KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE)
MS-07B GOUF FAQ

Version 0.98
Copyright Wavehawk 04/15/2002

============
UPDATE BOARD
============
04/15/02 - Version 0.98
- I now use Textpad to edit my FAQs, so it may have a different
effect when seen in Wordpad or another text editor.
- Added the 2x3 shooting tactic to use against the Gundam.
- Added info to Heat Rod tactics and descriptions.
- Thanks to Donny and the RvsZ group on GameFAQs for pointing
both of these out.

03/27/02 - Version 0.95
- Corrected spelling errors.

02/17/02 - Version 0.90
- First version of Gouf FAQ. Set to 65 CPI.

========
LEGALESE
========
This FAQ may only be shown at Gamefaqs <http://www.gamefaqs.com>
website, or as part of Don "Gamera" Chan's Renpou VS Zion FAQ.

Any reprinting or publication of part or the whole of this
article without the authors' permission is prohibited. Any
attempt at copying part or the whole of this FAQ and pass it off
as another's work is considered blatant plagiarism and will be
punished accordingly and personally by the authors themselves.

This is a non-profit FAQ written for free and informational
purposes only and not to be marketed for any reason. Know fully
well that if this is violated in any way, the writer and the
maintainers of the page this FAQ is displayed on are perfectly
within their legal rights to sue the pants off of you, since
murder is not permissible.

The information written in this FAQ is neither sponsored by nor
endorsed in any way by software developer Capcom nor by
entertainment company Bandai/Sunrise. The names and terms Mobile
Suit Gundam, Gundam, GM, Zaku, et al., and the likeness thereof
are copyright 1979, 2001 Sunrise animation and Bandai Co.


==========
COMMENTARY
==========
I am a longtime Virtual On fan. When Capcom first came out with
the arcade version of Gundam, I was initially skeptical since
their previous mecha game, Kikaioh (Tech Romancer) did not really
appeal to me, mainly due to its fighting-game interface. However,
I was thoroughly impressed with the result, and currently Renpou
vs Zion is one of the few new non-shooting gun games I am
currently playing.

Nonetheless, I highly recommend reading Donny's general Renpou VS
Zion FAQ first before going on to this MS-specific FAQ, as it
will save you some trouble later on.


=========
INTERFACE
=========
Gundam: Renpou VS Zion uses a standard 8-Way joystick and four-
button control interface. Ideally, the left hand should control
the stick, while the right hand handles the action buttons
(unless, of course, you happen to be double-jointed). Long-time
players of the Capcom games Spawn: The Devil's Own or Heavy
Metal: Geomatrix should feel right at home, as Gundam uses more
or less the same game engine, with a few new twists.

Here is the control scheme with respect to the MS-07B Gouf:

  NW  N  NE
    \ | /        G  F  J
  W - C - E   T
    / | \
  SW  S  SE

N - North. Walk forward. (Tap twice to dash)
E - East. Walk right. (Tap twice to dash)
W - West. Walk left. (Tap twice to dash)
S - South. Walk backward. (Tap twice to dash)
NW - Northwest. Walk forward-left. (Tap twice to dash)
NE - Northeast. Walk forward-right. (Tap twice to dash)
SW - Southwest. Walk backward-left. (Tap twice to dash)
SE - Southeast. Walk backward-right. (Tap twice to dash)
T - Target selection.
G - 5 x 75mm Machinegun.
F - Heat Saber.
G+F - Heat Rod.
J - Jump Booster.
F+J - Shoulder Ram.

===========
MS-07B GOUF
===========
Principality of Zeon
Ground Type Close Combat Mobile Suit
MS-07B "Gouf"
Head Height: 18.2 Meters
Empty Weight: 58.5 Metric Tons
Loaded Weight: 75.4 Metric Tons
Power Output: 1034 Kilowatts
Armor Material: Super High Tensile Steel
Total Thrust: 40700 Kilograms/Thrust
Sensor Radius: 3600 Meters
Production Run: Mass-Production
180 Degree Turn Time: 1.5 Seconds
Land Speed: 99 Km/H
Armament:
- 5 x 75mm machine gun
- Shield
- Heat Rod
- Heat Saber

Notes:
- The Gouf is a fast Zion MS on the ground designed solely for
close-quarters battle (CQB). It is incredible in melee combat but
its long-range abilities are underwhelming. Thus, it's no
surprise that a Gouf pilot has to be exceptionally aggressive and
nimble in order to close the distance to make the most of this
Mobile Suit.
- The MS-07B Gouf available in the game is the version used by
Ranba Ral against the Gundam. Unfortunately for fans, the MS-07B3
Gouf Custom and it's Gatling Cannon are not available in this
game. Sorry to the Norris Packard fans out there.
- The Gouf is a ground-combat only MS, thus it is not available
for use in the two Space Stages Solomon and A Baoa Qu. When
playing as the Gouf, you will be given an option to use another
MS in the Space stages because of this. The Space-Capable MS that
is closest to the Gouf in terms of tactics would be the YMS-15
Gyan, but that's the subject of another FAQ.
- One of the great things about the Gouf is its relatively low
cost; it's cheaper than most Zion MS save for the Zaku, and yet
has reasonable armor and very good mobility on the ground. It is
definitely "the most bang for your buck" if you are a good pilot
who doesn't shy away from up close and personal combat.

