GUNDAM BATTLE ASSAULT 2
Moves List and Strategy FAQ
Systems: PSX, PS1
Author: UltimaZER0 (
[email protected], Jon Wong)
Initial Release: 09/06/02
Current Version: 1.07
========================================================================
------------------------------[ UPDATES ]-------------------------------
========================================================================
08/30/03 Ver 1.07
- Completed info for all four hidden characters.
- Changed legal info and added Neoseeker to Legal Info.
10/21/02 Ver 1.06
- Added GameShark codes to unlock characters hidden within the game's
programming.
10/14/02 Ver 1.05
- Minor update to legal information. Removed legal rights to Neoseeker
and CheatCC.
09/06/02 Ver 1.04
- Revised Evading/Shielding section with some donated info.
- Yet even more bits and pieces...
08/27/02 Ver 1.03
- Revised legal information for various websites.
- Yet more bits and pieces of info.
08/13/02 Ver 1.02
- Added some new bits and pieces of info for some characters.
08/09/02 Ver 1.01
- GameFAQs is unable to display the Greek letter "Nu" properly so
everytime there was a "Nu," there would be a "?" instead. It has
been replaced with the letter "V."
- Corrections on Psyco Gundam Mk III.
- Various corrections in some of the movelists.
========================================================================
-------------------------[ TABLE OF CONTENTS ]--------------------------
========================================================================
I. Introduction
II. Legal Information
III. Combat Basics
a. Controller Layout
b. Terminology
c. Fighting Techniques
IV. Characters
- Acguy
- Altron
- Ball
- Big-Zam
- Bolt
- Burning
- Dark
- Deathscythe
- Dragon
- Epyon
- GP-02A
- Gundam ZZ
- Heavy Arms
- Hydra
- Hygogg
- Master
- Maxter
- Neue Ziel
- Psyco
- Quin Mantha
- Rose
- RX-78
- Sandrock
- Sazabi
- Tallgeese III
- V Gundam
- Wing
- Zaku II
- Zaku IIS
- Zeong
V. Abandoned Characters
- Hamma Hamma
- Qubeley
- The-O
- Zeta Gundam
VI. Unlocking Secrets
VII. GameShark for Abandoned Characters
VIII. Credits
IX. Future Plans
========================================================================
-----------------------[ I. Introduction ]------------------------------
========================================================================
This FAQ is written to cover the moves and key points for each of the
thirty Gundams and Mobile Suits in the game. Seems simple enough,
doesn't it? This is my second FAQ and I'm not an extremely hardcore
player so show me some newbie mercy. Oh and just so you know, I wrote
this FAQ using the same borders and format as used by Dingo Jellybean in
his Final Fantasy FAQ's. I've also used some of the information provided
by some of the other FAQ's for this game so perhaps a few things may
seem similar.
For each of the character movelists, I've purposely renamed several
moves to make them clearer to you. While the instruction manual does
contain movelists with names of their own, they only cover seventeen
characters and only a small portion of their full movelists. This FAQ
should clean up the cluttered mess that Bandai's writers caused.
========================================================================
-----------------------[ II. Legal Information ]------------------------
========================================================================
This document is Copyright
[email protected] and may not be altered or
used for profit without the permission of its author (that's me). As of
the thirtieth of August, year two thousand and three, only GameFAQs and
Neoseeker are authorized to use this document. If any portion of this
document is used without my consent, I will be forced to take legal
action against the accused.
I was never really good with the legal stuff.
========================================================================
------------------------[ III. Combat Basics ]--------------------------
========================================================================
This section will cover all of the basics that you'll need to know in
order to play to game aside from the fact that you're supposed to beat
the living daylights out of your opponent. All of it is in the
instruction manual that comes along with the game but it doesn't hurt to
provide it here for your reading pleasure. If you know this stuff
already, just skip this section and go onward.
------------------------------------------------------------------------
a. Controller Layout
------------------------------------------------------------------------
This setup is assuming that you're on the left, facing right and that
you're on default controller settings.
(TH)
--------
ub u uf (HP)
\ | /
b - O - f (LP) (HK)
/ | \
db d df (LK)
f = Forward P = Punch
df = Down-Forward K = Kick
d = Down LP = Light Punch
db = Down-Back HP = Hard Punch
b = Back LK = Light Kick
ub = Up-Back HK = Hard Kick
u = Up TH = Thruster
uf = Up-Forward
The layout shown above corresponds to the PS1 controller. The four
punch and kick buttons are obvious but for those who aren't sure, (TH)
is R1.
------------------------------------------------------------------------
b. Terminology
------------------------------------------------------------------------
I use terminology that is commonly used for Capcom's fighting games
such as Marvel vs. Capcom 2 and Capcom vs. SNK 2. If you've read any
FAQ's for those games then you'll recognize everything. For those who
aren't familiar with them, however, you should go over them. They aren't
difficult to memorize but it's helpful.
-------------
D-PAD MOTIONS
-------------
Each of these tell you which way to rotate the D-pad. For example, when
it says to press QCF, which stands for "Quarter-Circle Forward," rotate
the D-pad from d to f, which forms a quarter circle going forward. It's
very simple but the DP motions can get slightly tricky. Aside from that,
everything should be fine.
QCF = Quarter-Circle Forward
QCB = Quarter-Circle Back
HCF = Half-Circle Forward
HCB = Half-Circle Back
DP = Dragon Punch Motion (f, QCF)
BDP = Dragon Punch Motion in the opposite direction (b, QCB)
CHARGE = Hold the joystick in that direction
----
MISC
----
Again, these are more terms used for Capcom's fighting games. OTG,
which stands for "Off the Ground," will indicate to you moves that you
can use while your opponent is lying on the ground. I'll most likely use
that term in combos. THR, which stands for "Thrust," is one that I've
put into the FAQ just for this game. It indicates to you when to use the
Thruster.
OTG = Off The Ground
THR = Thrust
(ammo) = This move uses ammo (explained later)
(air) = This move can be performed in midair
(unblock) = This move is unblockable
While in air = This move must be done in midair
Corner enemy = This move must be done when your opponent is cornered
------------------------------------------------------------------------
c. Fighting Techniques
------------------------------------------------------------------------
This section will go over the basic moves for all Gundams and Mobile
Suits. It's all basic stuff but it's all stuff that could make the
different between life and death. Just remember that not all MS's
feature the following techniques listed below.
--------
BLOCKING
--------
To block an attack, just simply hold back (b) on the D-pad and your
character will go into its blocking animation. This protects you against
normal attacks. However, you'll take what is called chip damage if you
block special and super moves. You can also block in the air.
Watch yourself when you block. A standing block won't protect you from
low kicks and a crouching block won't protect you from air attacks. You
should also learn to watch out for unblockable moves and tricky moves
where there is a delay time of some kind. Many players are too
accustomed to blocking them so learn to break that habit when you know
that your opponent is about to use an unblockable move.
-----------------
EVADING/SHIELDING
-----------------
Press any two attack buttons and you'll perform one of two actions.
Most Gundams and MS's will sidestep into the background and come right
back while others will create a temporary forcefield. It takes off one
bar off of your thruster meter. Whether you evade or shield will depend
on what kind of MS you're using.
It doesn't sound like a big deal but you should really get used to
evading or shielding against attacks. Whenever you block an attack, you
take time to get out of the blocking animation. There is less recovery
time involved when you evade, which allows you to go back on the offense
more easily. Also, a lot of super moves inflict hefty chip damage so
evading or helps to avoid some of it.
Shielding, on the other hand, has a similar function. Rather than
sidestepping into the background, your character instantly creates a
translucent barrier that protects you from projectiles for a limited
duration of time. It doesn't protect you against physical attacks but it
certainly gives you a small edge against gun-happy opponents.
---------
THRUSTERS
---------
That R1 on top of your controller serves as a nifty Dash button. Press
it and you'll dash through the air. You may control which direction to
thrust towards. However, you have a meter that lets you thrust up to
three times in a row. Give it time and it'll recharge.
Pressing R1 while you're on the ground will make you do a quick long
jump across the stage. This little feature lets you ambush your opponent
from the air so learn to use it. Also, pressing R1 while you're lying on
the ground will allow you to quickly hop back up, allowing you to
recover more quickly.
------------
VERNIER MODE
------------
Press QCF + R1 to go into your basic Flight Mode. You may move in any
direction you want but as you fly around, your thruster meter will
slowly deplete. Once it's empty, you're back on the ground. You need a
full meter in order to go into this mode and you can't get out of the
mode until it's empty. Also, you can't block as you fly so be careful.
