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Super Robot Wars 4 (Dai 4 Ji Suupaa Robotto Taisen) Technical FAQ v1.08
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Version 1.08
First published on  2 August 2005
Last  updated   on  4 April 2017
Written by TownRanger (TownRanger<at>hotmail<dot>com)

             (C) 2005 - 2017 TownRanger. All Rights Reserved.

This is TownRanger's Technical FAQ written for the SLG game Super Robot Wars 4
(Dai 4 Ji Suupaa Robotto Taisen) on the SNES platform.


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Disclaimer
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This document and its contents are copyright 2017 TownRanger. Under no
circumstances can any person, group, team, organisation, or/and company alter
this document in any form. The reproduction or duplication of part of or the
whole of this document by any means, including selling, publishing on magazines
or websites, is strictly prohibited without my prior permission.

Super Robot Wars 4 / Dai 4 Ji Suupaa Robotto Taisen (TM) is copyright by
Banpresto (R). Super Famicom (R) / SNES (R) is copyright by Nintendo (R). All
the robots and characters that appear in this document are trademarks (TM) or
registered trademarks (R) of their respective authors / production companies.

The writer has no affiliation or association with any of the names mentioned
in this document. This FAQ is not an official release from Banpresto (R) or
SNES (R) either.

The only websites that are allowed to use this FAQ are:

~ GameFAQs
http://www.gamefaqs.com/console/snes/game/588179.html

~ IGN
http://faqs.ign.com/objects/008/008150.html

~ Neoseeker
http://www.neoseeker.com/Games/Products/SNES/super_robot_taisen_4/faqs.html


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Table of Contents
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  I . About this FAQ
 II . Translations/Terminology
         1 - Robotic Unit Status
         2 - Pilot Status
         3 - Weapon Status
         4 - Attack Status
III . Calculations
         1 - Chigei (Terrain) Coefficient
         2 - Saizu (Size) Coefficient
         3 - Meichuuritsu (Hit Rate)
         4 - Damage
         5 - Kiryoku (Stamina)
         6 - Kuritikaru (Critical Hit)
 IV . Version History
  V . Credits


-------------------------------------------------------------------------------
<   I . About this FAQ . I   >
-------------------------------------------------------------------------------
I will focus on the technical aspect in the game, including calculations of
damages, hit rates, dodge rates, experience points, etc. You may find this FAQ
boring if you're not interested in those stuff.

There's already a number of scenario walkthroughs/guides written out there on
the Internet for this game. If you're looking for a complete walkthrough with
explanations in the story development, you may go for those guides. This FAQ is
not your best choice that way.

For your interest, I've written an in-depth Hidden Items List for this game
which can be found in GameFAQs:--

http://www.gamefaqs.com/console/snes/game/588179.html

The above URL is also where you can find the most recent version of this FAQ.


-------------------------------------------------------------------------------
<  II . Translations/Terminology . II  >
-------------------------------------------------------------------------------
                 ___________________________________________
_________________/          1 - Robotic Unit Status          \_________________
                """""""""""""""""""""""""""""""""""""""""""""
To see the status of each robot in a map, highlight the unit with the grind and
press the A button. A table will pop up. Choose the lowermost Kanji which reads
"Nouryoku" (ability).

Then you will see a screen with three tabs on the top. The green one is the one
you're highlighting right now. The default green one accounts for the status of
the robot. Press A and you can now take a look at the robot's status.

It goes like this:--
          (although this is not 100% the exact same... we will be
         discussing the ones typed in all CAPS in the figure below)

 .--------------------------------------------------------------------.
 |     Yunitto Nouryoku (Unit ability/Robot Status)                   |
 |--------------------------------------------------------------------|
 |  ____________ -----------------------------------------------------|
 | |            |   [Name of the robot]                               |
 | | Picture of |-----------------------------------------------------|
 | | the robot  |   [Parts (paatsu) that the robot is equipped with]  |
 | | (unit)     |   (up to a maximum of two)                          |
 | |____________|-----------------------------------------------------|
 |                |  [HP bar]                        | CHIGEI         |
 | Taipu      Sora|  [EN bar]                        |                |
 | Idouryoku     7|----------------------------------|     SORA     B |
 | UNDOUSEI     70|  [Special ablities, if any]      |     RIKU     - |
 | SOUKOU      400|----------------------------------|     UMI      - |
 | GENKAI      190|  SHIIRUDO nashi          SAIZU S |     UCHUU    A |
 '--------------------------------------------------------------------'

There are six terms highlighted in capital letters that need to be explained.
There may be some other alternative translations for those terms. For the sake
of ease, I will also provide the original Japanese names for them later when we
look at the calculations.

