikimasu Yo: Coming from the back!
Ue Kara Ikimasu Yo: Coming from above! 
Shigekiteki Zetsumeiken: Stimulating Destruction Fist
Na-na-na-nani ga Deru Ka Na!: Wh-wh-wh-what's going to come out!
Konshuu no Yamaba: This week's climax...

Quotes
Pre-Battle
 Hokenshou wa irimasen yo?: You don't need an insurance card...
 Himitsu no... Faust!: The secret... Faust!
 Ii mono wo misete ageyou: Let me show you something nice.
 Inu ga nishimukya, watashi wa burakku hooru.: The dog faces west, I'm a 
   black hole...
 Watashi ga kita kara ni wa iro iro to hoken wa dekimasen yo!: Since I'm
   here you can't insure anything!
 Hai hai, nanda are da ginga ichi!: Okay okay, number one in the universe!
Win
 Ope shuuryou, seikou desu.: Operation complete, it's a success.
 Asu ga tooge desu.: Tomorrow, the mountain pass.
 Nen no tame, kusuri wo dashimashou.: Just in case, let me give you some
   medicine.
 Tsugi itte miyou!: Let's go see what's next!
 Dame da korya!: This is no good!
 Tsugi no kanja ga matteru no de na!: The next patient is waiting!
 Sayoonaraaa: Goodbyeeeee...
 Mata aimashou!: Let's meet again!
 Jishuu wo otanoshimi ni!: Look forward to next week!
Lose
 Mata raishuu!: Next week!
 Ikezuu...: No good!
 Noroccharu!: I'll curse you!
 Sekai saidai no watashi ga yande shimau to ha anyoninyuni: To think the
   greatest in the world, me, would get injured blah blah blah..
Taunt
 Yakkai na kanja da...: What an annoying patient...
 Zannen da ga...: Sorry, but...
 Te wa tsukushita.: We're out of options.
 Kao furasshu!: Face flash!
 Anata wa yande iru...: You're sick...
 Masui ga tarinai ka na...: Not enough anesthetic?
Respect
 Chiryouhin omake desu!: No charge for treatment!
 Nau na yangu ni baka uke: Today's young ones are so...
 Moo taiin shite ii yo...: You can leave the hospital already...
 Guddo de naisu desu ne...: Good and nice...
 Iketemasu ne...: This is good progress...
 Kagayaitemasu yo!: Shining!
Scalpel
 G-spot!
 Suteki!: Marvelous!
 Benpi naotta!: My constipation's fixed!
Dizzied
 Buta ga tonderu...: Pigs are flying...
 Kirei na hoshi da...: Such pretty stars...
 Shiawase da naa...: How happy...
Staggered
 Nuhaa tsuuretsu!: Scathing!
Psych Burst
 Otonashiku shitenasai!: Behave yourself!
Psych Burst Counter
 Mukii!: Reverse!
Air Recovery
 Dakara abunai tte!: I said, that's dangerous!
 Nani sun no sa!: What are you doing!?
 Shinu ka to omotta!: I thought I was going to die!
Throw
 Sukirri! Shioaji!: Neat! Salty!
 Numetto! Soukai!: Mm, sweet!
 Poyoon!: Boing!
Dust
 Kakiiin!: Craaack!
 Hoomu ran!: Home run!
 Karaburi!: Strike!
Note: If Faust's moves/quotes sound dirty, it's because they ARE...
 
I-NO
Move Names
Taiboku wo Sasuru Te: Tree-stroking Hand
Kouutsu Onkai: Disharmonic Scale
Kyougen Jikkou: Comic Reality
Chemical Aijou: Chemical Love 
Madogiwa Desperate: Desperate by the Window
Genkai Fortissimo: Fortissimo to the Limit
Rensho Yuigon: Last Will and Testament

Quotes
Pre-Battle
 Nabutte ageru.: I'll make sport with you.
 Mou gaman dekinai no.: I can't hold it any longer.
 Temijikai ni shinde moraeru: Won't you die quickly?
 Mushi tte saa, jibun kara hi ni tobikonde kuru yo ne.: You know, bugs
   fly into flames on their own...
 Shinitakunaru made... ijimete ageru: I'll tease you until you want to
   die.
 Hajimari no aizu wa, shinigami ga doa wo tataiten da yo: The first sign
   will be Death knocking on your door.
 (vs. Sol) Gobusata, *bleep*yarou.: You haven't written, a**hole.
 (vs. Sol) Shitta koccha neen da yo.: I wouldn't know that.
 (vs. Sol) Dare ni iken shitenda temee?: Who do you think you're talking
   to?
 (vs. Axl) Kanguri sugiru to shinu yo.: Dig too deep and you'll die.
Win
 Saikou no koufun shita wa.: You got me excited.
 Tottemo jouzu datta wa yo.: You were great.
 Kuzu wa shosen kuzu nan da yo.: I guess trash will always be trash.
 Fuu, ase kaichatta: I broke a sweat...
 Motto semete yo, mada moekiranai no.: Come on harder, I'm not burning
   yet.
 Kuso yowee... taikutsudoori koshite muka tsuita yo.: So weak... so boring
   you've made me irritated.
Lose
 Tobisou...: I'm flying...
 Kuso ga!: Sh*t!
 Ii kanji yo...: That feels great...
 Ganbatta wa.: You did well...
 Mitomenee!: I won't accept this!
Taunt
 Watashi ga hoshiku nai no?: Don't you want me?
 Motto manzoku sasete hoshi no.: I need you to satisfy me.
 Aite ni nannen da yo, kuso ga!: Not a good match, you piece of ****!
Respect
 Koitsu ga mezurashiku aite wo hometeru ze!: Unusual to find a praiseworthy
   opponent!
 Soko soko tsukaeru yatsu ka motte yo!: I could use you!
 Pashiri ni narashite yaru tte sa!: I'll tame you to be my gofer!
Scalpel
 Otona no jikan?: Adult time?
 Adaruto no kanji...: Such an adult feeling...
 Yori no yotte konna yatsu ni!: Of all things, this guy...!
Dizzied
 A, aseranaide...: Don't be in such a rush...
 Ch, chotto kyuukei shinai?: Won't you rest a little?
 Temee tada ja sumasenee...: It's not enough for you...
Staggered
 Kono *bleep* ka!: This ****!
Psych Burst
 Hayaku sumasetai no.: I want to finish quickly...
 Sassa to kiero yo.: Just disappear!
Psych Burst Counter
 Watashi no ban ne.: Now it's my turn.
 *bleep* no bunzai de!: By such a *bleep*!
Air Recovery
 Motto yasashiku...: Be kinder...
 Hageshisugi yo...: Too rough...
 Fuzaketa mane shiyagatte...: Fooling around, are you...
Throw
 Shibarareru no, suki desho?: You like being tied up, don't you?
 Kirei na chi wo misete ne...: Let me see your pretty blood...
 Jamakuseen da yo.: You're a nuisance.
Dust
 Noboritsumete?: Going on top?
 Jitto shitete ne...: Stay still...
 Buchimakete yaru!: I'll blow you apart!

