Sogna Digital Museum Forum

Non-Sogna/VIPER Discussion => Non-Hentai Video Games => Topic started by: ROMate on February 19, 2005, 11:41:57 pm

Title: Guilty Gear XX
Post by: ROMate on February 19, 2005, 11:41:57 pm
Because it just HAD to happen eventually. Hyperguy and I are both GGXX nuts, but I wonder how many others are too? I'm looking forward to the restoration of Jam's images in the galaxy, and hope some GGXX girls make appearances in the characters section.  

I'm a Potemkin player myself. Ky's my second, though lately I've been thinking of replacing him with somebody else and making him my third. Choosing the character is tough though. I can't seem to choose. So far I've got Slayer and I-no as candidates, though I had a wild thought the other day about maybe trying Venom or Millia out.
Title: Guilty Gear XX
Post by: Cole Tyger on February 20, 2005, 10:19:40 am
not really a fan of the series, but i found this a while back and thought i'd share

enjoy

(http://img106.exs.cx/img106/9029/11039666232900hx.gif)
Title: Guilty Gear XX
Post by: Bgrmystr2 on February 21, 2005, 01:39:48 am
Oh wow! O_O nice battle scene.
Title: Guilty Gear XX
Post by: Hyperguy on February 21, 2005, 09:41:52 am
That gif's from the Guilty Gear X promo video.

When I play Guilty Gear I mostly use Johnny, Jam, or Bridget.
Title: Guilty Gear XX
Post by: Hyperguy on March 01, 2005, 01:20:00 am
That reminds me.  I've gotta work on the gallery more.  A Guilty Gear section would be cool, provided I could find some decent, high quality pictures for it.
Title: Guilty Gear XX
Post by: Cole Tyger on March 01, 2005, 08:51:05 am
well here is a bunch of sprites (some are animated)

http://ggxlol.highervoltage.net/


and here is a bunch of pics to get you started (sorry if it's a little heavy on dizzy)

http://rapidshare.de/files/740108/Guilty_gear.rar.html
Title: Guilty Gear XX
Post by: Hyperguy on March 15, 2005, 09:19:10 pm
Thanks for the links Cole Tyger.

Hey Hyperguy'sRoommate, what are some of Ky Kiske's basic combos?
Title: Guilty Gear XX
Post by: ROMate on March 16, 2005, 10:52:46 am
You're just trying to lure me into posting, aren't you!? Well, it worked.

First of all, everyone knows the notation, right? P=Punch, K=Kick, S=Slash, H=Heavy Slash, D=Dust. The d-pad/joystick goes:

789
456
123

The first one that combo that comes to mind is an air combo: j.K-j.S (Jump Cancel)-dj.S-dj.H-623H. You can meet someone in the air with it, or use 6P-S to start it up. 214K and 623S will do it if the land as a counter hit. basic ground combos requiring no Tension are 6K-S-H and 6P-S-S-236K. With 50% Tension, either of those combos can trade the last hits after S to go low with 2D-236236P for more damage, and extend further by running up with 6P-S into his basic air combo.

There's a loop with his Vapor Thrust in the corner that's not too hard to do. Start with a close S, then go 2H-623H and repeat two or three times. There's another loop with 6K-S, but the timing on it's very tight. More or less you repeat 6K-S indefinitely. It's a great pressure string, but its hard to do.

Combo Recap:
0% Tension
j.K-j.S (Jump Cancel)-dj.S-dj.H-623H
6P-S-j.K-j.S (Jump Cancel)-dj.S-dj.H-623H
623S(Counter Hit)-j.K-j.S (Jump Cancel)-dj.S-dj.H-623H
214K(Counter Hit)-j.K-j.S (Jump Cancel)-dj.S-dj.H-623H
6K-S-H
6P-S-S-236K
(corner) Close S-2H-623H x2-3
50% Tension
6K-S-2D-2236236P-(dash)-6P-S-j.K-j.S (Jump Cancel)-dj.S-dj.H-623H

That's all you get for now. I'll come back later and put more.
Title: Guilty Gear XX
Post by: Snorlax.RAYZR on April 04, 2005, 04:53:04 pm
Hey, I'm a gamer who buys games but doesn't have the console. I borrow other peoples' consoles, lol.

