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\ C U S T O M R O B O V 2 /
---------------------------------
A guide to Custom Robo V2 for the Nintendo 64
Written by Adam King (aka Terotrous)
Version 1.1
This FAQ is intended for personal use only. You are free to save or print this
guide for your own use in playing the game, but it is not to be reproduced or
redistributed without the express permission of Adam King.
This guide is best viewed using a fixed-width font, with at least 79 characters
per row.
The most up to date version of this guide may always be found at
http://www.gamefaqs.com
===============================================================================
===============================================================================
Table of Contents:
You can search using the code listed before the titles to jump right to that
section. Just press Ctrl-F and type in the code.
F-0 FAQ information
F-1 Version History
F-2 Preface
F-3 You Can Help!
G-00 Game Basics
G-01 About Custom Robo
G-02 Main Menu Translation
G-03 Controls
G-04 Ingame Menu Translation
G-05 Battle Basics
W-00 Walkthrough
W-01 A New Journey Day 1 - Here We Go Again
W-02 A New Journey Day 2 - The Amazing Hologram Machine
W-03 A New Journey Day 3 - Wacky Hijinks at the Secret Base
W-04 A New Journey Day 4 - The Sunday Match
W-05 A New Journey Day 5 - Sneaking into Takuma Academy
W-06 A New Journey Day 6 - The Entrance Exam
W-07 A New Journey Day 7 - The Training Begins
W-08 A New Journey Day 8 - Takuma Academy's Dark Secret
W-09 A New Journey Day 9 - The Final Exam
W-10 A New Journey Day 10 - The Mysterious New Parts Shop
W-11 A New Journey Day 11 - Marine Park Festival
W-12 A New Journey Day 12 - The Hypnotizing Chip
W-13 A New Journey Day 13 - The Truth Revealed
W-14 The Grand Battle Area 1 - Yurie's New Boyfriend
W-15 The Grand Battle Area 2 - The Dread Army Rises Again
W-16 The Grand Battle Area 3 - New Girl in Town
W-17 The Grand Battle Area 4 - Great Robo Cup Preliminaries
W-18 The Grand Battle Area 5 - Return to Takuma Academy
W-19 The Grand Battle Area 6 - Great Robo Cup Finals
W-20 The Grand Battle Area 7 - End of Evil
W-21 The Grand Battle Area 8 - The Ultimate Challenge
W-22 The Grand Battle Hidden Goodies
P-0 Parts Catalogue
P-1 Body Parts
P-2 Gun Parts
P-3 Bomb Parts
P-4 Pod Parts
P-5 Leg Parts
Z-0 Contact and Credits
Z-1 Contacting Me
Z-2 Credits
Z-3 Closing Information
===============================================================================
===============================================================================
F-0
FAQ Information:
###############################################################################
F-1
Version History:
1.0 - July 13, 2014
First draft. Covers the entire game.
1.1 - August 18, 2014
Various translation fixes for consistency with Custom Robo GX.
###############################################################################
F-2
Preface:
It should be obvious, but this is a guide for a game that was never released
in America, which is designed to help people who don't speak Japanese to play
the game. That being said, being able to read Katakana is a big help as it
will allow to read the customization screen. You could just fumble along using
the Parts Test feature to figure out what you have equipped, but it's kind of
a waste.
Note that a few of the characters in this game reappear in Custom Robo Arena
and were given localized names there. I'm using the original Japanese games
so as not to confuse people who haven't played that game.
###############################################################################
F-3
You Can Help!
I'm pretty sure this guide is totally done, but if the traits of any of the
Leg Parts are wrong or some part of my story translation is hideously
inaccurate that might be helpful to know.
If you contribute anything to this guide, you'll be appropriately credited.
===============================================================================
===============================================================================
G-00
Game Basics:
This sections goes over the basics of the game.
###############################################################################
G-01
About Custom Robo V2:
Custom Robo V2 is the second game in the Custom Robo series. It's a mech
fighting game with a collect and battle aspect, as you progress through the
game you collect various parts that you can use to customize your Robo and
crush the competition. For whatever reason, the first two games in the series
were never localized, which is a shame because N64 really needed all the
RPG-esque games it could get its hands upon.
North America first got a taste of the series with Super Smash Bros Melee,
which featured a few trophies of characters from the N64 games. Nintendo
later brought the series overseas with Custom Robo for the Gamecube and Custom
Robo Arena for the DS. Despite having minor enhancements, these games are
still very similar to the originals, so if you've played either of them you
should feel right at home here. If not, the game is still pretty intuitive
and the localization barrier in this game is very minor, so you should be able
to figure things out.
Changes from Custom Robo 1
--------------------------
Basically everything that was not present in the original Custom Robo makes
its debut in Custom Robo V2, except for 4 player simultaneous battles
- Tag matches are now available, and you can play them with four players, but
only two robos will be active at a time, the rest wait in reserve until
they're switched
- Knockdown time is now longer, allowing for more combos after downing a Robo.
- Arcade Mode is gone, and Scenario Mode has been split into A New Journey
and The Grand Battle. The Grand Battle is insanely long.
- You can now change your Body type in Scenario Mode
###############################################################################
G-02
Main Menu Translation:
The main menu has the following 5 options. They're conveniently colour-coded
in case you can't read Katakana, but you should really learn it.
Scenario Mode (Yellow)
VS Battle (Red)
2 on 2 Battle (Purple)
Free Battle (Blue)
Option Mode (Cyan)
Scenario Mode takes you to the file select screen. Custom Robo has 3 save
slots. Selecting one that already has data will give the following options:
Start Game
Change Name
Copy File
Delete File
If there's no data, you'll be asked to name yourself. If you press R twice,
you can use English letters. Press Start when done.
Afterwards, you're asked to choose the story to play:
A New Journey
The Grand Battle
You may recognize these names from the GC game. A New Journey is available
first, and The Grand Battle is available when it is completed.
Vs Battle asks you how many matches you want to play (the last is unlimited),
then you go to the parts select screen. 2 on 2 battle is similar, but you
have to select the teams first. Free Battle just goes to parts select
immediately.
Option mode has the following options:
Sound Mode [Stereo | Mono]
Illegal Parts [Allowed | Disallowed] (VS Mode Only)
What to Show when Robo is Behind a Wall [Semi-Transparent | Nothing]
Camera Angle [Low | High]
Delete All Data
I recommend the Semi-Transparent and High Camera angle.
When choosing to delete anything, you'll be asked to confirm. The top option
is always yes.
###############################################################################
G-03
Controls:
Unlike other Custom Robo games, you can't change these controls, so you're
going to have to get used to them.
Menus:
------
Control Stick - Make Selection
A - Accept
B - Cancel
Start - Start Battle / Parts Test (Battle Menu / Customize Screen)
R - View Robo / Hide Robo (1P Customize Menu / 2P Customize Menu only)
C - Explanation
Z + A - Randomize Robo (2P Customization Screen only)
Field Map:
----------
Control Stick - Move
A - Talk
Start - Open Menu
Battle:
-------
Control Stick - Move
A - Gun
B - Bomb (Hold to aim)
C (left, right, down) - Melee attack
C up - Substitute (2on2 battle only)
Z - Pod
R - Jump / Aerial action
Start - Open Menu
###############################################################################
G-04
Ingame Menu Translation:
The following is a translation of the various in-game menus:
Before a Robo Battle:
---------------------
Customize
Opponent Data
Holosseum Data
Advice
Start Battle (you can also press Start)
Score Info (The Grand Battle only)
Customize Menu:
---------------
Robo
Gun
Bomb
Pod
Legs
(You can press start here for the Parts Test)
During Parts Test:
------------------
Customize Menu
Back to Main / Battle Menu
Return to test
Controls
Field Menu:
-----------
Return to Game
Customize
Advice
Glossary
Message Speed
Jump (The Grand Battle only)
Return to Title
Battle Menu:
------------
Return to Battle
Controls
Give Up
###############################################################################
G-05
Battle Basics:
Launching:
----------
Custom Robo battles begin in an unusual way - with Robo cubes being launched
into the arena with a cannon. This is not just for show, you can aim the
cannon to choose where you'll start the battle, and which side of the cube
you land on determines how fast you can act at the start of battle. Landing
with your head facing up is best and feet facing up is worst, but whatever you
get you can mash buttons and wiggle the stick get up faster. If you get a good
start, you might be able to blast the opponent before they can defend
themselves.
Movement:
---------
Movement in Custom Robo is a bit heavy compared to other games. The Robos
have weight to their movements, so it takes a moment for them to get up to
speed and they can't change direction on a dime. This is particularly relevant
when attacking, because if you attack while moving you will continue to move
in that direction while you attack. You have to put some thought into your
positioning in this game.
Jumping and Aerial Actions:
---------------------------
Every Robo is capable of taking to the air and performing some kind of aerial
action, usually a quick dash in any direction. Some Robos can air dash more
than once, or have additional midair jumps instead. Note that you can perform
almost all of your attacks in the air (the melee attack is the only exception),
and some attacks function differently on the air and on the ground. You can't
perform any action during an air dash, though.
Attacking:
----------
Each Robo is equipped with 4 basic attacks. A gun, which is generally used for
quick, weak attacks, a bomb, which is used for stronger but slower attacks,
a pod, which is used to provide battlefield support, and a melee attack, which
is used at close range and is invincible while moving. All of these attacks
reduce the opponent's HP if they connect, and a winner is declared once one
Robo's HP is reduced to 0. Note that many attacks produce explosions which can
hurt the attacker as well.
The gun and melee attack automatically target your opponent, but the rest of
the attacks can be aimed in various ways. When firing a bomb, you can hold the
button to bring up a targeting reticule, which you can move with the control
stick, though you can't move while doing this so you'll want to be fast. Pods
will be fired in whatever direction you're pressing on the control stick when
you press the button, even if you're not actually moving in that direction.
There's a lot of strategy involved in setting up your Robo and utilizing your
attacks to land hits upon your opponent, which is too complex to fully discuss
in this guide. The walkthrough gives a little advice, but you'll just have to
experiment with various parts and strategies to see what works best.
Down and Rebirth:
-----------------
After being hit several times (the exact amount varies per Robo), a Robo will
be knocked off its feet and put into the Down status. During this time, they
are briefly vulnerable to further attack (though attacks dealt in this state
only deal half damage), after which they will recover themselves and enter
the Rebirth state, which grants a few seconds of invincibility.
In general, you always want to get a follow-up attack on a downed Robo if you
can, usually a Bomb or a Melee attack depending on distance because a few
extra gun shots doesn't usually add a lot of damage (though there are
exceptions).
Note that there is also a special mechanic called Vanishing whereby any shots
on screen will disappear if the Robo that fired them is downed by a gun. This
makes spamming gun shots when you're about to be hit by the enemy's gun shots
a very poor idea. Note that bombs and pods don't trigger vanishing, and they
also aren't affected by it.
Substitution:
-------------
Custom Robo V2 introduces a new 2 on 2 battle mode where each player controls
two robos, tag-team style. In this mode, you can press C Up to Switch your
active Robo for the other one. This can be done at any time except while
firing a gun or air dashing, including while your Robo is in the down status,
which allows you to escape from follow up attacks. Note that after you switch,
there's a little while before you're able to switch again.
===============================================================================
===============================================================================
W-00
Walkthrough:
This section explains how to get through the game. It's divided up into days,
each one begins with you waking up in bed (or falling out of it) and getting
dressed. I've attempted to provide the basic gist of the story and some light
strategy for important Robo battles, but it won't be super thorough until we
get to The Grand Battle and that stuff actually starts to matter.
Here's a map of Robo World, so you can find the various locations (though this
time there aren't many).
-------------
/ Takuma /
/ Academy /
/ /
------------- ------ ------
/ Marine / / /
/ Park ------------/ /--------
/ Battle Your /
---------- Square House /
----------/ /
/ Secret /
/ Base Robo Yaiba's /
/ Station House /
------------------------------------
###############################################################################
W-01
A New Journey Day 1 - Here We Go Again
Custom Robo V2 begins literally the exact same way that the original game did.
We're having a dream about a Robo Battle, then we fall out of bed. The only
difference is that your room has been rotated 90 degrees clockwise and this
time it's your little sister Futaba who comes to get you out of bed. Just as
before, you're given a Robo Cube from your mother that contains a Custom Robo,
this time a minorly upgraded form of Ray that we apparently won in a contest,
and just as before we're off to test it out at Robo Station so we can become
strong enough to participate in the Robo Cup, a tournament for rookie
commanders. I guess you don't mess with a formula that works.
Futaba takes us to Robo Station. There's a bunch of Holosseums set up here,
which is where Custom Robos do battle. In order to learn the ropes, Futaba
suggests that we battle some other commanders, but right now it seems like
everyone is already busy battling.
A moment later two boys arrive at Robo Station. The boy with the goofy buck
teeth asks if we're a Robo Commander before even introducing himself. His
round-headed friend is more polite and introduces himself as Taihei. The other
boy remembers his manners and tells us his name is Genta. Futaba introduces
herself as well and we're all friends now. Genta is amazed by your cool
Robo, Ray Mk II, and wants to test it out right away, but we haven't done the
Eye Scan Registration yet, so Taihei shows us how to do that. Taihei agrees to
give us some pointers since we're new. Just like Shinichi from the first game,
when he gives his advice you have to pick the second option or he'll just keep
repeating himself. After he explains the basic controls, we get a tutorial
battle where he just runs around and doesn't attack. You move with the
control stick, jump with R, and attack with the other buttons. If you need to
know the basics, see the controls section.
After the battle you'll be asked to save. You can only save in this game when
it prompts you, though unlike the first game it generally prompts after every
battle. The top option is always "yes". You've now unlocked the other menu
options. Futaba says it's time for your Robo battle debut, so it's time to
battle Genta, and he's going to fight back. He also gives you some advice
about using your other weapons before the battle.
Robo Battle: Genta
------------------
Genta uses a Little Raider, which are very fast on the ground but they have
terrible defence, a single shot will down them, leading to huge combo
opportunities now that down time is longer than it was in the original game.
Use your gun to knock him down, then practice quickly firing a bomb and taking
another shot with your gun. This is a good basic combo that will serve you
well throughout the game.
Genta explains about the difference between your Robos, and collects a few
more people for you to battle to for further instruction. Taihei and Genta
continue to provide tips before battle. Beating these two opponents will earn
you your first pieces of Parts Data, which we'll be able to redeem for new
parts soon. After the battles are done, the boys take us to meet Professor
Kusama, a researcher of Custom Robos and the administrator of Robo Station.
Everyone calls him the Doctor of Robotics, or "Robodoc" for short. He asks if
we'd be interested in helping him with his research, and if we do, we'll get
rare parts data, so obviously we say yes. He's not quite ready yet, though,
and asks us to come back tomorrow. Select yes to go home and go to sleep.
Parts earned on Day 1:
Ray Mk 2, Basic Gun, Standard Bomb, Standard Pod, Standard Legs
(You begin with all of these)
Sideways Pod F
Standard Bomb S
###############################################################################
W-02
A New Journey Day 2 - The Amazing Hologram Machine
We wake up in the morning and day 2 begins. This time we actually have control
on the field map, as in most RPGs you move around with the stick and press A
to talk to people. Head downstairs to find that Genta and Taihei have come
to visit. They introduce themselves to your mother and eat cookies, then we
head over to Robo Station again.
Genta needs to take care of something and leaves as soon as we arrive, giving
us free reign to explore. The first thing you should do is check out the
machine with the flashing screen above us, that's the Parts Generator, which
will give us new parts whenever we have parts data. You can try equipping
some of these new parts now if you want. Afterwards, talk to all of the people
in the room who aren't battling to learn various tips, and eventually Genta
will return. Talk to Genta, and he'll tell you about Battle Square, a park
nearby where they hold Robo Battles. It seems Robodoc still isn't quite ready,
so we'll head over there to get in some practice. Taihei will continue giving
advice while you beat these guys, just step up to the other side of the
Holosseum as anyone tossing a Robo Cube to battle them.
Genta will explain how to use a Parts Generator if you haven't done it
already. After beating both opponents on the bottom two more will become
available up above. They have our first piece of Gun Data, the 3-Way Gun,
which you'll probably want to equip right away because anything's better than
the Basic Gun. Genta praises you after beating all four, but Taihei takes the
credit for your rapid improvement. It's time to go see Robodoc in his lab.
Inside the lab, Robodoc shows us his latest invention. It's a special
holosseum where we can battle other commanders across long distances using
hologram technology. He switches it on and a hologram of Shinichi from the
original Custom Robo appears. He introduces himself and his Little Raider,
Robin, then gives his famous "do you want to hear that one more time", to which
we must answer "no" to get on with the battle. You do have to pick yes to
battle him, then no when Taihei asks if you want him to repeat HIS advice to
finally get started. Boy, having the two of them together is a real bother.
Robo Battle: Shinichi
---------------------
Like Genta, Shinichi uses a Little Raider. They're very fast, but have awful
defense, so just use the 3-Way Gun to knock him down, then lay into him with
bombs. He has the Vertical Gun, so watch out if he runs behind a wall, he can
still shoot you.
After winning you'll see one of the biggest changes from the first game, we'll
gain the parts data for Shinichi's Robo, Robin. In this game you can change
your Body part as well, so if you ever wanted to be Shinichi now you can be.
The Shinichi hologram fades away, and Robodoc explains the purpose of this
machine: Using holograms, we can battle skilled commanders from far away and
obtain their parts data, which is a great opportunity for us to get stronger.
Next a hologram of Karin appears. She uses an Aerial Beauty model called
Flare, and if we beat her it can be ours.
Robo Battle: Karin
------------------
Flare is an Aerial Beauty, and they excel in aerial combat. Rather than air
dashes, they can perform additional midair jumps, which are generally a bit
better for attacking but worse for evasion. It's hard to hit her when she's in
the air with our current weaponry, so focus on using bombs to blast her on the
way down. That Submarine Bomb P creates a vertical explosion that is
particularly helpful against her.
Not much has changed since Custom Robo 1, Karin still really doesn't take
losing well. Last up is Fukashi, who immediately launches into a song
extolling himself as the King of Commanders. In case you didn't play the first
game, he's actually a total sap who always goes out in the first round of any
tournament. Genta wants to know why we're wasting our time with this joker,
and Robodoc points out that he actually did participate in the Great Robo Cup
once. Fukashi tells you about his Robo, Dodecane, which is a Fatty Face model.
They're big and slow, but they jump extremely high and have excellent defense.
Robo Battle: Fukashi
--------------------
You'll notice it takes way more shots to knock Fukashi's Robo down compared to
the others you've fought so far. He's also packing his signature Wave Pod,
which creates a big explosion that you can't dodge by moving backwards, you
have to go to the side. Try to keep your distance from him because he's not
afraid to go nuts with explosives if you get close.
After you beat him, Fukashi decides that you will be his new rival. Taihei and
Genta want to go check out the new parts we got from those battles, so go pick
up your new Robos. You can feel free to switch out Ray Mk 2 for any of them if
you want to try something different. Genta says he knows a great new place for
us to try out our new Robos tomorrow, but first it's time for sleep.
Parts earned on Day 2:
Speed Pod D
Left Shot Bomb H
3-Way Gun
Submarine Bomb P
Reflection Pod
Robin
Flare
Dodecane
###############################################################################
W-03
A New Journey Day 3 - Wacky Hijinks at the Secret Base
Head downstairs for a brief conversation with your mother about Custom Robos.
Taihei will come and collect you so you can go play with your Robos again.
It seems Futaba is a little jealous since she doesn't have her own Robo yet.
Genta has told us to meet him at the Secret Base, which is an old warehouse
to the west of town. There's a handful of kids here, but none of them will
bother us yet, just head through the area towards the stairs. Just as we reach
the stairs, a kid will step out and challenge us to a Robo Battle. Taihei
points out that there's no Holosseum, but it seems the kid has a portable one,
so that's no problem. He's using a little Raider, so continue using the 3-Way
Gun to beat him easily. Head downstairs and in the door to find Genta.
It seems that this is actually a secret club where they hold Robo battles,
which Genta thinks will be a good way to train and get new parts. Thankfully
no one here is really all that tough, they're just a bunch of generic kids for
us to crush with our new Robos. There's a parts generator in the bottom right
corner you can use between matches, which is good because one of the Robos here
has your first new Leg Part, the Feather Leg, which is useful for Dodecane if
you're using him.
After beating all 3 kids, someone loudly challenges us to a battle. The camera
pans up to reveal a pair of newcomers, a poop-slinging orangutang and his pet
monkey, Caesar. Yes, it's Fukashi, in the flesh, and it seems he's finally
found someone who appreciates his company. He thinks that a monkey could beat
everyone here, and he's determined to prove it by having Caesar battle us.
Robo Battle: Caesar
-------------------
For a monkey, Caesar’s pretty competent. He fights a lot like Fukashi,
complete with Wave Pod, so either air dash out of the way or go over it. His
air dash makes him invisible, so you'll just have to try to attack him when he
lands. Setting traps with Idling Bomb and Cockroach Pod is probably the best
way to go. Watch out for the fire on the one end of this stage, it really
hurts if you touch it.
It's kind of insulting that everyone is so impressed that you beat a monkey.
Caesar and Fukashi end up getting into an argument, and Caesar chases him
out of the Secret Base. After all that excitement, that tough-looking guy
with red hair decides he wants a piece of us, too. His name is Yaiba and it
seems he's an acquaintance of Genta, who tries to talk him out battling us.
Just as the battle is about to start, Yaiba is unable to dive into his Robo.
Genta rushes over to see if he's all right, but he tells him to shut up and
runs out. Genta tells us that Yaiba is one of three brothers who are all
commanders, but the oldest brother was killed in an accident and since then
Yaiba's been suffering from shock that prevents him from diving into his Robo
anymore. That kinda put a damper on this whole place, so Genta suggests we
head over to see Robodoc for more training.
Back in the lab, Robodoc has found more opponents for us to fight. The first
is Robokichi, who Genta thinks looks too old to be a commander. Nevertheless,
his enthusiasm hasn't waned any since the first game, and he tells us about his
Robo, Patch, a Funny Old Man. They're the masters of Aerial Combat, with six
air dashes total. Robodoc recommends using 3-Way Gun or Vertical Gun, but you
can try out whatever strategy you want.
Robo Battle: Robokichi
----------------------
As noted, Funny Old Men can stay in the air practically forever and lob bombs
at you, which can be a problem for some robos. However, now that we're not
stuck just using Ray Mk 2 we can pick Flare or Dodecane and challenge him in
the air with Vertical Gun. Once you knock him down to earth, you can take
advantage of his bad defense to really lay on the damage with bombs and melee
attacks. Jumping Pod B might help here, since it's useful for anti-air.
Watch out for the homing on his Bubble Gun, it tracks a really long way.
Next up is Katrea, who remains as stuck up as ever, particularly after Genta
foolishly tells her he's seen her on TV. She uses a Little Sprinter named
Belle. Little Sprinters are like Little Raiders, but they have midair jumps
instead of air dashes, giving them more aerial mobility. Their defense is
peerlessly horrible, though.
Robo Battle: Katrea
-------------------
Fighting all Little Sprinters and Little Raiders basically comes down to the
same core concept - knock them down with an accurate gun and then blast away.
More concerning is the fact that Katrea is packing the Hornet Gun, a homing
weapon that sends a swarm of bees after you. It can pile on the damage quickly
if you're not careful, but you can just shoot her once to trigger vanishing
and make the bees go away.
Sadly, we don't get the Hornet Gun for our victory, that'll have to wait.
Robodoc has one more opponent for us, Jake, a skilled commander from America.
He uses Jane, a Sexy Stunner Robo. They have very high jumps and multiple
quick airdashes. Jane also has a great melee attack.
Robo Battle: Jake
-----------------
Jake is all about rushdown with his Flame Gun. We don't really have any great
keepaway parts yet, but Robin might be the next best thing, you can just run
away and fire Jumping Pod Bs and the Vertical Gun, Jake should never really be
able to catch you. Just don't run into any Feint Pods, if they close in on you
jump away or wait for them to blow up, they won't hit you directly.
Afterwards, Taihei tells us about the Sunday Match, a little competition they
hold at the Robo Station every week that he thinks we should enter. In the
meantime, it's time to pick up our new Robos and call it a day.
Parts earned on Day 3:
Cockroach Pod H
Idling Bomb D
Jumping Pod B
Feather Leg
Vertical Gun
Straight Bomb T
Wave Pod
Patch
Belle
Jane
###############################################################################
W-04
A New Journey Day 4 - The Sunday Match
Genta wakes us up in the middle of the night (standing on Taihei's shoulders
so he can reach our window). After we let the two of them in, Genta tells us
that there's something he wants to take care of before the tournament today.
As we're sneaking out of the house Futaba says something and startles him, but
luckily she's just talking in her sleep. She's dreaming about having her own
Robo and battling at Robo Station.
Outside, we head to Yaiba's house and break into his garage. Genta's brilliant
plan is for us to get Kengo's battle data from the holosseum in Yaiba's garage,
so Robodoc can construct a hologram of Yaiba's older brother Kengo and tell him
the accident wasn't his fault. Taihei is scared that we'll have to battle
Kengo's ghost to get his data, but Genta explains that Holosseums keep a copy
of each commander's battle data in memory. Unfortunately, before we can begin
the memory playback the third brother catches us in the act. Tsurugi is
Yaiba's twin brother, and he attends the Takuma Academy, a school for promising
commanders. Genta explains his plan, and Tsurugi agrees that we should be
able to battle Kengo's Robo using the memory backup. We're about to start it
up, but Yaiba finds us and demands to know what we're all doing in the garage.
He and Tsurugi get into an argument about how Yaiba is a disgrace to the family
for not being able to attend Takuma Academy or dive into a robo anymore and
Tsurugi ends up leaving in a huff. The commotion has now woken up their
father, and after a bit more talking he explains that Kengo also attended
Takuma Academy and he left a battle program at home before he went away, but it
can only be battled 100 times total and there's only one battle left.
Afterwards, he asks if we want to attempt the final battle, which makes Yaiba
angry, but due to his trauma it's not like he could do it himself. Genta
thinks that we have the best chance of winning out of the three of us, so it's
time to mend this broken family.
Robo Battle: Kengo
------------------
Kengo's Robo is extremely mobile, with fast, long-distance air dashes that turn
invisible while moving. He also possesses the Trap Gun, which shoots a ton of
projectiles, but it's not really very threatening. Just focus on gradually
wearing him down with bombs and the Wave Pod.
After you win, a message that Kengo recorded for his brothers begins to play,
where he encourages them to learn to work together so they can become even
stronger than he is. Their father thanks you for your help and hopes you will
make good use of Kengo's Robo, Javelin. Taihei explains that it's a Strike
Vanisher model, which has those teleporting air dashes, making it very evasive.
Yaiba's had enough and heads back to bed, and we talk about Takuma Academy a
bit more before Taihei reminds us that we have to go to the Sunday Match later
today, so we head home to get a little bit of sleep.
We wake up later that morning for the Sunday Match. Taihei comes to collect
us in the morning, but this time we actually have control on the world map.
He shows you right where to go, but if you some get lost you can look at the
map above. Note that you can't return to the Secret Base anymore.
Robo Station has been totally redecorated for the Sunday Match. Genta tells
us that there are a lot of Takuma Academy people here and they're looking for
talented new commanders to join the school. To proceed, talk to every
character here that we've met already, the two male officials in yellow, and
the woman with the red hair near the top, then talk to Taihei and things will
finally get underway. Your first battle is against Genta.
