A guide to Chipp in GGXX Written By: Shamgi his guide is written and owned by Shamgi, AKA Chris Parker. It is not to be displayed anywhere without the authors strict permission. Left to do: Add "Hitting with the Resso, Rokusai, Senshu combo" to the Tactics section Add Tactics to complex combo, along with traps. Get way more combos in the combo section Finish Versus section 1.0 1/31/03 Added RC and FRC uses in the Tactics section. Added more versus guides. 0.75 1/29/03 Added Combos, and Chipp's Air Throw Trap. Also added a Tactic to the Basic Tactics section, called "Can You See Me?" 0.5 1/26/03 Guide created and posted 1. Basics 1.1 Chipp Stats 1.2 Basic Moves 1.3 Basic(Gatling) Combos 1.4 Basic Tatics 2. Chipp's special moves 2.1 Descriptions 2.2 Combos 3. Techs 3.1 Descriptions 3.2 Uses 4. Overdrives 4.1 Descriptions 4.2 Uses 4.3 Combos 5. General strats and combos 6. Versus Guide 6.1 Anji 6.2 Axl 6.3 Baiken 6.4 Bridget 6.5 Chipp 6.6 Dizzy 6.7 Eddie 6.8 Faust 6.9 I-no 6.10 Jam 6.11 Johnny 6.12 Justice 6.13 Kliff 6.14 Ky 6.15 May 6.16 Milla 6.17 Potekmin 6.18 Robo-Ky 6.19 Slayer 6.2 Sol 6.21 Testament 6.22 Venom 6.23 Zappa 7. Credits *Note - Due to the layout of the guild, most combo's, strats, and other things will be discussed in the end, when everything that needs to be covered has. If you played GGX or are sure in your understanding of the stuff I'm talking about, feel free to skip ahead. Also, if you see something you don't understand, such as Jump Cancel or Roman Cancel, check the techs section, it should fill you in 1. Basics Chipp is easily the fastest character in the game, only Milla comes close. He also has the second lowest defense(second only to Kilff), but he holds no easy advantage, requiring plently of mastery. Long story short: Be ready to play alot, and lose just as much. 1.1 Stats Chipp has a defense of 1.30, which means he takes 30% more damage from every attack landed. His run is the fastest in the game, allowing him to reach opponents quickly. Chipp is one of the two characters who can preform a triple jump. Chipp has one of the greatest combo potetionals in the game, allowing for 5, 10, and even 15 hit combos using no tension at all, and with Roman Cancels, his combo ability is almost on the verge of pure cheapness. 1.2 Basic moves P = Punch K = Kick S = Slash HS = Heavy Slash D = Dust QCF = Quarter Circle Foward QCB = Quarter Circle Back HCF = Half Circle Foward HCB = Half Circle Back DP = Dragon Punch(Foward, Down, Down +Foward) RDP = Reverse Dragon Punch Tap (Direction) = Double tap motion in direction shown. Punch - A normal punch. Use it as a combo move only, it holds no damage potetional on it's own Foward + Punch(F+P) A quick two hit combo. Much more useful than the reguler punch, this does decent damage on it's own, but should always be in a combo. Crouching Punch(c.P) just a copy of the punch, even down to damage. No use at all. Jumping Punch(j.P) again a copy, but is more important in air combos. Kick - It has more range than the punch and does more damage, but pushes Chipp back father, making it harder to combo with. F+K - chipp drop kicks his opponent. This move can have no normal followup, which makes it seem kinda useless, but it can be comboed into, and can be Roman Canceled for great effect. Also, if you are running, the move travels farther, and allows you to pass through the opponent, even if it's blocked. c.K - Just like a crouching punch, but with a major difference, it hits low, which makes it an important combo opener. j.K - this move has two hits, which means some different uses. The first hit does small damage but can be comboed out of, essential for air combos. The second hit causes the same amount of damage, but results in the opponent flying straight into the ground, great for keeping jump happy opponents on the ground. It can be combed outof as well, but you have to be quick, and usually can only with another j.K. Chained a large amount of them is no small task, but can result in a nice combo. Slash - This move, like all others, can be repeated, for a two hit combo. Chipp will use his Slash alot, from combos to floating to tech use. It does decent damage, and does combo, making it one of the most used basic moves Chipp has. Second hit - has decent range, but usually not advised to be used alone. c.S - just a normal slash, no real difference j.S - this is a nice move, but is hard to use on it's own. It hits both front and back, which can come in handy in some combos, but has little range, meaning it is mostly used in combos. It comes out quick, which