==========
GOUF TIPS:
==========

"This is no Zaku, boy!"
- Ranba Ral, Mobile Suit Gundam

The Gouf is hardly the MS for everybody. It packs weak to
nonexistent long-range firepower and does not have the hover
maneuverability of the Dom. It is a solely Ground-Combat MS,
which means it is unusable in Space Combat. On the other hand, it
is arguably one of the best Zion MS avilable in the game. In
close-combat where it excels, the Gouf kicks major Feddy butt and
then some. It's cheaper than most of the other high-power Zion
MS, but definitely a step above the Zaku in terms of combat
potential. Best of all, it's a very showy machine; in melee
combat, its moves are nothing short of spectacular to watch. If
you're a good MS pilot with a flair for style, close combat, and
have a quick tactical mind, the Gouf is definitely the Zion suit
for you.

-------------
GENERAL TIPS:
-------------
- First rule of thumb (for ALL players): Stay alert. It's easy to
lose yourself in what you're doing, so much so that an enemy
could easily get the jump on you. Especially one who's just
respawned and falling from the sky. In the upper-right corner is
the radar. Red dots are your enemies and the green cone is your
MS' field of vision. Be aware of where your enemy is, and keep on
your toes.

- If your MS has a shield and is moving backward when it is fired
upon, the MS will raise its shield to defend, thus taking no
damage. However, the shield itself will be damaged, and it's only
a matter of time before that is destroyed. I have observed this
with the Gundam and the GM. The Gyan, on the other hand, ALWAYS
has its shield up since it houses its primary weapon, but the
shield is small.

- Donny has noted that in a two-player game, both players
shouldn't attack the same enemy MS as much as possible. This is
true for the Gouf as well; its Heat Saber melee attack combo is
highly damaging, flashy, and wide, although not as wide as the
Gelgoog or Dom's spin attacks. Watch out for it's Heat Rod,
however.

- If one Zion player is using a Gouf, the other player should
ideally pick an MS with good ranged weaponry, to offset the
Gouf's (admittedly) pathetic ranged attacks. A Zaku (Machinegun
or Bazooka) and a Gouf are not only a good combination, they are
a relatively cheap teaming as well for the Zion side. Goufs are
not bargain-basement price MS like the Zakus, but they still cost
far less than the Dom or Gelgoog MS.


--------
WEAPONS:
--------

75MM MACHINEGUN
- The Gouf's only long-range weapon, and the weakest Zion MS
Primary weapon available, as it does only about as much damage as
the Federation GM's 60mm Vulcans. Then again, the Vulcans are a
secondayr weapon. It's best used to pester your opponent at long
ranges or to try and stun them before they can get a lock on you.
It is also probably the Gouf's only defense against a long-range
attack, which isn't really saying much.

- The Gouf's 75mm Machinegun is not the best weapon to take into
a gun duel with. Still, it has its uses in combat, considering
that the Gouf has no other ranged weapon alternatives. Take note
of a few things:
* Machineguns fire off a short burst of 5 shots, and track better
than most weapons. Likewise, the Gouf's 75mm gun is fairly
accurate, like the Zaku 120mm MMP-78 Machinegun.
* The 75mm Machinegun reloads slightly faster than the Zaku 120mm
Machineguns, but has a smaller clip.
* If the entire burst connects, the target MS will stagger. If it
was about to fire a weapon it will be cancelled. Very good
counter to a Guntank or Guncannon's Twin Cannon fire.
* Accuracy of the 75mm Machinegun is pretty similar to the Zaku
MMP-78s, not much change there.
* MS are usually not knocked down by Machinegun fire. It is
generally good to follow up a Machinegun attack with a more
powerful melee attack if at close range, while the enemy is still
stunned.

- The most common use I found for the 75mm gun was defensive or
to take shots off at long ranges. I don't usually get many kills
using the 75mm Machinegun. It's better than nothing, but the 75mm
Machinegun just doesn't pack enough firepower to be solely relied
upon in combat. The Gouf is a close-combat machine, and must be
played out as such.

- Do not completely ignore the 75mm gun if it comes to finishing
off an enemy at range. If you are dealing with a Guntank (for
example) with only a small amount of energy left, and are too far
out to rush in and attack, finish it off with the 75mm.