I played GGXX and had GGX PC, and was looking for ##RELOAD for some time. Same for Isuka. I've heard bad things about Isuka, do any of you have anything to add?
Title: Guilty Gear XX
Post by: ROMate on April 04, 2005, 08:06:40 pm
Isuka's not a bad game. It has #Reload's balance, so its just as good as that. What makes all the difference is how well you can adjust to the new button commands. Most people whine and moan about there being a Turn button, which is actually one of the most useful features about Isuka. Most are probably griping because Turn went to R1 where Dust used to be, and they can't adjust or something...anyhow, if you're quick to get used to things, you'll do fine.
Title: Guilty Gear XX
Post by: Ellendesu on April 08, 2005, 01:27:51 pm
I haven't even gotten to play any of the Guilty Gear games, though I do have the OSTs for XX and Isuka...

I've been told that I really out to try them out. Too bad I am dead ass broke at the moment.
Title: Guilty Gear XX
Post by: Cole Tyger on April 10, 2005, 08:46:15 pm
aeris dies has recently added a guilty gear gallery. you will have to sign up to see them but they may have something that wasn't in the pack i posted

here's the link

http://www.aerisdies.com/gallery/categories.php?cat_id=12
Title: Guilty Gear XX
Post by: ROMate on April 23, 2005, 03:41:29 pm
I'm tired of my final computer science project and I miss Guilty Gear, so you guys get to learn about how to play as Potemkin.

First things first: BE PATIENT. Potemkin's too slow for a jumpy, hyper player to use well. You'll do some waiting to get your damage in, but once you start your damage, it will count, I promise.

Know how to put your opponent into the air. His 2H will do it (Its slow, so be sure to combo into it), as will F.D.B (63214S) on counterhit. Or of course you could let them jump at you, and counter them with the appropriate anti-air move (6P or 6K are two of my favorites). The goal is to use Heat Knuckle--Heat Extend (623H-63214H) on your opponent, as Potemkin's air game is horrible; he's got no air specials to really make good combos with. Heat Knuckle/Extend gain Potemkin plenty of Tension. The tension you gain is useful for supers and for FRCing Hammerfall.

Use Hammerfall to advance at an opponent trying to run away. It'll take one hit and keep going, so use it to your advantage against Mist-Finering Johnnies and the like. Remember that you can cancel it with Punch; this is a good idea if you want to simply cover a lot of distance quickly, such as when an opponent is dizzy, or if you want to advance against an opponent who's performing a multiple-hit move that you don't want to get hit by (I'm looking at you, Lust Shaker!). When you hit with a Hammerfall, it will knock your opponent down. You can use the knockdown to your advantage and bait out wake up moves for damage opportunities, i.e. block a VV and catch Sol's fiery ass with Heat Knuckle or Heavenly Potemkin Buster, for example. With Tension you can FRC or RC the Hammerfall to continue with a short combo into Heat Knuckle or Heavenly Potemkin Buster.

Hammerfall Combo examples:
Hammerfall(FRC)-S-S-Heat Knuckle/Extend
Hammerfall(FRC)-S-2H-Heavenly Potemkin Buster

Potemkin's Supers aren't bad stuff either. Giganter (632146H) is a useful little trick that will stagger a grounded opponent or float an airborne opponent very, very slowly. This on it's own is useful; you can Mega Fist in and Potemkin Buster a staggered opponent, or juggle an airborne one with a basic Gatling and end with Heat Knuckle--Extend. The Giganter Bullet follow-up (4123641236P) is most useful at mid-screen distance. It will wall-bounce an opponent off the corner for a juggle. Any further from the wall and the opponent won't bounce off it; any closer and they'll bounce too low or behind you, which won't give you the juggle. I believe it's possible to Potemkin Buster an opponent who blocks Giganter Bullet; I've done it a few times, but it seems inconsistent. I'm still checking on this myself, so attempt the Buster at your own peril. Heavenly Potemkin Buster (236236S)is best used after an opponent has been launched by one of your moves rather than as anti-air because you CAN be hit out of it.

The normal Potemkin Buster (632146P) is Potemkin's most-feared non-tension move. You should be seeking opportunities for this just as much as you should be seeking a chance to Heat Knuckle. Luckily the Potemkin Buster is more flexible on its usage. You can tick into it using Mega Fist (236P or 214P), which is a simple trick. Whether the opponent takes the Mega Fist or blocks it, you have a clear chance to use Potemkin Buster. When on the defense, use Instant Blocking to your advantage! Instant Blocked moves give less block stun, allowing you to recover faster and Potemkin Buster in places you couldn't normally. I want to say you could FRC a blocked Hammerfall into a Potemkin Buster, but I've not had the chance to try it yet. icon_sad.gif Oh well. In the corner you can Potemkin Buster and do a small combo after (the most I've ever managed is P-S-H) into Heat Knuckle or Heavenly Potemkin Buster if you've got Tension you want to spend.