Robo Battle: Genta
------------------
Genta possesses the Rear Shot Pod C, which causes a nasty pop up effect,
and the Vertical Gun does a good job of chasing you down while you avoid them.
Your new Javelin was practically made for this fight, just stay mobile and
pepper him with shots from the 3-Way Gun, even a single hit is enough to knock
him down.
During tournaments you can always go pick up new parts inbetween matches, so go
do that now before your next match, which is against Taihei.
Robo Battle: Taihei
-------------------
Taihei possesses the Gatling Gun, which does heavy damage in a straight line,
but is extremely vulnerable if it misses, so make sure to use a Robo that's
fairly mobile. You might also consider the Wave Pod here, it's good against
slow robos.
Your next opponent is a female Takuma Academy cadet. She's using a Sexy
Stunner model with a fairly standard set of parts, so you can use pretty much
any strategy. You might want to try out the new Gatling Gun, it downs her in
one hit. Next is a male Takuma Academy cadet with a weird rhino-headed robo.
He has the high-jump leg and is quite mobile in the air, so you might want the
Vertical Gun to chase him down. Wave Pod is solid here too.
The final match is supposed to be against Nanase, the girl with red hair, but
she takes one look at us and decides that we shouldn't come to the academy,
then forfeits the match. Genta accuses her of being afraid that we'll beat
her, but she doesn't take the bait and is about to leave when Yaiba appears.
Nanase recognizes him as Kengo's brother, and reveals that Yaiba also attended
Takuma Academy, but he dropped out after the accident. She doesn't think he
ever really belonged there, but since their father knew Takuma he got in that
way. Yaiba is so ticked off that he challenges her to a battle with a portable
holosseum, but once again his inability to dive prevents him from battling.
Afterwards, all of the Takuma people leave, and you're declared the winner by
default.
Genta tells us more a bit about Nanase, she's one of the leaders of the Takuma
Academy and uses a Sexy Stunner model called Annie. He then decides that we're
all going to go to Takuma Academy together to get to the bottom of what
happened between Yaiba, Kengo, and Nanase. Taihei points out that they didn't
actually invite any of us, but Genta says he'll use his connection to the Yaiba
family to get us in. With the battle complete, it's time to head home and end
the day. As in the first game, your trophy shows up on the mantlepiece in
your bedroom.
Parts earned on Day 4:
Javelin
Straight Bomb G
Rear Shot Pod C
Gatling Gun
Triple Pod H
Standard Bomb F
High Jump Leg
###############################################################################
W-05
A New Journey Day 5 - Sneaking into Takuma Academy
Genta and Taihei are already downstairs. Genta tells your mother about Takuma
Academy, and she recognizes that Kengo and Tsurugi went there, it seems she
knows their grandmother.
On the world map, we head across the bridge to Takuma Academy automatically.
Genta tries to talk his way in, but it doesn't work. Not to worry, he has an
another plan, he leads us through the forest and we come out past the guards
on the path to the Academy. Unfortunately the gate is closed and we can't get
in. Just then, a young woman stealthily drops down from above. She's quietly
sneaking away from the academy when she bumps into us and gets startled.
Genta asks her if she's a student from Takuma Academy and she says she's not,
so he figures she probably came from a rival academy to battle the students
here. She's not keen to keep on talking, so she challenges him to a battle to
get him out of the way, and Genta is beaten easily. However, Genta has a
secret weapon... us! He challenges her to another battle in our place, but
she's not going to go for it until she hears that we have the Ray Mk. II Robo,
which suddenly piques her interest and she decides to battle us after all.
Robo Battle: Mysterious Girl
----------------------------
This one is fairly tough, she's packing solid parts, including the Diving Pod
and the new Multiple Gun, which files a missile that splits into 7 and then
tracks on you. The best way to deal with Multiple Gun is to stay at mid range
and air dash over it when she fires, then attack with a powerful weapon like
Gatling Gun to score a knockdown, so make sure you pick a robo that can air
dash.
Genta and Taihei are very impressed that we won, and even the girl has to
give us some praise, admitting that we remind her of someone. Unfortunately,
the guards have now found us in all the commotion. Just before she escapes,
the girl introduces herself as Yurie, and says that we'll meet again. Wait a
minute, sickly little Yurie from the first game has become some super cool
ninja girl? Wow, Shinichi really has no excuse for still being such a loser
now. Unfortunately, there's no way into the academy with the door shut and the
guards are coming, so we're forced to dart into the woods and regroup. Genta
is all out of great plans now, so Taihei suggests we go back to see Robodoc.
Back at Robo Station, Robodoc is just putting the finishing touches on his
latest invention, the Battle Simulator. Here, people can record battle data
so other commanders can train against it later. As it turns out, someone is
recording data using it right now, and Robodoc suggests that we should battle
them. It doesn't tell us who it is, but if you've played the first game you'll
probably recognize that Robo.
Robo Battle: Unknown Commander
------------------------------
Don't worry, the Rayfall Gun isn't nearly as powerful as it used to be, having
lost about half of its power since the first game. The strategy for dealing
with it remains relatively similar, you have to get in close and prevent the
opponent from setting up big combos, but bombs and pods can make that tough.
At least this time we have access to multiple Robos, so we can use a Little
Raider to close the distance on him in a flash. I recommend the Gatling Gun
for this one, you can just run up to him and pump him full of lead before he
can set up his Rayfall traps. It's actually not that tough as long as you
avoid his melee attacks, which hit extremely hard.
After you win, Jirou steps out of the back. He and Robodoc discuss the
Battle Simulator, but they're interrupted but Taihei and Genta, who recognize
Jirou as a finalist at the Great Robo Cup, whom everyone calls the "second-best
commander" because he always comes in second place. Jirou isn't thrilled to be
known as second-best, but Robodoc reminds everyone that second-best nationwide
is still really good and it'll be a great opportunity for people to battle
against his data. Jirou senses that you have great potential, and Genta
quickly takes credit for your success. Taihei reminds everyone that he was
actually the one who gave you tips when you were starting out but no one cares
about him. Jirou says that we remind him of some people from Takuma Academy,
and Genta is shocked to learn that Jirou went there. It seems he was even a
leader back in his day, which immediately gives Genta another great idea to get
us inside. Jirou agrees to get us in, but first he wants to test us by having
us battle someone using the Hologram machine. You can probably guess who it
is: Jirou's rival, champion Robo Commander, and Final Boss of Custom Robo 1,
Mamoru. Mamoru gives us an introduction to his Robo, Carlyle, a Wild Soldier
model. Wild Soldiers have somewhat limited ground mobility, but they possess
two very fast downwards angled air dashes that allow them to close distance in
a hurry at mid range, and their defense is also pretty decent.
Robo Battle: Mamoru
-------------------
Robodoc recommends using Jumping Pod B to shut down Carlyle's aerial movement.
That's not a bad idea, but whatever you do make sure you've got a robo that
can fight from long range, because Mamoru's Magnum Gun is really powerful up
close. I'd recommend the Vertical Gun, Idling Bomb D, and a Strike Vanisher,
with this setup you should be able to pin Mamoru down pretty easily. Just
watch out for those Diving Pods.
True to his word, Jirou offers to take us to Takuma Academy, but first,
Robodoc wants us to fight one more opponent... himself! Robodoc uses a Burning
Beast model, Hawkman. Like Strike Vanishers, they have a teleporting dash,
but like a Wild Soldier, their dash angles downward and they only get one.
Their jump is very high, too.
Robo Battle: Robodoc
--------------------
The main difficulty here will just be getting used to the way Burning Beasts
move, their ability to go very high and then reappear near the ground can be
confusing. Robodoc is using the Flame Gun, so just stay away from him and try
to trap his landings with Idling Bombs and Wave Pods. He also has a crazy bomb
that explodes twice, so watch out for that.
Robodoc congratulates us and hopes we'll make good use of Hawkman. With all of
our opponents beaten, we're now ready to head for Takuma Academy, but it's late
so we decide to head off tomorrow.
Parts earned on Day 5:
Carlyle
Hawkman
###############################################################################
W-06
A New Journey Day 6 - The Entrance Exam
Once again Genta and Taihei are already here gorging themselves on snacks.
After a moment we're off to Takuma Academy.
The guards stop us again, but this time they recognize us as honoured guests
and let us through. Seems Jirou's star power really did the trick. He gets
them to open the gate for us, and we're finally inside.
Jirou immediately takes us to meet the man himself, Takuma. Nanase is here
too, and she recognizes us from the Sunday Match. She still doesn't think we
belong here, but the big guy in the back, Toraji, sticks up for us. Takuma
warns us that Nanase has a short temper, as if we hadn't figured that out
already. Takuma says that if Jirou thinks we have potential, it's worth
testing us, so he lines up four of his students for us to battle. Beat them
all, and we're in. First, you'll probably want to visit the parts generator
up above. These guys are not very tough, so feel free to test out new parts.
Having passed the test, Takuma agrees to admit you to the academy. However,
Genta states that we will only accept on the condition that he and Taihei
are allowed to join as well. Taihei thinks this is absurd, but Genta insists
that we are a team and it's an all-or-nothing deal. No one can believe his
impudence, but Takuma accepts anyway, because he also has two close friends who
have stuck by his side all this time, Toraji and Nanase. He instructs Toraji
to show us to our new quarters.
Taihei thinks the cabin is a bit run down, which Toraji thinks is hilarious.
Looks like we'll all have to toughen up a bit. Just before we head to bed,
we bump into Tsurugi. Genta tells him about what happened between Yaiba and
Nanase at the Sunday Match, but he sides with Nanase instead of his brother,
which really ticks Genta off. We have to get to bed, but Genta vows to get
back at Tsurugi eventually.
Parts earned on Day 6:
Double Mine Bomb
Satellite Pod
Formula Leg
Hornet Gun
Gemini Bomb P
###############################################################################
W-07
A New Journey Day 7 - The Training Begins
We wake up in our cabin. Taihei misses your mother's cookies already. We're
the only ones still in the cabin, so we hurry outside. We're quickly split up
and assigned to different training courses, much to Taihei's dismay. Your
course is through the gate to the left. Toraji explains that you need to cross
the wooden bridge and beat all the commanders, who form a group known as the
Finger Commanders. They give you a bit of advice before each match, and cough
up some decent parts when you win. They're a bit more difficult than the
opponents you've fought before, but the Hornet Gun should make fairly fast work
of them. There's a parts generator in the top left if you need it.
After beating them all you'll find Takuma and Nanase watching you from the
bridge. Takuma will ask you if that was difficult for you, and it doesn't
matter how you respond, either way he makes you do 100 more Robo battles.
Thankfully the game just fades out rather than making you actually fight them.
(If you feel ripped off that you didn't get to fight hundreds of battles,
just wait until you reach The Grand Battle).
Back in our cabin, everyone is exhausted from Takuma's relentless training.
Tsurugi overhears our complaints and chastises us for being so worn out after
only one day and asks if we intend to quit, but Genta assures him we won't
give up.
Parts earned on Day 7:
Tomahawk Bomb B
Long Burner Leg
Bubble Gun
Sideways Pod G
Flame Gun
###############################################################################
W-08
A New Journey Day 8 - Takuma Academy's Dark Secret
After yesterday, the best thing would be a good night's sleep... but it's not
happening. Genta and Taihei wake us up in the middle of the night so we
can explore the Academy while everyone is asleep and try to find out some clues
about what happened with Yaiba and Kengo. We head out the back door, where
we're quickly caught by Yurie. She explains that she's a secret agent now, and
she is also investigating some strange business surrounding Takuma Academy.
Our secret meeting is quickly crashed by Jirou. He accuses her of acting like
a child and getting carried away with this idea of being a spy, but she asks
him if she thinks what happened to Kengo was really just an accident. She
believes there's some kind of shadowy organization operating out of the Takuma
Academy, and that Kengo got mixed up in it so they made him disappear. Jirou
isn't having any of it, though, he trusts Takuma completely. Yurie says she'll
keep digging around, and asks Jirou to give her regards to her brother. Jirou
explains that Yurie is Mamoru's sister, for anyone who didn't play the first
game. Taihei asks Jirou if there's any truth to what she said about Kengo, but
he maintains that there's nothing wrong with the Takuma Academy and what
happened was just a tragic accident. He also wants to know what we were doing
out of bed. Genta makes up some excuse, and Taihei quickly contradicts him,
blowing our cover. Luckily Genta manages to talk his way out of it anyway and
we wind up back in the cabin.
Of course, now Genta is even more suspicious, and we sneak out the other side
of the cabin just in time to see the end of a battle between Takuma and Nanase.
It seems there's something bothering her, but Takuma reminds her that they'll
always be friends and that he's here for her. Genta unwisely chooses to
confront Nanase and ask if there's anything weird going on here, but rather
than blow up at us she just says that life is difficult and everyone is just
trying to do the best that they can. She's tired, so she decides to head to
bed. Taihei complains that he's had enough of this crazy adventure and wants
to go home, but Genta bribes him with some of your mom's chocolate chip cookies
that he smuggled into the Academy. Say yes to go back to bed.
We wake up later that morning. We're all super tied now, but unfortunately,
training continues. This time our destination is to the right. The leaders
have prepared some special opponents for us this time, but the rules are
fundamentally the same, just head across and beat every opponent in turn.
Watch out for the fire hazards here, they hurt. Speaking of fire, the Flame
Gun you picked up yesterday is a pretty strong weapon to use since there's not
a lot of manoeuvring room here. Combine it with Straight Bomb T for a deadly
combo: knock them down with the Flame Gun, then use the Straight Bomb T to pull
your downed opponent towards you and do your melee attack for huge damage.
When paired up with a Little Raider this makes for one of the most reliable
setups in the entire game.
Toraji and Nanase's pupils are easy to beat, but Takuma has someone a bit
more difficult for us to battle. Tsurugi still seems unconcerned about his
family and his brother, all he cares about is becoming the strongest commander.
Takuma tries to reason with him, but the only way to knock some sense into him
is through battle.
Robo Battle: Tsurugi
--------------------
Tsurugi's really fast, so I wouldn't recommend the Dragon Gun here. The same
strategy of Flame Gun -> Straight Bomb T -> more Flame Gun or Melee Attack
continues to be very effective. Watch out for his Needle Gun and Throwing Pod,
they can take up a ton of the screen if he puts them both out.
Tsurugi refuses to accept his loss. Takuma once again has an extra challenge
for you, this time he wants you to battle Toraji. Somehow, you find yourself
up on an isolated pedestal, ready to battle. Since he's a leader, he says
he'll only use 70% of his full power against you. Time to show him why he
should never hold back against us.
Robo Battle: Toraji
-------------------
Toraji is using almost the exact same strategy I recommended for the previous
battle, a combination of a short range weapon plus Straight Bomb T, so expect
it to really hurt if he manages to shoot you. The Shotgun has almost no range,
though, and his Robo isn't very fast, so you should be able to stay out of his
range and attack with Dragon or Flame Gun. As long as you stay at mid range,
the Diving Pod is really the only thing you have to worry about. Sky Freeze
Pod also works wonders here, since he likes to approach from the air.
Back in the cabin, Genta is really impressed that we finally beat some sense
into that little snot, Tsurugi. While he's busy talking smack about him,
Tsurugi steps in, and he declares that that battle was just a fluke and that we
couldn't possibly beat him again. He challenges us to a rematch right now,
in a secret training area behind the Academy, where he will show us his true
power. Before the battle can begin, Takuma discovers us. You'd expect him to
put a stop to it, but he's content just to supervise to make sure things don't
get out of hand. Things immediately get out of hand when Yaiba arrives a
moment later. He accuses Tsurugi of caring about the Academy more than Kengo,
but once again Tsurugi states his belief that only strength matters in this
world. Yaiba gets so ticked off that he decides to fight Tsurugi in our place.
Of course, we all know how this is going to go, but shockingly Yaiba actually
DOES manage to dive into his robo this time. Tsurugi accepts the challenge,
but Yaiba's robo goes completely out of control and injures him. Takuma steps
up to battle Yaiba, but he decides that we have a better chance of getting
through to him since we're his friends. As always, the other two losers
appoint us as the one to fight him. You might actually want to decline this
battle so you can pick up your new parts first, then come back and fight him.
It's not like it's urgent or anything.
Robo Battle: Yaiba
------------------
Yaiba's Robo is really fast and powerful. The Wave Bomb is easily one of the
best bombs in the game, with a massive blast radius that can score multiple
hits. If you grabbed it, the Shotgun is actually a pretty solid choice here,
just follow him around and blast him when he lands for huge damage.
Alternatively attempt the same thing with the Flame Gun. Note that this stage
is quite icy, so it's hard to move around on the ground, you might want a
Robo with good air dashes or a Little Raider / Sprinter, who are so mobile
that the ice barely affects them. The Accel Gun actually isn't a huge threat
as long as you keep moving, but if it hits you'll be pulled in.
After his defeat, Yaiba collapses too. Takuma explains that Yaiba never meant
to hurt anyone, his just has so much power that he can't fully control it.
We all wind up back in the cabin for some well-deserved rest.
Parts earned on Day 8:
Seeker Pod F
Dragon Gun
Sky Freeze Pod
Quick Jump Leg
Needle Gun
Throwing Pod D
Shotgun
Diving Pod
Accel Gun
Wave Bomb
Short Burner Leg
###############################################################################
W-09
A New Journey Day 9 - The Final Exam
We're the last ones to wake up yet again, notably both Yaiba and Tsurugi are
gone. Taihei says what we're all thinking in that what we saw yesterday was
probably a repeat of the accident that caused Yaiba's trauma in the first
place. Outside, Tsurugi backhandedly thanks us for yesterday and asks us
not to tell anyone what happened. In other news, thanks to our help yesterday
Takuma is fast-tracking us to his final test. If we can complete it, we can
graduate from the Academy today. He opens the gate for us, which leads to a
mountain path called Victory Way. Make sure to grab new parts before you go.
Out here we have to face the V Commanders. They've got good parts, but we've
picked up so much good stuff recently that they're hardly a match for us.
Feel free to test out some new setups in preparation for the difficult battles
ahead. After you defeat a couple of them, you'll have to face Toraji again.
This time he's decided to use 80% of his power.
Robo Battle: Toraji
-------------------
His setup has not changed much, but he's far more thoughtful in his approaches
this time. Sky Freeze is still strong, but you'll have to be more careful
moving along the ground with those Feint Pods around. You might want to sub
out Straight Bomb T for Wave Bomb, which will let you snipe at him from behind
cover more effectively.
The next room has a parts generator, so pick up that Feint Pod F. The next
person waiting for you is Jirou. He asks if you're surprised to see him, then
reminds you that he is a leader here. More importantly, the last time we
fought him he promised us his Metal Bear and Rayfall Gun if we could beat him
again, so it's time for him to make good on that promise.
Robo Battle: Jirou
------------------
As before, close range combat is the way to go against him. Pick a fast robo,
the Shotgun, and the Wave Bomb and just rush him down. Make sure you land at
least one hit before shotgunning him, though, because he can actually withstand
one shot before being knocked down and he'll retaliate with his melee attack
for huge damage if he can. The Feint Pod can make it easier to trap him for
hits with the Wave Bomb. Stay mobile to avoid any Rayfall shots and Float Pods
that he does manage to get out.
After the battle, he tells you about Metal Bear. It's a Metal Grappler, which
are very slow Robos that have incredible defence against being knocked down.
Also, they do a little bit more damage with weapons than other Robo types.
This makes them good for long-range combat since it's hard for the opponent to
erase your shots. He also informs you that some weapons function differently
in midair, like the Rayfall Gun. The Rayfall Gun isn't as gamebreaking as it
once was, but it's still a solid keepaway weapon. Just do the ground fire to
put out some shots, then jump and fire some more. You can have 8 shots out at
once this way, and if the first ones hit all the rest will hit too, dealing
heavy damage.
It turns out Yurie was watching the battle. She realizes that Jirou was trying
to help you out after all and asks him if he's started to agree with her about
the secret behind Takuma Academy. He's about to chase her out of here, but
she wants to spar with us first, which he eventually consents to. Get that
Rayfall Gun first though.
Robo Battle: Yurie
------------------
Lucky Yurie, she gets to be the Rayfall Gun's first victim. If you're also
trying out Metal Bear, you'll probably want the Quick Jump legs. Yurie's
setup is also decent at long range, so make sure to air dash away from her
Multiple Gun or Diving Pods when necessary.
After the battle, Jirou asks her if she's done with her silly spy game now.
Since we won, he thinks that if there really is any dark secret she should just
leave it to us and she should stop messing around here. This makes her really
mad and she vows that she'll make her robo stronger and then we'll all have
to respect her, then she takes off. Oh well, the end of Victory Way is just
ahead. Take that Geo Trap Bomb, it's really powerful.
The next room seems empty, until Nanase drops in with the help of her little
fox friend. She finally acknowledges you as being a worthy opponent, so it's
time to battle her.
Robo Battle: Nanase
-------------------
Nanase's setup is very powerful at mid range, the Stardust Gun puts out a ton
of bullets in a spread pattern that is almost impossible to avoid, and the
Freeze Bomb can trap you in place if it hits. As such, long range is likely
the best way to go, either using Rayfall or Dragon Gun. If she gets close,
just focus on getting away. As long as you keep up solid defense she should
eventually go down.
Genta and Taihei arrive just in time to see you beat her. Genta is quick
to gloat, but Nanase quickly shoots him down, saying that the leaders were not
fighting with their full strength because they didn't want you to get hurt,
but you'll see their full strength someday. Genta is confident that you'll be
able to handle it. Nanase says that you have no idea what you're in for, but
she's satisfied for now, so you can continue along Victory Way. The next
screen is a dead end that leads to a waterfall. Takuma jumps out from behind
the waterfall and challenges you to a battle.
Robo Battle: Takuma
-------------------
Takuma is a close-range fighter. His Drill Gun is very powerful at close
range, and his air dashes are surprisingly fast, so it can be hard to keep him
out. Sky Freeze is always a good way to defend your air space, try combining
it with the Dragon Gun for huge damage if he comes at you recklessly.
Assuming you manage to win, the others show up to congratulate you and Takuma
makes you a V Commander. Afterwards, we have our official Takuma Academy
graduation and leave the Academy. Finally, we get to return home. Everyone
is glad to see you again, and Futaba hopes that some day she can be as strong
as you are.
Parts earned on Day 9:
Right Shot Bomb H
Spider Pod
Feint Pod F
Metal Bear
Rayfall Gun
Multiple Gun
Geo Trap Bomb
Stardust Gun
Freeze Bomb
Drill Gun
###############################################################################
W-10
A New Journey Day 10 - The Mysterious New Parts Shop
Head downstairs. Genta is telling everyone the story of what happened at
Takuma Academy, though he's switched the roles in the story so he was the hero.
Apparently Jirou and Robodoc want to see us, so we're off to Robo Station.
Jirou tells us about an event called the Marine Park Festival where he wants us
to represent Takuma Academy. It seems there's only two spots left, so only two
of us can go, and Genta and Taihei leave arguing about who it will be. Jirou
further explains that the event is hosted by the Lambda Corporation and that
they're partnering with a new Robo shop to offer some free Robo tune-ups to
everyone who participates, which should be a good chance for us to become more
powerful.
Outside you run into Yurie. She congratulates you on passing the test at
Takuma Academy, but now she has something she wants you to do for her. She has
also heard about that new Robo shop and the free tune-ups, but she's suspicious
about it and she wants us to help her investigate. Keep agreeing to her
questions and we'll wind up back at the secret base where we first met Yaiba.
Talk to the guy standing in front of the top right holosseum. It seems most
of the people here have already gotten upgrades from that new parts shop, but
as soon as Yurie asks them some questions about it they quickly become hostile
and surround us. She challenges one of them to a battle and makes us battle
another one. After you beat them, Yurie tells them that you're a Takuma
Academy graduate and suddenly they all back off. Yurie asks a few more
questions, but it seems like they don't really know anything useful, so we
return to Jirou. After discussing what to do next, Robodoc recommends we
battle some program data using his hologram machine. People who played the
first game may remember fighting this robo before.
Robo Battle: Oracle Head
------------------------
This robo uses the Dragon Gun, so it's probably best to use a fast robo and get
in close. If you haven't tried out the Drill Gun yet, a fast Robo with the
Drill Gun should be able to beat it pretty easily.
You get the Oracle Head Robo for winning, a Trick Flier model. Trick Fliers
get three fast air dashes, but aren't all that mobile on the ground. Now all
we need to do is go home and get some sleep before the Marine Park Festival,
but Yurie's got something up her sleeve yet again. She warns us not to accept
that free tune-up and walks off.
Parts earned on Day 10:
Grounder Leg
Oracle Head
###############################################################################
W-11
A New Journey Day 11 - Marine Park Festival
Head downstairs to meet Taihei, who comes to take you to Marine Park. It's
that big building to the northwest that we haven't been to yet. Genta is
already here, and he's worked out how to solve the entry dilemma. You will
enter the competition, of course, and Genta and Taihei will enter as a team.
It seems Jirou taught them about a special technique that they developed at the
Takuma Academy where two people can control a single robo, so now everyone gets
to participate. Speak to everyone you recognize here, and Jirou will appear,
looking for you. Go speak to him, and he'll put you through the rest of the
registration process. Head inside to start the event.
Your first battle is against Genta and Taihei, who demonstrate the new dual
commander Robo battling technique. There's a parts generator in the top right
if you need it, as well as a suspicious man and woman watching the event.
Robo Battle: Genta and Taihei
-----------------------------
The Yajyuu Pod is good for traps and combos, but their parts are otherwise
pretty weak. If you're somehow having trouble, Stardust Gun absolutely eats
Little Raiders, since only one hit has to land to knock them down.
I guess two losers really aren't any better than one. Your next opponent is
a generic boy. It seems like he knows you're one of the V Commanders from
Takuma Academy and he's a bit nervous to battle you. He uses a close range
robo, so feel free to Sky Freeze him. Yurie is your next opponent.
Robo Battle: Yurie
------------------
She's still packing that Multiple Gun and Diving Pod, but now she's packing the
Delay Bomb C, which has a double explosion effect similar to the Wave Bomb.
Play long range with either the Dragon or Rayfall Gun and you should outlast
her, or just air dash towards her when she fires her gun and blast her her with
a close range weapon, you can go over the missile before it splits.
She's still a sore loser. It's time to move on to the final against Yaiba.
He's out here to get practice keeping his robo under control so he can finally
become a great commander like Kengo was.
Robo Battle: Yaiba
------------------
He's still super mobile, but now you have the Drill Gun, so you can just chase
him around with a Little Raider and drill him whenever he's close. The Accel
Gun is still terrible, just move to the side to avoid it. Try dropping some
trapping pods like the Yajyuu Pod whenever you're dodging his attacks, it'll
restrict his movement.
Thus concludes the tournament, and we're presented with the trophy. But wait!
Someone's come to crash the party! There, in the aquarium... it's... Fukashi?
He challenges us to come to the pool on the roof of the park to see who the
real champ of Marine Park is. Up on the roof, we find Caesar, but he's not
here to battle us this time, and neither is Fukashi. Instead, he's brought
another animal friend, this time it's the fighting dolphin, Cleopatra. How
exactly does he manage to train all these animals to battle, anyway?
