Battle for the GearsDefine Bounce: If the enemy hits the back wall while flying backward, they bounce off, leaving the victim wide open for comboing.Sol Badguy | Ky Kiske | May | Millia Rage | Axl Low | Zato One | Potemkin | Chipp Zanuff | Baiken | Faust | Anji Moto | Johnny | Jam Kuradoberi | Venom | Testament| |
![]() Sol was the subject of biological weapon research. Free of the institute, he has spend the 150 years since he left living only to destroy the Gears produced by the same organization. Sol is a pure fighting machine. His hobby is listening to Queen music. Strategy: Sol is a cheap ass fighter. His Grand Viper combos very well, as well as being fairly powerful. His main problem is that his moves have long recover times and long start times too (except for the Vipers). Combos: Similar Fighters: Ken/Ryu Family, Ky Stats: Power*: 7 Energy: 4 Defense: 5 Speed: 4 Strength: F Weakness: W Ratio: 2 Size: M Special Moves: Gun Flame*: Stabs the ground, sending a wave of fire along the ground (F) Volcanic Viper*: A basic dragon punch-esque move. 3 hits (F)(A) Grand Viper: Dashes forward, low, while burning the enemy, finishing with a Volcanic Viper. 6 hits (F) Bandit Revolver*: Jumps forward with a 2 hit kick attack. Hold the kick button to add fire to the attack. (A) Riot Stamp: Jumps to the back wall, then flies forward with a kick. Bounce Basic Throw: Grabs the enemy for a headbutt Launcher: A weak looking upward chop with his hand Hyper Attacks: Dragon Install*: Fires a short ranged blast from his sword. Hangs in air at max distance. 5 hits (F) Tyrant Rave: Sol glows red for 10 seconds. A V.Viper attack instead does a 15 hit super version. (F) Napalm Death: Jumps up and forward in a column of flame. Small area, big damage. 1 hit (F) Enter: Starts with his back turned, then turns around and draws his sword Taunt: Turns around and gives the enemy a thumbs down Victory: Throws his sword into the ground and looks annoyed. Top |
![]() The leader of the Sacred Order of Holy Knights, an organization that destroys Gears. Fighting with the Order since he was 16, Ky is beginning to question the supposed fact that all Gears are human-killing psychos. Upon hearing about a nonviolent Gear that is supposed to be entering the Guilty Gear tournament, Ky enters to see it for himself. Strategy: Ky is an all around average fighter, at least by his stats. Like all Guilty Gear characters, his moves are fast and powerful, often coming from unexpected directions. His hyper attacks are a little weak, but his specials make up for this nicely. Combos: Similar Fighters: Ken/Ryu Family, Sol Stats: Power: 5 Energy: 5 Defense: 5 Speed: 5 Strength: S Weakness: W Ratio: 2 Size: M Drain: None Special Moves: Stun Edge*: Fires a fast moving projectile from his sword. (A,downward)(S) Stun Dipper*: Ky does a slide kick, followed by a low sword slash. Block Low (S) Vapor Thrust*: Does a backflip with his sword out wide. Basic dragon punch with more range(S)(A) Stun Edge Charge: The stun edge attack can be charged, making a slow, more powerful attack. 3 hits (S) Crescent Slash: Does a forward moving backflip, ending with an upward sword slash. Launcher (S) Thunder Blade: His sword attacks deal lightning damage. Basic Throw: Pushes the enemy, jumps upward, and slashes down with his sword Bonus Abilities: Air Dash, Wall Jump Launcher: A rising sword slash. Hyper Attacks: Ride the Lightning*: Ky Charges forward in a globe of lightning. 5 hits (S) Rising Force: Stabs ahead with his sword. Lightning energy makes the area much larger. 1 hit (S) Rayden's Favor: A series of unmoving sword slashes, finishing with a 3 hit Stun Dipper. 10 hits (S) Enter: Holds his sword upward and it is struck by lightning Taunt: Lowers his sword and shakes his head in confusion Victory: Rotates his sword in a circle, then sheathes it Top |