1) UNDOUSEI - Dexterity. It counts towrads the hit and dodge rates of a robot.

2) SOUKOU   - Armour. The higher it is, the lower the damage can be done on
             that robot.

3) GENKAI   - Reaction limit. It may decrease the hit and dodge rates of a
             robot to the player's disadvantage in some cases.

4) SHIIRUDO - Shield. It reduces the damage done on the robot by half.

5) SAIZU    - Size. It counts towards the dodge rate of the robot.

6) CHIGEI   - Terrain. Together with the pilot's expertise in a terrain, it
             adds up to a number that determines the bonus/penalty when it is
             in a terrain. There are four different terrains which are self-
             explanatory:
                    a. SORA  - Sky
                    b. RIKU  - Land (includes mountains, woods, deserts, etc.)
                    c. UMI   - Sea  (includes lakes, rivers, etc.)
                    d. UCHUU - Universe

Knowing what these names stand for will make the rest of this FAQ more
comprehensive. Later on in section III we will see how these attributes affect
their corresponding calculations.

                    ____________________________________
____________________/          2 - Pilot Status          \_____________________
                   """"""""""""""""""""""""""""""""""""""
To see a pilot's status, in the map choose the robot that s/he is piloting,
press A and then choose the lowermost option in the table that pops up. The
option reads "Nouryoku" (ability) in Kanji (Chinese characters).

Another screen pops up. There are three tabs on top. You will have to choose
the middle one, i.e., highlight the middle one and make sure it becomes green
in colour. That reads "Pairotto Nouryoku" (Pilot's ability/status). It looks
like this:--

  .------------------------------------------------------------------.
  | ____________   Pairotto Nouryoku (Pilot's ability/status)        |
  ||Portrait of |----------------------------------------------------|
  ||of the pilot| [Name of pilot]                         REBERU  11 |
  ||____________| [Type of robot s/he's in]               KIRYOKU 100|
  |                                                                  |
  | KINKOUGEKI  107         KAIHI    162+70          CHOKKAN    100  |
  | ENKOUGEKI   119         MEICHUU  137+70          GIRYOU     114  |
  |--------------+---------------------------+-----------------------|
  | [SP meter]   | [Speical ability, if any] | [No. of   | CHIGEI    |
  |--------------|                           |  enemies  |   SORA  A |
  | [SP commands]|                           |  wasted]  |   RIKU  C |
  |              |___________________________|___________|   UMI   D |
  |              |[Experience points needed to level up] |   UCHUU A |
  '------------------------------------------------------------------'

There are nine major temrs that are in all CAPS. Again, I will talk about them
a little here:--

1) KINKOUGEKI - Melee attack. The higher it is, the more versatile the pilot
               can damage in a melee combat. In the game, all melee combats
               are defined as and ONLY as using a one-grind-ranged weapon,
               regardless of the actual distance between you and your enemy.
               Put it simpler, a melee attack is the use of a one-grind-ranged
               weapon but NOT the use of a long-ranged weapon with you staying
               just adjacent to your enemy.

2)  ENKOUGEKI - Ranged attack. The higher it is, the more damage the pilot can
               do on his/her enemy. All the in-game ranged attacks are defined
               as the use of a long-ranged weapon. Even if you're just staying
               adjacent right next to your enemy, it still counts as a ranged
               attack if you hit it with a long-ranged weapon.

3)      KAIHI - Dodge rate. It determines the chance (%) that the pilot can
               sucessfully dodge an attack. There is, however, no in-between
               which is the case that...

                   EITHER you dodge it completely,
                   OR you will get fully hit.

4)    MEICHUU - Hit rate. It counts towards the chance in percentage that the
               pilot will hit the target. Again, there's no "interhit"; it's
               EITHER you hit it OR you miss it. There WON'T be cases like
               barely hitting its arm so it only does 10% of the total damage.

5)    CHOKKAN - Intuition. It counts towards both the hit and dodge rates when
               the pilot is encountering an attack. On a side note, when the
               chokkan of a pilot reaches 130 or more, the pilot can make two
               moves at a time in a round.

6)     GIRYOU - Skill. It determines the chance that the pilot casts a critical
               hit which does twice the damage as usual.