Robo Battle: Cleopatra
----------------------
Unsurprisingly, Cleopatra has all water-themed parts, like the Bubble Gun and
Submarine Bomb. Luckily for you none of these parts are very strong, in
particular the Bubble Gun pales terribly to the Dragon Gun, so just blast away
with Dragon Shots and Freeze Bombs until Fukashi accepts that humans are the
superior species.
Afterwards, Cleopatra gets her revenge and we head back to the entrance.
Taihei congratulates us on our win and tells us how everyone who participated
got a free robo tune-up from a new robo store that just opened up. We haven't
gone, and neither has Genta, so he recommends that we should go tomorrow,
because they're apparently having a special party.
Parts earned on Day 11:
Yajyuu Pod F
Delay Bomb C
Wide Jump Leg
Dolphin Pod
###############################################################################
W-12
A New Journey Day 12 - The Hypnotizing Chip
We're woken up in the middle of the night by Genta. No, it's not a midnight
party, it seems Taihei is acting strangely, like he's been possessed. He's
heading towards the Takuma Academy, so we cut him off, but he just silently
takes out his robo and beats Genta. Now it's our turn to battle.
Robo Battle: Taihei
-------------------
This battle is just a slugfest. There's virtually no cover on the whole map,
so bring a Metal Grappler and the Flame or Drill Guns and just plow through
his robo. The Straight Bomb T to melee attack combo works great with Metal
Bear, use that to deal extra damage after a knockdown. As long as you're set
up properly you should win this one easily.
Taihei snaps back to his senses after you beat him. Genta wants to know what
he was doing here, but he has no idea. We immediately find out, though, as a
strange man and woman appear behind us. They're annoyed that we foiled their
plans, but they quickly disappear again. Rather than call the police or
something Genta decides we should all go back home.
Later that morning, we head downstairs to find everyone watching TV. There
are reports of other people behaving strangely on the news. It seems that the
only people who have been affected are commanders, so they suspect the problem
must be related to Custom Robos in some way. Taihei wonders if they did
something to his robo, so we take it to Robodoc. He discovers that someone has
installed a hypnotism chip in Taihei's Robo, which caused him to be hypnotized
once he dove into it. Genta quickly realizes that it must have happened when
Taihei visited that new Robo shop. Jirou enters, and Robodoc says we should
get the police involved. Yurie is also listening in, and she notes that the
hypnotized people all tried to go to Takuma Academy. She thinks this is proof
that Takuma and the others are behind it, and they probably did the same thing
to Yaiba to make him lose control in that accident where Kengo got hurt because
he found out about it. She and Jirou are about to go at it again, but Genta
quickly interrupts, telling her about the two strange people we met last night.
Before we can figure this whole thing out, Yaiba busts in. It seems he
overheard us talking about Takuma Academy and Kengo's accident and he demands
to go there right now and find out if there's any truth to it.
We arrive at Takuma Academy and confront Takuma about everything. Takuma
professes his own innocence, but he admits that Kengo is probably alive.
During his time at Takuma Academy, Kengo proved to be both an exceptionally
talented engineer and commander, quickly rising to Takuma's level and helping
them to develop the dual commander battling technique. However, he was never
satisfied with his success, and soon Takuma noticed a number of strange things
happening around the academy. Shortly thereafter, the accident occured, and
Kengo simply vanished without a trace. Takuma didn't want to tell anyone that
he might be alive, because that would place a lot of suspicion upon him, but
now that he sees the hypnotizing chip he thinks Kengo must have developed it.
It seems like something big is happening, so we all decide to stay here to
keep an eye on things.
Parts earned on Day 12:
Submarine Bomb D
###############################################################################
W-13
A New Journey Day 13 - The Truth Revealed
We're once again woken up by Genta, there's a commotion outside. Some of
the Takuma Academy Cadets are heading towards Victory Way, and Toraji and
Nanase are missing. We follow them to find the mysterious man and woman from
before, along with a whole army of hypnotized commanders, including Toraji and
Nanase. The young man at the front finally reveals the truth. They're all
members of the secret Goliath Organization. The young man is Rouga, the older
man is Boronji, and the woman is Kotengu. Jirou notes that he's heard the
name "Goliath" in Robotechs Magazine, they're a group that split off from the
Dread Army after they were defeated in the original Custom Robo. Since their
group is small, they had to reinforce their numbers by hypnotizing people who
brought their robos in for maintenance at their shop, and now they have enough
commanders to take over Takuma Academy. As if things weren't bad enough,
Tsurugi willingly joins their side. Takuma tries to tell him that this isn't
the way to become a strong commander, but he says that we're all too weak and
he doesn't want anything to do with us anymore. Goliath leaves a bunch of
robos for us to fight and retreats into the mountains. We're forced into
another battle that's identical to the one against Taihei, just use the same
setup.
It seems like everyone else already won their battles, so hurry into the
mountains! We pass by the rest of our allies battling various robos, and
Boronji forces us to battle Toraji. Genta tries to get through to him, but
it doesn't work, the only thing we can do is defeat him.
Robo Battle: Toraji
-------------------
He's exactly the same as the last time you fought him, but the arena really
works against you this time, it's very small and gives almost nowhere to run.
Use a very fast robo with the Sky Freeze Pod and Dragon Gun and try to stay
away long enough for him to get frozen or leave himself open.
After his defeat Toraji regains his senses, but he's too dazed to offer us any
further help. Onward to the next room, where the rest of the Goliath
Organization is waiting for us. This time it's Tsurugi who they choose to
battle us. They also give him some illegal parts to tip the scales in his
favour.
Robo Battle: Tsurugi
--------------------
Tsurugi has the Boronji Gun, an illegal upgrade to the Needle Gun. He's also
packing the Wall Bomb, so this is going to be a long-range battle. Equip your
best Rayfall combination and stay as far away from him as you possibly can.
He tends to fall into the fire sections fairly often, which will help you out
with damage.
Tsurugi can't believe that we beat him again, but he still stands by the
Goliath Organization, and they pull back farther into the mountains. The
others catch up and discuss the situation. Yurie apologizes for doubting
Takuma, and Yaiba is devastated by Tsurugi's betrayal. Takuma tells Yaiba not
to judge him too harshly, he thinks that Tsurugi must have realized that Kengo
is somehow involved with Goliath and only joined them so he could find him.
He thinks Tsurugi will be all right for the time being, so we end up taking
Toraji back to the academy to recover.
Toraji isn't physically hurt, but it'll take more time for him to be able to
battle again. Taihei runs up to us with a note he found, it's from Yurie.
During the commotion, she attached a tracking device to Tsurugi that will lead
her to Goliath's base, and she's gone off after them. She tells us not to
worry because she's the Spy Commander and she can take care of herself, but of
course we're all worried anyway. Takuma asks us if we would help infiltrate
Goliath, and of course we agree. Yaiba's coming too, because Tsurugi is mixed
up in all of this and he wants to know the truth about what happened to Kengo.
Talk to Takuma to set off for their base. Despite her earlier bravado, Yurie's
left a trail for us to follow, which leads us to a secret path hidden in
Victory Way, and we finally catch up to her battling some Goliath goons. She's
done pretty well, but she can't beat them all by herself, so we step in. Be
aware that this goon has the mighty Giant Bomb, which travels super slow but
has a massive blast radius, so stay out of the way if he fires it. Other than
that it's just another slugfest.
After the battle Jirou chews Yurie out for being reckless and asks her how
Mamoru would feel about her putting herself in so much danger. They finally
come to an understanding, and we find the Goliath Base. We're immediately
discovered by Boronji and Kotengu, who retreat further inside. We give chase,
and immediately fall through a trap door. We're separated from the others,
and we have to battle a Goliath goon, who mocks us for how stupid we were.
After we beat him another one drops in, then an elite goon. These guys are all
fairly tough and the arenas don't give you a lot of manoeuvring room, so make
sure to use a strong combo. If in doubt, Robin, Flame Gun, Straight Bomb T
is always dependable. After beating all three, leave to the north. One more
door to the north leads to a parts generator, so grab any new parts, then head
east and go in the second door to find Genta battling a girl from Takuma
Academy. He loses, so we have to take over. There's another Takuma cadet in
the next room, but neither of them are very tough. The second one seems to
have been Nanase's pupil from our second day of training, and after we knock
some sense into him he begs us to rescue her.
The next room has another elite goon. He's using Bubble Gun, so just outrange
him with Dragon Gun. The next goon is fought in a very small room, so use a
short range robo to take him out. Genta figures out that you can use the
machine in the corner to shut down the barrier, so after he does so head south
west to the very bottom of the area. With the barrier gone, you can head down
the stairs, where you'll see Takuma and Yaiba, but they're both out of your
reach for now. Just keep going and you'll see a robo come out of a little
grate. Genta expects to be attacked, but it's actually Yurie's robo. She
and Taihei have been imprisoned elsewhere in the base, so she's using her robo
to try to explore the area. Genta and Yurie still manage to get into an
argument even with her inside her Robo. After remembering the urgency of our
situation he collects her Robo and takes it with us.
Now it's time to beat another goon. If you get close to him, he'll use his
horrible melee attack, which you can easily punish. The next room has two
goons to fight. You may remember these annoying arenas from the end of the
first game. The next area has a parts generator and another barrier. Yurie's
robo appears and tells you you're close to where she and Taihei are. Head
south and down the stairs to find them in jail. We're quickly forced to fight
another goon. We're about to make our escape when Kotengu appears from one of
the other cells. Someone warns us not to underestimate her, then the battle
begins.
Robo Battle: Kotengu
--------------------
Kotengu is packing the Kotengu Gun, an illegal part that is an upgrade to the
Phoenix Gun, which we don't even have yet. You'll quickly find out that it
fires a barrage of huge birds that come at you at alarming speed. They can be
blocked by walls at distance, but even that's not very safe since she's packing
a great anti-camping set of Seeker Pod and Wave Bomb. The best defense is
actually just to get right in her face and use a close-range weapon like the
Shotgun or Drill Gun, because the birds actually arc upwards when fired from
the ground, which will miss if you're right next to her. It's still a hard
battle, though, don't be surprised if this take a few tries.
Assuming you somehow beat her, she and her goon will make their getaway, and
Genta will spring Taihei and Yurie out of jail. However, there's someone
else in here who spoke earlier when we were about to battle Kotengu. We head
over to investigate the third cell and find... Kengo! It turns out that Kengo
originally joined Goliath because he wanted to work together with them to
create technology that would help his brothers reach their full potential, but
he realized Goliath planned to use it for nefarious purposes so he tried to
leave and they imprisoned him. Takuma arrives, and informs Kengo that Tsurugi
has joined the Goliath Organization, which shocks him. We're quickly caught by
goons, but Kengo single-handledly wipes them all out. Genta tells Kengo about
the barrier above, and he says that he knows the code to unlock it. We split
into two groups, you and Yurie, and Takuma with the others. Head back up and
pass through the newly opened room to the east, and make sure to grab your new
parts, because we just picked up the amazing Stabilizer Leg.
We find ourselves trapped inside this new area. The rooms on the sides are
barracks, and a little further down are some restrooms. Yurie has to go to the
bathroom, so she leaves us briefly. Head towards the men's room. Someone is
singing a ridiculous song inside the men's room, and there's really only one
person that could be. We head inside to find Fukashi and Caesar mopping the
floor. It seems that he's being forced to work here against his will, so we're
forced to fight the Goliath Goon supervising him. Afterwards Fukashi sort of
thanks you and he and Caesar leave to get revenge on the Goliath Organization,
though Fukashi doesn't make it ten steps before he falls into a pit. Yurie
returns and we can continue. The next room is a cafeteria. You're forced to
fight a goon at the end. After beating him, we head into the next hall where
we hear a bunch of goons talking. There's too many, so we'll have to find
another way. Return to the goon you just beat and talk to him. Yurie will
demand he show us the secret passageway, but he refuses, so she uses her Robo
to tickle him until he gives up and shows us the way.
We find ourselves inside a strangely well-furnished room. Who would live in a
place like this? You can check the picture on the desk to see that it shows a
young girl with red hair and her father. Head north and then southeast to find
another barrier and Jirou, who is battling Rouga. Rouga defeats him, and he
says that no one can overcome his illegal parts. Jirou's down for the count,
but luckily there's a grate here we can use. You're now controlling your Robo
inside the grate. Head down to the end, where you'll have to fight an easy
Robo. You'll have to fight another one before you reach the panel to disable
the barrier. Jirou has inexplicably vanished by the time we get out, that's
odd. Head downstairs to be locked out again, but at least we find the others.
Talk to Takuma to proceed to the next room, a giant collosseum. A familiar
face welcomes you, it's Homura, the spy who tried to steal the nanomachine
technology for the Dread Army one year ago. He's refined his autonomous Robo
technology since then, and to demonstrate he dispatches 5 robos to battle your
group. They're actually using a very good setup that makes direct attack
almost impossible, you'll want Rayfall Gun. After beating them it's time to
face Homura himself. Takuma was going to do it, but Yurie says he needs to
save his strength for Nanase, so it ends up being us instead. Somehow I
suspect we'll be fighting Nanase too, but we have to deal with Homura first.
Robo Battle: Homura
-------------------
Homura's packing a whole set of illegal parts, but the most notable one is the
Homura Gun, which is an upgraded Dragon Gun. As such, he remains weak to
close combat attacks, the old combo of Robin + Flame Gun + Straight Bomb T
continues to work well. Just watch out for the edges.
Yurie chews him out for all the trouble he's caused (and calls him "Gloomy
Glasses", which really ticks him off), and he challenges us to another battle.
Robo Battle: Homura
-------------------
He's subbed out his Robo for a different one but it's really the same battle.
He's just a little more evasive this time.
Unfortunately, after his defeat, the grates release a bunch more Robos, forcing
our friends to stay behind and battle them while we go on ahead. He also
coughs up the name of his boss, it's Rokudou.
We're clearly reaching the end now, just look at this creepy place. We're
quickly met by Boronji, who asks if we're ready to face hell. Answer yes and
head inside to find Kotengu again.
Robo Battle: Kotengu
--------------------
He wasn't kidding about hell. Kotengu now has all of her illegal parts, though
functionally she hasn't changed much, unfortunately this horrible stage
provides almost nowhere to hide from her attacks so you're really going to have
to be relentless with close-range attacks. As long as you get good combos with
Drill Gun and melee attacks you should be able to outpace her in damage.
Afterwards Rokudou congratulates you for beating her and invites you to
continue on through the teleporter in the corner if you think you're up for it.
Next up is Boronji.
Robo Battle: Boronji
--------------------
He's not nearly as hard as Kotengu, basically his whole strategy revolves
around flooding the screen with stuff, which can be hard to avoid since this
map is icy. As such, I would just pick Patch and the Feather Leg and stay in
the air the whole time firing Hornet Gun and dropping Seeker Pods and
Wave Bombs. He does have the Boronji Gun, which is an upgraded Needle Gun,
but he rarely uses it.
Next teleporter. It's Jirou! So that's why he disappeared, they hypnotized
him. Oh well, it's not like he stands any real chance against us.
Robo Battle: Jirou
------------------
Jirou has the Minamo Gun, but he's no Minamo. In case you didn't play the
first game, the Minamo Gun is an upgraded Rayfall Gun that shoots more shots,
but it can't be used for the same kinds of setups as the regular Rayfall.
Either way, the same rushdown strategy with Robin + Flame Gun + Straight Bomb T
continues to make short work of him. He's not worthy of that gun.
Jirou just collapses afterwards, it seems the strain of those illegal parts was
too much for him. Yurie is afraid that he's dead, and she mourns for the
second-best robo commander out there, but he wakes up and tells her to stop
referring to him as "second-best". Aww. Head into the next teleporter to find
Rouga and Tsurugi. Yaiba arrives, and Yurie tells Tsurugi we found Kengo, so
he doesn't have to side with Goliath anymore. However, Tsurugi just laughs.
It was never about Kengo, he just wanted ultimate power. Rouga tells them
about the true purpose of the dual commander system that Kengo created - it was
originally intended to allow his brothers to combine their Robos and work as
one. With Yaiba's power, Tsurugi's discipline, and this special Robo, they
would be unbeatable. Having been tormented by his inability to properly
control his Robo, Yaiba succumbs to temptation, and he and Tsurugi combine
their robos to create the ultimate Strike Vanisher, Bayonnet. Unfortunately,
we happen to be the most immediately accessible target to test it with.
Robo Battle: Yaiba and Tsurugi
------------------------------
Bayonnet is really fast and has an absurd number of air dashes, but besides
that he's still basically Yaiba, complete with continued use of the nearly
useless Accel Gun. All you have to do is follow him around and attack him
when he lands, the Robin and Flame Gun setup will beat him easily.
Rouga isn't happy with their performance, and decides to take control of both
of them and power up their robo much further. Now the real battle begins.
Robo Battle: Yaiba and Tsurugi
------------------------------
Bayonnet now has a full set of Illegal Parts, in particular the Twins Gun,
which is an upgraded Star Layer Gun. You don't have that yet, but it fires
a single projectile which splits into 5 and tracks you, not unlike the Multiple
Gun. I would still stick with Robin for this battle, the core strategy of
rushing him down with Flame Gun still works, you just have to be a bit more
careful, particularly since he's now spamming his melee attack like mad. Make
sure you force him to recover in the air by using Flame Gun when he's downed.
Afterwards the two of them collapse and Kengo arrives. He's horrified about
what Rouga has done to his brothers. Rouga tells him that his research was
a great success and he runs into the next room. Kengo stays to look after
the twins while we give chase. In the next room, we find Nanase strapped to
some kind of machine, along with Rouga and Rokudou, the leader of Goliath.
Takuma arrives, and he tries to rescue Nanase, but Rouga reminds him that they
have a hostage and tells him not to make any sudden moves. Rokudou notes that
we have two of the strongest commanders here, and he thinks it would be a shame
not to find out which is the strongest of all. He has a special holosseum
here, whereby any damage inflicted upon a Robo will also be dealt to its
commander, which he thinks should make for a thrilling match. He then orders
you to battle Takuma or they will kill Nanase. Takuma reluctantly agrees to
the battle because he would do anything for her, so now we have to battle him.
Robo Battle: Takuma
-------------------
He hasn't really changed, he's still using a hyper-aggressive setup with Drill
Gun. Use Sky Freeze to trap him, then blast away with Dragon Gun. Feel free
to use a fast robo, if he lands a hit you're going to be downed anyway. Make
sure to stay out of the middle of the stage, and if he gets too close just
focus on getting away.
After your win, Takuma congratulates you, then collapses from his injuries.
He begs us to save Nanase in his place. Time to battle Rouga.
Robo Battle: Rouga
------------------
As usual, Rouga is full of illegal parts, including his Rouga Gun, which is
an upgraded Knuckle Gun. You don't have that gun yet, but it just fires a
single, short range blast that does a ton of damage. This stage is also icy
and Rouga loves to fill the area with pods, so it's another good time to bust
out Patch with the Feather Leg and just take to the skies. Hornet Gun, Wave
Bomb, and Seeker Pods will give you great tools to bombard Rouga while he
scampers about helplessly on the ground. Try to make sure he's nowhere near
you when you do have to come down, though, he can really lay on the damage.
Rouga collapses too, leaving only the big man left. Yurie thinks that Rokudou
most be afraid to battle the strongest commander, but he just laughs. No
matter how powerful we might be, no one is a match for the ultimate robo,
Jameson. Now the final battle begins.
Robo Battle: Rokudou
--------------------
This battle is completely unlike any other battle in the game. Jameson is
twice the size of any other robo and is ludicrously slow, but it possesses
extreme defensive power, taking only about 30% of normal damage and being
completely immune to knockdowns and the effects of bombs (so no Freeze Bomb).
Since virtually any shot you take will hit, you want to focus on weapons that
do solid damage and have little recoil time. I'd recommend Hornet Gun, since
you can fire it from anywhere and it recoils quickly, plus Seeker Pods (they'll
always hit) and the Wave Bomb (it can hit multiple times). For your Robo,
you'll want something with a good air dash to dodge his aerial shot, which puts
out a laser that strikes with incredible speed a moment later. I'd recommend
Javelin, its invisible air dashes really help get you out of trouble. Try to
fight from the corners, you can jump and fire hornets over the little
obstacles, then fall back down and be protected from the ground fire of his
gun. As long as you keep up solid defense you should outlast him.
So much for the unbeatable Jameson. He gets credit for trying something
different, at least. Yurie tells Takuma that we've won, but those of us who've
played a video game before know better. Rokudou prepares to press some switch
that will probably blow up the base or something, but someone yells out
"Stop, Father!" It's Nanase, and she won't tolerate such a cowardly act.
Takuma and Yurie are shocked that Rokudou is Nanase's father, but it's true.
She is the heir to the Goliath Organization. No wonder she didn't want us to
get mixed up with the Takuma Academy and the business surrounding Kengo, she
knew everything from the beginning. According to Rokudou, she was just
attending the Takuma Academy to seek out powerful commanders for Goliath.
Takuma won't believe it, because Nanase was his friend, but she says that was
just her cover. However, being at Takuma Academy and being accepted by
everyone was the only time she was ever really happy, so she decides to let us
escape. Her father is displeased with this show of mercy, and he tries to dive
back into his Robo to finish us off, but he's already worn out from the earlier
battle. Seeing her father in pain causes something to snap inside her, though,
and she reconsiders her opinion about battling us. She knows that Goliath will
fall as the police are already inside the base, but before then she will show
us Goliath's ultimate creation, the experimental Robo Meijeru. Even her father
can't abide this, because that Robo is unsafe for use, but neither Rokudou nor
Takuma's protests can stop this final battle between the forces of light and
darkness.
Robo Battle: Nanase
-------------------
She's not actually that different from last time. Her Nanase Gun is an
upgraded Stardust Gun, which is still almost unavoidable at short range, so
you'll want to stick with long range combat. Dragon Gun is a good choice here,
the key is to focus on evading until she fires her gun, then shoot the Dragon,
it'll hit her while she's recovering. I'd actually recommend Javelin again
for evasion purposes, having that third air dash really helps. Her massive
Freeze Bomb is also a huge problem, it's likely that it'll hit you more than
a few times. Try packing Diving Pods or some Sky Freeze of your own to defend
you in case you get frozen. If you can stay on the move and not let her corner
you you should be able to come out on top.
Nanase cries out in pain after her defeat. Takuma rushes over to her side,
but it's too late. She apologizes to her father for being a poor daughter,
and fondly remarks that it was one heck of a battle. She then declares this
to be the end of Goliath and passes out just as the police arrive.
Outside, Taihei tells us that they also arrested Nanase and Kengo for their
involvement, but at least everyone made it out safely. Genta acknowledges
you as the strongest commander, and now we can finally have that party!
As the credits roll, we see Genta, Taihei, and Jirou hanging out at your
house, then everyone heads off for Takuma Academy, where we meet up with Yurie,
Takuma, Toraji, and even Fukashi and Caesar. Takuma takes us to see Nanase,
who is bandaged up but alive. She leave the academy to go on a new journey
as her fox friend watches. Kengo is also back at home, and Yaiba and Tsurugi
are taking turns trying to beat him, unsuccessfully. Back at Robo Station,
Yurie is showing Futaba how to battle with Custom Robos, it seems she finally
has a robo of her own. At the very end Jirou shows us to a new part of Robo
World that contains many new challenges. It's not over yet, there's still
The Grand Battle to take on, after all.
After the credits, you're presented with two options. Pick the first to just
return to the title screen, or you can pick the second to start the journey
over again but retain your existing parts. Either way, the Grand Battle is
unlocked.
Parts earned on Day 13:
Idling Bomb P
Wall Bomb
Giant Bomb
Umbrella Pod
Acrobatic Bomb
Crescent Bomb P
Seeker Pod G
Stabilizer Leg
Float Pod F
###############################################################################
W-14
The Grand Battle Area 1 - Yurie's New Boyfriend
The Grand Battle Features a huge new Map, see below. I've divided it into
8 main areas, the tags are always above the area.
==6==
--------------------------
/ Great Robo /
/ Cup Finals /
==8== ------ -----
---------------------------- / /
/ Silver Gold Bronze / / Winner's /
/ Tower Tower Tower / / Warp /
/ / / /
/ / / Doppelganger/
/ Winner's / / Showdown /
/ Warp / / /
---------------------------- / Kengo's /
/ Battle Fort /
/ /
==5== / Robodoc's /
------------------------------- / Challenge /
/ Toraji's Nanase's Monkey / / Part 2 /
/ Warzone Warzone Mansion / / ------------/
/ ---------------------/ / / ==4== ==7==
/ Jirou's / ----------------------/ /------- ------------------------
/ Battle / / Great Robo Evil / / Boronji's Goliath /
/ Fort /__/ Cup Prelims Base /__/ Battle Base /
/ ___ ___ /--------------------
/ Takuma / / Twins' Robodoc's / / /___________________
/ Academy / / Battle Challenge Fukashi's / / Subaru's Dread Army/
----------- / Fort Part 1 House / / Battle Fort Base /
------------------/ /----------- ------------------------
==7/8== / / ==2== ==3==
------------ ---------/ /------------ ----------
/ Futaba's / / Lambda Jake's / / Marine /
__/ Clocktower/__/ Corp HQ Battle Fort /__/-----------/ Park /----------
/_ __ ___ Robokichi's Katrea's /
/ Mamoru's / / Rihit's Karin's / / Cottage Yurie's Party /
/ Trial / / Warzone Cottage / / Battle Fort /
------------- ---------/ /------------ ---------------------------------
/ / ==1==
----------/ /--------------------------------------
/ Battle Taihei's Shinichi's Genta's /
/ Square Cottage Cottage Battle Fort /
/ /
---------------------------------------------------
Welcome back! We resume the game right where we left off, with Jirou showing
us to a new area. He tells us about The Grand Battle, a series of tournaments
to determine the most powerful commander of all. These battles are different
from the ones we've faced so far, though, there will be a number of special
rules, such as limiting what parts are available. Our goal is to win all of
the tournaments scattered around Robo World and then win the Great Robo Cup.
Sounds simple enough, right?
We head into the first tournament automatically, "Genta's Battle Fort".
Genta explains the rules, but they're quite simple right now. You have to
battle 6 commanders in a row, using any parts you want. Note that the battles
in The Grand Battle are scored based on health and time remaining at the end,
getting enough points award a gold trophy, and there's a reward for getting
them all. However, you can no longer save after every battle (though you can
sometimes save at the halfway point of a tournament and if you leave at any
point you'll have to start over. You also continue to earn new parts for
winning matches, and you no longer need to visit a parts generator, they just
give them to you after each tournament is done.
A breakdown of the score system is listed below:
- Health is scored out of 30000, by percentage remaining
- Time is scored out of 10000, by percentage remaining
- If you win with absolutely no damage, you gain a 5000 point bonus
- If you lose a battle, you can try again, but you get a 10% penalty for each
time you retry. One loss awards 90% of the points, 2 is 80%, etc.
- If you lose a bunch of times, you can opt to lower your opponent's health,
but your points will be multiplied by the amount of health you gave them,
so 75% means only 75% of the points.
- If you use any illegal parts, your score is cut by half.
===================================================
Battle Tournament 1 - Genta's Battle Fort
No Limit Battle
Defeat 6 commanders using any parts
Gold: 126000 points
The first tournament is a straightforward gauntlet against 6 easy opponents.
The target score is fairly high, you need a bit over 20000 points per battle,
so you want to win each fight with about 50% of your health remaining.