also makes it useful for cross ups and counter hits. HS - This move comes out quick, as with every other move Chipp has, and does nice damage, but will combo into every special move Chipp has(more on that later) The move is combo use only, mostly useless on it's one because of lack of range. F+HS - a move that cannot be comboed into, it is one of the the few moves Chipp uses that comes out slow, but does great damage and good combo options. It also causes stagger. c.HS - This move holds some great combo ability, possibly the greatest of Chipp's moves. It launches the opponent in the air, allowing for 10+ hit air combos. The problem is getting up before the opponent recovers. j.HS - Chipp flips foward, blade towards the opponent. Hits twice. A nice move, it's an air combo finisher, and also a pressure move. It has great proarity, and good damage, it just comes out slow and has little range. It's a decent cross up move,but it usually will get beat by faster moves, stay with the j.S. 1.3 Basic combos P, K, S, HS - The universal combo, and an easier one to pull off. It can't be comboed into much, but still does nice damage. S, HS - Not much damage, but it's important for plently of Chipp's combos, so it's getting put here P, P, P, P, ... - Bad damage, bad range, just bad. It's a masher combo, so don't use it F+P, S, F+P, S, ... - Nice damage combo, but pushes back fast. Used mostly as a combo opener. c.K, S, S, HS - starts with a low hit, so worth the damage. Basically an example combo for the c.K opener. Now for some jumping combos j.HS, S, S, HS - You have to fairly low to the ground to hit with this, but still is a great combo, due to it's continued pressure ability. You can Jump Cancel the HS, which allows you to repeat the combo. Not as effective as in GGX, due to Burst added in. j.P, j.K, j.S - Chipp's normal air combo, used in almost every air combo Chipp preforms. 1.4 Basic Tatics These are just some basic ways to play Chipp. If any combo is well suited to one style of play, it will be marked as such. Hit and Run - Run in, do a combo, then dodge out. Most people think this a dishonorable way to fight, but it's quite effective and the best way to fight with Chipp. Use his triple jump and speed to dodge attacks, then rush in and hit with a quick combo. Pressure characters and people that can manage to keep close will muder Chipp if he's played this way. Pressure - Use combos to force your opponent to keep blocking, and don't allow for counter attacks. Also a great way to fight with Chipp. Causes more damage, but puts you in more danger of damage Air Control - Stay in the air, and force the opponent to get up with you, then take them to school. Use Air Dusts to force them back to the ground, and air combos to deak damage. Good for Chipp's triple jump, but other good air characters or with good anti air moves(Milla, Chipp, Dizzy, Slayer) will cause major problems, so be ready for ground combat. Combo Domination - Use large, long, unrecoverable combos to control the match. This is a much harder way to play, and is usually not a main way to play. People who master this will be able to whip out 10 hit combos that can do 100-200 points of damage, without tension. To play this way, Jump Install, Instant Air Dash, Roman Cancel, False Roman Cancel, and a good understanding of how Chipps combos and special moves is a must. However, being able to whip out a 14 hit combo right at the start of a match that will drop an opponents life bar by about 1/4 - 1/2 is well worth it. Good blockers and counter characters will get you and, along with those who tend to Burst on defense. Can you see me? - Use Chipp's invisibility, combined with his teleports, to confuse and throw off the opponents attacks, usually resulting in misses. You use teleports to either get in front of behind the opponent, forcing him to guess which side you will pick. Occasionaly use the Slash teleport to move back slightly, then follow up with a Gamma Blade to trap your attacking opponent. Those that can read pattern well will get you here, along with quic grabbers(when you teleport close). Human Only, as computers won't be fooled by either move. 2. Chipp's special moves Chipp has a wide array of special moves, each with a specilized task. Chipp doesn't really have any general moves, so you must learn which move should be used where. 