7)     REBERU - Level. Pretty straightforward. IF the pilot involves an attack,
               regardless of whether s/he destroys the other robot or not,
               s/he will get experience points (hereinafter known as exp). The
               accumulation of 500 exp grants the pilot one level up. If the
               pilot manages to get more than 500 exp in a single attack,
               there will be a chance that s/he may level up 2 or more at a
               time!

8)    KIRYOKU - Stamina (Opens for debate... the translation's not that
               appropriate though). This is a parameter to calculate the
               damage the pilot can do on another robot.

9)     CHIGEI - Terrain. Explained before in the above subsection. Again,
                    a. SORA  - Sky
                    b. RIKU  - Land (includes mountains, woods, deserts, etc.)
                    c. UMI   - Sea  (includes lakes, rivers, etc.)
                    d. UCHUU - Universe

Now that I believe a general picture is brought to you. Don't worry if you find
all these stuff so loose and complicated. We will explain them in more details
in section III.

                    _____________________________________
____________________/          3 - Weapon Status          \____________________
                   """""""""""""""""""""""""""""""""""""""
To access the weapon status of a robot in the map, choose a robot and then
press A to trigger a screen in which you will see three tabs on top of it.
Hightlight the eighthand-most one, you can tell if it's in green, and press A.

On the right, you will see a list of percentages with +/-. Those are the Weapon
Hit Coefficients of the corresponding weapons. A positive sign (+) indicates a
bonus to the hit rate, and a negative sign (-) indicates a penalty.

On the second left, right next to the Japanese names of the weapons, you will
see some numbers. They are the Attack Power of the corresponding weapon.

Just beneath the weapon table, you will see four Kanji (Chinese characters) on
your right with each followed by a grade. The grade is given by A, B, C, D, or
- (inability).

   Grade A = 100%
   Grade B =  80%
   Grade C =  60%
   Grade D =  40%
   Grade - =   0% (impossible to launch this attack on that terrain)

These percentages are known as the weapon's Terrain Efficiency.

                    _____________________________________
____________________/          4 - Attack Status          \____________________
                   """""""""""""""""""""""""""""""""""""""
When you launch an attack or get attacked by an enemy unit, right before the
cutscene, i.e., the animation showing the two robots' fanciful moves, you will
see a screen with the attack status:--

        (The left side is the one  | (The right side is the one
         being attacked.)          |   who initiates the attack.)

       .-------------------------------------------------------.
       | [HP bar]                  | [HP bar]                  |
       | [EN bar]                  | [EN bar]                  |
       |---------------------------+---------------------------|
       | [Name of robot]           | [Name of robot]           |
       | [Name of pilot and level] | [Name of pilot and level] |
       | [The weapon being used]   | [The weapon being used]   |
       | MEICHUU RITSU         28% | MEICHUU RITSU        100% |
       '-------------------------------------------------------'

MEICHUU RITSU is what we are going to talk about in this subsection. It means
"hit rate". Taking the above diagram as an illustration, you can see that the
robot on the left side of the status table, which decides to strike back, has
only got 28% of chance that it can hit the other robot while the other robot,
that is the one on the right and the one which actively seeks a chance to
launch this assault, has a surely-will-hit percentage of 100.

By then the robot on the right can hit and will do damage on the other robot.
Let's now move on to the exact calculations.


-------------------------------------------------------------------------------
< III . Calculations . III >
-------------------------------------------------------------------------------
            ____________________________________________________
____________/          1 - Chigei (Terrain) Coefficient          \_____________
           """"""""""""""""""""""""""""""""""""""""""""""""""""""
To calculate the Chigei (Terrain) Coefficient, the chigei values of the robot
and the pilot have to be taken into consideration in the first place.

All pilots and robots have a grade on each of the four terrains:--Sora (sky),
Riku (Land/Woods/Mountains/Wasteland/Grass), Umi (Sea/Water/River/Lake), and
Uchuu (Universe). There are five grades--A, B, C, D, and - (inablility) for
each terrain for each pilot or robot.