Battle 1: Futaba
----------------
Per Mille / 3-Way Gun / Right Shot Bomb H / Seeker Pod F / Standard Leg
Yurie taught Futaba how to battle, but she's still weak right now. Even though
beating her is easy, you'll want to make sure you win as fast as possible for
maximum points, so choose a combo that can do heavy damage. A robo with the
Drill Gun and reasonable defense should be able to take her apart in no time.
Battle 2: Yaiba
---------------
Lance / Hornet Gun / Wave Bomb / Sideways Pod G / Stabilizer Leg
You can use either rushdown or long-range against Hornet Gun, but I'd tend
to recommend rushdown because a faster win means more points. Good old Robin,
Flame Gun, Straight Bomb T, and Formula Leg should make short work of him.
Battle 3: Toraji
----------------
Tiger Roar / Flame Gun / Tomahawk Bomb G / Satellite Pod / Standard Leg
He's subbed out his Shotgun for Flame Gun, but he still loves running into
Sky Freeze Pod. Dragon Gun still wins the range battle against Flame Gun.
Battle 4: Yurie
---------------
Planet / Gatling Gun / Straight Bomb G / Triple Pod H / Standard Leg
Gatling Gun is always a nuisance, its main weakness is how slow it is.
A fast robo can evade it easily and land a big punish, so I'd try the Robin
setup again. Be careful not to miss with the Melee Attack part of the combo,
though, you might want to just use Flame Gun as the follow-up if you're not
confident in your timing.
Battle 5: Nanase
----------------
Annie / Vertical Gun / Standard Bomb F / Speed Pod D / High Jump Leg
Wow, she's weaker than the first time we fought her. Vertical Gun is a joke,
I'd just rush her down from the sides with Robin.
Battle 6: Genta
---------------
Parrot / Sniper Gun / Straight Bomb G / Seeker Pod G / Stabilizer Leg
Of course Genta saves himself for last. This is the first time you've seen
the Sniper Gun, it fires a single, powerful shot that travels pretty quick.
It's a decent all-purpose gun, but his other parts are all oriented towards
close range combat, so you might want to go with a long-range setup.
Alternatively just pick Drill Gun and stay on top of him.
End of Tournament
===================================================
After you win, Genta congratulates you and tells you to head to the next
tournament, Shinichi's Cottage. See the map above if you need to know where
it is. If you didn't win gold, you can always come back and challenge this
tournament again later with better parts. On to Shinichi's place, where we'll
battle a host of familiar faces from the first game.
===================================================
Battle Tournament 2 - Shinichi's Cottage
Parts Confiscation Battle
Defeat 5 commanders without using any parts more than once
Gold: 100000 points
Now things get a bit more tricky. This tournament has fewer opponents, but
you can't use the same parts more than once for the whole tournament, so it's
important to conserve good parts for trickier opponents. By now hopefully
you've figured out a couple good part sets, if not you'll just have to struggle
along until you can come back with better parts. Note that Leg Parts are not
subject to the ban rule because there aren't as many of them.
Battle 1: Karin
---------------
Flare / Flame Gun / Standard Bomb F / Sideways Pod F / Standard Leg
She's easy, so I'd try to use crummy parts. You could try out the new Sniper
Gun that you just earned, it outranges the Flame Gun. Note that your leg parts
are not limited, so feel free to use Stabilizer or whatever else compliments
your setup. Jumping Pod B is a good pick here, it's not generally that good
but it works well against Aerial Beauties.
Battle 2: Fukashi
-----------------
Dodecane / Gatling Gun / Wave Bomb / Seeker Pod G / Quick Jump Leg
The game automatically subbed out your parts for new ones, but make sure you
don't start the battle without reviewing them. Fukashi's setup is actually
decent, you might want to use at least a few good parts against him. Perhaps
the Hornet Gun, because he's slow and it lets you focus on evading his attacks.
If he ever downs you, remember that the Hornet Gun does absurd damage from
point blank range, so retaliate if you can.
Battle 3: Katrea
----------------
Belle / 3-Way Gun / Right Shot Bomb H / Spider Pod / Standard Leg
Katrea's parts are awful, but she's fast and hard to hit, so this might take
a while. I'd tend to recommend the Drill Gun for this one. Don't use Robin
because the 3-Way Gun is great at knocking weak robos down. I used Hawkman
for this battle, his Melee attack is an amazing follow-up after a knockdown.
Battle 4: Jake
--------------
Jane / Sniper Gun / Left Shot Bomb H / Speed Pod P / Quick Jump Leg
No Flame Gun? Oh well, it's a weak set, either rush him down with Robin or
Parrot and the Flame Gun (how ironic) or use some Dragon Gun setup. This is
also a decent time to use Sky Freeze Pod if you haven't used it already.
Battle 5: Shinichi
------------------
Robin / Right Arc Gun / Tomahawk Bomb G / Feint Pod F / Grounder Leg
Shinichi's setup is not bad, so just use the best parts you have left. That
Grounder Leg is almost begging for Rayfall Gun, but Dragon Gun could easily
work too. Feint Pods are always a good choice against fast Robos.
End of Tournament
===================================================
After you win, it's time to move on to Taihei's Cottage. What, another
cottage? Did they run out of place names already? Oh well, get ready for the
next tournament.
===================================================
Battle Tournament 3 - Taihei's Cottage
Parts Confiscation Battle
Defeat 5 commanders without using any parts more than once
Gold: 100000 points
This is basically identical to the previous tournament. Taihei explains the
scoring, but I already explained it above. As before, take a look at the
commanders you'll be facing and decide how and when to use your parts.
Battle 1: Generic Boy #1
------------------------
Headband / Flame Gun / Crescent Bomb C / Jumping Pod B / Long Burner Leg
Ugh, Funny Old Men are so annoying, all they do is run away and stall.
Bring him down to earth with the Needle Gun, its ground fire is amazing
anti-air. Satellite Pod will also help you control the skies. Planet is a
good robo for this one, she can combo her melee attack into a Needle Shot
whenever you down him.
Battle 2: Generic Boy #2
------------------------
Tricera / Needle Gun / Gemini Bomb P / Float Pod F / Quick Jump Leg
You might see Needle Gun and be tempted to go with a Little Raider and rush
down, but this is an annoying ice stage where that won't work well. This is
actually probably a battle for camping with the Hornet Gun. Equip Quick Jump
Leg and just keep firing from behind cover while watching out for Float Pods.
Augment your offense with Seeker Pods.
Battle 3: Kengo
---------------
Javelin / Right Arc Gun / Left Shot Bomb / Umbrella Pod / Stabilizer Leg
This time, however, we've got a nicely flat stage where rushdown is a totally
viable strategy. Parrot and the Flame Gun should be able to get this one done
quick. The boxes will actually render his gun almost useless, allowing you to
run right up to him and burn him down.
Battle 4: Futaba
----------------
Per Mille / Vertical Gun / Submarine Bomb D / Slowing Bomb D / Grounder Leg
This time she's going to try to clog the arena with D-type explosions. I'd
go with the Drill Gun and a Little Sprinter and try to approach from the side,
jumping over bombs if necessary. Use Quick Jump Leg to increase your agility.
If you somehow run into trouble, the game did just let you save before this
match, but you wouldn't save scum against your little sister, would you?
Battle 5: Taihei
----------------
Heptane / V-Laser Gun / Tomahawk Bomb B / Jumping Pod B / Quick Jump Leg
Taihei's setup has a lot of anti-air and the V-Laser Gun is horrible at long
range, so it seems like a good time to pick Rayfall and just lame it out on
the ground. Use Diving Pods and Wave Bombs to put extra pressure on Taihei's
poor slow robo and he'll go down fast. Alternatively, a rushdown set could
also definitely work if you've got those kinds of parts left over.
End of Tournament
===================================================
Next up is Battle Square for the last battle in Area 1, and if you needed any
extra incentive to win, the winner gets to go on a date with Yurie!
When we arrive, there's a strange person who looks a lot like you beating some
generic boys. He identifies himself as <your name backwards>, but I'll refer
to him as Doppelganger for clarity. Incidentally, he believes you are the fake
one, so we'll have to settle it with a Robo battle, like we always do.
===================================================
Battle Tournament 4 - Battle Square
No Limit Battle
Defeat 6 commanders using any parts
Gold: 126000 points
The first battle is fairly tough, so make sure you really beat up on the others
to get enough points for gold. You can always quit the tournament and start
again if Doppelganger beats you up too badly.
Battle 1: Doppelganger
----------------------
Ray Mk 2 Dark / Magnum Gun / Straight Bomb G / Cockroach Pod G / Standard Leg
Hey! This jerk has been ruining our good name with illegal parts! Ray Mk 2
Dark is basically similar to Ray Mk 2, but much better. His setup is based
around rushdown, so you might want to go with a Sky Freeze and Dragon Gun
setup. Don't worry about using all your good parts, there's no parts
limitation here.
Battle 2: Generic Boy
---------------------
Dickie / Gatling Gun / Geo Trap Bomb / Seeker Pod F / Grounder Leg
Dragon Gun's actually not a bad pick here either, but I'd sub out your Sky
Freeze for a Feint Pod. Wave or Delay Bomb C is a good choice here, if Delay
Bomb C hits you can always get a Dragon shot in.
Battle 3: Tsurugi
-----------------
Spear / Sniper Gun / Submarine Bomb D / Cockroach Pod G / Quick Jump Leg
This part combination and holosseum is just perfect for a rushdown setup.
The target score here isn't that easy, so hopefully you can get good points
in this battle. Always dodge to the side after he gets up, because he'll
usually shoot his gun.
Battle 4: Takuma
----------------
Wilson / 3-Way Gun / Gemini Bomb P / Feint Pod F / Standard Leg
Takuma insists that he's not interested in going on a date with Yurie and he's
just here to look after her on Mamoru's behalf, but I don't believe him.
Obviously, don't use any of the fast robos against that 3-Way Gun. You can
feel free to rush down with Ray, Hawkman, or any other Robo that has some
defense, though. This is basically just free points.
Battle 5: Hayao
---------------
Sol / Dragon Gun / Tomahawk Bomb B / Float Pod F / Stabilizer Leg
Aww, stuck up little Hayao has a crush on Yurie, that's so adorable. Time to
crush his romantic aspirations. As in the first game, he's using a long-range
Dragon Gun setup, which is very vulnerable to rushdown from fast robos. Try to
leave him in the air after downing him (by shooting him again), he'll often
wake up with a slow Dragon shot that you can easily avoid and punish.
Battle 6: Mamoru
----------------
Carlyle / Shotgun / Left Wave Bomb / Diving Pod / Stabilizer Leg
Yay, time for our date! But before that can happen, Mamoru crashes the party.
Looks like he's just an overprotective big brother at heart. Mamoru's using
a pretty balanced setup that is decent at both short and long range, but we
can overcome him at mid-range using the Flame Gun. Note that this arena is
very tiny, so you don't really have anywhere to run. As with Hayao, try to
leave him in the air after a knockdown lest he counter with the Shotgun for
huge damage.
End of Tournament
===================================================
Shockingly, Yurie actually makes good on her promise of a date. We get to go
to Marine Park and see the dolphins. Unfortunately, she's a pretty
high-maintenance girl, and we spend most of our time getting stuff for her.
I was sure Fukashi and Cleopatra were going to ruin the date, but they don't,
and things end relatively well. Our next destination is Karin's Cottage,
which takes us into the second area of The Grand Battle.
Parts earned in The Grand Battle Area 1:
Per Mille
Lance
Tiger Roar
Tomahawk Bomb G
Planet
Annie
Parrot
Sniper Gun
Speed Pod P
Right Arc Gun
Headband
Crescent Bomb C
Tricera
Heptane
V-Laser Gun
Dickie
Spear
Cockroach Pod G
Wilson
Sol
Left Wave Bomb
###############################################################################
W-15
The Grand Battle Area 2 - The Dread Army Rises Again
After completing Battle Square we can now proceed northeast to the second area
of The Grand Battle. It's more wide-open this time, but the basic concept
is totally unchanged, so head into Karin's Cottage to get on with the next
tournament.
===================================================
Battle Tournament 5 - Karin's Cottage
Parts Confiscation Battle
Defeat 6 commanders without using any parts more than once
Gold: 120000 points
This time there's six, luckily we have more parts now. The gimmick to this
set is that all of your opponents are using close-range weapons, though
unfortunately we don't have that many great answers to them yet, so this one
might be a little tough.
Battle 1: Generic Boy #1
------------------------
Shumitt / Stun Gun / Gemini Bomb P / Dolphin Pod / Short Burner Leg
This is your first time encountering the Stun Gun. It has very little range,
but it's extremely powerful, a single hit can do upwards of 200 damage, so your
primary objective will be to either keep this guy as far away from you as
possible, or completely overwhelm him so he doesn't get a chance to do
anything. I'd probably recommend the latter, so I'd bust out the Parrot +
Flame + Straight Bomb T setup on him. Even though he's the first opponent
and a Generic Boy, he's a huge threat, don't underestimate him.
Battle 2: Generic Boy #2
------------------------
Doctor / Drill Gun / Geo Trap Bomb / Diving Pod / Short Burner Leg
This Robo has an interesting combo of close range and runaway. I feel a lot
more confident avoiding Geo Trap and Diving Pod than the Drill Gun, so I'd tend
to play the long range game here, something like Hornet Gun is a good choice
if he takes to the air since it'll chase him and with Short Burner he can't
avoid it easily. Satellite Pod can help defend your air space if he comes in.
Battle 3: Robodoc
-----------------
Hawkman / Knuckle Gun / Straight Bomb T / Yajyuu Pod F / Stabilizer Leg
A pretty straightforward rushdown setup. Watch his air dashes, any time you
see him disappear you can be sure he's about to appear right next to you, so
either get back or ideally blast him with something as he reappears. A
defensive pod like Yajyuu makes a good failsafe in case he does get in.
Battle 4: Generic Boy #3
------------------------
Keen Head / Shotgun / Crescent Bomb P / Feint Pod F / Stabilizer Leg
Another rushdown setup. He's going to try to approach from the air, so I'd
go with the Sky Freeze and Dragon Gun setup this time. He really doesn't
respect your pods, so if you position them correctly you can get an easy win.
Battle 5: Shinichi
------------------
Robin / Knuckle Gun / Freeze Bomb / Sky Freeze Pod / Stabilizer Leg
If you still have Drill Gun, just let him come to you and drill him to death,
Sky Freeze and Freeze Pod provide little offensive pressure so he pretty much
has to come right at you, and Drill Gun has a big range advantage.
Alternatively, guns that put out a lot of shots, like 3-Way Gun are amazing
for knocking down Little Raiders, then you can just let loose with Melee
Attacks.
Battle 6: Karin
---------------
Flare / Drill Gun / Straight Bomb G / Jumping Pod B / Stabilizer Leg
It's a super small map, so Drill Gun is going to be almost impossible to avoid
here. I just went for a high defense robo with Shotgun and traded shots with
her, Shotgun will come out way ahead in the long run. You can try to melee
attack through her shots at close range if you feel brave.
End of Tournament
===================================================
After you win, the next destination is Rihit's Warzone.
===================================================
Battle Tournament 6 - Rihit's Warzone
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 105000 points
This tournament is similar to the Parts Confiscation Tournaments you've been
doing, but this time you don't get to use your own Gun Parts, Rihit provides
you with some gun parts to use instead, but they're actually probably better
than what you currently have so it's not a big limitation.
Battle 1: Male Dread Army Goon
------------------------------
Bullhorn / Flame Gun / Standard Bomb F / Diving Pod / Stabilizer Leg
Wait, how did these guys get out of jail? He claims the headset is just for
fashion now, but I'm not buying it. At any rate, he's a joke. I'd recommend
using up one of the weaker guns for this one, like V-Laser. Just pick an
Aerial Beauty and pelt him with the aerial shot from beyond his range for a
quick win.
Battle 2: Generic Boy
---------------------
Headband / Multiple Gun / Tomahawk Bomb B / Seeker Pod / Short Burner Leg
Based on that setup, you'd think he'd be going to the air a lot, but he
actually tends to stay grounded, so don't use the Phoenix Gun yet. Sniper
Gun should be enough to make short work of him. Whenever he fire his gun,
air dash towards him and shoot him with Sniper.
Battle 3: Generic Girl
----------------------
Amy / Bubble Gun / Gemini Bomb P / Jumping Pod G / High Jump Leg
By now, I hope you instantly think "Dragon Gun" whenever you see Bubble Gun.
Rihit was kind enough to provide us with one, just blast her whenever she goes
into the air and starts shooting those Bubble Shots. You can use Sky Freeze
if you want to make things even easier. Try to use a Robo that doesn't get
downed in one bubble, though, like a Metal Grappler or Wild Soldier.
Battle 4: Female Dread Army Goon
--------------------------------
Bit / Vertical Gun / Delta Bomb / Wave Pod / Formula Leg
Be warned that this is an icy stage, so movement will be difficult. I'd try
the Glider Gun this time, its aerial shot has amazing homing that will be hard
to avoid here. Supplement your offense with Wave Bombs and the Feint Pod F.
Battle 5: Rihit
---------------
Drake / Drill Gun / Crescent Bomb C / Reflection Pod / Stabilizer Leg
He's got a pretty good set, but if you've been following my picks so far, you
still have Rayfall Gun. Just pick a fast robo, probably a Little Sprinter,
and cheese him out with Seeker Pods and Rayfall Shots. Make sure you use
something like Delay Bomb C to shut down the area in front of you so he can't
just run right in, though.
Battle 6: Doppelganger
----------------------
Ray Mk 2 Dark / Glider Gun / Tomahawk Bomb B / Diving Pod / Standard Leg
He's back, but if you were following my picks you still have your Phoenix Gun.
This stage has no solid cover, so I'd just pick Wilson and air dash up to him
and blast him point blank with the Phoenix Shot, which does like 250 damage,
then back off and fire the air one. The Glider Gun is not as good at close
range, so as long as you don't give him any room to breathe you can overwhelm
him easily.
End of Tournament
===================================================
The Doppelganger runs off again. Our next destination is Jake's Battle Fort,
but first we're heading home to ask about the Doppelganger Your mother says
that you definitely don't have any other brothers and sisters, but maybe he's
a second cousin or something. Somehow I doubt that's it. Let's go see Jake.
===================================================
Battle Tournament 7 - Jake's Battle Fort
No Limit Battle
Defeat 5 commanders using any parts
Gold: 105000 points
Ah, it's great to finally have another no limit battle. Feel free to
experiment with some new parts.
Battle 1: Generic Boy (Thin)
----------------------------
Polar Bear / Rayfall Gun / Wall Bomb / Seeker Pod / Short Burner Leg
Did someone say rushdown? Time to melt this Polar Bear with Parrot and
the good old Flame Gun. Just try not to run into Wall Bomb too many times.
Battle 2: Generic Girl #1
-------------------------
Lucas / Shotgun / Straight Bomb S / Dolphin Pod / Stabilizer Leg
And now they're trying to rush you down. Either use Drill Gun or something
like 3-Way Gun to get knockdowns. Feint Pod is always handy for dealing with
fast Robos.
Battle 3: Generic Girl #2
-------------------------
Comet / Right Arc Gun / Gemini Bomb / Yajyuu Pod F / Stabilizer Leg
If you haven't tried out Stun Gun yet, this might be a fun opportunity to do
so. Wild Soldiers are particularly deadly with it. After stunning a few
times, hit them with a Melee attack and watch their health just melt away.
Battle 4: Generic Boy (Fat)
---------------------------
Propane / Bubble Gun / Gemini Bomb / Reflection Pod / Feather Leg
I wasn't going to mention it, but why does Jake have no real friends? Anyway,
it's another Bubble Gun setup, so bust out Dragon Gun and Sky Freeze.
Alternatively, it's a small arena, so Shotgun and Stun Gun are also valid
choices.
Battle 5: Jake
--------------
Jane / Eagle Gun / Submarine Bomb P / Jumping Pod B / Quick Jump Leg
Eagle Gun is kind of like Rayfall in that it puts a bunch of stuff on the
screen that attacks you a second later, though it has a more standard ground
fire. As such, I would recommend rushing him down before she can get his
crazy setups out. That good old Flame Gun setup should do the trick.
End of Tournament
===================================================
We get the Eagle Gun for winning, which is actually one of the best guns in
the game now that Rayfall has been nerfed. Our next destination is the Lambda
Corporate HQ, where they apparently have some kind of present for us.
Oh no! Lambda Corp has been taken over by the Dread Army! It seems Jail just
couldn't hold Gousetsu and Minamo, so we're going to have to put them in their
place once again.
===================================================
Battle Tournament 8 - Lambda Corporate HQ
No Limit Battle
Defeat 6 commanders using any parts
Gold: 114000 points
I hope you like illegal parts, because most of the commanders will be using
them here. At least there's no restriction on the parts you're allowed to use.
Also, why are they still scoring this? This is a real incident!
Battle 1: Male Dread Army Goon #1
---------------------------------
Butyl / Homura Gun / Standard Bomb / Standard Pod / Stabilizer Leg
This guy has the Homura Gun, but he actually almost never uses it, he prefers
to just spam his melee attack. Counter with your own Dragon Gun and punish
him when he whiffs that attack over and over. It should be possible to get
a perfect here if you don't mess up.
Battle 2: Male Dread Army Goon #1
---------------------------------
Shade / Accel Gun / Delta Bomb / Ground Freeze Pod / Quick Jump Leg
Accel Gun is still garbage, but it can hit if you get frozen, so watch out for
that pod. Rushdown is definitely a viable option against him, just pick a
fast robo and dodge the accel gun and blast him.
Battle 3: Male Dread Army Goon #3
---------------------------------
Joker Head / Knuckle Gun / Freeze Bomb / Yajyuu Pod F / Stabilizer Leg
He plays far more patiently than his setup would suggest, but Sky Freeze and
Dragon Gun is a good counter anyway. He actually freezes himself more often
than not with that bomb, allowing for free Dragon Shots. Watch out for the
fire at the end of the stage, try to stay at the safe end.
Battle 4: Female Dread Army Goon
--------------------------------
Corona / Splash Gun / Crescent Bomb P / Jumping Pod B / Grounder Leg
Splash Gun is a moderate range weapon with the fastest firing speed of any
weapon in the game. It's not strong at long range, though, so you'll probably
want Dragon Gun, Sniper Gun, or the new Eagle Gun. If you're using Eagle,
combine it with High Jump and a Fatty Face, you can put out a ridiculous number
of shots before touching the ground. Add in Feint or Seeker Pods to make it
even more threatening.
Battle 5: Gousetsu
------------------
Crazy Baboon / Gousetsu Gun / Standard Bomb F / Standard Pod / Gousetsu Leg
Okay, now it's a real match. The Gousetsu Gun is like a much better 3-Way
Gun, so don't even think about any kind of rushdown strategy. You're going to
want to play the long range game here, either way Rayfall or Eagle Gun since
he's not very mobile.
Battle 6: Minamo
----------------
Vanessa / Minamo Gun / Standard Bomb S / Standard Pod / Minamo Leg
The Minamo Gun is an upgraded Rayfall Gun, and you really do not want to give
her space to use it because you'll be bombarded with like a hundred shots in
no time flat. This is a job for a little Raider and a close range weapon.
Don't give her a chance to breathe.
End of Tournament
===================================================
Minamo pretends to be hurt after the match to trick you into helping her up,
then she shoves you away and they escape. At least Lambda's headquarters is
safe, at least until we do this tournament again. Also, it appears our
present is just access to the rest of the map, how lame. You can actually
choose which area to do next, but I'm going to go with east first.
Note that one of the Robos you just got was Shade, who is a power type
(as are all of the second Robos from the top in every category). They
do extra damage with weapons, which can be handy for getting quick wins.
Parts earned in The Grand Battle Area 2:
Shumitt
Stun Gun
Doctor
Keen Head
Knuckle Gun
Bullhorn
Amy
Jumping Pod G
Bit
Delta Bomb
Drake
Polar Bear
Lucas
Comet
Straight Bomb S
Propane
Eagle Gun
Butyl
Shade
Ground Freeze Pod
Joker Head
Corona
Splash Gun
Crazy Baboon
Vanessa
###############################################################################
W-16
The Grand Battle Area 3 - New Girl in Town
You could have gone either east or northeast after beating Lambda Corp HQ,
but since east is self-contained I'll go there first. Our first tournament is
Robokichi's Cottage.
===================================================
Battle Tournament 9 - Robokichi's Cottage
Parts Confiscation Battle
Defeat 6 commanders without using any parts more than once
Gold: 120000 points
This is a fairly tough tournament, with some decent opponents, but at least it
has cool music. I'm just sad Robokichi didn't do any somersaults this time.
Battle 1: Rihit
---------------
Drake / Stardust Gun / Wave Bomb / Cockroach Pod H / Stabilizer Leg
Stardust Gun is a horrible choice for a Little Raider since one hit gets rid
of all the shots. You can use almost any parts to win this, I just used Ray
Mk 2 and V-Laser. Follow up every knockdown with a melee attack to get this
done faster.
Battle 2: Yaiba
---------------
Lance / Shotgun / Right Shot Bomb H / Reflection Pod / Wide Jump Leg
This stage is full of barriers, so I went with Hornet Gun for this one.
Wave or Delay Bomb can also be used to shoot past the walls. Remember that
point blank Hornet shots do absurd damage, in case he ever knocks you down.
Battle 3: Generic Boy
---------------------
Kaiser Head / Needle Gun / Gemini Bomb B / Diving Pod / Long Burner Leg
A pretty balanced setup, I'd probably run the Parrot and Flame Gun combo here.
Satellite Pod will also help. The stage separates, but it doesn't really
matter, Straight Bomb T is still effective even when it splits.
Battle 4: Jirou
---------------
Metal Bear / V-Laser Gun / Crescent Bomb P / Speed Bomb D / Stabilizer Leg
Jirou isn't packing his Rayfall Gun this time, and that slow Robo just seems
to be begging for a long range weapon of our own. Eagle Gun and a Fatty Face
with High Jump Leg should make short work of him. Seeker Pod can round out
the combo.
Battle 5: Yurie
---------------
Planet / Vertical Gun / Delta Bomb / Float Pod F / Stabilizer Leg
Vertical Gun? At this point in the game? Oh well, just pick a Wild Soldier
and rush her down with Stun Gun for a quick win. The stage moves around a bit,
but it shouldn't cause you much trouble.
Battle 6: Robokichi
-------------------
Patch / Multiple Gun / Tomahawk Bomb B / Satellite Pod H / Short Burner Leg
Though he's using the same setup as someone we fought a couple tournaments
ago, he actually does go to the air. Pick either Sniper Gun or Needle Gun to
blast him down. A Shining Fighter is a good choice for the mix of mobility
and tolerable defense. Sky Freeze can help too.
End of Tournament
===================================================
Next up is the Marine Park Festival. Hey, wait, how did Marine Park get over
here? Oh well, don't worry about it too much.
===================================================
Battle Tournament 10 - Marine Park Festival
No Limit Battle
Defeat 6 commanders using any parts
Gold: 105000 points
A pretty straightforward no limit battle. The score is nice and low, too,
so you should get gold easily.
Battle 1: Robodoc
-----------------
Hawkman / Splash Gun / Submarine Bomb D / Sky Freeze Pod / Short Burner Leg
A slow robo like Hawkman plus short burner and a short range gun is just asking
for a lame runaway setup, like the Fatty Face + High Jump Leg + Eagle Gun
combination. Since there's no restriction on parts, feel free to slap on Wave
Bomb and Seeker Pods just to make it that much more difficult for poor Robodoc.