-------
DASHING
-------
Tap the D-pad b or f twice and you'll make a quick dash back or
forward. It's a useful standard with many fighting games and it's also
quite useful here whether you're going in for an attack or hopping back
for some defense.
---------
STUN BLOW
---------
Hit f + HP and you'll bash your opponent, stunning him for a little
while. Learn to use it. This move is a great setup for combos or super
moves.
--------
GUN AMMO
--------
Most MS's have a three-digit number right below their health meters.
That's the ammo supply for your gun attacks, which are usually performed
by pressing QCF + P. Needless to say, as you use your guns, you lose
ammo and once that counter drops to zero, you're empty. Once you realize
that your ammo supply is gone, you must be careful not to perform the
command. Otherwise, you'll be temporarily stuck in your character's
firing animation with nothing shooting out, leaving you wide open to an
attack.
The most popular type of gun attack that uses ammo is the Vulcan, which
is basically a machine gun. It deals several weak hits and consumes a
small amount of ammo. There are also characters that use cannon attacks
that fire blasts and beams rather than bullets but those have a tendency
to use up more ammo for fewer but stronger hits.
-------------
SPECIAL MOVES
-------------
Combining D-pad motions with the attack buttons will unleash special
signature moves for each MS. The Moves Lists for each MS in the later
parts of this FAQ will cover the different ones that each one has to
offer.
With the exception of particular characters, all of the characters in
the game have the following in common:
- One unblockable move
- One ammo-consuming move
- One super move
--------------------
MEGA SPECIAL ATTACKS
--------------------
Press QCF + any two attack buttons. This is your general super move,
hyper combo, etc. In this game, you get three shots and no refills. For
the sake of this FAQ, we'll call them super moves. Easier, isn't it?
-----------
OVERHEATING
-----------
This isn't really a technique but it's worth mentioning anyway. Your
health gauge is divided into three sections colored green, yellow, and
orange. Each section is damaged one at a time. When one section is gone,
your character will "Overheat" and your body will fall without taking
any further damage. However, use the Thruster to get off the ground
immediately. Otherwise, you'll be left open to an attack. This is the
game's safety measure to give the losing player a chance to redeem
himself.
Not all characters react the same way to Overheat. While your average-
sized characters will fall to the ground, the bigger heavyweight
characters may suddenly twitch and stumble back a little. Also, those
same characters may have different levels of health. You'll find
characters who have blue and purple gauges, which are above green but
that's not too common with most of them.
========================================================================
--------------------------[ IV. Characters ]----------------------------
========================================================================
This section is the very heart of the FAQ. It will cover each Gundam
and MS in terms of moves and any bits and pieces of strategies to go
with them. It's a very straightforward format so you shouldn't have any
problems following it.
Here's the format used:
FULL NAME: Full name of the Gundam or MS.
APPEARANCE: Tells what Gundam series that model is from.
PILOT: The suit's pilot.
GUARD TYPE: The guard defense it uses when pressing two buttons.
BASIC MOVES: The moves that you use with a simple tap of a button.
ALTERNATE MOVES: Simple moves, sometimes variations of basic moves.
SPECIAL MOVES: Moves that have D-pad motions with button taps.
SUPER MOVES: The signature Mega Special Attack of the MS.
COMBOS: Any combination attacks that the MS may have.
COMMENTS: Anything that you need to know about this MS's abilities.
Now go ahead and enjoy. Oh and for those who are curious about V
Gundam, that "V" should've been the Greek letter "Nu" but because
GameFAQs is unable to display it properly, I changed "Nu" into a "V".
------------------------------------------------------------------------
Acguy
------------------------------------------------------------------------
FULL NAME Acguy, MSM-04
APPEARANCE Mobile Suit Gundam
PILOT Akahana
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Short Jab Low Jab Short Jab
HP Lunge Punch Forward Punch Uppercut
LK Short Shin Kick Jump Kick Foot Kick
HK Ground Drop Kick Drop Kick Leg Ram
ALTERNATE MOVES
Head Bash While in air, d + HP
Knee Drop While in air, d + LK
Backward Kick f + HK
SPECIAL MOVES
Acguy Machine Gun QCF + P (ammo, air)
Acguy Jump Uppercut DP + P (air)
Acguy Claw Rush QCB + P
Acguy Drill Claw HCB + P (unblock)
SUPER MOVES
Acguy Rolling Maximum QCF + two buttons
COMBOS
- crouch LK, stand HP, Acguy Jump Uppercut
COMMENTS
- Acguy's forward dash is one of the fastest in the game. His thruster
seems to go somewhat higher that most characters as well.
- The Acguy Rolling Maximum is one of the more trickier moves to use
in the game. Use it immediately after you knock your opponent off
his/her feet. As they lay on the ground, the hits will accumulate.
------------------------------------------------------------------------
Altron
------------------------------------------------------------------------
FULL NAME Gundam Nataku, Altron Gundam, XXXG-01S2
APPEARANCE Gundam Wing: Endless Waltz
PILOT Chang Wufei
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Pincer Jab Low Claw Reach Low Pincer Jab
HP Claw Reach Dragon Fang Slam Low Claw Reach
LK Knee Thrust Forward Snap Kick Foot Kick
HK High Thrust Kick Somersault Kick Leg Ram
ALTERNATE MOVES
Extended Claw Reach f + HP
SPECIAL MOVES
Vulcan QCF + P (ammo, air)
Dragon Fang QCB + P (air)
Guard Jump QCB + K (air)
Fang Uppercut DP + P
Beam Trident Spike HCB + P (unblock)
Beam Trident Assault HCB, f + P (unblock)
SUPER MOVES
Altron Claw QCF + two buttons
COMBOS
- crouch LK, crouch HK, crouch HP
- LP, LK, HP, Beam Trident Assault
COMMENTS
- Altron's claws give his punches and moves quite a bit of range.
They're not too slow either.
- The second combo listed with the Beam Trident Assault doesn't
technically connect but that last move is unblockable and has low
startup time.
- The Guard Jump can easily be cancelled into any Basic Move.
- Don't worry about the hits of the Beam Trident Assault not
connecting. Because it's unblockable, your opponent can't guard
against it as it is and it's very difficult to evade or shield up.
------------------------------------------------------------------------
Ball
------------------------------------------------------------------------
FULL NAME Ball, RB-79
APPEARANCE Mobile Suit Gundam: The 08th MS Team
PILOT Shiro Amada
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP 2x Claw Pinch 2x Claw Pinch Foot Pinch
HP Duel Claw Pinch Mallet Smash Body Blow
LK Barrel Flick Low Duel Claw Pinch Low Barrel Jab
HK Gun Bunt Ball Drop Body Tackle
ALTERNATE MOVES
none
SPECIAL MOVES
Beam Cannon QCF + P (ammo, air)
Jackhammer Drill DCB + P (air)
Helicopter Spin QCB + K (air)
SUPER MOVES
none
COMBOS
- crouch LP, crouc LP, crouch LP, Jackhammer Drill
- LP, LP, LP, HP, Beam Cannon
COMMENTS
- Ball's thruster and dash are both very quick. Since Ball is also a
slight bit smaller than most characters, this makes moving around
the stage very easy.
- Ball's fast-action claws and moves can create combos very easily.
The Jackhammer Drill is particularly useful for piling on hits but
is a bit weak.
- As you may have expected, Ball takes more damage than most
characters. Learn to preserve as much health as possible by evading
frequently and using this character's speed to hop over attacks.
------------------------------------------------------------------------
Big-Zam
------------------------------------------------------------------------
FULL NAME Big-Zam, MA-08
APPEARANCE Mobile Suit Gundam
PILOT Dozul Zabi
GUARD TYPE none
BASIC MOVES IN MIDAIR CROUCHING
LP 2x Low Beam Laser 2x Low Beam Laser n/a
HP 5x High Beam Laser 5x Low Beam Laser n/a
LK Forward Kick Forward Kick n/a
HK Foot Stomp Foot Drop n/a
ALTERNATE MOVES
Low-Angle 2x Low Beam d + LP
Forward Hop d + HP
Leg Lift d + LK
Knee Tackle d + HK
Back Kick b + LK
SPECIAL MOVES
Homing Missile QCF + P (ammo)
SUPER MOVES
Mega Particle Cannon QCF + two buttons
COMBOS
none
COMMENTS
- Big-Zam is definitely a hardcore heavyweight character. No blocking,
no guard abilities, and horrendously slow reflexes. However, its
attack power is very high.
