Equipment

Guns
Guns that specialise in Laser bullets. Average firing rate, 25% OP cost reduction for laser type Oracle bullets. Slightly extends the trajectory of bullets.
 * Sniper


 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Command High Impact Rounds (25/50 OP) - Uses half the OP bar to deal focused damage.
 * Sniper Sight (Hold L while in aim mode, press Circle to zoom in even further) - Ability to zoom in on the Aragami and pinpoint their weak spots with accuracy. Critical Hits shot in this mode will deal even more damage.
 * Critical Hits - Bullets shot at close range will produce an orange circle on impact of maximum damage. Bullets shot from a Sniper Gun hit instantly.
 * Critical Hits - Bullets shot at close range will produce an orange circle on impact of maximum damage. Bullets shot from a Sniper Gun hit instantly.
 * Critical Hits - Bullets shot at close range will produce an orange circle on impact of maximum damage. Bullets shot from a Sniper Gun hit instantly.
 * Stealth Field (R+Cross/Circle) - Ability to hide presence completely from Aragami while in gun form. Deactivated when spotted, such as when using commands/items, changing form, when hit etc. Does not have any time/duration limit. This cannot be used when you have been already been spotted and will be locked, which also means the quick form change will not be possible.
 * Base Bullets
 * Base Bullets
 * Base Bullets

Blood Bullet  (30 OP) - Inflicts defense down on target.

Blood Bullet  (50 OP) - Advanced Pierce bullet.
 * }

Guns that specialise in Shot bullets. Fastest firing rate, 25% OP cost reduction for shot type Oracle bullets. Does not alter the trajectory of bullets.
 * Assault


 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Command Dummy Rounds (0 OP) - Enables you to manually with a gun recover OP slowly.
 * Gunfire - Ability to fire while moving on the ground, with considerably less delay as compared to stationary shooting.
 * Lockon - Able to lockon to the enemy and switch targets as in blade mode when in aim mode. Allows one to rush/retreat fire down a target.
 * Recovery - Each shot that hits the target will reward back 2 OP.
 * Lockon - Able to lockon to the enemy and switch targets as in blade mode when in aim mode. Allows one to rush/retreat fire down a target.
 * Recovery - Each shot that hits the target will reward back 2 OP.
 * Recovery - Each shot that hits the target will reward back 2 OP.
 * Recoil Shot (R+Cross/Circle) - Ability to fire a blank and use the recoil of it to evade backwards. Can only be used on the ground. Does not consume stamina and can be held down infinitely. Firing is possible while in the retreat.
 * Base Bullets
 * Base Bullets
 * Base Bullets

Exploding Rounds (10 OP) - Explodes on impact.

Arrow Rounds (20 OP) - Laser rounds.

Blood Bullet  (20 OP) - Fire 3 parallel mini homing missiles at the target.

Blood Bullet  (22 OP) - Fire a ricocheting bullet that will bounce off surfaces 3-4 times.
 * }

Guns that specialise in Crush bullets. Slowest firing rate, 25% OP cost reduction for crush type Oracle bullets. Slightly shortens the trajectory of bullets.
 * Blast


 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Commnand Rocket (20 OP) - Fire a homing Crush bullet.
 * Rocket Bulllets - Introduction of new huge bullets that are ranged and homing.
 * Rocket Bulllets - Introduction of new huge bullets that are ranged and homing.
 * Oracle Reserve (R+Cross/Circle) - a new gauge below the OP bar for Blast Guns. Reserve up to 9x100 bars of OP from your OP bar. Bullets and Impulse Edges that go over the limit can use the reserved bars.
 * Base Bullets
 * Base Bullets
 * Base Bullets

Grenade (50 OP) - Fire a bullet affected by gravity that expldoes on impact.

Huge Rocket (200 OP) - Fire a huge homing Crush bullet.

Blood Bullet  (100 OP) - Lay down a bomb that gains power with time.

Blood Bullet  (230 OP) - Fire a huge homing Crush bullet which has void friendly fire.
 * }

Guns that specialise in Scatter bullets. Average firing rate.
 * Shotgun (GE2)


 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 ! scope="col"|Abilities Gunfire - Able to fire while moving on the ground, with considerably less delay as compared to stationary shooting, however, there will be noticeable delay between shots unlike the Assault Gun.

Lockon - Able to lockon to the enemy and switch targets as in blade mode when in aim mode. Allows one to rush/retreat fire down a target. Lead Shot (20 OP) - Fire a scatter bullet.
 * Cumulative Damage - Bullets shot at close range with most of the bullets on the target will produce an orange circle on impact indicating maximum damage.
 * New Command
 * Rush Fire (R+Cross/Circle) - The exact reverse of Recoil Shot; you rush forwards instead of backwards. Does not consume stamina and can be held down infinitely. Firing is possible while in the rush, and stops the advancement of the character. As the delay is cancelled, firing twice in succession is possible.
 * Base Bullets
 * Rush Fire (R+Cross/Circle) - The exact reverse of Recoil Shot; you rush forwards instead of backwards. Does not consume stamina and can be held down infinitely. Firing is possible while in the rush, and stops the advancement of the character. As the delay is cancelled, firing twice in succession is possible.
 * Base Bullets
 * Base Bullets
 * Base Bullets

Slug Shot (33 OP) - Fire an explosive round.