![]() A little girl with a large anchor. Her parents were killed when she was very young. The pirate Johnny took her onto his ship and took care of her. May is now deeply in love with the outlaw, and enters the GGX tournament to get money for his birthday present. Strategy: May is very slow, mostly due to her gigantic anchor. Her normal attacks also reflect this lack of speed. On the other hand, her dolphin based attacks are lightning quick, covering the length of the screen in an instant. Combos: Similar Fighters: Blanka, Ruby Heart Stats: Power: 6 Energy*: 7 Defense: 3 Speed: 3 Strength: W Weakness: S Ratio: 2 Size: S-M Special Moves: Mr. Dolphin*: Charges on her pet dolphin. A very quick attack (W) Applause for the Victim*: Her pet dolphin jumps out of the ground and falls onto the enemy (W) Restive Rollling*: Spins into the air as a ball, may fly in 8 directions 3 times. Overhead Kiss: Uses her anchor to spin the enemy around in circles. Makes the enemy dizzy. Basic Throw: Ducks her head and throws the enemy over her back Launcher: Falls down, swinging her anchor at the enemy's feet Hyper Attacks: Ultimate Whiner*: Spins her anchor around in a 360 circle. 8 hits, medium sized area Great Yamada Attack: A giant, purple whale jumps forward. 1 hits, massive damage. (W) May and the Jolly Crew: Slaps the enemy (C) the crew of her ship tramples the enemy, the fat cook belly flops last. 12 hits Enter: Her dolphin bounces the anchor to her while she shakes her hips Taunt: Sticks her tongue out at the enemy Victory: A girl in a sailor suit runs out and the pair spins around in the anchor Top |
![]() After killing Millia's parents, she was taken in by the assassins. The band molded the girl into a killer who used her hair as if it were a living weapon. However, she discovered her own origins and left the group. Now, she is out to kill Zato in vengeance. Strategy: Millia Rage is a bizarre fighter. Since she fights with her hair, her attacks have longer than average range, as well as the fact her attacks come from weird angles, making it hard to tell how to block. Her specials aren't that special, although the Iron Saber is a good trick. Combos: Similar Fighters: None Stats: Power: Energy: Defense: Speed: Ratio: 2 Size: M Special Moves: Lust Shaker*: Her hair whips forward frantically. 5 hits Tandem Top*: Spins in a circle, leaving a ring of energy around her waist. Iron Saber*: Hops back and slides forward on her hair, which is shaped like a blade Secret Garden: Millia gathers her energy, forming a blue orb. While charging, the player programs the orb's directions (W) Bad Moon: Air Only. Millia's hair forms a crescent moon and she cuts downward. 5 hits Maximum Velocity: Air Only. Millia quickly dives to the ground. No damage, but it moves through projectiles Long Range due to Hair attacks Basic Throw: Runs through the enemy with her hair impaling the victim. Bonus Abilities: Rolling Evade, Double Jump Launcher: An upward sweep of her hair Hyper Attacks: Winger*: Turning her hair into wings, she jumps up, then dive bombs downward. 8 hits Emerald Rain: Millia throws 3 Tandem Top rings at the enemy. 6 hits Iron Maiden: Her hair touches the ground and the earth below the enemy explodes with pillars of hair. 20 hits Enter: Millia is standing on a pedestal of hair Taunt: Goes into a thinker like pose Victory: Unties her ribbon and her hair falls Top |
![]() A British guy from the 20 th Century who has been bounced around history by a time slip. Axl Low has been trying to get home for many years (to him) without success. However, he hears that another time traveler is behind the Gear, so he enters the Guilty Gear tournament. Strategy: Axl Low is a ranged fighters, perhaps the most ranged fighter. His regular attacks reach even farther than Dhalsim's. In close, he is nearly worthless. The Benten Gari is his only real defense at close range. Combos: Similar Fighters: Dhalsim, Leona Stats: Power: 5 Energy: 6 Defense: 2 Speed: 5 Ratio: 2 Size: M Special Moves: Benten Gari*: Creates a circle with is weapon, then throws a chain up and forward. 2 hits Rensen Geki*: Throws his chain out and low. Combo with Kyokusa and Sensa. 1 hit Raiei Sageki*: Jumps upward, then falls on his head as an attack Tenhou Seki: Holds up his chains. If enemy attacks, they become tangled and thrown Basic Throw: Ties his chains around the enemy's neck and throws Bonus Abilities: Double Jump Launcher: Does a jump rope hop Hyper Attacks: Hyakue Renshou*: A circle of fire surrounds Axl and he does a Rensen Geki at the same time. 8 hits (F) Midare Gami: Does an upward cut with chain (C) and many chains fly into the enemy. 25 hits Rasho Sen: Throws a blue ball forward (C) if hit, Axl hangs the enemy and explodes. 3 hits. Unblockable. Enter: With a pole under each arm, snaps them out, chain connects, spikes come out Taunt: Uses his chain as a jump rope Victory: Sweeps his arm like surveying his territory or something. Top |