 Sliding Head (236S) is useful to knock over pokey opponents like Axl, Zappa with ghosts, Kys hiding behind projectiles, and so on in order to get close with Hammerfall. It has some upper-body invincibility somewhere, so you can use it to go through high moves, but I'm not sure where the invincible frames are. I've seen it done in videos, but have yet to do it myself. I NEVER use it at close range, because if it's blocked the opponent can more or less do what they like while Potemkin recovers.

To wrap it up, I've not found many good options for Potemkin on wake-up. Sometimes I can Potemkin Buster someone who's not expecting it, or if I've got Tension a wake-up Giganter sometimes helps, but I usually just wake up blocking low and look for a chance to Instant Block or retaliate with a Hammerfall FRC combo.  

I don't know that anyone will really care to read it, but it feels good to post it.
Title: Guilty Gear XX
Post by: Cole Tyger on May 03, 2005, 12:50:24 pm
i just found this on one of the chans and thought you folks would get a kick out of it

(http://img79.echo.cx/img79/1695/11146933029720pa.th.gif) (http://img79.echo.cx/my.php?image=11146933029720pa.gif)
Title: Guilty Gear XX
Post by: ROMate on May 03, 2005, 05:30:05 pm
Quote from: Cole Tyger
i just found this on one of the chans and thought you folks would get a kick out of it

(http://img79.echo.cx/img79/1695/11146933029720pa.th.gif) (http://img79.echo.cx/my.php?image=11146933029720pa.gif)


Absolutely gorgeous! You win your umpteenth internet.
Title: Guilty Gear XX
Post by: Hyperguy on May 07, 2005, 02:04:06 am
Johnny


Special Moves

Mist Finer
High :qcf :+ :s
Middle :qcf :+ :k
Low :qcf :+ :p

Notes: Coins that hit your enemy will power up the mist finer. It can be powered up twice, once for level 2, and then again to level 3.  Using the mist finer will bring it's level back to level 1, regardless of whether it hits.

Also: If you hold the button you used to perform the mist finer Johnny will hold his stance and perform the mist finer only after you let go of the button.  If you press :hs while holding the button down, Johnny will exit the stance.

Bacchus Sigh
:qcb :+ :p

Notes: Creates a mist that will envelope the enemy.  When the enemy's covered with mist all mist finer attacks become unblockable.


Divine Blade
:dp :+ :s, :s
or
:a :qcf :+ :s


Glitter is Gold (aka the Coin Toss)
:qcf :+ :p

Note: Almost all ground based moves can be cancelled out by tossing a coin.

Ensenga
 :hcf :+ :hs


Overdrive

That's who I am
:hcb :f :+ :hs


Instant Kill

Joker Trick
:qcf :qcf :+ :p
Title: Guilty Gear XX
Post by: Akuma on May 17, 2005, 10:21:28 pm
"..........................."
Title: Guilty Gear XX
Post by: Cole Tyger on May 18, 2005, 11:37:39 am
if you liked the last one, you'll love this one

http://www.drunkduck.com/Kagematsuri/index.php
Title: Guilty Gear XX
Post by: Snorlax.RAYZR on June 19, 2005, 12:59:31 pm
13 is still my favorite.

SUNVABITCH, DIE!! GURLFRIEND!!!
Title: Guilty Gear XX
Post by: Shinegami on June 20, 2005, 04:02:47 am
Hi. I'm new to this joint and figured this is a good place to post my first post. Yeah.

Anyways, I don't know if any of ya'll heard but it seems that Capcom and Sammy are in talks about doing a Guilty Gear v.s. Street Fighter type of game. Which if they keep it a fighting game might turn out ok. Which is what they should have done with the Namco X Capcom game that just came out.

Oh and I love Jam. She's the best!
Title: Dance Like You Want to Win
Post by: Snow Puma on June 20, 2005, 11:29:42 am
Guilty Gear player here. My personal picks for getting the win: Anji (or better yet EX-Anji for more options), Millia (I don't even need to 'say' Lust Shaker), and Jam (Kick combos into infinity)

I'm currently working on Dizzy after I watched some awesome vids involving her combos I also like to play around with May for her fun combos.