2.1 Descriptions Grab(Foward or Backward+HS close to the opponent) - Chipp grabs the opponent, thenforces then to the ground and lands on them with his blade. Can not be comboed out of unlike several characters, so sees less use. Use it mainly to break defense happy characters, especially those who get mad about it. Air Grab(Foward or Backward+HS in the air, close to the opponent) - New to GGX2, this move is just an air version of the same basic concept, a defense breaker. It, however, is part of a Chipp trap, which will be featured later. Suriken(Respect)(Air only) - Chipp stops midair, then throws a single suriken. He will then resume upward motion. This move has little offensive use, mostly since it only causes 1 point of damage, but does actually have uses. It can be used to fustrate your opponent either by forcing them to block longer or to take care in jumping. Also, it can be used as a dodge move, strange as that sounds. Simply high jump, then throw a suriken. You should be able to do it about 4-5 times, and stay in the air for about 10 seconds, which can easily throw you opponents timing off. Also, if your opponent has an attack pattern for hitting the ground(ex. As Ky he'll throw out a Charged Stun Edge as you land) Use the suriken to dodge the attack. Great to use, if only as a joke. Alpha Blade(QCF+P)(Air Ok) - Chipp crounches low, then dashes across he screen, damaging anything in the way. This is Chipp's longest range move, so use it to that effect. It can't be comboed into well, but can be comboed out of using either the Jump Install or a Roman Cancel. Both work, but the Jump Install version is recommended, it costs less tension and does the same thing. Alpha Special(HS during Alpha Blade)(Ground Only) - Chipp spins quickly, slamming his blade into the opponents back. A guessing move, it forces to opponent to either block longer or take the hit. Should only be preformed about 25% of the time, or the opponent will just keep blocking. If you do it and they continue blocking, you will most likely be behind them, and also having them walking towards you(They were pushing back to block, and you switched sides, so they are pushing foward) just asking for a combo. Use this to great effect. Beta Blade(DP+S)(Air Ok) - Chipp preforms an uppercut, energy coating the blade. Two hits. This is Chipp's air combo finisher, used mostly for that function.It has little foward motion, but can be used as a semi blocking move, it can block projectiles and supers. Gamma Blade(HCF+HS) - Chipp shoots out a sprit form of himself, if it connects, it holds the opponent for several seconds. The Gamma Blade is radically different from it's X version, which was mainly an air combo starter and OTG move. Gamma Blade can not be combod into at all, unless used as an OTG move, which will still capture the opponent. You will still do OTG damage though. More info on this later. Resso(QCF+S) - Chipp strikes foward quickly with a punch, ignitng the opponent. The first of Chipp's important three hit combo, ths move alone has little use on it's own. Rokusai(QCF+S during Resso) - Chipp quickly follows the punch with a kick, tripping up the opponent. Second hit of two, this hits low. Senshu(QCF+K during Resso or Rouksai) Chipp brings his heel down upon the opponent, bouncing them off the ground and into the air. The last hit of three, this move hits overhead, but has a fatal flaw. It doesn't combo with the other two hits, so it can be blocked even if the other two hit. It still has a ton of uses, which will be explained later Genro Zan(HCF+K) - Chipp jumps foward, leaves clouding your view, if he hits an enemy, he latches unto their back and slits their throat, causing serious damage. This is Chipp's grab type move, and it can be used to great effect. It can be followed by a S, S, and while it doesn't combo, the opponent will usually be to busy blocking to dodge. It can also be used on opponents waking up(standing up from being floored), and if done right, can not be dodged. The move has serious flaws though. It has a long recovery time if it misses, can be ducked by most enemies, and any attack will knock Chipp out of the move. Use with care. Invisibility(QCB+K) - Chipp focuses, then flashes invisible. This move can look initually worthless, since Chipp is never fully invisible, but it's use is more behind the sceens, it prevents opponents from seeing your move start up. They can't read your moves by there start up, and if your in a combo, can't read you at all. This can have some huge advantages, but Chipp loses it if he's hit, so watch out. Teleport(Tap(P or K or S or HS)) - Chipp quickly teleports to various spots on the screen. Great for dodging moves, this can get you out of some tight spots. P Teleports you foward about 1/4 of the screen, K Teleports you behind the opponent(or if you're far away right in front of them), Slash Teleports you back about 1/8 of the screen, HS teleports you in front of the opponent in the air(If theyare on the ground, you appear above them, if their in the air, you appear right next to them) 2.2 Combos F+HS, Beta Blade(DP+S) Decent combo, nothing special. Use as an OTG combo. 