GUILTY GEAR XX ACCENT CORE PLUS R

GUILTY GEAR XX ACCENT CORE PLUS R

173 ratings
Story Mode Guide
By それは私のお稲荷さん
This is a guide with pictures for the Story Mode of the PC version of Guilty Gear XX Accent Core Plus R on Steam. Suitable for both new players who are unfamiliar with the Guilty Gear series and experienced players who wish to fully complete story mode.
5
13
   
Award
Favorite
Favorited
Unfavorite
Foreword


Credits and Thanks
I would like to credit and thank the following people whose resources I heavily referenced in the process of making this guide.

  • ssrprotege for penning the definitive guide for the story mode of Accent Core Plus for the PlayStation 2. His guide is hosted here[gamefaqs.gamespot.com] at GameFAQs. The idea of using flowcharts for the individual story paths comes from ssrprotege's guide.
  • The community at the GGXX/Xrd Wiki for making a list of conditions required to reach each story path ending for each character. The wiki is hosted at seesaawiki.jp and the page referenced for this guide in particular is here[seesaawiki.jp].
  • The clean sprites at the dustloop wiki[www.dustloop.com] are used to make many of the images in this guide.

Last but not least, I would like to thank Arc System Works for bringing one of the best fighting games to Steam!



Disclaimer
I am not a skilled player by any measure and am unable to provide any useful gameplay advice for any of the difficult fights in story mode. This guide was created while running through story mode on Beginner difficulty.

If you need any gameplay advice for any of the characters, the Guilty Bits series on YouTube by novriltataki and the abovementioned dustloop wiki are good places to start.

While best efforts have been made, this guide is not complete by any means, especially as certain time-based win conditions are extremely tedious to verify. If you find any inaccuracies in the guide based on your own personal playing experience, please feel free to comment and I will update the guide.



Spoilers
This guide is generally spoiler-free and there is very minimal mention or reference to any part of the story and plot. However, this guide will reveal the order of opponents that you will be fighting for each character's story path, and provide information on some of the tougher fights in story mode. If you wish to get a vanilla experience, simply dive headlong into story mode and do not look at the story path sections of this guide.



Updates
2021/07/10 - Story path info for Jam Kuradoberi updated, courtesy of a commenter.
About Story Mode


Introduction
Story mode is a unique game mode in Accent Core Plus R that brings you through the story events through the perspective of your chosen character.

                      An example of the narration phase in story mode.

Story mode plays very much like a modern day sound novel with fully voiced narration and fights are framed as encounters in the course of the characters' travels.

The story of Accent Core Plus R follows the events of the story mode in Guilty Gear XX #Reload and Guilty Gear XX Slash. That said though, it is still possible to enjoy the story if you have not played the prequels as the depth of the story is rather light. If Accent Core Plus R is your first foray into the Guilty Gear universe, the story mode will give you a decent idea of the background, personalities, and motivations behind each character.



Characteristics of Story Mode
Default Character Selection - You can only play the default version of a character with its default colour scheme. You are unable to change the character's colour scheme or use any other special versions of the character while in story mode.

Difficulty - Unlike certain game modes in Accent Core Plus R, the difficulty of story mode fights is directly affected by the difficulty setting in the Help & Options menu. If you encounter tough fights in the course of story mode that you have trouble winning, you may want to tone down the difficulty settings and restart your run.

Non-Linear Story Paths - Story progression is generally non-linear and a character's story path may diverge depending on how you win your fights as well as the choices made during the narration phase. For most characters, there are two possible endings.

Narration Choices - With the exception of a few characters, you will be prompted to make a choice on how to progress the story at certain stages during the narration phase. During these situations, you will be given 2 options to choose from.

Single Round Battles - All battles in story mode are single round by default, no matter the configuration in the Help & Options menu.

Infinite Retries - If you are defeated in a fight, you can retry the same fight as many times as you want without needing to restart the entire run. Although you may be required to retry a fight at least once to progress towards a desired ending for some characters, ultimately, you must still win the fight to progress the story.

Pre-Fight Happenings - Before a fight officially begins, the characters may exchange some lines (usually their taunt or respect lines), or throw a few moves at each other that often results in a small amount of health damage, slight tension gauge gains, or changes to the characters' starting positions. These actions are scripted and they add a layer of flavour to the fights that is not found in the other game modes.

