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FAQ/Move List by EChang

Version: 1.0 | Updated: 04/16/06

GUILTY GEAR XX SLASH
FAQ/MOVELIST
   (v1.0, 4-16-06)
 by Edward Chang (chang dot 459 at osu dot edu)

Version History
v1.0 (4-16-06)
   First version.


Table of Contents
1. Introduction
2. Conventions
3. Basics
4. Moves List
5. Miscellaneous Tips/Tricks
6. Credits


1. INTRODUCTION

Guilty Gear XX Slash is a new, revised version of Guilty Gear XX. 
Yes, this is another revision after GGXX #Reload. As in #Reload, many
moves have changed properties, making some characters stronger, and others
weaker; there is also two new characters, A.B.A from Isuka and
a brand new Holy Order Sol.

What is Guilty Gear XX? Guilty Gear XX is the latest game in the Guilty
Gear series, a very underrated highly technical 2D fighting game with anime
style art and wacky characters. The first game, Guilty Gear, had a console
Playstation version, and didn't do that well. The sequel, Guilty Gear X: 
By Your Side, by contrast, did very well, and it was ported on the
Dreamcast. Two stripped down versions appeared on the Wonderswan, another
on the Gameboy Color, and an enhanced version, Guilty Gear X Plus, was
released on Playstation 2. GGXX #Reload has been ported to the PS2 and
more recently PSP; there is another game on DS as well as a "side"
game, GG Isuka, making the series very extensive. Nevertheless, GGXX
Slash is the first "core" game to come out since #Reload.


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
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
D     -- Dust

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
c.    -- move must be performed crouching
j.    -- move must be performed in midair
(.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
-->   -- followup
 

3. BASICS

GAUGE BASICS
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, Faultless Defense, Instant Kill, Dead Angle Attacks, 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 FD or Instant Kill.
At between 1/4 and 1/2 full, it is green, and can be used for False Roman 
Cancels. 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. So in other words, 
try not to turtle.

Burst Gauge
The Burst Gauge is new to 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
D 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. This version
has no invincibility on the way down, so if your opponent sees it coming
and blocks, you'll almost definitely be counterattacked. 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. This version is also invincible to strikes on the way
down, making it harder to counterattack if the opponent should block.

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 Dizzy 
has lost this ability.

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; Johnny and I-No have altered forward
dashes; Slayer has unique ground dashes; and A.B.A can only dash in Moroha
mode.

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. The exceptions are Dizzy's Gamma Ray and
Justice's Gamma Ray, which take a full 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. If you successfully hit
with this move, the opponent instantly loses the round, no matter how much
health he or she has left. To perform an instant kill, press all four attack
buttons at the same time. This will put you into instant kill mode. While
in instant kill mode, your tension gauge gradually decreases. You will be
unable to perform any other move that requires tension. Also, if your tension
runs out, you will slowly lose health instead. Once you perform the move, or
once you cancel instant kill by pressing all four buttons again, you will
no longer lose tension/health. The instant kill is performed by pressing
qcf, qcf+H, with one exception: May, whose instant kill is hcf, hcf+H. Again,
the property of each instant kill is different. Also, regardless of whether
you hit with the instant kill or not, you will lose your tension gauge for
the rest of the round.

Dust Attacks
Formerly performed by pressing S+H, in GGXX the Dust Attack is performed
simply by pressing the handy new Dust (D) button. 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 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 d+D will perform a sweep. The sweep must be blocked low, and if it
hits, the opponent will be knocked to the ground.

Knockdown (Air Dust)
Pressing D in midair will perform a unique attack. "Knockdown" is somewhat
of a misnomer as the properties of this move vary from character to 
character but for most it either knocks down or knocks back against the wall.

Throw
Throws must be performed extremely close to the opponent, by pressing either
f+H or b+H. They are usually very damaging, 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 are 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. Other moves that are useful
as anti-airs can also be jump cancelled, so you can counterattack with
a combo should you successfully hit an opponent who's trying to jump in.

Roman Cancel
By pressing three attack buttons other than D at the same time, you can
perform a roman cancel. This will stop all recovery time of a move and allow
you to attack 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 to 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 - most within
2-3 frames of animation (1/30 to 1/20 of a second). 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. 

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.

A.B.A
Hard Slash (H) Moroha Mode, Counter Only
Fukumetsu (b, f+S after Masshou)
Shoukyaku (qcf+K in Normal Mode)
Kashitsu (hcf+K in Moroha Mode), if blocked standing
Henshitsu (hcb, hcb+S in Moroha Mode)

Holy Order Sol
Forward Kick (f+K) Couter Only
Forward Hard Slash (f+H)
Lv1 Blockhead Buster (qcf+P) Second Hit if First Hit hits
Lv2-3 Blockhead Buster (qcf+P) All Hits if First Hit hits
Dragon Install: Sakkai (hcb, hcb+S) First Hit

Slayer
Hard Slash (H)
Forward HS (f+H) Counter Only
Air Dust (j.D) Counter Only
Under Pressure (S/H during Dandy Step) Counter Only
Chi wo Suu Uchuu (hcb+H)
Chokkagata Dandy (MA qcb, qcb+S) Noncounter Only

I-No
Forward HS (f+H) Counter Only
Taiboku 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) Counter Only
Sword: Chikazuku to Yukimasu  (hcb+H) Noncounter Only

Bridget
Special (d/f+P) Counter Only
Special (j.d+S) Counter Only
Roger Rush (qcf+H during Yoyo Haichi)
Roger Get (rdp+H during Yoyo Haichi) HIgh Air version First Hit
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
Forward Hard Slash (f+H) Counter Only

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

Eddie
Hard Slash (H) Counter Only

Potemkin
Crouching Slash (c.S) Counter Only
Jump Slash (j.S) Counter Only
Forward Kick (f+K)
Megafist Back (qcb+P) Counter Only
F.D.B. (hcb+S) Noncounter or Projectile Reflect
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 (MA D) Counter Only

Baiken
Forward Kick (f+K) Counter Only
Kabari (hcf+H)
Baku (GC b, hcb+P/K/S)

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

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

Axl
Far Slash (S) Counter Only
Crouching HS (c.H)

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

Venom
Hard Slash (H) Counter Only

Testament
Hard Slash (H) Counter Only
Master of Puppet (qcf, qcf+H) First Hit

Dizzy
Far Slash (S) Fourth Hit
Forward Hard Slash (f+H), Counter Only

Robo Ky
Hard Slash (H) Counter Only
Forward Hard Slash (f+H) Counter Only


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      1.06
May       1.13          Millia  1.44            Eddie   1.13
Potemkin  0.75          Chipp   1.61            Faust   1.00
Baiken    1.38          Jam     1.13            Johnny  1.00
Axl       1.13          Anji    1.13            Venom   1.00
Testament 1.00          Dizzy   1.31            Robo Ky 0.78
A.B.A     0.78          OrderS  0.94

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.

Fortress/Faultless Defense
By pressing P+K while guarding, your character will be surrounded by an
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.
However, you must still pay attention to attack levels, and if 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.

Air Recovery ("Teching")
If you are knocked into the air, you can press any attack button
besides D 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. The higher level the move,
the longer it takes before you can air recover; counter hits add
to this time.

Dead Angle Attacks
Dead Angle Attacks serve as universal counter attacks. They are performed
by pressing forward and two attack buttons aside from D 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 less (making it easier to
counterattack), 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 can cancel the remaining recovery times for their
moves, if any, with another move.

Prorating
Some moves can alter the amount of damage that a combo will do after that
move, which is known as prorating. For instance, it is often popular to
start a combo with c.K since it usually hits low and will therefore
break a standing opponent's guard. To balance this out, most c.Ks prorate
70-80%, meaning all subsequent moves in the combo do that much less
damage than they would normally. Some moves do what is known as a forced
prorate, meaning that those moves prorate even if they come in the middle
of a combo.


4. MOVES LIST

This moves list is alphabetical by character name. 

Some move information was taken from Guilty Gear XX Slash Beat Encyclopedia,
the official mook to GGXX Slash (ISBN 4-7577-2530-2). At approximately $10 
US, this book is a steal. You can order it from Amazon Japan (
http://www.amazon.co.jp) or attempt to get it off of eBay, although you
will probably be ripped off on the price.

Each move description has the name, command input, damage, 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.

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

The time is around the same as when GGX took place. However, the goal of
"Defeat Dizzy for the bounty" has been fulfilled, and the goals this time are
different.

Dizzy's hiding place, the "Devil's Living Place", was discovered, and a series
of challengers arrived. Finally, Sol defeated Dizzy, but did not take her
life and left. Johnny arrived afterwards and offered to take Dizzy away;
the bounty money was awarded to Jam. Even Gabriel acknowledged this turn of
events.

After this Dizzy agreed to join Johnny and became a member of the Jellyfish
Pirates.

In the middle of his travels, Zato lost his life, and the Eddie began
controlling his body.

GGXX takes place a few weeks after the hunt for Dizzy concluded. Because of
this, some, like Bridget, do not yet know that the bounty has already been
awarded.

------------------------------------------------------------------------------
A.B.A
------------------------------------------------------------------------------
Height: 174 cm
Blood Type: an unknown fluid containing mercury
Weight: 34 kg
Birthplace: Frasco
Birthday: Doesn't know
Eye Color: Green
Likes: Travelling the world, curses
Important Items: Paracelsus, Key-shaped Things
Dislikes: Wasteful things, rivals in love
Voice Actor: Takimoto Mika
             Mori Toshimichi (Paracelsus)

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.

Basic Moves                               Command           C     Damage
(Normal)
Punch                                     P                 R/J   8
Kick                                      K                 R/J   12
Slash                                     S (close)         R/J   26
Far Slash                                 S (far)           R/J   26
Hard Slash                                H                 R     32
Dust                                      D                 R/X   15
Crouching Punch                           c.P               R/J   6
Crouching Kick                            c.K               R     8
Crouching Slash                           c.S               R/J   22
Crouching Hard Slash                      c.H               R/J   22x2
Sweep                                     c.D               R     25
Jump Punch                                j.P               R/J   10
Jump Kick                                 j.K               R/J   16
Jump Slash                                j.S               R/J   21
Jump Hard Slash                           j.H               R     38
Jump Dust                                 j.D               R     35
Forward Punch                             f+P               R/J   19x2
Forward Hard Slash                        f+H               R     53
Dead Angle Attack                         (GC) f+two        R/X   22
Throw                                     (T) f/b+H         -     40
Air Throw                                 (T) j.f/b+H       -     53
(Moroha)
Slash                                     S (close)         R/J   33
Far Slash                                 S (far)           R     24x2
Hard Slash                                H                 R     42
Crouching Slash                           c.S               R/J   33
Crouching Hard Slash                      c.H               R/F/J 28x2
Jump Slash                                j.S               R/J   33
Jump Hard Slash                           j.H               R     40
Forward Hard Slash                        f+H               R/J   38x2
Throw                                     (T) f/b+H         -     40

Normal Moves
Masshou                                   qcf+S             R     15/16
  --> Fukumetsu                             --> b, f+S      R     18/20
    --> Dangoku                               --> hcb+S     R/F   28/32
Ketsugou *1                               (j.)jcb+H         R     10/30
Ken'in *2                                 qcf+P             F     -
Shoukyaku *2                              qcf+K             R/F   35
Kihi *2                                   qcf+H             F     11
Shousei *3                                hcb+P             -     -
Houshoku *4                               rdp+H             R     48
Danzai *5                                 dp+H              R     25+35
Bunri *6                                  hcb+P             -     -
Kashitsu *7                               hcf+K             R     50
Konzetsu *4                               j.hcf+S           F     38

