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Guilty Gear X2/XX
Mission Mode Faq

 

Table of Contents


1. Introduction
2. Version History
3. Condition Explanation
4. Strategy in General
5. Strategy For Each Individual Mission
6. Quick Strat Overview
7. Unlocking Artwork
8. Notes
9. Secrets
10. Credits

 

1. Introduction

Well I am assuming that if you are here looking at this FAQ, then you know what
Guilty Gear is. If you have not played the PS2 version of Guilty Gear X2/XX
than you might not know what Mission Mode is. Well, mission mode is a mode of
single player play that allows you to fight as specific predetermined
characters against predetermined characters. Thus to beat a mission you have
to learn how to use certain characters. That’s not all however. There are
also many conditions that you have to meet such as being poisoned or not being
able to damage opponent with special moves. Many missions are extremely
difficult and some seem down right impossible. That’s why this FAQ needed to
be created. The main thing about these missions is developing a strategy to
beat them. These missions can be beaten in any order that you wish. It takes
allot of effort and endless hours to beat all 50 missions. Strategy is the key
and that’s what I am trying to provide here. Anyone who has any questions,
disagrees or has a better strategy than what I have here, please Email me at
[email protected]. I decided not to provide any basic and general game
information such as move lists and system explanation because Echang’s amazing
faq explains all of the games systems and moves in great depths. Also,
gamecombos.com has an intensely detailed section on Guilty Gear XX. To get full
use of this FAQ, please review Echang’s gameplay FAQ located at Gamefaqs.com
and also Gamecombos.com section on Guilty Gear XX. Anyway, have fun with the
game and hope the FAQ helps.

2. Version History

1.0 (02/23/03)
First release

1.1 (3/3/03)
Fixed minor glitches and also made it easier to find individual missions.
Added quick strat overview section 6

3. Condition Explanation

The conditions are all listed in the mission mode data page where you select
your match.

NO.#: Number of mission

GENERAL CONDITIONS

TIME: The number of seconds that you have to complete mission.

ENEMY LEVEL: The difficulty of the A.I. of the computer-controlled opponent.
There are only three different difficulties in mission mode:

16: Hard

24: Very Hard

32: Maniac (Most missions are 32)

CLEAR: These are the conditions you must meet in order to beat mission.
Some missions have multiple clear options.

Beat Enemy: You must defeat the opponent by depleting their life by
attacking them with what ever means are needed. (Most missions are
Beat Enemy)

Time Up: All that you have to do is survive long enough until the time
is up. Even if the opponent has a larger life bar than you after time
is up, you still complete the mission.

Judge: This is different then time up. Judge is when time is up and
you have more energy than the opponent. If your life bar as larger by
the time runs out, you have met the mission requirements.

PLAYER/CHARACTER CONDITIONS

CHARACTER: What character is selected for you and CPU. The CPU will sometimes
have a special character quality next to their name.

Ex: Alternate versions of character with different moves.

Black: A version of the character with infinite tension.

Gold: A super powered version of the character usually much faster, powered up
moves, better defense and offense, and sometimes-infinite tension along with
occasional other goodies.

LIFE: Amount of life that the characters have. (420 is max, 1 is next to
nothing) There are sometimes conditions next to the life number.

Poison: The life bar will slowly drain as the time ticks on.

Heal: The life bar will slowly regain as the time ticks on.

Regain: The life bar will quickly be recharge to full unless character
is continuously attacked.

GUARD LEVEL: Amount that the guard meter is started at and defaulted to after
a combo or single attack is executed (Unless the meter is higher then default.)
The higher the meter number the higher the guard meter is.

TENSION: Amount of the tension meter when you start. (0 is none, 10,000 is
full) There are sometimes conditions to this that alter the tension meter.

Normal: Means that tension will act normal.

Hold: Tension will be stuck at listed level.
This will allow infinite tension.

No: Tension moves will not be available. (Anything involving tension)

PSYCH BURST: This shows if the Psych Burst is available or not. (Ok means it
acts as normal, No - means it is not.)

SEAL: This is the condition that does not allow certain abilities of a
character.

Jump: Character cannot jump, or do homing dust jumps.

Specials: All special and overdrive attacks are disabled. *On a side
note one may ask why this ability is sealed for missions where you can
only damage the character with normal attacks. Well the answer is
simple. Specials and overdrives help continue combos (which are helpful
in the combo conditioned missions) and provide ways of pressuring the
opponent and also help deliver guard damage. Thus your abilities and
options are more limited if this is sealed.

COMBO DAMAGE: This portrays the amount of hits you have to string together
in a combo in order to start doing damage. This means that every time you hit
the opponent, you only do damage once you combo ABOVE the listed number. So if
over 2 is listed here, you only start doing damage on your third hit of a
combo. This is what makes the hardest missions the hardest missions. If
over 0 is listed (which is the majority of missions), damage is taken as
normal. Also note, if there is any number besides 0, throws will never effect
the opponent and the character will not take chip damage from blocked specials
and overdrives, although they will still take guard damage from all blocked
attacks. (Which is the key to winning these missions)

INSTANT KILL: This shows if the instant kill attack can be used. (- Means no
instant kill, OK means they are allowed, which is rare btw.) *Please note that
when Instant Kills are inactive you can still go into activation mode but it
will not actually change your bar to the red Instant Kill Mode, which allows
you to IK.

DAMAGE: This represents the attacks that the character can use to damage the
opponent. When an attack is not listed, this means of course that the attack
will not damage the opponent. *Please note that if Testament poisons the
opponent, this will always do damage no matter what is or isn’t listed. The
individual attack that causes the poison won’t do damage if the respective
special or overdrive is not listed under the damage section however.

Normal: This means that all basic attacks, including throws (unless
there is a combo condition) are damaging against.

Dead Angle: This means that Dead Angle attacks (block then push
forward and two attack buttons) are damaging against the opponent.

Special: This means that all Special attacks are damaging against
opponents.

Overdrive: This means that all Overdrive attacks are damaging against
opponents.

- : This means that no attacks at all damage the opponent what so ever.

 

4. Strategy in General

There are many strategies that apply to almost every mission. These are my
ten commandments of Mission Mode.

1) The first recommendation I have to make is always make sure you pay
attention to the conditions. You may be thinking that an opponent has to be
defeated when all the mission is, is a judge mission. Also you may be using
attacks that do no damage and not understand why they seem to not be taking
damage.

2) The next strategy is absolute patience. The first few missions may only
take you a few minutes to beat. Don’t get used to it. Many of the higher
missions will take hours of patience and practice. If you get frustrated
easy, these later missions are not for you.

3) Another very important thing to remember is that it can be very beneficial
to go into the training mode and select your character and the CPU character.
Practice combos and get a feel for the character especially characters you are
not used to fighting as and fighting against. I suggest fighting as the
character you are using for the mission AND the character you are fighting
since certain combos will and will not work on certain characters. You can set
the CPU as your opponent and their level to 32. This is really useful and
helps you come up with strategy without pressure. It is however important to
not spend too much time in training however, because while you are practicing
for hours in this mode, you could easily be beating this mission. The best
practice is in the mission itself, but training allows you to try things out
that you might not normally try and also figure out combos not on the spot.

4) Now for your best friend, BURST. Burst is great but not because it only
breaks combos (which can be a deciding factor to keep you alive long enough to
beat a mission) but because of the orange burst (a burst that does not break a
combo or an attack but is done when you are just standing still or jumping).
When this kind of burst hits your opponent it will refill your tension meter
to full. This means two more overdrives that can be used immediately or you
will have plenty of tension for Faultless Defense. This is invaluable in
missions that overdrives are the only damaging attack. Always remember the
burst abilities. You will NEED them often.

5) Rush down is the key. Most missions you cannot let up on the opponent,
especially if they have healing powers. Use attacks that you know work and
don’t get reckless and do nothing but crazy stuff with high hopes. You will
lose.

6) Never forget your Overdrives. If you can use them, USE THEM. They take
away a whole ton of damage and usually hit a lot allowing you to pass certain
combo conditions.

7) Always block with Faultless Defense (block holding two attack buttons).
This will save your arse countless times when you have one spec of life left.
8) Try not to start off combos with ducking punch or kick. This will SEVERLY
weaken the damage of the overall combo. A combo that might take away 45% of
the life bar might only take away 30% if you start it with a weak attack.
Sometimes its worth it since its easier to attack with quick attacks to start
a combo, especially when the opponent gets up, but for straight up attacking,
try to find a better way to enter the combo.

9) If a mission has the ability to use Instant Kills, use them. Makes most
missions quick and easy. Mission 17 is the only exception in my opinion.
10) Don’t take my strategies or anyone else’s strategies as the only way to
beat a mission. If you find any strategy not being useful then try to take
tips of multiple strategies and develop your own. It is useless to try
something over and over and get no results.

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Beginning of Mission Strategy
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5. Strategy with individual missions.

 

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MISSION 1
------------------------------------------------------------------------------

Difficulty: 1
Time: 40
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Sol
Life: 420
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

ENEMY
Character: Ky Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 1 Strategy:

I will say this, if you are having trouble on this mission, forget about
mission mode and play the game for at least a week and then come back and test
your skills. This should be a simple mission and a breeze for Sol users.
Just stay on Ky and don’t let up on your attacks and combos. The only thing
to worry about is the time but it shouldn’t be a problem if you rush down.
S,S,HS>qcb+S is a fine combo or substitute the Grand Viper for a Gun Flame,
then air combo them with jS,jFS>dp+HS. Since you have full tension at the
start of the round, you can Dragon Install (qcbx2+S), which makes this
mission to simple. If you are really itching to beat this mission and you
can’t, use the IK when Ky jumps. Real easy mission.

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MISSION 2
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Difficulty 3
Time: 70
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Jam
Life: 420
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 3
Instant Kill: -
Damage: All

ENEMY
Character: Johnny EX
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 2 Strategy:

The key in this mission is to use Jam’s linkable specials constantly.
Overdrives are extremely useful as well. Try to get Jams overdrive
Renhoukyaku (HCB,F +HS) by dashing towards Johnny and executing.
It should hit almost all the time. If you run out of tension, try to get an
orange burst off and execute the same tactic, you should be able to get a few
overdrives off which will help a lot. After you run out of all tension and
burst, rush Johnny with d+HS(2hits),qcf+K and if it hits>dp+K(let the kick
hit 3 times)>qcf+K. This combo will pretty much annihilate Johnny. If you
want to try to power up your attacks (d,d+ Respective button), it’s worth a
shot but since he blocks a lot, it mostly is a waste. Pressure him into
screwing up and take advantage of his opening. This mission shouldn’t be too
much trouble.

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MISSION 3
------------------------------------------------------------------------------

Difficulty: 3
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Axl
Life: 420
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Overdrive

ENEMY
Character: Kliff Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 3 Strategy:

Kliff is slow, and Axl has a good array of attacks, so this mission isn’t too
hard. Since Kliff is Gold however, it makes this mission kind of difficult
if you aren’t used to the computer. Kliff has a really high defense so
nothing is going to be really damaging except Axl’s Overdrive (qcf,hcb+HS).
Try to get an orange burst to hit by rushing and waiting for Kliff to attack.
Then rush and overdrive twice. After that you have to rebuild your tension.
Your down and Hard Slash is your best bet. Keep dashing and do that a few
times along with charge back forward + Slash> up and also your Overdrive when
you have a chance after you have built up your tension or used your orange
burst and you should have no problem. Make sure if Kliff does any of his
overdrives while you are dashing, that you Faultless Defense quick stop.
Very easy mission.

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MISSION 4
------------------------------------------------------------------------------

Difficulty: 4
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Eddie
Life: 420 Poison
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: Special
Combo Damage: Over 0
Instant Kill: -
Damage: Normal

ENEMY
Character: Venom Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 4 Strategy:

This mission is surprisingly tough. Since you have no tension for blocking
and can only damage with normals, you have to make use of Eddie’s amazing
normal attacks and most importantly his throw. Try to get in close rushing
Venom with a quick S,HS combo and a few F+HS attacks. If you see an opening,
throw his sorry ass. Then jump to him and throw him again. Once he is in the
corner, he is pretty much dead. Keep up this strategy and you should have no
problem. You might want to mix things up by rushing with S,d+dust. Then you
can jump up and throw him and start the throw trap. Just keep at it and start
your own strategy if needed.

