Finally, An Exclusive FAQ of Guntank for Renpou Vs. Zeon DX is here...
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{ Game Title } : Renpou Vs. Zeon DX
(Also known as: Federation Vs. Zeon DX)
{ Platform } : Arcade
{ Version } : v1.00
{ Author } : GeTeny (GameFAQs Account name: reveragew)
{ E-mail } :
[email protected]
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Table of Contents~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Introduction
2. Copyright & Credits
3. Version Updates
4. Basic Concept of the Story (SPOILER!)
5. Basic Concept of the Game
6. Basic Concept of Guntank
7. Solo Guntank Vs. Computer Units. (At Ground Stages)
7.1 -- General Tactics
7.2 -- How to Get a Higher Accuracy at a Range Fight?
7.3 -- Vs. Beam Rifles
7.4 -- Vs. Bazookas
7.5 -- Vs. Machineguners
7.6 -- Vs. Cannons
7.7 -- Vs. Melee Attacks
8. Solo Guntank Vs. Computer Units. (At Space Stages)
8.1 -- General Tactics
8.2 -- Vs. Beam Rifles
8.3 -- Vs. Bazookas
8.4 -- Vs. Melee Attacks
9. Guntank Coop with Ground Units
9.1 -- General Tactics
9.2 -- Units NOT to Coop with
10. Guntank Coop with Space and Universal Units
10.1 -- General Tactics
10.2 -- Units NOT to Coop with
11. Units in Zeon That Acts Like Guntank
12. Guntank? Or Not?
13. Glossary
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1. Introduction
As far as I recall, there aren't any Gundam games in the arcade history, though
there are always some great titles like "The Super Robot Wars" series, "Mobile
Suit Gundam" series...etc.. Until the year 2000, Bandai and Capcom decided to
give us all a big surprise, "Renpou Vs. Zeon" (Referred as RvZ later on).
Version 1.5 of "RvZ" was launched midway through the year 2000, and around 1
year later, a more advanced version "RvZ DX" was launched, and that's what THIS
FAQ is on.
NOTE: The FAQ is based on the settings of "RvZ DX", which is a LOT different
from "RvZ v1.5", so please do not e-mail me about why didn't it work on "RvZ
v1.5".
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2. Copyright & Credits
The games "Renpou Vs. Zeon" and "Renpou Vs. Zeon DX" are copyrights of Bandai.
The anime "The Mobile Suit Gundam" and "The 08MS Team" are copyrights of Bandai.
This FAQ will only appear in GameFAQs <www.gamefaqs.com>
This whole FAQ is copyrighted to GeTeny <
[email protected]>
If anyone would like to refer, link and quote from this FAQ, must first notify
me and have my permission before proceeding. This FAQ shall not be on any type
of commercial products, advertisement in any formats. Also this FAQ cannot to be
used by publishers, editors, writers of any company and associates.
Credits to:
Goodboy9394 - Without your Gundam's support, there won't be Today's GeTeny
Guntank.
Char - Thanks for Lots and Lots of information of the game that you've educated
me.
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3. Version Updates
v1.00 - Dated at November 18th, 2001
(No Updates)
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4. Basic Concept of the Story (SPOILOR!)
WARNING! THIS SECTION IS A STORY SPOILER!
For those of you that haven't got a chance to watch the TV series for "The
Mobile Suit Gundam" and "The 08MS Team" and planned to watch them, please skip
to section 5.
As the section heading said, this part is just a "Basic Concept" of the story.
In "RvZ v1.5" only the units appeared in "The Mobile Suit Gundam" were in the
game, and in "RvZ DX", some of the units on "The 08MS Team" were added.
Basically, this game is just about the 1 year war happened between the Renpou
Side and the Zeon Side. Since the game "RvZ DX" itself didn't mention too much
about the story, I am not planning to do so in here.
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5. Basic Concept of the Game
~~~~~~~~~~~~~~~~~Controls~~~~~~~~~~~~~~~~~~
You would have 1 Joystick for direction, 4 control buttons and 1 start button on
the panel.