Note: If I-No's moves/quotes sound dirty, it's because they ARE...

JAM KURADOBERI
Move Names
Asanagi no Kokyuu: Morning Calm's Breath
Ryuujin: Dragon Blade
Gekirin: Imperial Wrath
Kenroukaku: Multi-tiered Sword 
Bakushuu: Explosive Kick
Mawarikomi: Reverse
Ashiharai: Sweep
Hyappo Shinshou: Hundred Step Keen Bell
Senri Shinshou: Thousand Li Keen Bell
Futsuono: Purifying Axe
Houeikyaku: Hawk Talons
Renhoukyaku: Daughter of Destruction
Choukyaku Hououshou: Purifying Leg Phoenix Ascent
Geki: Saishinshou: Violence: Crushing God Palm
Gasenkotsu: Narcissism

Quotes
Pre-Battle
 Sasa, tanto meshiagare, atashi no kobushi wo ne!: Eat up... my fist,
   that is!
 Sasa, tanto meshiagare, gekikara de yokereba ne!: Eat up... if you can
   avoid my Chinese violence!
 Kuradoberi Jam, tadaima tanjou aru!: Kuradoberi Jam, making an appearance!
 Chaccha to owaraseru yo!: Let's finish this quickly!
 (vs. Ky) Uchi no mise, otoko ten'in tarinai. Anata boui yaru yoroshi.: My
   store doesn't have enough male workers. You can work there.
Win
 Okawari wa ikaga?: Want seconds?
 Saraarai kettei aru!: Now to wash dishes!
 Asameshi mae aru ne!: That was easy!
 Chotto... yarisugita aru ne.: I think I overdid it.
 Ikiteru aru ka?: Are you still alive?
 Yowai... aru ne.: So weak.
Lose
 Ku... kuyashii...: No way...
 Konna tokoro de...: In a place like this...
 Maketa? Watashi ga...: Lost? Me?
 Tekagen shiranai hito ne!: You don't understand going easy!
 Minna no baito dai ga...: Everyone's part-time...
Taunt
 Taishita koto nai aru...: This won't be a problem...
 Nasakenai...: Pitiful.
 Usero.: Get lost.
 Kudaranai!: Worthless!
 Tanchou na seme ne.: Such boring attacks.
 Kyoseitsutsu... aru yo.: Like a meteor falling...
 Semete ougi de houmuru... aru.: At least finish with your ougi...
 Kikan... kikan aru.: Not working... not working.
Respect
 Sukoshi wa yaru aru ne.: You can do a little...
 Ii renkei aru ne.: Such nice cooperation.
 Sugoi waza aru ne.: Amazing technique.
Scalpel
 Asoko wa...!: Not there!
 Otomo no junsui wa...: A maiden's purity...
Dizzied
 Me ga mawaru aru...: I'm dizzy...
 Tatenai aru...: I can't stand...
Staggered
 Aiyayayayaya!: Oh deaaaaaaaar...
Psych Burst
 Janjan iku yo!: Let's go!
Psych Burst Counter
 Mou okotta aru!: Now I'm angry!
Air Recovery
 Muda aru!: Useless!
 Abunai aru!: Dangerous!
 Tsu, tsuyoi!: S-strong!
Throw
 (none)
Dust
 Suki ari!: Vulnerable!
 Jikansa aru!: Too slow!
 Buttobu yoroshi!: Fly away!

*Note: Jam's frequent use of "aru" in her quotes is a stereotypical Chinese
 accent in Japanese.

JOHNNY
Move Names
Zenpou Idou: Move Forward
Kouhou Idou: Move Backward
Kamae Cancel: Stance Cancel
Iainuki: Unsheathing
Ensenga: Swallow's Piercing Tooth
Sore ga Ore no Na Da: That's my name.