 

------------------------------------------------------------------------------
MISSION 5
------------------------------------------------------------------------------

Difficulty: 2
Time: 25
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Bridget
Life: 420
Guard level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: All

ENEMY
Character: Potemkin Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000: Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 5 Strategy:

Since you have infinite tension, this mission should be pretty easy.
Toss the Yoyo out (HS) at Potemkin and then immediately do Bridget’s overdrive
hcb,f+HS. This will make the tricicling bear hit Potemkin tons of times and
then you can jump at him for a quick air combo. jP,jK,Jump Cancel jk,jS,jdS
should work. Keep doing this over and over. Make sure you are constantly
attacking with heavy hits because Potemkin has a high defense and Bridget has
a poor offense. Just do a lot of overdrives and combos and this mission
should be no problem. Since Potemkin is slow, it will take him some time to
get to you, thus giving you plenty of time to do the yoyo overdrive.

------------------------------------------------------------------------------
MISSION 6
------------------------------------------------------------------------------

Difficulty: 5
Time: 20
Enemy Level: 32
Clear: Judge

PLAYER
Character: Baiken
Life: 393
Guard level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Dead Angle

ENEMY
Character: May Ex
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 6 Strategy:

The important thing to remember in this mission is to pay attention to the
conditions, mainly the fact that the Clear requirement is Judge. So you
don’t have to beat May by killing her, rather you just have to hit her with
enough Dead Angle attacks before time runs out. The infinite tension allows
you to always use Faultless Defense but don’t focus on using it to much
because it pushes you further away when you block. Just FD all of the
specials and overdrives. While doing that always go for Dead Angle attacks.
Be bold and stay on her. Dash at her and quick stop with FD. She should go
for an attack and then Dead Angle her. Try to make sure you block low so May
doesn’t get in her d+k>Overdrive combo. Also watch for her Dust overhead.
If she takes any decent amount of life from you, restart. Two or three hits
will get you where you need as long as you don’t take to much damage. Four
hits will make it pretty safe for you. After you have taken enough life so
she has less than you do, run away and FD everything. This one takes patience
and can be annoying. Once you learn how the computer fights however, it
should be a piece of cake.

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MISSION 7
------------------------------------------------------------------------------

Difficulty: 3
Time: 30
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Slayer
Life: 420 Poison
Guard level: 128
Tension: 10000 Hold
Psych Burst: OK
Seal: Jump
Combo Damage: Over 0
Instant Kill: -
Damage: Overdrives

ENEMY
Character: I-No Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 7 Strategy:

As with any mission that has infinite tension, this should not be to major of
a problem. Make sure that you use both of Slayers overdrives. Try to rush
I-No and use Slayers Overdrive Eien no Tsubasa (qcfx2+HS) and then as she is
falling use Dead on Time (hcb,f+S). This two hit combo a few times should
work just fine. Also, Dead on time will work nice by itself. Just keep
throwing overdrives out at her non-stop and you should kill her in a few
tries.

------------------------------------------------------------------------------
MISSION 8
------------------------------------------------------------------------------

Difficulty: 2
Time: 40
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Jam
Life: 420
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: Special, Overdrive

ENEMY
Character: Robo Ky
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 8 Strategy:
Since this mission is an instant kill mission, it’s real easy.
Just knock Robo Ky far away, go into IK mode (All four attacks), and he will
most likely rush you, then nail that bastard with an IK. If you miss, try
again. It’s that simple. If you want to take on this mission without an
instant kill, use the same exact strategy for mission 2.

------------------------------------------------------------------------------
MISSION 9
------------------------------------------------------------------------------

Difficulty: 2
Time: 60
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Venom
Life: 420 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: Special, Overdrive

ENEMY
Character: Slayer Ex
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 9 Strategy:

Once again, since this mission is an instant kill mission, use it. Even
though Venom’s IK kind of sucks, if you do the typical knock down far away,
then IK mode, then IK tactic you should be fine. You could also start out
with Dark Angel Overdrive (qcb,hcf+S) and then IK mode then use the IK when
they get close. You should get it within a few tries or if you want to try
beating this mission without IK, use a lot of Double Head Morbid’s
(f,d,df+S/HS) and Dark Angel Overdrives. Don’t bother with to many combos,
just raw attacking should do.

------------------------------------------------------------------------------
MISSION 10
------------------------------------------------------------------------------

Difficulty: 6
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Sol
Life: 420
Guard level: 128
Tension: 10000 Normal
Psych Burst: OK
Seal: Jump
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Special

ENEMY
Character: Dizzy EX Gold
Life: 315 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 10 Strategy:

This is the first real tough mission in mission mode. You can’t jump and you
can’t hurt her with overdrives. Expect to take some time learning how to keep
up a constant attack that keeps damaging a healing gold opponent. You will
definitely spend some time on this mission unless you are a real good Sol
user and know the computer inside out. First off as far as Dizzy’s
Overdrives are concerned. Stay away from them. It is utterly useless to try
and counter any of them. If she hits you early with any of them and you
survive, restart. If you see any coming, FD for the whole thing. If you see
her put her hands to her mouth, don’t attack her. It is a real small gesture
that turns out to be a killer counter attack Overdrive. If the screen turns
black real quick, then Dizzy starts giving off a strange aura while she is
screaming and going into different poses, get the hell away and get ready to
FD. This is the computer only overdrive (Very much like Boss I-No’s
overdrive.) If you are close to her and try to counter attack, it will hit you
about 60 or 70 times and kill you outright. Now, since Sol has a full guard
meter, any attacks that Dizzy hits you with will stun you. This will lead for
big combo damage. So, don’t be reckless. The best way to kill her is to stay
on her. Rush her and get real deep then S,S,HS> Gun Flame (qcf+P) This will
almost always hit her. Then Gun Flame will usually get a counter and she will
fall to the ground. You cane use a Volcanic Viper (f,d,df+HS>qcb+K) to juggle
after the Gun Flame hits. Right as she is getting up, repeat the combo. Do
this a few times and she will be dizzy (I know she is already Dizzy but you
know what I mean). When you see the dizzy birds, Dragon Install and then
S,S,HS>Volcanic Viper (f,d,df+HS). As she gets up from this, do the combo
again. Then do a few more Gun Flame combos, and she should be dead. Not a
ridiculously hard mission when you learn how to fight her.

------------------------------------------------------------------------------
MISSION 11
------------------------------------------------------------------------------

Difficulty: 2
Time: 40
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Chipp
Life: 420 Poison
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: Special
Combo Damage: Over 0
Instant Kill: -
Damage: Normal

ENEMY
Character: Venom
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 11 Strategy:

I find this mission very easy. Chip is a normal attack king. Rush Venom
with an up close S,f+P(one hit),S,f+P(one hit),S,HS. You HAVE to be dashing
in deep for this combo to work. If you aren’t dashing just
S,f+P(one hit),S,HS. Keep on doing this. A good way to get close and combo
easy is by hitting forward and HS. This will either hit Venom and stagger
him, or build up his guard meter. If it staggers, then dash into him and do
the combo. Plus it takes a ton of life. This combo or just about any combo
should decimate Venom after a few times. Just make sure you get Chipp’s HS
in there since the Slash and Punch attacks do little damage. An occasional
trip is always nice for good measures. Keep rushing him and attacking as he
gets up and you should be fine.

 

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MISSION 12
------------------------------------------------------------------------------

Difficulty: 3
Time: 40
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Potemkin
Life: 420 Poison
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Special

ENEMY
Character: Ky Gold
Life: 420
Guard Level: 0
Tension: 10000: Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 12 Strategy:

This mission is pretty easy once you know what to do. The main thing to do
standing HS far away> charge back forward HS. Also a lot of Front Mega Fists
(qcf+P) help here too but that combo should do enough damage to pretty much
kill Ky in a few seconds. If you stop attacking not only will Ky start Stun
Edging you to death, but he will be on you like a fly on stuff. Beware of
his Charge Stun Edge because it hits infinite times. Try to jump over Ky’s
Stun Edges or use the Front Mega Fists a lot. Keep on him and don’t let up.
Forward + HS should be thrown in there occasionally. Potemkin will crush the
life bar fairly easily.

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MISSION 13
------------------------------------------------------------------------------

Difficulty: 6
Time: 60
Enemy Level: 32
Clear: Time Up

PLAYER
Character: Faust
Life: 1
Guard level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: -

ENEMY
Character: Dizzy Gold
Life: 420 Regain
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 13 Strategy:

I handled this mission two different ways. The first time I beat it, I just
sat back and blocked with Faultless Defense(hold P+K). This strategy is good
but it involves a lot more than just blocking low and high. First off gold
Dizzy will do a lot of jumping which will be quick and try to get an overhead.
Also she will attack with d+k, which hits low, especially if you are blocking
with just back. She will also try to dust you if you are blocking low a lot.
To top it off, she will execute her overdrive, Necro Okotta Baai, which opens
up a ground portal, which will be unblockable and kill you. This is bad but
as soon as you see her cross her hands by her head when she does an overdrive,
jump back with a FD. Be careful not to mistaken this for her Imperial Ray
as it does look very similar to the startup of the Necro Okotta Baai. The
second time I beat it, I got tired of trying to get lucky enough to avoid her
attacks and made use of my infinite tension. First thing I used was Faust’s
swimming overdrive, Shigekiteki Zetsumeiken (qcfx2+S). If I happened to get
the angel (which I never did btw, not as the first attack at least.) I could
just restart with not much lost. Then as she was on the ground I would dash
back and do the item throw overdrive, Na-na-na-nani ga Deru Ka Na (qcfx2+P).
I did this move twice then blocked with FD in case I got a bomb that could
kill me (make sure you FD these bombs, wouldn't want to be your own demise).
If you get little Faust’s to come out, Dizzy will sometimes block for the
whole time that they would walk toward her. This made it so I would have
some time to sit back and grab so sweets to regain energy. This energy made
it possible for me to do the swimming overdrive again and even if I got the
angel, I would survive. Sometimes a hammer, bomb, poison or small Faust
would cancel an overdrive or special from Dizzy. This will give a small
window of time to chuck some more stuff at her. Between both of these
strategies, you should be able to survive the 60-second time limit.

------------------------------------------------------------------------------
MISSION 14
------------------------------------------------------------------------------

Difficulty: 5
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Johnny
Life: 210 Poison
Guard level: 0
Tension: 0 Normal
Psych Burst: -
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle

ENEMY
Character: Axl
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 14 Strategy:

Your forward and HS is pretty much your main form of attack here. It takes
away a ton of damage and is quick with long range. Axl, however has a lot of
range as well, so a good way to get in deep is get within a little over a
sweep range, then far slash, forward + hard slash>Divine Blade(f,d,df+S).
Do not hit the S to do the flame of the Divine Flame. Once you land, you
should be in perfect throw range. Throw him (forward+HS) then jump, jK,jS,
Jump Cancel, jK,jS,D. Axl CAN tech out of the throw, but he almost never
does. Keep this up as soon as he gets up. If he is to close for you,
K,HS>Glitter is Gold (d,df,f+HS). Then you should be safe to dash then
S,fHS>Divine Blade again. A few occasional fHS by themselves, will also do
well against him. This strategy will probably build up his guard meter rather
quick. Don’t blindly dash at Axl since Johnny is very open when he dashes.
Make sure there is a Glitter is Gold thrown before a dash. Don’t bother with
any other specials or overdrives since they won’t do any damage. This
mission is pretty tough but not a real bad challenge once you get used to
Johnny. Refer to mission 45 for an even more in depth strategy on how to use
Johnny effectively.