Joystick - The Joystick controls the direction that the unit moves.
There are 3 common usages of the directions: Walk, Dash and Control
altitude (for Space).
In order you walk, you simply push and hold the Joystick at the
direction you want to go.
In order to dash, you simply tap the Joystick twice to the direction
you want to dash into.
In order to control the altitude, you will need to use the jump
button as well.
Buttons - 1st, Target.
You simply tap on the target button to switch your targets back and
forth.
2nd, Primary Attack (Often referred as Shoot).
This button enables you to use the primary attack of the unit.
3rd, Melee Attack
This button enables you to engage a close combat attack.
NOTE: For Guntanks, the Melee attack is replaced by missiles.
4th, Jump
This button allows you to boost your MS into the air on ground
stages.
In space stages, by pushing this button and the Joystick at the same
time, you can adjust your altitude.
Start Button - What it does is to communicate with your partner.
If your partner is a human, you can use that to report your
condition instead of talking.
If your partner is a computer, you can give guidelines of what
you want it to do.
~~~~~~~~~~~~~Special Controls~~~~~~~~~~~~~~
Note: The following controls work for MOST of the MS, but there are some types
that will respond with nothing.
Shoot + Melee - Secondary Attack
For most MS, there will be a secondary weapon in the
inventory. This command allows you to engage the secondary
weapon.
Melee + Jump - Sudden Attack
This attack is an extra melee attack, which differs for all
MS.
Note: The following controls will only work for RX-75 Guntank, RX-77 Guncannon,
RX-79 Ground Gundam w/Long Cannon, RB-79 The Ball and MS-06 Zaku II (normal
version) w/Magella top.
Hold down on the Target button will allow you to turn into a sniping mode.
This mode allows you to shoot almost vertically and do an attack similar to a
meteor shower.
~~~~~~~~~~~~~~Warning System~~~~~~~~~~~~~~~
There are 2 types of warnings that the "Warning System" can give you.
1) An enemy targeted on you and approaching at a direction.
2) An enemy stroke an attack on you at a direction.
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6. Basic Concept of Guntank
For most of the players out there, the word that will pop up in your mind when
you are in a guntank is "RUN!" Which makes perfect sense because if a Guntank is
surrounded, more than likely it will get blown into piece rather than getting
away safely.
YET, I hope after reading this FAQ, you could understand a Guntank more, and
know that, "You don't ALWAYS have to RUN."
As far as the game goes, Guntank is probably one of the slowest (if not THE
SLOWEST) MS. And the lag time after each cannon fire is considered as long,
which also means that right after you fired, a BIG sign will be on your head
saying "HIT ME!". I know the following will sound a bit dumb, but the 2 ways
to avoid that situation is to fire at the right time, or not to fire at all.
Information of a Guntank:
Cost: 1.5 stars
Health: 640
Armor Class: A
Primary Weapon: Dual Cannon with 6 shots, reload after all shots are emptied
Secondary Weapon: Missile Launcher with 90 shots, acts a lot like the Ground
Gundam's Rocker Launcher, you can activate with the "Melee"
button instead of "Secondary Attack" command.
Sudden Attack: There is NO sudden attack for Guntank
Now let's move onto different battle grounds.
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7. Solo Guntank Vs. Computer Units. (At Ground Stages)
7.1 -- General Tactics
For solo guntanks vs. comp. units at ground stages, the last thing that
you want is to face more than 1 opponent. In most cases that would be 1
MA + gouf/zaku for stage 4 and 2 Doms for stage 5. In order to avoid
that, make use of the "Start button".
For all ground stages, a human guntank will always start off with a
comp. GM (universal or ground). My strategy is to make the enemies go
after the GM rather than me because the GM has a low cost and its way
better to let it die than me.
In order to do so, push the start button until you give the GM a "Melee
Attack" signal. At the same time you shall be sniping down the opponents
with your cannon. Hopefully soon enough either the GM attracted ALL the
opponents' attention or left you with 1 opponent to deal with. As soon
as either of these opportunity arise, you should tap the start button
again to give the computer an "Evade" signal, because you don't want it
to die THAT fast.