Quotes
Pre-Battle
 Eleganto ni kimeru ze?: Let's do this elegantly.
 Sumaato ni owaraseru ka.: Let's finish this with style.
 Mabataki suru hima wa nai ze.: I don't have time to fool around.
 Hiiroo no jouken wa? Saigo ni tatte iru koto da.: What makes a hero? He's
   the one who's still standing.
 Kaaten kooru wa uketsukenai ze.: You won't get a curtain call.
 Saki ni itte oku ga, ore wa paafekuto da ze.: I'll let you know, I'm 
   perfect.
 (vs. May) Shoubu ni puraibeeto wo...: Matches are private...
 (vs. May) Mochikomu mon ja nai ze.: They're not something to bring in.
 (vs. May) O, omae kitanee zo!: Y-you're dirty!
 (vs. Testament) Sou da na, sake de mo tsukiatte moraou ka?: Oh, why don't
   you come for some sake with me?
 (vs. Testament) Miren ka? Shinpai shinasan na.: Still attached? No need to
   worry.
 (vs. Testament) Ki ni naru nara asobi ni kuru ga ii sa.: If you're still
   worried you can come visit anytime.
 (vs. Dizzy) Doko de oboetan da? Sono kotoba.: Where did you learn that word?
 (vs. Dizzy) Aitsu wa!: That girl!
 (vs. Dizzy) May...
Win
 Nori ga warukatta na.: Your style's no good.
 Akirame ga kanjin da ze.: Giving up is fundamental.
 Sono hen ni shitoki na.: Let's leave it at that for now.
 Happii endo no jouken wa? Hansamu ga katsu koto sa.: What makes a happy
   ending? When the handsome one wins.
 Sensu ga chigaun da naa... sensu ga.: It's a difference in sense...
 Ore wa honki ni saseta no wa... misuteiku datta na.: It was a mistake to
   get me serious.
Lose
 Anbiriibaburu da ze...: Unbelievable...
 Hade ni yararechimatta ze...: Wonderfully done...
 Miren da ze...: Regrettable...
 Chotto te wo nukisugita ka...: I tried a bit too hard...
 Omae honki de yattaro...: You were serious...
Taunt
 Manaa ga waruin ja nai no?: Aren't you a little rude?
 Kakatte ki na?: Come on and fight.
 Paa to ikou ze?: Let's go.
 Motto hade ni ikou ze?: Let's be a little flashier.
 Yabo na mane shiyagatte...: Such coarseness...
Respect
 Anta wa nakanaka...: You're pretty...
 ...guddo da ze.: ...good.
 ...kimatteru ze.: ...decided.
 ...romanchikku da ze.: ...romantic.
 ...buraboo da ze.: ...bravo.
 ...ekisentorikku da ze.: ...eccentric.
Scalpel
 Ore wa noomaru da ze!: I'm normal!
 Ikasu!: Sharp!
Dizzied
 Na, nanka mieru zo.: I can see something...
 Ashi ni kichimatta...: I've tripped up...
 Yatsu wa... doko... da...: Where... is... he...
Staggered
 Kuritikaru ja nai!?: A critical!?
Psych Burst
 Aguresshibu ga shinjou de na.: Aggressiveness is the key.
Psych Burst Counter
 Shiriasu ni iku ze?: Let's get serious.
Air Recovery
 (none)
Throw
 Tottotoki na!: Take this!
 Hora yo!: Hey!
 Yudan shita na.: You took it too easy...
Dust
 (none)

KY KISKE
Quotes
Pre-Battle
 Ikimasu.: Here I come.
 Jinrai no yuen wo oshiemashou.: Let me teach you the way of lightning.
 Zenryoku de dekiru koto da.: I'll use all my power.
 Doushite mo tatakaimasu ka...: So it has to come to a fight...
 Ii shiai ni shimashou.: Let's make this a good fight.
 Kuchi de itte mo muda ka.: I guess you won't understand words, so...
 (vs. Sol) Karukunagaseru to omou na.: Don't think I'll go easy.
 (vs. Sol) Sukoshi tsukiatte morau zo.: Come along with me.
 (vs. Sol) Sakete wa tooren zo.: I won't let you get away.
 (vs. Jam) Naze watashi ga!: Why me!
Win
 Ii shoubu deshita.: That was a good match.
 Yoku ganbarimashita ne.: You did your best.
 Kore ga Fuuraiken no chikara da.: This is the power of the Fuuraiken.
 Konkai wa watashi no shoori desu ne.: It's my win this time.
 Mata, itsudemo oaite shimasu.: I'll be your opponent anytime.
 Jigoujitoku da na...: You reap what you sow...
 (vs. Sol) Naze... honki de tatakawanain da!: Why won't you fight seriously!
 (vs. Sol) Watashi de wa... fufuku na no ka!: Am I not enough!
 (vs. Sol) Ashirawareta mono da na.: I dealt with you.
Lose
 Koko made na no ka!: Is this the end!
 Makeru wake ni wa...: I didn't...
 Mi, mikirenai!: I can't avoid it!
 Ko, kokomade kite...: I, I got this far...
 Munen!: Regrettable...
 (vs. Sol) Ku, kuso!: D-dammit!
 (vs. Sol) Omae ni wa... katenai no ka...: Can't I win against you...
 (vs. Sol) Na... naze nan da...: Wh... why!
Taunt
 Anata de wa muri da.: It's impossible for you.
 Sore demo senshi desu ka.: You call yourself a warrior?
 Watashi wo okorasenaide kudasai.: Don't make me angry.
 Janen wo sutenasai.: Throw away your evil feelings.
 Kata ga amai desu ne.: Your form is underdeveloped.
 Itsumade sou shite iru tsumori desu ka?: How long are you planning to do
   that?
Respect
 Subarashii waza desu.: Wonderful technique.
 Marude kamiwaza da na.: Like a miracle.
 Kishin no gotoku ka...: Just like a demon god...
 Sasuga desu.: As expected.
 Keisatsukikou ni hairimasen ka?: Won't you join the police force?
 Ki ga nukenai na!: I can't let my attention slip from you!
Scalpel
 Nan te koto da!: How could this happen!
Dizzied
 Sakite wa torareta ka...: The front lines were taken...
 Me ga... kasumu...: My eyes... are misty...
 Ku...fukaku...: Failure...
Staggered
 Ku, yudan shita!: Damn, I was careless!
Psych Burst
 Ima shika nai!: Only now!
Psych Burst Counter
 Sasmasen!: I won't let you do that!
Air Recovery
 Kikimasen!: That won't work!
 Nante iryoku da...: Such power
Throw
 Shitsurei!: Sorry!
 Suki ari!: Vulnerable!
 Osoi!: Too slow!
Dust
 Yudan shimashita ne...: You were careless..
 Ikimasu yo.: Here I come.
 Iku zo!: Here I come!