Battle 2: Generic Boy (thin)
----------------------------
Tricera / Dragon Gun / Left Shot Bomb H / Throwing Pod D / Stabilizer Leg
Slow Robo + Dragon Gun = rushdown time. Pick your favourite Flame or Stun Gun
combo and wipe this guy out fast for some good points. Now that you have
Dickie, you might want to switch Parrot out for him, as his melee attack is
better, you're much less likely to get punished since you can air dash
afterwards.
Battle 3: Caesar
----------------
Gorion / Drill Gun / Freeze Bomb / Speed Pod D / Long Burner Leg
Watch out for his air dash, it goes really far, he can close a ton of distance
and start shooting in the blink of an eye. I like Eagle Gun in this match, the
nice thing about it is that it can kind of act like a counter attack, even if
the opponent does get in and get some Drill shots out, as long as you don't get
downed the eagles will still attack and will probably get you out of trouble.
Battle 4: Generic Boy (fat)
---------------------------
Crazy Baboon / 3-Way Gun / Tomahawk Bomb G / Sideways Pod G / Quick Jump Leg
This is a laughably weak setup for this point in the game. You can use pretty
much any setup you want for this, though I probably wouldn't go for a Little
Raider just because you'll spend a lot of time knocked down.
Battle 5: Rouga
---------------
Wolfen / Eagle Gun / Straight Bomb G / Diving Pod / High Jump Leg
Woah, what's he doing here? He claims he's reformed, and he's not using any
illegal parts this time, but somehow I'm sure that won't last. He's using a
very typical Eagle Gun setup, so counter with Dragon Gun and something evasive,
like a Strike Vanisher, you can shoot him while he's setting up shots.
Alternatively rushdown is also an option as his Wolfen can't stay airborne
too long, if you knock him down the shots disappear.
Battle 6: Cleopatra
-------------------
Dolphy / Rayfall Gun / Wave Bomb / Dolphin Pod G / Short Burner Leg
A pretty straightforward keepaway setup, you'll want to get in there with a
close range robo and rush her down before she can set up traps. Watch out for
her melee attack, it's super fast and goes really far, this is definitely one
for the Flame Gun instead of Stun Gun.
End of Tournament
===================================================
Well, we won it again. Next up is Yurie's Battle Fort, and our Doppelganger
is back, tarnishing our good name yet again. Seriously, is everyone here
colourblind?
===================================================
Battle Tournament 11 - Yurie's Battle Fort
No Limit Battle
Defeat 6 commanders using any parts
Gold: 126000 points
There's nothing fancy here, but you will have to fight pretty well to reach
the target score. Make sure to use all of your strongest parts.
Battle 1: Doppelganger
----------------------
Ray Mk 2 Dark / Multiple Gun / Gemini Bomb B / Jumping Pod G / Stabilizer Leg
I'm really starting to get tired of him. This time he's packing the Multiple
Gun, which is generally pretty easy to go over for any robo with a decent air
dash. If you really want a lot of points, you could try a Wild Soldier and the
Stun Gun, just jump over and stun him every time he fires it, just be careful
of those pods.
Battle 2: Hayao
---------------
Sol / Accel Gun / Geo Trap Bomb / Wave Pod / Stabilizer Leg
Accel Gun sucks, rush him down with some Little Raider setup for an easy win.
Just try not to run into Geo Trap too many times.
Battle 3: Tsurugi
-----------------
Spear / Sniper Gun / Wave Bomb / Feint Pod F / Stabilizer Leg
Wow, he's actually got a pretty good setup this time. His set is very good
for long-range combat and decent at close range, so you're going to have to
pick one or the other and just slug it out. I'd tend to go for close range
since his set is a little weaker there, you could try out that new Wolfen you
picked up, his melee attack is fast enough that you can get two, or a melee
attack and a bomb on a knockdown, and with the Long Burner Leg it's easy to
get in.
Battle 4: Fukashi
-----------------
Dodecane / Hornet Gun / Idling Bomb D / Umbrella Pod / Wide Jump Leg
I'd tend to rush this one down with a Little Raider, though if you're worried
about knockdowns a Burning Beast could also work. Be aware that it's a tiny
stage, so you won't have a ton of space to dodge those bombs and pods.
Battle 5: Jirou
---------------
Metal Bear / Left Arc Gun / Crescent Bomb C / Diving Pod / Stabilizer Leg
The Arc Guns are powerful, but they're so cumbersome to use that even the
computer frequently just shoots them into a wall. Metal Bear is very slow,
so a rushdown strategy is probably best here. You might want to keep using
Wolfen for his resistance to knockdowns.
Battle 6: Yurie
---------------
Planet / Vertical Gun / Tomahawk Bomb B / Jumping Pod B / Stabilizer Leg
She's using an anti-air setup, so just pick a Little Raider and stay on the
ground, she won't even be able to hit you with her bomb or pod.
End of Tournament
==================================================
Your next destination is Katrea's Party, though this also opens up Futaba's
Clock Tower, where we'll be heading later. The moment we enter Katrea's Party
we get kicked out, because Katrea only wants girls in her tournament.
Luckily(?) Yurie has a brilliant plan, she'll disguise you as a generic girl so
you can participate. Poor Futaba, she's going to be traumatized. Or maybe
not, because it seems like she always wanted to have a big sister.
===================================================
Battle Tournament 12 - Katrea's Party
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 90000 points
This time its your Robos that are limited. You can only use Aerial Beauties,
Sexy Stunners, and Little Sprinters, but at least you get all of them, so you
could almost entirely stick to one class if you wanted to. The target score
is also ludicrously low, you barely even have to win to get gold.
Battle 1: Futaba
----------------
Per Mille / Stardust Gun / Crescent Bomb P / Triple Pod H / Stabilizer Leg
Stardust Gun continues to be a horrible choice for Robos with no defense.
Obviously, don't use a Little Sprinter for this, but any other robo packing
Drill Gun should be able to wipe her out in no time flat. Don't waste any
other good parts, they aren't needed here.
Battle 2: Generic Girl
----------------------
Vanessa / Multiple Gun / Wave Bomb / Seeker Pod G / Wide Jump Leg
I'd go with a Sexy Stunner here so you can air dash over Multiple Gun.
It's probably best to use a Melee Gun here because you'll want to save Sniper
Gun, so go with Stun Gun and Grounder Leg and just zap her whenever she does
anything.
Battle 3: Yurie
---------------
Planet / Needle Gun / Idling Bomb P / Throwing Pod D / Short Burner Leg
Her setup is pretty balanced this time, with decent offense against both the
ground and the air. I'd recommend the Sniper Gun and Seeker Pods, and just
focus on punishing whiffed Needle Shots. You might as well use a Little
Sprinter because Needle Gun is going to knock you down regardless.
Battle 4: Karin
---------------
Flare / Drill Gun / Gemini Bomb P / Cockroach Pod H / Stabilizer Leg
Well, time to play the long range game. I'd use an Aerial Beauty and the
Eagle Gun for this one. Satellite Pod will make sure she respects your air
space.
Battle 5: Nanase
----------------
Annie / Bubble Gun / Delta Bomb / Wave Pod / High Jump Leg
Time for Dragon Gun and Sky Freeze. I'd probably recommend a Sexy Stunner
for the air dash in case you get locked down by bubbles.
Battle 6: Katrea
----------------
Belle / Hornet Gun / Delay Bomb / Float Pod F / Stabilizer Leg
This one is super annoying, but you probably have enough points that it doesn't
really matter. I'd probably just choose 3-Way Gun and try to knock her down
and get melee attacks, but this annoying stage is really friendly to runaway
and Delay Bomb and Float Pod can both be very annoying.
End of Tournament
===================================================
Well, it's good to have that indignity over and done with. Wait, where's
everyone going? Isn't anyone going to help us out of this ridiculous outfit?
You head home to change, but Tsurugi sees a cute girl go into your house and
figures you must be two-timing Yurie. He challenges you to a battle, but
luckily he gets dragged away by his brothers to test out a new battle program
before it can start. We're not out of it yet, though, because it seems the
news has reached Hayao as well. The things we do to win Robo Parts...
Once again, you can choose what area to do next. We can't complete the
western area yet, but if you feel brave you could do the first tournament there
for a few good Gun Parts. I'm going to leave that for later, though, and head
northeast for the next set of tournaments.
Parts earned in The Grand Battle Area 3:
Kaiser Head
Satellite Pod H
Gorion
Wolfen
Dolphy
Dolphin Pod G
Gemini Bomb B
Left Arc Gun
###############################################################################
W-17
The Grand Battle Area 4 - Great Robo Cup Preliminaries
Once again we have a choice of areas, and here we even have a choice of which
tournament to do first. Since it was mentioned at Lambda Corporate HQ,
Robodoc's Challenge Part 1 seems like a reasonable first choice.
===================================================
Battle Tournament 13 - Robodoc's Challenge Part 1
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 105000 points
This time you're provided with all of your parts except legs, and here they
haven't been nearly as generous with the parts they've given you. You'll have
to make good use of some pretty basic parts to get enough points for gold.
Battle 1: Iku
-------------
Pico / Right Arc Gun / Delta Bomb / Yajyuu Pod F / Stabilizer Leg
Wow, they actually gave the generic boys and girls names for once. I'd
recommend Heptane and the 3-Way Gun here. 3-Way Gun is weak, but it's hard
to avoid, and even a single shot will knock down a weak robo, allowing you to
follow up with a melee attack or bomb. The Yajyuu pods sometimes prevent you
from getting close, so use the Standard Bomb S to follow up when that happens.
I'd also use Dolphin Pod for this battle, it actually does pretty well on this
stage.
Battle 2: Naoki
---------------
Propane / Knuckle Gun / Standard Bomb S / Spider Pod / Quick Jump Leg
A slow Robo with Knuckle Gun definitely isn't a good combination, particularly
since this is that stage that separates, forcing long range combat. Pick Joker
Head and the Sniper Gun and just blast him when he comes close. Crescent Bomb P
will help with combos, then just pick something like Sideways Pod G to fill out
the set. You should be able to get a lot of points here.
Battle 3: Mary
--------------
Amy / Bubble Gun / Left Shot Bomb H / Umbrella Pod / Feather Leg
This is another one of those annoying battles where the computer's set clearly
suggests they're going to fight in the air, but instead they stay on the
ground. Gatling Gun is the weapon of choice here, along with Ray to give you
enough speed and mobility to get a chance to blast her with it. Use Right
Shot Bomb and Throwing Pod D just to get rid of them.
Battle 4: Seiji
---------------
Dickie / Rayfall Gun / Tomahawk Bomb B / Speed Pod P / Stabilizer Leg
I'd recommend Shumitt and the Stun Gun here. Delay Bomb C and Feint Pods will
help you pin him down so you can stun him to death. You should be able to
get a pretty massive amount of points here if your aim is good.
Battle 5: Butler
----------------
Gramps / Eagle Gun / Wave Bomb / Double Wave Pod / Short Burner Leg
Wow, for a servant Katrea's butler is packing some pretty good parts. This guy
is going to attempt to clog up the stage with explosions and then maul you with
Eagles, so I'd recommend using Robin for this one. Flame Gun and Straight
Bomb G is obvious, and Jumping Pod B will help if he tries to go to the air.
Try to finish off each combo with another Flame shot so he recovers in the air,
he'll usually just fire off more eagles and you can punish him when he lands.
Battle 6: Doppelganger
----------------------
Ray Mk 2 Dark / Hornet Gun / Double Mine Bomb / Seeker Pod F / Stabilizer Leg
What the heck, Robodoc? Oh well, I'd recommend Cutlass, Splash Gun, Speed Pod
D, and Geo Trap for this one, and just don't give him a chance to breathe.
Note that the Splash Gun is not actually very strong, so try to get melee
attacks or Geo Traps after knockdowns. Just watch out for point blank Hornet
shots, they do like 200 damage.
End of Tournament
===================================================
Once again we have several choices for our next battle, so I'll go with
Fukashi's House next.
===================================================
Battle Tournament 14 - Fukashi's House
Lended Parts Battle
Defeat 5 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 85000 points
This time, the limitation is that you have to use a Fatty Face Robo in every
single battle. You do get access to all of your other parts, though, and
Fatty Faces can be effective with certain setups, so it's not all bad.
Battle 1: Genta
---------------
Parrot / 3-Way Gun / Right Shot Bomb H / Standard Pod / Stabilizer Leg
His setup is so bad that you can probably actually go Melee on this one.
Halogen with the Stun Gun, Wide Jump Leg, and Feint Pod F should be able to
get in close enough to blast him. It won't really matter if you take a couple
3-Way shots on the way in, Fatty Faces have huge defense.
Battle 2: Yurie
---------------
Planet / Splash Gun / Idling Bomb P / Wave Pod / Feather Leg
She's going to attempt to close in and spam Splash Gun, so you'll want
something to keep her away, like Sniper Gun. Yajyuu Pod will make it much
harder for her to get in and will protect you if she somehow does get close.
Battle 3: Jake
--------------
Jane / Right Arc Gun / Standard Bomb F / Wave Pod / Wide Jump Leg
I'm not exactly sure what Jake's thinking with this setup, particularly since
this stage is full of barriers. I just went for Quick Jump Leg and Hornet Gun
and cheesed him out. Delay Bomb C is good here since it can go through the
walls.
Battle 4: Futaba
----------------
Per Mille / Rayfall Gun / Delta Bomb / Satellite Pod / Formula Leg
Ugh, this is like the perfect setup to use against a Fatty Face. Go with Wave
Bomb and Diving Pod to try to disrupt her, and get it with Drill Gun and Wide
Jump Leg for damage when you can. Use Butyl, Heptane, or Dodecane for their
melee attacks as the Drill Gun doesn't do huge damage on its own. Don't expect
a ton of points on this one.
Battle 5: Fukashi
-----------------
Dodecane / Blade Gun / Wave Bomb / Float Pod F / High Jump Leg
Finally, a fair fight. This is your first time seeing Blade Gun, it's a pretty
straightforward gun that shoots out swords that have a little tracking.
Dodecane is pretty slow, so it's time to bust out the Eagle Gun and High Jump
Leg. Geo Trap and Seeker Pods will help make his life miserable. You should
be able to get a lot of points on this one.
End of Tournament
===================================================
Now that we've demonstrated our mastery of Fatty Faces it's time to face
the Twins' Battle Fort.
===================================================
Battle Tournament 15 - Twins' Battle Fort
No Limit Battle
Defeat 6 commanders using any parts
Gold: 126000 points
Another no limit battle. The score here is pretty high and the enemy robos
fight well, so it might be a bit difficult to achieve that score, use the
best parts you've got in every match.
Battle 1: Karin
---------------
Flare / Gatling Gun / Geo Trap Bomb / Diving Pod / Quick Jump Leg
Apart from Gatling Gun it's a pretty good set. Since Gatling Gun has so much
recovery, I'd tend to go for a Little Raider and use a close range setup,
either Flame Gun or Stun Gun depending on how confident you are in getting
close.
Battle 2: Shinichi
------------------
Robin / Vertical Gun / Right Shot Bomb H / Feint Pod F / Standard Leg
What a hilariously bad set. I like Stun Gun for this one, either using a Wild
Soldier or Burning Beast. Wolfen with Long Burner Leg can really get in
quickly, and his melee attack is deadly, too. Use Feint Pod and Wave Bomb as
usual for Little Raiders.
Battle 3: Robokichi
-------------------
Patch / Hornet Gun / Straight Bomb G / Triple Pod H / Short Burner Leg
A typical flyaway setup. Satellite Pod and the Needle Gun will work wonders
at keeping him grounded, just try not to get caught up in his pods.
Battle 4: Generic Boy
---------------------
Halogen / Dragon Gun / Double Mine Bomb / Reflection Pod / High Jump Leg
Not a bad setup, he's got a good mixture of long and close range. I'd probably
take Rayfall on this one, along with Geo Trap and Sky Freeze, and just focus
on laming him out behind those high barriers.
Battle 5: Yaiba
---------------
Lance / 3-Way Gun / Crescent Bomb P / Throwing Pod D / Stabilizer Leg
He's basically just going to run away the whole match and not do much of
anything, so I'd go for a Wild Soldier with Stun Gun and a Feint Pod to chase
him down.
Battle 6: Tsurugi
-----------------
Spear / V-Laser Gun / Straight Bomb S / Throwing Pod P / Long Burner Leg
A pretty simple setup that's just asking to be rushed down by a Little Raider.
Avoid V-Laser Shots and blast him with Flame Gun.
End of Tournament
===================================================
Now that we've finished those three tournaments we can finally participate in
the Great Robo Cup Preliminaries.
===================================================
Battle Tournament 16 - Great Robo Cup Preliminaries
No Limit Battle
Defeat 5 commanders using any parts
Gold: 85000 points
There's a secret here. For a special robo, head upstairs into Robodoc's lab
and battle the kid there before starting any battles. See the Secrets section
at the end of the guide for more information.
Anyway, it's another no limit battle. There aren't any real tricks here, the
opponents are just really tough. You may be forced to retry a lot of battles
here, but luckily the score is quite low.
Battle 1: Fukashi
-----------------
Dodecane / Drill Gun / Acrobatic Bomb / Dolphin Pod / Quick Jump Leg
It seems like Fukashi is always destined to get knocked out in the first round.
That setup seems to be begging for Eagle Gun, but this is a ludicrously small
stage where that won't be effective. Go for a Wild Soldier with Stun Gun
instead. You may take some damage on the way in, but you should deal more than
you receive. Wave Bomb is also really good here since it can hit multiple
times.
Battle 2: Futaba
----------------
Per Mille / Shotgun / Right Shot Bomb H / Float Pod F / Stabilizer Leg
The conveyor belt makes movement difficult, and she can get right in on you
with that Shotgun. I'd pick a Funny Old Man and the High Jump Leg and just
stay in the air, setting out Eagles or Hornets and dropping Wave Bombs and
Seeker Pods. This may be an absurdly long battle, but remember, health
remaining is more important than time.
Battle 3: Yaiba
---------------
Lance / Accel Gun / Straight Bomb S / Speed Pod D / Short Burner Leg
Nice, Accel Gun is always a free win and huge points. A Little Raider will
make short work of this one, just stay out of the middle. Try to knock him
into the fire with Parrot's melee attack if you can.
Battle 4: Tsurugi
-----------------
Spear / Needle Gun / Geo Trap Bomb / Double Wave Pod / High Jump Leg
This one is incredibly tough. The Needle Gun has amazing knockdown power,
preventing any kind of rushdown strategy, and Double Wave and Geo Trap can
clog up the whole stage. I would still tend to try the range game with Wave
Bomb, Seeker Pod, a Fatty Face, and the Eagle Gun, but it won't be easy.
Focus on evasion first, and don't be surprised if this goes to time out.
Battle 5: Kengo
---------------
Javelin / Knuckle Gun / Gemini Bomb B / Sky Freeze Pod / Quick Jump Leg
Despite having a rushdown setup, he's actually ludicrously patient, virtually
never going in and just firing Gemini Bomb Bs from long range. Take advantage
of his restraint with the Eagle Gun and Fatty Face setup from the previous
match. When time is nearly up, he sometimes decides to go in hard, so just
run away if it gets to that point.
End of Tournament
==================================================
With that nightmare over we can now head to Area 5, which is to the northwest.
Note that you can't do the final tournament here yet, we'll be back for it.
Parts earned in The Grand Battle Area 4:
Pico
Gramps
Double Wave Pod
Blade Gun
Halogen
Throwing Pod P
###############################################################################
W-18
The Grand Battle Area 5 - Return to Takuma Academy
Once again we have a choice of where to go next, but northwest is the obvious
choice. Our first battle will be in the top right corner of this area,
in the Monkey Mansion. It seems Caesar has finally had it with Fukashi and
he and his monkey pals are taking over.
===================================================
Battle Tournament 17 - Monkey Mansion
Parts Confiscation Battle
Defeat 5 commanders without using any parts more than once.
Gold: 100000 points
The gimmick here is that the monkeys will be using at least one of the Giant
parts in every match. They create huge explosions, but are not very
powerful, so you don't have to be particularly afraid of them.
Battle 1: Punch
---------------
Carlyle / Flame Gun / Giant Bomb / Jumping Pod B / Short Burner Leg
Finally, someone with a rushdown setup who actually tries to go in. Counter
with Ground Freeze and Dragon Gun, and watch out for Giant Bombs.
Battle 2: Goro
--------------
Stinger Head / Dragon Gun / Acrobatic Bomb / Giant Pod / Long Burner Leg
He tends to stay in the air, so use Needle Gun and something like Sky Freeze
or Jumping Pod B. Giant Pod's explosion lasts forever, so make sure you use
a mobile Robo who can get away from it, like a Strike Vanisher.
Battle 3: Rody
--------------
Wolfen / Shotgun / Gemini Bomb P / Giant Pod / High Jump Leg
Rody is going to come in mercilessly, and he can cross the stage in an
instant with his air dash, so make sure you have a defensive pod like Yajyuu
to discourage him. Use Bubble Gun to put up a wall that he'll have trouble
getting around. Make sure your Robo has decent air dashes to get out of there
if he gets close.
Battle 4: Pepe
--------------
Ray Mk 2 / Gatling Gun / Giant Bomb / Cockroach Pod H / Stabilizer Leg
Hey, how did a monkey get our robo? Oh well, this is pure rushdown time.
Parrot or Dickie with Flame Gun and Straight Bomb T will make short work of
him. Just watch out for Giant Bombs, when the middle part is down there can
be very little room to avoid them.
Battle 5: Caesar
----------------
Gorion / Giant Gun / Giant Bomb / Giant Pod / Wide Jump Leg
This is your first time seeing the Giant Gun. It fires a ludicrously large
blast straight forward. It looks scary, but it travels very slow, so it's
not hard to avoid as long as you stay mobile. A Fatty Face with High Jump Leg
and the Eagle Gun will make short work of this battle, just save your double
jump for dodging those Giant Gun blasts.
End of Tournament
===================================================
Aww, Fukashi and Caesar made up. They really do belong together. Our next
destination is Nanase's Warzone.
===================================================
Battle Tournament 18 - Nanase's Warzone
Parts Confiscation Battle
Defeat 6 commanders without using any parts more than once.
Gold: 120000 points
Nothing fancy here, most of the opponents are pretty easy. The final battle
can be tough, but you likely won't need many points by then.
Battle 1: Rihit
---------------
Drake / Eagle Gun / Standard Bomb S / Seeker Pod G / Stabilizer Leg
Eagle Gun really isn't a good fit for weak robos because if you take one hit
all your shots disappear. Use a Wild Soldier and the Drill Gun to neutralize
his shots, then follow up with melee attacks for damage. This is an easy one.
Battle 2: Robodoc
-----------------
Hawkman / Rayfall Gun / Wave Bomb / Diving Pod / High Jump Leg
Another rushdown battle. This time I'd use Stun Gun with another Wild Soldier
or Burning Beast. We want to save Parrot and the Flame Gun for now.
Battle 3: Male Takuma Academy Cadet #1
--------------------------------------
Axe / Right Arc Gun / Left Shot Bomb H / Jumping Pod B / Grounder Leg
This is what we saved Parrot for. Get in there with the Flame Gun and you
should be able to tear him apart with minimal damage. If you keep the fight
near the middle of the arena, he won't even be able to use his gun, it'll hit
the walls.
Battle 4: Male Takuma Academy Cadet #2
--------------------------------------
Doctor / Sniper Gun / Delta Bomb / Feint Pod F / Short Burner Leg
I'd go for Needle Gun and Ray Mk 2 on this one. The Needle Gun will keep him
grounded, and Ray has enough defense to take a Sniper shot and not immediately
be downed. Satellite Pod will help with additional anti-air.
Battle 5: Nanase
----------------
Annie / Glider Gun / Straight Bomb S / Satellite Pod / Long Burner Leg
You might remember Glider Gun from an earlier Lended Parts tournament.
When fired in the air, it shoots two little birds that home in with strong
tracking, so you'll need a robo with air dashes to avoid them, probably a
Shining Fighter. Despite her Long Burner Leg, Nanase tends to stay grounded,
so use Seeker Pods and the Dragon Gun to pin her down.
Battle 6: Nanase
----------------
Meijeru / Star Layer Gun / Delay Bomb / Tomahawk Bomb G / Feather Leg
Oh boy. There's no cover on this map, so you just have to dodge her gun,
but by the same token she can't hide from your shots either. I'd try the
Fatty Face + Eagle Gun + High Jump Leg setup this time, it's quite good at
avoiding Star Layer shots, and she has trouble dodging the Eagle Gun. Delay
Bomb C is also a strong choice, if it hits her she gets popped straight up
to be hit by more Eagle shots.
End of Tournament
===================================================
So it seems she's learned to control Meijeru's power now. Great, that can only
mean bad things for when we have to fight her next time. On to Toraji's
Warzone.
===================================================
Battle Tournament 19 - Toraji's Warzone
Parts Confiscation Battle
Defeat 6 commanders without using any parts more than once.
Gold: 120000 points
Another straightforward tournament with easy opponents. We have loads of parts
now, so the confiscation rule isn't too threatening anymore.
Battle 1: Male Takuma Academy Cadet
-----------------------------------
Propane / Right Arc Gun / Left Shot Bomb H / Cockroach Pod H / Stabilizer Leg
A nice easy set to start off with. I'd just run the Parrot setup on this one,
he can run circles around this guy.
Battle 2: Taihei
----------------
Heptane / Rayfall Gun / Gemini Bomb P / Jumping Pod G / Quick Jump Leg
Not a bad Rayfall setup, but a Wild Soldier with Stun Gun will rip him to
shreds.
Battle 3: Male Dread Army Goon #1
---------------------------------
Bullhorn / Drill Gun / Crescent Bomb P / Satellite Pod / High Jump Leg
This stage has no manoeuvring room, so Drill Gun hits almost the whole area.
As such, there's really nothing to do but outgun him. A Wild Soldier with
Shotgun will win the damage race. After you knock him down, back off and drop
Ground Freeze Pods, if he gets hit by them you can dash in and Shotgun him
again. This will remain a very effective strategy for this lame stage
throughout the rest of the game.
Battle 4: Male Dread Army Goon #2
---------------------------------
Butyl / Trap Gun / Straight Bomb G / Wall Pod / Wide Jump Leg
This is your first time seeing Trap Gun, the way it works is that it places
an invisible trap that fires a stream of bullets about a second later. If
you down the opponent with your gun, though, the shots will not fire. Rushdown
is usually a strong strategy against it, but that Wall Pod could be trouble.
I'd just go with Hornet Gun instead, this stage restricts mobility, so it's
hard to avoid here. Delay Bomb or Wave Bomb is also good to hit through walls.
Battle 5: Generic Boy
---------------------
Crazy Baboon / Stardust Gun / Wave Bomb / Diving Pod / Long Burner Leg
This one can be a bit dangerous, he's aggressive and he's got good parts.
I'd definitely recommend Dragon Gun and Sky Freeze here, and make sure you
pick something with good air dashes so you can get away when he gets close.
Battle 6: Toraji
----------------
Tiger Roar / Splash Gun / Straight Bomb T / Feint Pod F / Grounder Leg
Wow, how cheap, he totally picked a super small stage so we wouldn't be able to
escape his Splash Gun. I'd take Sniper Gun and Yajyuu Pod and just blast him
away from you whenever he comes in. You might be able to knock him into the
fire for some nice extra damage. This battle won't last long either way.