Tension Moves
Shoukou: Inmetsu                          j.hcb, f+P        R     26x4        
   --> Shoukou: Inmetsu (Fukuro) *4         --> qcb+K       R     26x4
Shoukou: Intoku *2                        hcb, f+H          F     68+20
Henshitsu *8                              hcb, hcb+S        -     10

Instant Kill
Muchi no Yami                             qcf, qcf+H        -     All

*A.B.A possesses two main modes, normal mode and Moroha (double-edged)
mode. In normal mode she cannot dash and has limited reach and damage.
In Moroha mode she can dash quickly and has more reach and damage;
however, she herself takes damage which will be referred to as "blood
damage" here. Some moves can only be performed in one mode or the other.
Using Shousei or Ketsugou will put A.B.A in Moroha mode. A timer will
appear under her name that slowly decreases. If A.B.A is knocked down
(except for by a Dead Angle), then roughly one-third of this gauge will
decrease at once. If A.B.A runs out, she'll perform an 'empty' motion
that leaves her vulnerable. This can be prevented by using other means
described below to return her to normal mode, which also give her back
some health.
A.B.A begins each round with three bloodpacks, which are used for some
of her moves. There is no way to gain more bloodpacks during a round.
*1 This move on the ground works as a throw first, and if the throw fails
   it performs an attack. In midair it functions as a simple attack. This
   move changes A.B.A from normal to Moroha mode or vice versa. If going
   from Moroha to normal mode, she gains back 80% of the blood damage
   she lost.
*2 Normal mode only move.
*3 Normal mode only move. Consumes a bloodpack to put A.B.A into Moroha
   mode.
*4 Moroha mode only move.
*5 Moroha mode only move. This move has super armor and can resist one
   move (A.B.A will still take half damage).
*6 Moroha mode only move. Consumes a bloodpack to put A.B.A into normal
   mode. She gains back 120% of the blood damage she lost.
*7 Moroha mode only move. This move hits mid and therefore cannot be
   blocked crouching; it also causes stagger if the opponent blocks
   standing.
*8 Moroha mode only move. Consumes a bloodpack to put A.B.A into
   "Goku Moroha" (Ultimate Double-edged) mode. Performing this refills
   about 40% of A.B.A's Moroha gauge. During Goku Moroha mode, the
   gauge decreases faster, A.B.A takes more blood damage, and her
   attack power is reduced to 80%. However, she gains the following
   bonuses: almost all moves start faster, she has no limitations on
   gatlings (any basic move can be cancelled into any different basic
   move), far S, stand H, sweep, and j.D can all be JCed, her jump is
   faster and at a lower trajectory, she can double airdash, Masshou,
   Fukumetsu, Danzai, and Kashitsu all gain FRCs, and Dangoku's and
   Konzetsu's FRC windows become 2F longer.

FRC Timing
Crouching Hard Slash (Moroha): 3-frame window on second hit
Dangoku: 2-frame window as weapon hits the ground
Shoukyaku 3-frame window as the kick comes out
Kihi: 2-frame window as she sweeps her arm
Ken'in: 3-frame window at the end of the dash
Shoukou: Intoku: 4-frame window as attack comes out
Konzetsu: 2-frame as A.B.A begins to fall
Masshou (Goku Moroha): 4-frame window as A.B.A swings arm down
Fukumetsu (Goku Moroha): 4-frame window as attack begins
Danzai (Goku Moroha): 3-frame window on first hit
Kashitsu (Goku Moroha): 3-frame window as attack begins

------------------------------------------------------------------------------
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                                      D                 R/X   20
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R     28
Crouching Hard Slash                      c.H               R     38
Sweep                                     c.D               R     28
Jump Punch                                j.P               R     10
Jump Kick                                 j.K               R     18
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     32
Jump Dust                                 j.D               R     40
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
Special                                   df+P              R     28

Normal Moves
Shitsu *1                                 qcf+P             -     18   
Fuujin *2                                 qcf+S/HS          R     30/46
  --> Nagiha                                --> S           R     30
  --> Hitoashitobi *3                       --> K           -     -
  --> Shin: Ichishiki                       --> P           F     10x6
  --> Rin                                   --> H           R     40
Kou *6                                    (GC) P            R     30+10x6+40
On *4                                     dp+HS             F     90 
Kai *5                                    qcf+P/K           R     32/50
Shin: Nishiki                             j.qcb+P           R     42

Tension Moves
Tenjinashi                                [d], u+K          R     30+15x13
Issei Ougi: Sai                           hcb, f+H          F     9x11+50
Kachoufuugetsu *6                         (GC) hcb+S        R     40x4

Instant Kill
Zetsu                                     qcf, qcf+H        -     All

*1 On hit, Shitsu turns into a second overhead projectile with damage 
   16x2.
*2 Fuujin can link only if it makes contact with the opponent.
*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, D, and Rin. 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: 2-frame window 2 frames after the last attack comes out
Shin: Ichishiki: 3-frame window before Anji reaches apex of jump
On: Cannot if throw connects. 3-frame window 3 frames after the grabbing
    motion begins
Issei Ougi: Sai: 3-frame window immediately before fan folds up

******************************************************************************
Changes from GGXX #Reload
Basic Property Tension gain during dash 25->30, dash speed 7.75->8.0, 
   vulnerable box on knockdown smaller
Guard Points Hit stop for Anji decreased by 2F
close S Hit box smaller horizontally, can be performed at far range
far S Now performed with f+S
D Has high guard point (19-24F)
c.K Hitback decreased
c.D Vulnerable box smaller down
j.P Hit box larger at tip of fan
j.D Startup 8F->10F, recovery 17F->14F, ground hit untechable time 14F->19F, 
   air hit untechable time 28F->19F
df+P New move
Fuujin (S) (qcf+S) Vulnerable box smaller forward, can go to followup even 
   during whiff, floats lower on air hit
Fuujin (H) (qcf+H) Untechable time 22F->31F, tension gain on startup 2.5->2.9,
   tension gain on hit 3.6->4.0
Shin: Ichishiki (P during Fuujin) Startup 32F->36F, tension gain on startup 
   1.0->1.6, automatically gains jump properties, does not increase guard 
   balance, can move before landing
Hitoashitobi (K during Fuujin) Tension gain on startup 1.5->1.7, lower body 
   vulnerable box during hop smaller
Nagiha (S during Fuujin) Hitback decreased, reach increased
Rin (H during Fuujin) New move
Shitsu (qcf+P) Transforms even on hit, startup 22F->21F, total 48F->46F
Shitsu (transformed) Two hits, guardable crouching, startup 26F->20F, damage 
   30->16x2, guard damage x2
Kai (K) (qcb+K) Ground bounces on hit, hit box larger horizontally
Shin: Nishiki (j.qcb+P) One hit, Damage 18x6->42, ground bounces on hit, 
   untechable time ->120F, Anji falls slower
On (dp+H) Ascending speed 1800->2100, startup 13F->11F, hit box larger 
   upwards, vulnerable box smaller upwards, hitback increased
Kou (P during guard point) Hit box larger upwards
Issei Ougi: Sai (hcb, f+H) Damage 12x11+50->9x11+50, recovery 40F->63F, FRC 
   window 2F->3F, untechable, 4 more hits during guard
Kachou Fuugetsu (hcb+S during guard point) When guard point succeeds, can 
   cancel that move's recovery into Kachou Fuugetsu, hit boxes and hitback 
   fixed so that it is easier to connect all hits

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

------------------------------------------------------------------------------
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     38
Kick                                      K                 R     16
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R     33
Hard Slash                                H                 R     42
Dust                                      D                 R/X   20
Crouching Punch                           c.P               R     28
Crouching Kick                            c.K               R     9
Crouching Slash                           c.S               R/J   34
Crouching Hard Slash                      c.H               R/F/X 40
Sweep                                     c.D               R     30
Jump Punch                                j.P               R     10
Jump Kick                                 j.K               R/J   18
Jump Slash                                j.S               R     28
Jump Hard Slash                           j.H               R     38
Jump Dust                                 j.D               R     44
Forward Punch                             f+P               R/J   32
Forward Kick                              f+K               R/J   36
Forward Hard Slash                        f+H               R/X   46
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     24
Special                                   j.f+P             R     16

Normal Moves  
Bentengari                                dp+S/H            R     46/36+24
  --> Axl Bomber *1                         --> dp+H        R     30
Rensengeki                                [b], f+S          R/F   20x3
  --> Kyokusageki                           -->  [u]/[uf]   -     35
  --> Sensageki                             -->  [d]/[df]   R     26x5
Rashousen                                 [b], f+HS         F     1+80
Tenhouseki *2                             qcb+P/K           -     80 
Housoubako *3                             dp+P              R     42
Raieisageki                               hcb+S/H           R/F   45/20x3
Axl Bomber                                j.dp+H            R     60
Kokuugeki                                 j.hcb+S           F     40

Tension Moves
Shiranami no Homura *4                    rdp+P             R     30+30+50
Byakuerenshou                             qcf, hcb+H        -     50x2+30x5

Instant Kill
Rensen Ougi: Midaregami *5                qcf, qcf+H        -     All

*1 Only links from HS version of Bentengari.
*2 P is a high reversal, K is a low reversal stance.
*3 Another reversal.
*4 Must link from Housoubako.
*5 Even though it looks low, this move may be blocked standing as well.

FRC Timing
Crouching Hard Slash: 2-frame window from when attack begins
Rensengeki: 2-frame window from when glowing sickles first thrust forward
S Raieisageki: 2-frame window at apex of jump
HS Raieisageki: 3-frame window 3 frames after bouncing off the ground
Tenhouseki: 2-frame window as he ties bandana
Kokuugeki: 3-frame window as he pulls sickle back in

******************************************************************************
Changes from GGXX #Reload
Basic Property Vulnerable box for feet on 1st and 5th frames during walking 
   larger, vulnerable box during air hit smaller
Throw Hitback increased
P Damage 32->28, Startup 7F->9F, tension gain on hit 2.6->5.3, hit box smaller
close S Startup 7F->8F
D Hit box larger
c.P Tension gain on hit 2.6->5.3
c.S Startup 9F->7F, recovery 21F->18F
c.D Startup 7F->9F
f+K Startup 11F->13F
j.S Startup 9F->10F
j.f+P Hit box longer
Bentengari (S) (dp+S) Startup 4F->5F, invincible 1-4F changed to invincible 
   above feet 1-4F
Raiei Sageki (S) (hcb+S) FRCable (24-25F)
Raiei Sageki (H) (hcb+H) Recovery 35F->43F, ground state at startup 3F->6F, 
   trajectory change with lever input easier, can be held
Axl Bomber (j.dp+H) Landing recovery 10F->11F, guard balance decrease 7->9
Axl Bomber (dp+H during H Bentengari) Damage 55->30, tension gain on hit 4.8->
   2.4, can be cancelled into Kokuugeki on hit or guard
All Tenhousekis (qcb+P/K) Damage 110->80, prorating 50%, FRCable (2F after 
   tying bandanna)
Hachisubako (dp+P) Hit box larger
Kokuugeki (j.hcb+S) New move

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

------------------------------------------------------------------------------
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                                      D                 R/X   20
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R     32
Crouching Hard Slash                      c.H               R/X   18x3
Sweep                                     c.D               R/J   30
Jump Punch                                j.P               R     10
Jump Kick                                 j.K               R/J   18
Jump Slash                                j.S               R     32
Jump Hard Slash                           j.H               R     40
Jump Dust                                 j.D               R/F/X 50
Forward Punch                             f+P               R/J   15+25
Forward Kick                              f+K               R     24
Forward Hard Slash                        f+H               R/J   56
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves 
Tatamigaeshi                              (j.)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     44
Kabari                                    hcf+H             R     12
  --> Tetsuzansen                           --> S           R/F   36+15

Tension Moves     
Tsurane Sanzuwatashi                      qcf, qcf+S        R     60x3
Baku: Sakura *5                           (GC) b, hcb+P     R     10
Baku: Tsuki *6                            (GC) b, hcb+K     R     10
Baku: Tsuru *7                            (GC) b, hcb+S     R     10
  --> Followup *8                           --> P/K/S/H/D   R     Varies   
Instant Kill
Garyou Tensei                             qcf, qcf+H        -     All

*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 dash or jump for awhile.
*6 Opponent will take all counterhits (damage reduced to 75%) for
   awhile.
*7 Opponent will not be able to guard next attack.
*8 Followup can be performed from any version of Baku. P is a dash
   backfist that does 15 damage, K is a jumping axe kick that does 10x2
   damage, S is a slash attack that does 20 damage, H is a small spin
   attack that does 24 damage, and D is a catch attack that does 5x7
   damage. If the followup hits, the opponent will be unable to use
   that same button while Baku is active.