MAY
Move Names
Iruka-san Yoko: Dolphin Horizontal
Iruka-san Tate: Dolphin Vertical
Houkoutenkan: Change of Course
Hakushu de Mukaete Kudasai: Please give them a round of applause.
Kyuukyoku no Dadakko: Ultimate Spoiled Child
Chouzetsu Monzetsu Kirimomi Daisenpuu: Superior Fainting Tailspin 
                                       Whirlpool
Deluxe Gosho Kawara Bomber: Deluxe Five River Delta Bomber
May to Yukai na Nakamontachi: May and Her Pleasant Friends

Quotes
Pre-Battle
 Taishita koto nasasou da ne.: This doesn't look like it'll be a problem.
 Kodomo da to omowanai hou ga ii yo.: Better not think I'm just a kid...
 Naite mo shiranai yo!: Not my fault if you cry!
 Ikku yo!: Here I come!
 Johnny... ganbaru kara ne!: Johnny... I'll do my best!
 Makenai yo!: I'm not going to lose!
 (vs. Johnny) May no fusenshou!: May's easy win!
 (vs. Johnny) ...tte no wa dou?: ...how about it?
 (vs. Johnny) Ii mon, Johnny shokujinuki!: Johnny skipped dinner...
Win
 Hehe! May no kachi na no da!: Hehe! This is May's win!
 Ehehe! Yoyuu da ne!: Ehehe! Too easy!
 Ahahaha! Minna, katta yo!: Ahahaha! Everyone, I won!
 Ahahaha! Yabou ni ippou zenshin: Ahahaha! One step closer to my goal!
 Ahahaha! Yatta ne!: Ahahaha! I did it!
Lose
 Johnny!
 Gomen ne, minna!: Sorry, everyone!
 Gomen ne, Johnny!: Sorry, Johnny!
 Mou sukoshi na no ni...: Just a little bit more...
 Tsuyosugi da yo...: Too strong...
 (vs. Johnny): Johnny no baka!: Johnny, you idiot!
 (vs. Johnny): Johnny no tako!: Johnny, you octopus!
 (vs. Johnny): Johnny no kechi!: Johnny, no fair!
Taunt
 Naanda yowachii ya.: So weak.
 Onna no ko ni teageru ki kai?: Trying to hurt a little girl?
 Honki dashi na yo!: Get serious!
 Yowaki nattan ja nai?: Haven't you gotten weaker?
 Motto abaretai no ni...: I wanted to let myself go...
Respect
 Sugoi ne, kara hodo ja nai kedo.: Amazing, though not as good as he is...
 Minaoshita yo!: I've changed my opinion of you.
 Kuchi dake ja nain da ne.: You're not just all talk.
 May, makechau ka mo?: May might lose?
 Yappari... tsuyoi na...: Strong after all...
Scalpel
 Sonna!: No!
 Gomen ne Johnny!: Sorry Johnny!
Dizzied
 Ohoshisama ga tonderuu...: The stars are flying...
 Kurakura suru...: Everything's spinning...
 Chotto tanna...: Hey, wait...
Staggered
 Tanma, tanma!: Mercy!
Psych Burst
 Tobashiteku yo!: I'll send you flying!
Psych Burst Counter
 Moo! Urusai!: Geez! Shut up!
Air Recovery
 Abunakatta na...: So dangerous...
 10 ten manten!: Ten points, full points!
Throw
 Baai baai!: Bye bye!
 Jaa mata yo!: See you later!
Dust
 Tondecchae!: Fly away!
 Hoshi wo miteki na...: Go see the stars.
 Mei rariato!: May lariat!

MILLIA RAGE
Move Names
Kousoku Rakka: Sudden Descent
Zenten: Forward Roll

Quotes
Pre-Battle
 Koroshi wa shinai...: I won't kill you...
 Itaku shinai kara...: It won't hurt a bit...
 Nigete mo ii no yo?: I don't care if you run.
 Anata ni tsukamaerareru?: Can you catch me?
 Chikamichi wa nasasou ne.: Guess there's no shortcut.
 Mabataki suru hima mo agenai.: You won't have time to fool around.
 (vs. Eddie): Kisama ga... kataki: You're... revenge!
 (vs. Eddie): Mou soko ni wa inai no ne...: You're no longer there, are you.
 (vs. Eddie): Kakera mo nokosenai!: I won't even leave a shell!
 (vs. Slayer): Yokei na kizukai yo.: I don't need your pity.
Win
 Yowai...: Weak.
 Suki ga oosugiru.: You recover too slowly.
 Bootoshiteru kara.: You weren't paying attention.
 Nakanaka yokatta wa... anata.: You weren't too bad.
 Oyasuminasai.: Good night.
 Nattoku ikanasou ne.: Looks like you understand now.
 Taikutsu na tatakai...: Such a boring fight.
 Sayonara...: Goodbye...
 Kuyashii?: Angry?
 (vs. Eddie): Kore de, Millia mo shinda wa.: Now, Millia is dead too.
Lose
 Amakatta...: I went too easy...
 Miren ne...: Too bad...
 Zato...
 Watashi wa...: I'm...
 Koko made ne...: This is it...
 Owatta...: It's over...
Taunt
 Baka na hito ne...: Such a fool...
 Tsumaranai ne.: So boring...
 Sore, senpou no tsumori?: You call that fighting?
 Kinasai...: Come on.
 Kowai no?: Are you scared?
 Anata, heta ne.: You're pretty bad.
Respect
 Anata sugoi yo ne.: Pretty amazing.
 Tanoshii hito ne.: Such an interesting person.
 Kawaii hito ne.: Such a cute person.
 Taikutsu sezu ni sumisou ne.: This won't get boring...
 Tsuyoi no ne.: So strong...
 Amaku miteta wa...: I underestimated you...
Scalpel
 Dame...: No...
 Soko wa...: There is...!
Dizzied
 Shimatta!: Damn!
 Mazui...: Not good...
Staggered
 Masaka!: Impossible!
Psych Burst
 Kime ni iku wa yo.: Let's end this.
Psych Burst Counter
 Tsume ga amai...: Your skills are weak.
Air Recovery
 Dekiru!: Not bad!
Throw
 Koko yo...: I'm over here...
 Gomennasai...: Sorry...
Dust
 (none)