If you are lucky enough to have ALL opponents' on the GM,
congratulations, all that left to do is to hit the opponents down with
your cannons. If 1 or more opponents are on you, the hopefully the
following sections are going to help.
7.2 -- How to Get a Higher Accuracy at a Range Fight?
This part is a bit tricky because before you want to get a few hits of
cannon in the row, you will need to get a first hit down almost
"blindly". There are a few strategies in order to get the first hit
right, but those don't always work, especially at stages like 5 and 6,
where the targets are totally blocked by mountains or water. Plus, the
first hit is actually not that hard to get, after a few times of
experience with the Guntank, most of the you should be able to do it.
Now is the important part, in order to hit it a few times in a row, you
will need to understand the computer's behaviour.
NOTE: This will NOT work on some of the Space Stages, and will NEVER
work on Human Players.
Most of you shall know that after you've got a hit done on a MS, the
target will turn into something we called "Yellow Target". If a MS has
turned into a "Yellow Target", you are unable to hit it in anyway,
regardless of what machine you use. For a computer controlled MS, it
tends to roll on the ground for around 2~4 seconds and then it will
stand up again and start to charge at you. Since you are at a very far
range from it, the computer tends to jump and charge straightly at you,
which you should be happy to see.
The trick in here is, whenever the computer stands up and start to jump,
its VULNERABLE, but it can still hit you if it has any beam rifles. So
the strategy is, get your first shot done, then watch the "Yellow
Target" slow move on the ground (That tells you the computer is rolling
on the ground.) At the moment it stopped rolling, you simply shoot your
cannon, with some experience on the timing, the computer should be down
again with the "Yellow Target" on. Then all you need to do is simply to
repeat the whole process until the enemy is down.
NOTE: This technique will work for any range other than a close-up
"Melee" range. And will only work IF the enemy is targeted and going
straight at you.
7.3 -- Vs. Beam Rifles
More than likely you won't be facing any beam rifle users other than the
last 2 ground stages, where its possible that you will need to face MSM-
07 Z'gok (normal and Char's), MSM-03 Gogg and MSM-10 Zock.
MSM-03 Gogg's beam attack is not really consider as a normal beam attack
since it has a VERY limited range, so as long as you kept quite a
distance away from it, you are fine.
As for MSM-07 Z'gok (normal and Char's), you would want to have a
distance where it can't suddenly strike you with its claws. The beam
isn't really as deadly as its claws, since if you are patient enough,
beams of Z'goks' are easy to avoid. Whenever you see it stopped and
shoot a beam at you, you should immediately know that you should side
dash to dodge the beam and strike back with the cannon fire.
MSM-10 Zock is definitely one of the most annoying targets that a guntank
can face. Since for the speed of a guntank, its almost impossible do
dodge all 4 beams. So the strategy here is to try to predict the time
when its going to strike. Before Zock shoots, it will stop for 1/2
second to charge up, and then it will fire all 4 beams on you at once.
At that charge up time, you should try to shoot your cannon, jump and
side dash. That''s by far I've found the most effective way to deal with
the Zock.
7.4 -- Vs. Bazookas
2 machines with bazookas are MS-09 Dom and MS-06 Zaku II (normal and
Char's).
There are 2 ways to fight them.
1) Use the strategy mentioned in 7.2.
2) "The Risky Way", try to cancel the bazooka with your cannon.
"The Risky Way" is good for escaping at a close range situation.
For some reason, I don't think I shall teach anyone "The Risky Way"
because I know there area lot of people out there would try to learn
this and waste a lot of money in trying.
On the other hand, this is a very important skill to learn if you are
facing Dom and Zaku II, where they have strong "Melee Attacks" and they
will strike one at you whenever its possible.
I shall warn you again, this method is for EXPERIENCED players ONLY,
please don't e-mail me about why didn't it work.
I would strongly not suggest you to use this technique towards a Dom
unless you are very confident with your skill. In most cases, its better
to jump and side dash to keep a distance between you and the Dom.