![]() The leader of the assassins that trained. Zato traded his sight for the ability to manipulate shadows. Now, his shadow has taken control of Zato. These shadows are now using Zato One to hunt down the Gear. Strategy: Zato's moves are slow, but most cover a wide area. The key is Eddie. Any player should have Eddie out at all times. Since hitting Eddie does nothing more than send it away to be summoned again, don't be afraid to use him a lot. Combos: Similar Fighters: Venom Stats: Power: 3 Energy*: 8 Defense: 2 Speed: 7 Strength: D Weakness: H Ratio: 2 Size: M Special Moves: Invite Hell*: Transforms shadows into a small drill that comes out of the ground (D) Damned Fang: Zato stabs the enemy (C) and forms a bubble around the enemy, then pops it. (D) Break the Law: Zato turns into a puddle-shaped puddle. He cannot be hurt while in this form. Summon Eddie: Zato forms a small shadow monster called Eddie. Eddie attacks when Zato does Basic Throw: Picks up the enemy's shadow and stabs it (D) Launcher: A rising claw from the ground Hyper Attacks: Amorphous*: Zato sends a wave of darkness straight up. 4 hits (D) Executor: Air Only. Zato turns into a sword and flies straight ahead. 2 to 15 hits (D) Black in Mind: Stabs the enemy (T) and Zato forms a huge bubble. Floating in air, Zato pops it (D) Megalith Head: During Eddie. A black geyser of energy erupts from Eddie, destroying Eddie. 10 hits (D) Enter: Zato rises up from a puddle Taunt: His shadow familiar rises up and gives the enemy a thumbs down Victory: The shadow rises up and covers Zato completely. Top |
![]() Potemkin is a mechanical soldier built in Zepp, a flying island. Now that Zepp is at peace, Potemkin, a famous soldier, is sent to the land to find the Gears. His mission is to find the Gear and return it to Zepp for research. Strategy: Potemkin is a huge monster. His fists are massive, giving him a huge amount of range in his attacks, special moves or normal punches. However, he cannot move quickly. In fact, Potemkin cannot even dash. It takes a lot of planning, but Potemkin is a powerful fighter. Combos: Similar Fighters: Victor, Zangief Stats: Power: 8 Energy: 1 Defense*: 9 Speed: 2 Ratio: 2 Size: H Special Moves: Mega Fist*: Jumps forward or backward with a downward punch Sliding Head*: Potemkin headbutts the ground, causing a quake. Knocks down enemies with no damage Hammer Fall*: Charges forward and smashes his fists together. Super Armor 3 during move. Potemkin Buster: Grabs (T) holds the enemy over his head, jumps, crushes the enemy under him Heat Knuckle: Punches up and forward (C) holds the enemy in place, pumping ammo into him. (F) Basic Throw: A miniature piledriver Launcher: A rising uppercut Hyper Attacks: Gigantic Bullet*: Potemkin fires a field of energy. Reflects and stuns enemies. 6 hits Heavenly Buster: Jumps into the air (T), slams enemy into roof, then floor. 3 hits Magnum Opera: Vents excess heat (C) sends enemy flying, then punches in mid-air Enter: Lands with a crash Taunt: Kneels, as if checking tracks Victory: Pulls a switch on one arm, and bullet casings fall out Top |
![]() A former drug dealer and addict. Chipp is an American guy trained in the arts of the ninja. He tells everyone he's Japanese, hoping for special treatment. After his severe training, Chipp decides to find the Gears to increase his power Strategy: Chipp is the speedy ninja type. He moves with lightning speed, but he attacks are fairly weak and he can't even take a solid hit. Chipp must move fast and avoid the enemies attacks. Combos: Similar Fighters: Strider Stats: Power: 5 Energy: 3 Defense: 3 Speed*: 9 Ratio: 2 Size: M Special Moves: Alpha Blade*: Chipp dashes forward, right through the enemy. (A) Beta Blade*: A jumping weapon slash. Dragon Punch (A) Gamma Blade*: Chipp stabs, and an energy clone dashes forward to attack. 