- Big-Zam's own walking can damage opponents. Combined with the 5x
High Beam Laser, you can quickly corner your opponent this way.
- The Mega Particle Cannon is one of the deadliest super moves in the
entire game. One shot can deal up to 49 hits, taking off more than a
third of your health. However, it's not entirely deadly. Most
characters can evade the attack entirely by staying close to Big-
Zam's legs.
------------------------------------------------------------------------
Bolt
------------------------------------------------------------------------
FULL NAME Bolt Gundam, GF13-013 NR
APPEARANCE G Gundam
PILOT Argo Gulskii
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Forward Punch Down Fist Low Forward Punch
HP Overhead Slam Rotate Punch Step Uppercut
LK High Kick Curled Drop Russian Rave Kick
HK Running Kick Dropkick Double Leg Kick
ALTERNATE MOVES
Lunge Punch f + HP
Extended Running Kick f + HK
Heavy Press While in air, d + HK
SPECIAL MOVES
Vulcan QCF + P (ammo, air)
Graviton Hammer QCB + P
Body Slam DP + P
Shoulder Tackle DP + K
Double Punch HCB + P (unblock)
SUPER MOVES
Gaia Crusher QCF + P
COMBOS
- crouch LK, crouch HK, Gaia Crusher
COMMENTS
- Bolt seems to be a high-powered Gundam. All of his moves have a lot
of "muscle" to them.
- When you're performing the Graviton Hammer, the moment the ball hits
your opponent, perform the move again and Bolt will immediately
throw the ball again for two more hits.
------------------------------------------------------------------------
Burning
------------------------------------------------------------------------
FULL NAME Burning Gundam (God Gundam), GF13-017 NJII
APPEARANCE G Gundam
PILOT Domon Kasshu
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Jab Punch Low Elbow Jab Punch
HP Uppercut Overhead Slam Lunge Punch
LK Shin Kick Forward Kick Foot Kick
HK Snap Kick Somersault Kick Dash Kick
ALTERNATE MOVES
Knee Dive While in air, d + LK
High Snap Kick While in air, d + HK
SPECIAL MOVES
Vulcan QCF + P (ammo, air)
Burning Finger QCB + P (air)
Burning Finger Uppercut DP + P
Tenkyoken HCF + P (air)
Burning Throw HCF, b + P
Thruster Knee QCB + K (air)
Knee Uppercut DP + K (air)
Beam Saber HCB + P (unblock)
SUPER MOVES
Sekiha Tenkyoken QCF + two buttons
COMBOS
none
COMMENTS
- The Dash Kick does not cause your opponent to fall down.
- The Thruster Knee does nothing on its own. However, you may cancel
it into any move you want.
- Burning Gundam seems to resemble your average martial artist in a
fighting game.
------------------------------------------------------------------------
Dark
------------------------------------------------------------------------
FULL NAME Dark Gundam (Devil Gundam), JDG-00X
APPEARANCE G Gundam
PILOT Kyoji Kasshu
GUARD TYPE none
BASIC MOVES IN MIDAIR CROUCHING
LP Extend Punch Shock Punch Hand Slam
HP Overhead Slam Forward Tackle Forward Tackle
LK Ground Worm Pirahna Torpedoes Upward Worm
HK Mega Worm Low Beam Cannon Upward Mega Worm
ALTERNATE MOVES
none
SPECIAL MOVES
Static Web QCF + P
Static Barrier DP + K
Triple Beam Cannon QCB + P
Double Hand Cannon HCB + P (unblock)
SUPER MOVES
Hyper Worm Assault QCF + two buttons
COMBOS
none
COMMENTS
- If you had to compare Dark to another character, it'd have to
somewhere between Wing and Big-Zam. He's stronger and bigger than
most characters but is still able to block and can withstand damage.
- Note that Dark does not have an ammo-consuming attack. You probably
won't need it considering that he has a load of other attacks that
make up for it.
- Dark doesn't get stunned by attacks very easily. You can unleash a
lot of damage with the attacks you have while, especially with the
Double Hand Cannon.
- CPU players have a tendency to stay wide open for a shot from the
Double Hand Cannon. Keep in mind that many human players won't make
that same mistakes.
- The Double Hand Cannon consists of a high beam and a low beam. Most
of the time, an average-sized character on the ground will only be
hit by the low beam for four or five hits. Larger characters will
often get hit by both beams, resulting in ten devastating hits.
------------------------------------------------------------------------
Deathscythe
------------------------------------------------------------------------
FULL NAME Gundam Deathscythe Hell Custom, XXXG-01D2
APPEARANCE Gundam Wing: Endless Waltz
PILOT Duo Maxwell
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Edge Strike Edge Strike Front Jab
HP Scythe Swing Scythe Swing Upward Swing
LK Shin Kick High Snap Kick Foot Kick
HK Front Snap Kick Knee Thrust Slide Kick
ALTERNATE MOVES
none
SPECIAL MOVES
Vulcan QCF + P (ammo, air)
Beam Sickle QCB + P (air)
Upward Scythe DP + P (unblock)
Pounce Kick QCF + K (air)
Teleport QCB + K (air)
COMBOS
none
SUPER MOVES
Hell Scissors QCF + two buttons (unblock)
COMMENTS
- Deathscythe's basic punches have a lot more range that most
characters but his HP is horrendously slow. However, that HP also
happens to be unblockable.
- Like most super moves, the Hell Scissors attack has almost no
startup time. Since it's also unblockable, this move is one of the
most useful moves in the game.
- Each time you use the Teleport, you move half a screen towards your
opponent. However, it's much more than it looks. Immediately after
Deathscythe disappears, hold the D-pad in any direction to reappear
a short distance in the corresponding direction. You may also cancel
the teleport with an attack. As you can see, learning to use the
Teleport will give you the advantage in a fight.
- Believe it or not, Deathscythe's Slide Kick doesn't cause your
opponent to fall down.
------------------------------------------------------------------------
Dragon
------------------------------------------------------------------------
FULL NAME Dragon Gundam, GF13-011NC
APPEARANCE G Gundam
PILOT Sai Sici
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Dragon Claw Dragon Claw Dragon Claw
HP Double Dragon Attack Dragon Claw Extend Dual Dragon Claw
LK Snap Kick Jump Kick Foot Kick
HK Double Snap Kick High Kick Slide Kick
ALTERNATE MOVES
Double Dragon Claw Extend f + HP
Somersault Dive Kick While in air, d + HK
SPECIAL MOVES
Dragon Fire QCF + P (ammo, air)
Dragon Inferno QCB + P (air)
Catapult Kick DP + K
Fei Long Flag QCF + K (air)
Fei Long Attack HCB, f + P (unblock)
Fei Long Crush While in air, HCB, f + P (unblock)
SUPER MOVES
Shin Ryusei Kockoken QCF + two buttons
COMBOS
- Crouch LK, Catapult Kick, Shin Ryusei Kockoken, Crouch LK, Crouch HK
COMMENTS
- Like Altron, Dragon's special arms give him a great amount of range.
- The Dragon Fire is best used at close range where all of the
fireballs have a good chance of hitting an average-sized character.
- The Fei Long Flag attack is a great way to put pressure on your
opponent. Plant some and attack your opponent head-on. As the flags
raise, your opponent's chances of counterattack are slim.
------------------------------------------------------------------------
Epyon
------------------------------------------------------------------------
FULL NAME Gundam Epyon, OZ-13MS
APPEARANCE Gundam Wing
PILOT Treize Khushrenada
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Spear Hand Head Rod Extend Spear Hand
HP Heat Rod Lash Heat Rod Lash Heat Rod Lash
LK Leaping Knee Forward Drop Kick Foot Kick
HK Somersault Kick Somersault Kick Double Leg Kick
ALTERNATE MOVES
Heat Rod Extend f + HP
Epyon Claw f + LP
SPECIAL MOVES
Torpedo Rush QCF + P (air)
Rising Wing QCB + P (air)
Thruster Knee QCB + K (air)
Beam Sword HCB + P (unblock)
SUPER MOVES
Hyper Beam Sword QCF + two buttons (unblock)
COMBOS
- LP, LK, HP
- Corner enemy, LP, LK, HP, Torpedo Rush, Torpedo Rush, OTG crouch LK,
crouch HK, Torpedo Rush
COMMENTS
- Many players of Gundam Wing: Endless Duel on the Super Famicom
should remember Epyon very well. His movelist is nearly unchanged
with the exception of certain moves.
- Epyon doesn't have a Vulcan. Thus, he has no ammo supply and has no
means of firing any projectiles.