POTEMKIN
Quotes
Pre-Battle
 Daa! Osokunatta na.: Daa! Guess I'm late.
 Uooo! Ikinobiru koto wo kangaero.: Uooo! Why don't you think about surviving.
 Kakugo wa dekita ka? Ikuzo!: You ready? Let's go!
 Saizen wo tsukusu koto da.: Let's finish this well.
 Ginmu wo suikou suru.: I will perform my duty.
 Inochi wo kakete kakatte koi!: Put up your life and come on!
 (vs. Slayer) Daitooryou kara hanashi wa kiiteiru, shoojiki, tanoshimi
   de shouganai.: I've heard about you from the President... honestly, I'll
   enjoy this.
Win
 Junchou ni susunde iru.: Making good progress.
 Mondai wa nai.: No problems.
 Mite no toori da.: As you've seen.
 Jitto shitero.: Stay down.
 Tateba kizu ga aku zo.: Stand up and your wounds will get worse.
 Shibaraku wa ugoken darou.: You won't be moving for awhile.
Lose
 Ginmu shippai.: Mission failed.
 Sumanu... daitooryou!: Sorry... President!
 Futei no yakara ni!: By an unpure...!
 Migoto!: Well done!
 Yasuyasu to wa iku ka!: Went too easy!
 Fukaku: I've failed!
Taunt
 Hikyoumono me!: Damn coward!
 Misokonatta zo!: You've made a mistake!
 Tachisarei!: Stand up and go home!
 Hokori wa nai no ka?: Don't you have any pride?
 Hazukasarashime ga!: An embarrassment!
 Tegotae no nai.: Unresponsive.
Respect
 Tegowai na...: Pretty strong...
 Ii ude da.: Good skills.
 Sou konakute wa!: It won't come to that!
 Makoto no senshi yo...: A true warrior...
 Datsubou sasurareru...: I salute you.
 Kanpuku shita.: I admire you.
Scalpel
 Wa, watashi wa chigau zo!: I-I'm not like that!
Dizzied
 (none)
Staggered
 Ba, baransu ga!: My balance!
Psych Burst
 Oora gekishin!: My aura trembles!
Psych Burst Counter
 Sasoi ni kakatta na!: You asked for it!
Air Recovery
 (none)
Throw
 (none)
Dust
 (none)
 
SLAYER
Move Names
Chi wo Suu Uchuu: Bloodsucking Universe
Eien no Tsubasa: Eternal Wings
Chokkagata Dandy: Direct Hit Dandy

Quotes
Pre-Battle
 Tatakai to iu mono wo gokyouju shiyou.: Let me teach you what fighting is.
 Ohatsu ni ome ni kakaru, soshite kore ga saigo da.: As soon as I see you,
   it's over.
 Shinpai shinakute mo ii, tekagen wa shiyou.: Don't worry, I'll go easy on
   you.
 Suman na, Sharon, zenza ga aru you da omataseshita.: Sorry, Sharon, but it
   looks like I have to take care of something.
 Aa, amari tsuma wo matasetakunai, isogasete morau yo.: Ah, I don't want to
   make my wife wait. Let's hurry.
 Fu, deeto no saichuu da to iu no ni, kimi mo busui da nee.: Hmph, in the
   middle of a date, too, you certainly are rude.
 (vs. Eddie) Ochita ka... oshii otoko wo nakushita.: So you've fallen...
   we've lost a good man.
 (vs. Potemkin) Watashi ni idomu nara mazu yatsu wo koete hoshii mono da.:
   If you want to provoke me you'd better be better than he is.
 (vs. Venom) Utsuwa de wa nai, asoko wa ikigurushii darou?: Not a vessel,
   suffocating, isn't it?
 (vs. Millia) Kimi wa Zato no... Zannen datta na.: You're Zato's... It was
   such a pity.
 (vs. Sol) Sasuga ni hima ni natte ne.: Since I had time on my hands...
Win
 Takaku tsuita ga ii jugyou datta darou?: It was a bit expensive, but it was
   a nice lesson, huh?
 Kono ippuku yori jikan ga kakaran to wa ne.: To think you didn't even last
   as long as a puff on this pipe.
 Shoujiki, mou sukoshi dekiru to omottan daga ne.: Honestly, I thought you
   could do a little better.
 Aa, kamawan, tekitou ni kutsuroidete kuretamae.: Ah, I don't care, go ahead
   and relax.
 Hashitanai you daga oodoburu wa manzoku dekinakute ne.: Seems vulgar, but
   I can't be satisfied with just an hors d'oeuvre.
 Michikusa wo kutta ga nakanaka tanoshimeta yo.: I had to loiter a bit but
   I had fun.
Lose
 Maamaa da na.: That was pretty good.
 Taikutsu shinogi ni wa natta yo.: That was just killing time.
Taunt
 Kimi no yowasa wa shitsurei da to omou da ga...: Your weakness is an insult 
   to me...
 Motto koko mo tsukaetamae.: Why don't you use THIS more?
 Kamawan yo, tasuke wo yobitamae.: I don't care, go ahead and call for help.
 Piriodo wo utou ka.: This period is boring.
 Maku wo sagarosou.: The curtain's falling.
 Finaare to ikou.: Let's cut to the finale.
Respect
 Midokoro wa aru na, daibu sama ni nattekita yo.: You have promise, I'm
   interested in you.
 Ii zo, sono mama taikutsu sasende kure yo?: Great, keep me entertained, okay?
 Ganbaru ja nai ka, sono choushi de tanomu yo.: You're trying your best, keep
   it up.
Scalpel
 Sharon, kore ni wa wake ga!: Sharon, there's an explanation for this!
 Shi ni mo masaru kutsujoku: A humiliation worse than death!
Dizzied
 Nn, naisu na tegotai da.: An excellent attack.
 Nu, ii tokoro he, goho!: Nice... shot!
 Kora, tatakun ja nai.: Hey, no hitting!
Staggered
 Hande wo yarisugi da.: I gave you too much of a handicap.
Psych Burst
 Seme te ni mawaru ka.: Let's go for offense.
Psych Burst Counter
 Hitoshi ga tarin yo.: One push isn't good enough.
Air Recovery
 Ima no wa nakanaka da.: That was pretty good there.
 Mou sukoshi fumikonda hou ga ii.: You should step in a little more.
 Oiuchi ga osoi yo.: Your followup is too slow.
Throw
 Shikkei.: Impertinent.
 Yosomi wa ikan yo?: Looking away won't get you anywhere.
Dust
 Tsuyome ni iku zo?: Let's try some power.
 Shoushou arakuiku zo.: I'll get a little rough...
 Suki ga medatsu na.: Your vulnerability is glaring.