The reason why I didn't say the same thing for Zaku II is because for a
LOT of times, Zaku II tends to shoot at you while its standing, and the
Dom usually does it when its sliding.
The technique of this is, keep a distance where you know they can't just
slash at you with a "Melee Attack" (You can interpret as, forcing it to
use a range weapon on you.) At the split second that it fires, you fire
your cannon as well. With a LOT of experience, you should be able to
manage to use 1 of your cannon shots to cancel the bazooka shot of its,
and put the other cannon shot in its body. This "canceling the shots"
method may sound more complicated than it is because if you stand face
to face with a Zaku II, its bazooka places just about the height and
position of one of your cannons. There are occasions that both of your
cannons will be cancelled by the shot it made, but his kick back lag
time is around the same as you, so it won't cause you a death penalty if
that happens.
NOTE: Only do this when the enemy is standing still or moving straight
towards you when its shooting. It doesn't work when the enemy is moving
sideways.
7.5 -- Vs. Machineguners
In this case, if you are in a close range with any machineguners, you
are no different from the a stack of garbage standing in front of them.
The only strategy that you would want to use is the one mentioned in
7.2. I am not saying that you can't do a good close up fight with
machineguners, but its definitely not worth doing. It will only end up
in 2 ways: You killed him with a bad injury + found out that was just a
1 star Zaku II; Another way is you almost got no hits on them and you
get killed (This always happens if the enemy is a MS-07 Gouf or MS-15
Gyan.)
7.6 -- Vs. Cannons
This type of enemy is by far the easiest type to defeat by Guntanks,
simply because they will only be MA's and MSM-04 Acguy.
For MA's, they always launch cannons at at far range, which you can see
it coming from far away, and its easy to dodge. And you don't really
need any other strategy to beat it other than simply shoot at it.
For MSM-04 Acguy, it will either launch the cannon at a far range just
like the MA's or it will shoot you with missiles when it gets closer.
Both of Acguy's attacks are relatively easy to dodge with some practice.
Then all that left to do is to use the technique mentioned in 7.2.
NOTE: There are possibilities that you may encounter a MS-06 Green Zaku
II with Magella top, which work just as a cannon. Personally I haven't
seen the computer uses this on me yet, so I am not 100% sure what to do
with it, but I guess you an treat it as MSM-04 Acguy when far, and just
a normal MS-06 Zaku II when up close.
7.7 -- Vs. Melee Attacks
Almost all types of Zeon units like to strike you with a close up
attack, and to a Guntank, they are all DEADLY. Although they strike fast
and accurate, many of the times its predictable because they will
usually draw out its sword before striking (except the MSM-XX units).
The strategy that I have is, carefully watch and predict when it is
going to strike. At the moment it does, simply side dash and punish it
with your cannon.
The more patient you are, the higher chance for you to get away.
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8. Solo Guntank Vs. Computer Units. (At Space Stages)
8.1 -- General Tactics
~~~~Special Thanks to Char (also known as NPC and "Black") for this section.~~~~
There are 2 types of Space stages, one you don't have gravity, the other
one you do.
For the stages with gravity, the strategy is almost the same as the
ground stages except there will be some space units that you won't see
in ground stages (MS-14 Gelgoog and MSN-02 Zeong...cough) which will be
discussed later in this chapter.
For stages without gravity, it would be hard for Guntanks because you
can't use our favourite section 7.2 technique. (Well, you can still use
it, but it is MUCH harder to hit because the enemy can go in any
direction.) On the other hand, you can apply the technique in section
7.2 on the space stages with gravity.
Thanks to Char, we have a space technique now. It takes a few times to
practice, but once you have the grip on it, it shouldn't be too hard.
The thing you would want to do in this situation is switch target very
often. The computer dodges the cannon shots IF you are targeting it, and
if you aren't, they won't do a sudden dash to avoid the shots.