------------------------------------------------------------------------------
MISSION 15
------------------------------------------------------------------------------

Difficulty: 4
Time: 60
Enemy Level: 32
Clear: Time Up

PLAYER
Character: Zappa
Life: 420 Poison
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Special

ENEMY
Character: Venom
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 15 Strategy:

One thing that this mission shows is that the Dark Angel overdrive that Venom
uses is difficult to avoid without Faultless Defense (since you have NO
tension meter) and Zappa’s low jumping capabilities. Make sure you keep your
distance constantly. I beat this mission by just getting far away and
tripping Venom when he came in close. A lot of the time he would just sit
back and stand there for a good few seconds only to occasionally throw a few
pool balls my way. Luckily enough, most of his moves are easily avoided by
jumping over them or instant blocking them. Towards the end of the battle
when the final seconds tick away, you will have no energy and no tension to
FD with. I don’t recommend using instant block here as opposed to jumping
over attacks. Sometimes you will have to instant block when you are in a jam.
Calling out the occasional specter (d,df,f+P) is a real good idea, especially
the Ghost that can block Venoms pool balls with d,df,f+S. The sword should
be used only in a pickle. The dog is great to keep Venom busy because you
can just sit there and block while hitting back and dust over and over, which
will mess with Venom’s attacks. Just stay far away and keep trying this
mission. A little determination and you should get it.

------------------------------------------------------------------------------
MISSION 16
------------------------------------------------------------------------------

Difficulty: 4
Time: 80
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Baiken
Life: 420 Poison
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Special, Overdrive

ENEMY
Character: Johnny Gold
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 16 Strategy:

This is the second mission of a decent difficulty. Baiken has a nice array of
combos and attacks that will be invaluable. What you will want to do is dash
in with a d+Dust>qcf+K, Jump, jS>f,d,df+S. That is all I did until I got
enough tension to do her overdrive (qcfx2+HS) by dashing in and either
S,>d,df,fx2+S or just d,df,fx2+S. Try to get the orange burst of immediately
in the beginning of the round. Then use the normal combo to build it up and
do it again. The mission is not to hard but Johnny is really fast and has a
lot of damage to dish out. A Mist Finer (quick slash that Johnny can do in
three different directions) will kill you in ONE HIT so make sure you watch
for it since it has a little start up time. Also block low in case he goes
for the low one. Stay focused and don’t stop attacking.

------------------------------------------------------------------------------
MISSION 17
------------------------------------------------------------------------------

Difficulty: 2
Time: 30
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Eddie
Life: 1
Guard level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

ENEMY
Character: Zappa Ex
Life: 420
Guard Level: 0
Tension: 10000
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 17 Strategy:

This mission is real simple but not because of the IK, but because of the
infinite tension. I think the IK is just a red herring because Eddie’s IK
really sucks. It hits above him and unless you get Zappa to do a nice slow
jump at you, you have to get in nice and close, giving Zappa plenty of time
and chances to breath on you and kill you. That’s why I like to just
repetitively overdrive his sorry arse with Eddie’s two great overdrives.
First off make sure you always use faultless defense when Zappa gets close.
Try to trip him and dash back. If he seems to be closing in on you when you
are jumping, do his Executor Overdrive (In air qcfx2+S) and it should hurt
him bad. Then dash back and do a few Amorphous Overdrives (qcb,f+HS). Make
sure he isn’t close to you when you use this overdrive because it will
completely whiff him. A good dash back length should be fine. This should
hit him and kill him in a few shots, or if he blocks, it will build up the
guard meter so when he does get hit it will hurt bad. The overdrive used in
a quick repeated fashion will keep him far away. Don’t mess with calling a
shadow out because it will just give Zappa time to kill you. Should only take
3 to 4 overdrives to kill Zappa. Much easier than trying to Instant Kill him.

------------------------------------------------------------------------------
MISSION 18
------------------------------------------------------------------------------

Difficulty: 2
Time: 50
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Millia
Life: 315 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Overdrive

ENEMY
Character: Eddie Ex
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 18 Strategy:

The main reason this mission is so much fun is because of the beautiful music
you hear. This is a real simple mission due to Millia’s great and damaging
overdrive, Winger (hcb,hcf+HS). Rush Eddie and immediately do this overdrive
when you are close. He will almost always fall for it. Do it again and then
use an orange burst on him. Then the next two overdrives should finish him
off. If you miss the overdrives, rush him and do Lust Shaker (qcb+S,S,S etc.)
This will build your tension bar very quick and is a hard move to avoid. If
he blocks it will build up the guard meter real high. Just keep rushing him
and he shouldn’t be able to do much. If he tries to use a drill on you or an
Eddie Shadow move, just jump over them. Simple mission.

------------------------------------------------------------------------------
MISSION 19
------------------------------------------------------------------------------

Difficulty: 4
Time: 25
Enemy Level: 32
Clear: Judge

PLAYER
Character: Dizzy
Life: 315
Guard level: 0
Tension: 0 No
Psych Burst: -
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Special

ENEMY
Character: Testament
Life: 420 Regain
Guard Level: 0
Tension: 10000
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: -

Mission 19 Strategy:

You will immediately realize that after you attack Testament, he will
regenerate life as if he was in training mode, not heal like normal. What
you need to do is enough damage to Testament so that he has less life than
Dizzy by the time is up. Start off this mission by trying to knock down
Testament with a trip. Don’t worry about blocking attacks since Testament
can’t really hurt you. His poison is the only thing that can harm you and he
can only do this in his overdrive or his counter move. Both of these
shouldn’t be too hard to avoid. If Testament finds a way to damage you
decently, retry. If he starts a combo, burst immediately. As he gets up,
dash deep into him closely then dK,S,S(4-6hits),HS>d,df,f+HS. Then do this
gain to keep the damage on his life bar. Repeat over and over and time should
run out with plenty of damage on Testaments life bar. Keep trying and you
should get it. The pain about this mission is that you have to wait the 25
seconds for a split second chance. I didn’t go to training or anything so I
didn’t bother trying to figure out any combos. You might want to spend a few
test rounds to figure out how to get a good combo off on Testament.

------------------------------------------------------------------------------
MISSION 20
------------------------------------------------------------------------------

Difficulty: 6
Time: 55
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Potemkin
Life: 105 Poison
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Overdrive

ENEMY
Character: Anji Ex
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 20 Strategy:

First off, use an orange burst to build your tension, since overdrives are
the only things that work. If you are good at catching characters out of the
air, use Potemkin's Heavenly Potemkin Buster (qcfx2+S). You might want to try
to combo this overdrive from dHS but it is risky. If not you will want to
wait till Anji is decently close and then use his Gigantic Blid
(hcb,f+HS>hcfx2+P) This move is slow but most of the time, Anji will walk
into it. I really suggest that if you don’t get off the burst and two
overdrives, that you restart. If you do, you will want to build up one more
overdrive by doing Front Megafists (d,df,f+P) and far HS>Hammer Fall (charge
back, forward HS). This should build you up quick. After you Hammer Fall,
you will want to do a few Back Megafists (d,db,b+P) to escape Anji’s attack
range. Once decently far enough away, repeat until you can pull off another
Overdrive. This should kill him. If not and you actually have some time and
life left, try to get another overdrive. Takes some practice and is a real
pain of a mission.

------------------------------------------------------------------------------
MISSION 21
------------------------------------------------------------------------------

Difficulty: 5
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Testament
Life: 105
Guard level: 0
Tension: 0 Normal
Psych Burst: -
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Special

ENEMY
Character: Millia Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 21 Strategy:

This mission seems really tough at first but with the help of Testament’s
Zeinest (hcb+HS) you have a damn good chance. Gold Millia is well known for
her blink of an eye speed and Testament isn’t the quickest character to
counter that. The Zeinest rules for this very reason. Leave them everywhere.
I cannot emphasize this enough. It’s like the computer does not even know
they are there and walks right into it. Leave a Zeinest right in front of
Testament, back up a step or two and wait for Millia to rush you. If she is
just dilly-dallying, put a few in the air and an extra on the ground. Don’t
mess around to much though, cause she will be on you in a forth of a second.
Once she rushes right into a Zeinest, S,HS>qcb+P. This combo is amazing. It
does not look like it has that much reach but it has soooo much reach. As
long as you hit with the first Slash, you will almost always complete the
combo. It juggles real nice. If you are real close, you can add an extra
Slash at first. After Millia falls, just repeat the process and you should
have her. If she tries to rush you without any Zeinest’s put up or she
destroys them, either throw her or do the combo when she gets close. Use
your tension to throw out a few overdrives (hcb,f+HS) that will hurt her with
the poison, but not the initial impact. This mission takes a lot of practice
with this strategy, and you really do have to learn how the computer plays
Gold Millia.

------------------------------------------------------------------------------
MISSION 22
------------------------------------------------------------------------------

Difficulty: 4
Time: 50
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: May
Life: 210
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: Special
Combo Damage: Over 2
Instant Kill: -
Damage: Normal

ENEMY
Character: Baiken
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 22 Strategy:

The easiest strategy that I could find for this mission was real simple and
effective. Just dash at Baiken real deep and dK,dS,dHS. As she is getting up
do the combo again while dashing. That’s it. I beat this mission repeatedly
with just this strategy. Baiken will eventually get hit even if she blocks
the first attack, almost every time. The HS is what will do the damage and
does it nice. The knockdown will make it so you can dash in deep again and
repeat. If Baiken gets crazy and starts doing guard attacks, just keep at
her. If she busts out an overdrive, then just retry. If you learn Baiken
and May’s range, this mission should not take you more than 5 minutes of
trying.

------------------------------------------------------------------------------
MISSION 23
------------------------------------------------------------------------------

Difficulty: 6
Time: 20
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Ky
Life: 210 Poison
Guard level: 0
Tension: 5000 Normal
Psych Burst: -
Seal: -
Combo Damage: Over 15
Instant Kill: -
Damage: All

ENEMY
Character: Robo Ky
Life: 1
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 23 Strategy:

This mission is kind of annoying for non Ky users. Its pretty annoying for
Ky users too, if you don’t know long combos for Ky. All you need to do is
basically get a sixteen hit combo. There are MANY ways to get a nice high
combo for Ky. There are two basic strategies however you will most likely
follow, each with its own variations. First off, I highly recommend you
getting your full Tension meter up. Since you have no Burst, you will have
to build it up yourself. Try to rush Robo Ky with forward+P,S,S,dS>qcf+K.
If he blocks, don’t do the Stun Dipper. You might want to try a quick basic
combo of close S,dD. When ever Robo Ky gets up, Charge Stun Edge him
(qcf+HS), then rush him whether he blocks or not, and do a quick combo.
Continue this but be quick because you do not have much time. After you have
your tension meter up to full, do another Charge Stun Edge attack as he is
getting up. Keep trying this until he walks into this. Robo Ky for some
reason does not fall for this as much as most characters. After the Charge
Stun Edge hits, rush him and dP,dP,dD,>Sacred Edge (qcfx2+P), Sacred Edge
again, dash forward and Forward+P,S should definitely do it. If you want
do this combo without the Charge Stun Edge, you can try starting the combo
with 3-4 dP’s then continue the combo and after the Forward+P,S do a jump
cancel, jK,jS,Jump Cancel jS,jHS>Vapor Thrust (f,d,df+HS) The full combo
most likely will not hit but its way over the needed hits anyway. Practice
this in Training. The other way is through the dust launch. What I would do
is sit back after building up the tension meter, and wait for Robo Ky to do
the Ride the Lightning Overdrive. I would block this and immediately do a
Slash. This registered as a counter. Immediately do the Dust Launch (D).
Then hold up and jSx4(real fast), jP,jK,jS,jP,jS,Jump Cancel,jS>Ride the
Lightning. This should do it as far as hits no problem. Timing is
everything. You may want to try to do a Charge Stun Edge, then Dust Launch
into the combo but the timing is very difficult. Try these combos in Training
mode and make sure you fight either Ky or Robo Ky. They are both harder to
combo against in my opinion. Find the combo you are comfortable with and try
it out. There are many other combos that you can use but most will be similar.