That said:

How to Bust a Groove with Anji

Play some practice rounds with Anji to get used to his moves. He's got a few quick punches and slashes, but most of his really useful techniques require you to combo into them for real effect. Anji has a strong ground game, but lacks power in the air, so play your strengths and don't jump into your opponent.

Some of Anji's basic moves will strike BOTH SIDES of him, this is more useful in Isuka than in X2, but you be thankful for it if you remember these moves so you can cover your tail if someone tries to hit you from behind or Chipp/Faust/Venom teleports behind you. Just for reference these moves include his 2s (low), hs, and 6hs (hits 4 times, plus a fifth when he poses).

Now your biggest strength with Anji is his invisibility frames at the start of many of his moves. Use them to turn the tables on opponents who try to pressure you into defense. Once you're on the offense don't let up and combo into Fujin or his 6-hs to rack up the damage. I use short bursts of 2-4 attacks before finishing so that I don't have to worry about the guard gauge eating my attack. Since Anji is strongest in this short-combo zone you're going to want to mix up your attacks and fake-out the opponent with your delay hits and invicibility frames.

Positioning is important in this game too, and probably your bet option for closing ground or putting distance between you and your opponent is Anji's High-jump (forward or back). You can also push your way into the opponent's ground with forward dashes or dashing s/6hs.

Your bread and butter special is going to be Fujin:
:qcf  :s  (quick) or  :hs (start-up delay, but longer reach and you're likely to bounce the opponent).
Fujin's nice on it's own, but you're a fool if you don't follow it up with
 :c  :s  Nagiha- the traditional follow-up of Fujin and a quick low strike that's helps you mix-up attacks. Don't be predictable though, be sure throw out other hits too.
 :c  :k  A quick hop that lets you get behind the opponent, good against a blocking opponent who doesn't expect it. Use this sparingly for best effect.
 :c  :p  Shin: Ichishiki- An odd follow-up that hit's overhead. It would make a great follow-up to take out a crouching opponent if it's start-up lag didn't let them stand up.

You'll never win using only one lame move, so don't forget his other cool specials like:

 :qcb  :p  or :k (Kick version has longer reach, but requires more accuracy (two back-dashes away will put you in the perfect hitbox, Kick also hits overhead)) This little hop-step makes a good delay hit to fake-out an opponent, use the punch version sparingly and don't hesitate to hit a crouching opponent with the kick version (works especcially well after the opponent has been knocked back from guarding and attack.

 :qcf  :p  The infamous butterfly, Anji's ground projectile. It's slow and has a long start-up, so don't think you can pull this out with no fore-thought. It works great as a wake-up hit (timing is key), but it's true power comes from the fact that when an opponent blocks the butterfly it turns into a second, overhead projectile with double the damage. Using this to your advantage you can throw out the butterfly, then rush in with a well timed low strike (Slash is my favorite) that makes it impossible for the opponent to block both at once. I don't like to use this, since I feel it's a bit cheap, but in tournament setting you can expect to see me whip a few turtling tails with this strategy.

 :sho  :hs  A lovely anti-air for Anji in the form of a throw. Practice this one to use it against Chipp especially.

 :gp  :p  A recovery strike, use this any time you see you and an opponent dramatically clash blades (white flash after the two of you both connect with an attack).

 :a  :qcb  :p  Anji's only air special and one of my favorite moves overall. I use it as a wake-up game and I've practiced it so much I can even use it against crotching opponents with an instant air dash. It does decent damage and will punish the guard gauge of a defender.

Anji can use his Dust as a wake-up game too, but it's very obvious after you've used it once, so don't go thinking you can pull Sol's Dust loops with Anji. You can also use Anji's Aerial-Dust to float yourself in the air longer and stay out of overdrives like I-no's Megalomania of Faust's scalpel.

Now Anji's Overdrives are nothing to be triffled with either you're core overdrive is going to be:

 :hcb  :f  :hs  Use this for when you want to finish a nearly dead opponent or punish an opponent's guard gauge. It's decent damage, but don't over-estimate it's usefulness.

 :d  HOLD  :u  :k  This move requires you to be sitting down for a whole 2 seconds, which in Guilty Gear time is about 16 Ass-whippings. Try to use this overdrive to catch someone off guard or as a surprize after you've blocked a bunch of low strikes. An interesting thing I've noticed is that this hits Johnny rather well if he tries to use a mist-finer to stop your dash, once you see the mist-finer guard low and if he used the low slash, you've got yourself a target. While on the subject of Johnny's Mist Finer, you can go right through it with a well timed 6-HS so use this to your advantage.