Gimmick Fights - You will encounter what I like to call "gimmick fights" over the course of story mode, which are fights where the characters are given special advantages (usually the AI) or have special restrictions placed (usually on your character) to make the fight more difficult. The special conditions are almost always linked to the plot of the story and are often referenced by the narration immediately before the fight begins. More on these gimmick fights in a later section of this guide.



Progression
Progression in story mode is tracked automatically in the game and do not require you to keep separate notes. Once you reach the scrolling credits after a single play-through, your character selection screen will be updated to show the story path that you have completed.



Once you have completed all the available story paths for a character, you will see an additional "ALL CLEAR" indicator.

                     
Story Mode Rewards
Enjoying a piece of the Guilty Gear lore is a big part of playing story mode and fully completing it will also net you the following rewards.



Achievements
You will automatically obtain the following achievements in the course of completing story mode.


Our story has yet to come
Obtained after getting to one of the endings of any character.


And to the introduction
Obtained after seeing all endings of every character.


There is no song
Obtained after destroying any character.


In all likelihood, you will also unlock the following achievements on your way to completing story mode.


Accident core
Achieve a comeback win from very low health.


A slimy magician appears
Escape from a throw attempt.




Alternate Character Versions
Once you complete all the story paths (i.e. seen all the endings) of a single character, you will unlock alternate playable versions of that character. There are 3 main types of alternate versions to look out for.

EX Characters
EX versions of characters have alternate move sets from the original with different control inputs. Certain moves may also behave differently on an EX version of a character, making EX characters, in general, an entirely new playing experience.

BLACK Characters
BLACK versions of characters are named so for their black colour palette. BLACK versions of characters have the same move sets and control inputs as the original characters but they have an infinite tension gauge.

GOLD Characters
GOLD versions of characters are named so for their bright yellow colour palette. GOLD versions of characters are essentially powered up versions of the original that moves faster, jumps higher, does more damage, and takes reduced damage. GOLD characters also have souped up versions of certain special moves and a small number of GOLD characters have special passive abilities that makes them even more imbalanced than they already are.

You can select BLACK and GOLD versions of the EX version of characters.



Extra Game Modes
Once you have unlocked the EX and GOLD versions of all characters as part of the rewards of completing story mode, you will gain access to the following game modes.

EX Arcade & M.O.M Modes
You fight EX versions of the characters by default.

GOLD Arcade & M.O.M Modes
You fight GOLD versions of the characters by default.

GOLD EX Arcade & M.O.M Modes
You fight GOLD versions of the EX versions of the characters by default.

How to Access
To access these game modes, at the main menu screen, move over to the respective game modes and do the following.

EX Mode
Press and hold the key that is mapped to the LT button while you start. The big "Arcade" or "M.O.M" menu text should change to a yellow hue while you hold down the LT key.
GOLD Mode
Press and hold the key that is mapped to the LB button while you start. The big "Arcade" or "M.O.M" menu text should change to a purple hue while you hold down the LB key.
GOLD EX Mode
Press and hold both keys that are mapped to the LB and LT buttons while you start. The big "Arcade" or "M.O.M" menu text should change to a teal hue while you hold down both LB and LT keys.



Alternative Stage Variants
You will unlock all the alternative variants of stages that are associated with a character once you complete all the character's story paths. These stages are different renditions used in previous titles Guilty Gear XX #Reload and Guilty Gear XX Slash.

Completing the entire story mode will gain you access to all the hidden stages to give you a grand total of 50 stages. This will give you the necessary resources to obtain the following achievement.


Travel the entire world on foot
Fight on all stages at least once.




Gallery
You will unlock the following illustrations in the gallery after completing story mode.

Story Mode
A total of 47 illustrations, one for each possible ending.

Special Illustration
You will obtain 2 special illustrations as an indirect result of unlocking other rewards when story mode is completed.

Special Illustration
Unlock Condition
No. 6
Special illustration 6 can be obtained via several means and one possible way is to unlock all EX characters. As you will unlock the EX version of a character after completing all the character's story paths, you will naturally obtain this special illustration after you complete story mode.
No. 7
Special illustration 7 is tied to the unlocking of all BLACK and GOLD characters. As you will unlock both the BLACK and GOLD versions of a character by completing the character's story paths, you will naturally obtain this special illustration after you complete story mode.

Secret Voices
As you progress through story mode, you will gradually unlock secret voices, which are short 5~10-minute bonus audio clips featuring a number of the Japanese voice actors/actresses who worked on the game. The secret voice unlocks also come with an illustration each. Unfortunately, there is no English transcription for the audio clips to date.