FRC Timing
Knockdown: 3-frame window 3 frames after flames first appear
Tatamigaeshi (ground): 4-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
Tetsuzansen: 2-frame window just as first hit begins

******************************************************************************
Changes from GGXX #Reload
Basic Property Vulnerable box for feet during air hit smaller, vulnerable box
   on knockdown smaller, vulnerable box for feet during jump smaller
Instant Kill Mode Total 64F->84F
close S Startup 10F->9F
H Damage 44->48, startup 11F->10F, active 2F->1F, recovery 22F->24F, only 
   gatlingable from close S and f+K
c.K Prorating 70%->80%
c.S Gatling to far S possible
c.H Damage 22x3->18x3, Startup 8F->15F, recovery 15F->8F, not JCable, only 
   gatlingable from f+K, staggers on hit, hit stop halved, first and second 
   hits pull opponent in
f+K Forward speed 800->920
f+H Damage 66->56, JCable
Tatamigaeshi (air) (j.qcf+K) Landing recovery 12F->14F
Suzuran (hcb+K) When guarding attack, hit stop for Baiken decreased by 2F
Mawarikomi (b,db,d+K during guard) Tension gain on startup 2.5->3.8
Sakura (b,db,d+S during guard) Tension gain on startup 1.5->2.3, tension 
   gain on hit 3.6->5.4, recovery 31F->33F
Youzansen (j.dp+S) If performed dp->uf, window for button input lengthened 
   by 8F
Tetsuzansen (S during Kabari) Two hit attack, Damage 12->36+15, first hit 
   FRCable (13-14F)
Baku (b, hcb+button during guard) Old versions gone, replaced with Sakura (P),
   Tsuki (K) and Tsuru (S) versions, followup attack possible by pressing any 
   attack button
Garyou Tensei (Instant Kill) No throw invincibility

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

------------------------------------------------------------------------------
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                                      D                 R/X   17
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R/J   30
Sweep                                     c.D               R/F   32
Jump Punch                                j.P               R     16
Jump Kick                                 j.K               R/J   20
Jump Slash                                j.S               R     26
Jump Dust                                 j.D               R     16x3
Forward Punch                             f+P               R     30
Forward Kick                              f+K               R/X   40
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     28

Normal Moves   
Yoyo Haichi                               H                 -     -
  --> Yoyo Hikimodoshi                      --> H           -     40
  --> Roger Rush                            --> qcf+H       -     36x5
  --> Jagged Roger                          --> (j.)qcb+H   -     20x3
  --> Roger Hug *1                          --> dp+H        -     30
  --> Roger Get *2                          --> rdp+H       F     20x2
  --> Rolling Idou *3                       --> (j.)qcb+K   -     -
Kick Start My Heart                       qcf+K             R     30
  --> Teishi                                --> P           -     40
  --> Hassha                                --> K           R     50
Starship *4                               (j.)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 *5                    hcb, f+H          -     25x12

Instant Kill
Shoot the Moon                            qcf, qcf+H        -     All

*1 Will pull the opponent in if it connects, regardless of whether they
   block or not.
*2 If Yoyo is placed high, a second low-hitting slide attack occurs. Only
   this version is FRCable.
*3 Bridget will jump towards the yoyo's current location. After a Roger
   Hug, you can do air throws and the like.
*4 Hits only three times in the air. Only ground version is FRC.
*5 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
Roger Get: 2-frame window as Roger dives forward

******************************************************************************
Changes from GGXX #Reload
c.D Hit box larger forward
j.S Damage 32->26
j.d+S Damage 35->28, hit box smaller
j.D Landing recovery 6F->4F, pulls opponent in, floats opponent on hit
f+P Prorating 90%
f+K First hit removed, startup 17->23, attack level 3->4, damage 20x2->40, 
   prorating 70%
All Yoyo Placements Can be placed while preparing to jump, lever can be 
   released earlier
Yoyo Placement (ground forward) Total 22F->27F
Yoyo Placement (ground diagonal forward) Total 22F->23F
Yoyo Placement (ground diagonal backward) Yoyo curves forward
Yoyo Placement (ground backward) Yoyo travels along ground
Yoyo Placement (air) Recovery 3F longer
Yoyo Hikimodoshi (ground) (H during placement) Startup 11F->12F, total 18F->
   20F, tension gain on hit 2.4->4.8, can be held to 100F
Yoyo Hikimodoshi (air) (j.H during placement) Startup 13F->14F, total 20F->
   22F, tension gain on hit 2.4->4.8, can be held to 100F
Roger Rush (qcf+H during placement) Total 32F->40F, maximum attacks 20->7, 
   maximum hits 5->3
Roger Hug (dp+H during placement) Startup 31F->35F, total 39F->40F
Roger Get (rdp+H during placement) New move
Maintenance-chuu no Higeki (hcf, hcf+S) Startup 1+7F->3+0F, invincible time 
   1-2F->1-3F, unblockable in air

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

------------------------------------------------------------------------------
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/J   28
Far Slash                                 S (far)           R/J   26
Hard Slash                                H                 R/J   36
Dust                                      D                 R/X   17
Crouching Punch                           c.P               R     6
Crouching Kick                            c.K               R     8
Crouching Slash                           c.S               R     28
Crouching Hard Slash                      c.H               R     34
Sweep                                     c.D               R     26
Jump Punch                                j.P               R     8
Jump Kick                                 j.K               R/J   16x2
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     26x2
Jump Dust                                 j.D               R     40
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

Normal Moves
Alpha Blade *1                            (j.)qcf+P         R     44
  --> Alpha Plus                            --> H           R     38
Beta Blade *2                             (j.)dp+S          R/F   45
Gamma Blade                               hcf+H             -     32
Tsuyoshishiki Ten'i *3                    d, d+P/K/S/H/D    F     -
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     22
    --> Senshuu                               --> qcf+K     R/F   30
Sakuganki                                 j.d+K             R     16x3
Shuriken                                  j.qcf+K           -     1

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

Instant Kill
Delta End *6                              qcf, qcf+H        -     All     

*1 Does 40 in midair.
*2 Does 40 in midair.
*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, H goes to above opponent, and D goes to above opponent behind
   them. Only H and D versions are FRCable.
*4 Makes Chipp semi-transparent.
*5 Long distance throw.
*6 Unblockable after the tension glow; however, the glow takes an extremely
   long time to appear after the command input.

FRC Timing
Genrouzan: 2-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 or third attack begins
Beta Blade (ground): 2-frame window as Chipp begins to fall
Tsuyoshi-shiki Ten'i (H and D): 1-frame window just as Chipp reappears

******************************************************************************
Changes from GGXX #Reload
Basic Property Vulnerable box during air hit smaller
Throw Opponent down longer
close S JCable
j.D No longer wall bounces, ground bounces on CH, untechable time 14F->18F
f+K Prorating 75% added, active 5F->7F, recovery 5F->3F, wall bounces on CH
Alpha Plus (HS during Alpha Blade) Startup 9F->7F, recovery 18F->12F, distance
   travelled shorter
Beta Blade (dp+S) One hit move, damage 30+26->45, tension gain on startup 
   2.0->4.8, tension gain on hit 6.0+2.4->6.0, untechable time 28F->30F, 
   invincible to throws 1-8F, FRCable (29-30F), hitback larger, automatically 
   gains jump properties
Beta Blade (air) (j.dp+S) One hit move, damage 28+18->40, tension gain on 
   startup 2.0->4.8, tension gain on hit 4.8+2.4->4.8
Resshou (qcf+S) Untechable time ->26F, floats opponent on CH
P Tsuyoshi-shiki Ten'i (d, d+P) Recovery 16F->14F, distance travelled halved, 
   moved behind opponent
H Tsuyoshi-shiki Ten'i (d, d+H) FRCable (13F) D Tsuyoshi-shiki Ten'i (d, d+D) 
   New version, FRCable (13F)
Air Taunt (j.qcf+K) Input changed, alternates between success and fail 
   versions
Banki Messai Hits 20->30, Damage 9x16+30x4->7x26+30x4

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

------------------------------------------------------------------------------
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                                      D                 R/X   20
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     18
Crouching Slash                           c.S               R/J   28
Crouching Hard Slash                      c.H               R     44
Sweep                                     c.D               R/X   46
Jump Punch                                j.P               R     12
Jump Kick                                 j.K               R     16
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     42
Jump Dust                                 j.D               R     30+40
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         -     50
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves 
Hajime wa Tada no Akari Dattan Desu       qcf/dp+S          F     20x3
Sakana wo Karu Toki ni Tsukattan Desu     qcf+H             F     55
Ki no Mi wo Toru Toki ni Tsukattan 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/S       -     45

Tension Moves
Imperial Ray                              hcb, f+S          F     40xn
Necro Okotta Baai *3                      df, hcf, b, f+P   -     0+34x6
Gamma Ray *4                              f, b, f, hcf+H    -     13x5+13x32

Instant Kill
Dizzy has no Instant Kill.

*1 P, K produces multiple bites. S produces an upward-moving laser; H
   produces a downward moving laser. Fish disappears prematurely if Dizzy
   is hit.
*2 P produces a bubble that goes sideways, K produces a bubble that dips,
   S produces a bubble that goes down further. 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.
*4 Requires a full tension bar to perform.