- Use the D-pad to control which direction to go when using the
Torpedo Rush. Also, if you perform a second Torpedo Rush
immediately after the first one, Epyon will pause for a moment
before continuing. Last but not least, your opponent can get hurt
by the purple energy that glows as he charges up for the Rush.
- The Thruster Knee does nothing on its own. However, it can be
cancelled into any move you want.
- Epyon's Heat Rod gives him quite a bit of range. It can also unleash
several hits when used in a combo.
- The Hyper Beam Sword attack is unblockable. It's also incredibly easy
to cancel most of his normal moves into this move, especially when
you're canceling from a Heat Rod move.
------------------------------------------------------------------------
GP-02A
------------------------------------------------------------------------
FULL NAME Gundam Physalis, GP-02A
APPEARANCE Gundam 0083: Stardust Memory
PILOT Anavel Gato
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Gut Punch Low Shield Blow Low Shield Blow
HP Shield Ram Shield Smash Shield Smash
LK Shin Kick Weak Snap Kick Shield Dash
HK Double Kick Somersault Kick Leg Dash
ALTERNATE MOVES
Shield Smash f + HP
Overhead Shield Smash While in air, d + HP
SPECIAL MOVES
Hyper Bazooka QCF + P (air)
Bazooka Bombard QCB + P
Shield Buster QCF + K (air)
Beam Saber HCB + P (unblock)
COMBOS
none
SUPER MOVES
Atomic Bazooka QCF + two buttons
COMMENTS
- The Atomic Bazooka seems to act more like a trap or an obstacle than
a super move. Fire one and try to get your opponent to touch as much
of the blast sphere as possible. The Shield Buster is a great way to
get things done.
- In addition to being a great trap, the Atomic Bazooka is also a
great way to keep extremely large characters stunned while you
attack. Learn to time it correctly so that you'll know when the
attack ends.
- The Bazooka Bombard attack is a great way to trap your opponent in
an all-out attack but watch out for its long startup time. That can
leave you dead open for an attack. Another issue with this move is
the fact that you can't perform the Atomic Bazooka attack after
launching them. You'll have to wait until all of the shells have
blown.
------------------------------------------------------------------------
Gundam ZZ
------------------------------------------------------------------------
FULL NAME Full Armor Double ZZ (Zeta) Gundam, FA-010S
APPEARANCE Gundam ZZ
PILOT Judau
GUARD TYPE Shield
BASIC MOVES IN MIDAIR CROUCHING
LP Low Forward Punch Low Forward Punch Low Punch
HP Cannon Bash Overhead Cannon Bash Low Cannon Bash
LK Double Knee Thrust Forward Kick Foot Kick
HK Particle Cannon Particle Cannon Slide Leg Kick
ALTERNATE MOVES
Guard Punch b + HP
SPECIAL MOVES
Double Beam Rifle QCF + P (ammo, air)
Knee Lift Shot QCF + K (ammo)
Missile Barrage QCB + P
Beam Saber HCB + P (unblock)
SUPER MOVES
Hyper Mega Particle Cannon QCF + two buttons
COMBOS
none
COMMENTS
- The Particle Cannon pushes you back.
- The Double Beam Rifle eats up to 150 ammo per shot so watch your
ammo supply carefully.
- The Knee Lift Shot eats 100 ammo each time it connects. Yet another
reason to watch your ammo supply.
- Gundam ZZ does aim when you fire the Missile Barrage but the path of
the missiles can get so curved that it's sometimes difficult to tell
where they're going to hit.
------------------------------------------------------------------------
Heavy Arms
------------------------------------------------------------------------
FULL NAME Gundam Heavy Arms Custom, XXXG-01H2
APPEARANCE Gundam Wing: Endless Waltz
PILOT Trowa Barton
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Twin Missile Twin Missile Twin Grenade Drop
HP Chest Vulcan Chest Vulcan Low Chest Vulcan
LK Knee Thrust Knee Thrust Foot Kick
HK High Snap Kick Dropkick High Snap Kick
ALTERNATE MOVES
Short-Range Twin Missile b + LP
Gatling Press While in air, d + HP
SPECIAL MOVES
Double Gatling Gun QCF + P (ammo, air)
Anti-Air Shot DP + P
Leg Missile Barrage QCB + K (air)
Somersault Knee QCB + K
Spark Missiles HCB + P (unblock)
SUPER MOVES
Full Fire QCF + two buttons
COMBOS
none
COMMENTS
- Heavy Arms is an extreme long-range attacker in this game. Half of
his basic moves involve firing projectiles and most of his special
moves fire missiles or bullets.
- As you may expect, Heavy Arms's ammo-consuming attack fires off lots
of bullets. His Double Gatling Gun eats 100 points off your ammo
supply for a maximum total of 20 hits. Since he only has 500 points
of ammo, this limits the attack to only five shots.
- The Anti-Air Shot is more than just what the name implies. This move
allows you to slide at your opponent's legs, which knocks him/her
airborne. Once they're off their feet, Heavy Arms fires at them.
However, it's actually blockable while standing.
- The Spark Missile is the only unblockable projectile in the entire
game but don't think that's abusive just yet. Unlike Heavy Arm's
other projectile moves, the Missile vanish after going across about
two-thirds of the screen.
------------------------------------------------------------------------
Hydra
------------------------------------------------------------------------
FULL NAME Hydra Gundam, OZ-15AGX
APPEARANCE Gundam Wing: G-Unit
PILOT Valdor Farkill
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Spear Hand Spear Hand Spear Hand
HP Gut Punch Hammer Fists Uppercut
LK Side Thrust Kick Low Forward Kick Foot Kick
HK Snap Kick Dive Kick Double Leg Kick
ALTERNATE MOVES
Overhead Flip Kick f + HK
SPECIAL MOVES
Beam Cannon QCF + P (ammo, air)
Double Tail Laser QCB + P
Beam Saber Double Slash HCB + P (unblock)
SUPER MOVES
Hydra Assault QCF + two buttons (unblock)
COMBOS
none
COMMENTS
- Chances are good that you've never heard of the Hydra Gundam in the
Gundam Wing universe. Apparently, he only appeared in a comic book
released in Japan called "Gundam Wing: G-Unit."
- The Hydra Assault isn't fully unblockable. The first part of the
move, which is a punch-kick combo, can be blocked but the beam saber
attack at the end isn't.
- Hydra may look comparable to a heavyweight character like Dark or
Neue Ziel but it's actually not. Its ability to take damage is no
different from Wing and other average-built characters and its large
size only makes it worse.
- When Hydra blocks, it seems to have an added "shielding" effect
that numbs projectile damage. A definite advantage since Hydra's
height makes it a big target for some moves.
- Hydra's Beam Cannon fires one barrage when you use LP and two when
you use HP. The second barrage is often overlooked by a lot of
players so they go in for an attack just as the second one is ready
to fire.
------------------------------------------------------------------------
Hygogg
------------------------------------------------------------------------
FULL NAME Hygogg, MSM-03C
APPEARANCE Mobile Suit Gundam 0080: War in the Pocket
PILOT Mikhail Kaminsky
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Palm Thrust Low Palm Thrust Palm Thrust
HP Double Palm Thrust Rotate Arm Slam Long Palm Thrust
LK Foot Thruster Foot Thruster Low Foot Thruster
HK Flip Foot Thruster Foot Dive Long Thruster
ALTERNATE MOVES
Thruster Tackle f + HK
SPECIAL MOVES
Machine Gun QCF + P (ammo, air)
Homing Missiles QCB + P
Jumping Tackle QCF + K (air)
Palm Flare HCB + P (unblock)
SUPER MOVES
Hell Burner Rush QCF + two buttons
COMBOS
none
COMMENTS
- The Hell Burner Rush can be followed up by other attacks.
- Those long arms give Hygogg a lot of reach.
- Be aware of the slight startup time that the Rotate Arm Slam has.
------------------------------------------------------------------------
Master
------------------------------------------------------------------------
FULL NAME Master Gundam, GF13-001 NHII
APPEARANCE G Gundam
PILOT Master Asia (Tohou Fuhai)
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Double Spear Hand Palm Blow Spear Hand
HP Spear Hand Uppercut Quadra Spear Hand Rocket Punch
LK Snap Kick Ax Kick Shin Kick
HK Knee-Side Thrust Knee Thrust Tackle
ALTERNATE MOVES
Standing Trip b + HK
Dive Kick While in air, d + HK
Knee Thrust Assault While in air, repeatedly tap HK
SPECIAL MOVES
Darkness Finger QCF + P
Tenkyoken HCF + P (air)
Upward Tenkyoken DP + P
Dragon Kick QCF + K
Dragon Dive QCB + K
Master Cloak QCB + P
Darkness Wave HCB + P (unblock)
SUPER MOVES
Sekiha Tenkyoken QCF + two buttons
COMBOS
none
COMMENTS
- The Master Cloak can be easily cancelled into any special move,
allowing you to counterattack against your opponent when he/she is
open for an attack. Learn to use it.