Secret Voice
Unlock Condition
Secret Voice 1
Complete all story paths for 2 characters.
Secret Voice 2
Complete all story paths for 4 characters.
Secret Voice 3
Complete all story paths for 8 characters.
Secret Voice 4
Complete all story paths for 12 characters.
Secret Voice 5
Complete all story paths for 16 characters.
Secret Voice 6
Complete all story paths for 20 characters.
Secret Voice 7
Complete all story paths for all characters.



Extra Menu
The special Extra Menu in the Help & Options menu will be available to you after completing story mode.
About Story Paths
In this guide, the possible story paths for each character are represented in a flowchart, read from top to bottom.



Reading The Flowchart
The following is an explanation of the graphic elements used in the story path flowcharts.

Element
Description
The starting point of the story path.
The ending of a story path. The numbers correspond to the path numbers in the game. For example, if you are looking to complete Path 1 for a particular character, follow the routes that lead to the blue circle with a "1".
Natural progress. You will move along the path indicated by blue arrows unless you diverge from it via a yellow arrow.
Divergent path. The yellow arrow represents an alternate path you can take by fulfilling a requirement, be it a narration choice or a specific win condition.
A choice during the narration phase. You are given 2 options and must choose one of them to progress the story.
Yellow arrows with the numbers "1" or "2" follow a narration choice. "1" represents the path after choosing the first text option while "2" represents the second text option.
Yellow text on top of yellow arrows display the condition(s) that needs to be fulfilled when fighting the character that comes before it. The various types of win conditions are explained in the very next section.
Character icons show the opponent you need to fight and win.
A character with an orange name tag indicates a gimmick fight. It is usually a difficult fight where you are disadvantaged in some ways.



Win Conditions
For many characters, playing their story modes normally will naturally lead you to only one of their endings. In order to reach a different ending, you will either have to make a different choice on how the character responds during the narration phase, or defeat certain opponents in specific ways.

The following is a list of win conditions commonly found in story mode that when fulfilled, allows you to change the course of your character's story path.

Win By Instant Kill
You need to land an instant kill move on the opponent. All characters have an instant kill move except for Order-Sol, and with the exception of May and Dizzy, the instant kill input for all characters is identical. The range and hit detection of instant kill moves differ for each character so it is always a good idea to test this in training mode if you are unsure.

Win By Overdrive
This win condition requires you to drop the opponent's health gauge to zero with an overdrive move. Overdrive moves are moves that are highlighted in green in the in-game Commands List. To perform an overdrive move, you must first raise your tension gauge to at least 50%.

Win By Timeout
You must allow the timer to reach zero and win by having more health remaining than your opponent. This is very challenging on higher difficulty levels where the AI is considerably more aggressive.

Win With >N Seconds Remaining
You must win the round within a certain time limit. For this guide, the number of seconds remaining refer to the digits shown on the timer.

For example, if a win condition states that a win with more than 74 seconds remaining is required, you must win the round before the timer reaches 74 seconds. Since the timer starts at 99 seconds, you need to win within 25 seconds.

Win With Over N% Health Remaining
You have to win the fight with a certain amount of your health remaining.

No Retries Up Till This Point
You must win all the fights in a single try, including and until the opponent where this condition is called for. Any retries along the way will cause you to fail this condition. This can be challenging if there are several unavoidable gimmick fights earlier in the story path.

Failure To Complete Character's Path
Not exactly a win condition but for a a small number of characters, one of their endings will be sealed off until you have completed a particular story path of another character. If you did not complete the required story path, you will always reach the same ending no matter what you try.



Gimmick Fights
Gimmick fights in story mode usually restrict your character in certain ways or force you to fight an overpowered character, giving the AI an unfair advantage over you. However, there are also gimmick fights where both you and your opponent are given similar advantages, and a small number where the reverse happens and your opponent is disadvantaged.

The following is a list of gimmicks used in these fights.

Player Only Disadvantages
Jump Restriction - Your character is unable to jump for the entirety of the match and this is usually indicated by your character sprite flashing blue. You can still do special moves that launch your character into the air from the ground but your character will go into free fall after that.

Normal Moves Only - Your character is only restricted to basic attacks and is unable to use special moves or any moves that require the use of the tension gauge.

Player / Opponent Disadvantages
Low Health - A character may start off with low amounts of health. Fights where your character start with half health or less are challenging at higher difficulty levels.