- A good tactic to use with the 75mm, as with all automatic
weapons in this game, is the 2x3 tactic. Most of the automatic
weapons in RvsZ, such as the 120mm Machinegun or the 60mm Vulcan,
fire in rapid bursts of 5 shots, depending on how long you hold
down on the firing trigger. A tactic is to fire the first two
shots of the burst, to force the enemy MS to move. As it dodges,
fire the remaining 3 shots, and these will more often than not
connect.

- Remember that though weak, the 75mm gun can still set off
Bazooka shells. When the Gundam fires off its Hyperbazooka, you
can try firing the 75mm gun and blow up the shell before it
reaches you. If you get the jump on a Gundam, this can also set
off the shell as it fires; the area effect of the bazooka
explosion will do some level of damage to your enemy. It doesn't
work against the Guncannon and Guntank shells, though.


HEAT SABER
- This is the weapon the Gouf will make most of its kills with.
Its strong and wide-slashing blade is about as powerful as the
Gundam's Beam Saber. Unlike the Dom/Rick Dom Heat Saber, it comes
out quite fast in combat; fast enough to get the jump on GMs in
close combat on occassion. Although it's called a Heat Saber, the
Gouf's weapon looks more like a wide-bladed Scimatar; designed
for heavy-duty, powerful chopping strokes.

- Like all melee attacks, an attack with the Heat Saber will
prompt the Gouf to dash forward a short distance toward the enemy
MS. The Gouf has a relatively short forward dash range, but makes
up for it with its speed.

- The Heat Saber is a VERY flashy melee weapon when used in
combination. The sequence (F, F, F) starts out with a swinging
diagonal cut from lower-left to upper-right, then lower-right to
upper-left, then finally the Gouf spins around clockwise with a
powerful wide slash to the enemy MS body, horizontally left to
right. It's also very fast, so the entire combination looks like
just one flowing movement.

- Don't use the Heat Saber combination too often, as a miss may
prove an opportunity for the GM or Gundam to counterattack. Even
if you hit them twice, if the third attack whiffs (misses) the
target, be prepared for a whole lot of hurt. The Gouf's recovery
time after doing the combo isn't too long, but it's just long
enough for an enemy melee counterattack.

- The aerial version of the Heat Saber has the Gouf leap and
slash diagonally from upper-left to lower-right.

- Pressing the Jump and Melee (J and F) buttons simultaneously
will make the Gouf do a sudden rush and ram the enemy MS with
it's shoulder. It looks nothing like the MS-05 Zaku I's plodding
shoulder rush, though; it is a quick and damaging attack that can
take many enemy MS by surprise, as well as knock down instantly.
It only attacks straight forward, and must be done in relatively
close quarters, but comes out fast enough to be a very good
option.

- Sometimes the Jump and Melee button combination will make the
Gouf do a crouching twist and cut the enemy MS from lower-left to
upper right. As mentioned in my Dom/Rick Dom FAQ, I am still not
sure what are the parameters needed for it to do this, but I'm
guessing it has to do with distance.

- Doing an aerial forward dash after jumping and the attack with
the Heat Saber is another flashy move; the Gouf dives at the
enemy MS headfirst and then spins swinging its Heat Saber in a
wide arc. However, it's a bit difficult to get the timing right
with this attack. It does make for an incredible finish when it
actually connects.


HEAT ROD
- The Heat Rod is activated by simultaneously pressing G and F.
Though it's called a Heat Rod, it does not generate heat at all,
nor is it a rod. It functions more like a whip, which is why
Gundam fans prefer to call this a Heat Whip or E-Whip (Electric
Whip). This sub-weapon attack of the Gouf is a powerful weapon,
as one hit usually knocks down enemy MS. The Heat Rod lashes out
and electrocutes the enemy MS, causing a lot of damage and a
great stun opportunity. It's the second longest ranged weapon in
the Gouf's arsenal, but is still technically a close-combat
weapon.

- The duration of the Heat Rod's attack is about 1-2 seconds or
so (2 seconds if it connects), and is straightforward. Be warned
that the Gouf remains stationary in this mode and can be a
sitting duck unless your partner is capable enough to cover you.

- After firing the Heat Rod, you can also opt to use it as a
whip. In this case, the Heat Rod becomes a powerful defensive
weapon as well. While holding down the G + F buttons (Heat Rod
active), move your stick either left or right. Moving the stick
left will cause the Gouf to swing the Heat Rod like a whip
counterclockwise from forward to left, striking everything in
range in that arc. Moving the stick to the right makes the Gouf
whip the Heat Rod clockwise starting from the left going over to
the right. Remember, however, that it has only moderately close
range.

- The aerial version of the Heat Rod has the Gouf leap and shoot
the Heat Rod straight out. It's not of much use since it only has
a short distance and retracts too quickly (as opposed to the
standing Heat Rod).