- The Knee Thrust Assault can hit up to four times before ending.
------------------------------------------------------------------------
Maxter
------------------------------------------------------------------------
FULL NAME Gundam Maxter, GF13-006NA
APPEARANCE G Gundam
PILOT Chibodee Crocket
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Jab Punch Jab Punch Jab Punch
HP Lunge Punch Lunge Punch Lunge Punch
LK Knee Thrust Low Knee Knee Thrust
HK Uppercut Diving Tackle Body Slide
ALTERNATE MOVES
Upward Jab While in air, u + LP
Air Uppercut While in air, u + HP
Slide Uppercut f + HP
SPECIAL MOVES
Twin Magnum QCF + P (ammo, air)
Burning Punch QCB + P
Cyclone Punch DP + P
Thrust Up DP + K
Double Step QCB + K
Gigantic Magnum HCB + P (unblock)
SUPER MOVES
Machine Gun Punch QCF + two buttons
COMBOS
none
COMMENTS
- The Thrust Up move does nothing on its own. All it does is rocket
you upward as though you had pressed the THR button. However, it
doesn't use energy from your thruster meter and it can easily be
cancelled into any move you want.
- Like the Thrust Up move, the Double Step also does nothing on its
own but it can be cancelled into other moves.
- Be careful when you're using the Diving Tackle. A direct miss is
going to leave you dead open for a counterattack.
- The Twin Magnum is one of the fastest ammo-consuming attacks in the
game.
------------------------------------------------------------------------
Neue Ziel
------------------------------------------------------------------------
FULL NAME Neue Ziel, AMX-002/AMA-X2
APPEARANCE Gundam 0083: Stardust Memory
PILOT Anavel Gato
GUARD TYPE none
BASIC MOVES IN MIDAIR CROUCHING
LP Arm Blow Arm Blow Arm Blow
HP Dual Arm Blow Dual Arm Blow Dual Arm Blow
LK Low Rocket Punch Low Rocket Punch Low Rocket Punch
HK Dual Rocket Punch Dual Rocket Punch Dual Rocket Punch
ALTERNATE MOVES
none
SPECIAL MOVES
Arm Laser QCF + P (air, ammo)
Homing Missiles QCB + P (air)
Thruster Tackle QCF + K (air)
Beam Saber HCB + P (air, unblock)
SUPER MOVES
Mega Beam Cannon QCF + two buttons (air)
COMBOS
none
COMMENTS
- Neue Ziel is one of the heavyweight characters in this game. It
can't block, has no method of evading or shielding and it must use
the Thruster Tackle to turn itself around. However, like most
characters in its class, the Neue Ziel is very powerful.
- Neue Ziel has more health than anyone else in the game. It is the
only character that starts with a purple health gauge.
- Neue Ziel comes with a permanent Vernier Mode. It's in a constant
Flight Mode. This makes it one of the faster heavyweights in the
game but at the same time, one of the harder ones to control since
every tap on the D-pad feels like a dash. Use your moves to cancel
out of your movements.
- The Mega Beam Cannon rotates as it fires. To get the most out of it,
get as close as possible to your opponent before firing it.
------------------------------------------------------------------------
Psyco
------------------------------------------------------------------------
FULL NAME Psyco Gundam Mk III, MRX-011
APPEARANCE Gundam Battle Assault
PILOT Ulube
GUARD TYPE none
BASIC MOVES IN MIDAIR CROUCHING
LP Gut Punch Gut Punch Low Punch
HP Double Fist Double Fist Tackle
LK Knee Thrust Snap Kick Foot Kick
HK Forward Kick Low Dropkick Low Forward Kick
ALTERNATE MOVES
Hammer Knuckle Drop While in air, d + HP
SPECIAL MOVES
Double Particle Cannon QCF + P (air)
Knee Crush QCB + P
Jumping Uppercut DP + P
Beam Katar Blade HCB + P (unblock)
SUPER MOVES
Hyper Beam Assault QCF + two buttons
COMBOS
none
COMMENTS
- The Psyco Mk III was first created specifically for the first GBA.
It technically doesn't exist in the Gundam UC universe. It's based
upon the existing Psyco Gundam Mk I and Mk II. It's also arguably
the cheapest MS to pilot in this game.
- Psyco plays like a giant tank (ironically, that's what it is). Its
moves are horrendously slow but at the same time, they inflict
massive damage and Psyco himself can withstand damage without
getting stunned. He can also block as well.
- There doesn't seem to be any way to effectively use the Hyper Beam
Assault against normal-size characters. The best time to use it is
when they're just about to land on the ground after a jump. Not all
of the shots will connect but it's still better than nothing.
------------------------------------------------------------------------
Quin Mantha
------------------------------------------------------------------------
FULL NAME Quin Mantha, NZ-000
APPEARANCE Gundam ZZ
PILOT Elpe Puru II
GUARD TYPE Shield
BASIC MOVES IN MIDAIR CROUCHING
LP Gut Punch Low Elbow Low Punch
HP Double Lunge Punch Forward Elbow Two-Fist Uppercut
LK Knee Thrust Snap Kick Foot Kick
HK Snap Kick Low Dropkick Leg Kick
ALTERNATE MOVES
Overhead Elbow Drop f + HP
Dash Tackle f + HK
Body Press While in air, d + HP
Heel Kick While in air, d + LK
SPECIAL MOVES
Beam Launcher QCF + P (ammo, air)
Upward Throw DP + P
Funnel Dispatch HCF + P (air)
Funnal Attack After Funnel Dispatch, QCF + P (air)
Beam Saber HCB + P (unblock)
SUPER MOVES
Particle Beam Assault QCF + two buttons
COMBOS
- crouch HP, Particle Beam Assault
- Upward Throw, Particle Beam Assault
COMMENTS
- The Particle Beam Assault is best used when you're farther away from
your opponent but alternately, you can use the first combo listed
above as a way to get all of your shots to hit. However, the
Overheat rule will ruin this if your opponent's health is too low.
- To use the second listed combo correctly, you need some careful
timing. Perform the Particle Beam Assault when your opponent's
airborne body is about to go into the path of the beams. Taking an
average-sized Gundam for an opponent, you should perform the Assault
when his body is at about the height of Quin Mantha's shoulders. If
timed correctly, all of the beams will hit for high damage.
------------------------------------------------------------------------
Rose
------------------------------------------------------------------------
FULL NAME Gundam Rose, GF13-009 NF
APPEARANCE G Gundam
PILOT George de Sand
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Fencing Jab Fencing Jab Low Fencing Jab
HP Fencing Swipe Fencing Swipe Low Fencing Stab
LK Snap Kick Low Knee Foot Kick
HK Leaping Knee Dive Kick Double Leg Kick
ALTERNATE MOVES
Step Swipe f + HP
Downward Swipe While in air, d + HP
Upward Swipe While in air, u + HP
SPECIAL MOVES
Vulcan QCF + P (ammo, air)
Wave Slash QCB + P (air)
Lightning Fencing Attack HCF + P, P (air)
Uppercut Swipe DP + P (air)
Funnel Dispatch HCF + K
Funnel Attack After Funnel Dispatch, QCF + P (air)
Chevalier Beam Saber HCB + P (unblock)
SUPER MOVES
Rose Hurricane QCF + two buttons
COMBOS
- crouch LK, crouch HK, Rose Hurricane
COMMENTS
- That fencing foil allows him to poke at his opponents from quite a
distance, perhaps even more so than Altron.
- There is a second P in the Uppercut Swipe attack. After you perform
QCF + P, tap P to lunge forward in the air for up to four more hits. </pre><pre id="faqspan-2">
Learn to time your positioning in the air in order to get all four
hits through.
- The Funnel Attack is a good way to indirectly damage your opponent
while you go up to him/her for an attack.
- The Wave Slash looks as though it does nothing but in fact, it has a
very useful effect. The waves left by the Slash absorbs projectiles,
which can protect you against players who love using them. You may
also perform the move as many times as you want but you'll mostly
see two wave onscreen at one time.