Poisoned - The afflicted character's health decreases continuously and is usually indicated by the character sprite flashing pink/purple. Given time, this will drain the entire health gauge and your character will be defeated if any slight damage is taken.

Player / Opponent Advantages
Infinite Tension - The character starts with a full tension gauge and the gauge is maintained at maximum level throughout the entire round. With an infinite tension gauge, the character will be able to use force breaks, overdrives, and other tension gauge moves with impunity. In many gimmick battles, you are given this advantage as well.

Opponent Only Advantages
GOLD Characters - The opponent is essentially a GOLD version of the character but retains the default colour palette. In general, GOLD characters move faster, gains tension at a much faster rate, takes less damage and deals a lot more damage than the normal version of the character.

Regenerating Health - The opponent's health is constantly regenerating. There is usually a scripted event before the fight where your character deals some damage to the opponent in order to make it clear to you that your opponent's health is regenerating.

Basic Attack Immunity - The opponent can only be damaged by special moves, force breaks, overdrives, and instant kill moves.
---- Story Path Guide Starts Here ----

A.B.A


Overview For A.B.A's Story Paths
  • Choices made during the narration phase change the opponents A.B.A face but all routes will ultimately converge at Slayer.
  • Reaching Robo-Ky and defeating him with no retries along the entire journey brings A.B.A to Path 2 ending.
  • Failing that, A.B.A will be directed to the Path 1 ending.






A.B.A's Gimmick Fights
  • GOLD Dizzy.
  • Dizzy's health is constantly regenerating.
  • A.B.A begins the round standing at a slightly farther than usual distance from Dizzy.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • I-No has a low probability of using her arcade mode Megalomania overdrive attack.



Statistics For A.B.A's Story Paths
No. of unique opponents
14
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
3
Anji Mito


Overview For Anji Mito's Story Paths
  • Defeating Justice within 25 seconds sends Anji Mito down an easier route where he only has to fight I-No once.
  • Failing that, Anji Mito will be forced to fight I-No twice, and is unable to jump during the first encounter.
  • Narration choices on either routes offer Anji Mito an opportunity to cross over and reach a different ending.






Anji Mito's Gimmick Fights
This is the first I-No fight immediately after Justice on the Path 2 route.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • I-No has a low probability of using her arcade mode Megalomania overdrive attack.
  • Anji Mito starts the round with a small health disadvantage.
  • Anji Mito cannot jump.
This is the I-No fight on the Path 1 route and second I-No fight on the Path 2 route.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • I-No has a low probability of using her arcade mode Megalomania overdrive attack.
  • Anji Mito starts the round with a small health disadvantage.



Statistics For Anji Mito's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
6
No. of runs required to see all narration content
3
Axl Low


Overview For Axl Low's Story Paths
  • The narration choices after the fight with Anji Mito determine the ending for Axl Low.
  • Scoring instant kills on I-No, Sol Badguy, or Slayer will bring Axl Low to fight a different set of opponents before converging at Anji Mito.
  • Holds the story mode record for the shortest possible route to an ending.
  • This is the only character story mode to feature a mirror match.
  • This is the only character story mode to feature an inconsequential narration choice.






Axl Low's Gimmick Fights
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • I-No has a low probability of using her arcade mode Megalomania overdrive attack.
  • Axl Low starts with only 5/8 of his health gauge.
  • Axl Low begins the round standing at maximum distance from I-No.
  • Axl Low is unable to jump.
  • Axl Low is restricted to using only basic attacks.
  • Eddie starts with only 50% of his health gauge.
  • Eddie is invulnerable to basic attacks.
  • GOLD Justice.
  • Justice's health is constantly regenerating.
  • Axl Low starts with the round with a slight health disadvantage.
  • Axl Low begins the round standing at maximum distance from I-No.



Statistics For Axl Low's Story Paths
No. of unique opponents
14
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
3
No. of runs required to see all narration content
4
Baiken


Overview For Baiken's Story Paths
  • The one and only narration choice plays a large part to determine which ending Baiken will arrive at.
  • Successfully executing an instant kill move on the I-No fight right before Anji Mito will divert Baiken immediately to the Path 2 ending.
  • The only way to cross over from Path 2 route to the Path 1 route is to defeat Venom by timeout, and then defeating Faust after at least 50 seconds have elapsed to reach Eddie.






Baiken's Gimmick Fights
There are none!