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 Tsukattan Desu: 2-frame window about 1/3 second after
   ice spike appears
Hajime wa Tada Akari Dattan Desu: 3-frame window 10-12 frames after scythe
   appears
Imperial Ray: 2-frame window from when the very first flame appears

******************************************************************************
Changes from GGXX #Reload
Basic Property Vulnerable box on air hit smaller, defense 1.13->1.31
Throw Damage 60->50
Air Throw Forced prorating 50%
Sweep Damage 38->46, recovery 33F->31F, noncancellable
j.P Prorating 90%
Hajime wa Tada no Akari Dattan Desu (qcf/dp+S) Gains dp version, active 
   46F->49F, FRCable (27-29F)
Yoku Hanashi Aite ni Natte Kureamasu (qcb+button) Disappears if Dizzy is hit
Ki no Mi wo Toru Toku ni Tsukattan Desu (rdp+S) Can be held to 100F, 
   disappears if throw or Necro Okotta Baai connects
Hitori ni Shite Kudasai (S) (j.qcb+S) Gains S version
Sakana wo Karu Toki ni Tsukattan Desu (qcf+H) Forced prorating 85%, hitback 
   increased, floats higher on CH

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

------------------------------------------------------------------------------
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   12
Slash                                     S (close)         R/J   30
Far Slash                                 S (far)           R     20x4
Hard Slash                                H                 R     25x3
Dust                                      D                 R/X   18
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     18
Crouching Slash                           c.S               R     24
Crouching Hard Slash                      c.H               R     50
Sweep                                     c.D               R/J   20
Jump Punch                                j.P               R     13
Jump Kick                                 j.K               R/J   18
Jump Slash                                j.S               R     22
Jump Hard Slash                           j.H               R     33
Jump Dust                                 j.D               R     40
Forward Punch                             f+P               R/J   22x2
Forward Kick                              f+K               R/X   30
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

Normal Moves 
Invite Hell                               d, d+S/H          F     40
Break the Law *1                          qcb+K             -     -   
Eddie Shoukan *2                          qcf+P/K/S/H       -     -
  --> Shou Kougeki                          --> P           -     20
  --> Idou Kougeki                          --> K           -     16x3
  --> Taikuu Kougeki                        --> S           -     40 
  --> Drill Special                         --> H           -     34x3
  --> Chuudanwaza                           --> D           -     40
  --> Megalith Head *3                    hcb, f+S          F     21x3
Dranka Shade *4                           qcb+S             R/F   30
Damned Fang                               (T) dp+S          -     92
Shadow Gallery                            j.hcf+S           R/F   25+50

Tension Moves
Executor X *5                             j.qcf, qcf+S      R     70
Amorphous                                 hcb, f+H          -     82x2

Instant Kill
Black In Mind                             qcf, qcf+H        -     All

*1 Eddie sinks into the ground. He cannot be hit while in the ground, and can
   move back and forth, but the time he can stay underground is limited.
*2 Summons an Eddie. The Eddie will disappear if it or the original Eddie is 
   hit, and it has limited lifespan.
*3 Consumes all Eddie gauge; if it hits, refills entire Eddie gauge.
*4 Reflects projectiles.
*5 If performed at 100% Tension, a second hit comes out that does an
   additional 100 damage, consuming the remaining Tension. S can be held
   down to prevent the additional hit and save Tension.

FRC Timing
Invite Hell (HS): 2-frame window from when drill first appears out of ground
Dranka Shade: 2-frame window as shield reaches peak
Shadow Gallery: 3-frame window between first and second attacks
Megalith Head: 3-frame window as shadow disappears

******************************************************************************
Changes from GGXX #Reload
Shadow Gauge Takes longer to refill when gauge reaches zero
Flying Cannot guard during flying and is in CH state, vulnerable box larger, 
   flying backwards counted towards Negative Penatly
K Startup 7F->8F
f+K Startup 23F->20F, cancellable, not FRCable
f+H Hit box larger, active 12F->15F, recovery 23F->20F, tension gain on hit 
   3.8->5.7
c.P Startup 5F->6F
j.K Startup 5F->6F, active 8F->6F, recovery 6F->8F, hit box smaller
j.H Damage 40->33
j.D Damage 55->40
Small Attack (P during Shadow) Damage 25->20
Moving Attack (K during Shadow) Damage 20x3->16x3
Anti-air Attack (S during Shadow) Damage 50->40, attack level 5->3
Drill Special (H during Shadow) Shadow Gauge decreases on startup
Mid Attack (D during Shadow) Floats opponent on hit, shadow gauge consumption 
   75%->70%
All Shadow attacks No longer increase guard balance
Megalith Head (hcb, f+S during Shadow) Now regular special attack, decreases 
   guard balance on hit, recovers shadow gauge, FRCable (68->70F)
Damned Fang (dp+S) No longer invincible to throws, Eddie is in CH state 
   during motion, hitback increased, tension gain on hit increased to 4.5
Dranka Shade (qcb+S) FRCable (9-10F), guard balance decrease 7.2->9.0
Break the Law (qcb+K) Counts towards Negative Penalty, recovery increased
Shadow Gallery (hcf+S) Can be performed during Break the Law
Executor X (j.qcf, qcf+S) Old Executor gone, when tension at 100% consumes 
   the extra 50% for a second hit, second hit cancellable to maintain tension 
   by holding down button

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

------------------------------------------------------------------------------
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                                      D                 R/X   25
Crouching Punch                           c.P               R     12
Crouching Kick                            c.K               R/J   12x3
Crouching Slash                           c.S               R/J   28
Crouching Hard Slash                      c.H               R     42
Sweep                                     c.D               R/J   38
Jump Punch                                j.P               R/X   13
Jump Kick                                 j.K               R/J   20
Jump Slash                                j.S               R     32
Jump Hard Slash                           j.H               R     55
Jump Dust                                 j.D               R     30+40
Forward Punch                             f+P               R     32
Forward Hard Slash                        f+H               R     80
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

Normal Moves   
Rerere no Tsuki                           hcf+K             R     30
  --> Hikimodoshi                           --> b           R/F   -
    --> Uisu!                                 --> qcf+P     R     30
      --> Koe ga Chiisai!                       --> qcf+P   R     -
        --> Mou Icchou: UISU! *1                  --> qcf+P R     60
Nani ga Deru Ka Na? *2                    qcf+P             -     Varies
Ai *3                                     j.qcf+P           F     1+40
Yariten 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? *2                --> D           -     Varies
Mettagiri                                 (T) qcb+H         R     16x9
Mae Kara Ikimasu Yo *4                    qcb+P             R/F   44
Ushiro Kara Ikimasu Yo *5                 qcb+K             R/F   44
Ue Kara Ikimasu Yo *6                     qcb+S             R/F   38
Going My Way                              j.qcf+H           R     18x4

Tension Moves
Shigekiteki Zetsumeiken *7                qcf, qcf+S        R     Varies 
Na-na-na-nani ga Deru Ka Na! *8           qcf, qcf+P        -     Varies

Instant Kill
Konshuu no Yamaba                         qcf, qcf+H        -     All

*1 There is a just frame version; if the command is input precisely at
   the peak of the jump, this move does 100 damage and ground bounces.
*2 May produce 7 different items; a donut, chocolate, a sledgehammer, posion,
   a mini-character, a bomb, and meteors. Donuts will heal 16 points to 
   whichever player picks it up. Sledgehammer does 44 damage. 
   Bombs do 60 damage and can damage both players. Chibi Fausts do 25 damage.
   Poison poisons the character for 6 seconds. Meteors do 36x6 damage.
   Chibi Robo Ky travels faster than Chibi Faust and knocks down. Chibi
   Potemkin does 25 damage and rebounds for up to 3 hits. Chocolate gives
   8% tension to whomever picks it up. There is also a 'failure' version 
   that produces a coin that does nothing.
*3 Also can do 30 damage to self.
*4 Faust disappears and reappears in front of opponent.
*5 Faust disappears and reappears behind opponent.
*6 Faust disappears and reappears above opponent.
*7 Base damage is 30. If it hits, four boxes will appear. The player
   must hold down one of P/K/S/H during this move. 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. If the opponent guesses the
   same button as the player, the box contains an angel that does 10 damage
   to Faust.
*8 This is the same as Nani ga Deru Ka Na? but produces four items at once.

FRC Timing
Hikimodoshi: 3-frame window after opponent is pulled in
Ai: 2-frame window 4 frames after attack begins
Mae/Ushiro Kara Ikimasu Yo: 2-frame window when door opens
Ue Kara Ikimasu Yo: 2-frame window at the peak of the bounce
Going My Way: 6-frame window from when high-speed spin stops
Shigekiteki Zetsumeiken: 40-frame window during finish pose

******************************************************************************
Changes from GGXX #Reload
Backdash Vulnerable box smaller
Throw Forced prorating 50%
K Recovery 9F->11F, hit box smaller
far S Recovery 25F->28F
c.K First and second hits guardable standing, prorating removed
j.D x1.5 dizzy rating
f+P Startup 7F->8F, recovery 23F->26F
Rerere no Tsuki (hcf+K) Startup 21F->20F, forces stand on hit
Hikimodoshi (b during Rerere no Tsuki) Total 50F->56F, FRCable (43-45F)
Koe ga Chiisai (qcf+P during Oissu!) Speed up, window for followup longer
Mou Icchou Oissu! (qcf+P during Koe ga Chiisai) Damage 70->60, dizzy rating 
   x2.0, just frame version if performed during 25F of Koe ga Chiisai (just 
   frame version damage 100 and ground bounce)
Souten Enshin Ranbu (qcf+S) Untechable time 40F->38F, followup cannot be 
   performed by releasing button, hit box during stance smaller
Kubi Biyo-n (P during pogo stance) Graphic changed, hit box larger downwards, 
   vulnerable box smaller, startup 10F->7F, recovery 8F->7F
Growing Flower (K during pogo stance) Invincible 1-6F, vulnerable box smaller
Hana Daro? Ore Hana Daro? (S during pogo stance) Active 8F->6F, Recovery 
   19F->13F, vulnerable box smaller, knocks down on hit, floats on CH
Kouhou Idou (b,b during pogo stance) Invincible 1-7F, faces opponent after 
   animation
Short Jump (uf during pogo stance) New move
Nani ga Deru Ka Na? (qcf+P or D during pogo stance) Version during pogo 
   stance vulnerable box smaller, Chibi Robo Ky, Chibi Potemkin, and Coin 
   added, probabilities changed (Hammer 24/128, Bomb 20/128, Poison 16/128, 
   Chibi Faust 15/128, Chocolate and Donut 14/128 each, Chibi Robo Ky 12/128, 
   Meteor 8/128, Coin 4/128, Chibi Potemkin 1/128)
Chocolate Effect changed to tension gain (8%)
Mae Kara Ikimasu Yo (qcb+P) Hit box larger
Ushiro Kara Ikimasu Yo (qcb+K) Hit box larger
Ue Kara Ikimasu Yo (qcb+S) Automatically gains jump properties, FRCable 
   (14-15F after bounce)
Going My Way (qcf+H or H during pogo stance) Recovery 18F until landing
Shigekiteki Zetsumeiken (qcf, qcf+S) Hold button on hit to select angel 
   location (automatically comes out as angel if button is not held)

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

------------------------------------------------------------------------------
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     18+22
Hard Slash                                H                 R/J   43
Dust                                      D                 R/X   15
Crouching Punch                           c.P               R     10
Crouching Kick                            c.K               R     15
Crouching Slash                           c.S               R     28
Crouching Hard Slash                      c.H               R     35
Sweep                                     c.D               R     26
Jump Punch                                j.P               R     18
Jump Kick                                 j.K               R     13
Jump Slash                                j.S               R/J   23
Jump Hard Slash                           j.H               R     46
Jump Dust                                 j.D               R/J   40
Forward Punch                             f+P               R     32
Forward Hard Slash                        f+H               R     65
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         F     60
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves  
Taiboku wo Sasuru Te *1                  hcf+S/H           R/F   40
Kouutsu Onkai *2                         (j.)qcb+P         F     12+12x(0-5)
Kyougen Jikkou *3                        j.qcf+P/K/S/H     R     40/50/50/20x3
Chemical Aijou                           (j.)hcb, f+K/S    F     45

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

Instant Kill
Rensho Yuigon                            qcf, qcf+H        -     All

*1 Only HS version is FRCable.
*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
Throw: 2-frame window 16 frames after attack
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
Kyougen Jikkou: 3-frame window as I-No begins to fall
Chemical Aijou: 2-frame window 9 frames after glow first appears