- One trick with the Heat Rod is that it can sometimes strike
around corners. At the corner of one building, try using the Heat
Rod. There are times wherein it will go straight through the
building and hit the enemy MS on the other side, but this only
works for buildings and at certain corner angles.


----------------
ANTI-MS TACTICS:
----------------
RX-78-2 Gundam
- Nothing can ruin a Gouf pilot's day like a Gundam can. Whether
it's the Beam Rifle or Hyperbazooka, at long ranges the Gouf's a
sitting duck against a Gundam. The Beam Rifle can punch a huge
hole in a Gouf, while the Hyperbazooka can damage even if the
Gouf is only at the periphery of the blast. The only tactic here
(as with all Gouf tactics) is to close in as quickly as possible
and avoid the incoming fire like the plague. While rushing at the
Gundam, take a few potshots with the 75mm gun. It doesn't do
much, but hopefully it will do even a tiny amount of damage to
the Gundam (considering this is a GUNDAM, that would be VERY
tiny). Don't lose your head over it; sometimes the Gundam will
dodge the 75mm guns, at which point be ready to dodge yourself;
the Gundam's Beam Rifle is hell on a Gouf's shiny blue exterior.

- You can also use the 75mm to force the Gundam to move. Even if
it does weak damage, the CPU (As well as a lot of human players)
have a habit of dodging any shots coming in. This is where the
2x3 tactic comes in handy, especially in close combat. This also
makes for a good setup technique; prompt the Gundam to move with
a couple of shots, then whip out the Heat Rod to nail him to the
side as he dodges. Remember that the chances of knocking down an
enemy MS are higher when it is dash-dodging.

- The Gundam equipped with the Gundam Hammer is a more ideal
opponent for the Gouf. Due to its design, it is limited to melee
combat only, leaving the Gundam with only the Vulcans for ranged
combat--basically operating like the Gouf. Just remember that the
Hammer is the single most damaging weapon in-game. One hit can
chop a brand new Gouf's active life in half. The Gundam Hammer
shoots straight forward and has more or less the same range as
the Heat Rod, so remember--if he is dead in your sights, so are
you. Also, a missed Gundam Hammer attack leaves the Gundam in a
VERY helpless position. The farther away the Hammer travels, the
longer the recovery time. Thus at longer ranges, it takes the
Gundam longer to recover from a thrown Hammer than it does for
the Gouf to recover from using the Heat Rod.

- Regardless of the type of Gundam, be prepared to sidestep or
jump to dodge an incoming beam saber attack at close range.
Especially watch out for the Gundam's special melee attack; the
sudden jump and slash is easy to dodge, but comes out fast enough
to surprise less-experienced players. A nice Gouf trick would be
to execute the Shoulder Ram once you see the Gundam leap; this
will quickly get you out of the saber attack's way, or if done
early enough will knock the Gundam down.


RX-77-2 Guncannon
- The Guncannon's twin cannons and Beam Rifle can be a serious
threat to the Gouf at range. Even though it is the slowest
Federation MS, it still has legs and can jump reasonably well, so
don't think that this will be a walk in the park. MS with legs
can sidestep attacks quite quickly. It packs the firepower of the
Guntank, but in a smaller and more maneuverable package. It is
considerably more difficult to get the jump on a Guncannon than a
Guntank because of its maneuverability.

- The Guncannon seems to excel in areas with few obstacles (such
as buildings) and lots of wide areas and hills (such as the
Forest stage or the Desert stage). The combination of powerful
explosive shells and an accurate Beam Rifle make it a danger to
players at mid to long ranges. Although its close combat ability
is weak compared to other MS, the Cannon and Rifle more than make
up for it.

- The Gouf has to close in and attack the Guncannon as quickly as
possible. Once at close range, all hell breaks loose, since the
Guncannon's Twin Cannon are still reasonably fast enough to be
used with pinpoint accuracy at melee ranges. Like the Guntank,
try to get as close to it as possible using whatever cover
available to avoid the shots. However, due to its humanoid form,
it is more maneuverable than the Guntank and thus won't be as
easy a target to hit at long range. Approach the Guncannon as
quickly and cautiously as possible, and preferably from behind.

- One of the nastiest things a Guncannon can do in close combat
is to fire its twin 280mm cannon at pointblank range. This is not
only damaging, it knocks down instantly. As usual, keep aware;
there is a split second delay as the Guncannon goes through the
motions of firing its cannon, so use that as your cue to dodge
and counterattack.