Each grade grants some or no marks:

  - Grade A represents 5 marks
  - Grade B represents 4 marks
  - Grade C represents 3 marks
  - Grade D represents 2 marks
  - Grade - represents 0 mark

The Chigei Coefficient is categorised according to the sum of the grades that
the pilot and the robot got on a terrain. For example, if Amuro is in Gundam
MKII on land, the sum of their terrain grades on Land is:

  A (of Amuro's on Land) + B (of Gundam MKII's on Land) = 5 + 4 = 9

Then the Chigei Coefficient can be referred to as in the table below:--

         .------------------------------------------------.
         |  Sum of terrain grades  |  Chigei Coefficient  |
         |-------------------------+----------------------|
         |           10            |         120 %        |
         |-------------------------+----------------------|
         |         9 or 8          |         100 %        |
         |-------------------------+----------------------|
         |         7 or 6          |          80 %        |
         |-------------------------+----------------------|
         |         5 or 4          |          60 %        |
         |-------------------------+----------------------|
         |         3 or 2          |          40 %        |
         '------------------------------------------------'

Taking the same example of Amuro and Gundam MKII on land, the sum is 9 and so
the Chigei Coefficient will be 100%. The logic is the same for any other pilots
in any other robots on any other terrains. This calculation method also applies
for enemies.

=============================================================================
 However, notice that:
. The sum of the terrain grades can NEVER be any lower than 2 due to the
  fact that all pilots will have a grade higher than or equal to D on all
  terrains, and that the grade - (inability) can only be found in robots. If
  a robot cannot work on a certain terrain, it and its pilot together won't
  appear on that terrain. Even if you've acquired a Minofu Sukiikurafuto
  (Minov Skycraft, which can convert any robot into an air/land unit) and
  equipped it on a robot, the robot will instantly receive a D on the terrain
  it can't work. For example, if you equip the Minov Skycraft onto Agama the
  Battleship, it can now move on land and it automatically receives a D on
  land, replacing its - (inability) on land. So the sum of terrain grades in
  that case will be D (Agama's) + D (the pilot's) = 4. All pilots have at
  least a D on all terrains; I can't stress this any more.

. A sum of less than 10, i.e., A + A, does not necessarily mean that the
  robot and the pilot together as a whole is suffering from a penalty. Many
  players may say that if you don't get an A + A, you will be penalised. But
  the way the game programmes is that the "default" 100% is a sum of A + B,
  B + A, or B + B, i.e., 8 or 9 marks. In other words, thing is you will get
  an extra 20% if you can make it A + A, but not that you suffer if you don't
  have an A + A. As we can deduct, the combinations (A + B), and (B + B) are
  the normal ones that the game registers. Sums lower than 8 are the real
  penalties.
=============================================================================

The Chigei Coefficient counts towards the Meichuuritsu (hit rate) of a pilot,
and the damage a pilot can do. We will cover it right after the next subsection
below.

              ________________________________________________
______________/          2 - Saizu (Size) Coefficient          \_______________
             """"""""""""""""""""""""""""""""""""""""""""""""""
All robots have a size that is grouped as:
  - S (Small)
  - M (Medium)
  - L (Large)
  - LL (Extra-large)

The Saizu (Size) Coefficient is:
  - S = 80%
  - M = 100%
  - L = 120%
  - LL = 140%

The Saizu Coefficient counts towards the Meichuuritsu (hit rate) of a pilot
during an attack.


               _______________________________________________
_______________/          3 - Meichuuritsu (Hit Rate)          \_______________
              """""""""""""""""""""""""""""""""""""""""""""""""
The meichuuritsu (hit rate) is given by the following formulae:

(The attacker's MEICHUU + The attacker's CHOKKAN + The weapon's Hit Coefficient
 + The attacker's robot's UNDOUSEI + 100 - The target's KAIHI - The target's
CHOKKAN - The targeted robot's UNDOUSEI) x The attacking pilot's and robot's
Chigei Coefficient x The targeted robot's Saizu Coefficient

                       ______________________________
_______________________/          4 - Damage          \________________________
                      """"""""""""""""""""""""""""""""
The calculation of the damage that a pilot can do is given by:

The attacking pilot's and robot's Chigei Coefficient x
[(The weapon's Attack Power x The weapon's Terrain Efficiency explained in the
subsection Weapon Status x The attacker's Kinkougeki or Enkougeki depending on
you're using a melee or a ranged weapon x The attacker's KIRYOKU / 10000) -
(The targeted pilot's and robot's Chigei Coefficient x The targeted robot's
SOUKOU x The targeted pilot's KIRYOKU / 100) ]

                  _________________________________________
__________________/          5 - Kiryoku (Stamina)          \__________________
                 """""""""""""""""""""""""""""""""""""""""""
The kiryoku (stamina) of a player's pilot usually starts with 100. There will
be increase and decrease in the kiryoku all the way during a battle.

The change in kiryoku applies to both of the player's and the enemy's pilots.