Statistics For Baiken's Story Paths
No. of unique opponents
14
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
4
Bridget


Overview For Bridget's Story Paths
  • The only way to reach Bridget's Path 1 ending is to win the Zappa fight with more than 50% of her health gauge intact.
  • A narration choice after fighting Anji Mito allows Bridget to cross over and reach Path 2 ending.






Bridget's Gimmick Fights
  • Bridget has an infinite tension gauge.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • Bridget begins the round standing at a farther than the usual distance from I-No.



Statistics For Bridget's Story Paths
No. of unique opponents
13
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
4
Chipp Zanuff


Overview For Chipp Zanuff's Story Paths
  • The ending Chipp Zanuff arrives at is entirely determined by the narration choices made along the way.






Chipp Zanuff's Gimmick Fights
  • Chipp Zanuff is unable to jump.



Statistics For Chipp Zanuff's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
5
No. of runs required to see all narration content
4
Dizzy


Overview For Dizzy's Story Paths
  • The result of the fight with May determines the ending that Dizzy will arrive at. May must be defeated within 25 seconds to reach Path 2 ending.






Dizzy's Gimmick Fights
  • Dizzy has an infinite tension gauge.
  • Ky Kiske is invulnerable to basic attacks.
  • Ky Kiske takes extra damage from special moves, force breaks, and overdrives.
  • Dizzy is unable to jump.
  • Order-Sol is poisoned.
  • Dizzy has an infinite tension gauge.
  • GOLD A.B.A.
  • Dizzy starts the round with a small health advantage.
  • Dizzy begins the round standing at maximum distance from A.B.A.



Statistics For Dizzy's Story Paths
No. of unique opponents
11
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
3
Eddie


Overview For Eddie's Story Paths
  • Eddie's starting health gradually reduces after his fight with May and drops to less than 50% towards the end of his story paths, making later fights increasingly difficult.
  • The one and only narration choice largely determines which ending Eddie will arrive at.
  • Sol Badguy must be defeated by instant kill to reach Path 1 ending. Failing to do so, Eddie will be redirected to the route leading to the Path 2 ending.






Eddie's Gimmick Fights
  • Eddie starts with only 5/8 of his health gauge.
  • Eddie cannot jump.
  • Eddie starts with only half of his health gauge.
  • Eddie starts with only half of his health gauge.
  • Eddie starts with only half of his health gauge.
  • Eddie starts with only half of his health gauge.
  • Eddie is poisoned.
  • Eddie starts with only half of his health gauge.
  • Eddie is poisoned.
  • Eddie starts with only half of his health gauge.
  • Eddie is poisoned.
  • GOLD Millia Rage.
  • Eddie starts with only one quarter of his health gauge.
  • Eddie is poisoned.
  • Eddie has infinite tension gauge.



Statistics For Eddie's Story Paths
No. of unique opponents
14
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
3
Faust


Overview For Faust's Story Paths
  • Access to Faust's Path 1 ending is blocked until Zappa's Path 2 is completed.
  • Attempting to take the route leading to Path 1 ending without completing Zappa's Path 2 will cause Faust to be redirected to the other route after the fight with Jam Kuradoberi.
  • Even after completing the prerequisite mentioned above, Faust will still be directed to his Path 2 ending if Jam Kuradoberi is defeated by an instant kill move.






Faust's Gimmick Fights
  • GOLD Slayer.
  • Slayer's health is constantly regenerating.
  • Faust begins the round standing very close to Slayer.
  • GOLD Zappa.



Statistics For Faust's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
3
I-No


Overview For I-No's Story Paths
  • I-No's Path 2 ending is blocked from access until Baiken's Path 2 is completed. The narration choice after the Faust fight will not appear and instant killing A.B.A will not lead I-No to Zappa.
  • Millia Rage has to be defeated in 35 seconds or less to go down the main route to Path 1 ending.
  • Once Baiken's Path 2 is cleared, narration choices at later parts of both routes open paths for I-No to arrive at either ending regardless of the fight result with Millia.






I-No's Gimmick Fights
  • GOLD Sol Badguy.
  • I-No starts the round with a small health disadvantage.
  • I-No begins the round standing at a farther than usual distance from Sol Badguy.



Statistics For I-No's Story Paths
No. of unique opponents
15
Maximum no. of encounters to reach an ending
12
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
4
Jam Kuradoberi


Overview For Jam Kuradoberi's Story Paths
  • The first half of Jam Kuradoberi's story paths converges at Faust, regardless of the narration choice made.
  • Defeat Justice by an instant kill move to reach Path 2 ending.