******************************************************************************
Changes from GGXX #Reload
Basic Property Dash momentum maintained on landing, jump and air dash 
   possible during dash, tension gain during dash 15->18, vulnerable box 
   during crouching larger
Throw FRCable (18-19F after hit), prorating 40%
far S Two hits, damage 18+22, air guardable, wall bounces on CH
D Recovery 9F->7F
c.S Recovery 17F->23F, travels forward further
j.H Startup 14F->12F, damage 46->35, untechable time 14F->21F, hitback 
   increased
f+H First hit removed, cancellable to K
Chemical Aijou (horizontal) (hcb, f+K) Damage 50->45, untechable time ->20F, 
   hit box larger behind
Chemical Aijou (vertical) (hcb, f+S) New move, midair possible
Kyougen Jikkou (P) (j.qcf+P) Untechable time 26->36F, landing recovery on 
   whiff 8F->15F, does not knockdown on hit, bounces back when connects, 
   bounceback cancellable to special attack or air dash from 6F
Kyougen Jikkou (K) (j.qcf+K) Damage 44->50, landing recovery 11F->12F, 
   knocks down on hit, ground bounces on CH
Kyougen Jikkou (S) (j.qcf+S) Damage 44->50, landing recovery 13F->14F, 
   knocks down on hit, ground bounces on CH
Kyougen Jikkou (H) (j.qcf+H) Landing recovery 8F->10F

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

------------------------------------------------------------------------------
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     12
Slash                                     S (close)         R/J   34
Far Slash                                 S (far)           R/J   34
Hard Slash                                H                 R     24x3
Dust                                      D                 R/X   16
Crouching Punch                           c.P               R     6
Crouching Kick                            c.K               R     8
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R     20x2
Sweep                                     c.D               R/F/J 28
Jump Punch                                j.P               R     11
Jump Kick                                 j.K               R     14
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     35
Jump Dust                                 j.D               R     16+28
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   85
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves
Asanagi no Kokyuu *1                      d, d+K/S/H        -     -
Ryuujin *5                                (j.)qcf+K         R     58/59
Gekirin *5                                (j.)qcb+K         R     40/30
Kenroukaku *5                             (j.)dp+K          R     14x4/12x4
Bakushuu                                  qcf+S             -     -
  --> Mawarikomi *2                         --> P           -     -
  --> Ashiharai                             --> K           R     30
  --> Hyappo Shinshou                       --> S           R     50
  --> Senri Shinshou                        --> H           R/F   50
Hachifu *3                                (GC) f/b          -     -
Houeikyaku                                j.d+K             R     16+8x3
Choujin *4                                (j.)qcf+P         F     - 

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

Instant Kill
Gasenkotsu                                qcf, qcf+H        -     All

*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 70/69 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.
*4 This is a flip that moves Jam forward. If b is held, Jam will not
   travel as far, while is f is held Jam will travel further. This move
   can be used to cross over the opponent.
*5 Jam can cancel a kick attack into a different kick attack up to 3
   times.

FRC Timing
Sweep: ?-frame window before kick connects
Throw: 2-frame window from when Jam's hands touch the ground after the throw
Senri Shinshou: 4-frame window just before and as hit connects
Choujin: 3-frame window as Jam's feet point up
Geki: Saishinshou: 2-frame window as first hit connects

******************************************************************************
Changes from GGXX #Reload
Air Dash Wait time 4F->6F
Throw Damage 60->85, forced prorating (70% on throw, 50% on kick)
Air Throw Forced prorating 50%
K Startup 4F->5F, Recovery 6F->7F
far S Active 3(1)1(1)1F->5F, recovery 9F->10F
j.S Startup 5F->4F
j.H Startup 5F->7F
j.D Active 3(6)6F->3(4)6F, horizontal hitback smaller
f+K Attack Level 2,4->3,3
f+H Automatically gains jump properties
Ryuujin (ground) (qcf+K) Damage 64->58
Ryuujin (powered up ground) (qcf+K) Damage 100->70
Ryuujin (air) (j.qcf+K) Damage 66->59
Ryuujin (powered up air) (j.qcf+K) Damage 98->69
Ryuujin (followup) (qcf+K) Damage 28->25
Ryuujin (powered up followup) (qcf+K)Damage 66->44
Gekirin (ground, followup, and powered up) (qcb+K) No invincible time
Kenroukaku (followup and powered up followup) (dp+K) Automatically gains 
   jump properties
Hyappo Shinshou (S during Bakushuu) Dizzy rating x2.0->x1.25
Senri Shinshou (H during Bakushuu) Dizzy rating x2.0->x1.375
Senri Shinshou (back) (H during Bakushuu) Dizzy rating x2.2->x1.5
Choujin (qcf+P or j.qcf+P) New move
Geki: Saishinshou (qcf, qcf+H) FRCable (3-4F)

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

------------------------------------------------------------------------------
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                                      D                 R/X   22
Crouching Punch                           c.P               R     10
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R     30
Crouching Hard Slash                      c.H               R/X   48
Sweep                                     c.D               R     25+25
Jump Punch                                j.P               R/J   12
Jump Kick                                 j.K               R     20
Jump Slash                                j.S               R/J   32
Jump Hard Slash                           j.H               R     40
Jump Dust                                 j.D               R     44
Forward Punch                             f+P               R/J   25
Forward Kick                              f+K               R/F/X 30
Forward Hard Slash                        f+H               R/J   64
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     40
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves 
Mist Finer                                qcf+[P]/[K]/[S]   F     -
  --> Zenpou Idou                         --> f             -     -
  --> Kouhou Idou                         --> b             -     -
  --> Dash                                --> f,f/b,b       -     -
  --> Kamae Cancel                        --> H             -     -
  --> Iainuki *1                          --> release       R     Varies
  --> Jackhound                           --> qcb+H         R     38
Glitter Is Gold *2                        qcf+H             -     10
Ensenga                                   j.hcf+H           R     6+62
Bacchus Sigh *3                           qcf+P             F     -
Midair Divine Blade                       j.qcf+S           F     50
Divine Blade                              dp+S, S           F     50
Jackhound                                 qcb+H             R     38

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

Instant Kill
Joker Trick *4                            qcf, qcf+H        -     All

*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 38/40/35, and opponent cannot
   air recover mid and low versions while high version causes wall bounce. 
   At Lvl. 3, does 20x9/18x9/17x9. Only Lvl 1 Low Mist Finer is FRCable.
*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.
*4 Is in the form of a card projectile. The projectile WILL NOT hit shorter
   characters (Bridget, May, Zappa) unless it catches them in midair.

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
Mist Finer: 2-frame window just after attack ends
Bacchus Sigh: 6-frame window as sword is sheathed.

******************************************************************************
Changes from GGXX #Reload
Dash If followed with a jump Johnny maintains dash momentum
close S Hit box extended to right next to Johnny
far S Recovery 23F->25F
H Recovery 32F->34F
D Startup 26F->28F
c.S Recovery 10F->12F, hit box larger down
c.H Recovery 28F->29F
c.D Startup 12F->9F
f+K Recovery 11F->16F, untechable time 30F->35F, no prorating
f+H Damage 78->64
Glitter is Gold (qcf+H) Total 19F->20F
Bacchus Sigh (qcb+P) FRCable (37-42F)
All Lvl 1 Mist Finers Tension gain on hit 4.8->7.2, clashes with projectiles
Mist Finer (Lvl 1, Low) (qcf+S) FRCable (13-14F)
All Lvl 2 Mist Finers Tension gain on hit 9.6->12.0, beats projectiles
Mist Finer (Lvl 2, High) (qcf+P) Damage 50->38
Mist Finer (Lvl 2, Mid) (qcf+K) Damage 50->40
Mist Finer (Lvl 2, Low) (qcf+S) Damage 50->35
All Lvl 3 Mist Finers Tension gain on hit 1.8x9->2.9x9
Mist Finer (Lvl 3, High) (qcf+P) Untechable time 40F->80F
Mist Finer (Lvl 3, Mid) (qcf+K) Untechable time 40F->60F
Mist Finer (Lvl 3, Low) (qcf+S) Untechable time 40F->50F
Mist Finer Stance Can followup with Jackhound
Mist Finer Forward Dash Can followup with Jackhound, recovery can be 
   cancelled into Mist Finer Dash or Mist Finer
Mist Finer Back Dash Recovery can be cancelled into Mist Finer Dash or 
   Mist Finer
Jackhound (qcb+H) New move

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

------------------------------------------------------------------------------
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   12
Slash                                     S (close)         R/J   28
Far Slash                                 S (far)           R     28
Hard Slash                                H                 R     42
Dust                                      D                 R/X   15
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     14
Crouching Slash                           c.S               R     25
Crouching Hard Slash                      c.H               R     28x2
Sweep                                     c.D               R/J   30
Jump Punch                                j.P               R/J   12
Jump Kick                                 j.K               R     16
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     38
Jump Dust                                 j.D               X     40
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/F   60
Air Throw                                 (T) j.f/b+H       -     60

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

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

Instant Kill
Rising Force                              qcf, qcf+H        -     All

*1 Only air version is FRCable.

FRC Timing
Throw: 2-frame window as slash occurs
Stun Edge (air): 3-frame window immediately before landing
Stun Edge Charge Attack: 2-frame window from when ball of light first appears
   (before projectile released)
Stun Edge Charge Attack (air): 2-frame window from when ball of light first
   appears and 3-frame window immediately before landing
Stun Dipper: 3-frame window 3 frames after first attack finishes
Sacred Edge: 2-frame window 6 frames after sword of light appears

******************************************************************************
Changes from GGXX #Reload
Stun Edge can be inputted as f, qcf+S/H
Dash Initial speed 8.56->8.96
Throw FRCable (2F after hit)
Air Throw Wall bounces
Close S Hit box larger vertically
Dust Startup 22F->23F, recovery 22F->18F
c.S Recovery 15F->13F
c.H Startup 13F->11F, active 2,4F->1,4F, guard balance decrease 6->10, JCable
j.S Hit box larger
j.D Total 31F->29F, landing recovery 8F->11F, floats opponent on grount hit
S Stun Edge (qcf+S) Speed 1600->1400, total 46F->40F
H Stun Edge (qcf+H) Speed 1600->2100, startup 10F->13F, total 46F->52F
Stun Edge Charge Attack (qcf+D) Changed input, can also be done in midair
Vapor Thrust (ground) (dp+S/H) Landing recovery 9F->13F
Vapor Thrust (air) (j.dp+S/H) Landing recovery 9F->13F, untechable time 
   35F->45F, hit box larger horizontally
Greed Sever (qcb+K) Untechable time 36F->38F, hit box larger behind

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

------------------------------------------------------------------------------
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     50
Dust                                      D                 R/X   22
Crouching Punch                           c.P               R/J   10
Crouching Kick                            c.K               R     14
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R     44
Sweep                                     c.D               R     30
Jump Punch                                j.P               R     14
Jump Kick                                 j.K               R     24
Jump Slash                                j.S               R/J   30
Jump Hard Slash                           j.H               R     40
Jump Dust                                 j.D               R/J   38
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/X   24
Special                                   j.d+H             R     41

Normal Moves                              
Iruka-san Yoko                            [b], f+S/H        R/F   50
Iruka-san Tate                            [d], u+S/H        R/F   50
Restive Rolling *1                        (j.)dp+S          R/F   30
  --> Hou'i Tenkou                          --> S+direction R     14xn
Hakushu de Mukaete Kudasai *2             (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

Instant Kill
May to Yukai na Nakamontachi *2           hcf, hcf+H        -     All

*1 Only ground version is FRCable.
*2 The longer it's charged, the more dolphins appear.

FRC Timing
Restive Rolling: 2-frame window just as attack begins.
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.