 :gp  :hcb  :s  Don't just counter, counter with style. This is my favorite move, it's got the damage, it's got the flash. Now if it were only easier to pull off.

Finally remember that Anji's Instant Kill comes out just as quickly as Ky's, so if you see you're opponent get dizzied hit the IK and they won't know what hit them.
 :p  :+  :k  :+  :s  :+  :hs  :c  :qcf  :qcf  :hs

Combo Time!

I'm not one for long combos, in Guilty Gear the guard gauge makes longer combos less damaging so your best best is to keep things short and sweet with a variety of 3-5 hit combos that you can mix up on your opponent. I find some of my easiest and most reliable combos to be:

 :s , :d  :hs , :c  :qcf  :s  :c  :s  This combo hits high, low, high, low and works well for mauling an opponent who tries to do a standing guard. If the opponent blocks the first two hits cancel into the HS version of Fujin (236-HS) as it's start-up delay may trick them into thinking they've got an opening to attack. Unfortunately even if they do attack the invincibility during the start-up of Fujin will prevent you from getting hit. HS Fujin should wall-bounce them and follow up with Nagiha as directed to sweep them low and knock them down. Instant Air Dash (or if you're not good at that, just jump into the opponent) and follow up with:
 :a  :qcb  :p  to let them stand up into a Nishiki and take at least 3-4 of the 6 hits this dishes out. If they block they'll be pushed very far away so you should have time to recover and continue your assault. One additional note is that if they start blocking low replace the Nagiha with Ichishiki (P) or forget the Fujin and jump cancel into Nishiki. Finally if you're feeling really mean replace the 2-HS with 5-HS and replace Fujin with Sai:
 :hcb  :f  :hs  to watch your opponent's life or gaurd gauge get mauled.

Another bread and butter combo for Anji is:
 :p , :k , :s  The timing is takes a little practice, but you can jump-cancel and repeat this combo ending it with a dust (which you can pretty much add whatever you want to). Also for added fun you can preface this combo with a close-slash and jump-cancel into it.

Also remember to mix up your combos, some all purpose intros for either of the above combos are 2P (not the greatest, but use it anyways to start things off low), Close 6S (doesn't combo into another slash, but does give you a little invicibility and works well into the above combos (you have jump cancel to "combo" into the p,k,s combo) or into 6HS, which is a 5-hit combo in and of itself when it hits in close range.

Sadly this version of Anji doesn't a have ton of options when it comes to damaging combos, but he does have alot of options as far as mind-games go and you can use your invicibility frames to keep the pressure on opponents with greater range and/or agility. I think I'll cover EX-Anji (who has a TON of options and damaging combos) next time.
Title: Guilty Gear XX
Post by: ROMate on June 20, 2005, 12:40:51 pm
Awesome info. Got any combos to go with that movelist?

Also, about the Butterfly Trap: If you got it, USE IT! Fighting games don't know anything about "honor" or "cheap" or whatever. All it knows is winning and losing. So if it helps you win, use it! If other people don't like it, all they can really do to make you stop it is beat your move.
Title: Guilty Gear XX
Post by: Snorlax.RAYZR on June 20, 2005, 04:56:57 pm
Yeah man, that's a good thing to think about. I always lost due to honor (I'd beat someone into submission and let them get up, but they'd jump and cheap mode my ass into oblivion), but afterwards, I started being cheap just to beat them.

I have a thing for beating people the same way they beat me. Shoryuken me to .05 HP left? Shoryuken you to .04.
Title: Guilty Gear XX
Post by: Snow Puma on June 21, 2005, 02:40:35 pm
Combos added. I should also note that you can string together just about any three of Anji's moves and I highly suggest that you throw out a random combo fairly often so the oppoent doesn't start expecting your damage dealers and figuring out ways around them.

About the butterfly as well, you make a good arguement and I support your stance, the thing is that most of the time I just don't need it to beat my opponent. I guess I play enough of a mix-up game to not worry about setting up an unblockable combo during my regular matches. As I said before though, during tournaments anything goes an competition is better (i.e. more guarding experts) so Anji becomes a butterfly throwing fiend.
Title: Guilty Gear XX
Post by: ROMate on July 23, 2005, 01:14:18 am
While I'm thinking about it, I'm going to post some useful reflections.