Blood Bullet  (25 OP) - Lay down 2 mines which follow the protagonist.

Blood Bullet  (30 OP) - Fire a scatter bullet that ignores defense to an extent. Bullet recipes made by users. Damage calculation of bullets.
 * }
 * Bullets
 * Bullet Mechanics


 * God Eater 2 : Gun Mechanics Changes


 * Guns do not necessarily specialize in the same bullet type anymore; for example Sniper Guns do not use lasers in the demo.
 * OP cost reduction has been abolished. Restriction of Bullet types able to use for each gun has been implemented instead.
 * Trajectory length changes appear to have been abolished as well.
 * All Aragami bullets now have corresponding bullets for each gun type. e.g Blast Gun type, Shotgun type.
 * All Aragami bullets that are obtained, through devouring and otherwise will now correspond to the gun type. This is even regardless of whether it was passed from another God Eater.
 * Condensed Aragami Bullets can now be fired freely; firing them off will not use up the Burst bar.

Blades
Blades that specialise in Sunder and Pierce. Fastest attack rate, allows cancels into Advanced Steps or Advanced Jumps anytime during a ground combo. Ground combos can reach a maximum of 5 hits (any combination of Square/Triangle); the last hit can be replaced with a Combo Devour. The ground combo can be ended off at any point with a R+X gun-form change. Air combos can reach a maximum of 3 hits (Square) per jump+diving attack (Triangle). The diving attack can chain into the second ground combo. Step cancelling can be used to traverse terrain quickly.
 * Short
 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Commands
 * Aerial Step - limited to one per jump, it is now possible. It can be used as an Advanced Step.
 * Five Combo - the last triangle hit is no longer an overhead attack and is now a piercing stab.
 * Five Combo - the last triangle hit is no longer an overhead attack and is now a piercing stab.
 * Five Combo - the last triangle hit is no longer an overhead attack and is now a piercing stab.
 * Rising Edge (R+Square) - do a somersault attack that can be chained into air combo. Does not consume stamina, but stamina recovery is halted while it is performed.
 * }
 * }

Blades that specialise in Sunder. Average attack rate, allows Impulse Edge, which fires a specific bullet for every cast during Blade Mode (R+Square). The bullet is fixed depending on the weapon, although it is of a single element (Blaze/Freeze/Spark/Divine/Recovery), and is either Bomb, Radial, or Shot. Using the Impulse Edge consumes OP and stamina per cast. Ground combos can reach a maximum of 4 hits (any combination of Square/Triangle); the last hit can be replaced with a Combo Devour. The ground combo can be ended off at any point with an Impulse Edge or R+X gun-form change. Air combos can reach a maximum of 2 hits (Square)+vertical spin attack (Triangle) per jump. The vertical spin attack can chain into the second ground combo. The Impulse Edge can extend one's combo extensively and can help with staggering (this is dependant upon one's OP and Stamina gauge and consumption rate). An effective combo chain would be described somewhat like this: 3 hits+Impulse Edge+3 Hits+Impulse Edge+3 Hits (you notice you're almost out of stamina)+(finisher) Impulse Edge/Devour/Gun-Form.
 * Long
 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Commands Zero Stance (R+Square) - an offensive stance that cancels the combo, much like guard cancelling, allowing infinite combosa, except that stamina is recovered when it is performed. Pressing R+Square while in this stance fires Impulse Edge as per normal. It can be used as a makeshift travel by canceling dashes.
 * Impulse Edge - No longer consumes stamina, is restricted to Radials (Blood Arts may change this) and does much higher damage. The damage type seems to be locked to the weapon and is no longer a seperate attribute.
 * Impulse Edge - No longer consumes stamina, is restricted to Radials (Blood Arts may change this) and does much higher damage. The damage type seems to be locked to the weapon and is no longer a seperate attribute.
 * }

Blades that specialise in Crush and Sunder. Slowest attack rate, allows Charge Crush, which does extreme damage, as well as cancels into guards at anytime. Charge Crush takes a few seconds to charge up, during which you are immobile and vulnerable (hold Square). If you release the charge early, you will do a normal attack, otherwise, you will do a powerful attack which has double the range of your normal attacks. Charging and holding the charge consumes stamina. Ground combos can reach a maximum of 3 hits (any combination of Square/Triangle); the last hit can be replaced with a Combo Devour. The ground combo can be ended off at any point with a R+X gun-form change. Air combos can reach a maximum of 1 hit (Square)+downward smash attack (Triangle) per jump. The downward smash attack can chain into the second ground combo. The afterdelay of Charge Crush can be reduced significantly by Guard Cancelling.
 * Buster
 * {| border="0" cellpadding="1" cellspacing="1" class="collapsible collapsed wikitable" style="WIDTH: 100%"