- The Funnel Attack attacks in two rounds of three. Most of the time,
the two rounds don't connect with one another. However, in one way,
it extends the attack's length of time, giving you a more open
opportunity to attack.
------------------------------------------------------------------------
RX-78
------------------------------------------------------------------------
FULL NAME Gundam RX-78
APPEARANCE Mobile Suit Gundam
PILOT Amuro Ray
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Middle Jab Punch Jab Punch Jab Punch
HP Shield Thrust Shield Thrust Shield Thrust
LK Knee Thrust Forward Kick Foot Kick
HK Front Snap Kick Axe Kick Flying Knee
ALTERNATE MOVES
Dive Kick While in air, d + HK
SPECIAL MOVES
Short-Range Vulcan b, f + P
Beam Rifle QCF + P (air)
Shield Uppercut DP + P
Hammer Punch HCF + P
Helmet Spike QCB + P
Beam Saber HCB + P (unblock)
Gundam Javelin While in air, HCB + P (unblock)
COMBOS
- LP, LK, HP, Shield Uppercut
SUPER MOVES
Gundam Hammer QCF + two buttons
COMMENTS
- The Gundam Hammer needs a lot of careful timing and positioning for
it to work. Being too close or too far away from your opponent will
cause you to miss. Try to be about five or six steps away from your
opponent for full effect.
- The Gundam Hammer attack may be difficult to use but its ability to
take off an entire bar of health makes up for it.
- When you're firing the Short-Range Vulcan, hit P repeatedly to keep
firing bullets for a little longer. Against the wall, this move can
inflict up to 20+ hits but is unfortunately very weak.
------------------------------------------------------------------------
Sandrock
------------------------------------------------------------------------
FULL NAME Gundam Sandrock Custom, XXXG-01SR2
APPEARANCE Gundam Wing: Endless Waltz
PILOT Quatre Rabarba Winner
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Jab Punch Low Jab Punch Jab Punch
HP Overhead Smash Overhead Smash Shoulder Tackle
LK Knee Thrust Knee Thrust Foot Kick
HK Leaping Snap Kick Drop Kick Double Leg Kick
ALTERNATE MOVES
none
SPECIAL MOVES
Vulcan QCF + P (ammo, air)
Heat Shorter Throw QCB + P (air)
Heat Shorter Hurl DP + P
Heat Shorter Rush QCB + K, K
Heat Shorter Somersault QCF + K (air)
Heat Shorter Hunt HCB + P (unblock)
SUPER MOVES
Earth Slash QCF + two buttons
COMBOS
- Crouch LK, Heat Shorter Somersault
- Crouch LK, Crouch HK, Earth Slash
COMMENTS
- Let me explain to you about that second K for the Heat Shorter Rush.
The move is divided into two hits if you use LK and four hits if you
use HK. After the last hit, quickly press any K to add a final hit.
Don't do it too early; otherwise, you'll end the attack too quickly.
- The instruction manual called that last hit "Blazer End" and had
listed it as an Alternate Move but it just makes more sense to list
it as part of the Heat Shorter Rush.
- Anytime your opponent is lying on the ground, it leaves him open for
the Earth Slash. The combo listed above is just one of the ways to
do it. Do it quickly, though. That Thruster makes escaping far too
easy if you don't pull it off in time.
------------------------------------------------------------------------
Sazabi
------------------------------------------------------------------------
FULL NAME Sazabi, MSN-04
APPEARANCE Mobile Suit Gundam Movie: Char's Counterattack
PILOT Char Aznable
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Forward Punch Claw Blow Low Claw Blow
HP Shield Thrust Low Shield Thrust Low Shield Thrust
LK Knee Thrust Low Knee Foot Kick
HK Snap Kick Double Kick Dash Kick
ALTERNATE MOVES
Back Dive Kick While in air, d + HK
SPECIAL MOVES
Beam Shot Rifle QCF + P (ammo, air)
Spin Kick QCB + K (air)
Funnel Dispatch HCF + P (air)
Funnel Attack After Funnel Dispatch, QCF + P (air)
Beam Axe HCB + P (unblock)
SUPER MOVES
Beam Shot Flush QCF + two buttons
COMBOS
none
COMMENTS
- Try to be careful when you're using Funnel Dispatch. It leaves you
dead open for a counterattack. The safest spot to pull it off is
high up in the air.
- The Funnel Attack seems to home in on your opponent before they
fire. After the Funnels are dispatched, you can try to immediately
use the Funnel Attack and go in for a direct attack as they fire on
your opponent.
- Sazabi's Funnel Attack is the only one Funnel Attack that inflicts
up to eight hits.
------------------------------------------------------------------------
Tallgeese III
------------------------------------------------------------------------
FULL NAME Tallgeese III, OZ-00MS2B
APPEARANCE Gundam Wing: Endless Waltz
PILOT Zechs Merquise (Milliardo Peacecraft)
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Heat Rod Tip Heat Rod Jab Heat Rod Jab
HP Shield Bash Heat Rod Extend Uppercut Spike
LK Snap Kick Dive Kick Foot Kick
HK Side Thrust Kick Forward Snap Kick Double Foot Kick
ALTERNATE MOVES
Shield Slam While in air, d + HP
SPECIAL MOVES
Mega Cannon QCF + P (ammo, air)
Mega Cannon Plus QCF + K (ammo, air)
Heat Rod Whip QCB + P
Thrust Knee DP + P (air)
Thrust Knee Shot DP + K
SUPER MOVES
Mega Cannon Max Mode QCF + two buttons
COMBOS
none
COMMENTS
- The difference between Mega Cannon and its Plus version is that the
Plus shots can shoot through your opponent's projectiles but eats up
an additional 20 points of ammo. Also, don't forget that whatever
your opponent throws at you can still go through to hurt you.
- The Mega Cannon eats up tons of ammo. The normal shots uses 105
points of ammo and the Plus shots uses 135 points. Watch your ammo
supply carefully.
- Tallgeese III has a lot of range as a melee fighter. The Heat Rod,
which is actually a sharp-edged whip, gives him about as much range
as Altron's Dragon Fang. His legs are also much longer than the legs
on most Gundams and MS's, giving his kicks a lot of range as well.
------------------------------------------------------------------------
V Gundam
------------------------------------------------------------------------
FULL NAME V (Nu) Gundam, RX-93
APPEARANCE Mobile Suit Gundam Movie: Char's Counterattack
PILOT Amuro Ray
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Mid Punch Shield Jab Low Mid Punch
HP Shield Tackle Shield Bash Shield Sweeper
LK Foot Kick Knee Thrust Ankle Kick
HK Funnel Assault Funnel Assault Funnel Assault
ALTERNATE MOVES
none
SPECIAL MOVES
Beam Rifle QCF + P (ammo, air)
Jumping Knee QCF + K (air)
Funnel Dispatch HCF + P (air)
Funnel Attack After Funnel Dispatch, QCF + P (air)
Beam Saber HCB + P (unblock)
SUPER MOVES
none
COMBOS
LP, HP, HK
COMMENTS
- V Gundam is one of the few characters in the game who has no super
move whatsoever. You'll just have to live without one.
- The Funnels that V Gundam carries are a great weapon when used
properly. They resemble the Planet Protectors that the Mercurius had
way back in Gundam Wing: Endless Duel. Trying to use them in combos
is a bit tricky. On the other hand, defensively they can absorb some
of the damage from projectiles, making fighting a lot easier against
trigger happy opponents.
- Try to be careful when you're using Funnel Dispatch. It leaves you
dead open for a counterattack. The safest spot to pull it off is
high up in the air.
- The Funnel Attack seems to home in on your opponent before they
fire. After the Funnels are dispatched, you can try to immediately
use the Funnel Attack and go in for a direct attack as they fire on
your opponent.
- Immediately after your Jumping Knee connects, hit HK for an extra
hit from a Funnel on V Gundam's back.
------------------------------------------------------------------------
Wing
------------------------------------------------------------------------
FULL NAME Wing Gundam Zero Custom, XXXG-00W0
APPEARANCE Gundam Wing: Endless Waltz
PILOT Heero Yuy
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Jab Punch Rifle Bash Jab Punch
HP Rifle Shot Rifle Shot Rifle Shot
LK Knee Thrust Rifle Jab Foot Kick
HK Front Snap Kick Low Drop Kick Slide Kick
ALTERNATE MOVES
Hovering While in air, d
SPECIAL MOVES
Machine Cannon QCF + P (ammo, air)
Twin Buster Rifle QCB + P (air)
Spread Shot HCF + P (air)
Bird Tackle QCB + K (air)
Rising Bird Tackle DP + K (air)
Beam Saber HCB + P (unblock)
COMBOS
- crouch LK, crouch HK, crouch HK
SUPER MOVES
Final Twin Buster Rifle QCF + two buttons
COMMENTS
- When you're using the Spread Shot, tapping P seems to hold the shot
as a large spark at the tip of the rifle barrel for a short amount
of time. This spark hurts your opponent for a handful of hits if it
connects.