------------------------------------------------------------------------------
MISSION 24
------------------------------------------------------------------------------

Difficulty: 7
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Sol
Life: 420 Poison
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Special

ENEMY
Character: Justice Gold
Life: 420 Heal
Guard Level: 0
Tension: 5000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 24 Strategy:

Another tough Sol mission. This on is especially tough since Justice is an
amazingly cheap character. You do have one thing here however that you did
not have for mission 10; Sol’s Dust loop infinite. There are many ways to
get the juggle started in the corner. Since Justice is huge, it makes the
combo all that easier. I was able to slightly stray from the normal dust loop
combo, and get a harder, longer hitting combo. First off, if you don’t know
much about Sol’s dust loop, it’s a specific combo that typically takes away
over half energy. It’s a corner juggle that uses Sol’s air dust attack.
What I would do with Justice is rush Justice with deep S,S,HS>Gun Flame
(d,df,f+P). Most of the time Justice would get hit by at least part of the
combo. Keep doing this until you hit with the Gun Flame in the corner, then
go in for a modified Dust Loop. Start out with a quick jumping S,D then Jump
Cancel the D, wait a moment then S,D again. Immediately jump back up with
S,D and continue the combo until Justice falls to far or you screw up. Keep
trying this and you will get it eventually. This combo should take close to
half energy. Make sure you rush Justice as he gets up. Keep this going and
it should start to show progress. Avoid Justices attacks and make sure that
you get ready to block especially when you are running because you will not
have the FD quick stop option. If you hit Justice with a Gun Flame and he is
not in the corner, jump at him and jS,jHS>f,d,df+HS>qcb+K. Then rush him again.
You are going to want to develop a little of your own strategy but it should
not be too difficult. Take your time and learn how to fight Justice and you
will get him.

------------------------------------------------------------------------------
MISSION 25
------------------------------------------------------------------------------

Difficulty: 3
Time: 50
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Jam
Life: 210
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: Jump
Combo Damage: Over 0
Instant Kill: -
Damage: Special

ENEMY
Character: Eddie
Life: 420
Guard Level: 0
Tension: 10000
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 25 Strategy:

All you have to do is get within a good distance to Eddie,
qcf+S>K,qcf+K,f,d,df+K(3hits), qcf+K. This combo alone should win you the
victory. Eddie will almost always fall for the low attack. Plus this combo
does a ton of damage. Any other of Jam’s specials aren’t really worth it and
harder to hit with. If you are far from Eddie on the initial impact of
qcf+S>K, go for qcf+K first, then f,d,df+K. Eddie likes to throw out a lot
of attacks but the best way to stop that is to constantly attack him. When
Eddie is acting crazy with attacks you might want to try to start out a few
attacks with just qcf+K then go into the combo. Time is the only real pain
here but if you keep trying, you should get quick and lucky enough to win.
Real simple.

------------------------------------------------------------------------------
MISSION 26
------------------------------------------------------------------------------

Difficulty: 5
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Baiken
Life: 105
Guard level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: Jump
Combo Damage: Over 4
Instant Kill: -
Damage: Overdrive

ENEMY
Character: Jam Ex
Life: 420
Guard Level: 0
Tension: 10000
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 26 Strategy:

Ok there are two ways to deal with this mission, the hard way, and the
slightly cheap way. The first way is since you have infinite tension, you
can rush Jam and try to get a few slashes in or you might want to use the
overdrives priority over moves to overpower Jam’s attacks. Then if you
cancel into her overdrive d,df,fx2+S, you will want to wait for two hits of
the overdrive to hit, then as soon as the second hit connects, RC into the
overdrive again. Sounds hard right? Well the easiest way to do this is after
you get the first hit of the overdrive, start rolling forward rapidly and
right on the second hit, hit P,K,HS. The S of the RC will substitute for the
Slash of the overdrive execution. Do this over and over. It is hard but here
is where the cheap way comes in. You can instead set a button to be a Roman
Cancel button. Then just keep rolling forward and jam on the button after the
second hit. This makes the mission much easier. Kind of cheesier but not that
bad. Keep trying to do this while avoiding Jams quick attacks. You should
get the hang of the mission and eventually get it.

------------------------------------------------------------------------------
MISSION 27
------------------------------------------------------------------------------

Difficulty: 5
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Axl
Life: 210 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: Jump
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Special

ENEMY
Character: Millia Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 27 Strategy:

Millia is going to be extremely fast, so you have to learn to react fast. She
can walk to you all away across the screen in 1/4th of a second. What you
need to do is once she is in range do Axl’s Rensengeki (charge back,
forward +Slash,up). This should hit her for a few good hits or if she blocks
wait and see if she moves in. Make sure there is so space between you and
Millia when you do this move or she will severely punish you. If it hits her,
wait for her to tech out before doing anything. If she techs out and is
still far away, throw Rensengeki again and make sure you hit up. This should
almost always hit her again. If she decides to get up close, throw her by
holding back and hitting HS so that you are still blocking in case you miss,
and then use Rensengeki again to juggle her. Make sure it juggles and doesn’t
hit her off the ground. Keep up this strategy and you should have her. Her
speed and flurry of moves is the only real worry.

------------------------------------------------------------------------------
MISSION 28
------------------------------------------------------------------------------

Difficulty: 2
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Slayer
Life: 210 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: Overdrive

ENEMY
Character: Chipp Gold Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 28 Strategy:

Another wonderful instant kill mission. Just go directly into Instant Kill
mode after you knock Chipp down or back. Then wait for Chipp to start hopping
around, and then try to nail him. Keep on trying over and over until you hit
him. If you want to try to win with out IK, just go at Chipp with Slayer’s
Overdrives and sure you build up tension with Bursts and Specials. Shouldn’t
be too hard.

------------------------------------------------------------------------------
MISSION 29
------------------------------------------------------------------------------

Difficulty: 8
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Anji
Life: 420 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 4
Instant Kill: -
Damage: Normal, Dead Angle, Overdrive

ENEMY
Character: Baiken Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 29 Strategy:

Real tough mission. Time is not your friend here. You have to do a lot of
damage to a healing Baiken, very quickly. My strategy for this one was
immediately dash at Baiken and try to get her to block. If she does,
S,HS>Issei Ougi: Sai (hcb,f+HS). This will build her guard meter up extremely
high to almost full. Then try to rush in and do the combo again but this time
hitting, then after the overdrive is finishing, dash deep, S, jump cancel,
jP,jK,jS, jump cancel, jP,jK,jS,jD. If the guard meter is low and the
jumping combo isn’t doing much damage, stop it with jD. Go for an orange
burst after this and repeat the process. You may want to try building up an
overdrive without a burst if it took some time getting the second overdrive to
hit. If Baiken blocks the S,HS, and you have no tension to overdrive with,
cancel into Anji’s Kai (qcb+P), then, if it hits, juggle Baiken with S, jump
cancel, jP,jK,jS, jump cancel, jP,jK,jS,jD. This should do decent damage but
don’t go for this combo if Baiken has a high guard meter. Save that for the
Overdrive combo. Build up the tension meter with S,HS>Fuujin (qcf+S)> Nagiha
(S) or Hitoashitobi (K). Speed and knowing Anji’s combos are what will win
this one for you.

------------------------------------------------------------------------------
MISSION 30
------------------------------------------------------------------------------

Difficulty: 4
Time: 60
Enemy Level: 32
Clear: Judge

PLAYER
Character: Testament
Life: 210
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: Jump
Combo Damage: Over 0
Instant Kill: -
Damage: -

ENEMY
Character: Kliff
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 30 Strategy:

Nice little mission which is tough and different. You have to get Kliff’s
life to be lowered to below Testament’s before time is up. Kliff can’t be
hurt from anything except poison. The best way to get the poison off is
Testament’s Overdrive, Nightmare Circular (hcb,f+HS). Dash at Kliff and get
an orange burst off. Just wait for Kliff to throw out a few random attacks
from far away or for him to jump then as he falls from his second jump and
nail him with the overdrive. After the overdrive hits, sit back and try your
best to avoid attacks, and try not to block since you will either use up
tension on FD, which is needed for overdrives, or you will take chip damage,
which will lower your life. If he is really on top of you, use Warrant
(qcb+k) to counter him and poison him longer. After nine seconds, the poison
will wear off. Try to get this overdrive twice. After you run out of
tension, don’t waste your time with normal attacks. Instead rush him or at
least watch him from up close and try to pull off a Warrant. This will pretty
much be needed to pull Kliff’s life below Testaments. Since Kliff is slow it
should not be a problem. Before the time is up you will probably have enough
tension for another overdrive. A little bit of luck and some good dodging
skills is definitely needed to beat this mission.

------------------------------------------------------------------------------
MISSION 31
------------------------------------------------------------------------------

Difficulty: 6
Time: 99
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Sol
Life: 210
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Special,

ENEMY
Character: Slayer Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 31 Strategy:

This mission is very similar to mission 24. You need to make sure that you
fight Slayer a little different however. Not only does Slayer heal, but his
Gold version absorbs what ever life he takes away from you when he damages
you. That means if he gets an overdrive that takes away half your life and
he only had 25% life. He now has 75% and he is healing. Ouch. Real tough
gold character. A similar strategy that worked against Justice should work on
Slayer except he falls for Sol’s f,d,df+K throw a lot more. You can use this
to get into the dust loop when in the corner (the true dust loop, not the semi
fake one I made for Justice) real easily by dashing past and under him then
d+HS, jump cancel, K,D, jump cancel, S,D, land and immediately high jump into
D, wait, D, repeat from high jump (pretty sure this is how you do it.) This
is tough to do but worth learning not just for this mission. If you want an
easier combo, just do a Volcanic Viper (f,d,df+HS,qcb+K) after the second D
of the first juggle. You of course can do this combo from the good old Gun
Flame (qcf+P). The linking attack of S,S,HS>Gun Flame works nice as well as
S,S,HS>Grand Viper (qcb+S). Don’t forget to jam on two attacks and wiggle t
he joypad for more hits on the Grand Viper. He will fall for this move a lot.
If he blocks, as soon as you land from the Grand Viper, command throw him
(f,d,df+K), then go for the combo. Make sure every time Slayer gets up, you
rush him with some combo. He will almost always fall for it. Be careful and
don’t try to be Rambo and do crazy stuff. Stick to a good pattern to wear
him down.

------------------------------------------------------------------------------
MISSION 32
------------------------------------------------------------------------------

Difficulty: 7
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: May
Life: 210
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 2
Instant Kill: -
Damage: Special, Overdrive

ENEMY
Character: Testament Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 32 Strategy:

Oh man, this was a toughie until I figured out what to do. First off, you
need to get an Orange Burst to land on Testament. After this, rush him as he
gets up and Kyuukyoku no Dadakko him (hcb+HS). Testament will almost always
run into this move. If you are in the corner, juggle him after the overdrive
with Iruka-san Yoko (charge back, forward+S). This should do nice damage.
After you are out of overdrives, rush Testament as he gets up (timing is
crucial), then: dK,dS,dHS>charge back, forward+S. Do this over and over. If
you do the combo at the right time, you should hit him almost every time.
After building enough tension against him, go for the overdrive again and he
should die quickly. Testament has many attacks that come from all directions
but if you stay on him and keep up this strategy, he shouldn’t have much of a
chance to start hammering you.

------------------------------------------------------------------------------
MISSION 33
------------------------------------------------------------------------------

Difficulty: 8
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Dizzy
Life: 315 Poison
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: Special
Combo Damage: Over 0
Instant Kill: -
Damage: Normal

ENEMY
Character: Justice Gold
Life: 315 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 33 Strategy:

Ok, I know this one seems near impossible, but this is one of those missions
where you got to stay at it. Stick to pretty much one combo for this whole
mission. S,S(4-6hits depending on distance),dHS. This combo rules and works
great on the huge Gear Justice. If he is far, you will only get the one multi
Slash to connect then down HardSlash. As he gets up from this, dash into him
and do the same combo but start it with dK. He will run into almost every time
if you time it just as he is able to get hit as he gets up. You just have to
get used to Dizzy and Justice. I tried to use air combos and dust combos,
but nothing I found did as much damage as this combo. Everything else was too
risky. Watch his attacks and don’t ever try to counter attack him after he
whiffs an overdrive. He lives for that. He will wreak holy hell on your ass
with a 5 hit take away most of your life combo. Just keep dashing at him and
do that combo. Its better to try and do the far S as a poke instead of
getting in his face, which gives him enough time to break yours. Make sure
you are always using Faultless defense. This will conserve your life and
also stop guard damage. Also if he does the Gamma Ray overdrive (the one
where he charges up and shoots that huge laser directly at you), rush him
before the laser comes out, and do the combo. Also if he jumps, hit him with
the up close S, then continue the combo and even if he blocks the first attack,
except end it with standing HS and he will get hit always for the rest.
Continually hitting him with that combo will dizzy him, which will get you yet
another full combo. The key to killing him is repeatedly getting the combo
off as he gets up. Keep at it and you will eventually get it.