End of Tournament
===================================================
We can now head south to the Takuma Academy Rematch.
===================================================
Battle Tournament 20 - Takuma Academy Rematch
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 105000 points
This time your guns are limited, but Takuma's given you an awesome set of guns
so we really can't complain. Make strategic use of your other good parts as
usual.
Battle 1: Female Takuma Academy Cadet
-------------------------------------
Stella / Shotgun / Straight Bomb T / Feint Pod F / Quick Jump Leg
She's going to attempt to come in from the air, so use Bubble Gun's air shot
to wall her out. Save your Sky Freeze Pod, Satellite will do the job just
fine.
Battle 2: Robodoc
-----------------
Hawkman / V-Laser Gun / Submarine Bomb D / Diving Pod / High Jump Leg
V-Laser is horrible at range, so this is a good match to just run away and
spam Glider Gun's air shot. If he ever gets close, use the ground shot.
Seeker Pods will make it harder for him to get out of the way.
Battle 3: Male Takuma Academy Cadet
-----------------------------------
Dickie / Stun Gun / Freeze Bomb / Float Pod F / Grounder Leg
The one thing Takuma didn't really give us was a solid defensive gun, but
with Ground Freeze we can use Dragon Gun like one. Just pick a Little Raider,
drop Ground Freeze, and back off, he'll run into them over and over, giving
you lots of free shots.
Battle 4: Hayao
---------------
Sol / Sniper Gun / Tomahawk Bomb G / Diving Pod / Stabilizer Leg
Even though his setup is decent for pushing you out of camping spots, I'd still
go for Hornet Gun on this one. Restrict his movement with Seeker Pods to make
them harder to avoid. Just keep moving from corner to corner as his Diving
Pods come after you.
Battle 5: Katrea
----------------
Belle / Phoenix Gun / Delay Bomb C / Sideways Pod G / Formula Leg
Remember Kotengu? Phoenix Gun is the regular version of her gun. It's not
nearly as deadly, though, for one thing it does much lesser damage and it only
shoots two Phoenixes instead of three. I would use Hornet Gun here, in fact if
you wanted you could pick a Little Raider and use it like a melee gun, if fired
from point blank range it does absurd damage and Phoenix Gun's ground shot will
go over you at close range. Alternatively, at long range the ground shot will
miss as long as you don't move left or right after she fires it.
Battle 6: Takuma
----------------
Wilson / Drill Gun / Straight Bomb T / Jumping Pod B / Short Burner Leg
This is why we saved a Dragon Gun and our Sky Freeze Pod. It's that horribly
small stage again, so make sure you set up your wall of Sky Freeze Pods well
to protect yourself.
End of Tournament
===================================================
We now head northeast to Jirou's Battle Fort for the last battle of this area.
===================================================
Battle Tournament 21 - Jirou's Battle Fort
No Limit Battle
Defeat 6 commanders using any parts
Gold: 120000 points
There's nothing special here, but a number of the opponents are very hard and
you need a lot of points. This is one of the hardest golds in the whole game.
Battle 1: Genta
---------------
Parrot / Accel Gun / Crescent Bomb C / Sideways Pod F / Quick Jump Leg
Accel Gun is always a free win. Just pick another Little Raider and Stun Gun
him to death. Feint Pods will make it even easier.
Battle 2: Taihei
----------------
Heptane / Gatling Gun / Standard Bomb F / Feint Pod F / Wide Jump Leg
It's an annoying conveyor belt stage, so I'd go with a Fatty Face and the Eagle
Gun to take advantage of Heptane's lack of mobility. Diving Pod is good here,
as is Delay Bomb C. Don't forget to move to the side if he shoots his gun.
Battle 3: Male Takuma Academy Cadet
-----------------------------------
Axe / Flame Gun / Gemini Bomb P / Jumping Pod G / Grounder Leg
It's that tiny stage again. I'd go with the Dragon Gun and Ground Freeze here.
This one will likely be super close, Flame Gun is an amazing choice for this
stage.
Battle 4: Robokichi
-------------------
Patch / Stardust Gun / Delay Bomb C / Float Pod F / High Jump Leg
An annoying setup, but nothing Needle Gun can't deal with. Satellite Pods
for anti-air, as usual. Note that it's an icy stage, so you'll probably want
a Strike Vanisher for mobility.
Battle 5: Hayao
---------------
Sol / Shotgun / Straight Bomb T / Sky Freeze Pod / Stabilizer Leg
This is another great time to bring out the Eagle Gun. Ground Freeze Pod
can help land extra hits and protect you if he gets close.
Battle 6: Jirou
---------------
Metal Bear / Rayfall Gun / Freeze Bomb / Feint Pod G / Short Burner Leg
Finally Jirou is back to his lame Rayfall self. Pick a Burning Beast and
rush him down with Stun Gun, I'm sure you need the points by now.
End of Tournament
===================================================
Finally we're done with Area 5. There's only one area left that we can
currently get to, and it's northeast from Area 4.
Parts earned in The Grand Battle Area 5:
Stinger Head
Giant Pod
Axe
Trap Gun
Wall Pod
Stella
Phoenix Gun
Feint Pod G
###############################################################################
W-19
The Grand Battle Area 6 - Great Robo Cup Finals
We're finally nearing the end. We begin here with Robodoc's Challenge Part 2.
===================================================
Battle Tournament 22 - Robodoc's Challenge Part 2
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 105000 points
Once again they've given you a limited selection of parts in every category,
and this time they're generally among the worst. Good thing the score target
isn't super high.
Battle 1: Yourself
------------------
Ray Mk 2 / Splash Gun / Geo Trap Bomb / Throwing Pod D / Grounder Leg
I don't know where he got this program from, I've never used that combo.
At any rate, this guy is going to try to go melee, so we want to stay away.
Thankfully his AI is extremely stupid and he basically just runs at us on the
ground, so we can get away with using the generally terrible Accel Gun here.
Back it up with Speed Pod G and Straight Bomb S and just keep firing away.
Use Kaiser Head so you can escape if you need to.
Battle 2: Juuzou
----------------
Halogen / Stardust Gun / Crescent Bomb P / Jumping Pod G / High Jump Leg
It's that separating stage again, so I'd pick Comet and the Vertical Gun and
try to play the long range game. Crescent Bomb P is great for long range
combat, but I'd save some of your pods and just go with Cockroach Pod H.
Remember to fire your Crescent Bombs in the air for a faster shot and watch out
for his bombs.
Battle 3: Sachiko
-----------------
Stella / Sniper Gun / Submarine Bomb D / Umbrella Pod / Stabilizer Leg
She seems to be expecting you'll try to rush her down, so I'd just do the
reverse and lame her out with Hornet Gun. Use the Idling Bomb P, Seeker Pod F,
and Oracle Head to round out the set. You should know how to just barely pop
up above a wall and fire a Hornet shot by now, allowing you to remain protected
from her offense.
Battle 4: Mitsuru
-----------------
Axe / Drill Gun / Delay Bomb C / Dolphin Pod / Quick Jump Leg
You'd expect this guy to take to the air, but he almost exclusively stays on
the ground. Bring Left Wave Bomb, the Spider Pod, and the Multiple Gun to
deal with him, and just stay away and let the missiles do their work. You'll
probably want Vanessa and Long Burner Leg here so you can make quick escapes
when you need to. This will probably be a long fight, but if you play smart
you shouldn't take much damage.
Battle 5: Kotengu
-----------------
Rook / Multiple Gun / Smash Bomb / Seeker Pod F / Stabilizer Leg
She's always a threat, but at least she's not packing her special gun. As
usual, you want to air dash over Multiple Gun and attack with a strong weapon.
Here, the best thing we have is probably Drill Gun. I'd use Hawkman as your
Robo so even if you take a few multiple Shots you can keep on fighting.
Diving Pod will help score additional knockdowns, and Standard Bomb F will
help with follow-ups when you can't get a melee attack. Watch out for Smash
Bomb, though, it blows up instantly right above Kotengu, which can act as
a solid form of anti-air.
Battle 6: Doppelganger
----------------------
Ray Mk 2 Dark / Splash Gun / Geo Trap Bomb / Throwing Pod D / Grounder Leg
What? The Robodoc here was actually Doppelganger? He really is a sneaky one.
At any rate, this explains where that first set came from, this is basically
just a repeat of the first match. Use Spear, the Needle Gun, the Delta Bomb,
and the Sky Freeze Pod for this. Try to drop you Sky Freeze Pods near the
middle, then retreat to the corners and fire away.
End of Tournament
===================================================
It's good to have that over with. Now we move on to Kengo's Battle Fort.
===================================================
Battle Tournament 22 - Kengo's Battle Fort
No Limit Battle
Defeat 6 commanders using any parts
Gold: 126000 points
A fairly simple no limit battle. Even though you need a lot of points, there's
several rounds here that are super easy with the right setup.
Battle 1: Yurie
---------------
Planet / Hornet Gun / Geo Trap Bomb / Diving Pod / Short Burner Leg
That's a pretty good Hornet setup, but since we can use any parts here we
can just counter with Wolfen and the Stun Gun. Delay Bomb C and Diving Pod
will also help to make her camping difficult. Make sure you time your air
dashes well so you go in just as she fires the hornets.
Battle 2: Jirou
---------------
Metal Bear / V-Laser Gun / Straight Bomb G / Umbrella Pod / Quick Jump Leg
This set is just begging for the Eagle Gun. V-Laser is almost totally useless
at long range, so you can set them up with relative impunity. Compliment the
set with Diving Pod or Seeker Pod, as usual. It should be possible to get a
lot of points here.
Battle 3: Grandpa
-----------------
Gramps / Sniper Gun / Gemini Bomb B / Sideways Pod F / High Jump Leg
Typical flyaway setup. Needle Gun and Satellite Pod to counter. You could
actually try Smash Bomb as your bomb, if he's ever directly above just fire it
for a quick hit, it explodes instantly. A fun Smash Bomb strategy is to force
your opponent to recover in the air, then fire it so it hits right where
they're waking up.
Battle 4: Toraji
----------------
Tiger Roar / Bubble Gun / Freeze Bomb / Ground Freeze Pod / High Jump Leg
That's a pretty good keep away setup, but we can just counter with our own
long range combo. Eagle Gun and Diving Pods will make short work of him,
particularly since with the icy stage he can't really get out of the way.
Just try not to let him get right in your face, use a melee attack if he starts
coming too close.
Battle 5: Nanase
----------------
Annie / Right Arc Gun / Left Arc Bomb / Wave Pod / Stabilizer Leg
I don't know what she's thinking with this setup. A Flame Gun or Stun Gun
setup will make short work of her. Should get a lot of points here.
Battle 6: Kengo
---------------
Javelin / Gravity Gun / Delay Bomb C / Jumping Pod G / Quick Jump Leg
This is your first time seeing Gravity Gun. It's a weird weapon that creates
black holes above you, dealing heavy damage if you jump. As such, you should
just stay on the ground. He comes right up to your face, so you could use
Stun Gun, or just pick Dragon Gun and Sky Freeze.
End of Tournament
===================================================
With that over, we can finally move on to the showdown with the Doppelganger
===================================================
Battle Tournament 23 - Doppelganger Showdown
Parts Confiscation Battle
Defeat 6 commanders without using any parts more than once.
Gold: 120000 points
The opponents all use illegal parts here, though thankfully they're not using
illegal guns, mostly just bombs and legs. Only the final battle is really
tough, but you do need a lot of points so you'll have to fight well.
Battle 1: Male Dread Army Goon
------------------------------
Bullhorn / Stardust Gun / Kotengu Bomb / Sideways Pod F / Gousetsu Leg
He may be packing illegal parts, but on this tiny stage it barely matters.
Just bring a Wild Soldier with the Shotgun and Ground Freeze Pod and outgun
him. Don't waste any good bombs, you won't need them.
Battle 2: Female Dread Army Goon
--------------------------------
Corona / Hornet Gun / Shinonome Bomb / Feint Pod F / Nanase Leg
She pretty much just stands still and spams stuff, so it seems like a job for
a Burning Beast and the Stun Gun. Make sure you time your dashes well.
You probably won't escape this one without a fair bit of damage.
Battle 3: Generic Boy
---------------------
Doctor / Dragon Gun / Tomahawk Bomb B / Boronji Pod / Boronji Leg
This one is a job for the Parrot and Flame Gun setup, he can just get right
in there and wreck havoc. Just try not to run into those pods too many times,
he can really make you pay with that Dragon Gun.
Battle 4: Generic Girl
----------------------
Amy / Accel Gun / Geo Trap Bomb / Shinonome Pod / Minamo Leg
Another rushdown battle. This time I'd go with a Wild Soldier and the Knuckle
Gun. You'll probably also want Satellite Pod in case she decides to fly
around. The Knuckle Gun is so strong that it only takes 3 good combos to take
her out.
Battle 5: Elite Goliath Goon
----------------------------
Bit / Gravity Gun / Straight Bomb G / Spider Pod G / Subaru Leg
This one is really annoying, you can't see anything at all on this stage, and
he's spamming Gravity Gun, so you also can't jump. I'd just pick a Little
Raider and Drill Gun and hopefully you'll find him eventually. Watch out for
Spider Pods, too.
Battle 6: Doppelganger
----------------------
Ray Mk 2 Dark / Stun Gun / Rouga Bomb / Diving Pod / Rouga Leg
This one is ludicrously tough. The Rouga Bomb is a completely perfect
compliment to the Stun Gun, pulling you right towards him for hundreds of
damage any time it lands. You absolutely have to have a defensive pod like
Yajyuu Pod to have any hope of survival here. I'd also tend to go with a
defensive gun like Bubble and just keep firing its air shot. Pick Geo Trap
Bomb and a Shining Fighter and just hole up in the corner as best you can.
End of Tournament
===================================================
We've finally made it, it's time for the Great Robo Cup Finals. Head to the
big arena and let's get this show on the road.
===================================================
Battle Tournament 24 - Great Robo Cup Finals
No Limit Battle
Defeat 7 commanders using any parts.
Gold: 136000 points
This actually isn't as hard as you'd expect for the "final" tournament.
There's no limit and some of the opponent sets aren't that tough, it's just
the third match that's a nightmare.
Battle 1: Karin
---------------
Flare / Gatling Gun / Left Wave Bomb / Speed Pod P / Quick Jump Leg
Our first battle is an easy Gatling Gun set. We could rush down here, but
since there's no limit I'd go with the Eagle Gun set. You should be able to
take very little damage and score a ton of points. Save your double jump in
case she gets a Gatling shot out.
Battle 2: Katrea
----------------
Belle / Hornet Gun / Crescent Bomb C / Sky Freeze Pod / Formula Leg
This one is going to be messy, she's got a very good Hornet Gun setup that
pretty much shuts down any aerial approach. I'd recommend a Little Raider with
Drill Gun here, but you'll have to be cautious in your approach. Rook has a
very good melee attack and since he's a power type he does extra damage, so
you could try him for this battle.
Battle 3: Kengo
---------------
Javelin / Shotgun / Idling Bomb D / Umbrella Pod / Short Burner Leg
It seems counterintuitive, but I think the only viable strategy for this match
is for you to also go melee, he's just so fast that absolutely nothing can
keep him from getting in on you. Pick a Wild Soldier, Shotgun, and the Sky
Freeze Pod, and just blast him when he tries to come in. You'll take a fair
bit of damage, but you should come out on top.
Battle 4: Hayao
---------------
Sol / Dragon Gun / Delta Bomb / Float Pod F / Feather Leg
This is an easy win for the Eagle Gun. Take advantage of the terrible mobility
of this stage with Seeker Pods. Those Float pods will be a nuisance, but as
long as you focus on dodging the Dragon shots you won't take much damage.
Battle 5: Takuma
----------------
Wilson / Flame Gun / Smash Bomb / Jumping Pod G / Grounder Leg
You can safely Eagle Gun this battle too, since they surprisingly aren't making
us battle on that horrible tiny stage. Those Jumping Pods will be a nuisance,
but he should never be able to get in close enough to use his gun or bomb.
Battle 6: Tsurugi and Yaiba
---------------------------
Bayonet / Star Layer Gun / Straight Bomb T / Feint Pod F / High Jump Leg
How is this fair? Not only is it two against one, they're also using an
illegal Robo. Oh well. Eagle Gun is a good match against Star Layer Gun, since
you can just jump over its shots, so just keep doing what you've been doing
for the last two matches.
Battle 7: Champion
------------------
Ray / Sniper Gun / Delay Bomb C / Jumping Pod B / Stabilizer Leg
Bet you didn't see this coming. Yes, its your character from the first game,
complete with his original Robo. For a final opponent, his set isn't really
that strong, I would just go melee against him with a Burning Beast and the
Stun Gun. The Sniper Gun has loads of recovery, so you shouldn't have trouble
finding opportunities to get in and shock him to death.
End of Tournament
===================================================
By beating the MC from Custom Robo I think we've conclusively proven that
Custom Robo V2 is the better game. Genta and Taihei try to warn us about
something, but it doesn't matter, this is our moment. There'll be time for
saving the world after our victory celebration.
Parts earned in The Grand Battle Area 6:
Rook
Smash Bomb
Gravity Gun
Spider Pod G
Star Layer Gun
Ray
###############################################################################
W-20
The Grand Battle Area 7 - End of Evil
It's not quite over yet. First, let's go back to Area 2 and go northwest to
Futaba's Clock Tower, if you haven't done this one yet.
===================================================
Battle Tournament 25 - Futaba's Clock Tower
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 105000 points
This time, you have to use lended parts for everything but legs. The parts
you're given are pretty strong, but the enemies have very good setups here,
so it will still be quite tough to reach the target score. Make sure to
check the opponent setups beforehand and save appropriate parts if you're
not going to follow my suggestions.
Battle 1: Generic Boy (thin)
----------------------------
Shumitt / Shotgun / Left Wave Bomb / Dolphin Pod G / Stabilizer Leg
He's got a decent melee-based setup. I'd probably recommend using Ray Mk 2
and the Stardust Gun here, it will make it hard for him to approach.
This is also a good time for the Spider Pod. I'd probably just use Delta Bomb
to get rid of it, you can use a melee attack after a knockdown instead since
he'll be close to you.
Battle 2: Generic Boy (fat)
---------------------------
Halogen / Bubble Gun / Tomahawk Bomb B / Feint Pod F / High Jump Leg
Sadly, Dragon Gun is not one of the guns Futaba gave us. I'd try V-Laser
instead, and back it up with Crescent Bomb C and the Jumping Pod G. This is
an icy stage, so you'll want to stay in the air, I'd try Stinger Head here.
Battle 3: Hayao
---------------
Sol / Trap Gun / Idling Bomb D / Diving Pod / Stabilizer Leg
Trap Gun can be tricky, but if you knock the opponent down with your gun, the
shots won't fire, so I'd go with Bit and the Knuckle Gun here. Use Tomahawk
Bomb G and Dolphin Pod just to get rid of them, you can land 3 Knuckle shots in
a combo (ground, ground, air) so you don't really need anything else.
Battle 4: Generic Girl
----------------------
Vanessa / Flame Gun / Straight Bomb T / Cockroach Pod G / Stabilizer Leg
She's using a short range setup, so it's time for Butyl and the Eagle Gun.
Straight Bomb G or Geo Trap will help with combo follow-ups, and Yajyuu Pod F
will help with defense.
Battle 5: Yurie
---------------
Planet / Multiple Gun / Crescent Bomb P / Float Pod F / Stabilizer Leg
Needle Gun wouldn't be my first choice against Multiple Gun, but we're saving
Drill for Futaba so it'll have to do. Go with Crazy Baboon for your robo,
his air dash will make it easy to get over the Multiple Gun and punish.
Use Delay Bomb and Seeker Pod to make things easier for you.
Battle 6: Futaba
----------------
Per Mille / Fang Gun / Standard Bomb F / Cockroach Pod H / Short Burner Leg
This is your first time seeing Fang Gun. It's an interesting gun that shoots a
quick barrage of powerful shots, in an arc on the ground, or in a straight
line in the air. Wolfen and Drill Gun is the way to go here, use Drill Gun to
knock down, then follow with Wolfen's excellent melee attack for big damage.
Wave Bomb and Feint Pod will help you score additional knockdowns. Just be
wary of approaching from the air, Fang Gun's ground shot really puts the hurt
on.
End of Tournament
===================================================
Afterwards everyone heads home for cookies. Surprisingly, Nanase knows a fair
bit about baking, too. Yurie arrives with some eggs, and your mother bakes
a cake for everyone. With that taken care of, it's now time to finish up the
fifth tournament in Area 4 that just recently opened, Evil Base.
===================================================
Battle Tournament 26 - Evil Base
Parts Confiscation Battle
Defeat 6 commanders without using any parts more than once.
Gold: 99000 points
There's nothing too special here, the score is low and the enemy setups are
weak.
Battle 1: Genta
---------------
Parrot / Shotgun / Freeze Bomb / Jumping Pod G / Formula Leg
Looks like Goliath has hypnotized everyone again. Rook and Drill Gun will make
short work of this first battle. Remember to follow up with melee attack after
a knockdown for extra damage.
Battle 2: Generic Girl #1
-------------------------
Lucas / Rayfall Gun / Straight Bomb S / Diving Pod / Quick Jump Leg
A Burning Beast with Stun Gun will beat this one easily. Don't waste any good
bombs or pods yet.
Battle 3: Generic Girl #2
-------------------------
Pico / Hornet Gun / Delta Bomb / Feint Pod F / High Jump Leg
She tends to stay fairly still while firing, so I'd go Sniper Gun and Feint
Pod here. Crescent Bomb C is a good choice for attacking from long range,
if it hits you can shoot her when it pops her up.
Battle 4: Shinichi
------------------
Robin / Left Arc Gun / Tomahawk Bomb B / Yajyuu Pod F / Short Burner Leg
Despite the annoyance of Yajyuu Pods, you pretty much have to go in on the
ground. Pick a Little Raider, Knuckle Gun, Speed Pod D, and Straight Bomb T.
If you can't get close enough to use your Gun, use the Speed Pod to get the
knockdown instead, then use your bomb to draw him close enough to punch.
Battle 5: Rihit
---------------
Drake / Gatling Gun / Gemini Bomb P / Sideways Pod G / Stabilizer Leg
He stays pretty still while firing his gun, so Diving Pods will do a great job
of interrupting him. Dragon Gun is a good long range counter, and a Standard
Bomb or Geo Trap will help you follow up for combos.
Battle 6: Kotengu
-----------------
Rook / Stun Gun / Straight Bomb T / Rear Shot Pod T / Short Burner Leg
It's that tiny stage again, so don't think you'll be able to get away.
Just use a Wild Soldier with Ground Freeze and Shotgun and try to run away
until it freezes her.
End of Tournament
===================================================
Afterwards we discuss the disturbing realization that Goliath and the Dread
Army seem to have joined forces. We can now finally head southeast into Area
7. We have a choice of two battles to do here, but I'm going to go with
Boronji's Battle first.
===================================================
Battle Tournament 27 - Boronji's Battle
Lended Parts Battle
Defeat 6 commanders without using any parts more than once. You are given
a limited selection of parts for this tournament.
Gold: 105000 points
The limitation here is that all of the Robos you have access to are Funny Old
Men. Funny Old Men typically rely on flyaway strategies and bombarding the
opponent from above, but this time you may have to try some new strategies
as we'll quickly run out of useful bombs and pods.
Battle 1: Elite Goliath Goon
----------------------------
Corona / Bubble Gun / Idling Bomb D / Throwing Pod D / Feather Leg
This set can really flood the screen with D type explosions, but you can just
stay above them. I'd go for the Sniper Gun and Feint Pod here, just blast her
when she starts firing Bubbles. Even at range one shot will knock her down.
Battle 2: Goliath Goon #1
-------------------------
Jade / Accel Gun / Left Wave Bomb / Seeker Pod G / Grounder Leg
Ugh, this would be a completely free win with any other robo, but with a Funny
Old Man we have to work for it. I'd still probably recommend Flame Gun and
Straight Bomb T, just use the Short Burner Leg to give yourself the mobility
you need to get in.
Battle 3: Goliath Goon #2
-------------------------
Joker Head / Eagle Gun / Crescent Bomb C / Feint Pod G / High Jump Leg
This one will be annoying. I'd probably recommend countering with Glider Gun,
it strikes a little faster than Eagle Gun and can neutralize the shots. Carry
Wave Bomb and Diving Pod for this one, you'll need the support. Stick with
Short Burner Leg for the added mobility so you can dodge. If things start to
go bad, stop firing Gliders and just try to get the knockdown with your bomb
and pod to reset the situation.
Battle 4: Goliath Goon #3
-------------------------
Shade / Needle Gun / Tomahawk Bomb G / Sky Freeze Pod / Short Burner Leg
Ugh, this is like a perfect anti-Funny Old Man setup. Use Float Pod F, Short
Burner Leg, and Dragon Gun to try to keep him off balance, and use cover when
you can. You want to keep this battle at the longest range you can, where
Needle Gun is not as effective.
Battle 5: Kotengu
-----------------
Rook / Catch Gun / Standard Bomb F / Umbrella Pod / Stabilizer Leg
This is your first time seeing Catch Gun. It does almost no damage, it just
pulls you in for an easy melee attack. Still, in general it isn't very good.
This is a small arena, so just pick 3-Way Gun, she won't be able to avoid it,
then you can follow up with a melee attack. Make sure to use Bucket, as his
melee attack is the only decent one. Speed Pod D will also help.
Battle 5: Boronji
-----------------
Bucket / Flame Gun / Crescent Bomb P / Jumping Pod P / Short Burner Leg
It's a Funny Old Man duel, but we've saved our Needle Gun so we have the
edge. Crescent Bomb C and Jumping Pod B are both good ideas to round out the
set. Try to be on the ground, as Needle Gun's air shot is not nearly as good
for anti-air.
End of Tournament
===================================================
We could take out Goliath now, but let's head southwest and deal with Subaru
first.
===================================================
Battle Tournament 28 - Subaru's Battle Fort
No Limit Battle
Defeat 5 commanders using any parts.
Gold: 82000 points
All of these guys use illegal parts, but we've got access to whatever parts we
want, so it's not a big deal.
Battle 1: Female Dread Army Goon
--------------------------------
Pamela / Needle Gun / Homura Bomb / Cockroach Pod G / Feather Leg
Needle Gun suggests long-range. An Eagle Gun setup should make short work
of her. Use Float Pods to further disrupt her from shooting back.
Battle 2: Male Dread Army Goon #1
---------------------------------
Butyl / Vertical Gun / Geo Trap Bomb / Homura Pod / Quick Jump Leg
I love how they think Vertical Gun is a good idea on a small stage with no
cover. Just get in there with a Wild Soldier and use a short range gun to
tear this guy up.
Battle 3: Male Dread Army Goon #2
---------------------------------
Oracle Head / Splash Gun / Kotengu Bomb / Speed Pod P / Stabilizer Leg
It's an annoying conveyor belt stage, so just lame him out with Eagle Gun.
Diving Pod and Wave Bomb are also strong here. If he ever does get close,
remember that Eagle Gun's ground shot can be used for close-range combat.