SOL BADGUY
Move Names
Tatakiotoshi: Knockdown
Bukkirabou ni Nageru: Rough Throw

Quotes
Pre-Battle
 Kakugo wa dekiten no ka?: Are you prepared?
 Uzatte...: Annoying...
 Hevi da ze.: Heavy.
 Dou natte mo shiran zo!: Whatever happens isn't my fault!
 Warui ga oshimai da!: Sorry, but it's over!
 Mendokusee...: Annoying...
 (vs. Slayer): Intai shitan ja nee no ka?: Didn't you retire?
 (vs. I-No): Shibaraku da naa.: It's been awhile.
 (vs. I-No): Yarou wa doko ni iru?: Where is he?
 (vs. I-No): Nigasanee ze.: I won't let him run away.
 (vs. Ky): Shaanee na.: Guess I don't have a choice.
 (vs. Ky): Mata omae ka...: You again...
 (vs. Ky): Gokurou na kotta.: Such trouble...
 (vs. Axl): Bochi bochi da na...: So-so...
 (vs. Axl): LP de juubun da.: The LP is fine.
 (vs. Axl): Damatte oite ke!: Shut up!
Win
 Yareyare da ze.: Sheesh.
 Konna mon ka!: Is that all?
 Abayo.: See ya.
 Te no uchi wa oshimai ka.: That's it for your skill.
 Taikutsu saseyagaru...: Bore me...
 Mou owari ka?: Finished already?
 (vs. Ky) Nakigotoba wa kikanee zo.: I'm not listening to your crying.
 (vs. Ky) Maa, ganban yo.: Give up trying.
 (vs. Ky) Bouya dakara sa.: It's because you're a boy.
Lose
 Hevi da ze...: Heavy...
 Yareyare da ze...: Sheesh... 
Taunt
 Nan no mane da, sorya?: What the hell is that?
 Mibae wo misero.: Show me your skill.
 Kakatte koi yo.: Come on and attack!
 Mezawari nan da yo.: You're an eyesore.
 Usero!: Get lost!
 Yaru ki nee no ka?: Don't feel like it anymore?
Respect
 Yaru ja nee ka.: Pretty good.
 Joudeki da.: Good performance.
 Mazumazu da na.: That's tolerable...
Scalpel
 Mazui darou!: This ain't good!
Dizzied
 Kusou!: Dammit!
Staggered
 Kuso!: Dammit!
Psych Burst
 Ikki iku ze!: All at once now!
Psych Burst Counter
 Choushi ni noriyagatte...: Feeling high and mighty are you...
Air Recovery
 (none)
Throw
 (none)
Dust
 (none)

TESTAMENT
Move Names
HITOMI: Eyes

Quotes
Pre-Battle
 Koko kara saki ni wa ikasenai.: You won't get any further than this.
 Madoromi ni oboreru ga ii.: Go ahead and doze off.
 Kamishimo wo nugu ki ni wa naren ka.: Not used to taking off your battle
   clothes...
 Watashi ni kateru to omou no ka?: You think you can win against me?
 Onore no rikiryou wo wakimaero.: Let me test your strength.
 Orochi ni fukube da na asamashii.: Pitiful like a serpent in the gourd.
 (vs. Dizzy) Shiawasesou de anshin shita zo.: Seeing you happy puts me at
   ease.
 (vs. Dizzy) Sonna egao mo dekita no da na.: So you've been able to smile
   like that.
 (vs. Dizzy) Ii kazoku wo moteta na.: You've found a good family.
 (vs. Johnny) Kari ga dekita na.: I'm in your debt.
 (vs. Johnny) Ano ko wo tanonda zo.: I leave her to you.
 (vs. Johnny) Dizzy wa shiawase ka?: Is Dizzy happy?
Win
 Tengai no chi to shirekakawaru na.: Don't involve yourself in what doesn't
   concern you.
 Tanomu, mou konaide kure.: Stop coming, alright?
 Kono mori wa yogosan.: You won't stain this forest.
 Mou... au koto wa nai darou.: I don't think we'll meet again.
 Ogotta na.: What a luxury.
 Myoutai na do nai ka mo shiren na.: There might be strange retreats...
Lose
 To... toosan...: F-father...
 Chikara ga... tarinai...: I don't... have enough power...
 Mada... hayai!: Not... yet!
 Baka na, kono chikara ga...: Impossible, this power...
 Kono mama de wa...: Like this...
Taunt
 Genkai wo hikidase.: Try to the limit.
 Touki ga susuketeiru zo.: Your fighting spirit is stained.
 Motto yaru ga ii.: Try harder.
 Asamashii mane wo...: Such a pitiful manner...
 Enjaku ni hitoshii...: Just like a birdie...
 Muri wo sureba shi wo maneku zo.: Try to hard and you'll be asking for
   death.
Respect
 Naruhodo ude ga tatsu.: Your skill is impressive.
 Tamami ni shite wa yaru na.: Not bad for someone living.
 Chikara wo tsukawaneba naramai.: Guess I'll have to use my strength for
   this one.
 Tanoshimasete kureru.: This will be fun.
 Koeba kurushimi ga fuyasu dake da.: Resist and it will only hurt more.
 Numada chikara wo kakushite iru na.: Hiding your strength, are you.
Scalpel
 Nani!: What!
 Wa, watashi no himitsu ni chikazuku na!: Don't get close to my secret!
Dizzied
 Masaka...: Impossible...
 Kiiteru to iu no ka?: That worked?
 Ku, onore...: Damn you...
Staggered
 Ku, yaru na!: Not bad...!
Psych Burst
 Tekagen wa shinai!: I won't hold back!
Psych Burst Counter
 Honki ni saseta na!: Now you made me get serious!
Air Recovery
 (none)
Throw
 Itashikata nai.: No choice.
 Mada korinu ka.: Still punishment...
 Naze hiku koto ga dekinai?: Why can't you pull back?
Dust
 (none)