------------------------------------------------------------------------------
MISSION 34
------------------------------------------------------------------------------

Difficulty: 9
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Chip
Life: 315 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 5
Instant Kill: -
Damage: Normal, Dead Angle, Special

ENEMY
Character: Anji
Life: 420
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 34 Strategy:

I would say this is probably the second hardest mission, next to mission 45.
Chipp does not have many moves that are high in damage. You have to rely on
his combos. This mission will take a few hours at least. Rush Anji with one
of Chipp’s ground combos. Use the combos to build Anji’s guard meter. This is
the one I used the most: S,fP(1hit),S,HS>d,df,f+Sx2. I never used the third
uncomboing ender Senshuu (d,df,f+k). This would usually get me in trouble.
The last hit of the Resshou > Rokusai combo will leave you slightly open
regardless if you hit or if he guards. All that he will ever hit you with is
standing k. This can be deadly when there is only 20 seconds or so left on
the clock. By this point the poison, and Anji’s attacks have typically
brought Chipp down to no life. I suggest stopping the combo at the Resshou by
this point. Be careful after being deep in Anji’s attack area, he will
counter with an array of moves like his overdrive or his Fujin, which has a
small window of invincibility at start up. Wait a spit second to attack
again. If you hit Anji before you build his meter up, stop the combo. It
will be useless and undamaging even if you get a few hits above 5. You might
want to end a blocking combo with the Alpha Blade>Alpha Plus (qcf+P,HS). This
builds the guard meter very high but Anji either gets hit or counters this
move a lot. Once the meter is built up, try to rush Anji deep then
S,fP(1hit),S,HS>d,df,f+Sx2, RC, S,fP(1hit),S,HS>d,df,f+Sx2. This should do at
least one forth of the life meter worth of damage. Sometimes close to half
depending on the guard meter. If the guard meter was built all the way up,
you may want to RC again at the end of this combo and do it one more time. I
don’t really suggest it because you will have no tension after this to FD
Anji’s Overdrive with. This can kill you easily after 30 seconds or so have
past. After you hit Anji with this combo, do not dash back. This will end
up half the time with him Overdriving you. Instant Air Dash back
(ub,b quickly). Just keep rushing Anji and the tension bar should always be
high and ready for a roman cancel. SAVE YOUR BURST. When you are low on
tension, this can really save you. The most important thing in this mission
is to be quick and stay on Anji constantly. Time really matters in this
mission and both times that I beat it, I had 1 or 2 seconds left. I came
close and got him down to almost no energy by 0. If you get hit early by a
lot of attacks or an overdrive, retry. Stick to one strategy and don’t get
off task. Be determined and you will eventually get lucky.

------------------------------------------------------------------------------
MISSION 35
------------------------------------------------------------------------------

Difficulty: 4
Time: 99
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Venom
Life: 210
Guard level: 64
Tension: 0 No
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Special

ENEMY
Character: Millia Ex Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 35 Strategy:

First thing you will realize about this mission is that a strait up fight
against Gold healing Millia is tough, especially if you are not a Venom user.
Once you figure out the trick to this mission however, you should have no
problem. Sit back and wait for Millia to come close, using a few Stinger
Aim’s (charge back, forward+HS), or a few Carcass Ride’s (charge down, up+HS)
Don’t do to many of these unless Millia is just sitting there and don’t waste
time with Ball Seisei’s (qcb+P/K/S/HS) since Millia is to quick for any real
setups. When she gets close is when you can do the real damage to her. As
soon as she starts walk to you and is close (which is eye blinkingly fast),
throw her but make sure it’s by holding back (b+HS). This way if you miss or
she attacks first, you are blocking. After the throw, hit forward+HS>Double
Head Morbid (f,d,df+HS). This should do nice damage. Most likely Millia
will tech out and rush you again. Repeat the throw combo, and do it over and
over and over. This should kill her real quick. If she isn’t coming quite
in range, try poking her with S,HS> Double Head Morbid. I didn’t bother with
much else and I was able to beat her many times over with this strategy. One
of my favorite tough missions made easy.

------------------------------------------------------------------------------
MISSION 36
------------------------------------------------------------------------------

Difficulty: 6
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Millia
Life: 420
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: All

ENEMY
Character: I-No Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 36 Strategy:

Gold I-No has a very high defense, so she is going to be tough to damage with
Millia’s attacks. There were pretty much only two moves that I used as my
main defense against I-No: Lust Shaker (qcb+S) and Winger (qcb,hcf+HS). I did
not mess with her high hitting air combo or her other overdrive. I tried to
use these things but found this strategy much easier. First off, rush I-No
until you are right next to her and quickly do Millia’s overdrive, Winger.
This will almost always hit her. If you bounce her off the wall, use Lust
Shaker to juggle her for a ton of hits. This will help rebuild your tension.
Then rush her again with another Winger that should hit. Even if the Wingers
miss she will most likely never punish. After you have low tension, make sure
you rush her again and use the Lust Shaker to damage and rebuild tension. As
she gets up is always the best time to rush and hit her because she will
almost always fall for it. If she blocks the Lust Shaker it will build up the
guard meter to most likely flashing and also most likely build up enough
tension for another Winger. Keep this strategy up and if you want, use an
orange burst so you can use two back to back overdrives for big damage. Lust
Shaker will take a chunk out of her as well. Now as far as avoiding I-No’s
attacks, typically blocking for most things will do although I do not suggest
this since you need to be constantly rushing her to damage her beyond her
healing abilities. Make sure that if I-No is attacking you that you block
low for most of her attacks so you won’t get nailed by her Stroke the Big
Tree move O_o, except block high (of course) for her jumping and dashing
attacks. You might want to save a burst in case her Stroke The Big Tree does
hit you since she almost always follows it up with an overdrive. Now as far
as the infamous Megalomania (the move that CPU can only do that has all the
balls fly at you), there is three simple patterns and you can avoid them. This
move is like a burst where she can break out of anything, including
overdrives. When the screen goes all black and she jumps back, you will
notice the purple danger signs that appear. This will show one of three
patterns she uses. Then she will release a whole bunch of balls that will
basically kill you if they hit you. First off, do not try to jump over her
or attack her after the balls fly out. All the balls will hit you if you do
this. You may want to do a quick Lust Shaker to her before the balls come
out to build guard damage. Now, here is how to avoid them. The first pattern
is an arching line that bends slightly up. This leaves plenty room in the
corner to sit and duck. You won’t be in any danger what so ever. Second
pattern is a wavy line that curves down,up,down,etc. What you have to do is
stand in the area close to I-No (a little more than a trip distance away from
her). This should be under the arch with no danger symbols touching you.
Once she starts to shoot at you, start walking slowly to her as the line waves
a bit. You should move with the line so that you will be right in front of
her. Then stand there and don’t get to close or hit her (I know it’s
tempting.) The third and final pattern is one that covers all spaces in
front of her in a cone shape. Wait until she is right about to shoot the
balls and double jump up over them. That’s it. Trying to attack her right
after she is done sometimes works but a lot of the time it is autoguarded.
This mission is extremely hard but with this strategy, it makes her much
easier.

------------------------------------------------------------------------------
MISSION 37
------------------------------------------------------------------------------

Difficulty: 3
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: May
Life: 210 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Overdrive

ENEMY
Character: Faust Ex
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 37 Strategy:

Without specials, May might not be as effective, but that doesn’t mean this
mission is hard. In fact, this mission is almost too easy. Rush Faust use
Kyuukyoku no Dadakko (hcb+HS) on him. He should almost always run into this
move. After you are out of overdrives, rush Faust and use an orange Burst and
then, do the overdrives again. If you landed all this, he should die. If you
missed a few or he survived some how, just rush him then: dK,dS,dHS. Do this
over and over. It will rebuild your tension so you can hit with another
overdrive. Watch out for Faust’s reach and be careful not to get hit by his EX
overdrive where he flips back on forth on the scalpel. May’s overdrive is
what makes this mission so easy and since you start with full tension and a
burst, this mission is simple.

------------------------------------------------------------------------------
MISSION 38
------------------------------------------------------------------------------

Difficulty: 3
Time: 99
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Ky
Life: 210 Poison
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Special, Overdrive

ENEMY
Character: Jam
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 38 Strategy:

I don’t know if the reason I find this mission simple is because I use Ky or
what, but I don’t find this one hard at all. Try to get a trip off on Jam.
As she gets up throw a Charge Stun Edge her way. She will run into it a lot
and this leaves plenty of time to hit her with a Stun Dipper (qcf+K) from a
distance so that it will fully combo. When she gets up, repeat the process.
When you build up enough tension for an overdrive, dash at her and Ride The
Lightning (hcb,f+HS) and she will most likely run into it. Far Stun Edges,
and Charge Stun Edges are good to keep her at bay. She most likely won’t
punish you if you go for a Stun Dipper even if you miss. Just keep using
specials over and over to build up tension, then Ride The Lightning. Real
simple.

------------------------------------------------------------------------------
MISSION 39
------------------------------------------------------------------------------

Difficulty: 2
Time: 15
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Slayer
Life: 210
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: -

ENEMY
Character: Eddie Gold
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 39 Strategy:

Another (and final) Instant Kill mission. Not much time here and it is a
little difficult getting an IK off on Eddie. Knock Eddie down with a trip or
something, and then go into IK mode. Wait for Eddie to start jumping around.
When he is falling toward you try and IK him. It shouldn’t be too hard to hit
him with it. Try to be at a little bit of a distance to hit him since Slayer
gets some distance on his IK. Keep trying and you should get lucky. If you
want to beat this mission without an IK, to bad, there is no other option
since nothing hurts Eddie.

------------------------------------------------------------------------------
MISSION 40
------------------------------------------------------------------------------

Difficulty: 7
Time: 99
Enemy Level: 32
Clear: Time Up

PLAYER
Character: Potemkin
Life: 420
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: Jump
Combo Damage: Over 0
Instant Kill: -
Damage: All

ENEMY
Character: Sol Gold
Life: 420 Regain
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 40 Strategy:

The killer of killers, Gold Sol is your opponent. Unless Potemkin is one of
your best characters and you are highly skilled, I suggest you lay low and
block a lot for this one. You are going to need to rely on Potemkin’s far
Hard Slash, as soon as Sol is in range. Then cancel that into Slide Head
(qcf+S). Wait for him to get up and time the Hard Slash to hit him as soon as
he does get up and then Slide Head him again. If he gets to deep for you to
do the slow HS, throw him when he is close, then Slide Head him as he gets up.
Wait a few seconds then Slide Head him again when he gets up. Make sure you
aren’t close when you Slide Head though. He will punish you bad. If he is
going crazy with rapid attacks, FD him and make sure that you block well. A
Dead Angle attack should help you out as well if he is all over you. Sol can
get off four to six jumping attacks in a row. Make sure you block his jump
attacks until he lands. Then block immediately low for that quick dK that Sol
likes to use to combo into an Overdrive. He will also go for the standing
Dust when you are blocking low, so be ready to block high. Watch out for a
dashing low Kick every now and then. He will also do dashing jump attacks.
Potemkin is a big target but with the Slide Head and Potemkin’s range, it is
possible to keep Sol away. Make sure you block for the last fifteen minutes or
so, only throwing occasionally. Don’t get overwhelmed and you should not have
a major problem.