- Another nasty surprise the Guncannon has up its sleeve is its
sudden brawl attack. Experienced players like to have the
Guncannon jump in close combat, kicking a Zion MS in the face
before kicking again or pummelling them with the Twin Cannon. (I
use this tactic a lot with the Guncannon, myself). Thus, the key
to the Guncannon is to learn to sidestep at the right moment
before counterattacking. It's main power weapons are the
straightforward Twin Cannon, once you're at the side or behind,
you can take the advantage.

- With both the Guntank and Guncannon, do NOT try to air-dash
into them head-on from the air, as their cannons will literally
blow you out of the sky.


RX-75 Guntank
- At long range, the Guntank can pummel a Gouf into submission.
This is why, if no Gundam is around, the Gouf has to close in and
attack the Guntank as quickly as possible. Once at close range,
circle and attack with the 75mm gun until you get behind the
Guntank. ALWAYS try to get behind the Guntank first before
executing a melee attack; the Guntank has a nasty habit of
rotating and firing its cannons or mini-rockets just when you're
a split-second away from connecting with the Heat Saber. Remember
to keep out of the way of those cannons, as they can't possibly
miss when you're that close.

- Alternate to the Heat Rod if you're not close enough to do a
Heat Saber Combo or a Shoulder Ram. After the Heat Rod connects,
try to close in again, as the Guntank will be knocked back a
short distance by it.

- If you're got a clear straight line between you and the
Guntank, are at short distance, and need to get it first before
it gets you, execute the Shoulder Ram. At close range it helps
close the distance quickly. As with the Heat Rod, the Guntank
will be knocked back a distance, so quickly close in again.

- One important lesson with the Guntank. If there is another
enemy MS in the distance, try as much as possible to keep the
Guntank between it and you. That way, if the other enemy MS fires
at you, it will have to hit the Guntank as well. This is because
the Guntank's size will work against it when engaged in melee.

- With both the Guntank and Guncannon, do NOT try to air-dash
into them head-on from the air, as their cannons will literally
blow you out of the sky.


RGM-79 GM
- The GM functions similarly to the Gundam(Beam Rifle), only with
less damage capability, less armor, and shorter range. In short,
it is a downgraded Gundam. A Gouf can usually make short work of
a GM at close range, but this doesn't mean it'll be a cakewalk.
The really good GM pilots are like Gouf pilots--they see their
best kills at CQB range.

- At long range, the GM has an advantage due to its Beam Spray
Gun. It isn't as murderously accurate or powerful as the Gundam's
Beam Rifle, but still a Gouf should watch out. The good thing (if
you could call it such) is that the GM pilot most likely wants to
finish this at melee range, and thus will close in on you as
well, closing the gap quickly.

- When close-in, be prepared to sidestep or jump to dodge an
incoming beam saber attack, like the Gundam. Even worse, a GM's
Beam Spray Gun can be a nasty surprise close-in, especially if it
had just sidestepped your Heat Rod attack.

- The Gouf has good jumping ability as well. Most GMs will
attempt to gain altitude and attack from above, thus making it
hard to defend against an aerial Beam Saber attack. Dodge this
and counter. Remember, as a Gouf you can do the exact same thing
in CQB to a GM--only with a lot more pain to deliver...

- Watch out for those really good GM pilots. The GM has the
reputation of being a typical 'red shirt' in all Gundam series,
but don't get too cocky. Even if it's not a Gundam per se, the GM
can still be a fearsome opponent in the hands of a good human
player--most of whom know that the GM excels in mid-to-close
range.


-------
STAGES:
-------
Side 7 Stage:
- Side 7 is the easiest stage in the game (unless you're piloting
a Zaku). In CPU mode it starts off either with two GMs or a GM
and a Guntank in the rear. Your side will be either the Zaku I or
Zaku II. When two or three Zaku are destroyed, the Char's Zaku
will enter. Avoid the open hills if possible; the Federation MS
usually start off (and tend to stay) behind the cover of the
buildings while Zion drops in front, making you a big sitting
duck, so move fast.

- I usually ignore the small Federation tanks as they do very
little in the game. However, if you have the opportunity to
destroy one and are not currently engaged, go ahead. Even though
the 75mm Machinegun only does a pitiful amount of damage, a 2- or
3-burst is usually more than enough to kill the tanks. At close
range, use the Heat Saber.

- Use the buildings as cover as much as possible. This is
especially vital if you're under fire from a Guntank, as ducking
behind a building makes it a bit more difficult for it to hit you
with its cannons. Even moreso since the Gouf doesn't have a
powerful enough weapon to hit them back with at range. Remember
to keep aware of your surroundings!

- If you can get close-in fast enough, the Guntank provides a
nifty practice dummy for your melee attacks. In the right hands,
the Gouf is nimble enough to make short work of a Guntank. In the
wrong hands, a Gouf is just plain old target practice.

- Dodge and avoid the Guntank shots as you get closer. At close
range, have fun. Only use the Gouf's combo attack if you're
absolutely certain all blows will hit. The Guntank doesn't get
knocked down, so if it turns to face you, you'd best get a move
on.