2 hits if close. Ressho: Punches forward with a hand of fire. May be done 3 times in a row. 2 nd hit is low (F) Tsuyoshi-Shiki Teni: Basic Teleport. Tsuyoshi-Shiki Meisai: Chipp starts flashing in and out of existance. He can be hit anytime, but hard to track Genro Zan: Jumps up, explodes into leaves. If enemy is on ground and not blocking, Chipp cuts throat. Basic Throw: Trips the enemy, jumps on top of the victim and stabs in the head Bonus Abilities: Triple Jump, Air Dash Launcher: Stabs forward with a rising flick Hyper Attacks: Banki Messai*: Dashes forward with a series of 16 sword slashes, finishing with 2 Beta Blades Zansei Roga: Dashes forward, faster than BM (C) cuts through, knocking enemy higher, and cuts 6 times total. Delta End: Air Only. Enter: Teleports into place Taunt: Yells "Hey, come on" with a bring it gesture Victory: Waves his hand as in dismissal. Top |
![]() The institution Baiken lived in as a child was raided and destroyed by Gears. After witnessing her parent's murder, she grew up wanting revenge, not on the Gears, but "The Man" the only who created the Gears. Baiken lost an arm in the previous tournament, but still works towards her revenge. Strategy: Baiken is a master of countering. She must let the enemy come to her. The Tatami Gaeshi works well if you release it over the victim's heads. Combos: Similar Fighters: None Stats: Power: 5 Energy: 4 Defense*: 7 Speed: 4 Ratio: 2 Size: M Special Moves: Tatami Gaeshi*: Baiken kicks, and a board slams down. (A,board falls) Suzuran*: A dashing cut that moves through the enemy Yozansen*: Baiken jumps into the air in a ball, blade spinning in a circle (A) Zakuro Sakura: A counter attack. Basic Throw: Pulls the enemy to the ground, stabs the victim Bonus Abilities: Air Dash, Double Jump Launcher: PUnches forward with her palm Hyper Attacks: Sanzu Watashi*: A short ranged attack consisting of 3 sword slashes, with kanji. Baku Ki Rin Ryu: A counter hyper attack. Single hit, massive damage Garyotensei: Runs into the enemy (C) and cuts the enemy's head behind a screen Enter: Sits and smokes pipe weed Taunt: Covers her eyes in embarrassment. Victory: Puts a card in her mouth, turns and cuts it. Top |
![]() A highly skilled surgeon. However, he committed a grave error, costing the life of several patients. His mind snapped, causing him to go on a murderous rampage. Eventually, he regained his sanity and discovered the accident was a set up. Now Faust fights to save the lives of the tournament competitors by beating them senseless. Faust is about 9 feet tall, being a huge guy. However, most of the time he is crouched down, being on the short end of the medium height range. Strategy: Faust is a gigantic man, with the range that goes with it. His moves are really slow to start, but are incredibly powerful and long ranged. Unless the enemy gets right in his face, he is hard to defeat. Combos: Similar Fighters: None Stats: Power: 7 Energy: 3 Defense: 6 Speed: 3 Ratio: Size: M-H Drain: Heal Special Moves: Watch your back!*: Faust disappears under a blanket, then appears in front of or behind the enemy, hitting with a door From On High*: Disappears under a blanket, then falls from above on top of the enemy Hello Again: Stabs ahead with his scalpel (C) pulls the enemy close, launcher, jumps and smacks Souten Enshin Rambu: Stands on his scalpel staff. Dash to spring back and forth, causing damage. Bounce Going my Way: Flies into the air as a whirlwind. May be done in air or during Souten Enshi Rambu. What's Next*: Throws a little item in the air. The item is random from the below list Long Range: Telescoping Head, Staff, Gigantic Tongue, etc. Basic Throw: Bends down and licks the enemy's butt. Don't ask. Enemy looks disturbed at best. Bonus Abilities: Air Dash (Swims through air) Launcher: Turns into a baseball player and swings his bat Hyper Attacks: Super What's Next*: Throws 8 What's Next attacks. Effect is completely random Gamble Attack: Faust lies down and swims towards the enemy (C) 4 chests appear. Victim picks one This Week's Climax: Pokes the enemy in the head (C) puts the victim on a table. Pushes an explosion plunger. Enter: Flies in on an umbrella Taunt: Puts his staff in his mouth and does a little dance in place Victory: Explodes, straights up straight with an afro on his head for no apparent reason Top |