------------------------------------------------------------------------------
MISSION 41
------------------------------------------------------------------------------

Difficulty: 5
Time: 30
Enemy Level: 24
Clear: Beat Enemy

PLAYER
Character: I-No
Life: 420
Guard level: 128
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Special

ENEMY
Character: Bridget Black
Life: 420
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 41 Strategy:

For a higher level mission, this really isn’t that bad at all. Get decently
far away from Bridget and do I-No’s Kauutsu Onkai(qcb+P), which will charge
for about 4 to 5 hits. While this is flying, dash directly to Bridget while
he is either blocking or getting hit by the Kauutsu Onkai and do a jHS while
dashing and you will almost always hit him since he will try and block low and
then do Kyougen Jikkou (qcf+HS). The combo will most likely take a good
amount of life. After this just Instant Air Dash back once and throw the
fireball again and repeat. Bridget might be a little hard to hit but a good
way to put him in his place is Chemical Aijou (hcb,f+K) while you are far away
from him. Also use the move Taiboku wo Sasuru Te (or Stroke The Big Tree in
the American version) (qcf+S/HS), then combo it into Chemical Aijou. Pretty
easy when it comes down to it. Just make sure you are constantly using
specials. Using qcf+S/HS is a real good idea, so use it a lot, even back to
back if you want. Since I-No has really good specials, Bridget is not much of
a threat.

------------------------------------------------------------------------------
MISSION 42
------------------------------------------------------------------------------

Difficulty: 6
Time: 30
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Anji
Life: 420 Poison
Guard level: 64
Tension: 0 Normal
Psych Burst: -
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Overdrive

ENEMY
Character: Chipp
Life: 210
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 42 Strategy:

You will have to be quick to kill Chipp off in time. The main thing you have
to worry about is building up enough tension to land two overdrives. I
suggest rushing Chipp with S,HS>Fuujin (hcf+S)> Nagiha (S). This should
build up the tension and also the guard meter if Chipp blocks. Keep rushing
Chipp non stop, even if you have to be a little reckless. Eventually you will
start getting the hang of it. Keep in mind that you want to gain tension
quick so slow moves like Shitsu (air, qcf+P) are bad for this. An
occasionally Kai (qcb+P/K) works well. If you get hit by overdrive, restart
since Chipp takes so long with his overdrives, plus you will be practically
dead. After you build almost enough for two overdrives, try to hit him with
Issei Ougi: Sai’s (hcb,f+HS). Wait till Chipp is right in front of you either
falling from a jump or doing some attack. You might want to tag it at the end
of a combo like S,HS> Overdrive for a sure but this might be to difficult and
time consuming. All you have to do is hit him twice with the overdrive. The
hard thing about this mission is building the tension for the overdrives and
then landing two of them. Just watch Chipp and figure out when he is
vulnerable. Go to training and set it on CPU level 32 Anji vs. Chipp.
Figure out a strategy that works good for you.

------------------------------------------------------------------------------
MISSION 43
------------------------------------------------------------------------------

Difficulty: 3
Time: 99
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Axl
Life: 420 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: All

ENEMY
Character: Gold Zappa
Life: 420
Guard Level: 0
Tension: 10000
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 43 Strategy:

Down and Hard Slash will easily win this one for you. Keep dashing at Zappa
and hitting him with the dHS. He will run into it almost every time. Try to
land a few overdrives of Axl’s (qcf,hcb+HS). Make sure Zappa is close when
you try this overdrive so you can get all the hits. Also you might want to
try Axl’s special, charge back forward + Slash> up. Really between these
attacks you should have no problem. Keep Zappa at a distance and just keep
at him. Not much else as far as strategy for this one because dHS and the
overdrive make it so simple.

------------------------------------------------------------------------------
MISSION 44
------------------------------------------------------------------------------

Difficulty: 5
Time: 50
Enemy Level: 16
Clear: Beat Enemy

PLAYER
Character: Zappa
Life: 210 Poison
Guard level: 0
Tension: 0 No
Psych Burst: OK
Seal: Special
Combo Damage: Over 10
Instant Kill: -
Damage: Normal

ENEMY
Character: Potemkin
Life: 1
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 44 Strategy:

The only reason why I gave this mission a harder difficulty level was because
of trying to figure out the combo needed to do it. Once you know it, this
mission is cake. Since Potemkin is big and dumb, it isn’t that hard to hit
him with a standing Dust. It so happens that this is how you start the combo.
The combo that will win it no problem for you is this: D,jPx4,jK,jP,jK,jS,Jump
Cancel, jP,jK. That’s all that you need to do. Just stay close to Potemkin
until you land the dust and then do the combo. Practice in training, but
make sure you practice the combo against Potemkin because other combos will
work against other characters but not Potemkin. This combo is real easy thus
making this mission simple. If you get hit and have a specter come out, just
restart unless you know how to combo well with them. Just get good at the
combo and then all you have to do is land the dust. Real easy.

------------------------------------------------------------------------------
MISSION 45
------------------------------------------------------------------------------

Difficulty: 10+
Time: 60
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Johnny
Life: 210 Poison
Guard level: 64
Tension: 10000 Normal
Psych Burst: OK
Seal: Jump
Combo Damage: Over 5
Instant Kill: -
Damage: Normal, Dead Angle, Special, Overdrive

ENEMY
Character: May Black
Life: 210
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 45 Strategy:

Ok, I have like over 5 different strategies for this one because I could not
beat it for the longest time. It took me over 40 HOURS to beat this one. I
personally would rather do all of the other missions over again then face this
hellish mission. The biggest problem that I have noticed is that it all seems
like luck is the deciding factor. May will either block or counter all your
attacks. Sometimes she will get hit but rarely at the right time. This whole
mission is centered around building up her guard meter then getting an attack
in and comboing a few hits into the overdrive or his level 3 Mist Finer.
Johnny is a great character and very effective but without a jump his
effectiveness is close to a fourth of normal. On top of this he has
practically no high hitting and high damaging ground combos. Also his dash
sucks and mainly will get you killed, but you need to use it to get in close.
May’s overdrives all have top priority and barely any recovery time if any.
The friggin whale alone is a terror but top it off with her devastating combo
friendly overdrives, and Johnny being poisoned, it makes this mission near
impossible.

Ok now that you know the bad stuff, here is the strategy section, which is
also bad. First you have to meet your best and only friend in this mission:
Johnny’s coins (hcf+HS). These coins will allow pressure to ensue and also
allow you to dash with minimal danger. Next move that is utterly important is
Johnny’s forward and Kick, which is where most of the luck comes in. This
move will help you build up her guard meter a lot and also open the way to
most of your combos but it isn’t to uncommon that you might eat a whale or a
combo trying to hit her with this move. There are other moves that you might
want to mess with that could really help but get you in trouble a lot.
Forward + HS is a great move that builds up the guard meter but it sucks when
she runs into it or when she blocks and counters or (lots of or's. See its
luck) when she counters, right before you even hit, with an invincible whale.
Other wise its great. The mist finer(qcf+K/P/S) is a good move but should be
saved for high combos. His Divine Blade(dp+S) is good but can get you thrown
on smacked around a bit. If you try to hit her with the second S of the
Divine Blade in the air, it usually gets messy. Divine Blade may seem like a
good substitute for a dash, but sometimes gets you killed, fast... real fast.

Ok here is my main strategy: First you want to attack her so much that she
will barely be able to move. Attacks should start off with either a kick into
HS or Slash into forward + HS. Then cancel the move into Johnny’s
coin(qcf+HS). Then dash forward and then forward plus kick. Then repeat the
process. She will mostly block this whole onslaught, which will build guard
meter. This is what you want. If she does get hit, don’t try and waste the
super unless the forward + Kick hits as a counter, but I will get into that
soon. Try mixing up some things by occasionally throwing a few pokes and
coins from no where. If the guard meter is high up there, try to do the
forward and kick more often. This is definitely your best form of attack.
DO NOT waste your level 3 Mist Finer on a out of the blue chance of hitting
her. Only two or three hits will actually damage and that’s if you land all
of them. Its not even good if she blocks because it doesn’t do that much
guard damage. Since throws work so well on May when she is close, you can
throw her, wait a half second then coin her. Sometimes she falls for two
quick coins. Now, if you counter with the forward and kick, there are
multiple combos you can do based on the conditions. If you have a level
2(one coin has hit) Mist Finer, you should wait till opponent falls right in
front of you and then you can medium Mist Finer and it will bounce them back
up with the inability to tech out. You should wait on that if the guard meter
is still flashing. Then when the fall back down either from the forward and
kick or the Mist Finer, and the guard meter is not flashing, do this combo
right before they land(this is split second timing and should be practiced in
training): K,S> hcb,f+HS. This will land enough hits to do some damage. If
the guard meter was low you will do about 1/8th of a life meter damage but
this is 1/4th of her current life. If the guard meter was high, you can do
over 1/4th of a life bars damage which is really over half. Sorry if this is
all confusing. It will come together as you play. Now if the start of the
forward and kick with a really high guard meter, you can do many other combos
based on the situation. A character cannot tech out of a hit when they are
hit with a counter. When the guard meter is high and flashing, attacks count
as counters. What you have to do is watch the guard meter of May and keep
juggling her by doing this combo after the first f+K: closeS,F+K(will not
cancel but since Slash counters, it works) then you can dash back if the
guard meter is still flashing and F+K again or do the K,S>hcb,f+HS or P,K,S>
Level 3 High Mist Finer(Slash version). If you do the Lvl 3 MF, you can try
to RC into the overdrive on the last hit, but most the time you will wiff and
it will cost you full tension. Even if you land the overdrive it will do
little damage. You may also want to try to throw a level two Mist Finer in
there. This kind of combo will bring her real low but its so hard to be able
to build her guard meter again, land the hit, actually land a full combo,
then finally stay alive long enough to do this again. I know it typically
takes at least two combos to kill her maybe three. I have gotten two on her
and had literally a hair of energy left against her. A fuggin hair. That
was around hour 8, and hour 13. Anyway, I also have another tactic that I
try occasionally for an hour or two. It’s very similar but I try to get in
close for a throw when her guard meter is almost completely full. Then I
pause a split second and coin, then F+K. Then you can combo how you please
as long as you countered on the F+K. Be warned however, since the combo
began with a throw, the damage won’t be nearly as high. But it is so easy to
get May with a throw ONCE SHE IS CLOSE TO YOU. The thing is it’s hard to get
close to her. There are some other tactics that people on message boards have
shown me.

Here is the one that allowed me to win:
Kono from the Forums at Gamecombos.com
If you get her guard meter full and land one coin and get her in the corner,
you can kill her if you land one forward K. Sounds like a lot of conditions,
but you should get it after enough tries. Just get her guard meter up with
something like, HS, coin, dash, f+K, HS, MC, f+K and repeat it. Since the CPU
blocks a lot it should get their guard meter up and force them into the
corner, and hopefully they'll eventually eat one of the f+Ks (but also
hopefully not until the guard meter is full).

Anyway, the full guard combo is
f+K, backdash, f+K, backdash, f+K, s.S, f+P, qcf+P, f+HS, super
The first 3 f+Ks should be counterhit not allowing her to flip out.
She should die.

First off you have to make sure that her guard meter is almost completely
full. The only thing I did different from Kono’s strategy was this part of
the combo. After I got the counter from fK, I would wait till May fell about
waist high on Johnny and close Slash, then fK again. This was not a linking
attack but since it was a counter, it would still stun May. After that I
would juggle her with kick, slash> qcf+P. Then I did the rest of the combo as
normal. This was just a little easier for me. Trust me, this is by far the
best tactic and will work no matter how impossible it seems. Practice this
combo in Training and you should get it. Good luck with the most dreaded
thing I have ever faced in any game.