******************************************************************************
Changes from GGXX #Reload
Instant Kill Mode Total 50F->70F
f+H Staggers on CH, can be charged, hits mid at max charge
df+K Vulnerable box smaller
j.d+H Damage 34->41, attack level on guard 3->4
Restive Rolling (dp+S/H)H version added, tension gain on hit 3.6->4.2, 
   untechable time 35F->40F, FRCable (13-14F), first hit's hit box larger 
   horizontally
Restive Rolling (air S) (j.dp+S) Untechable time 35F->30F
Restive Rolling (air H) (j.dp+H) New trajectory, hits mid, attack level 3->4
Hou'i Tenkou (direction+S/H) H version added, Damage 20->14, untechable time 
   24F->28F, tension gauge on startup 0.5->0.6, tension gain on hit 3.0->3.4
All Restive Rollings Landing recovery 9F->15F
Iruka-san Horizontal (S) ([B], f+S) Distance travelled shorter, active 
   14F->10F
Iruka-san Vertical (S) ([d], u+S) Necessary charge time shorter, vertical 
   speed 600->960
All Iruka-sans Bounceback larger, guard balance decrease 7->10

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

------------------------------------------------------------------------------
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   12
Crouching Punch                           c.P               R     9
Crouching Kick                            c.K               R     8
Crouching Slash                           c.S               R/J   26
Crouching Hard Slash                      c.H               R/J   40
Sweep                                     c.D               R     26
Jump Punch                                j.P               R     10
Jump Kick                                 j.K               R/J   12
Jump Slash                                j.S               R     26
Jump Hard Slash                           j.H               R     32
Jump Dust                                 j.D               R     36
Forward Punch                             f+P               R/F   22x2
Forward Kick                              f+K               R/F   25
Forward Hard Slash                        f+H               R     60
Dead Angle Attack                         (GC) f+two        R/X   20
Throw                                     (T) f/b+H         -     65
Air Throw                                 (T) j.f/b+H       -     55

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   24x3
Kousoku Rakka *3                          j.qcf+K           F     -
Zenten *4                                 qcb+K             -     -
Iron Sabre                                qcb+P             R/F   36
Secret Garden *5                          qcb+H             -     30xn
Silent Force                              j.qcb+S           R     20

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

Instant Kill
Iron Maiden *6                            qcf, qcf+H        -     All

*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.
*6 Homes in on opponent's location, but can still be blocked.

FRC Timing
Forward Punch: 2-frame window as flower begins to shrink
Forward Kick: 2-frame window as Millia is vertical
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 as Millia bounces back
Kousoku Rakka: 2-frame window as Millia begins descent

******************************************************************************
Changes from GGXX #Reload
Throw Damage 55->65, dizzy rating x1.0->x1.5, untechable time 60F->15F
f+P FRCable (24-25F)
f+K Attack level 5->4, FRCable (13-14F), hitback increased
c.S Gatling to stand P possible
j.H Graphics and properties changed
Silent Force (j.qcb+S/H) Untechable time 24F->40F, H version added, H version
   startup 11F->14F and total 16F->19F
Kousoku Rakka (j.qcf+K) Landing recovery 8F->9F, landing recovery cancellable
   into special move, FRCable (14-15F)
Lust Shaker (qcb+S or SSS...)Cancellable into Iron Saber (qcb+P) or Forward 
   Roll (qcb+K)
Secret Garden (qcb+H) Cancellable with D on 16-33F

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

------------------------------------------------------------------------------
ORDER SOL
------------------------------------------------------------------------------
Height: 182 cm
Bloodtype: Unknown
Weight: 74 kg
Birthplace: America
Birthday: Unknown
Eye color: Red-Brown
Interests: Listening to Queen
Important Things: Queen's "Sheer Heart Attack"
Dislikes: Effort, Trying
Voice Actor: Ishiwatari Daisuke

This is the version of Sol that was in the Holy Order in 2172 A.D., 
8 years before the time frame of GGXX. 

Basic Moves                               Command           C     Damage
Punch                                     P                 R/J   10
Kick                                      K                 R/J   14
Slash                                     S (close)         R/J   32
Far Slash                                 S (far)           R/J   28
Hard Slash                                H                 R/J   30x2
Dust                                      D                 R/X   20
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R     24
Crouching Hard Slash                      c.H               R     32
Sweep                                     c.D               R     28
Jump Punch                                j.P               R     11
Jump Kick                                 j.K               R/J   16
Jump Slash                                j.S               R/J   26
Jump Hard Slash                           j.H               R     34
Jump Dust                                 j.D               R     42
Forward Punch                             f+P               R     32
Forward Kick                              f+K               R     30
Forward Hard Slash                        f+H               R     70
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     60
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves
Charge *1                                 hcb+[D]           -     -
   --> Charge Burst *2                       --> H          -     10
Action Charge *3                          *                 F     -
Gun Blaze *4                              qcb+S             F     Varies
Blockhead Buster *5                       qcf+P             R/F   Varies
Storm Viper *6                            (j.)dp+H          R     Varies
Bandit Revolver Prototype *7              (j.)qcf+K         R/F   Varies
Rock It *8                                qcf+S             R     Varies

Tension Moves
Savage Fang *9                            hcb, f+P          -     Varies
Tyrant Rave ver. Omega *10                hcb, f+H          R     Varies
Dragon Install  *11                       hcb, hcb+S        -     30
   --> Sakkai *12                         *                 -     10x8+180

*Order Sol has a system similar to the system present in GG1, the Charge
system. Above his tension gauge is a charge gauge. This Gauge has 3
levels. Whenever he does a special move, the properties change based on the 
status of the charge gauge. There is no way to 'save' charge; a Blockhead 
Buster performed while the Charge Gauge is at level 3 will always be a 
level 3 Blockhead Buster.
*1 The Charge Gauge fills during this move. Alternatively, if D is
   tapped in the correct rhythm (about 4/second) then flames will appear
   near Order Sol's feet and the charge gauge fills up much faster.
*2 This has nothing to do with the Burst gauge. Like a real Burst, this
   causes a wave that knocks the opponent back. It cannot be performed
   while being hit like a real burst, but unlike a real burst it does
   do a littl edamage.
*3 An alternate to regular Charge, by pressing D after Blockhead Buster,
   Storm Viper, Bandit Revolver, or Rock It, Order Sol can gain about 80%
   of a Charge Gauge back.
*4 Does 40 damage at Level 1, 30x2 damage at Level 2, and 30x3 damage at
   Level 3.
*5 Does 10x2 damage at Level 1, 10x4 damage at Level 2, and 10x7 damage
   at Level 3. 
*6 Does 25x2 damage at Level 1, 30x3 damage at Level 2, and 25x4 damage at
   Level 3.
*7 Dpes 24 damage at Level 1, 26+29 damage at Level 2, and 30+42 damage
   at Level 3. Only ground version is FRCable.
*8 Does 30 damage at Level 1, 30+20 damage at Level 2, and 30+25+20
   damage at Level 3.
*9 Does 60 damage at Level 1, 40x3 damage at Level 2, and 60x3 damage at
   Level 3.
*10 Does 80 damage at Level 1, 50+60 damage at Level 2, and 50+60+128
   damage at Level 3.
*11 This move can only be performed with Level 3 Charge and 100% Tension.
   Staggers opponent.
*12 Can only be performed if the first part hits. The input for this
   portion of the move is S, P, K, S, H, D, K, S, f, b, f, hcf+H with
   rather strict timing. 

FRC Timing
Blockhead Buster: 2-frame window 11 frames after the flames appear
Gun Blaze: Level 1 - 2-frame window 12 frames after first pillar appears;
   Level 2 - 2-frame window 14 frames after first pillar appears; Level
   3 - 2-frame window 8 frames after second pillar appears
Bandit Revolver Prototype: 2-frame window 6 frames before attack begins
Action Charge (ground): 2-frame window 6 frames after blue spark appears
Action Charge (air): 2-frame window 12 frames after blue spark appears

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

Normal Moves  
Megafist Front                            qcf+P             R/F   50
Megafist Back                             qcb+P             R/F   50
Slide Head *1                             qcf+S             R     40/0
Hammer Fall *2                            [b], f+H          R/F   60
  --> Hammer Fall Break *3                  --> P           R     -
F.D.B. *4                                 hcb+S             R     40
Potemkin Buster                           (T) hcb, f+P      -     140
Heat Knuckle                              dp+H              R     0+15+15+40
  --> Heat Extend                           --> hcb+H       R     0+15+15+90
Judge Gauntlet *5                         hcb+H             R     85

Tension Moves
Gigantor                                  hcb, f+H          R     45 
  --> Gigantic Blid                         --> hcf, hcf+P  R     126
Heavenly Potemkin Buster *6               qcf, qcf+S        -     170

Instant Kill
Magnum Opera                              qcf, qcf+H        -     All

*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 Has super armor; Potemkin can withstand one hit.
*3 Brings Potemkin to a stop.
*4 Can also reflect projectiles; does 16x2 in this case.
*5 Has super armor; Potemkin can withstand non-overdrives during the move.
*6 Anti-air throw.

FRC Timing
Throw: 5-frame window after Potemkin tosses opponent
Crouch Hard Slash: 3-frame window as Potemkin pulls fist back
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

******************************************************************************
Changes from GGXX #Reload
Throw Recovery increased, knocks opponent down, FRCable (41-45F)
far S Startup 11F->13F
Dust Recovery 8F->6F
c.S Recovery 20F->16F, vulnerable box smaller
j.P Startup 7F->5F, Active 6F->9F
j.K Hit box larger behind, attack level 2->3
j.D Startup 13F->11F, landing recovery 9F->8F, trajectory changeable with 
   lever
f+P Cancellable, jump cancellable, floats opponent on CH
f+K No longer staggers, no longer upper-body invincible, attack level 4->5, 
   prorating 70%->85%, hitback decreased, gatling to c.H and D possible
F.D.B. (hcb+S) Initial vulnerable box and projectile reflecting box larger 
   vertically, projectile reflecting window 4-20F->4-14F, cannot reflect 
   Tension super projectiles
Megafist Forward (qcf+P) Startup 25F->22F, lower body invincibility larger
Megafist Back (qcb+P) Startup 25F->21F, lower body invincibility larger
Judge Gauntlet (hcb+H) New move

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

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

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 41
Dust                                      D                 R/X   15
Crouching Punch                           c.P               R/X   20
Crouching Kick                            c.K               R/X   12
Crouching Slash                           c.S               R/X   34
Crouching Hard Slash                      c.H               R/F/X 50
Jump Punch                                j.P               R     18
Jump Kick                                 j.K               R/J   12
Jump Slash                                j.S               R/J   34
Jump Hard Slash                           j.H               R/X   28
Jump Dust                                 j.D               R     12x12
Forward Punch                             f+P               R/X   55
Forward Hard Slash *1                     f+H               F/X   12
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         R     55
Air Throw                                 (T) j.f/b+H       -     55

Normal Moves  
Kurattoku Ky? *2                          qcf+S             -     10x3
Ky-Genshou *3                             qcb+S             R     30
Ky-Maku Home Run *4                       dp+H              R/F   30
Chounai-Ky Bargain *5                     j.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                               c.D               -     0

Power Moves
Dame na Yatsu wa Nani wo Yatte mo Dame    qcf, qcf+SSS...   R     6xn
   --> Headbutt *9                          --> qcf+S       R     75
Gen-Ky Lovers *10                          qcf, qcf+P        -     12x27
Ky Kokoro no Ichigeki *4                  -                 R     30+110

Instant Kill
13 Ky-dan                                 qcf, qcf+H        -     All