Let's say there are 1 MS-09R Rick Dom and 1 MS-14 Gelgoog out there, and
you would like to hit the Gelgoog. First you would want to target on the
Rick Dom, as well as knowing where and what the Gelgoog is doing by
moving around but make sure that you don't target on him. At the time
that the you would want to strike, quickly switch the target to Gelgoog,
fire the shot and switch it back to the Rick Dom. There aren't any
guarantee hits with this strategy, but there's a HIGH chance in getting
the shot at the Gelgoog.
8.2 -- Vs. Beam Rifles
As mentioned before, MS-14 Gelgoog (normal and Char's) and MSN-02 Zeong
are the 2 types of machines that you will encounter in space, and
unfortunately, they are both beam rifle users.
For against MS-14 Gelgoog (normal and Char's), on stages with gravity
you would want to use the method mentioned in section 7.2 on the safe
side. If the Gelgoog got too close to you, do either of the following,
walk around with it, wait for it to strike and attack back, or simply
just watch when it is going to strike, then run away. There is
definitely no point in trying to get a Gelgoog at a close range with a
Guntank, or you will be punished badly.
For against Gelgoog on stages without gravity, refer to section 8.1.
You can describe MSN-02 Zeong as easy to defeat as well as VERY hard to
defeat. It all depends on which type of stage that you are facing it.
For stages without gravity, a Zeong is DANGEROUS. Its hands can get you
in any direction with a hail of beam shots, the only way to avoid it is
by the "Warning System" (mentioned in chapter 5). The best bet you have
is to watch for the "Warning System" and dodge the attack in time.
Attacking a Zeong is like attacking a MA because it will try to keep a
distance from you to launch an attack.
For stages with gravity, a Zeong is easy to defeat. You would still want
to stick with the "Warning System" just in case that the hands will get
you on your back.
8.3 -- Vs. Bazookas
Bazooka users in space stages are what I consider as easiest to defeat.
Seemed to me that the bazooka shots aren't as fast and accurate as they
are on ground stages.
For space stages without gravity, keep the strategy in 8.1 in mind. Also
try to be patient and wait for the bazooka user to launch the attack,
side dash and punish him back.
For space stages with gravity, the strategy in section 7.2 will work
perfectly.
8.4 -- Vs. Melee Attacks
For all space stages, you can use the same strategy as the ground stages
for Melee Attackers. Just as bazooka users, the Melee Attackers seemed
to be slower in space stages. Always be cautious if you "Warning System"
is on, because you wouldn't want a Gelgoog on your back without knowing
and get punished by its double sided sword.
There is another MS that I want to talk about in this section about
Melee attacks is MSN-02 Zeong. This MS doesn't have any "Melee Attack",
so it could only strike beams at you even at close ranges. It is
relatively hard to tell from far, but if you are at a close range try to
note if it has both of his hands on. As most of you know, if it doesn't
its all yours.
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9. Guntank Coop with Ground Units
9.1 -- General Tactics
Guntank is always the supportive MS in a Coop situation. I can't stress
more on this, but I shall remind you again, the last thing that you want
is to get the Guntank surrounded.
Communications between the 2 players are very important in a Coop game.
For a guntank user, you would want someone that uses a MS that can
attract and redirect the enemies' attentions. There is one thing to
watch out is, try not to let your partner stand between you and the
enemy that you are targeting, or else your friend will go down before
the enemy does.
The strategy in 7.2 will work just as fine in Coop games, yet always
keep in mind that try to help your partner as much as you can with the
range that you can attack.
The best combo would be RGM-79(G) Ground GM + RX-75 Guntank. With the
low costs of the Ground GM and Guntank, one of the 2 units can die
twice without losing. Moreover, if the Ground GM uses the machineguns
instead of the beam rifle, the GM can stun the enemy without putting
the enemy on a "Yellow Target", so the Guntank can follow up with a
cannon shot.
9.2 -- Units NOT to Coop with
Unless the 2 players are very experienced and know exactly what
each other would do, or else, NEVER EVER try to do a RX-79(G) Ground
Gundam + RX-75 Guntank combo. This combo is almost suicide.