VENOM
Move Names
Ball Seisei: Ball Creation 
Shunkan Idou: Instant Movement

Quotes
Pre-Battle
 Bureeku da.: Time to break.
 Kimi ni you wa nai da ga...: I have no use for you, but...
 Soko wo doite kurenai ka...: Would you step aside?...
 Hajimeru ka.: So it begins.
 Katanarashi ni naru ka...: So I get to warm up...
 Yamuwoen ka...: So this is inevitable...
 (vs. Eddie) Gurou shite kureta na...: Now you're mocking us...
 (vs. Eddie) Tatoe mukuro dake demo...: Even if it's just a corpse...
 (vs. Eddie) Kaeshite morau zo!: I'll take it back!
Win
 Geemu setto da...: Game set.
 9 booru getto da.: Got the 9-ball.
 Ichido no chooku de juubun datta na.: One choke was enough.
Lose
 Kore made ka!: So it ends here...!
 Fukaku!: I've failed!
 Zato-sama...
 Watashi ga mijuku na bakari ni!: Am I so immature?!
 Koko ga hakaba ni naru to wa...: To think this will be my graveyard...
 Te mo ashi mo den to wa!: Giving up hand and foot...!
 Akirameru wake ni wa...: I can't give up...
 Watashi mo mairimasu...: Now I go...
Taunt
 Kyuu nashi de mo?: Even with no cue?
 Marude aite ni naran na...: Not even a worthy opponent...
 Kimi wa taikutsu da.: You're boring.
 Youchi na waza da na.: Such childish technique.
 Sore ga kimi no senpou na no ka...: That's your fighting style?
 Ocha no jikan ni shitai no da ga...: I'd love to have tea, but...
Respect
 Kore hodo to wa...: If you're this good...
 Odoroita na.: You surprised me.
 Nami no ude de wa nai na.: Yours is no ordinary skill.
Scalpel
 Ano kata igai ni...!: Nobody other than that person...!
Dizzied
 Ku, kehai ga yomen!: Damn, I can't read your aura!
Staggered
 (none)
Psych Burst
 Muda na jikan wa habukou ka.: Let's cut down on this waste of time.
Psych Burst Counter
 Faaru wo okashita na.: You've committed a foul.
Air Recovery
 Kochira no ban da na.: Now it's my turn...
Throw
 Suman na.: Sorry.
Dust
 Yukuzo.: Here I go...

ZAPPA
Move Names
Konnichiwa Sanbiki no Mukade: Good morning, three centipedes.
Sono Mama Kaette Konaide Kudasai: Please don't come back.
Hachiue: Potted Plant
Itasou, tte Iu Ka Itai: Looks like it hurts... or rather, it hurts!
Ochitoite Kudasai: Please stay down.
Chikazuku to Yukimasu: Come closer and you'll die.
Inu Kougeki: Dog Attack
Umareru: I'm fading away...
Kowai Yo~: I'm scared!

Quotes
Pre-Battle
 Faust-sensei wo mikakemasen deshita ka? Shuukaku nashi ka... Aaaaa!: 
   Have you seen Dr. Faust? I don't have a clue but... aaaa!
 Donata ka, donata ka tasukete kudasai tte itte mo na... haguoo!: Someone,
   someone please help me, I said... haguoo!
 Yabai, yabai tte! Kono mama dato... kitaaaa!: This is bad, this is bad...
   if this goes on... here it comes!
 (vs. Faust) Anata nara watashi no kurushimi gaa...: You might be able to
   ease my pain...
 (vs. Faust) Temijikai ni setsumei suru to desu ne... aaa...: To explain it
   quickly... aaa...
 (vs. Faust) Hayaku, ishi ga aru uchi ni...!: Hurry, while I still have my
   will...!
Win
 Nanja korya! Toriaizu kizetsu...: What is this! Well for now, faint...
 Mata mo fukuzatsu kossetsu da!: Another complicated bone fracture!
 Abosoborobierobuburo... mitana!: (gibberish) Did you see that!
 Ore no! Soshite! Akuma de ore no! Zetsubou...: Mine! And then! Perhaps
   mine! Despair...
 Kore wa! Ittai! Doushita! Mondesharo!: What! The heck! Is happening!
Lose
 Tattate kureru!: I'll curse you!
 Urameshii zo!: I'm bitter!
 Nani yue konna koto ni...!: What are you doing...!
 Oyasumi Zappa!: Good night Zappa!
 Nani ga nanda ka sappari da!: Somehow I feel great!
Taunt
 Kanben shite kudasai.: Give me a break.
 Nigasanai wa yo...: I won't let you run away...
 Keshiki ga keshiki ga keshiki gaaaa...: The scenery, the scenery, the 
   scenery!
Respect
 Kono karada igokochi ii wa.: This body is comfortable.
 Karada wo kaesu tsumori wa nai.: We don't want to give this body back.
 Nanka, senaka ga muzugayui na.: My back itches for some reason...
Scalpel
 Kore ga saishin no chiryou?: Is this the latest medical treatment?
 Anta sore demo isha ka?: Are you really a doctor?
 Kodomo wa netoke!: Put the kids to sleep!
Dizzied
 Ore ga warui no ka?: Am I evil?
 Doushite konna me ni?: Why do you look at me like that...
 Mou suki ni shite.: Do what you want...
Staggered
 Ko, koko wa ittai!: Wh-where is this!
Psych Burst
 Kiiiiiii!
Psych Burst Counter
 Zu ni norun ja nai yo!: Don't push for too much!
Air Recovery
 Itaku mo kayuku mo nai!: It doesn't hurt or itch or anything!
 Onore!: Damn you!
 Dakara shinjau tte!: I said, I might die!
Throw
 (none)
Dust
 (none)


7. MISCELLANEOUS TIPS

RANKS
In the Arcade version of Guilty Gear, players bought cards for a network
service called "AW-Net". By playing and beating other opponents, they
could earn points and gain ranks along the following rank tree. The
higher ranks obviously required more wins and a higher win percentage.
In the console version, the enemies you face in arcade mode may have a
specific rank (indicated by an icon over their health bar). When you defeat
them, you 'steal' their rank. When you end Arcade mode, you can see how
many ranks you've taken from everybody (you can also check this in the
Options). Each rank gives you a certain number of points (also displayed
over the life bar) the use of which will be explained below.
You also get a rank; your rank is equivalent to the rank of the highest
computer player you've beaten. In versus mode, ranks are not transferred.