Battle 4: Male Dread Army Goon #3
---------------------------------
Cutlass / 3 Way Gun / Right Shot Bomb / Shinonome Pod / Short Burner Leg
I'd say this is a job for a Wild Soldier and the Shotgun. As always, drop
Ground Freeze after a knockdown, it might get you free hit.
Battle 5: Subaru
----------------
Dim / Hornet Gun / Subaru Bomb / Subaru Pod / Subaru Leg
He's almost fighting seriously this time, though for some reason he isn't using
his special gun. I'd still just stick with the same setup you used against the
previous guy, Shotgun is good against him too. Delay Bomb C is good for ranged
combat, and see if you can knock him into the fire for extra damage.
End of Tournament
===================================================
The time has come to take down a criminal organization. You can choose between
the Dread Army and Goliath Organization, but I'll go for Dread first.
===================================================
Battle Tournament 29 - Dread Army Base
No Limit Battle
Defeat 8 commanders using any parts.
Gold: 128000 points
It's the final showdown with the Dread Army, and finally we can start taking
their illegal parts. Note though that you can't really use them yet unless
you already have enough points for gold.
Battle 1: Female Dread Army Goon #1
-----------------------------------
Corona / Dragon Gun / Geo Trap Bomb / Rouga Pod / Feather Leg
This is a very small stage, so Dragon Gun really isn't a good choice. Pick
a Little Raider and just go right in with Flame Gun and Straight Bomb T.
Make sure she recovers in the air, she'll often shoot an easily avoided Dragon
shot and you can get more hits.
Battle 2: Female Dread Army Goon #2
-----------------------------------
Bit / Knuckle Gun / Twins Bomb / Umbrella Pod / Formula Leg
It's that annoying stage with all the walls again. I would just use Ground
Freeze and Drill Gun, you'll have a big range advantage. Use Ray Mk 2 or
someone else with a good melee attack to follow up after knockdowns.
Battle 3: Male Dread Army Goon
------------------------------
Shade / Gravity Gun / Crescent Bomb C / Jumping Pod G / Homura Leg
His whole set is based around anti-air, so we'll probably want to stay on the
ground even though it's that annoying conveyor belt stage. Use Dickie, his
ultimate speed will help overcome the conveyors. This one will be very
frustrating, but with Flame Gun you should eventually win.
Battle 4: Gousetsu
------------------
Crazy Baboon / Boronji Gun / Rouga Bomb / Nanase Pod / Phantom Leg
Boronji Gun is an upgraded Needle Gun, so play the range game with Eagle Gun.
Float Pods will help you keep the pressure on from a distance.
Battle 5: Minamo
----------------
Vanessa / Rouga Gun / Boronji Bomb / Kotengu Pod / Rouga Leg
I expected her to use her own gun, but she's actually using Rouga Gun, which
is an upgraded Knuckle Gun. You can safely lame her out with Eagle Gun too,
but switch to Ground Freeze Pod this time. If she actually gets in, don't
be afraid to use your melee attack, I'd use Heptane since his is decent.
Battle 6: Homura
----------------
Oracle Head / Nanase Gun / Kotengu Bomb / Boronji Pod / Nanase Leg
I just realized that each side is using the other side's parts. Oh well,
Nanase Gun is an upgraded Stardust Gun, so focus on hitting hard to neutralize
its shots. Sniper Gun works well here, but make sure you've got enough defense
to take at least a few hits. Satellite Pod will help keep him out, too.
Battle 7: Subaru
----------------
Dim / Kotengu Gun / Nanase Bomb / Kerberos Pod / Kotengu Leg
Kotengu Gun is that monstrous upgrade to Phoenix Gun we struggled with before,
and to make matters worse, Kerberos Pod is a terrifying monstrosity that fires
3 Wave Pods at once. You pretty much have to try to rush down anyway or that
gun will rip you apart, so pick the Parrot and Flame Gun combo and hope you
somehow survive this. Ground Freeze Pod is always good in a pinch.
Battle 8: Shinonome
-------------------
Zora / Shinonome Gun / Shinonome Bomb / Shinonome Pod / Shinonome Leg
I see he wasn't willing to give up his parts. In case you didn't play the
first game, his special gun is an upgrade to V-Laser Gun. It fires in a kind
of U-Shape, leaving a deadzone in the middle. I wouldn't really attempt to
rush him down on this stage, though, the smart money is probably on laming
him out with Eagle Gun and Float Pod F. It'll still probably be tough, but
you probably don't need the points anymore.
End of Tournament
===================================================
So ends the Dread Army. But we're not done yet, Goliath remains.
===================================================
Battle Tournament 30 - Goliath Base
No Limit Battle
Defeat 8 commanders using any parts.
Gold: 128000 points
More illegal parts for the taking. The target score remains low and easy
to achieve. Let's shut down the evil organizations for good.
Battle 1: Elite Goliath Goon
----------------------------
Pamela / Twins Gun / Tomahawk Bomb B / Dolphin Pod / Quick Jump Leg
This guy only has the one illegal part, so he's going to make it count by just
firing it over and over for the entire battle. Twins Gun is an upgraded Star
Ray Gun, but it has less delay on its shots so long range combat is not really
viable, you'll want to go with a Little Raider and Flame Gun instead.
Battle 2: Goliath Goon #1
-------------------------
Shade / Multiple Gun / Subaru Bomb / Double Wave Bomb / Twins Leg
This is a job for a Burning Beast with the Shotgun, but you do have to be a
little bit cautious in your approach as he can cause a lot of explosions to
block you way in.
Battle 3: Goliath Goon #2
-------------------------
Butyl / Homura Gun / Right Shot Bomb H / Twins Pod / Wide Jump Leg
Homura Gun is an upgraded Dragon Gun, so you'll want to rush down with a Little
Raider and the Flame Gun. Rook is probably the best, so you might want to
start using him instead of Parrot if you haven't already.
Battle 4: Homura
----------------
Stinger Head / Subaru Gun / Gousetsu Bomb / Minamo Pod / Minamo Leg
Again? Well, I guess he was part of both organizations. Subaru Gun is nasty,
it's like Hornet Gun but a lot better. This is also an annoying Ice Stage.
Eagle Gun and Float Pod is probably your best bet, but this is going to be a
tough one.
Battle 5: Kotengu
-----------------
Rook / Minamo Gun / Genocide Bomb / Homura Pod / Subaru Leg
Ugh, Minamo Gun on that separating stage? That's just not fair. Anyway,
rushdown is the only option here. I'd recommend the Knuckle Gun, though it
won't be easy to get close enough to blast her with it. Crescent Bomb C is
great for long range, as are the Float Pods. Do not get hit by the Genocide
Bomb, it's like Giant Bomb but it does ludicrous damage.
Battle 6: Boronji
-----------------
Bucket / Gousetsu Gun / Homura Bomb / Subaru Pod / Gousetsu Leg
Gousetsu Gun is a better 3-Way Gun, but it does so much more damage that it's
actually a real threat. I'd probably go with Eagle Gun again here so you can
stay away from it, it's a nice big stage so you have loads of room to run away
and set them up.
Battle 7: Rouga
---------------
Wolfen / Nightmare Gun / Minamo Bomb / Gousetsu Pod / Homura Leg
There's no space to fight here, so pick a Wild Soldier and the Shotgun and just
try to outgun him. Nightmare Gun is new, it's kind of like Flame Gun but if
it hits, you become frozen, allowing him to hit you with a melee attack. Geo
Trap bomb is great for combos, because it blasts him way back if it hits,
potentially into the fire.
Battle 8: Rokudou
-----------------
Jameson / Rokudou Gun / Rokudou Bomb / Rokudou Pod / Rokudou Leg
Aww, it looks like the game won't allow us to use Jameson, it would have been
super fun to use. Oh well, he hasn't changed at all since you last fought him,
but we have way better weapons now. I'd probably go Eagle Gun, Seeker Pod,
and Wave Bomb on this one, though if you already have enough points and want
to play around with illegal parts Kotengu Gun and Kerberos Pod will tear him a
new one.
End of Tournament
===================================================
It's finally over. Or is it? If you've been paying close attention, you
might remember that there was a cave near Futaba's Clock Tower that we couldn't
get into before. That'll be covered in the next section.
Parts earned in The Grand Battle Area 7:
Fang Gun
Rear Shot Pod T
Jade
Catch Gun
Bucket
Pamela
Cutlass
Right Wave Bomb
Dim
Rouga Pod
Twins Bomb
Homura Leg
Boronji Gun
Rouga Bomb
Nanase Pod
Phantom Leg
Rouga Gun
Boronji Bomb
Kotengu Pod
Rouga Leg
Nanase Gun
Kotengu Bomb
Boronji Pod
Nanase Leg
Kotengu Gun
Nanase Bomb
Kerberos Pod
Kotengu Leg
Zora
Shinonome Gun
Shinonome Bomb
Shinonome Pod
Shinonome Leg
Twins Gun
Subaru Bomb
Twins Leg
Homura Gun
Twins Pod
Subaru Gun
Gousetsu Bomb
Minamo Pod
Minamo Leg
Minamo Gun
Genocide Bomb
Homura Pod
Subaru Leg
Gousetsu Gun
Homura Bomb
Subaru Pod
Gousetsu Leg
Nightmare Gun
Minamo Bomb
Gousetsu Pod
Homura Leg
###############################################################################
W-21
The Grand Battle Area 8 - The Ultimate Challenge
This is seriously the last part of The Grand Battle. Our first stop is
Mamoru's Trial, which is located beside Futaba's Clocktower
===================================================
Battle Tournament 31 - Mamoru's Trial
No Limit Battle
Defeat 8 commanders using any parts.
Gold: 160000 points
Wow, look at that target score. Mamoru's not kidding around. If you've made
it this far, you should be able to handle it.
Battle 1: Karin
---------------
Flare / Drill Gun / Standard Bomb S / Cockroach Pod / Wide Jump Leg
Sadly we can't just go nuts with all of those illegal parts if we want gold.
This setup can be handled easily enough by Eagle Gun and Geo Trap.
Battle 2: Futaba
----------------
Per Mille / Glider Gun / Wave Bomb / Sky Freeze Pod / Grounder Leg
Rushdown time. Rook and the Drill Gun should do nicely. Remember to follow
up with melee attacks for extra damage. Try to approach from behind corners
so you don't risk getting hit by Glider Gun's ground attack.
Battle 3: Hayao
---------------
Sol / Fang Gun / Tomahawk Bomb B / Throwing Pod D / Stabilizer Leg
Fang Gun is nasty at close range, so I'd bring out the Eagle Gun again.
He can clog up a lot of the screen with explosions, but it's better than the
alternative.
Battle 4: Jirou
---------------
Metal Bear / Needle Gun / Gemini Bomb P / Feint Pod F / Quick Jump Leg
Looks like we're continuing with Eagle Gun. Jirou's horrible slow robo won't
have any real defense against it.
Battle 5: Tsurugi and Yaiba
---------------------------
Bayonet / Multiple Gun / Crescent Bomb C / Wave Pod / Quick Jump Leg
Even against Bayonet I'd still recommend a Wild Soldier and Shotgun against
Multiple Gun. Sky Freeze will help shut down their flyaway and may give you
more chances to shoot them.
Battle 6: Nanase
----------------
Meijeru / Flame Gun / Left Shot Bomb H / Jumping Pod B / Feather Leg
She's quite mobile and Flame Gun has big range, so I wouldn't attempt any kind
of keep away strategy against her, the best bet is probably to pick a Burning
Beast and just outgun her with Shotgun at close range. Ground Freeze can help
get additional hits. You probably won't get a lot of points here.
Battle 7: Yurie
---------------
Planet / V-Laser Gun / Standard Bomb F / Satellite Pod H / Stabilizer Leg
I accused her of being high-maintenance before, but Yurie proves herself to be
a good girlfriend in the end, giving us free points near the end of this
difficult tournament when we really need them. Take her out with Eagle Gun and
Float Pod and try not to take any unnecessary damage.
Battle 8: Mamoru
----------------
Carlyle / Magnum Gun / Delay Bomb C / Dolphin Pod G / Stabilizer Leg
I can't believe they made us wait this long to get Magnum Gun. It's basically
just like Sniper Gun, but with more power and less range. Pick Ray Mk 2,
Dragon Gun, Ground Freeze, and Wave Bomb, and just run away until he gets
frozen, then blast him.
End of Tournament
===================================================
And with that, Mamoru acknowledges you as the strongest commander, but it's
still not over. After beating Mamoru's Trial, the Winner's Warp opens up,
near the Great Robo Cup, which takes us to Trophy Hall. If you have all of the
Bronze Trophies (and you'd have to try hard not to) you can now enter the
Bronze Tower.
===================================================
Battle Tournament 32 - Bronze Tower
Parts Confiscation Battle
Defeat 10 commanders without using the same parts more than once.
This tournament will be long and gruelling, but there are no more target
scores, so it's finally time for us to break out our illegal parts. I'll
mention some good ones as we go along, but special mention must go to the
Kotengu Leg, which is like Stabilizer Leg but better.
Battle 1: Fukashi
-----------------
Dodecane / Needle Gun / Wave Bomb / Feint Pod G / Feather Leg
Although we can start using illegal parts now, I think we've still got time for
one last Eagle Gun performance. Remember, how well you win no longer matters,
all you have to do is come out on top.
Battle 2: Genta
---------------
Parrot / Trap Gun / Delay Bomb C / Satellite Pod H / Stabilizer Leg
Rook and Drill Gun will shut this one down quick.
Battle 3: Shinichi
------------------
Robin / Flame Gun / Crescent Bomb P / Jumping Pod B / Stabilizer Leg
The Gousetsu Gun is like a better 3-Way Gun, so it's really strong against
Little Raiders. Let's see if Shinichi can handle it. A Crescent Bomb would be
good for follow-ups on this stage.
Battle 4: Karin
---------------
Flare / Stardust Gun / Geo Trap Bomb / Float Pod F / Stabilizer Gun
The Stardust Gun has always been weak against weapons that can deal heavy
damage on a straight line. How about Shinonome Gun, which is an upgraded
V-Laser? Its aerial shot will shut her down in no time.
Battle 5: Yurie
---------------
Planet / Bubble Gun / Crescent Bomb C / Yajyuu Pod F / Feather Leg
Bubble Gun has always been beaten by Dragon Gun, so let's show her the power
of the Homura Gun. You won't believe how much damage it does per shot.
Battle 6: Jake
--------------
Jane / Gatling Gun / Freeze Bomb / Sky Freeze Pod / Stabilizer Leg
It's that stage that's full of barriers again, so let's try out the Subaru Gun,
an upgraded Hornet Gun. If you thought Hornet was hard to avoid, wait until
you see this one.
Battle 7: Jirou
---------------
Metal Bear / Splash Gun / Gemini Bomb P / Sideways Pod / Wide Jump Leg
After years of suffering through his stupid Rayfall Gun, I think it's time to
bring out the Minamo Gun on him. Rayfall may have been nerfed, but Minamo Gun
remains as ridiculously powerful as ever.
Battle 8: Takuma
----------------
Wilson / Drill Gun / Straight Bomb S / Float Pod F / Stabilizer Leg
It's that tiny stage, so bring a Wild Soldier, Ground Freeze Pod and the
Rouga Gun, which is an upgraded Knuckle Gun. Freeze him, then go in for
absurd damage.
Battle 9: Kengo
---------------
Javelin / Glider Gun / Freeze Bomb / Feint Pod G / Grounder Leg
Glider Gun is strong at range, but good luck getting to fire it when we have
the Twins Gun, which is an upgraded Star Layer Gun. You can just spam it over
and over and he won't even have a chance to move.
Battle 10: Tsurugi and Yaiba
----------------------------
Bayonet / Rayfall Gun / Gemini Pod P / Spider Pod G / Quick Jump Leg
I can't believe they're using Rayfall on that set. Oh well, let's take them
out with Boronji Gun, which is an upgraded Needle Gun, and claim that Robo
for our own. If you haven't used the Minamo Pod yet, now's a good time.
End of Tournament
===================================================
Now you have to collect all of the Silver Trophies to access Silver Tower.
Remember, you can use the jump feature in the menu to warp to any of the
tournaments rather than walking there. You can also choose "Yes" at the first
prompt to skip the dialogue and just get right into each battle.
===================================================
Battle Tournament 33 - Silver Tower
Parts Confiscation Battle
Defeat 10 commanders without using the same parts more than once.
Same deal as before, but this time the opponents are using illegal parts too.
Some of the opponents are also extremely tough. This is almost unquestionably
the hardest set of battles in the game, but luckily once again the amount of
points you get doesn't matter in the slightest.
Battle 1: Minamo
----------------
Vanessa / Catch Gun / Gousetsu Bomb / Shinonome Pod / Quick Jump Leg
Catch gun is terrible, so don't waste good parts here. The Little Raider and
Flame Gun setup will handle this easily. Incidentally, Homura Leg is like a
better Formula Leg, so slap that on your Little Raider setups.
Battle 2: Kotengu
-----------------
Rook / Gravity Gun / Straight Bomb G / Jumping Pod G / Grounder Leg
I'd counter with your own Rook and Drill Gun for an easy win. This is a small
stage, but Ground Freeze is not necessary.
Battle 3: Gousetsu
------------------
Crazy Baboon / Flame Gun / Rouga Bomb / Dolphin Pod / Subaru Leg
He really goes in hard, so use the Nanase Gun (an upgraded Stardust Gun) to
punish him for it. He can hit quite hard when he gets in, though, so I'd go
with a Fatty Face or Metal Grappler for the defense.
Battle 4: Boronji
-----------------
Bucket / Homura Gun / Crescent Bomb P / Float Pod F / Short Burner Leg
Boronji's own Boronji Gun will be his undoing. Stay on the ground and blast
him out of the sky.
Battle 5: Homura
----------------
Stinger Head / Stun Gun / Straight Bomb S / Feint Pod G / High Jump Leg
He thinks he can Stun Gun us? Let's see how he likes Sky Freeze and the Homura
Gun.
Battle 6: Rihit
---------------
Drake / Phoenix Gun / Crescent Bomb C / Kerberos Pod / Grounder Leg
The Gousetsu Gun should handle this one easily. You can use Float Pod or
Diving Pod to make it even easier. Watch the Kerberos Pod, though, it's
terrifying.
Battle 7: Subaru
----------------
Dim / Vertical Gun / Twins Bomb / Shinonome Pod / Stabilizer Leg
Vertical Gun? Here? Oh well, a Burning Beast with Rouga Gun will teach him
the error of his ways.
Battle 8: Rouga
---------------
Wolfen / Subaru Gun / Shinonome Gun / Kotengu Pod / Rouga Leg
This is a real match. His long range pressure is approaching the best
possible, so we have to go in, likely with a Wild Soldier and the Stun Gun.
Use Minamo Pod to help cover your approach.
Battle 9: Shinonome
-------------------
Zora / Shinonome Gun / Geo Trap Bomb / Minamo Pod / Shinonome Leg
This set is also practically unbeatable at long range. Use Bayonet and go
in for close range combat with the Shotgun and Ground Freeze Pod. Even with
Bayonet's ultimate mobility this will still be tough.
Battle 10: Nanase
-----------------
Meijeru / Nightmare Gun / Left Wave Bomb / Kerberos Pod / Nanase Leg
Compared to the nightmare that was the previous battle this is nothing, you can
easily cheese her out with Subaru Gun and Gousetsu Pod. Just watch out for
that Kerberos Pod.
End of Tournament
===================================================
You guessed it, now we have to get all of the Gold Trophies. Once you finally
finish that, we can head to Gold Tower for the last tournament of all.
===================================================
Battle Tournament 34 - Gold Tower
Parts Confiscation Battle
Defeat 10 commanders without using the same parts more than once.
This is it, 10 battles left. This isn't nearly as hard as Silver Tower,
though, the first two battles are tough but from then on it's basically just
a victory lap against easy opponents.
Battle 1: Futaba
----------------
Per Mille / Sniper Gun / Delta Bomb / Seeker Pod G / Grounder Leg
This looks easy, but the ice makes it far tougher than you'd expect. I'd
probably just hide behind cover and lame her out with the Hornet Gun, but
you'll still have to remain mobile to avoid Seeker Pods. You might want to
pack Diving Pod or something like that to counter.
Battle 2: Robodoc
-----------------
Hawkman / Splash Gun / Gemini Pod B / Jumping Pod B / Grounder Leg
It's that horrible tiny stage again, and he clogs the screen so full of
garbage that it's almost impossible to see anything. I would probably bust
out the Kerberos Pod here, it's about the only thing that can get him out
of your face. Kerberos Pod is so strong that your gun will barely even be
necessary, so don't waste a good one.
Battle 3: Generic Girl
----------------------
Lucas / Magnum Gun / Idling Bomb D / Ground Freeze Gun / Stabilizer Leg
Finally a reasonable battle, Dragon Gun will mop this one up. Use Feint Pods
to help pin him down and just stay away from him.
Battle 4: Female Takuma Academy Cadet
-------------------------------------
Stella / Multiple Gun / Crescent Bomb C / Jumping Pod B / Stabilizer Leg
Another fairly easy one, air dashing over her Multiple Gun and attacking with
Sniper Gun will take her out easily. Crescent Bomb is good for follow-ups.
Battle 5: Mamoru
----------------
Carlyle / Hornet Gun / Gemini Bomb P / Jumping Pod G / Stabilizer Leg
This is why we saved the Shotgun, put it on a Burning Beast and go in on him.
Use Float Pod or Diving Pod to make your approach easier. You could also try
his Magnum Gun if you used Shotgun already.
Battle 6: Generic Boy #1
------------------------
Keen Head / Glider Gun / Idling Bomb D / Sky Freeze Pod / Long Burner Leg
This is a good time to use the Kotengu Gun, it's air shot downs him easily
and the ground shot can be used as anti-air. An Aerial Beauty is good at
dodging the Glider Gun, just keep jumping and shooting your gun.
Battle 7: Generic Boy #2
------------------------
Halogen / Star Layer Gun / Tomahawk Bomb G / Sideways Pod F / Quick Jump Leg
Somehow I expected fewer generic opponents in the final tournament. Oh well,
Homura Gun is a good answer to Star Layer spam. Pick a Metal Grappler so being
downed won't be a problem. Tomahawk Bomb is good for followups here.
Battle 8: Doppelganger #1
-------------------------
Ray Mk 2 Dark / Fang Gun / Standard Bomb F / Feint Pod F / Stabilizer Leg
Who's shocked, Doppelganger is behind this tournament. 3 of them, in fact.
The first Doppelganger can be easily shut down by Eagle Gun.
Battle 9: Doppelganger #2
-------------------------
Ray Mk 2 Dark / Flame Gun / Gemini Bomb B / Dolphin Pod / Quick Jump Leg
The Nanase Gun will overpower the Flame Gun, so go with that. I'd pick a
Metal Grappler to ensure you don't get downed first.
Battle 10: Doppelganger #3
--------------------------
Ray Mk 2 Dark / Phoenix Gun / Delta Bomb / Cockroach Pod G / Wide Jump Leg
This is an easy win for the Shinonome Gun and Minamo Pod. If you don't have
them, the Subaru Gun could also probably get it done. Whenever he shoots the
ground shot, hold you ground! Moving left or right is what gets you hit.
Let's finally put an end to this.
End of Tournament
===================================================
Ray Mk 2 Dark's gamebreaking power is finally ours to control, and we get to
see the ending to the Grand Battle, which just shows the various areas and the
people that we met throughout the game. There sure were a lot of tournaments,
weren't there?
You might expect to have absolutely everything in the game by now, but you
could potentially still be missing 3 arenas in VS Mode and one set of parts.
These are all hidden, see the next section for how to get them.
Parts earned in The Grand Battle Area 8:
Magnum Gun
Bayonet
Meijeru
Ray Mk 2 Dark
###############################################################################
W-22
The Grand Battle Hidden Goodies:
There are a few hidden battles in The Grand Battle that yield special rewards.
None of these are missable, you can do them even after finishing the whole
thing. Special thanks to
http://commander.versus.jp/c/v2/urawaza.html for
the information in this section.
Chick Parts:
------------
Enter the "Great Robo Cup Preliminaries" Tournament. Ignore the first battle
and head up the stairs instead and enter Robodoc's Lab to meet his son,
Pitarou. He's battling a program of your character from the first game, but
he'll battle you instead. Defeat him to get the Chick Parts. Note that the
game will not ask you to save, so you'll have to do something else that lets
you save (like beat a tournament or get one of the hidden arenas) to keep
the parts.
Sudden Death Arena:
-------------------
Head to the building for the Marine Park Festival, but don't enter it, instead
go around it to the right and talk to the girl there four times, then battle
her to unlock this secret arena. Note that this stage is extremely small so
it can be hard to avoid her Shotgun.
Gigantic Arena:
---------------
Head to Futaba's Clock Tower, but don't enter it, instead, go around the back
and press A, you'll end up talking to someone who challenges you to a battle.
Beat him to unlock this stage.
Plain Arena:
------------
Head to the Goliath Base, but don't enter it, instead go to the top left corner
and press A until you find a hidden Goliath Goon. Defeat him to unlock this
stage. It's completely featureless, so there's no cover whatsoever from his
Subaru Gun, I'd use something like Stun Gun or Shotgun and just overwhelm him.
3 More Hidden Arenas:
---------------------
The last 3 Arenas have to be unlocked with a code. On the title screen
(where it says press start), hold L and rotate the stick about 15 times.
You'll hear a noise and it saves the game automatically.
If you've finished The Grand Battle in its entirety, you now have 100%
completion. Phew! You could now opt to start a new game plus in A New Journey
or just take a well-deserved break from the world of Custom Robo.
===============================================================================
===============================================================================
P-0
Parts Catalogue:
This is a listing of all of the parts in the game, as well as what they do and
when you get them. They're all listed in the same order the game lists them,
which should help if you can't read Katakana, but you should really learn to
read it because it'll make setting up your Robo so much faster.
###############################################################################
P-1
Body Parts:
Unlike the first game, you can now change your body type in the Scenario mode,
so it's more important than ever to understand the stats associated with each
Robo. Robos are divided into various basic classes (Ray Mk 2 is a Shining
Fighter Robo, while Parrot is a Little Raider), and each class has 5 models in
it, a Jump Type, a Power Type, a Normal Type, a Speed Type, and an Armor Type.
The game now lists four stats for each robo, with numerical representations of
ability. From top to bottom, these categories are:
Defense Power
Knockdown Resistance
Movement Speed
Jumping Power
Defense Power is how much damage it takes from attacks. Knockdown Resistance
is how much it takes to be knocked down. Movement Speed is how fast it can
move on the ground. Jumping Power is how high it can jump and how fast it can
move in the air.
The base damage attacks do is expressed in terms of Ray's defense, which is 6.
Here's a chart showing the damage multipliers that all defense classes take:
Defense Class Damage Taken
--------------------------------
1 1.25
2 1.20
3 1.15
4 1.10
5 1.05
6 1.00
7 0.95
8 0.90
9 0.85
10 0.80
A Robo with a defense class of 4 has all damage multiplied by 1.10, so an
attack like Ray's Tackle which deals 150 base damage would do 165 damage
instead. (Note that the game does round a bit so the numbers don't always
perfectly work out)
There is actually a hidden 5th stat, which is Attack Power. Similar to
Defense Power, some Robos get a boost to the damage they deal with weapons.
Once again, Ray's Attack Power is the base, though there are only four
categories here. I've made Ray's stat 5 for the sake of consistency.
