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The Universal Will, also known as the Merciless Apocalypse, is an enigmatic being originating from the Backyard. It serves as the driving force behind the Dawn of Revival and is the creator and overseer of the Valentines, who refer to it as their "Mother." Its influence extends indirectly to the Crusades, the actions of the Conclave, and the Post-War Administration Bureau, as well as Asuka R. Kreutz’s efforts to oppose it. The Universal Will stands as the central malevolent force of the Guilty Gear universe. Its current human vessel is Ariels, the former Sanctus Maximus Populi.
This character has very important lore or story elements, with the profile having spoilers for the story and the fate of said character, avoid reading if one would like to pursue the verse without any spoilers for themself. | |||||||
This character has mature themes and concepts, thus those of young age are ill-advised to look through these. | |||||||
| Universal Will | |||||||
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| Origin | |||||||
| Origin | Guilty Gear | ||||||
| Creator | Daisuke Ishiwatari | ||||||
| First Appearance | Guilty Gear Xrd | ||||||
| Voiced by | Junko Minagawa (Japanese), Valerie Arem (English) | ||||||
| Characteristics | |||||||
| Species | Informational Organism (initially), Human | ||||||
| Gender | Female (current body; formerly N/A) | ||||||
| Pronouns | She/Her (current), It/They (formerly) | ||||||
| Sexuality | Asexual | ||||||
| Age | Centuries old | ||||||
| Birthday | Unknown | ||||||
| Height | Unknown | ||||||
| Weight | Unknown | ||||||
| Ethnicity | Caucasian (human form) | ||||||
| Status | Alive | ||||||
| Alignment | Formerly Lawful Evil, currently Neutral Good | ||||||
| Archetype | Black Knight | ||||||
| Occupation | Sanctus Maximus Populi | ||||||
| Time Period | 22nd Century | ||||||
| Language | Common | ||||||
| Combat Style | Manipulation and command-based combat | ||||||
| Homeworld | Backyard | ||||||
| Relationships | |||||||
| Affiliations | Ramlethal Valentine (Formerly), Elphelt Valentine (Formerly), Bedman (Formerly), Happy Chaos (Formerly) | ||||||
| Enemies | Sol Badguy, Ky Kiske, That Man, Happy Chaos, Ramlethal Valentine, Elphelt Valentine | ||||||
Ariels is a prominent figure in Guilty Gear Xrd. Portraying a serene and noble demeanor, she serves as the first and only woman to hold the title of Sanctus Maximus Populi, the head of the Sanctus Populi, succeeding Hapinus XXVII in this position.
| This dropdown contains the synopsis of Testament's story. Read at your own risk as you may be spoiled otherwise! |
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Sometime during the late 20th century, a man later known as The Original gained access to the Backyard. In his research, he created an information-based organism designed to ensure humanity's eternal happiness without harm. However, he failed to define what a “human” truly was. This oversight led the organism to ponder the nature of humanity and conclude that humans possess “souls,” and therefore, free will. It then realized that humanity was slowly abandoning its own free will through natural progression, and that fulfilling its directive would only accelerate this decline. To resolve the paradox, it determined that true humans did not yet exist, labeling the current species as “redundancies” that must be purged to create genuine humans. This being became known as the Universal Will. In 1999, the Universal Will made its first move, using electronic devices across the world to deliver a chilling message: “In a matter of days, humanity will crumble.” Soon after, every electronic device on Earth failed, and natural disasters ravaged civilization in what became known as the Dawn of Revival. The world descended into chaos until The Original and his disciples introduced magic to stabilize society. Later, The Original re-entered the Backyard in an attempt to stop the Universal Will, and his fate remains unknown. The Universal Will’s second assault came in 2074. It attempted to manifest through Justice while simultaneously taking control of the Japanese populace, turning them into antimatter Gears. Witnessing the oncoming catastrophe, Asuka R. Kreutz intervened, seizing control of Justice and firing her Gamma Ray at Japan, obliterating the nation and leaving behind a massive crater. The trauma of this event drove Justice insane, prompting her to lead the Gears in rebellion against humanity and beginning the Crusades. Between 2175 and 2187, the Universal Will manipulated Bedman within the Backyard, deceiving him with promises of saving his sister Delilah while secretly using him to further its own apocalyptic design. Around the same time, it began its third attempt to manifest physically by possessing a human vessel. When Sanctus Maximus Populi Hapinus XXVII went mad and died in 2177, Ariels succeeded him, becoming the new avatar of the Universal Will. Corrupted by her emotions, she began her campaign to eradicate “redundancies,” consolidating the surviving Japanese into colonies under the guise of protection. In 2185, the Universal Will created the first Valentine—an entity born in the Backyard, programmed to retrieve a “key” from Justice’s descendants (Dizzy or Sin) to access the Cube, a device capable of granting control over the Backyard itself. Valentine’s invasion of Illyria ended in her defeat and death at the hands of Sol and his allies, later recorded as the Baptisma 13 Incident. Two years later, in 2187, the Universal Will produced two more Valentines: Ramlethal and Elphelt. Unlike the first, these were imbued with emotions to prevent another failure. Ramlethal cooperated with the Conclave to revive Justice, while Elphelt infiltrated Sol’s group as a sleeper agent. Both plans unraveled—the Conclave was destroyed, Justice’s resurrection failed, and Ramlethal rebelled against her “Mother.” Despite this, the Universal Will recovered Justice’s body and repurposed Elphelt as her new consciousness, gathering energy for another revival by transforming the Japanese into antimatter Gears for mass detonation. After several test runs, Ariels publicly revealed herself and unleashed antimatter Gears upon Illyria City. However, her plans collapsed once more due to the combined efforts of Kum Haehyun, the Assassin’s Guild, Zepp, and various other factions. Bedman was defeated by Venom, and Sol’s group discovered Justice’s location. There, they retrieved Elphelt and replaced her with Jack-O—an alternate Valentine created by Asuka to restore Aria. The Universal Will was ultimately defeated, and its human host, Ariels, was captured. She now remains under strict Illyrian custody, stripped of her title as Sanctus Maximus Populi, while the true fate of the Universal Will itself remains uncertain.Background |