- For the Final Twin Buster Rifle, your Gundam will leap into the air
before firing a large beam attack down at your opponent. This move
makes a great counterattack against any attacks from the ground.
- This Gundam's Slide Kick is fast and low-hitting, making it a very
useful move that can easily trip your opponent.
- Both of the Bird Tackle moves give you invincibility against
projectiles for the duration of the attack. This makes it an
excellent counterattack against vulcan attacks.
------------------------------------------------------------------------
Zaku II
------------------------------------------------------------------------
FULL NAME Zaku II, MS-06F
APPEARANCE Mobile Suit Gundam
PILOT Denim
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Forward Punch Low Elbow Low Forward Punch
HP Lunge Punch Low Lunge Punch Low Lunge Punch
LK Shin Kick Knee Kick Foot Kick
HK Snap Kick Upper Kick Leg Kick
ALTERNATE MOVES
Shoulder Tackle f + HK
Forward Kick While in air, f + HK
SPECIAL MOVES
Zaku Machine Gun QCF + P (ammo, air)
Rising Tackle QCF + K (air)
Cracker Grenade QCB + P (air)
Heat Tomahawk HCB + P (unblock)
SUPER MOVES
Cracker Special QCF + two buttons
COMBOS
none
COMMENTS
- When you're on the ground, the Cracker Grenades are thrown forward
but when you're in midair, they're thrown down.
------------------------------------------------------------------------
Zaku IIS
-----------------------------------------------------------------------
FULL NAME Zaku IIS Commander Type, MS-06S
APPEARANCE Mobile Suit Gundam
PILOT Char Aznable
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Forward Punch Low Elbow Low Forward Punch
HP Lunge Punch Low Lunge Punch Low Lunge Punch
LK Shin Kick Knee Kick Foot Kick
HK Snap Kick Upper Kick Leg Kick
ALTERNATE MOVES
Shoulder Tackle f + HK
Forward Kick While in air, f + HK
SPECIAL MOVES
Zaku Machine Gun QCF + P (ammo, air)
Rising Tackle QCF + K (air)
Cracker Grenade QCB + P (air)
Heat Tomahawk HCB + P (unblock)
SUPER MOVES
Cracker Special QCF + two buttons
COMBOS
none
COMMENTS
- The Zaku IIS is much faster than the Zaku II. The Cracker Grenades
also seems to go out much further before exploding. The only other
difference aside from the red paint job is the small red crest on
its head, which doesn't appear on the old Zaku II.
- When you're on the ground, the Cracker Grenades are thrown forward
but when you're in midair, they're thrown down.
------------------------------------------------------------------------
Zeong
------------------------------------------------------------------------
FULL NAME Zeong, MSN-02
APPEARANCE Mobile Suit Gundam
PILOT Char Aznable
GUARD TYPE Shield
BASIC MOVES IN MIDAIR CROUCHING
LP Gut Punch Short Uppercut Low Rocket Punch
HP Double Rocket Punch Double Palm Blow Dual Rocket Punch
LK Burst Shot Low Burst Shot Low Burst Shot
HK Double Burst Shot Double Low Burst Shot Dual Low Burst
ALTERNATE MOVES
Upper Rocket Punch b + HP
Sweep Punch While in air, d + HP
Deep Burst Shot While in air, d + LK
Deep Double Burst Shot While in air, d + HK
SPECIAL MOVES
Hand Blaster QCF + P (ammo, air)
Rocket Punch Assault QCB + P (air)
Energy Slam HCB + P (unblock)
SUPER MOVES
Psycho Mu Attack QCF + two buttons
COMBOS
none
COMMENTS
- The Hand Blaster is an ammo eater. It can inflict up to 16 hits but
at the cost of up to 160 ammo, it doesn't leave you with too many
rounds to fire.
- To use the Psycho Mu Attack to its fullest, try to be as close to
your opponent as possible. Most normal-sized characters will be
popped into the air by Zeong's arms, allowing the blasters to link
up its shots into a combo.
========================================================================
----------------------[ V. Abandoned Characters ]-----------------------
========================================================================
Master ZED on the message boards examined a section in the game's
programming that dealt the character selection lineup and he came across
a startling discovery: abandoned characters.
The following characters require a GameShark in order to access them.
I've listed the codes in the Unlocking Secrets section below for your
convenience. As of right now, I don't have access to my PSX so I'll need
some time before I can list their moves.
------------------------------------------------------------------------
Hamma Hamma
------------------------------------------------------------------------
FULL NAME Hamma Hamma, AMX-103
APPEARANCE Mobile Suit Z (Zeta) Gundam
PILOT Mashymre Cello
GUARD TYPE Shield
BASIC MOVES IN MIDAIR CROUCHING
LP Claw Jab Low Claw Jab Short Claw Jab
HP Overhead Swing Double Crab Claw Upward Claw Extend
LK Short Kick Forward Kick Foot Kick
HK Axe Kick Side Kick Hard Shin Kick
ALTERNATE MOVES
none
SPECIAL MOVES
Spread Cannon QCF + P (ammo, air)
Grenade Drop QCB + P (air)
Saber Swing HCB + P (unblock)
Overhead Claw QCB + K (air)
SUPER MOVES
Shock Orbs QCF + two buttons
COMBOS
none
COMMENTS
- If you have Pilot Display active, you'll see Domon's face rather than
Mashymre Cello's.
------------------------------------------------------------------------
Qubeley
------------------------------------------------------------------------
FULL NAME Qubeley, AMX-004
APPEARANCE Mobile Suit Z (Zeta) Gundam
PILOT Haman Karn
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Hand Strike Hand Strike Low Hand Strike
HP Overhead Chop Palm Blow Double Palm Blow
LK Forward Kick Forward Kick Foot Kick
HK High Kick High Kick Shin Kick
ALTERNATE MOVES
High Back Kick b + HK
SPECIAL MOVES
Hand Cannon QCF + P (air)
Beam Saber HCB + P (unblock)
Funnel Dispatch HCF + P
Funnel Attack After Funnel Dispatch, QCF + P
Double Kick QCF + K
Somersault Kick While in air, QCF + K
Flying Kick QCB + K (air)
SUPER MOVES
Funnel Assault QCF + two buttons
COMBOS
none
COMMENTS
- Like Hamma Hamma, Domon's face will appear if Pilot Display is
active.
------------------------------------------------------------------------
The-O
------------------------------------------------------------------------
FULL NAME The-O, PMX-003
APPEARANCE Mobile Suit Zeta Gundam
PILOT Paptimus Scirocco
GUARD TYPE Shield
BASIC MOVES IN MIDAIR CROUCHING
LP Jab Punch Hand Reach Jab Punch
HP Lunge Punch Arm Bash Shoulder Thrust
LK Shin Kick Low Forward Kick Foot Kick
HK Forward Kick Double Leg Extend Hard Shin Kick
ALTERNATE MOVES
Foot Fork f + LP
Overhead Bash f + HP
Upward Fork b + HP
SPECIAL MOVES
Beam Rifle QCF + P (ammo, air)
Beam Scissor Flurry QCB + P (unblock, air)
Beam Saber HCB + P (unblock)
Beam Rifle Bunt QCF + K
SUPER MOVES
Beam Saber Mode QCF + two buttons
COMBOS
none
COMMENTS
- Unlike the other four abandoned characters, Paptimus's face will
actually appear in the bottom corners rather than the discolored face
of a different character.
- The Beam Saber Mode works differently from other super moves in the
game. It gives you a seven-second period of time in which you may
freely use your beam saber at the touch of a button, including in
midair.