3. Techs 3.1 Faultless Defense(Any two Attack buttons + Back) This creates a green barrier around the player, causing no block damage, but in return slowly drains tension. This should be used to block overdrives and strong special moves, most other things it's not worth using. Dust Attacks(D, Down+D, D in the air) - Three attacks are used to defeat turtle type players, and have uses in combos. The normal dust hits high, launching the opponent into the air, which the player can follow up with an air combo simply by pressing up. The Down+D is a sweep that hits low, and is usually quick. New to X2 is the air dust, a move that knocks the opponent to the ground, used to combat air fighting foes. All of Chipp's Dusts are quick or quicker compared to most other Dusts, and they should all be used to great effect. Burst(D+Any other attack button) - Burst is new to X2, designed to prevent long, damaging combos from reining over everything else. There are two kinds of Burst, Blue and Yellow. Blue Burst consumes the entire Burst gauge(located right below your health), and is used when being attacked. If used, it will stop the opponents combo and knock them back, and refills 2/3 of the gauge. The Yellow Burst is used as an attack, and takes only 2/3 of the gauge. If it connects, then a small amount of damage will be dealt, but will fill your tension to max, t's it possible to preform a max tension combo right at the beginning of the match, giving you a distinct advantage. It is hard to hit with, so don't try it all the time. Jump Cancel(Jump during a basic move) - The simplest and easiest to use of the cancels, the Jump Cancel is used mainly in air combos. You can simply jump out of a basic attack, allowing you to continue a combo into the air or escape the lag time of a move. Not all moves can be Jump Canceled. Roman Cancel(50% tension, any three attack buttons) - One of the most powerful of the cancels, it's also the most expensive, costing 50% of your tension bar to preform. It allows to to cancel any move, basic, special, or overdrives, and retun to basic stance, allowing you combo anything into anything. Roman Cancels should not be used with no restraint, any Roman Cancel combo should be practiced and perfected before hand. False Roman Cancel(25% tension, any three attack buttons during some moves) - New to Guilty Gear X2, the False Roman Cancel costs less than a normal Roman Cancel, but can only be preformed with a few moves, and thus has a more defined role. This move is extemely diffcult to preform, requiring input during only a few frames(usually within 5-10 frames) but the results can often be worth the practice. Moves that use the False Roman Cancel will be talked abbout later. Jump Install(Up on some moves) - While it may sound something like Jump Cancel, Jump Install is both harder to use and more powerful in it's use, allowing for large combos at would otherwise be impossible to preform. Chipp only has two examples of Jump Install, which I will discuss later. Air Dash(Tap(Foward or Back in the air)) - Simply what the name implys, it's just an air dash. Used to cut air time to prevent the opponent from recovering. Instant Air Dash(Jump Foward, then Foward) - This has to be quick, but allows you to air dash as soon as you leave the ground. Jump foward(which counts as pressing foward) then press foward again to dash quickly, used to create air dash combos close to the ground. 4. Overdrives Both of Chipps Overdrives have range almost to the full screen, but each has it's own disadvantage. 