General Description: Ariels has a fair complexion, short platinum blonde hair, and red eyes.
Facial Features: She possesses sharp, defined features that complement her light skin and striking red eyes. After revealing her true nature at a banquet, she wears thick black and white face paint resembling a skull.
Clothing/Outfit: Ariels wears a white bodysuit paired with a shoulder-length golden cape. She also dons a large, elaborate hat adorned with an eagle-like emblem and long strands of hair flowing from it.
Special Features: Her ornate hat and skull-like face paint make her stand out.
Name: Universal Will[1]
Other Names: Sanctus Maximus[2], Ariels[3]
Origin: Guilty Gear Xrd
Overall Franchise: Guilty Gear
First Appearance: Guilty Gear Xrd
Company: Arc System Works
Creator: Daisuke Ishiwatari
Actor
Gender: Initially N/A, Female as a human
Sexuality: Asexual
Pronouns: It/They & She/Her
Handedness: Ambidextrous
Age: Over centuries old
Birthday: Unknown
Time Period: 22nd Century[4]:
Timeline: Main Timeline
Homeworld: Backyard
Residence: Illyria
Story Role: Hidden Villain, Self-Adapting AI
Legacy: Global Legacy (The Universal Will is someone everyone knows, the Sanctus Maximus Populi[9], the people of Illyria pledge their allegiance to the country and Sanctus Maximus[10])
Influence: Event Influence
Language: Common Language
Ethnicity: Caucasian in its human form
Religion: Abrahamic
Classification: "Robot"[11] (In actuality they are not a robot but moreso a convenient way to address it[12])
Species: Informational Organism initially[13], Human[14]
State of Being: Abstract intially, Regular once it became human
Physiology: Informational Physiology initially, Humanoid Physiology once it became human
In-Universe Creator: The Original[15]
Occupation: Sanctus Maximus Populi[16]
Affiliations: Ramlethal Valentine (Formerly), Elphelt Valentine (Formerly), Bedman (Formerly), Happy Chaos (Formerly)
Enemies: Redundancies[17], Sol Badguy, Ky Kiske, That Man, Happy Chaos, Ramlethal Valentine, Elphelt Valentine, Bedman
Height: Unknown
Weight: Unknown
Status: Alive
Threat Level: Global Threat (Noted to be the being putting mankind under constant attack[21], and take over the world[22])
Archetypal Tiering: Black Knight
Grade: S
Tier: 7-A, Much Higher through Magic of the Backyard
Cardinality: Finite
Dimensionality: 3-D
Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[24]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[25]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[26])
Attack Potency: Metropolis level (Potency) (How power was strong enough to where, she easily took an attack from Sol that he noted he could smash a mountain with[27]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[28] to carry more energy than anything on this planet is capable of producing[29], however without an intermediary, this energy would destroy the planet[30]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[31], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[32], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[33], being described as an obscure world that magic users temporarily access to gain power[34]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[35])
Durability: Metropolis level (Easily took an attack from Sol that he noted he could smash a mountain with[36])
Striking Strength: Metropolis Class (Potency)
Lifting Strength: Class M (Easily broke Sol's grip on her[37] and could casually stop his sword from hitting her[38], who supported the chain to keep Justice from collapsing, who was mountain-sized[39]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[40])
Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[41], running far faster then the fighter normally moves[42]), Far Higher through Magic of the Backyard
Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[43]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[44])
Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[45]. Can avoid sword slashes from Johnny[46], where it's noted that Johnny's attacks move at the speed of light[47])
Stamina: Limitless (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[48])
Range: Standard Melee, Hundreds of Meters with Explosion Manipulation (Unleashed a massive explosion that destroyed an entire building[49]) & Firearms, Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[50], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[51], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[52], being described as an obscure world that magic users temporarily access to gain power[53], with it being larger then the universe[54])
Intelligence: Metagenius Intelligence (The universal will studied and researched the complex nature of humanity, understnading there is no true definition for it, coming to an interpretation fo humanity having a "soul"[55], producing countless amounts of research and calculations to accurately define humanity[56], calculating that mankind and the advancements of culture from simple research, predicting they would remove their own will and choice from themselves[57], defining a soul as mankind's dreams, prize for his purpose and love[58]. Eventually became human, understanding human minds[59])
Knowledge: Grandmaster level

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.
Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.
Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.
Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.
Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.
A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.
When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.
A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.
Fighters can grab opponents to throw them, being able to throw them either forward or backwards.
Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.
Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.
When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.
Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.
Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.
While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.
There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.
While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.
When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.
As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.
Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.
Fighters can jump again while in the air.
A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.
Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.
Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.
With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.
At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.
By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.
Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.
The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.
When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.
Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.
Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.
Lets the fighter jump again while in the air.
Press down then up on the directional buttons quickly to jump higher then a usual jump.
With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.
At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.
The Tension Gauge must be at 50% or above for this move.
By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.
Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.
When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.
Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.
Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.
During a Dash or Backstep, the fighter can not use a throw move.
A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.
These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.
As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.
Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.
While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.
There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.
While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.
While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.
When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.
Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.
The fighter can jump again while in mid-air.
The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.
Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.
The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.
A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.
The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.
The fighter can regain balance when knocked down by pressing any attack button in midair.
The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.
The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.
The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.
It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.
These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.
As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.
While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.
The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.
By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.
Press any directional button while recovering to move towards that direction as the fighter recovers.
Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.
Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.
Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.
If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.
While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.
Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.
It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.
Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.
During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.
Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.
Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.
During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.
If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.
A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.
It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.
While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.
The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.
When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.
By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.
Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.
Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.
Conjures an offensive spell powerful enough to destroy an entire building. She can also concentrate the energy of this spell and shoot it as an energy blast.
Activates an impenetrable magical defense that can block both magical and physical attacks completely. Not even the greatest magicians like Asuka R. Kreutz can dispel it.
Conceals her and others' identification signals, preventing tracking even if blood is used.
Appears to know what certain individuals are doing at any given time, though the method is unknown.
Instantly moves to any location with no apparent limit to the range. Everyone had a hard time finding her true location.
Effortlessly fends off attacks from multiple opponents simultaneously, including Sol, Ky, and Sin all attacking her at the same time.
Repels high-output magical attacks, including Sol's Junkyard Dog at triple output.
Swings her sword to create a shockwave capable of cracking structures such as the Celestial Altar.
Wields a greatsword effectively in combat. Her great sword skills make her such a threat that even swordsmen such as Ky Kiske cannot keep up with her.
Utilizes a golden revolver as a ranged weapon with precision and skill. Being able to shoot someone while they're dancing while not looking at them and having a conversation with Ky Kiske and Leo Whitefang at the same time.
The unmistakable strength of a Woman Fighter[189].
By honing her mind, body, and way of life, a Woman Fighter can leave her mark on her surroundings as much as on the battlefield. As womanhood is an eternal moving concept, so are the spirits and abilities that women can put to good use both in everyday life and during a fight: their personalities, speeches and even hobbies can all become assets when combined with adaptability[190].
Standard Tactics: Universal Will initially does not interefere as hse has no true grasp or care for time and will merely wait for the person to create their own demise. However, if she sees them as truly a threat, she will vaguely interfere until she makes her own presence known, when directly in conflict, she will utilize her guns, greatsword and magic attacks.
Weaknesses
When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[193]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[194]. The Backyard is the term used to give reason to the five element configuration[195], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[196]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[197], being described as an obscure world that magic users temporarily access to gain power[198]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[199], being larger then the universe[200]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[201]. The Backyard can be explained as a book or library that has the theory of the world written on it[202]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[203], allowing people to use magic that disproves the fundamentals of magic[204]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[205]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[206]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[207]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[208]. The Backyard is a space connected by people's dreams[209]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[210]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[211]. The Backyard has no effect on any non-living matter[212]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[213]. Noting that it is a dangerous place that could literally cause the world to break[214].
Q: Shouldn't they scale to the higher levels of magic naturally?
A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[215], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[216], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[217], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.
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None.