                             Minarai (Apprentice)
                                      |
               -------------------------------------------------
               |                                               |
        Akurai (Evildoer)                      Shiganhei (Volunteer Soldier)
               |                                               |
  Shoukinkubi Lv. 1 (Bounty Level 1)          Kakyuuhei (Lower Class Soldier)
               |                                               |
       Shoukinkubi Lv. 2                         Shienhei (Support Soldier)
               |                                               |
       Shoukinkubi Lv. 3                        Shintaiin (New Squad Member)
               |                                               |
       Shoukinkubi Lv. 4                             Taiin (Squad Member)
               |                                               |
       Shoukinkubi Lv. 5                  Tokuha Taiin (Special Squad Member)
               |                                               |
       Shoukinkubi Lv. 6             Joukyuu Taiin (Upper Class Squad Member)
               |                                               |
       Shoukinkubi Lv. 7                        Shoutaichou (Lower Captain)
               |                                               |
       Shoukinkubi Lv. 8                         Daitaichou (Upper Captain)
               |                                               |
       Shoukinkubi Lv. 9                         Shugotenshi (Guardian Angel)
               |                                               |
  Shitei S Kyuu Shoukinkubi (S Class Bounty)     Shugokami (Guardian God)
               |                                               |
    Sekai Shimei Tehai (World Wanted Suspect)        Danchou (Commander)

There are also special ranks on both sides; computer opponents may be these
ranks as well.

  Sarashikubi (Beheaded Criminal)                 Rakudai (Fallen Soldier)

         Knightbreaker                              Onikari (Demon Hunter)
               |                                               |
           Nightmare                               Ryuugari (Dragon Hunter)
               |                                               |
           Hellgate                                 Kensei (Sword Saint)
               |                                               |
           Hellrider                                      Eiyuu (Hero)
               |                                               |
             ?????                                           ?????

Sarashikubi and Rakudai are rather embarassing ranks, as you could only
get them by losing continuously while at the lowest rank. 

EX CHARACTERS
EX Characters are different modes to each character, usually with new
and altered moves and generally playing like a completely different
character. For instance, Jam loses all her kick attacks, and Johnny's
Mist Finers become reversals! To unlock EX Characters in GG Isuka,
first you must earn 100 points in Arcade mode. Every time you gain
100 points, you will be challenged by two EX mode characters (you can
tell they are EX immediately since their name will appear in red).
Defeating them will unlock EX mode for that character. While you
have more than 100 points, EX characters may also challenge you
randomly; again, beat them to unlock EX mode for that character. The
order in which they appear is random, and you might even get the same
one to show up numerous times, so it'll take quite a few playthroughs
of Arcade mode to earn EX mode for everyone. Zako A, Zako B, Zako C,
and Leopaldon do not have EX modes. Robo Ky Mark II is a little different;
you never face him in Arcade mode, so in order to unlock his EX mode,
you simply need to clear Scramble mode once.
To use EX mode, while the cursor is over the character on the select
screen, press start. This should make a little medal appear by their
name. Then your character will be EX mode.

LEOPALDON
Leopaldon is the boss of Arcade mode. He is actually unlockable simply
by playing Arcade Mode up to level 200, and beating him at level 200.
Keep in mind that you will first face him at level 100 and level 150,
and when you beat him those times, Arcade Mode will end. To start
Arcade mode at levels 101 and 151, after beating him at 100 and 150
respectively, simply go into the options menu and change the Arcade
mode starting level.
Leopaldon is unusual; his only vulnerable spot is his head - he
autoblocks attacks to other parts of his body. He cannot jump and
he only has two basic attack motions. He's fun but bizarre.

ZAKO A, ZAKO B, ZAKO C
Zakos ABC are the generic enemies you face in Boost Mode (Zako means
"trash). By clearing all 5 stages of Boost Mode, you can then play as
Zako A, B, and C! Their movesets are QUITE limited, so don't expect
to do much with them.

KAKUSEI SOL/KY
Kakusei Sol and Kakusei Ky are the powered versions of the duo you face
as the Stage 5 boss in Boost/Scramble mode. To unlock them, you must
clear Boost/Scramble on at least Normal difficulty without having used
any warp items (the winged blue bottles that occasionally show up),
having earned at least 1,400,000 points. You must also have unlocked
EX Sol and EX Ky first. Once you do so, pressing Start twice over their
pictures on the character select screen will cause a blue medal
to show up. This is the indicator that you have selected Kakusei Sol/
Kakusei Ky.

BOOST MODE
Boost Mode is a side-scrolling action-type mode similar to the old
Final Fight games and the like. Up to two players can go back and forth
beating up generic enemies and fulfilling missions.
The controls in Boost Mode are slightly altered in the game:
u - moves into the background
d - moves into the foreground
L1 - jump
R1 + any direction - Boost Dash in that direction
d,d - crouch
The Boost Dash is the easiest way to get around so get used to getting
it.

COLOR EDIT MODE
Color Edit Mode lets you pick colors from GGXX #Reload or GG Isuka's
arcade releases and assign those palettes as the fifth color (accessible
by L1 in Arcade Mode character select or by pressing left/right until
finding it in Versus/Boost modes). It also lets you edit the individual
colors in that palette to your heart's content. Here are some buttons
usable in Color Edit Mode:
O - select. Hold down and press left/right to select multiple boxes.
    Once multiple boxes are selected, press O again to adjust the
    uniform brightness of those boxes or select Gradation to make all
    the colors in the range gradations of the same color.
X - cancel.
L2 - Undo.
R2 - Redo
S - Copy. Can be used on multiple boxes.
T - Paste. Can be used on multiple boxes.


8. CREDITS
Sammy, ArcSystem Works, and Ishiwatari Daisuke for another great game
Wes Arnold for confirming Kakusei Sol/Ky release in Boost Mode

This FAQ copyright 2004 to Edward Chang. Retransmission in any form 
without express permission of the author is strictly forbidden.

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