Jam Kuradoberi's Gimmick Fights
  • GOLD Bridget.



Statistics For Jam Kuradoberi's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
2
Johnny


Overview For Johnny's Story Paths
  • The result of the fight with Testament will largely determine which ending Johnny will arrive at.
  • Instant killing Ky Kiske at the later half of the route to Path 2 ending will open up a path to cross over to the route leading to Path 1 ending.






Johnny's Gimmick Fights
  • Johnny starts the round with a small health disadvantage.
  • Johnny is unable to use any special moves, force breaks, overdrives, and instant kill.
  • GOLD Robo-Ky.
  • Robo-Ky starts with 50% of his energy gauge.
  • GOLD Justice.
  • Justice's health is constantly regenerating.
  • Justice has an infinite tension gauge.
  • Johnny starts the round with a slight health disadvantage.
  • Johnny begins the round standing on the right hand side of the stage and at a farther than usual distance from Justice.
  • GOLD Dizzy.
  • Dizzy's health is constantly regenerating.
  • Johnny starts the round with a small health disadvantage.
  • Johnny begins the round cornered with his back against the left edge of the stage.



Statistics For Johnny's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
4
Justice


Overview For Justice's Story Paths
  • A straight line path to the only ending for Justice's story path.






Justice's Gimmick Fights
  • Testament starts the round with only 3/8 of his health gauge.
  • Testament starts with his burst on cooldown.
  • Justice is unable to jump.
  • Millia Rage starts with only 5/8 of her health gauge.
  • GOLD Ky Kiske.
  • Ky Kiske starts the round with a slight health disadvantage.
  • Justice has an infinite tension gauge.
  • GOLD Sol Badguy.
  • Sol Badguy's health is constantly regenerating.
  • Sol Badguy has an infinite tension gauge.
  • Justice has an infinite tension gauge.
  • Justice starts the round with a significant health disadvantage.
  • Justice begins the round standing at maximum distance from Sol Badguy.



Statistics For Justice's Story Paths
No. of unique opponents
10
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
10
No. of runs required to see all narration content
1
Kliff Undersn


Overview For Kliff Undersn's Story Paths
  • A straight line path to the only ending for Kliff Undersn's story path.






Kliff Undersn's Gimmick Fights
  • GOLD Order-Sol.
  • Kliff Undersn has an infinite tension gauge.



Statistics For Kliff Undersn's Story Paths
No. of unique opponents
5
Maximum no. of encounters to reach an ending
6
Minimum no. of encounters to reach an ending
6
No. of runs required to see all narration content
4
Ky Kiske


Overview For Ky Kiske's Story Paths
  • The first half of Ky Kiske's story paths will converge at Testament regardless of the narration choices made.
  • Defeat Dizzy with an instant kill move to arrive at Path 1 ending.






Ky Kiske's Gimmick Fights
  • GOLD Robo-Ky.
  • Robo-Ky starts with 50% of his energy gauge.
  • Ky Kiske starts the round with only 3/5 of his health.
  • Ky Kiske is poisoned.
  • Ky Kiske is unable to jump.
  • Justice is invulnerable to basic attacks.
  • Justice takes extra damage from special moves, force breaks, and overdrives.
  • GOLD Sol Badguy.
  • Sol Badguy's health is constantly regenerating.
  • Sol Badguy has an infinite tension gauge.
  • Ky Kiske has an infinite tension gauge.
  • Ky Kiske begins the round standing at maximum distance from Sol Badguy.



Statistics For Ky Kiske's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
3
May


Overview For May's Story Paths
  • May's Path 1 ending is gated by a difficult I-No fight. In order to reach Path 1 ending, May has to reach the second I-No fight and win without any retries up till that point, including the first I-No fight where May is unable to jump.
  • A more easier approach is to win the first I-No fight with an instant kill move. This allows May to skip the second I-No fight. There is no retry penalty if this route is chosen.






May's Gimmick Fights
This is the first I-No fight.
  • May is unable to jump.
This is the second I-No fight.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • I-No has a low probability of using her arcade mode Megalomania overdrive attack.
  • May starts the round with a small health disadvantage.



Statistics For May's Story Paths
No. of unique opponents
13
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
4
Millia Rage


Overview For Millia Rage's Story Paths
  • The first half of Millia Rage's story paths will converge at A.B.A regardless of the narration choice made.
  • The fight with Venom determines the ending Millia Rage will arrive at.
  • To reach Path 2 ending, Venom must be defeated by timeout.