![]() One of the few pure Japanese people left in the world. Because there are only a handful of Japanese people left in the era of Guilty Gear X, they are considered international treasures. Anji is hiding his origins so he does not attract attention. His mission is to find "The Man", creator of the Gears that destroyed Japan. Strategy: Anji is best on defense, despite his low defense score. Shin Nishiki can keep him safe from almost any offensive method. Zetsu has a huge range, but is extremely slow to start and leaves Anji wide open is it doesn't connect. Combos: Similar Fighters: None Stats: Power*: 7 Energy: 5 Defense: 3 Speed: 5 Ratio: 2 Size: M Special Moves: Shitsu*: Waves his fan, sending a blue butterfly as a projectile. If blocked, it grows and lands on top of the enemy (S) Fujin*: Dashes forward, creating a pillar of wind (B) Shin Nishiki*: Waves his fans in a windmill pattern. Blocks 1 projectile hit. 5 hits On Kai: Jumps up (T) covers the victim with his fan, and electrocutes (S) Shitsuge: Holds his fan out in front of him, spinning horizontally. 3 hits Basic Throw: Turns his fans in a circle, tripping the enemy Bonus Abilities: Air Dash, Dodge Launcher: A rising fan attack Hyper Attacks: Issei Ogi Sai*: Creates a spinning vortex in front of him. 11 hits (C) if hit, the fans snap up for an extra hit. Zetsu: Anji jumps backward, and rides a gigantic dragon shaped wave of energy. 10 hits (W) Enter: A fan hangs down by itself, Anji appears behind it Taunt: Hits himself on his forehead with a closed fan Victory: Covers himself in fans, then explodes in a shower of Shitsu butterflies Top |
![]() As a young boy, he witnessed his father's death at the hands of a Gear. Having grown up in an orphanage, he realizes the hopelessness of these children. Johnny leads a Robin Hood like group of bandits, inviting any orphan to live among his crew on one of their flying ships. Johnny fights to support to large family, as well as to find female companionship. Strategy: Johnny works best as defensive. His Mist Finer attack in particular can do quite a bit of damage if the different heights are used effectively. Combos: Similar Fighters: Strider Stats: Power*: 8 Energy: 3 Defense: 4 Speed: 4 Ratio: 2 Size: M Special Moves: Glistering Gold: Throws a small gold coin at the enemy. Each hit is kept track off. Bacchus Sigh*: Johnny releases a cloud of gas (No jokes). If hit, the enemy is slowed. Effect depends on # of coins. Mist Finer*: A long ranged and extremely quick sword slash. May be aimed high, low, or middle Divine Blade*: Jumps up and sends a thin stream of fire straight down. (A,no jump)(F) The Boot: Dashes forward with a high kick. Works as a launcher attack Basic Throw: Picks up the enemy by the throat and tosses the enemy into the air Launcher: A rising stab Hyper Attacks: Ghost Mist*: A rapid fire Mist Finer. Aims at each height 3 times in random order. Johnny Special: A rising sword slash (C) sends the enemy flying. 3 slashes as they fall Joker Trick: Johnny throws a playing card (C) turns the enemy into a joker, then cuts the card in half. Enter: Tosses a rose into the air Taunt: Turns his back and gives the enemy a thumbs down Victory: Simply turns his back Top |
![]() An aspiring master chef. Jam's dream is to become one of the most well-known cooks in all of China. The key to her dreams is the Gear and the huge bounty on its head. Strategy: Jam should just continuously do specials. She is left a little vulnerable if she misses, but her ability to do any 3 of the kick specials in a row is a lifesaver. If the Ryujin is blocked, use Kenrokaku and another Ryujin to get away from your opponent. Combos: Similar Fighters: Cammy, Chun-Li Stats: Power: 4 Energy: 5 Defense: 3 Speed*: 8 Ratio: 2 Size: M Special Moves: Ryujin*: Flies forward with a foot engulfed in energy. Similar to Cannon Drill(A) Gekirin*: Jumps up, and kicks downward with a flaming foot. Must be blocked high (F)(A) Kenrokaku*: Jumps straight up while kicking. 4 hits (A) Bakushu Shinsho: Dashes forward, punching with a large globe of energy. Attack hit in front or behind the enemy. 