- If you're facing a GM, or if you're up against two GMs, keep on
the move. Don't allow them to gang up on you (a tactic the CPU
does with the Zaku and the GM), divide and conquer. Separate them
and try to destroy one while your partner engages the other GM.
Most of the basics needed to learn this game are found in the
Side 7 stage.


Grand Canyon Stage:
- The CPU match usually starts off with either two GMs or a GM
and a Guncannon. One will be on the ground, the other will start
atop or behind one of the cliffs.

- If you start off atop one of the canyon mountains, you will
notice that the first two Federation MS are clearly visible in
your sights. This isn't of much use to a Gouf player since none
of its weapons can do spit at those ranges. Close in as quickly
as possible.

- Other times you will start on the opposite end of the cliff
(Federation side). A GM will be the first enemy MS visible. You
can fire off a short burst once the match starts, but don't
always expect it to hit. This is just so that you can force the
GM into making a move. Get the Gouf mobile as soon as possible
and watch out for the Guncannon once it comes around.

- Unless you move quickly, most of the close-combat battles will
likely take place along the river found at the bottom of the
canyon. The water is a nice touch but doesn't seem to affect
movement at all (unlike in later stages). However, the tightly
boxed-in canyon walls are not for the claustrophobic. It's here
where the Gouf can turn the tables on most MS. GMs or Guncannons
that drop in will be easy targets since the canyon walls will
force them into close-combat, the Gouf's specialty.


New York Stage:
- The CPU match usually starts off with two GMs. Once one is
down, a Gundam (Hyperbazooka) will replace it. In a 2-player
game, two Gundams are sometimes engaged.

- Move quickly in this stage. Although the large coliseum-like
wall between them obstructs both sides, a GM can move quick
enough to take the first potshot at you from afar. It needs
little reminding that at that distance, the Gouf can't respond in
kind.

- Check your radar (upper right corner), and try to get a bead on
both GMs. Often, a GM will come in from the left and take a
snipe-shot at you just as you jump. Avoid this by running behind
the buildings to the left. That will force one or both GMs to get
in close. Once they're in range (ie right behind the building,
pop out and attack quickly with the Heat Saber or any other
attack.

- The area behind curve of the coliseum wall is open area.
Outside, there are some tall skyscrapers, as well as a smaller
coliseum-like crater in the ground, wherein you can also engage
your enemy. The skyscraper area, like the buildings in Side 7,
provide some degree of cover from enemy attacks, but the heights
of most of these buildings make it fairly impractical to jump
atop them and snipe. Even so, there are still areas that provide
ample cover against sniping GMs or Gundams. Thus, the Gouf will
do relatively okay as long as the enemy MS don't suddenly respawn
on top of a building.


Takla Makan Desert Stage:
- The CPU match starts off initially with two Guntanks. Once one
is destroyed, either a Guntank or Guncannon will replace it. At
times, a Gunperry will provide some assistance to the Fed MS, be
wary of its missiles, but otherwise it is not much of a threat.
Your partner here starts off as a Zaku, but may later be replaced
by another Gouf. TRIVIA: This is where the very first Gouf
appears in the Gundam TV series.

- This stage appears as a 'dustbowl'. Huge sand dunes border the
sides while the center area is mostly open ground with a few
dunes here and there. This is a stage wherein you can borrow a
page from Gouf ace Ranba Ral's book: Get on top of the mountains
to the side, keep the mountains between you and the Guntanks
until you get behind them. Then, engage the Guntanks at range
with your 75mm guns; this will do a little bit of damage; in this
stage every little bit counts. Use hit and run tactics by firing
off a short burst shot and then dodging the return fire. You MUST
close in and flank the Guntanks, so that you can finish them off
with your Heat Saber or Heat Rod.

- Remember that there are TWO Guntanks. Sometimes you've got one
dead in your sights, then the other one right behind you. This is
why you should not only keep both of them in your sights, you
should ideally keep one Guntank between your Gouf and the other
Guntank (where possible). This way, the only way the second
Guntank can hit you is to shoot through his partner, hopefully
making your life easier.

- When the third Guntank appears (after one Guntank is
destroyed), it's usually at the far end of the stage, near the
Zion base. Thus after destroying your first Guntank, be aware
that the other will most often be behind you or at some distance
away.

- The Guncannon drops in once two Guntanks are destroyed. If the
Guncannon lands nearby (ie near the foot of the mountains), and
in your range, try to engage it as quickly as possible. There
have been moments wherein I Shoulder Rammed a Guncannon the
second its feet hit the ground.