*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 Mashing S causes Robo Ky to gain heat. If headbutt is performed precisely
   at 98-99 degrees, it does 95 damage, wall bounces, and reduces Robo Ky's
   heat by 100 degrees.
*10 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: 4-frame window from immediately when attack hits
Crouching Hard Slash: 3-frame window from when Robo Ky begins to recover
   from crouch
Forward Hard Slash: 2-frame window as steam first appears
Ky-maku Home Run: 2-frame window at peak of jump
Ita-Ky-Geki: 3-frame window from just as attack hits

******************************************************************************
Changes from GGXX #Reload
Basic Property Heat gauge increases when guarding
P Recovery 4F->3F
close S Startup 7F->9F
far S Startup 9F->11F, recovery 19F->20F
H Startup 4F->5F, damage 51->41
c.S Cancellable into H 2F faster
j.H Hit box moved higher, hit box present at base of hammer
f+H Lvl 2 startup 16F->19F, Lvl 3 startup 16F->22F, FRCable (2F after steam 
   comes out)
Zadan-Ky (c.D) Startup 28F->38F, field placed slightly forward
Delayed Wakeup Opponent gains 5% tension, Robo Ky loses 5% power
Ky-Denpa (hcb+K) Prorating 50%
Ky-Genshou (qcb+S) Lvl 2 landing recovery 3F->6F, Lvl 3landing recovery 2F->
   3F
Ky-Maku Home Run (dp+H) No strike invincibility, FRCable (2F after flipping), 
   automatically gains jump properties
Tona-Ky Bargain (j.qcf+S) Recovery 2F shorter, disappears if Robo Ky is hit
Kurattoku Ky? (qcf+S) Does not increase guard balance, Lvl 3 disappears if 
   Robo Ky is hit
Ita-Ky-geki (attack button during dash) Startup 19F->13F, floats lower on hit
Gen-Ky Lovers (qcf, qcf+P) Final electric attack fills power gauge (3 per 
   hit or 2 per guarded hit)
Dame na Yatsu wa Nani wo Yatte mo Dame (qcf, qcf+SSS...) Startup 11+5F->2+2F,
   invincibility 3-14F->2F, damage 10x18+50->6xn, S can be mashed for more 
   hits, while mashing heat gauge rises
Headbutt (qcf+S during Dame na Yatsu...) Final headbutt is separate command 
   input

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

------------------------------------------------------------------------------
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   22
Crouching Punch                           c.P               R     14
Crouching Kick                            c.K               R     16
Crouching Slash                           c.S               R/J   28
Crouching Hard Slash                      c.H               R/X   52
Sweep                                     c.D               R/X   30
Jump Punch                                j.P               R     13
Jump Kick                                 j.K               R/J   24
Jump Slash                                j.S               R/J   20x3
Jump Hard Slash                           j.H               R     36
Jump Dust                                 j.D               R/J   40
Forward Punch                             f+P               R/F/X 34
Forward Kick                              f+K               R/X   22
Forward Hard Slash                        f+H               R/F   50
Dead Angle Attack                         (GC) f+two        R/X   25
Throw                                     (T) f/b+H         -     63
Air Throw                                 (T) j.f/b+H       -     60

Normal Moves             
Feint                                     f+[K]             -     -
Dandy Step                                qcb+P/K           F     -
  --> Pilebanger                            --> P           R     80
  --> Crossways Heel                        --> K           R     23+27
  --> Under Pressure                        --> S/H         R     36
    --> It's Late                             --> S/H       R     52
Mappa Hunch *1                            qcf+P/K           R     40
Chi wo Suu Uchuu *2                       (T) hcb+H         -     30
Undertow *3                               hcb, f+P          R     60
Footloose Journey                         j.qcb+K           R     36x3

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

Instant Kill
All Dead                                  qcf, qcf+H        -     All

*1 P/K can be held to perform a feint version.
*2 Causes opponent to stagger.
*3 Has super armor; Slayer can withstand one hit.

FRC Timing
Forward Punch: 3-frame window 3 frames after shoulder comes out
Forward Hard Slash: 2-frame window before foot descends
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.
Dead On Time: 2-frame window as descent begins

******************************************************************************
Changes from GGXX #Reload
Basic Property Jumping during dash maintains momentum, maximum invincibility 
   time during JC of backdash 12F->7F, air dash total 24F->16F, air backdash 
   total 10F->6F
far S Recovery 7F->9F
c.H Recovery 27F->22F, floats and pulls in opponent on CH
c.D Distance travelled halved, active 21F->14F, attack level on guard 5->3
j.D Recovery 18F->19F, untechable time 26F->10F, hitback increased
f+K Startup 16F->20F, recovery 3F->1F, landing recovery 4F->3F
f+[K] Total 25F->26F, landing recovery 4F->3F
f+H Untechable time 32F->25F, FRCable (15-16F)
Chi wo Suu Uchuu (hcb+H) Prorating 75%->60%, dizzy rating x1.5->x1.0, maximum
   stagger time 47F->40F, whiff animation 18F->28F, hitback increases by hits
  in corner
Undertow (hcb, f+P) Not unblockable, attack level 3->5, recovery 30F->13F, 
   super armor for one hit from 4-31F, ground bounces on CH
Mappa Feint (qcf+[P]/[K]) New move
Pilebanker (P during Dandy Step) Dizzy rating x1.0->x0.0, startup 4F->3F
Crosswise Heel (K during Dandy Step) Damage 27+32->23+27, second hit forced 
   prorating 70%
Under Pressure (S/H during Dandy Step) Recovery 13F->15F
Dead On Time (hcb, f+S) FRCable (26-27F)
Chokkagata Dandy (j.qcb, qcb+S) Startup 10+3->7+2, maximum stagger time 
   36F->41F, floats higher before spark, knockdown on air hit guaranteed

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

------------------------------------------------------------------------------
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: 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                                      D                 R/X   17
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R     25
Crouching Hard Slash                      c.H               R/J   36
Sweep                                     c.D               R     28
Jump Punch                                j.P               R     13
Jump Kick                                 j.K               R     22
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     24x2
Jump Dust                                 j.D               R/J   44
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

Normal Moves    
Gun Flame *1                              qcf+P             F     50,42,30,30
Gun Flame Feint                           qcb+P             -     - 
Volcanic Viper                            (j.)dp+S/H        R     46+30
  --> Tatakiotoshi                          --> qcb+K       R     16
Grand Viper                               qcb+S             R     8xn+24+18+19
Bandit Revolver *2                        (j.)qcf+K         R/F   24+36/22x4 
Bandit Bringer                            qcf+[K]           R/F   50
Riot Stamp                                qcb+K             R/F   40
Bukkirabou ni Nageru                      (T) dp+K          -     40    
Fafnir                                    hcf+H             R/F   70
Sidewinder *3                             qcf+H             R     40

Tension Moves
Tyrant Rave version Beta                  hcb, f+H          R     80+60
Dragon Install *4                         qcb, qcb+S        -     -

Instant Kill
Napalm Death                              qcf, qcf+H        -     All

*1 Damage decreases as flame extends.
*2 Only air version is FRCable.
*3 If performed close and at the same height as the opponent, this move
   does a "clean hit" that wall bounces the opponent.
*4 Active time depends on remaining health, 360F above 50%, increases as 
   health decreases to a maximum of 569F; tension increases automatically, 
   performing DI again not allowed, ends automatically if knocked down; 
   after finishing tension goes to 0, tension balance decreases, Sol near 
   Negative Penalty state, dizzy rating up, dizzy resistance down. Most
   moves faster and powered up during DI.

FRC Timing
Gun Flame: 2-frame window 7 frames after flams extend
Bandit Revolver: 2-frame window as first hit ends
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: 4-frame window from when punch thrusts forward

******************************************************************************
Changes from GGXX #Reload
Bandit Bringer can be inputted as f, qcf+K
Air Throw Untechable time 14F->34F
c.HS Cancelling can be delayed
j.S Startup 10F->8F
j.H Hitback reduced, untechable time 14F->17F
j.D Damage 44->40, untechable time 30F->23F, guard balance decrease 8->6, 
   cancelling can be delayed
f+P Cancelling can be delayed
f+H Tension gain on hit 3.8->5.7
Gunflame (qcf+P) Tension gain on hit 1.2->2.4
Gunflame Feint (qcb+P) Puts Sol in CH state
Gunflame (DI) (qcf+P) FRCable (21-22F)
Fafnir (hcf+H) Forced prorating 60%->70%, feet vulnerable box smaller
Bukkirabou ni Nageru (dp+K) Hitback increased
Volcanic Viper (ground S) (dp+S) Damage 40+25->46+30, second hit untechable 
   time 18F->26F, strike invincibility 1-12F->1-13F, hit box larger, window 
   for followup attack 2F longer
Volcanic Viper (ground H) (dp+H) Damage 40+25->46+30, second hit untechable 
   time 45F->36F
Volcanic Viper (air S) (j.dp+S) Damage 32+20->36+24, second hit untechable 
   time 45F->27F, window for followup attack 2F longer
Volcanic Viper (air H) (j.dp+H) Damage 40+20->46+26, second hit untechable 
   time 45F->36F
Tatakiotoshi (qcb+K during VV) Untechable time 60F->19F, guardable in midair 
   with FD only
Bandit Revolver (ground, including DI) (qcf+K) Second hit knocks down, 
   automatically gains jump properties
Bandit Revolver (air) (j.qcf+K) Active 4(6),4,2,2,2F->3(7),4,2,2,2F, FRCable 
   (9-11F)
Bandit Bringer (qcf+[K]) Tension gain on hit 3.6->5.4
Riot Stamp (qcb+K) Tension gain on hit 4.2->6.0, automatically gains jump 
   properties
Sidewinder (j.qcf+H) New move
Dragon Install (qcb, qcb+S) Active time depends on remaining health, 360F 
   above 50%, increases as health decreases to a maximum of 569F; tension 
   increases automatically, performing DI again no longer allowed, ends 
   automatically if knocked down; after finishing tension goes to 0, tension 
   balance decreases, Sol near Negative Penalty state, dizzy rating up, dizzy 
   resistance down

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

------------------------------------------------------------------------------
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                                      D                 R/X   15
Crouching Punch                           c.P               R     8
Crouching Kick                            c.K               R     12
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R     38
Sweep                                     c.D               R     38
Jump Punch                                j.P               R     10
Jump Kick                                 j.K               R     18
Jump Slash                                j.S               R/J   28
Jump Hard Slash                           j.H               R     34
Jump Dust                                 j.D               R     44
Forward Punch                             f+P               R     24
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

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

Tension Moves
Nightmare Circular *5                     hcb, f+H          -     60
Master of Puppet *6                       qcf, qcf+H        R     30+30

Instant Kill
Seventh Sign *7                           qcf, qcf+H        -     All

*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. These
   voodoo doll marks can power up HITOMI or Zeinest. HITOMI executes
   much faster and poisons the opponent, similar to Warrant, as well
   as becomes much bigger. Zeinest does a special hold where the opponent
   is held in place even if hit for awhile.
*7 Seems like it hits low but can also be blocked standing.