 

------------------------------------------------------------------------------
MISSION 46
------------------------------------------------------------------------------

Difficulty: 7
Time: 80
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Zappa
Life: 210
Guard level: 64
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 1
Instant Kill: -
Damage: Overdrive

ENEMY
Character: Faust
Life: 420
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 46 Strategy:

Building up your eyes to summon Raou is the most important part of this
mission. First thing to do is to summon a spirit by dashing close to Faust
and (qcf+P). Now things depend on what you received as a spirit. If you got
the dog (which I feel is ineffective for this mission), you should use his
overdrive to unsummon it. Of course try to get the overdrive to land. If you
get either the sword or the ghosts, you will want to try to build up eyes
with them to summon Raou. For the ghosts, (qcf+S) will fireball the ghosts
at Faust and if you hit, you will get an eye every time. With the sword, I
would use (qcf+S,HS) and that would build eyes quick. Then when I had eight
eyes I would (qcf+P) to summon Raou. I would try to at least have a burst if
not full tension by this point. If you have a specter out and are ready to
summon Raou, you can either do the overdrive (hcb,f+HS) or build more tension
till you get hit to unsummon it. Then go for Raou. With him out wait for
Faust to come at you and use Raou’s overdrive (hcbf+S). This should hit a few
times and take away a good chunk of health. Two or three of these depending
on if you hit with Zappa’s other overdrive, should kill him. Remember to use
S for the overdrive because the HS overdrive will unsummon Raou and then you
have to start all over. If you need tension and have Raou out, use S,HS,
qcf+S to build it. Stay active and attacking and you should be able to take
down Faust eventually.

------------------------------------------------------------------------------
MISSION 47
------------------------------------------------------------------------------

Difficulty: 7
Time: 70
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: I-No
Life: 210 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 3
Instant Kill: -
Damage: Normal, Dead Angle, Special

ENEMY
Character: Axl
Life: 420 Heal
Guard Level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 47 Strategy:

This mission seems very hard, but with this one strategy, it’s almost as easy
as the first few missions. The first thing you want to do is get about 3/4th
of a screen away. Then do I-no’s qcb+P. This will launch her Kauutsu Onkai
(Fireball), which will charge for about 4 to 5 hits. While this is flying,
Axl will just most likely sit there and block. Dash directly to him while he
is either blocking or getting hit by the Kauutsu Onkai and use your HS(which
will be an overhead) and you will almost always hit him since he will try and
block low and then hit forward and HS as soon as you land. Basically once the
air HS comes out, you can just jam on the Forward and HS. This will do a
ton of damage. After this just Instant Air Dash back once and throw the
fireball again and repeat. Watch for Axl’s reach and overdrives. The further
you get to do this combo, the better. This may take a few tries to get used
to, but its so damn effective.

------------------------------------------------------------------------------
MISSION 48
------------------------------------------------------------------------------

Difficulty: 8
Time: 99
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Bridget
Life: 420 Poison
Guard level: 0
Tension: 10000 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 2
Instant Kill: -
Damage: Normal, Dead Angle, Overdrive

ENEMY
Character: Bridget Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 48 Strategy:

With this mission, you need to rely on Roger, Bridget’s bear. Since specials
don’t do damage, it is pretty useless to use them. I relied on one strategy
with two parts. Rush Bridget and dP,dK,S,S,dD. You should hit almost
every time even if he blocks the first few hits. Immediately once you can
move again hit F+HS, then immediately do the Roger overdrive (hcb,f+HS) It
should almost always hit him. Then do the elaborate combo that I have
developed. First step, jump towards Bridget as he gets hit. THEN, button mash
on the P,K,S buttons while trying to jump cancel the k. If you land and Roger
is still tricicling, keep on mashing and try to jump back up and continue your
air combo. If someone wants to submit a better combo to me then that’s fine,
but this worked as well as any combo that I tried to develop. This will allow
your tension meter to build again. After you get a few overdrives off and you
have little or no tension, try to get an orange burst attack to land a hit.
This will allow you to continue the strategy with you losing little life from
the poison and the computer gaining little life from the heal. If you have
no tension, continue to do the 5 hit combo until you have an overdrive. This
should keep his life low and not healing rapidly. Try to remember that if you
block you want to typically block low unless you see Bridget’s overhead kick
coming. Also be weary of Bridget’s overdrive throw move. Sometimes he will
do it if you rush him when he gets up but rarely. If he does just restart
unless you have him past half life. Keep practicing and you will get used to
fighting as and against Bridget. A tough mission but this strategy really
helps.

------------------------------------------------------------------------------
MISSION 49
------------------------------------------------------------------------------

Difficulty: 8
Time: 50
Enemy Level: 32
Clear: Beat Enemy

PLAYER
Character: Faust
Life: 210 Poison
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: Jump
Combo Damage: Over 2
Instant Kill: -
Damage: Special, Overdrive

ENEMY
Character: Faust Gold
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 49 Strategy:

This mission may sound hard as hell, but really it just takes some getting
used to Faust. If you are used to Faust, then this should be not too much of
a problem. What I found the most useful was rushing him, S,HS>qcf+S,HS then
if you have half a tension bar RC>qcf+FS (while still in the air for two going
my ways.) Make sure you let the hard slash hit 3 times or else it probably
won’t combo. I would do this most of this combo even if he blocked stopping
after qcf+S by hitting down. A lot of times he would block and get hit half
way through. If he blocks all of it, his guard meter goes up. As he gets up,
rush him and do the combo again. I really don’t know much else to do with
Faust. I can’t figure out any other good combos. You might want to try to
S,FS>qcfx2+S combo. I found this to risky. Damn angel. Just make sure you
are quick and stay on him as much as possible. He is tough but by no means
impossible.

------------------------------------------------------------------------------
MISSION 50
------------------------------------------------------------------------------

Difficulty: 9
Time: 99
Enemy Level: 32
Clear: Beat Enemy, Judge

PLAYER
Character: Ky
Life: 210
Guard level: 0
Tension: 0 Normal
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: -
Damage: Normal, Dead Angle, Special

ENEMY
Character: Sol Gold EX
Life: 420 Heal
Guard Level: 0
Tension: 10000 Hold
Psych Burst: OK
Seal: -
Combo Damage: Over 0
Instant Kill: OK
Damage: All

Mission 50 Strategy:

Ok the final grand daddy of missions, and what a beautiful way to finish off
mission mode. Ky vs. Sol. Except there are a few problems with this mission.
The first time you play this mission(unless you are a Ky master), you will
probably say that it is impossible. Well it is, almost. You really have to
learn how to use Ky for this mission. Sol can kill you with just one
overdrive (Bukkirabou ni Naguru, qcb,qcb+S). His other overdrives all but kill
you. What you need to do is rely on Ky’s Stun Edge. Doing this move at a
good distance will typically make Sol block or get nailed, although it might
make him do his Tyrant Rave, which will probably kill you. Most of the time
that won’t happen. It is good also to do a standing far slash into a Stun
Edge. Don’t throw out any reckless moves because Sol will seriously punish
you for it. His priority over Ky is ridiculous. Just keep poking him and try
to use Ky’s Stun Dipper (qcf+k) at a safe distance. Usually Sol won’t punish
you for this and he occasionally gets hit by it as well. Either way it keeps
the pressure on him. Since he heals, you must constantly be attacking. Stun
Edge Charge (qcf+HS) attacks are good to throw at him after he is knocked down
and getting up. It may hit him and if anything it will allow you to pressure
with a combo. After you throw it, dash and then try to throw a combo at him:
Forward+P,S,S,d+S,qcf+k. If it hits you will score decent damage, if not, you
will at least build his guard meter and he might waste a Burst. Don’t forget
you can FRC the Stun Edge Charge right as Ky is releasing the fireball. This
will allow you to move with it and make it so you can’t get hit. Keep at this
but make sure you are out of harms way every time you throw the Stun Edge
Charge. You might want to try to poke at him up close (within sweep range)
with d+K, S>qcf+S then maybe a Stun Dipper to follow with pressure. If you
get a counter with Ky’s Vapor Thrust (dp+S/HS), you can follow it up with S,
JumpCancel,jK,jS, JumpCancel,S,HS>Vapor Thrust. You can do this air combo
(without the ground Slash, just jump at him) if you hit Sol in the air with a
Stun Edge Charge. I don’t suggest using the Greed Sever (qcb+K). It’s to
slow for Sol and screams hit me. Save your Tension for Faultless Defense and
RC and FRC. You may want to RC the Stun Dipper if you are too deep. Watch Sol
and don’t get reckless. This mission is all about composure. You are going
to have to stick with this mission for a few hours most likely. I know it can
get frustrating but after it’s over, you will have a new character to add to
your inventory of known fighters.

CHEAP TACTIC FOR BEATING MISSION 50:
First all you need to do is trip Sol. This should be easy. Then wait a split
second and then as he starts to get up dash deep into him and do this combo:
K,S,S,dS>Stun Dipper (qcf+k). He will be knocked down again. Rush him and do
the combo again. That’s it. It's that simple. You can do this the whole round
until he is dead. The only thing you need to worry about is the timing of the
up close kick as he gets up. It should be a counter every time it hits. It has
to connect with him the exact moment that he can be hit from getting up. Do
the kick a split second early because the kick has a very long window of
actual offense. If you time it right, you shouldn't even get hit the whole
round. If he does jump out of it or block, just sit back until you see an
opening to knock him back down with a trip or a Stun Dipper. He will fall for
the Stun Dipper a lot. You can sit back and chuck Stun Edges (qcf+S) from a
good far slash away. Man that almost takes the fun out of it.

------------------------------------------------------------------------------
End of Mission Strategy
------------------------------------------------------------------------------

6. Quick Strat Overveiw
This section is just for a quick refresh of the best strategies for certain
missions. Alot of my strategy contains common info and this section cuts out
all of the uneeded stuff.

Mission 1
S,S,HS>qcb+S or qcf+P then air combo jS,jFS>dp+HS
Dragon Install (qcbx2+S) or IK if needed

Mission 2
Dash and (HCB,F +HS) until no tension
Orange Burst then repeat
No tension or burst, d+HS(2hits),qcf+K>dp+K>qcf+K.

Mission 3
Orange Burst
Dash and (qcf,hcb+HS) x2
dHS until tension is ready

Mission 4
Jump to Venom and ground throw over and over
Occasional normals when needed, especially trip

Mission 5
HS>hcb,f+HS into air combo jP,jK,Jump Cancel jk,jS,jdS
Repeat as much as possible

Mission 6
This is a judge clear, need more life than opponent
Block specials and overdrives with FD
Make sure you constantly go for Dead Angles
Take to much damage, restart

Mission 7
Combo qcfx2+HS into hcb,f+S
Keep doing hcb,f+S if combo is not working for you

Mission 8
Knock down then IK activation
Use instant Kill

Mission 9
Knock down then IK activation
Use instant Kill

Mission 10
Dodge all overdrives and don't try to counter attack them
Rush S,S,HS>qcf+P and f,d,df+HS>qcb+K to juggle
Dragon Install when she is dizzy and S,S,HS>f,d,df+HS as much as possible

Mission 11
Rush close S,f+P(one hit),S,f+P(one hit),S,HS over and over
fHS or dD occasionally

Mission 12
HS>charge back, fHS from far
qcf+P to avoid fireballs
Occasional fHS

Mission 13
FD everything and avoid throws, and Necro Okotta Baai by jumping
Also look out for her Dust
Try to use mix of both overdrives, especially qcfx2+P

Mission 14
S, fHS>f,d,df+S... Throw> jK,jS,Jump Cancel, jK,jS,D
Occasional fHS
Use d,df,f+HS to dash after

Mission 15
Keep away and trip when needed
Use dog bD over and over
Dodge, don't block

Mission 16
Orange Burst
qcfx2+HS twice
d+Dust>qcf+K,Jump,jS>f,d,df+S
Once tension is built qcfx2+HS
DON'T GET HIT BY THE MIST FINER!!!