! scope="col"|GE2 Changes ! scope="col"|New Commands
 * Parring Upper (R+Square) - a defense stance that allows you to cancel combos, and thus continue combos infinitely. Stamina is consumed when it is performed. You will guard followed by an attack. Releasing the charge of a Charge Crush early while holding R will result in this attack.
 * }
 * }

Blades that specialise in Crush. Slow attack rate, allows Boost Ignition (R+ Square), which opens up the rocket vent for boosted combos at the expense of stamina. Whilst in this state, Boost Rush (Square), a high speed infinite combo can be used. Interchangeably, Boost Drive (Triangle), a move that rocket propels the user forward can be used. The Boost Ignition can be ended through Boost Impact (R+Square), a powerful rocket propelled downward smash. Ground combos can reach a maximum of 3 hits (any combination of Square/Triangle); any hit after the first can be replaced with a Combo Devour ending the combo. The ground combo can be ended off at any point with a R+X gun-form change. Air combos can reach a maximum of of 1 hit (Square) + downward smash attack (Triangle) per jump. The downward smash attack can chain into the second ground combo. Boost Ignition can be activated at any time, including while in Mid-Combo. Blades that specialise in Pierce. Fast attack rate, allows Charge Glide, which sends one through distance, and an evasive Back Flip (R+Square) which cancels guards. Charge Glide takes a few seconds to charge up, however you are able to move while charging (Hold Square). If you release the charge early, you will do a normal attack, otherwise, you will do a glide attack to an enemy, which can be chained into the second step of a combo. If done so, the target will incur increased damage as the spear retains its charged sharpened. Charging consumes stamina, but unlike the Buster Blade holding the charge does not. The Charge can be released in midair. Ground combos can reach a maximum of 4 hits (any combination of Square/Triangle); any hit can be replaced with a Combo Devour or R+X gun-form change ending the combo. Air combos can reach a maximum of 2 hits (Square) per jump + diving attack (Triangle). The diving attack can chain into the second ground combo. The usage of an Back Flip, diving attack and recombo combo can be used to extend the charged duration. The evolution of blade attacks, which add additional effects to all manner of blade attacks Most are gained through natural usage of equipment and evolved by using the Blood Art multiple times, while some require specific missions to unlock them. NPCs have their own missions separate from the storyline which when completed, grant them improved Blood Arts. There will be over 200 Blood Arts available in the game. Damage calculation of blades. '''
 * Boost Hammer
 * Charge Spear
 * Blood Arts
 * Blade Mechanics
 * '''Misc Note: Combo Cancel/Trick Combo


 * The ground combo count can be fooled by pressing the step button (circle) the number of combos you want to skip during the animation of a combo. For example, by pressing with a Short Blade; Square, Circle x2 (or in excess) during the backswing, Square, you can immediately do the end combo/Combo Devour. This trick is known to work with the Short, Long and Buster Blade, and not only enables you to do the Combo Devour much earlier; but also interestingly allows you to chain a Charge Crush into the second combo of an attack. You can also chain a normal devour into the second combo of an attack, however, this can only be done on corpses and not living Aragami.


 * God Eater 2 : Blade Mechanics Changes


 * Ground Combos can now be canceled into devours at any point in the combo, as compared to before where you could only do so as the end of a combo. Combo Cancel is no longer possible with all old blades, Charge Crush and devour. However, Combo Cancel can be done on the Charge Spear to delay the mid-air execution and use it on a press of square on the ground. It is much more difficult to perform however.
 * Quick Form Change is no longer an attack; when you input R+X you perform your current gun's ability rather than the original upward slash.

Shields
Shields that have the lowest defence, fastest deployment rate and lowest stamina consumption. It allows the greatest damage to go through you during guards. Shields that have modest defence, average deployment rate and average stamina consumption. It allows moderate damage to go through you during guards. Shields that have the highest defence, slowest deployment rate and greatest stamina consumption. It allows minimum damage to go through you during guards. Shield specifics.
 * Buckler
 * Shield
 * Tower
 * Shield Mechanics
 * Misc Note: Shields


 * Shields function as armor in the God Eater universe - their stats apply when unguarded as well.


 * God Eater 2 : Shield Mechanics Changes


 * Physical Defense is now one category.
 * Block Damage Reduction/Movement Impairment is no longer in effect; leaving only Guard Deployment Speed as the unique characteristic of each shield.
 * Devour is possible when guarding as well.
 * Just Guard - a new mechanic where guarding right before being hit results in an orange circle on the shield, and no loss in health/stamina will be incurred.

Other
Changes the base God Arc, granting effects while in Burst mode. Their effects are amplified while in Link Burst mode. Changes the attachments to the God Arc, granting additional skills. Changes the player's upper appearance, and is purely for aesthetic reasons. Changes the player's lower appearance, and is purely for aesthetic reasons.
 * Control Units
 * Upgrades
 * Link Support System
 * Top Clothes
 * Bottom Clothes