4.1 Banki Messai(QCF, QCF+K) - Chipp charges up quickly, then pounds his opponent into the ground with 20 blows. This is more of a show Overdrives for to reasons, crap damage and insane combo ability. It does maybe about 100 - 150 points of damage on it's own, and much less in a combo. It does have huge invincibility frames however, even to the point of going through projectiles, which is it's major use. For 50% tension, you can dodge Dizzy's laser, which costs 100% tension. It will also dodge every other projectile along with most overdrive projectiles. Use it to this effect, because wasting 50% tension and dodging Venom's Dark Angel better than taking all the block damage. Zansi Roga(HCB, F+HS) - Chipp drops into stance, then launches himself foward, hitting the opponent from side to side 5 times, then hits with a powerful downward slash. This move is so powerful and effective it's almost borderline cheap, but it is balanced, no matter what Hyper Angel Kaeverak says. It does major damage, but the start up time can be a problem(it has an unlimited range though, so a dizzy'd character has nowhere to hide) It has one other main advantage, it's side switching. If the opponent is in the center of the screen when te super its, when Chipp hits the other side, the defense must be switched or the super will hit. but, if the opponent blocks all the hits, you will be open for several seconds during the end. Also, some characters are short enough to block the later hits, and if you miss them, you will be open again. The last bad part is that the moves can not be comboed into from any other move, and thus must be used on it's own. 4.2 Combos We'll start with some simple ones, that lack power c.K, s.S, s.S, c.S, s.HS, Beta Blade(DP+S) Has a low start up, so it can usually hit opponents. s.S, s.S, c.S, c.HS xx Beta Blade(DP+S) A simple buffer combo, does moderate damage. Now, lets do some complex combos, still without tension. Alpha Blade(QCF+P)(In Air)(Close to the ground) - s.S, s.HS, JC, j.P, j.K, j.S, JC j.P, j.K, j.S, JC, j.HS, Beta Blade(DP+S) A show of just what Chipp can do, this is a 14-16 hit combo without any tension or special requirements. The only problem with the move is that to preform the launcher, you have to be at range, which allows your opponent easy blocking, but it's still worth trying because of the nil recover time with the air Alpha Blade. A staple of Chipp's combos. s.S(Jump Install), s.S, c.HS, Teleport(Tap(HS)), j.P, j.K, j.S, JC, j.P, j.K, j.S, JC, j.HS, Beta Blade(DP+S) Chipp's main Jump Install combo, it's a hard combo to use, taking huge timing skills. When you preform the first Slash, you hold up, which starts the Install combo, then when you preform the second Slash, you stop holding up. When you teleport, the machine thinks you've preformed a jump do to holding up during the Slash, and allows you to JC the teleport, something normally impossible. Needless to say, this combo is alot easier to talk about then it is to do, so don't just try and do it during an important match. Worth the practice however. Genro Zan(HCF+K)(you in corner perferable), s.S, s.HS, Instant Air Dash(Up+Foward, Foward), j.HS, Beta Blade(DP+S) A fairly unusal and unexpected combo, it actually allows for you to combo off the Genro Zan, which does a ton of damage on it's own(around 100 points, the highest damage of Chipp's moves) It does have a limit however. Only a few characters(Jam and Baiken so far) are able to be hit by this combo, and it's hard to time for them anyway. It does, however, provide Chipp with another means of dealing extra damage for no extra tension, so it makes it in. Now, let's add some tension, starting at 50% F+P, s.S, F+P, s.S, Sweep(Down+Dust), Resso(QCF+S), RC, s.HS, Instant Air Dash(Up+Foward, Foward), j.HS, Beta Blade(DP+S) This combo will throw you opponent for a loop, the sweep catching most people off guard. The Instant Air Dash is important, else you won't be able to reach your opponent before they recover. A nice combo, but nothing special. Now, Full Tension Combos(the one's a give my crappy names to) Chipp's Flaming Fists s.S, s.S, Resso(QCF+S), Rokusai(QCF+S), RC, s.S, s.S, Resso(QCF+S), Rokusai(QCF+S), RC, s.S, s.S, Resso(QCF+S), Rokusai(QCF+S), Senshu(QCF+K), s.S, s.HS, JC, j.P, j.K, j.S, JC, j.P, j.K, j.S, JC, j.HS, Beta Blade(DP+S) This is a huge combo, around 25 hits long. It does good damage, and can really get your opponent if they don't block low for the Rokusai. It has a block point at the Senshu, but the rest of the combo's just icing on the cake, so don't worry if they block it. There's nothing really tough to do in here either, it's just the length can through off some timing. Well worth the use. Shinobi's Fury F+HS, Zansai Roga(HCB, F+HS), RC(sixth hit, the downward slice), F+HS, JC, j.P, j.K, j.S, JC, j.P, j.K, j.S, JC, j.HS, Beta Blade(DP+S) At 18 hits, this thing is a monster. It can drop Sol's life bar around 3/4's of the way, and almost kill Chipp outright. Use the foward HS after the Roman Cancel to float the opponent back up, timing for characters vary, but a general rule is that only the top of the blade should hit the character. Note- Much longer combos exist, like a 50 something hit combo proformed