Mission 17
Constantly use FD
In air qcfx2+S and qcb,f+HS over and over at a distance
Don't waste time with IK

Mission 18
Rush and hcb,f+HS twice
Orange burst and repeat
Rush and qcb+S if needed to rebuild tension

Mission 19
Knock down with dK,S,S(4-6hits),HS>d,df,f+HS
Repeat on get up until time is over

Mission 20
Orange burst
qcfx2+S from dHS if you are good at catching him with it
hcb,f+HS>hcfx2+P twice from a distance as opposed
d,df,f+P and far HS>charge back, fHS to build tension
Repeat overdrives

Mission 21
Plant alot of hcb+HS
When caught in hcb+HS, S,HS>qcb+P
hcb,f+HS occasionally for poison damage

Mission 22
Dash dK,dS,dHS
Repeat on get up

Mission 23
Build second half of tension with combos like forward+P,S,S,dS>qcf+K
qcf+HS on get up always
If qcf+HS hits, dP,dP,dD>qcfx2+P,qcfx2+P,dash fP,S

Mission 24
S,S,HS>d,df,f+P, jS,jD Jump Cancel jS,jD, land repeat air combo
Use jS,jHS>f,d,df+HS>qcb+K as air combo if you cannot do modified dust

Mission 25
qcf+S>K,qcf+K,f,d,df+K(3hits), qcf+K over and over

Mission 26
Set button to be PKS button
d,df,fx2+PKS button over and over on second hit

Mission 27
charge back, f+S,up at distance and right after techs
Throw into charge back, f+S,up when close

Mission 28
Knock down then IK activation
Use instant Kill

Mission 29
When Baiken blocks, S,HS>hcb,f+HS to build guard meter high
S,HS>hcb,f+HS again but hitting this time then air combo if applicable
Orange burst when low on tension
qcb+P,S, jump cancel, jP,jK,jS, jump cancel, jP,jK,jS,jD to build tension
S,HS>qcf+S>S or K to also build tension
Repeat first part when you can

Mission 30
Orange burst
hcb,f+HS from distance
Wait for poison to wear off
Repeat
qcb+k counter to lower Kliff's life below yours and finish the job

Mission 31
S,S,HS>d,df,f+P, jS,jD Jump Cancel jS,jD, land, high jump D,D repeat
Use jS,jHS>f,d,df+HS>qcb+K as air combo if you cannot do dust loop
Combo qcb+S and if blocked, f,d,df+K then an air combo of your choice

Mission 32
Orange burst
hcb+HS twice (juggle with charge back, f+HS in corner)
Dash dK,dS,dHS>charge back, f+HS on get up, repeat until tension is built
Use hcb+HS again until dead

Mission 33
S,S(4-6hits depending on distance),dHS
dk,S,S(4-6hits depending on distance),dHS on get up over and over
FD all overdrives

Mission 34
S,fP(1hit),S,HS>d,df,f+Sx2 on block to build guard meter
S,fP(1hit),S,HS>d,df,f+Sx2, RC, dash S,fP(1hit),S,HS>d,df,f+Sx2 when gaurd
meter is high
Save burst till end
Repeat combos

Mission 35
Throw (b+HS) when close then fHS>f,d,df+HS over and over
Occasional poke of S,HS>f,d,df+HS

Mission 36
Dash and qcb+S or qcb,hcf+HS,qcb+S when bounced off wall
Build guard meter with qcb+S
Orange burst then qcb,hcf+HS again

Mission 37
Dash hcb+HS twice
Orange burst
Repeat hcb+HS twice
dK,dS,dHS to build tension

Mission 38
Orange burst
hcb,f+HS while she gets up or as a counter
dD or d,df,f+K to knock her down
d,df,f+HS on get up always and combo with d,df,f+K if it hits
d,df,f+S on keep away
hcb,f+HS after tension is built

Mission 39
Knock down then IK activation
Use instant Kill

Mission 40
FD everything
hs>qcf+S
qcf+S on get up
Throw when close the qcf+S on get up

Mission 41
qcb+P, dash, jHS>qcf+HS over and over or
qcf+S over and over
hcb,f+K from distance or after qcf+S

Mission 42
S,HS>hcf+S>S to build tension and guard meter
hcb,f+HS once tension allows (two times should kill Anji)

Mission 43
qcf,hcb+HS close twice
gold burst then qcf,hcb+HS twice again
dHS at distance to build tension and kill him off
repeat overdrive

Mission 44
D,jPx4,jK,jP,jK,jS,Jump Cancel, jP,jK

Mission 45
Take Rosary Beads and Bible and place them on your PS2
Build enough patience to withstand all hell
Build guard meter by fK, K,HS>d,df,f+HS, then repeat
Make sure guard meter is all the way up or close, May is in corner, one coin
has landed (only one) then do following combo
fK (hit and conter since meter is high), S,fK,K,S>qcf+P,FHS>hcb,f+HS
Jump for joy and pee your pants at your win....

Mission 46
Save burst until Raou is summoned
qcf+P (hit) to build eyes
Use spector specials (qcf+S) to build more eyes
hcb,f+HS to get rid of spectors (try to hit)
Summon Raou with qcf+P
hcb,f+S over and over
Orange burst or S,HS>qcf+S to build tension

Mission 47
qcb+P, dash, jHS,land,fHS dash back and repeat over and over

Mission 48
Rush dP,dK,S,S,dD then HS then do following
hcb,f+HS then do random air combo of choice
Gold burst to refill tension and then repeat
Use dP,dK,S,S,dD on get up to build tension

Mission 49
S,HS>qcf+S,HS,RC>qcf+FS over and over
Do half of combo even if blocked

Mission 50
Knockdown with dD or d,df,f+K
Dash in on get up and K,S,S,dS>qcf+K then repeat
Throw d,df,f+S or d,df,f+HS randomly
Use far S poke and FD alot

 

7) Unlocking Artwork
There are a total of 23 pics to unlock but how to unlock them is quite
confusing. Here is an explanation of how to unlock them and what each pic is.

If you beat any mission of 1-10, you get a random pic of 1-5
If you beat any mission of 11-20, you get a random pic of 6-10
If you beat any mission of 21-30, you get a random pic of 11-14
If you beat any mission of 31-40, you get a random pic of 15-18
If you beat any mission of 41-50, you get a random pic of 19-22
And the final mission you beat will always give you pic 23

To see what pics you have, go into the Gallery and check.

Mission Clear 1: Sol with a weird Sword and outfit on top of a dead monster.
Mission Clear 2: Ky with sitting at a table with tea cups.
Mission Clear 3: May lying down looking at a picture. (No doubt of Johnny.)
Mission Clear 4: Millia with her hair looking like a fin and her leg up.
Mission Clear 5: Axl holding a bag, and standing near a light post.
Mission Clear 6: Potemkin reloading his arm gun.
Mission Clear 7: Chip holding some poor bastard over a ledge.
Mission Clear 8: Eddie in a really strange pose with a shadow monster behind.
Mission Clear 9: Baiken in a red outfit, crossing her leg and holding her boot.
Mission Clear 10: Faust holding his head as a bomb and some Japanese writing.
Mission Clear 11: Testament in a circle of crosses, kneeling on in blood.
Mission Clear 12: Jam kneeling with a bowl of noodles.
Mission Clear 13: Anji jumping with his Instant Kill dragon in the background.
Mission Clear 14: Johnny holding his sword by the hilt still in the sheath.
Mission Clear 15: Venom sitting on a ledge with his arms outstretched. (Naked?)
Mission Clear 16: Dizzy pulling off her shorts while Necro stairs at her.
Mission Clear 17: Slayer sitting with his head turned, watching a play.
Mission Clear 18: I-No with her behind pointed at the camera, in short shorts.
Mission Clear 19: Zappa sitting on a wall with a billboard off his ghost chick.
Mission Clear 20: Bridget in a horrible pose of HIM with his legs spread. (WTF)
Mission Clear 21: I-No in a strange stance, and two big hands behind her.
Mission Clear 22: I-No with a two head guitar behind her. (Soundtrack cover)
Mission Clear 23: I-No, putting her boot on. (Topless but covered)

8) Notes

Just some things you should be aware of about Mission mode.

In the options menu, Game Level, Time Limit, Rounds and GG mode have No effect
on Mission mode. These things are all preset for each individual mission.

You cannot play as Gold or Shadow characters in Mission mode. You can only
play as Ex characters if you have beaten all the missions (Only Japanese
version, see secrets).

I do not suggest using mission mode for unlocking characters except for SP
versions of Kliff, Robo Ky, and Justice (Survival level 630 is way to tough).
Beating all the story paths for all characters is much easier and faster.
Mission mode is for pure challenge and fun.

9) Secrets

Ex characters and 3 hidden characters
After you beat 40 missions, you will unlock all of the Ex characters and also
Robo Ky, Justice, and Kliff. Hold L2 while selecting your characters in
Arcade, MOM, VS 2P, VS CPU, Training, and Survival. Ex characters are
different versions of the characters with new specials and overdrives, and a
few new normal attacks.

SP characters
After you beat all 50 missions, you will unlock all of the Sp modes for all
characters (including Justice, Kliff, and Robo Ky), which allows you to play
as Gold and Shadow versions of all characters. Hold L1 and hit Start for
Shadow or hit R1 for Gold. Any other buttons will allow you to choose a
different color than the normal color for the respective button. You can
select SP characters in Arcade, VS 2P, VS CPU, and Training. Shadow
characters have infinite tension. Gold versions are powered up characters
with increased speed, defense, and offense, sometimes with infinite tension
and heal abilities, powered up specials and overdrives, and sometimes other
goodies. Refer to Echangs game play faq for individual abilities.

Ex characters in Mission mode (Japanese Version only)
Beating all 50 missions will allow you to play as the Ex versions of the
characters in mission mode. Select your mission while holding the L2 button.
(I tried to do this in the American version but it did not work for me.
Supposedly a Gray area with EX in it appears next to your characters name,
similar to the opponent when they have EX next to them. If someone can
confirm this for me or explain it to me, I would appreciate it.)

10) Credits

Thanks go to:

Echang for his amazingly detailed faqs which supply numerous explanation about
GGXX, and his posts on Gamefaqs.com and Gamecombos.com that aided me and
informed me for a lot of my mission questions.

Tragic and his crew at Gamecombos.com for providing the most detailed and
amazing site of Guilty Gear ever.

Everyone on the Gamefaqs.com and Gamecombos.com forums for their help with my
strategies and questions about mission mode.

A special thanks goes to Kono on Gamecombos.com who made mission 45 possible
for me.

Gamefaqs.com for allowing me to post my work on their site.

The Professor from MMCafe.com for keeping fans updated not only on Guilty Gear
but on all gaming news.

And of course Sammy for making the best fighting game ever.

Personal Thanks go to:

One of my best friends Jared who put up with me yacking about Guilty Gear to
him night and day even though he has no interest in GG or my FAQ. Also, Jared
was the main person who believed in me and helped me get my life back after I
fell from Grace.

My long time other best friend Greg who showed me how Sol is truly played by
always going toe to toe with me no matter what. Through thick and thin.

Boob-E who is again my other best friend and constantly kicks my sorry arse
with Gold Faust and shows that cheaters always win.

Manijeh for giving me inspiration to beat mission 45, and also being there for
me always.

My co-workers who put up with me typing this thing all day for a month.

Zato’s voice actor, Kaneto Shiozawa. Rest in Peace. You made Zato great.

Ky Kiske for being my favorite GG character and also being a pimp knight of
God.

Kenshin for saving my life and showing me that my will to live is stronger
than anything.

My parents who gave me so much to live for.

My other friends and family who still believe in me.

God who is my true path to happiness and salvation.

The people who will make good use of this FAQ and find it helpful.

And finally and most importantly Kelly, who this FAQ and part of my life is
dedicated to, as she died a year ago on this very day, 2/23/02. I miss you
Kelly and pray you are happy with me. Help all of us make the right choices
in our lives as you watch us from Heaven. I will always fight the evil that
took your life, with all my heart.

Any complaints, compliments, problems with strategy, questions, advice,
additional strategy, corrections, hate mail, nude pictures of family members
or whatever you want, send it to [email protected]

This FAQ copyright 2003 to Heidern98, Jeffrey Tessar. Retransmission in any
form without express permission of the author is strictly forbidden.