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
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! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Command High Impact Rounds (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 high accuracy.
 * High Impact Rounds - Bullets shot at close range will produce an orange circle on impact indicating maximum damage.
 * High Impact Rounds - Bullets shot at close range will produce an orange circle on impact indicating maximum damage.
 * High Impact Rounds - Bullets shot at close range will produce an orange circle on impact indicating maximum damage.
 * Stealth Field (R+Cross/Circle) - Ability to hide presence completely from Aragami while in gun form. Deactivated when spotted and when changing form. 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 targets.

Blood Bullet  (50 OP) - Ignores defense?
 * }

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


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! 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 but deals pitiful damage.
 * 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  (22 OP) - Fire a ricocheting bullet that will bounce off surfaces 3-4 times.

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

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


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! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Commnand ??? (20 OP) -
 * Rocket Bulllets - Introduction of new huge bullets that are ranged.
 * Rocket Bulllets - Introduction of new huge bullets that are ranged.
 * Oracle Reserve (R+Cross/Circle) - a new gauge below the OP bar for Blast Guns. Reserve up to 9 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

??? (50 OP) -

??? (200 OP) -

Blood Bullet <?> (230 OP) -

Blood Bullet <?> (100 OP) -
 * }

Guns that specialise in Scatter bullets. Average firing rate. 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. Has the command Rush Fire (R+Cross/Circle), which does a quick rush forward, which you can chain into a shot.
 * Shotgun (GE2)


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! scope="col"|GE2 ! scope="col"|Abilities ??? (20 OP) -
 * 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.
 * 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.
 * Base Bullets
 * 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.
 * Base Bullets
 * Base Bullets
 * Base Bullets

??? (33 OP) -

Blood Bullet <?> (30 OP) -

Blood Bullet <?> (25 OP) -
 * }

Damage calculation of bullets.
 * Bullet Mechanics


 * God Eater 2 : Gun Mechanics Change


 * 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.
 * 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
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! scope="col"|GE2 Changes ! scope="col"|New Abilities ! scope="col"|New Commands
 * Aerial Step is now possible. It is limited to one per jump. Step Cancel is available for the Aerial Step.
 * Aerial Step is now possible. It is limited to one per jump. Step Cancel is available for the Aerial Step.
 * Rising Edge (R+Square) - immediately sends you into the first aerial combo. Does not consume stamina.
 * }
 * }

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
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! scope="col"|GE2 Changes ! scope="col"|New Commands
 * Zero Stance (R+Square) - a stance that allows you to do infinite combos. The Long Blade will gain a glowing blue edge while this is in effect. While you are free to dodge, jump and do air combos, presumably, utilization of items, guns and shields is not allowed during this stance. Pressing R+Square while in this stance fires Impulse Edge as per normal.
 * }
 * }

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
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! scope="col"|GE2 Changes ! scope="col"|New Commands
 * Ring Power (R+Square) - a stance that allows you do jumps and swings that cover a wider radius. Your character will place the Buster Blade on his/her back as an indication that this skill is activated, which can be done anytime while guarding, making it possibly a guard recovery move. Not much is clear about this new command.
 * }
 * }

Blades that specialise in Crush. Slow attack rate, allows Charge Stance (R+ Square), which opens up the rocket vent for boosted combos. Whilst in this state, Boost Rush (Square), a high speed combo can be used at the cost of stamina. Interchangeably, Boost Drive (Triangle), a move that rocket propels the user forward can be used. The Charge Stance 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. Blades that specialise in Pierce. Fast attack rate, allows Charge Glide, which does extreme damage, as well as cancels into an evasive backflip anytime during a ground combo and while guarding. 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 edge. Charging and holding the charge consumes stamina. Ground combos can reach a maximum of 4 hits (any combination of Square/Triangle);any hit 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 2 hits (Square) per jump + diving attack (Triangle). The diving attack can chain into the second ground combo. The diving attack can be used after the backflip as well. The evolution of blade attacks, which add additional effects to all manner of blade attacks (basic combos, aerial attacks, Impulse Edge, charged attacks etc.). Most are gained through natural usage of equipment, 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 Change


 * In God Eater 2 it has been changed such that during any point of a blade combo, aside from the first slash, you can perform a Combo Devour. This can be done with any blade part? (there may be abilities to prevent this). The Combo Cancel/Trick Combo listed above no longer works in God Eater 2.
 * There is no longer a form change attack in God Eater 2; when you input R+X you perform your current gun's R+O 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
 * God Eater 2 : Shield Mechanics Change


 * Devour is possible when guarding as well.

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 appearance, and is purely for aesthetic reasons.
 * Control Units
 * Upgrades
 * Clothes