only with 100% tension. However, these combos are not worth it(the 50 hit combo only did about 200 points of damage) so don't really learn them unless you want to be the Chipp master. Note 2 - Have your own combos? send them in! If they're worth it in a match, I'll put in it, clearly marked with you name and the name of the combo*. Send them to Shamgi@sfdt.com *Only combo's with exceptional damage or length will be posted with a name. All sent in combos will feature the creators name* 5. Tactics and Traps Gamma Blade(HCK+HS), Teleport(Tap(K)), Jump, Air Grab(F+HS) Chipp's grab combo,this is fairly hard to preform due to the speed required, but it's a lethal trap. If the opponent Recovers, you get them with the throw. If they don't Recover, then you can still hit them with the air throw, or just land and repeat the combo. Hard to use, but deadly. Roman Cancel(RC) uses. Roman Cancel is easily the most powerful move you can preform in GGX2. With it's canceling effect, it allows for endless combo ability, but has other uses as well. It can be preformed when the opponent is blocking, so if you can't afford to take the counter attack damage, use the tension. Roman Cancels should not just be thrown out however, they use to much tension for that. Any combo that uses a RC should be checked first, because if the damage is two low, it's usually not worth it.(There re exceptions, such as pressure combos or prevention combos) Prevention Combos A Prevention combo is something used to prevent the opponent from using an effect against you. They aren't aimed for damage so much as length, comsuming as much time as possible. Examples would be Sol's Dragon Install, Baikens curses, or Zappa getting Rhao out. The full tension combo above is good for this(the Flaming Fist one) or just combos that force your opponent to block for a while. Good Prevention combos will be put up as they are found. False Roman Cancel uses They have a more defined role, but are still quite useful. Chipp has 4 False Roman Cancels points During Senshu, before Chipp beings his foot down During Genro Zan, the exact frame(!) after he cuts their throat During Zansai Roga, before the first hit lands During Zansai Roga, just before the forth hit lands Each one has it's own specific purpose, whether it be combo extension, combo starting, move escape, or just screwing with the opponent. Each will be covered seperatly Senshu - Done before the attack starts(Before the flaming kick animation starts, not before the actual move starts) It leaves you in the air, flying foward towards the opponent, and has several uses. 1. You can land and preform a Genro Zan, which will get blockers. 2. Pull off an air combo. 3. Escape the lag time of the move if your afarid of the counter attack I perfer the first, but the same rule applies here as to Alpha Special; only do it about 25% of the time, so the opponent doesn't start to guess it'll happen. Remember, if they do try to jump out of attack, you get a counter hit and keep them on the ground. Genro Zan - Done the exact frame after Chipp slits their throat. Nearly impossible to pull out without plently of practice, No normal RC point exists for the move, so it can be mashed, but that usually doesn't work. If you do get it, it's just like hitting with a low to the ground Alpha Blade, you get a free air combo. Just use the same combo used in the Alpha Blade combo(Starting with the s.S, s.HS) and you'll have a nice launcher combo. Good stuff. Zansai Roga(1st hit) - Done before you reach the opponent for the 1st hit. It's only for escape and screwing with people, it's expensive, but usually worth it. A good 100% tension combo is shown below Ninja's Quickness Zansai Roga(HCB, F+HS) FRC(1st hit), Genro Zan, FRC, s.S, s.HS, JC, j.P, j.K, j.S, JC, j.P, j.K, j.S, JC, j.HS, Beta Blade(DP+S) Any good opponent will block the Zansai Roga, which is hard enough to block as it is, but you FRC and hit with a grab, then FRC it to hit with an air combo. It's usually not worth it damage wise, but has a better chance of hitting the opponent, so it does have merit. Again, only should be used about 50% of time, mostly because it can be dodged, if the opponent jumps the Genro Zan, you'll miss and have just wasted 75% of your tension. But if they jump and you don't FRC, they'll get hit, and they have to deal with the super. Zansai Roga(4th hit) - Before the forth hit lands. Easier to do than the others, it has much less use, having no combo use. It can be FRC'd if you are hitting, but if you are, why not just let the super finish and save the tension for Faultless Defense? If they are blocking, however, you can FRC it to put yourself right in front of them, use the Genro Zan FRC combo or just a normal combo if you don't have the tenson. 