3 hits Breath of Asanagi: This move gives Jam a "charge". Each special can be charged. Up to 3 charges per move Basic Throw: Throws the enemy in the air, does a backflip and kicks straight up Bonus Abilities: Double Jump, Air Dash Launcher: A rising sweep of her arms. Hyper Attacks: Renhoukyaku*: Jam punches straight ahead, forming a globe of energy. 15 hits Chokyaku Houosho: Dashes forward (C) does a few kicks, a spinning kick combo, followed by launcher and a giant phoenix. 17 hits (F) Gasenkotsu: Does a Ryujin attack (C) followed by 6 flashing kanji with Jam artwork. Enter: Walks out with trays of food, throws it and her apron away Taunt: Slaps the side of her neck and shakes Victory: 3 plates fall out of the sky, she catchs 2 with her hands, one with a food. Does a flip, stacking plates. Top |
![]() A member of Zato's Guild of Assassins. Venom was recruited at a young age, but rose quickly through the ranks of the Guild. When Zato disappeared, Venom seized control of the Guild. Now, with word of Zato's reappearance, Venom leaves the village of Assassins to find Zato. Venom's weapon of choice is a pool cue. Strategy: Venom does not work well in close. His pool related attacks are all medium to long ranged attacks. His only melee ranged move is the Mad Struggle, which starts in the air. Combos: Similar Fighters: None Stats: Power: 3 Energy*: 7 Defense: 4 Speed: 6 Ratio: 2 Size: M Special Moves: Stinger Aim*: Shoots a cue ball at the enemy. Hold button to charge the move for more damage Carcass Raid*: Shoots a ball at the ground. It bounces off floor and ceiling 4 times Double Head Morbid*: A short dash followed by a spinning pool cue. 4 hits Mad Struggle: Air Only. Dives downward, stabbing repeatedly with his cue, then a launcher. 5 hits Warp Ball: Hits the ball, which teleports to a button determined location, then simply falls. Basic Throw: Transforms the enemy into a cue ball and hits it away. Bonus Abilities: Wall Jump Launcher: Shoots a break at an upward angle. Hyper Attacks: Dark Angel*: Fires a giant black ball, which travels straight forward across the screen. Up to 25 hits Red Hail: Air Only. Fires 14 Carcass Raid shots mid-air Dim Bomber: Stabs ahead with pole (C) sets the enemy up in a pool break, shoots the cue ball. 9 balls fly out and back in for a hit Enter: Opens a black case and puts his pool cue together Taunt: Takes apart his pole and reassembles Victory: Stands on one leg, with his pole cue behind his back Top |
![]() The guardian of the Gear. Testament is a Grim Reaper-like demon. He is followed everywhere by his familiar, a raven that transforms into a naked, blue girl. His mission is to protect Dizzy from all harm. Strategy: Another slow, defensive player. The oozing toxin move is quite useful if you can time it to appear just as the enemy jumps. His lasting poison abilities can leech the life from a fighter, the single hit is weak, but deadly in the long term. Combos: Similar Fighters: Venom (Spiderman) Stats: Power: 3 Energy*: 8 Defense: 6 Speed: 3 Strength: D Weakness: H Ratio: 2 Size: M Special Moves: Spirit Tag*: Throws a slow moving skull. If it hits, his familiar shooting feather shaped missiles. Lasting Oozing Toxins*: Summons a sludge beast that attacks from in front or behind the enemy Scythe Cyclone*: Spins his large scythe like a windmill. 5 hits Blood Reverse: A counter attack. When hit(C) Test falls as blood, rises behind the enemy. Lasting Poison Raven Spirit: Forces his familiar to fire 3 feather missiles. Lasting: His poison and Spirit Tag status effects last until Testament is hit or the player switches fighters. Basic Throw: Holds up the enemy by one hand and extends his fingernails. Launcher: Hands of ooze comes out of the ground. Hyper Attacks: Seventh Layer*: Opens a portal and a large wave of ooze splashes out. 5 hits. Lasting Poison Deadly Visit: Swings his scythe (C) enemy is on a bed, familiar turns girl and stabs in the heart Plasma Wave: Summons a pillar of ooze from under the enemy. 10 hits. Lasting Poison Enter: Starts as a black line and unfolds into Testament Taunt: Holds his arms out wide, as if saying come get me. Victory: The bird turns into the blue girl and starts clapping Top |