The Ground Gundam has a higher cost than it deserves (due to the low
speed, weak Melee + Range attacks), so if you are considering Ground
Gundam + Guntank combo, try the 2 mentioned in 9.1 instead.
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10. Guntank Coop with Space and Universal Units
10.1 -- General Tactics
Just as ground stages, RX-75 Guntank is a supportive MS in the space
stages as well.
In terms of universal units, RX-78 Gundam and RGM-79 GM would be your
best bet.
For most people, RX-78 Gundam + RX-75 Guntank is by far the most
destructive combo against the computer because with the speed and
ability of the Gundam, there is almost no way that a Guntank can be
surrounded. Yet, there are 2 reasons to avoid being too close in range
with the Gundam. First, you can just as easy to draw the enemies'
attentions as the Gundam. Second, you can't help the gundam and in fact
making the situation worst by getting the Gundam accidentally strike his
beam sabre at you instead of the enemy.
The RGM-79 GM would work just like a Gundam except a general degrade in
abilities, but the cost balance is like Guntank + Ground GM (mentioned
in section 9.1)
For the space stages with gravity, our favourite strategy in section 7.2
will work again. And for space stages without gravity, it all depends on
your partner and the stage's environment.
With the speed and attack style of a Guntank, it is always annoying to
have satellites and mother ships in the map. So what you would want to
do is to have your partner leave you with 1 enemy unit on the same side
of the map, while he holds all the other ones on the other side.
For stages where you have Zeon MA's floating around, you are should
ALWAYS be dashing left and right. If any of you decided to fight a MA by
standing still and try to aim at it, I wish you good luck.
10.2 -- Units NOT to Coop with
In terms of space units, the only thing there is RB-79 The Ball and you
may not want to Coop with it because it acts like a Guntank except it
has a lower Range, lower Accuracy, lower Health, lower Armor, lower
Damage and finally lower Cost. Your partner can still use The Ball to
attract the enemies' attention for you to snipe, but the distraction
won't last long. Yet it is always fun to play it this way.
In terms of universal units, you would not want to Coop with a RX-77
Guncannon if possible. Guncannon is a bad blend of Gundam and Guntank.
It has a HIGH cost (relative to its ability), no shield, no "Homing
Sabre" and the speed of a guntank. The only good thing about it, is that
you have almost unlimited ammo (beam rifle + cannon). The Guncannon
requires a lot of skill to distract the enemy as good as a Gundam, so I
would suggest Gundam more than Guncannon.
Many of you may expect me to put the Dual Guntank combo in this section,
but as the matter of fact, the Dual Guntank is a fun combo. I haven't
actually tried this combo with my friends yet, but if the 2 Guntanks
stay back to back to each other, it should be impossible for the enemies
to come close.
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11. Units in Zeon That Acts Like Guntank
In terms of supportive MS, in ground stages the unit that will do a good
job in Zeon side is MSM-10 Zock. The 4 beams are deadly and almost un-
avoidable for most MS. The draw back is the Zock has a low accuracy
anti-air attack and if a Renpou unit is in a very close range, it
is harder to get away with a Zock than with a Guntank (due to the lag
before it fires).
As for space stages, MSN-02 Zeong will do good and some times even
better than Guntanks. Yet the draw back is the high cost of the unit
itself and the low accuracy (since you can't control when will the
secondary attack strike).
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12. Guntank? Or Not?
Many people like myself uses a Guntank is because of its powerful
attacks and it has a relatively low cost compared to its ability. It is
also good because Guntank is by far the easiest MS to use for supportive
purposes.
Even if you have the same reasons as me, don't close your door to other
MS in the games, they are just as fun as a Guntank :P
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13. Glossary
Yellow Target - When the enemy takes in a certain amount of attacks, the target
cursor you have on it will turn into yellow, which means you
are unable to attack it in any attack.
(Some weapons will not cause enemies to turn into "Yellow
Target", eg. Machine guns.)
Homing Sabre - Sabre attack that has homing ability. The most known example
would be RX-78 Gundam's.
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- End -