6. Versus Guide(Incomplete) 6.1 Anji Anji has a great anti air hit, so be careful not to run into it. His moves are powerful, and changeable, he can swap which finishing move he uses. His super is fairly normal, but it's a projectile in the fact that it'll stay around even if he's hit, which is why it's a bad idea trying to counter it. Just block it, and you'll be fine. 6.2 Axl An Axl player will try to set the rythm of the match. Don't let them. Otherwise he'll force you play his way, which is bad for you. His range will force you into the air, don't stay there, He can do some serious damage. He's usually weak in the back, but beware his super, it hits on all sides. Keep moving to avoid damage. 6.3 Baiken Her curses, especially her defense halving one, are to be avoided at all costs. Try not to attack her from the air, since her air counter is quite powerful. Her new Air Dust combos will also put a large dent in your health, so watch out when you're in the air. Hit and Run mixed in with some Pressure is nice against her, just watch for counters 6.4 Bridget His traps are easy for him to set up and deal good damage, so always keep track of his yoyo. If he ever puts it out, just jump over him, so he has to redeploy it. If he locks onto you, stay in constant motion, or else he'll get you bad. His supers are powerful, but he himself is fairly weak, so hit him hard and fast to prevent him from setting up his traps. 6.5 Chipp This fight will go quick, unless neither opponent know how to play. You will constantly be forced to seek the upper hand in your fights, and must out think and out manuver your opponents. Try to avoid air fights unless you know you're better, they can easily cause your loss. This is a fight where one combo can end the match, as several combos exist for Chipp to cut te life right off of you. This fight will test you reactions more than any other. A mix of all stragities is advisied, so your opponent can't read you easily 6.6 Dizzy She's deadly at long ranges and dangerous up close, you have to pick what you believe is the lesser evil. She has at least 3 different projectiles, a homing, delayed, and anti air, plus a ice spike move that could almost be considered a projectile. Most of her supers are powerful, but each have their own weakness, the Imperial Ray can be jumped over, but just. The Circle on the ground is unblockable, but can also be jumped over, so be careful. Her Gamma Ray is almost instant death if she hits you with it, and is hard to jump over. The first way to beat it is to prevent it, don't let her build up the tension or get the range. If she does pull it off, block the small lasers, then use a teleport to dodge. You can also use a Banki Messai to run up next to her. If you're anywhere but the edge of the screen, it'll hit her, if you'r at the edge, you'll just stop right in front of her, out of range of the laser. The latter one is usually best, as Dizzy wastes the tension used preforming the move. emptying her gauge completly. Pressure or Hit and Run, whichever you're better at. 6.7 Eddie 6.8 Faust Faust is almost totally random, which makes it a total pain to fight him. His attackes are hard to perdict, mostly the Whats Next?, Super What's Next?, and his qcf, qcf+S super all have various outcomes, some good, some bad. Just keep jumping over him to avoid his moves, he has few anti air moves, and they can tend to be slow. Air Dommiance is advisied 6.9 I-no Above all, her projectile is the worst, becomming more powerful as the distance it travels increases, and she can also change it's heading, making it go low or high. You either have to learn how to fake the opponent out, which you will lose eventually, or you have to stay up close, which is bad. Just learn to rush in and either jump over or run straight through, depending on if it's high or low. Her air super his more of a counter, watch jumping up at her if she's got the tension. Her ground supers can just be jumped over. Her charging moves can throw you off, just learn to read them and dodge accordingly. 6.10 Jam 6.11 Johnny Nowhere near as dangerous as before, Johnny still remains a big threat. He has trouble moving across the scren easily(He has a limited dash) so use that to your advantage, not letting him get close. He may try to move quickly with the , but you can knock him out of it if you watch for it. His Johnny special is good anti air and almost instant when it goes off, so watch out for it. Something wierd is that the Beta Blade will block it, so if you dash in, then Beta Blade when they use the super, they'll have wasted 50% tension for nothing. Hit and Run is advised. 