- The Guncannon is a pain if you manage to be far from it when it
lands. Usually this is when you try to engage the far Guntank.
The Guncannon seems to have some advantage in the desert, being
more maneuverable than the Guntank but packing more or less the
same long-range firepower. And since it packs a Beam Rifle as
well, it has considerably more ability in terms of distance. Try
as much as possible to take the Guncannon from behind; since
you've got no ranged weapons, this means melee range all the way.
Once again, try to keep the Guncannon between your Gouf and the
other Guntank. Of the stages, this is where the Guncannon seems
to excel.


Black Sea Forest Area Stage:
- The CPU game starts off either with two Guntanks or one Guntank
and one Gundam(Beam Rifle), plus the G-Fighter flying above. If
your partner is a computer, you will be automatically partnered
with a Dom in this stage.

- Unlike the small tanks or slow craft in previous stages, the G-
Fighter is agile and packs a punch with its Twin Beam Cannons.
Don't ignore the G-Fighter; it can really mess you up in the
middle of a duel, but there's not much you can do about it
anyway...It gets especially messy when a Gundam, a Guntank, and a
G-Fighter tag team you in a 3-way Feddy gang-bang...

- There are two forested hills and a wide valley between them.
The Dom has a noted advantage in this stage due to its hovering
movement, allowing it to skate from one hill through another
smoothly. The Gouf is not as fast as the Dom, but it still has a
reasonable speed advantage in this area as opposed to the
Guntank.

- The Gouf hasn't much of a choice in terms of combat in this
stage. The Dom will have a better chance against the Gundam, due
to its maneuverability. The Guntank and G-Fighter are the
problems; since the Dom can only concentrate on one target at a
time, and since the Gouf can't nail something as fast as the G-
Fighter in the air, that leaves only the Guntank. Of course,
there's also this nasty way that the Gundam's Beam Rifle tracks
you down and hits even if you're way out of range. Attack and
destroy the Guntank and finish it off as quickly as possible; and
hope the Dom doesn't get killed.

- If you do happen to be in the range of a Gundam, think fast and
dodge often, as its Beam Rifle is horrifically accurate in this
stage. The best times to duel with the Gundam would be if the G-
Fighter has been taken down, and the Guntank is ahead rather than
behind you. You will be dodging a LOT in this fight.


Odessa Stage:
- The CPU game starts off with one Guncannon and one GM. If your
partner is a computer, you will be automatically partnered with a
Dom in this stage. The Federation units will start at the bottom
of the cliff, while Zion units start on top, among the buildings.
Occasionally, Fed units will land on the edge of the cliff. Try
and wait for the Feds to come to you. The second they pop up,
fire and dodge.

- There is also a large 'land battleship' called the Big Tray,
located far off. This provides some heavy cover fire for the
Federation forces. Unlike the G-Fighter in the previous stage,
don't bother targeting the Big Tray; it's too far off and your
weapons won't do any discernible damage to it whatsoever.
Especially considering that this is the Gouf we're piloting.

- I often lose at this point in the game due to one reason: The
CPU partner tends to be a hotshot, jumping off the cliff and
subsequently getting mauled by the GM, Guncannon AND supporting
fire from the Big Tray land battleship in the distance. Like it
or not, you'll have to occasionally pull your partner's behind
out of the fire, which is a problem for the Gouf due to its weak
75mm gun.

- Diving off the cliff is suicide for the Zion forces as the Feds
control that side of the cliff; believe me, I've done that way
too many times to know. On the way down, a CPU Guncannon will
have a field day blasting you out of the sky, and hitting you
again with the Beam Rifle just before you land. Again, remember
that the Gouf has no long-range weapons that are suitable for a
drawn out ranged battle.

- Where possible, try to partner up with another player and wait
for the Fed MS to come to you. The buildings and flat area on the
top of the cliff are more even ground, as well as the fact that
it will be more difficult for the Big Tray to hit you up top.


Belfast Stage:
- This is the first underwater stage in the game (Jaburo
aboveground is the second). Enemy MS are any combination of GM
and Guncannon. Once two Federation MS are down, a Gundam
(Hyperbazooka) will replace it. Your partner will be a Z'Gok,
which will be replaced by a Gogg in some cases.

- Be wary about the sides of the underwater area--these are
similar to the cliffs in Odessa, only underwater. This means that
an MS directly above you may have a serious advantage. Sadly,
there is no Graw Brow MA to support you in this mission (although
it turns up as an enemy in the Feddy missions).

- One of the immediate dangers of underwater combat is that the
water is thick with silt and mud. This makes visibility rather
poor, thus MS that are either above the water or at a certain
distance away in the water will be difficult to see. Since the
Gouf is a strictly close-combat MS, it cannot target enemies that
are aboveground or far away. Be warned.

- Second is that speed and reaction time is slower underwater for
all except the amphibious MS like the Z'Gok. Luckily the Gouf
only suffers a little decrease in speed, but it's still ideal to
take the fight aboveground as soon as possible.