------------------------------------------------------------------------
Zeta Gundam
------------------------------------------------------------------------
FULL NAME Zeta Gundam, MSZ-006
APPEARANCE Mobile Suit Z (Zeta) Gundam
PILOT Kamille Bidan
GUARD TYPE Evade
BASIC MOVES IN MIDAIR CROUCHING
LP Forward Punch Low Punch Forward Punch
HP Shield Thrust Shield Thrust Shield Thrust
LK Forward Kick Knee Thrust Foot Kick
HK High Kick Rolling Kick Foot Thrust
ALTERNATE MOVES
High-Angle Shield Thrust While in air, u + HP
SPECIAL MOVES
Beam Rifle QCF + P (air)
Dash QCF + K
Dive Kick QCB + K (air)
Beam Saber HCB + P (unblock)
SUPER MOVES
Flight Mode QCF + two buttons
COMBOS
none
COMMENTS
- The Flight Mode begins with your character striking your opponent. If
the attack doesn't connect, then Zeta Gundam will not transform into
its Flight Mode. This move is generally useless
========================================================================
-----------------------[ VI. Unlocking Secrets ]------------------------
========================================================================
This game is loaded with lots of characters and extra modes to unlock,
most of which revolve around beating the Street Mode a countless number
of times. While other FAQ's explain how to obtain what with what, I've
done it differently. Instead, I've created a checklist of all of the
stuff that you have to do and what rewards come with them. I find it
easier that way.
NOTE: Make sure to set your difficulty to Hard before going down this
checklist of things to do. It's been written in such a way so that one
event follows another down the list.
------------------------------------------------------------------------
BEAT STREET MODE WITH WING
------------------------------------------------------------------------
- Hygogg in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH DEATHSCYTHE
------------------------------------------------------------------------
- Heavy Arms in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH BOTH WING AND DEATHSCYTHE
------------------------------------------------------------------------
- Tallgeese III in Street Mode
------------------------------------------------------------------------
BEAT STREET MODE WITH TALLGEESE III
------------------------------------------------------------------------
- Tallgeese III in Versus, Time Attack, Survival Modes
- Gundam ZZ in Versus, Time Attack, Survival Modes
- Hydra in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH BURNING
------------------------------------------------------------------------
- GP-02A in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH FOUR CHARACTERS
------------------------------------------------------------------------
- Time Attack A
------------------------------------------------------------------------
BEAT STREET MODE WITH MAXTER
------------------------------------------------------------------------
- Bolt Gundam in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH BOTH MAXTER AND BURNING
------------------------------------------------------------------------
- Master Gundam in Street Mode
------------------------------------------------------------------------
BEAT STREET MODE WITH MASTER GUNDAM
------------------------------------------------------------------------
- Quin Mantha in Versus, Time Attack, Survival Modes
- Master in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH RX-78
------------------------------------------------------------------------
- Zaku IIS in Street Mode
- Acguy in Versus, Time Attack, Survival Modes
- Ball in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH ZAKU IIS
------------------------------------------------------------------------
- Zeong in Versus, Time Attack, Survival Modes
- Zaku IIS in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH EIGHT CHARACTERS
------------------------------------------------------------------------
- Survival Mode
- Time Attack B
- BGM and Voice Test within Sound Test
- Eypon in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH EIGHT CHARACTERS + CLEAR TIME ATK A WITHIN 5:00
------------------------------------------------------------------------
- Bim-Zam in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
BEAT STREET MODE WITH EIGHT CHARACTERS + CLEAR TIME ATK B WITHIN 3:00
------------------------------------------------------------------------
- Psyco in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
PLAY WITH TWENTY DIFFERENT CHARACTERS IN VERSUS CPU MODE
------------------------------------------------------------------------
- Dark in Versus, Time Attack, Survival Modes
------------------------------------------------------------------------
DEFEAT TWENTY OPPONENTS IN SURVIVAL MODE
------------------------------------------------------------------------
- Neue Ziel in Versus, Time Attack, Survival Modes
========================================================================
-------------[ VII. GameShark for Abandoned Characters ]---------------
========================================================================
For those who want to give any of the four abandoned characters a try,
give these codes a try on your GameShark, courtesy of Master ZED and
Butcher from GameFAQs.
NOTE: I've tested these codes using a version 3.3 GameShark CDX.
The game assigns each of the characters a designated hex ID number,
which means that number values go from 0 to F. Everytime the game must
access a character, it looks for the ID of the character it's trying to
access. This is the list of characters and their numbers:
00: Zaku II
01: Hygogg
02: Zeong
03: Sazabi
04: Quin Mantha
05: Big Zam
06: The-O
07: Neue Ziel
08: V Gundam
09: Psyco
0A: RX-78
0B: GP-02A
0C: ZZ Gundam
0D: Zeta Gundam
0E: Acguy
0F: Qubeley
10: Hamma Hamma
11: Hydra
12: Ball
13: Zaku IIS
14: Burning
15: Maxter
16: Rose
17: Bolt
18: Dragon
19: Wing
1A: Deathscythe
1B: Heavy Arms
1C: Sandrock
1D: Altron
1E: Dark
1F: Master
20: Epyon
21: Tallgeese III
Nuclear physicists can't figure out why Bandai gave no access to four
of the characters but kept their data stored away anyway. Whatever the
case is, this is the code you're looking for:
Character Select P1 800DF844 00xx
Character Select P2 800DF85E 00xx
Fill in xx with the corresponding numbers from above. This code
modifies a player's character choice so that no matter who you pick,
it'll always be the same one. Naturally, these will probably be your
choices. Have only one active at a time per player. The P2 codes also
work on the computer as well:
P1 The-O 800DF844 0006
P1 Zeta Gundam 800DF844 000D
P1 Qubeley 800DF844 000F
P1 Hamma Hamma 800DF844 0010
P2 The-O 800DF85E 0006
P2 Zeta Gundam 800DF85E 000D
P2 Qubeley 800DF85E 000F
P2 Hamma Hamma 800DF85E 0010
These codes are a big hassle if you want to choose different characters
between matches. To fix this, you can tweak the Character Select screen
a bit and replace some of the existing ones with the abandoned ones.
This is the replacement code:
P1 Character Replace D00DF844 00xx
P1 Character Insert 800DF844 00yy
P2 Character Replace D00DF85E 00xx
P2 Character Insert 800DF85E 00yy
Fill in xx with the corresponding number of the character you want
removed. Fill in yy with the corresponding number of the character you
want inserted in its place. I have a feeling that a good number of you
didn't understand that so let's use an example:
P1 Remove Bolt D00DF844 0017
P1 Replace with The-O 800DF844 0006
On the Character Select screen as Player 1, choosing Bolt will now
cause you to choose The-O instead. When adding the code to your
GameShark data, put the two lines together under a single cheat.
That concludes my GS 101 lesson.
========================================================================
--------------------------[ VIII. Credits ]-----------------------------
========================================================================
I give thanks to the following people:
Bandai
- You guys helped to give America a taste of Japan several times in
the past with franchises such as Power Rangers, Digimon, and much
more. Thanks for bringing us Gundam!
Butcher
- You added extra info in addition to Master ZED's GameShark codes.
Many thanks to you as well!
CJayC (Jeff Veasey)
- If it weren't for you and GameFAQs, I would never have had the
opportunity to even consider writing this FAQ. Thanks Jeff Veasey.
DJellybean (Dingo Jellybean)
- It was you who came up with the style of borders that I use now for
my FAQ's. Thanks Dingo!
Dark Guyver and Rey Albert Pilaro
- You two came up with FAQ's for this game long before I did, and I
admit that I even used some of the info that you two provided.
Thanks, you two. I could never have created this FAQ without some of
the information that you had already laid out for everyone.
Darth Locutus
- You provided some GS info for Character Selection.
Leebee Link
- Your messages on the GBA2 board contained the following new info:
a. Command for RX-78's Short-Range Vulcan.
Master ZED
- You provided GameShark codes to access the abandoned character. I
salute you! Many thanks to you!
Ultimate X
- Your messages on the GBA2 board contained the following new info:
a. Bolt's Graviton Hammer can strike twice.
Domey
- Your messages on the GBA2 board contained the following new info:
a. Command for Quin Mantha's Upward Throw.
b. Combo for Quin Mantha: Upward Throw, Particle Beam Assault.
Zaku (was that your name?)
- Your e-mail to me contained the following new info:
a. Deathscythe's Teleport strategy.
NeoDarklighter
- Your e-mail to me contained the following new info:
a. Info on Shielding.
b. Pointed out Heavy Arm's unblockable move.
c. Pointed out strategy for Wing's Bird Tackle.
========================================================================
-------------------------[ IX. Future Plans ]---------------------------
========================================================================
NIGHTFALL
The GBA2 boards have slowed down and the Gundam franchise is fading out
in favor of other giant-robot-themed series. Seeing how this game has
begun to fade out of the spotlight, it's almost time to give it a rest.
If I ever find a new combo or something interesting to write in, I'll
come back and update but I won't be doing much else aside from that.
Many thanks to contributors and readers!