Faq created by RadioNinja
GoldenVulf@hotmail
Copyright 2004
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07/05/06 - v1.1 - Added a missing combo for Wing Zero
Added special move for Tallgeese 3
Added "Support" Fire in Basic Moves
Added information on "Upgrade Mode" in Basic Moves
12/15/04 - v1.0 - Current and Complete
12/14/04 - v0.5 - First version of this FAQ (v.05)
Special move names, when not found in the manual, I made up.
Hope you don't mind.
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I. Legend / Basic Moves
II. Mobile Suits- Special Moves, Abilities, Combos
Whenever "enemy" is used, it is referring to the enemy
you are currently targetting.
Forward, Towards enemy- f
Back, Away from enemy- b
up, towards horizon- u
down, away from horizon- d
Heavy attack- HA
Light attack- la
Can use Light or Heavy- HA/la
Fire / Long Range- Fire
Any use of Fire consumes energy
Jump- J
Special Ability, by default L2 trigger
Change target/tag out, by default L1 trigger
Block, by default R1 trigger, or press back
Special move motions:
motion: Quarter circle forward
down, down forward, forward- qcf
motion: Quarter circle back
down, down back, back- qcb
motion: forward, down, forward- fdf
motion: back, down, back- bdb
motion: half circle forward
back, down, forward- hcf
motion: half circle back
forward, down, back- hcb
motion: up, down / down, up- up, down / down, up
push both these together +
perform in order ,
Can also be done in air- (AIR)
Grab / Throw / pick up object- la+HA (AIR)
Ultimate Attack- qcf, la+HA
Dual Hyper Attack, with partner- qcf, qcf, Fire
Launches you into a first person
shooter screen with crosshairs for
player 1 and 2, the more hits you
and your partner make, the more
damage the enemy takes.
Support Fire- qcb, Fire
When fighting more than 1 opponent, in 2 vs 2 versus for example,
this attack fires a range attack at the enemy you are not
locked-on to. This is useful for when your ally is being thrashed
by an enemy combo, or you want to add some damage to your friend's
attack without switching targets.
JUMPING and DASHING: Any use of J other than a low jump consumes energy
Air dashes consume energy, and can be done repeatedly
Air dashes can be performed at any time after a
Boost Jump or boost dash.
low jump- tap J
Boost jump- press J a little longer,
or during a jump
hover- hold J after Boost Jump
Boost forward- qcf, J
Boost down and forward- qcf, J after high jump or
during hover
boost forward, then hover- qcf, j (keep holding J)
Dash foward- f,f
Dash back- b,b
Dash up- u,u
Dash down- d,d
Recover Boost Jump- J after being thrown
or knocked down
Recover before you hit the ground to avoid the fall damage.
WARNING - depletes ENTIRE energy bar!
Some mobile suits have a special ability that gives them infinite
energy for a short amount of time. During this time Recover boost
jumps will not deplete energy.
Dinn and Wing Zero have this ability.
Ability Upgrade Mode: Pressing the select button puts you into ability
upgrade mode, you must put in a pattern of the
four face buttons.
The button combinations are chosen from a list, there are not an
infinite variety of combinations, just a few variations.
The first upgrade makes your Heavy attacks cause more hits/do more damage.
The second one makes your range attacks larger and more powerful.
The third one causes your boosts to use less of your energy,and the boost
recovery will no longer cause you to automatically overheat.
The fourth and each subsequent one will slighlty recover health/armor.
In the survival mode, when you advance to the next opponent, instead of all
your upgrades being void, you will only lose 1 level. So as long as you can
end each fight at upgrade level 4 or above, you can start the next one
powered up.
I don't have all the combo's listed for every suit, almost every
combo can have a special move used somewhere during it, it would
take too long to list all possible variations, and then you have
combos starting with jump attacks or with stuns in them. Find
out variations on your own, it's part of the fun.
Side Roll, Bazooka Shot
up, down, FIRE or down, up, FIRE
Stun Bazooka Shot
fdf, FIRE
Triple Blast
qcf, FIRE, qcf, FIRE, qcf, FIRE
Air to Surface Shield Beam
d+HA/la Air Only
Ultimate: Calamitous Intent - Full Barrage
Combos:
f+la, f+la, d+la
d+HA, d+HA
HA, f+HA, f+HA
HA, f+HA, b+HA
HA, f+HA, Shield Uppercut Body Slam
la, f+la, f+la, HA, f+HA, f+HA, Shield Slam
corner Ha, f+HA, f+HA, Shield Uppercut Body Slam
(Note, the ball and chains in every Gundam series are called hammers)
Hammer Throw
qcf, HA/la
High Hammer Throw
fdf, HA
Screaming Dive
d, HA/la Air Only
Face Cannon
hcf, FIRE
Talon Grab
hcf, HA
Ultimate: Gundam Hammer - Brutal Swing
Combos:
la, la, b+la
la, la, u+la
d+la, d+la
HA, b+HA, f+HA
HA, b+HA, u+HA
la, la, HA, b+HA, Hammer throw
Air Combos la, la
HA, f+HA, d+HA Third hit is a grab
K.F. For the 2nd part of a special move with Tallgeese
and an Air combo with Wing Zero.
T.O. for bringing to my attention that I left out info
on the Upgrade Mode.
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Except for the moves in the manual, I found out these moves
myself. And except for the names of moves in the manual, I
generally made up the name. In some cases where the moves
were similar to those in the manual, I used the same or a
similar name.
I'm not planning to update this again, thanks for your consideration over the
years, and keep blasting!
Thanks to Bandai America, for making such a great sequel. Maybe we'll
see another one hit our shores some sunny day!