FRC Timing
Forward Hard Slash: 5-frame window as Testament pauses at bottom of swing
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: 5-frame window as he thrusts key forward

******************************************************************************
Changes from GGXX #Reload
Basic Property Air guard graphic changed
Air Throw Followup possible
P Vulnerable box upwards smaller
D Untechable on air CH
c.H Invincible 7-12F->6-12F
j.H Active 2F->5F, recovery 18F->15F, hit box behind larger downwards
f+P Startup 15F->17F, hit box larger horizontally
f+K Startup 7F->8F, recovery 20F->23F, guard balance decrease 7->10, 
   gatlingable to H, hit box and vulnerable box larger upwards, travels 
   forward
Gravedigger (ground) (qcb+P) Damage 45->40, landing recovery 5F->9F, 
   floats shorter on hit
Gravedigger (air) (j.qcb+P) Damage 40->36, landing recovery 5F->9F, 
   floats shorter on hit
All Phantom Souls Tension gain on hit 1.2->4.8, can be performed while 
   marking is active (eliminates marking), can be performed while skull 
   still on screen (eliminates skull)
Phantom Soul (K) (qcf+K) Active 100F->150F, marking active 720F->1440F
Crow Horizontal Attack Speed up, homes on opponent if they are high on 
   the screen
HITOMI (qcb+S) Attack level on guard 3->1, tension gain on hit 1.2->4.8, 
   placement on 23F->26F, placement performed half a character length 
   forward, disappears if Testament is hit, prorating 75%->90%
Zeinest (qcb+H) Guard balance decrease 12->15, tension gain on hit 1.2->4.8, 
   can use voodoo doll from Master of Puppet to perform powered up version
Warrant (qcb+K) Reversal window 5-19F->4-19F, tension gain on hit 7.2->9.6
Nightmare Circular (hcb, f+H) Hit box larger behind
Master of Puppet (qcf, qcf+H) Two hits, damage 60->30+30, attack level 5->
   1,5, first hit staggers, prorating 90%, FRC window 11-13F ->17-21F, 
   reaches longer

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

------------------------------------------------------------------------------
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                                      D                 R/X   20
Crouching Punch                           c.P               R     7
Crouching Kick                            c.K               R     8
Crouching Slash                           c.S               R     22
Crouching Hard Slash                      c.H               R     20+20
Sweep                                     c.D               R     20+20
Jump Punch                                j.P               R     10
Jump Kick                                 j.K               R     12
Jump Slash                                j.S               R/F/J 24
Jump Hard Slash                           j.H               R     36
Jump Dust                                 j.D               R     40
Forward Punch                             f+P               R     28
Forward Hard Slash                        f+H               R     52
Dead Angle Attack                         (GC) f+two        R/X   24
Throw                                     (T) f/b+H         -     5x7
Air Throw                                 (T) j.f/b+H       R     5x7

Normal Moves
Stinger Aim *1                            (C) [b], f+S/H    F     30/42
Carcass Ride                              [d], u+S/H        -     36/50
Ball Seisei *2                            (j.)qcb+P/K/S/H/D -     -
Devious Curve *3                          rdp+P/K/S/H/D     R/F   25  
Double Head Morbid                        dp+S/H            R     17x4/21x4
Mad Struggle                              j.qcf+S/H         -     12x3/15x6
Shunkan Idou *4                           dp+K              -     -

Tension Moves
Dark Angel                                qcb, hcf+S        -     12x28
Red Hail                                  j.qcf, qcf+H      -     26x8

Instant Kill
Deimvolger                                qcf, qcf+H        -     All

*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.
*3 Creates a Ball. If it hits the opponent, the ball is automatically a 
   3-hit powered ball.
*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
Jump Slash: 2-frame window as attack ends
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
Devious Curve: 3-frame window just as attack ends

******************************************************************************
Changes from GGXX #Reload
Basic Property Vulnerable box during crouching hit larger upwards
Dead Angle Startup 13F->11F, recovery 24F->19F, damage 20->24, untechable 
   time ->28F, wall bounces on hit
P Hit box larger downwards
D Ball speed on hit increased
c.H Hitback decreased, ball speed on hit increased
c.D Startup 4F->7F, recovery 14F->17F, ball speed on hit increased, 
   vulnerable box larger, second hit easier to connect if first hit hits
j.S FRCable (10-11F)
j.H Startup 10F->11F, untechable time 14F->16F
f+P Vulnerable box larger
f+H Ball trajectory on hit changed, ball hit comes before attack
Balls Balls can be rehit with a different move
Stinger Aim (S) ([b], f+S) Startup 15F->13F, total 40F->37F
Stinger Aim (H) ([b], f+H) Startup 10F->9F, total 45F->48F, FRC timing delayed
Ball Seisei (qcb+button) D version gained, ground version can be cancelled 
   into itself after 22F
Devious Curve (rdp+button) D version gained, active 6F->1F, recovery 9F->20F, 
   travels forward, floats higher on hit, FRCable (20-21F), creates a 3-hit 
   lightning ball on hit
Mad Struggle (S) (j.qcf+S) Startup 16F->18F
Double Head Morbid (S) (dp+S) Recovery 18F->16F
Shunkan Idou (dp+K) Automatically gains jump properties

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

------------------------------------------------------------------------------
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 is currently in production.

**Zappa's moves are dependent on what Mukade is currently supporting 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/F/X 20x3
Dust                                      D                 R     17
Crouching Punch                           c.P               R/J   12
Crouching Kick                            c.K               R     16
Crouching Slash                           c.S               R     26
Crouching Hard Slash                      c.H               R/J   60
Sweep                                     c.D               R     30
Jump Punch                                j.P               R/J   13
Jump Kick                                 j.K               R     22
Jump Slash                                j.S               R/J   32
Jump Hard Slash                           j.H               R     28
Jump Dust                                 j.D               R     44
Forward Punch                             f+P               R     24
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
(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     20
Crouching Hard Slash                      c.H               R/X   32
Jump Slash                                j.S               R     50
Jump Hard Slash                           j.H               R/X   32
Forward Hard Slash                        f+H               R/X   36x3
(Sword)
Slash                                     S (close)         R     36
Far Slash                                 S (far)           R     30
Hard Slash                                H                 R     25x2
Crouching Slash                           c.S               R     22
Crouching Hard Slash                      c.H               R     40
Jump Slash                                j.S               R/X   26
Jump Hard Slash                           j.H               R/F/X 32
Forward Hard Slash                        f+H               R     29+15
(Raou)
Slash                                     S (close)         R     40
Far Slash                                 S (far)           R     36
Hard Slash                                H                 R     48
Dust                                      D                 R     30
Crouching Slash                           c.S               R     36
Crouching Hard Slash                      c.H               R     68
Jump Slash                                j.S               R/X   35
Jump Hard Slash                           j.H               R/X   45
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 *2       j.qcf+K/S/H/D     F     24
Banana *3                                 -                 -     0
Hachiue *4                                -                 -     25
Golf Ball *4                              -                 -     40
(Sword)
Itasou, tte Iu Ka Itai *5                 qcf+S             R     20  
  --> Followup Attack *6                    --> H           R     45
Ochitoite Kudasai *7                      dp+H              R     30
Chikazuku to Yukimasu *8                  hcb+H             R     30x2
(Raou)
Darkness Anthem                           qcf+S             -     30x2
  --> Followup Attack                       --> P           -     50
Last Edegy                                qcb+S             R     100    
(Dog)
Inu Kougeki                               D                 -     25
Inu Kougeki *9                            d+D               -     60
Inu Kougeki                               f+D               -     25
Inu Kougeki *10                           u+D               -     30
Inu Kougeki                               b+D               -     -
  --> Dog Followup Attack                   --> D           -     30

Tension Moves
Umareru *11                               hcb, f+H          R     40x4
(Raou)
Bellows Malice                            hcb, f+S          -     40x10

Instant Kill
Kowai Yo~                                 (T)qcf, qcf+H     -     All

*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 K makes a ghost bounce along the ground, S shoots one forward, and
   H shoots a ghost in an arc. D does all three trajectories at once, with
   S > H > D in priority if Zappa has fewer than 3 ghosts. If this move hits
   the opponent they are put into 'possession' mode.
*3 Randomly occurs during possession. Knocks opponent down.
*4 Randomly occurs during possession.
*5 Adds one soul to Zappa.
*6 Adds three souls to Zappa.
*7 Adds one soul to Zappa.
*8 Adds one soul to Zappa per hit.
*9 Adds three souls to Zappa.
*10 Adds one soul to Zappa.
*11 This move banishes whatever Mukade is supporting Zappa.

FRC Timing
Hard Slash (none): 2-frame window as attack ends
Jump Hard Slash (sword): 3-frame window as attack ends
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 GGXX #Reload
Basic Property High jump higher
No Spirits
H FRCable (40-41F)
D Startup 23F->21F
j.D Damage 40->44

Dog
Dog Basic Property Sleeps after awhile, wakeup requires 30F
Dog Attack (D) Active 6F->8F, recovery 31F->36F, hitback if opponent in corner
Dog Attack (f+D) Startup 13F->17F, landing recovery on hit 4F longer, speed 
   up, bounce back increased
Dog Attack (b+D) Bounceback increased
Dog Attack (d+D) Hitback if opponent in corner

Sword
close S JCable
far S Air guardable, JCable
H Air guardable, reach and speed increased
c.S Reach and speed increased
c.H Recovery 12F->9F, angle steeper, reach and speed increased, two hits, 
   damage 40->30x2, air guardable, JCable
j.S Recovery 23F->18F, speed up, angle increased, JCable
j.H Angle decreased, speed down, FRCable (15-17F)
f+H Hits mid then low, damage 32->29+15, Attack level 5->4, 2 active 20F->24,
   6F, recovery 12F->2F, first hit air guardable
Itasou, tte Iu Ka Itai (qcf+S) Sword placement far after recovery

Ghost
All moves other than f+H Pressing button repeatedly can cause 2nd/3rd ghost 
   to follow
close S Recovery 19F->12F
far SRecovery 17F->7F
H Recovery 21F->13F
c.S Recovery 16F->6F, cannot cancel into c.S
c.H Recovery 15F->11F, ghost gone for 75F->90F
j.H Ghost gone for 75F->90F
f+H Startup 14F->16F
Sono Mama Kaette Konaide Kudasai (qcf+K/S/H/D) K and D versions added, 
   posession mode active 360F->480F, ghost cannot be picked up for 100F

Raou
H Startup 16F->13F
c.S Recovery 21F->9F
Darkness Anthem (qcf+S) Hits 3+2->2+1, damage 28x3+35x2->30x2+50, startup 
   29F->25F, speed increased

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


5. MISCELLANEOUS TIPS/TRICKS

M.O.M. Mode
By holding down all five attack buttons before hitting start, you can start
the game in "Medal of Millionaire" mode. This mode works basically as a
combination of Medal and Survival modes from GGX; the more hits you inflict
on your opponent, the more a "medal gauge" on the screen fills up. You gain
points by collecting medals and filling up the medal gauge, which will let
you gain more high scoring medals. Once you defeat 20 opponents, the mode
is over. You do not gain health back between rounds, but every set number
of points a life item will pop out which will restore a small amount of
health (5-15%) if you pick it up.

Voice Select
You can control to an extent which set of quotes your character will use
during the fight. While the fight is loading (after the Vs. screen, but
before the actual background pops up) hold down P, K, or S. 
I don't have which buttons correspond to which quotes for a character,
so experiment.

Win Pose Select
As soon as "Slash" or "Destroyed" appears, hold down P, K, or S. Not all
characters have three win poses so not all of these buttons will work.
I don't have which buttons correspond to which win poses for each character,
so experiment.

Quick Staff Roll
The Staff Roll can be sped up by holding down any button.


6. CREDITS
Thanks go to:
Enterbrain publishers for the GGXX Slash Mook, a source of valuable information
Sammy, ArcSystem Works, and Ishiwatari Daisuke for another great game


This FAQ copyright 2006 to Edward Chang. Retransmission in any form without
express permission of the author is strictly forbidden.

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