Millia Rage's Gimmick Fights
  • Eddie is poisoned.
  • Millia Rage is poisoned.
  • Millia Rage is poisoned.
  • Millia Rage is poisoned.
  • Millia Rage has an infinite tension gauge.



Statistics For Millia Rage''s Story Paths
No. of unique opponents
13
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
2
Order-Sol


Overview For Order-Sol's Story Paths
  • A straight line path to the only ending for Order-Sol's story path.






Order-Sol's Gimmick Fights
  • Kliff Undersn is invulnerable to basic attacks.
  • GOLD Ky Kiske.
  • Order-Sol has an infinite tension gauge.



Statistics For Order-Sol's Story Paths
No. of unique opponents
5
Maximum no. of encounters to reach an ending
5
Minimum no. of encounters to reach an ending
5
No. of runs required to see all narration content
1
Potemkin


Overview For Potemkin's Story Paths
  • The only narration choice will largely determine the ending Potemkin will arrive at.
  • Chipp Zanuff must be defeated by an instant kill move to reach Path 1 ending. Otherwise, Potemkin will be redirected immediately to Path 2 ending.






Potemkin's Gimmick Fights
  • Potemkin starts the round with only 50% of his health gauge.
  • GOLD Slayer.
  • Slayer's health is constantly regenerating.
  • Potemkin begins the round standing on the right hand side of the stage.



Statistics For Potemkin's Story Paths
No. of unique opponents
11
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
6
No. of runs required to see all narration content
4
Robo-Ky


Overview For Robo-Ky's Story Paths
  • The ending Robo-Ky arrives at is entirely determined by the narration choices made along the way.






Robo-Ky's Gimmick Fights
  • Robo-Ky is unable to jump.
  • GOLD Justice.
  • Justice's health is constantly regenerating.
  • Robo-Ky has an infinite energy gauge.
  • Robo-Ky begins the round standing at a farther than usual distance from Justice.
  • GOLD Dizzy.
  • Dizzy's health is constantly regenerating.



Statistics For Robo-Ky's Story Paths
No. of unique opponents
13
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
3
Slayer


Overview For Slayer's Story Paths
  • Defeating Sol Badguy and Venom by instant kill, or overdrive for the latter, will lead Slayer towards the Path 2 ending.
  • The narration choice late into the Path 2 ending route allows Slayer to cross over to the route leading to Path 1 ending.






Slayer's Gimmick Fights
  • Slayer is unable to jump.
  • Slayer begins the round standing at a farther than usual distance from Justice.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • Slayer starts the round with a slight health advantage.
  • Slayer begins the round standing at maximum distance from I-No.
  • Slayer has an infinite tension gauge.



Statistics For Slayer's Story Paths
No. of unique opponents
14
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
4
Sol Badguy


Overview For Sol Badguy's Story Paths
  • Sol Badguy must win the Order-Sol fight that comes after Justice with no retries along the way in order to arrive at Path 1 ending. Depending on the route taken, this can either be moderately difficult, or tediously difficult.
  • Ending the easier Slayer fight within 50 seconds sends Sol Badguy down a variation of the I-No and Order-Sol fights that terminates at Path 2 ending.
  • This is the only character story mode that lines up one narration choice immediately after another.






Sol Badguy's Gimmick Fights
  • GOLD Slayer.
  • Slayer's health is constantly regenerating.
  • Sol Badguy starts the round with a slight health advantage.
Both I-No encounters are identical.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • Sol Badguy has an infinite tension gauge.
  • Sol Badguy starts the round with a slight health disadvantage.
  • Sol Badguy begins the round standing at a farther than usual distance from I-No.
Both Order-Sol encounters are identical.
  • Sol Badguy has an infinite tension gauge.
  • Sol Badguy starts the round with a small health advantage.
  • Sol Badguy begins the round standing at a farther than usual distance from Order-Sol.
  • GOLD Ky Kiske.
  • Sol Badguy has an infinite tension gauge.
  • Sol Badguy starts the round with a slight health advantage.



Statistics For Sol Badguy's Story Paths
No. of unique opponents
10
Maximum no. of encounters to reach an ending
10
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
4
Testament


Overview For Testament's Story Paths
  • To reach Path 1 ending, Testament must reach and defeat Sol Badguy without any retries along the way.
  • Before that, Dizzy must be defeated within 50 seconds to move Testament down the route towards Sol Badguy.
  • Taking more than 50 seconds with the Dizzy fight will divert Testament towards the route leading to Path 2 ending.