Potemkin and Eddie each have moves that reflect projectiles. For Potemkin, it's F.D.B. (63214S) and for Eddie, I think it's called Drunkard Shade (214S). Potemkin's reflection sends back a counter-projectile. It will run continuously across the screen, negating other projectiles and stopping only when it goes off screen or hits somebody. Eddie's simply turns the whole projectile back. Not all moves can be reflected, and not all moves will be negated. Here's what I've got off the top of my head.

Potemkin
Ky: All Stun Edges
Sol: Gunflame
Bridget: All Rogers except the Super (name escapes me)
Johnny: Glitter is Gold
May: Applause for the victim. It MIGHT be possible to reflect her charge move dolphins that she rides, but I'm not sure. It's been too long.
Baiken: Tatami Gaeshi
I-No: Music note (name escapes me)
Potemkin: Giganter
Testament: Nightmare Circle
Dizzy: All her projectiles, including Gamma Ray! Time it on the third, big blast. The counter-projectile won't negate Gamma Ray, but it'll go on and on and on until it meets Dizzy. It's pretty funny to watch, actually.
Venom: Any ball projectile, and Dark Angel. As with Gamma Ray, the projectile won't negate the Dark Angel, but it'll go through it to Venom.
Anji: Issei Ougi, Shin: Nishiki, Shin: Ichishiki
Axl: Rensengeki


That's all for him.

Eddie
Ky: All Stun Edges
Sol: Gunflame
I-No: Music Note

If I played Eddie more I'd know more, but I don't. Anyone who plays one of the listed characters and enjoys the abuse of his/her projectiles should be very wary against a patient Potemkin or Eddie player, more so if the opponent happens to have good reflexes.
Title: Re: Guilty Gear XX
Post by: Hyperguy on October 06, 2005, 01:38:47 pm
ROMate, I hope you've been keeping up with your training, because I have.  At 100 times gravity.  And with drinking 3 full glasses of milk a day.  In the rain.  Tied to a rock. While lit on fire. In rush hour traffic.

September, September, SEPTEMBER!!
September 2006 you and me are going to throw down!
Title: Re: Guilty Gear XX
Post by: ROMate on October 06, 2005, 03:36:15 pm
OH YEAH!?  Well I'm training in an asteroid field and breaking boulders with my middle finger while killing pirate astronauts with a wooden sword! With a full bladder! While eating Chees-its!

BRING IT ON!
Title: Re: Guilty Gear XX
Post by: Doctor_Raven on October 06, 2005, 05:31:50 pm
HEAVEN OR HELL....
LET'S ROCK!
Title: Re: Guilty Gear XX
Post by: JG on October 06, 2005, 08:44:52 pm
ROMate, I hope you've been keeping up with your training, because I have.  At 100 times gravity.  And with drinking 3 full glasses of milk a day.  In the rain.  Tied to a rock. While lit on fire. In rush hour traffic.

So you're short, bony, wet, encumbered, slightly smoldering, and late.  Big deal - I'm half of that anyday of the week.


OH YEAH!?  Well I'm training in an asteroid field and breaking boulders with my middle finger while killing pirate astronauts with a wooden sword! With a full bladder! While eating Chees-its!

Meanwhile you can hold both your breath and bladder in check while juggling boulder birdies, snackies, and an arrrrrrrmy of arrrrrrgonauts amongst your three or more hands.  Unless you're dexterous enough to hold a sword or chees-its with your feet.



I think this match might be hyped up just a little bit.
Title: Re: Guilty Gear XX
Post by: ROMate on October 06, 2005, 11:03:16 pm
Dude, it's Hyperguy and his Indestructible Roommate. The match has GOT to be hyped up.
Title: Re: Guilty Gear XX
Post by: Doctor_Raven on October 07, 2005, 04:02:07 pm
WATCH THIS EVENT OR YOUR WORLD WILL BE DESTROYED!
Title: Re: Guilty Gear XX
Post by: ROMate on October 07, 2005, 11:50:13 pm
We might wind up destroying it anyway.

 :p :+ :k :+ :s :+ :hs :c :qcf :qcf :hs 
Title: Re: Guilty Gear XX
Post by: Hyperguy on October 08, 2005, 11:51:39 am
So you're short, bony, wet, encumbered, slightly smoldering, and late.  Big deal - I'm half of that anyday of the week.
Rep -1 :bigtran