A. When a pilot attacks, his/her kiryoku will increase by 1.

B. When a pilot is attacked, his/her kiryoku will increase by 1.

=============================================================================
 However, note that:
. In one cutscene a pilot gets an increase of only 1 in stamina even if s/he
  attacks and gets attacked at the same time.

. If a pilot dodges an attack without striking back, his/her stamina will
  still increase by 1.
=============================================================================

C. When a pilot destroys an enemy unit, all the friendly guys in the side of
  that pilot will have an increase of 1 in stamina, including that pilot
  him-/herself, unless the guy is inside the senkan (battleship).

D. When a pilot destroys an enemy unit, s/he will get a boost of 3 in his/her
  stamina. Together with conditions A. and C., in other words, that pilot can
  get a total of 5 as a stamina increase.

E. When a pilot encounters one of the guys in his/her side being defeated, s/he
  will:
  E.1. get a decrease of 1 in stamina if s/he is a Yowaki (weak) pilot,
  E.2. get no change in his/her stamina if s/he is a Futsuu (normal) pilot,
  E.3. get an increase of 1 in stamina if s/he is a Tsuyoki (strong) pilot,
  E.4. get an increase of 2 in stamina if s/he is a Choutsuyoki (tough) pilot.

F. When a pilot recharges his/her unit inside the senkan (battleship), s/he
  will get a decrease of 5 in stamina.

G. When a pilot gets resources from the SP command Hokyuu (Supplement) from a
  friendly pilot of his/hers, s/he will enocunter a decrease of 10 in stamina.

H. When a pilot casts the SP command Ki'ai (concentration), s/he will get an
  increase of 15 in stamina.

I. When a pilot encounters an SP command of Gekirei (encouragement), s/he will
  get an increase of 10 in stamina.

J. When a pilot encounters the SP command Datsuryoku (exhaustion), s/he will
  have a decrease of 10 in stamina.

=============================================================================
 However, note that:
. Gekirei is advantageous and Datsuryoku is disadvantageous but if a pilot
  casts Gekirei within a target range of an enemy, the enemy will also
  benefit from the advantageous Gekirei. Same goes for Datsuryoku. So use
  them carefully.
=============================================================================

              _________________________________________________
______________/          6 - Kuritikaru (Critical Hit)          \______________
             """""""""""""""""""""""""""""""""""""""""""""""""""
The Critical Hit is an attack by chance that allows you to do twice the damage
as normal. The chance of successfully doing a Critical Hit is given in
percentage by this formulae:

The attacking pilot's GIRYOU - The targeted pilot's GIRYOU + The Weapon's Hit
Coefficient as explained in the subsection Weapon Status

As for your enemies, however, the chance of them doing a Critical Hit on you is
reduced by half. The game is programmed that way for players' benefit.


-------------------------------------------------------------------------------
<  IV . Version History . IV  >
-------------------------------------------------------------------------------
Version 1.00 - 2 August 2005
             - First Release
             - Contains calculations on Chigei Coefficient, Saizu Coefficient,
               Meichuuritsu, Damage, Kiryoku, and Kuritikaru
             - Contains translations for the attributes that relate to all the
               calculations aforementioned

Version 1.01 - 3 August 2005
             - First very minor update
             - Added the sites IGN and Neoseeker which accepted hosting this
               document
             - Edited a very small amount of text
             - Fixed an "overwide" line with 80 characters
             - Fixed a Japanese syllable error *ZARYOU, which should be GIRYOU

Version 1.02 - 20 August 2005
             - Second minor update
             - Edited some text
             - Fixed some typos

Version 1.04 - 13 December 2006
             - Third minor update
             - Edited some text

Version 1.05 - 29 May 2007
             - Fourth minor update
             - Fixed some typos

Version 1.07 - 8 October 2008
             - Fifth minor update
             - Edited some text
             - Fixed some typos

Version 1.08 - 4 April 2017
             - Sixth minor update
             - Name changed


-------------------------------------------------------------------------------
<   V . Credits . V   >
-------------------------------------------------------------------------------
Me for writing this.
You for reading this.
Banpresto (TM) for creating such a cool game.
Nintendo (R) for creating the Super Famicom (R).

Aye, three hours to complete this document... pathetic! Maybe it's always not
that easy for a non-Japanese and non-English speaking guy like me to have
written all these.

Thanks for reading.

Questions, comments, alternative translations, or/and calculations are all
welcomed. Email me at townranger<at>hotmail<dot>com if you have any.

All done.


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(End of Document)
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