Testament's Gimmick Fights
  • Testament is unable to jump.
  • Testament starts the round with a slight health advantage.
  • Testament begins the round standing at maximum distance from Justice.
  • GOLD I-No.
  • I-No's health is constantly regenerating.
  • I-No has a low probability of using her arcade mode Megalomania overdrive attack.
  • Testament starts the round with a small health advantage.
  • Kliff Undersn starts the round with a full tension gauge.
  • GOLD Slayer.
  • Slayer's health is constantly regenerating.
  • Testament begins the round standing very close to Slayer.



Statistics For Testament's Story Paths
No. of unique opponents
13
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
3
Venom


Overview For Venom's Story Paths
  • The only narration choice changes the opponents Venom will face but either choice will eventually converge at Millia Rage.
  • Defeating Millia Rage with an instant kill move sends Venom towards the Path 1 ending. Otherwise, Venom will be directed towards the Path 2 ending.






Venom's Gimmick Fights
This is the very first Eddie fight.
  • Venom is unable to jump.
  • Venom starts the round with a slight health disadvantage.
This is the second Eddie fight before the Path 1 ending.
  • Eddie is invulnerable to basic attacks.
  • Venom has an infinite tension gauge.
  • Venom starts the round with a small health advantage.
  • GOLD Justice.
  • Justice's health is constantly regenerating.
  • Venom begins the round standing at a farther than usual distance from Justice.



Statistics For Venom's Story Paths
No. of unique opponents
13
Maximum no. of encounters to reach an ending
9
Minimum no. of encounters to reach an ending
8
No. of runs required to see all narration content
2
Zappa


Overview For Zappa's Story Paths
  • Access to Zappa's Path 1 ending is blocked until Faust's Path 2 is completed.
  • Attempting to take the route leading to Path 1 ending without completing Faust's Path 2 will cause Zappa to be redirected to the other route after the fight with Johnny.
  • Once the prerequisite is cleared, the only narration choice available will ultimately decide the ending for Zappa.






Zappa's Gimmick Fights
  • GOLD Slayer.
  • Slayer's health is constantly regenerating.
  • Zappa has an infinite tension gauge.



Statistics For Zappa's Story Paths
No. of unique opponents
12
Maximum no. of encounters to reach an ending
8
Minimum no. of encounters to reach an ending
7
No. of runs required to see all narration content
2
23 Comments
Le Don Aug 1 @ 3:06pm 
Apparently turning off +R mode fixes this.
Le Don Aug 1 @ 3:03pm 
Something doesn't seem to be right with Faust. I did path 2 until Sol and then I got switched to May and somehow got the path 1 ending without having done any Zappa path.
HELLATHEDANK Jun 23 @ 10:15am 
the aba one is backwards becuase dizzy leads to path 2 and ino leads to path 1
danmarkrich Jun 11 @ 10:52am 
Just went through Venom's story for the second time, and I noticed that if you beat Jam with >50% health remaining, it changes their post-fight dialogue and skips the A.B.A. fight.
blaadjesboom Mar 27 @ 5:54am 
the fact that you need to fight testament with less than 50 seconds remaining to access the second path is so dumb honestly because it is so obscure and impossible to find on your own

similar to a lot of other conditions that gate an alternate path behind an obscure requirement

i feel like path 2 should be the easy one to find and path 1 should be the secret one because path 2 is much more story relavant

but yeah its no real use talking about it but still its kinda odd the way its structured

great guide btw
Thirsty Mar 23 @ 6:19pm 
Correction: I-no needs to defeat millia quicker than 35 seconds in order to get to may. When I did it in 33 seconds I went to eddie instead. I don't know what the exact time would be, but I saw someone in a video do it in 24 seconds, so my guess would be 30
Thirsty Mar 21 @ 1:31pm 
Correction: On Baiken's story, you have to win against faust with more than 49 seconds remaining to face eddie, not less
Thirsty Mar 18 @ 5:34pm 
Correction: On Ky's story, choosing to fight justice after johnny actually takes you to a sol fight and ending 1
URN Feb 14 @ 8:34pm 
I got to fight Pot as Slayer despite Instant Killing Venom, this along with the other comment related to this seems to suggest that there is a different way to choose between Pot or Baiken.
Goemon Jul 12, 2023 @ 8:04am 
What a detailed and helpful guide. Great work.
Shut up and take my damn points.