6.12 Justice Justice is a pain to fight, mostly because of how much damage hit attacks do. Either of his rays(Gamma or Imperial) will make your match end abrubtly, so avoid hem at all costs. Don't let him pin you down with his N.B., you can jump other both versions. His height makes it so he can't duck your attacks like most characters, use this to your advantage. He has three supers, and all are a real pain. Pressure is advisied. 6.13 Kliff Kliff has lower defense than you, but his attacks are burtal, and can easily rain on your parade. Also, his lack of weight in the air may throw off your combos, learn to deal with his weight differently. Press or large combos is advisied, as you can kill him easily if you string a big enough combo together. 6.14 Ky He has a decent pressure game, but it involves flooring you, so try and avoid it. His projectiles are fairly easy to avoid, but watch out for a FRC'd Charged Stun Edge to an air combo, it'll tear you apart. Pressure is advisied, with quite a few large combos. 6.15 May Low defense, high damage, that defines May. All her attacks are powerful. Both her supers are fairly easy to avoid, but are better blocked. Only her new super has more than one block hit, so watch out for it. 6.16 Milla She's just as good in the air as Chipp is, so this can turn into an air duel. Your combos can cut some serious chunks of life off her, but the same applies to you, so be careful. Air Dommiance is great if you're good in the air, and Big Combos works well to. 6.17 Potekmin Clash of the extremes, this makes for one of the more interesting fights. Potekmins Bulk makes him an easy target to your attacks, but his high defense and attack means he can take anything you throw at him and dish it back at twice the damage. Avoid his Heat Knuckle and Heavenly Potekmin Buster like the plage, don't stay in the air where he can get you with those moves. Learn to jump often, to avoid his Sliding Head. Hit and Run is advisied. 6.18 Robo-Ky His projectiles are either slower or stationarly, but they have better guarding and pressure abilities. His HS projectile creates a wall, and has to be jumped fairly high over. His Aegis High Super is a big pain, and is anti air, so be careful. His Ride the Lighting only has one hit that does all the damage, so be careful of it to. Presure is nice, but he might be able to break out of it. 6.19 Slayer 6.2 Sol Way to powerful for his speed, Sol is easily te cheapest character in X2, but he's still fairly balanced and nowhere near unbeatable. His moves are all powerful and combo farly well, so this is a match where dodging is more important than normal. If he goes into Dragin Install, pressure him until it wears off, you don't want to be hit with an uppercut combo. His air dust combo is fairly rare, but so powerful and unrecoverable it'll drop your life by 90%, so don't even let him hit you with it. Hit and Run is a great way to beat him. 6.21 Testament Testament has more trap moves than any other character, so you got to be careful about being hit. His lock on is more of an annoyance, but it can do real damage. The posion saps your already easily lost life, so avoid Testaments super and counter as much as possble. His blood nets hold you for several seconds, so watch where they are and use a Gamma Blade, it will disable them. His tree thing(can't remember the exact name) activates when you walk over it, so try and jump over them. He can set them and leave them out, so remember where he put them, it's easy for a match to end when you run into the one blood net. 6.22 Venom His Pool Formation is quite deadly, so don't try to rush in. He likes to stay at range, so try to get close, his ranged attacks are his main game. You can jump over the Dark Angel, so don't even take the block damage. Pressure and Air Dommiance are advisied. 6.23 Zappa Zappa needs to hit his opponent before he can start any long combos or big damage attacks, so try to avoid his summon attack. Beware his ability to summon ghosts as he's hit, a good Zappa player will turn this to his advantage. Zappa lacks range on most of his attacks, so Hit and Run is advisied. 7. Thanks bungiefan, for allowing me to play the game skuldnoshinpo, for allowing me to use stuff from his guide.(Though most of what I plan to use isn't in yet, but it will come)