- Underwater, the GMs will be a bit more difficult to hit at
close range, mainly because of the slowdown in speed. The Gouf
will still have the advantage, but bear in mind that the GM will
not be as easy a target as it used to be.

- The Gundam (Beam Rifle or Hyperbazooka) will be the biggest
threat to you here. All it needs to do is sit aboveground and
take random potshots at you without even getting its feet wet.
Since the Gouf's 75mm gun is so weak, it doesn't even have a
smidgeon of a chance hitting a Gundam up top (not that it matters
much if it DOES hit).

- There are two ways to get to the surface. The safest way would
be to go all the way to the mountain side of the stage. For Zion
players, this would be to the left of where the MS start off.
Still, it's a long distance, and sharpshooting GMs or the Gundam
can deliver a pounding instantly. The second way would be to
charge straight forward. This is much quicker but it also makes
you an easier target for the GMs or Gundam.

- If you wish, you can try to get up over to the Fed side of the
stage and destroy the four Type 66 tanks up top. They are only a
marginal loss for the enemy side, but every little bit counts.


Jaburo Stage (Above):
- This is the second underwater stage in the game. Fed MS here
start off with two Guncannons. Once one Guncannon dies, a Gundam
(Beam Rifle or Hyperbazooka) replaces it. Your partner here will
be either the Zgok or the Gogg. It is a river with a single
island dead in the middle of it.

- The two Guncannon can be a problem early on. Their firepower
can really change the way the game goes, as they can hail Beam
Rifle and Cannon shots either above or below the waterline. This
is one of the more difficult parts of the game; you’ll have to
constantly watch both radar and your back as the Guncannon may
fire from above or below.

- The Gundam in this stage is a toughie. It will jump a lot in
and out of the water to avoid your attacks, while consistently
getting shots in with the Beam Rifle. Only engage in underwater
combat with the Gundam if you're very close by (ie right above or
right next to it). Otherwise, get out of its way. As in the Black
Forest stage, the CPU Gundam's a frighteningly adept shot.


Jaburo Stage (Below):
- This is the second half of the Jaburo starts off with Two GMs
or a GM and a Guncannon. Once one or the other dies, a Gundam
(Beam Rifle) will replace it. Your partner here is either the
Agguy or the Char Zgok. Once your partner is destroyed, a Zock
will replace it.

- Jaburo is stuffed with obstacles all around; buildings,
stalactites and stalagmites all make for lots of cover. There are
also large open areas; as a Gouf, you must avoid these like the
plague.

- Weave between the buildings for cover. The Gundam and GM like
to team up on a mobile suit, do your best to prevent one or both
of them from crowding you in. You can try using the Heat Rod
'corner trick' (see above) while at the corner of one building,
to nail the GM or Gundam just to an angle of you.

- This is the last stage that will be available to the Gouf. The
next stage after this will be the Solomon stage, and thus you
will have to replace the Gouf with a space-combat MS. The
available Space-Combat MS to Zion are the MS-06F/S Zaku II/Char
Zaku, MS-R09 Rick Dom, YMS-15 Gyan, MS-14A/S Gelgoog/Char
Gelgoog, and the MSN-02 Ziong. If Close Combat is your specialty,
the Gyan would be your best choice, but it is unlike the Gouf in
combat, not to mention far more costly.

========
CONTACT:
========
For any further queries or comments, please email
<[email protected]> with Subject: Gouf FAQ if you have
any questions, I'll try my best to answer them. Send me no Spam;
my mother just unloaded 60 cans of it on me wholesale.

=======
BIBLIO:
=======
These FAQs I have worked on as of this writing. All game FAQs are
available exclusively on GameFAQS. I have also written some
material for GURPS.

Half-Life: Counterstrike (PC):
- Counterstrike Real Weapons FAQ

Metal Gear Solid 2: Sons of Liberty (PS2)
- Metal Gear Solid 2: Sons of Liberty Real Weapons FAQ

Gundam: Renpou vs Zion (Arcade):
- MS-14A/S Gelgoog FAQ
- MS-09/R09 Dom/Rick Dom FAQ
- MS-07B Gouf FAQ
- RGM-79 GM FAQ
- RX-77-2 Guncannon FAQ

========
CREDITS:
========
- Thanks to Don "Gamera" Chan for his FAQ on Gundam: Renpou vs
Zion, which helped give me a head start on this game.
- Quantum amusement, for actually bringing this gem of a game
here instead of yet another fighting game.
- Ranba Ral and Norris Packard, the Gundam universe's greatest
Gouf Aces (I AM UNWORTHY!!!)
- The GameFAQs Renpou vs Zion/Renpou vs Zion DX boards, for the
additional tactics info.