Attack Class Damage Dealt
--------------------------------
4 0.95
5 1.00
6 1.05
7 1.10
So a Robo with Attack Class 6 attacking with the Homura Gun would deal 157
damage instead of the base damage of 150. Note that the listed melee attack
damage is already including whatever bonus or penalty the attack stat provides.
Speaking of which, each Robo also has a unique melee attack. Some melee
attacks leave the Robo airborne afterwards, which is generally useful, these
are marked with the (airborne) tag.
Ray Mk 2 (Shining Fighter)
-------------------------------
Obtained : Start of Game
Type : Jump
Attack : 5
Defense : 5
Knockdown : 5
Movement : 5
Jumping : 6
Air Action: 2 air dashes of moderate length and speed
Melee Move: Mid-range Vanishing Tackle, 140 damage
Ray Mk 2 is the Robo you start with. Shining Fighters are quite well-balanced,
though Ray Mk 2 is generally outclassed by the original Ray once you get him
back. Ray Mk 2 has very slightly better mobility and a slightly better melee
attack, but it's really not worth the loss of defense.
Shade (Shining Fighter)
-------------------------------
Obtained : The Grand Battle Area 2
Type : Power
Attack : 6
Defense : 5
Knockdown : 5
Movement : 4
Jumping : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Short range Uppercut, 150 damage (airborne)
Shade loses 5% defense and some movement speed compared to Ray, but he makes
up for the defense by dealing 5% more damage, and his Melee Attack is also
pretty good. There's probably better power types, but he's not bad.
Ray (Shining Fighter)
-------------------------------
Obtained : The Grand Battle Area 6
Type : Normal
Attack : 5
Defense : 6
Knockdown : 5
Movement : 5
Jumping : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Short range Tackle, 150 damage
A very well-balanced Robo. You don't get him until late in the game this time,
but he's still the same Ray you remember from the first game. His melee attack
isn't great, but at least it does high damage.
Sol (Shining Fighter)
-------------------------------
Obtained : The Grand Battle Area 1
Type : Speed
Attack : 5
Defense : 5
Knockdown : 5
Movement : 6
Jumping : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Moderate range Sliding Kick, 125 damage
A slightly faster version of Ray that takes 5% more damage. The difference is
very small, the main upside is that he has a better melee attack, it's quite a
bit faster and travels a lot farther.
Dim (Shining Fighter)
-------------------------------
Obtained : The Grand Battle Area 7
Type : Armor
Attack : 5
Defense : 7
Knockdown : 5
Movement : 4
Jumping : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Moderate range Flying Punch, 150 Damage
A slightly stronger version of Ray. He's a little bit slower, but you really
can't go wrong with extra defense. His melee attack is pretty bad, though,
if used at short range it will go over the opponent.
Planet (Aerial Beauty)
-------------------------------
Obtained : The Grand Battle Area 1
Type : Jump
Attack : 4
Defense : 3
Knockdown : 3
Movement : 6
Jumping : 10
Air Action: 2 midair jumps
Melee Move: Short range Flying Knee, 120 damage (airborne)
Aerial Beauties get midair jumps instead of air dashes. These are useful for
closing distance and attacking, but are less useful for dodging some kinds
of attacks, most notably those with strong tracking. Luckily Aerial Beauties
also have decent movement speed, though their defense is not great and they
do less damage than all other Robos. Planet's aerial mobility is second to
none, and she has a great melee attack that leaves her airborne, so she's one
of the best Aerial Beauties.
Comet (Aerial Beauty)
-------------------------------
Obtained : The Grand Battle Area 2
Type : Power
Attack : 5
Defense : 3
Knockdown : 3
Movement : 5
Jumping : 9
Air Action: 2 midair jumps
Melee Move: Short range Feint Kick, 130 damage
Comet doesn't give up defense to get extra damage output, just movement speed
and jumping, which is actually a pretty good trade for the most part since
she can afford to spare those. Unfortunately her melee attack is horrible.
Flare (Aerial Beauty)
-------------------------------
Obtained : A New Journey Day 2
Type : Normal
Attack : 4
Defense : 4
Knockdown : 3
Movement : 6
Jumping : 9
Air Action: 2 midair jumps
Melee Move: Short range Wheel Kick, 140 damage
Flare has definitely been outclassed by Planet for the most part. Sure, she
does take less damage, but her melee attack is awful, not only is its range
garbage, it can also go over the opponent at close range.
Stella (Aerial Beauty)
-----------------------------
Obtained : The Grand Battle Area 5
Type : Speed
Attack : 4
Defense : 3
Knockdown : 3
Movement : 7
Jumping : 9
Air Action: 2 midair jumps
Melee Move: Moderate range Bounce Attack, 150 damage
Stella's extra ground speed helps out her evasion a fair bit, but she takes
more damage to compensate so it's kind of a wash. Her melee attack is also
really bad, just like Flare's it's one of those ones that can easily go over
the opponent.
Corona (Aerial Beauty)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 4
Defense : 5
Knockdown : 3
Movement : 5
Jumping : 9
Air Action: 2 midair jumps
Melee Move: Short range Flip Kick, 120 damage (airborne)
Corona's Flip Kick has been slightly outclassed by Planet's Flying Knee, but
it's still quite a good melee attack, and she also has much better defense.
The only problem is that she's not all that mobile on the ground.
Wilson (Wild Soldier)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Jump
Attack : 5
Defense : 6
Knockdown : 5
Movement : 4
Jumping : 5
Air Action: 2 descending air dashes of good length and speed
Melee Move: Very short range Somersault, 130 damage
Wild Soldiers are all-out attackers. Their air dashes angle down and take them
right into the action, and their high defense lets them absorb some hits and
keep fighting. Wilson's defense isn't quite up to par with his fellow Wild
Soldiers, and his melee attack is also kind of bad, so it's probably best to
go with one of the others.
Jade (Wild Soldier)
-----------------------------
Obtained : The Grand Battle Area 7
Type : Power
Attack : 6
Defense : 6
Knockdown : 5
Movement : 3
Jumping : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Short range Kick, 150 damage
If you want all-out offense, Jade's your man. His extra damage output helps
him bring the pain to opponents, and the loss of Movement Speed and Jumping
Power barely matters since Wild Soldiers just air dash everywhere. His melee
attack is nothing fancy, but it gets the job done just fine.
Carlyle (Wild Soldier)
-----------------------------
Obtained : A New Journey Day 5
Type : Normal
Attack : 5
Defense : 7
Knockdown : 5
Movement : 4
Jumping : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Short range Flying Knee, 150 damage
Carlyle is probably the best balanced Wild Soldier in terms of stats, boasting
solid defense and movement. His flying knee also leaves him airborne and in
perfect position to fire his gun for additional hits.
Shumitt (Wild Soldier)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Speed
Attack : 5
Defense : 6
Knockdown : 5
Movement : 5
Jumping : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Short range Triangle Kick, 150 damage
Shumitt is a little faster than Carlyle, but the tradeoff for lower durability
really isn't worth it, particularly considering his melee attack is easily one
of the worst in the game, it's absurdly slow and easily avoided.
Zora (Wild Soldier)
-----------------------------
Obtained : The Grand Battle Area 7
Type : Armor
Attack : 5
Defense : 8
Knockdown : 5
Movement : 3
Jumping : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Moderate range Surprise Attack, 150 damage
Zora's amazing defense allows him to excel at both short range and long-range
combat. Even though his base running speed is fairly slow, his air dashes are
so quick that he can still get around quickly when he needs to. His melee
attack is super weird, actually going behind the opponent to strike, but at
maximum range it's fast and hard to see coming. Definitely a strong Robo
overall.
Polar Bear (Metal Grappler)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Jump
Attack : 6
Defense : 7
Knockdown : 9
Movement : 3
Jumping : 4
Air Action: 1 air dash of moderate length and speed
Melee Move: Short Range Running Flail, 150 damage
Metal Grapplers aren't very mobile, but they have very high defense and they
also get a damage bonus, so they're well suited to short or long-range combat.
Unfortunately they really aren't very mobile at all, with only one air dash.
Polar Bear's extra jumping power doesn't help much, but at least his melee
attack is tolerable.
Tiger Roar (Metal Grappler)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Power
Attack : 7
Defense : 7
Knockdown : 9
Movement : 2
Jumping : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Moderate range Sliding Uppercut, 120 damage
Tiger Roar does the most damage with weapons of any Robo in the game and his
melee attack is pretty decent, always leaving opponents in the air. He still
handles like a truck, but if you're going to play the long range game you might
as well go with him.
Metal Bear (Metal Grappler)
-----------------------------
Obtained : A New Journey Day 9
Type : Normal
Attack : 6
Defense : 8
Knockdown : 9
Movement : 3
Jumping : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Short range Tackle, 180 damage
Metal Bear is a quintessential Metal Grappler. Huge defense, but slow and
lacking in mobility. His melee attack is super strong, but he has trouble
getting close enough to land it.
Bullhorn (Metal Grappler)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Speed
Attack : 6
Defense : 7
Knockdown : 9
Movement : 4
Jumping : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Short range Spinning Punch, 120 damage (airborne)
Bullhorn is a little faster than Metal Bear while still having great defense,
so if you want a Metal Grappler to fight at close range, he's your guy. His
melee attack allows him to act afterwards, but it's so slow that it's use is
a bit limited.
Crazy Baboon (Metal Grappler)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 6
Defense : 9
Knockdown : 9
Movement : 2
Jumping : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Moderate range Flying Splash, 150 damage
Crazy Baboon has massive defense, but he's so ludicrously slow that he's very
vulnerable to any attack with good tracking. His melee attack is also bad,
so I'd usually stick with Tiger Roar instead.
Kaiser Head (Trick Flier)
-----------------------------
Obtained : The Grand Battle Area 3
Type : Jump
Attack : 5
Defense : 4
Knockdown : 5
Movement : 3
Jumping : 8
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Short range Kick, 150 damage
Trick Fliers are extremely mobile in the air thanks to their extremely fast
air dashes, of which they get 3. Kaiser Head is a good all-rounder, but he's
a bit outclassed by Stinger Head.
Stinger Head (Trick Flier)
-----------------------------
Obtained : The Grand Battle Area 5
Type : Power
Attack : 6
Defense : 4
Knockdown : 5
Movement : 3
Jumping : 6
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Short range Dive Attack, 130 damage (airborne)
Besides looking super cool, Stinger Head is also really good. He's got the
same extreme mobility the others have, plus a damage bonus, and one of the
game's best melee attacks. When combined with his air dashes, he can melee
attack pretty safely, allowing him to gamble with the invincibility and score
free knockdowns.
Oracle Head (Trick Flier)
-----------------------------
Obtained : A New Journey Day 10
Type : Normal
Attack : 5
Defense : 5
Knockdown : 5
Movement : 3
Jumping : 7
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Short range Slow Tackle, 130 damage
Oracle Head is hopelessly outclassed by Stinger Head. His melee attack is one
of the absolute worst in the game, it's super slow and has awful range.
Keen Head (Trick Flier)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Speed
Attack : 5
Defense : 4
Knockdown : 5
Movement : 3
Jumping : 8
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Very short range Falling Kick, 120 damage
Keen Head is outclassed by Kaiser Head. He doesn't even gain a speed bonus
despite being a Speed Type, he just gives up Defense for a tiny increase in
jumping power that isn't even useful for Trick Fliers since they air dash
everywhere anyway. His melee attack is interesting, but ultimately it's not
all that great.
Joker Head (Trick Flier)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 5
Defense : 6
Knockdown : 5
Movement : 3
Jumping : 7
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Short range Crazy Spin, 150 damage
Joker Head has a really weird melee attack, it's kind of like an anti-air,
he immediately appears in midair and starts spinning around, then descends to
the ground. Other than that, boosted defense is always nice, his evasion
makes him a great long distance fighter.
Annie (Sexy Stunner)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Jump
Attack : 5
Defense : 4
Knockdown : 5
Movement : 4
Jumping : 7
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Very short range Spin Kick, 150 damage
Sexy Stunners are actually pretty similar to Shining Fighters, they're just a
little bit more mobile in the air in exchange for slightly worse defense and
ground speed. Annie's jumping power is actually useful, the extra height
gives you more time to use all those air dashes, though her melee attack is
quite bad.
Pamela (Sexy Stunner)
-----------------------------
Obtained : The Grand Battle Area 7
Type : Power
Attack : 6
Defense : 4
Knockdown : 5
Movement : 3
Jumping : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Short range Cross Arm, 140 damage
You can't say no to extra damage, but the loss of movement speed is actually
pretty painful here, and her melee attack is complete trash, it doesn't even
hit until she crosses her arms, so it can go through people unless it's at
the absolute perfect range.
Jane (Sexy Stunner)
-----------------------------
Obtained : A New Journey Day 3
Type : Normal
Attack : 5
Defense : 5
Knockdown : 5
Movement : 4
Jumping : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Moderate range Flying Kick, 150 damage (airborne)
Jane's very well-balanced and has a good melee attack that lets her air dash
afterwards. Like Ray, she's a decent choice for pretty much any situation
where you don't need anything specific. You can even use her melee attack
to kick right through some projectiles and then air dash to safety.
Amy (Sexy Stunner)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Speed
Attack : 5
Defense : 4
Knockdown : 5
Movement : 5
Jumping : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Short range Uppercut Kick, 135 damage (airborne)
Amy is a little quicker on the ground compared to her fellow Sexy Stunners,
which is useful for using shorter ranged guns, and she also has one of those
melee attacks that allow you to attack afterwards, and hers leaves her high
enough to use multiple air dashes.
Vanessa (Sexy Stunner)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 5
Defense : 6
Knockdown : 5
Movement : 3
Jumping : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Moderate range Flying Backflip, 150 damage (airborne)
Vanessa has better defense than the other Sexy Stunners and her flying backflip
also allows her to act afterwards, though she has much less time to do so than
Amy or Jane. Her ground speed is a little troubling, though.
Parrot (Little Raider)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Jump
Attack : 5
Defense : 2
Knockdown : 1
Movement : 9
Jumping : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Moderate range Rolling Splash, 130 damage (airborne)
Little Raiders are extremely fast and small Robos who excel at hit and run
and short range combat. They can't take a hit to save their life, though,
so watch out for guns that cover a large area. Their air dashes should only
be used for escape purposes, otherwise they're much faster on the ground.
Parrot is a pretty standard Little Raider, the main thing that stands out about
him is that his melee attack is decently fast and ends in the air, letting
him air dash away, which is helpful to keep him from getting punished for using
it in combos, but he's eventually outclassed by Rook.
Rook (Little Raider)
-----------------------------
Obtained : The Grand Battle Area 6
Type : Power
Attack : 6
Defense : 2
Knockdown : 1
Movement : 8
Jumping : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Moderate range Dive Attack, 130 damage (airborne)
Rook is the best Little Raider, hands down. He only gives up a tiny bit of
speed compared to Parrot, and in exchange he gets an even safer melee attack
and a damage bonus. You really can't go wrong here.
Robin (Little Raider)
-----------------------------
Obtained : A New Journey Day 2
Type : Normal
Attack : 5
Defense : 3
Knockdown : 1
Movement : 9
Jumping : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Moderate range Spinning Headbutt, 130 damage
Robin's got a decent melee attack and that extra defense is nice, but he's
still a bit outclassed by Rook. He does fine until you get Rook and Parrot,
though.
Dickie (Little Raider)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Speed
Attack : 5
Defense : 2
Knockdown : 1
Movement : 10
Jumping : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Moderate range Uppercut, 125 damage
Dickie is speed incarnate. His ludicrous speed makes him a great user of very
short range weapons like the Stun Gun, and his Uppercut attack provides similar
safety to Rook's melee attack. The only thing giving Rook the edge is his
damage bonus, but Dickie still use with some sets.
Drake (Little Raider)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 5
Defense : 2
Knockdown : 1
Movement : 10
Jumping : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Super long range Retreat, 110 damage
Drake's status as an armor type is kind of misleading, since his defense is
still completely terrible. What he has instead is a very unique melee attack,
he swings his arms with virtually no range, then does a massive invincible
backwards leap that crosses most of the stage. This is great for getting away
from people, making him even better suited to hit and run than the others.
Try using this as your opponent gets up from downed status.
Per Mille (Little Sprinter)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Jump
Attack : 5
Defense : 1
Knockdown : 1
Movement : 8
Jumping : 4
Air Action: 3 midair jumps
Melee Move: Moderate range Wheel Kick, 100 damage (airborne)
Little Sprinters are basically the same as Little Raiders, they've just got
midair jumps instead of air dashes, which is generally superior for them.
They do have even worse defense, though. Per Mille is a mixed bag. Her extra
jumping power definitely helps her mobility, but her melee attack is quite
inaccurate. At least it does leave her airborne.
Lucas (Little Sprinter)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Power
Attack : 6
Defense : 1
Knockdown : 1
Movement : 7
Jumping : 3
Air Action: 3 midair jumps
Melee Move: Very short range Uppercut, 125 damage (airborne)
You can't really say no to more damage and a good melee attack, even if it
does come at the cost of a little mobility. His melee attack has super short
range, so make sure you use it point blank when doing combos.
Belle (Little Sprinter)
-----------------------------
Obtained : A New Journey Day 3
Type : Normal
Attack : 5
Defense : 2
Knockdown : 1
Movement : 8
Jumping : 3
Air Action: 3 midair jumps
Melee Move: Moderate range Diving Headbutt, 100 damage (airborne)
Belle is basically just a worse Per Mille, even her melee attack is worse.
The extra defense isn't worth the loss of jumping power.
Pico (Little Sprinter)
-----------------------------
Obtained : The Grand Battle Area 4
Type : Speed
Attack : 5
Defense : 1
Knockdown : 1
Movement : 9
Jumping : 3
Air Action: 3 midair jumps
Melee Move: Moderate range Spinning Headbutt, 125 damage
Pico is a lot like Robin, but with midair jumps instead of air dashes.
You can't argue with that speed and she has a decent melee attack, just make
sure you don't get pinned down.
Bit (Little Sprinter)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 5
Defense : 3
Knockdown : 1
Movement : 7
Jumping : 3
Air Action: 3 midair jumps
Melee Move: Moderate range Spinning Attack, 125 damage (airborne)
Bit's got one of those melee attacks where you can act afterwards, and with his
midair jumps he has to tools to make it scary, too. It's also nice to have
the extra defense. A very solid robo overall.
Doctor (Funny Old Man)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Jump
Attack : 5
Defense : 2
Knockdown : 3
Movement : 1
Jumping : 8
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Short range Slide, 150 damage
Funny Old Men can stay in the air practically forever with their SIX air
dashes. This makes they quite strong against bombs and pods since they so
rarely touch the ground, and they can rain down their own explosives with
relative impunity. Unfortunately, they take pretty high damage when they
do get hit, and there's a few effective anti-air weapons that seem specifically
made to deal with them. Doctor is a pretty good choice among the Funny Old
Men, his melee attack is decent and the extra jump power means even longer
flight time.
Bucket (Funny Old Man)
-----------------------------
Obtained : The Grand Battle Area 7
Type : Power
Attack : 6
Defense : 2
Knockdown : 3
Movement : 1
Jumping : 6
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Short range Big Head Attack, 150 damage
Bucket's got a nice melee attack and a damage bonus, but he gives up quite a
bit of flight time for it. He's more suited towards the use of moderate range
guns, though Funny Old Men aren't great at that in general
Patch (Funny Old Man)
-----------------------------
Obtained : A New Journey Day 3
Type : Normal
Attack : 5
Defense : 3
Knockdown : 3
Movement : 1
Jumping : 7
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Long range Slow Spinning Headbutt, 150 damage
Patch is a very typical Funny Old Man, but his melee attack is bad and he's
outclassed by Doctor once you get him.
Gramps (Funny Old Man)
-----------------------------
Obtained : The Grand Battle Area 4
Type : Speed
Attack : 5
Defense : 3
Knockdown : 3
Movement : 1
Jumping : 8
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Short range slow drilling head, 150 damage (airborne)
Gramps is also totally outclassed by Doctor. His melee attack is may leave
him airborne, but it's too ludicrously slow for that to be useful.
Headband (Funny Old Man)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Armor
Attack : 5
Defense : 4
Knockdown : 3
Movement : 1
Jumping : 6
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Moderate range spinning attack, 150 damage (airborne)
Headband is one of the better Funny Old Men, he's got one of those melee
attacks that lets him act afterwards, and it's pretty good, too. Use that to
escape pressure on the ground, then take to the skies for aerial bombardment.
He does give up some jumping power, though.
Halogen (Fatty Face)
-----------------------------
Obtained : The Grand Battle Area 4
Type : Jump
Attack : 5
Defense : 8
Knockdown : 6
Movement : 2
Jumping : 9
Air Action: 2 midair jumps
Melee Move: Very short range Mega Halogen, 120 damage
Don't let their appearance fool you, Fatty Faces are basically slower but more
robust Aerial Beauties. They're similarly mobile in the air, but they trade
ground speed for defense and great damage reduction. Their amazing jumping
power makes them the best users of the Eagle Gun, which is very strong now
that Rayfall Gun got nerfed. Halogen is very average, he's got good jumping
power and a tolerable melee attack but Heptane is better.
Heptane (Fatty Face)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Power
Attack : 6
Defense : 8
Knockdown : 6
Movement : 2
Jumping : 7
Air Action: 2 midair jumps
Melee Move: Moderate range Rolling Splash, 130 damage
Heptane is your go-to guy for the Eagle Gun. Not only does he not really give
up anything major for his damage bonus, but he's also got a useful melee attack
in case they ever manage to get in on you.
Dodecane (Fatty Face)
-----------------------------
Obtained : A New Journey Day 2
Type : Normal
Attack : 5
Defense : 9
Knockdown : 6
Movement : 2
Jumping : 8
Air Action: 2 midair jumps
Melee Move: Moderate range Rolling Attack, 130 damage
Dodecane is also pretty decent, with a decent melee attack and good overall
stats. He's just a bit outclassed by Heptane.
Propane (Fatty Face)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Speed
Attack : 5
Defense : 8
Knockdown : 6
Movement : 2
Jumping : 9
Air Action: 2 midair jumps
Melee Move: Short range butt stomp, 150 damage
Propane isn't really any quicker than Dodecane and his Melee attack is worse,
so it's not worth giving up the durability.
Butyl (Fatty Face)
-----------------------------
Obtained : The Grand Battle Area 2
Type : Armor
Attack : 5
Defense : 10
Knockdown : 6
Movement : 2
Jumping : 7
Air Action: 2 midair jumps
Melee Move: Moderate range bouncing attack, 120 damage
Butyl takes the absolute least damage of all Robos in the game, a mere 80%
of what Ray takes. This gives him incredible lasting power, so feel free to
go nuts with explosives at close range, you'll live longer than they will.
His Melee Attack is practically the same as Dodecane and Heptane's.
Lance (Strike Vanisher)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Jump
Attack : 5
Defense : 5
Knockdown : 5
Movement : 4
Jumping : 5
Air Action: 3 invisible air dashes of moderate length and speed
Melee Move: Short range Uppercut Kick, 120 damage (airborne)
Strike Vanishers have special invisible air dashes that give them a brief
period of invincibility. Beyond that, they're fairly balanced, akin to
Shining Fighters or Sexy Stunners. Lance has good stats and a good melee
attack that makes it very easy for him to play hit and run.
Axe (Strike Vanisher)
-----------------------------
Obtained : The Grand Battle Area 5
Type : Power
Attack : 6
Defense : 5
Knockdown : 5
Movement : 3
Jumping : 4
Air Action: 3 invisible air dashes of moderate length and speed
Melee Move: Very short range Spin Dash, 150 damage
Axe gains a nice power boost, but it comes at the cost of his ground mobility,
so you'll have to make good use of those airdashes. He can be quite scary for
rushdown once you learn to control him, though. His melee attack is good
enough for combo followups, but not much else.
Javelin (Strike Vanisher)
-----------------------------
Obtained : A New Journey Day 4
Type : Normal
Attack : 5
Defense : 6
Knockdown : 5
Movement : 4
Jumping : 4
Air Action: 3 invisible air dashes of moderate length and speed
Melee Move: Short range Tackle, 90 damage
Javelin's melee attack is unique in that it's the only melee attack in the game
with no invincibility. However, it's also by far the game's fastest melee
attack, at close range it can combo into itself repeatedly. Beyond that he's
purely average, and Lance is probably a little better.
Spear (Strike Vanisher)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Speed
Attack : 5
Defense : 5
Knockdown : 5
Movement : 5
Jumping : 4
Air Action: 3 invisible air dashes of moderate length and speed
Melee Move: Moderate range Sliding Kick, 150 damage
Spear is probably the most balanced of all Strike Vanishers, boasting a solid
melee attack and decent ground speed that allows him to get around on the
ground when he needs to. Basically a slightly sneakier version of Ray Mk 2.
Cutlass (Strike Vanisher)
-----------------------------
Obtained : The Grand Battle Area 7
Type : Armor
Attack : 5
Defense : 7
Knockdown : 5
Movement : 3
Jumping : 4
Air Action: 3 invisible air dashes of moderate length and speed
Melee Move: Short range Headstand, 130 damage
Cutlass is basically the same as Axe, his slow ground speed but high defense
makes him well suited to fighting up close. His melee attack is also merely
average.
Hawkman (Burning Beast)
-----------------------------
Obtained : A New Journey Day 5
Type : Jump
Attack : 5
Defense : 5
Knockdown : 5
Movement : 3
Jumping : 9
Air Action: 1 descending invisible air dash of great length and moderate speed
Melee Move: Short range Body Splash, 120 damage (airborne)
Burning Beasts are basically like Wild Soldiers but with invisible air dashes.
Like Wild Soldiers, they're all about offense, but they trade defense for
some invincibility on the way in. They also have high jumps, but they can't
do too much with them due to their limited air dash capability. Hawkman has
a great melee attack, it lets him fire his gun again afterwards, though his
lack of defense is a bit concerning.
Gorion (Burning Beast)
-----------------------------
Obtained : The Grand Battle Area 3
Type : Power
Attack : 6
Defense : 7
Knockdown : 5
Movement : 2
Jumping : 8
Air Action: 1 descending invisible air dash of great length and moderate speed
Melee Move: Zero range Chest Pound, 120 damage
Gorion has unusually great defense for a Power type, which pretty much makes
him the best Burning Beast considering he also gets boosted damage. His melee
attack has the least range in the game, but if you're standing on top of your
opponent it can still be used in combos.
Dolphy (Burning Beast)
-----------------------------
Obtained : The Grand Battle Area 3
Type : Normal
Attack : 5
Defense : 6
Knockdown : 5
Movement : 3
Jumping : 8
Air Action: 1 descending invisible air dash of great length and moderate speed
Melee Move: Moderate range Slide Attack, 150 damage
Dolphy has a really nice melee attack, but he's still kind of outclassed by
Gorion's increased damage and defense.
Wolfen (Burning Beast)
-----------------------------
Obtained : The Grand Battle Area 3
Type : Speed
Attack : 5
Defense : 5
Knockdown : 5
Movement : 4
Jumping : 8
Air Action: 1 descending invisible air dash of great length and moderate speed
Melee Move: Short range Leaping Attack, 150 damage
Wolfen's a little faster than the other Burning Beasts, which helps his overall
performance. His melee attack is also pretty good in combos since it's fast.
Tricera (Burning Beast)
-----------------------------
Obtained : The Grand Battle Area 1
Type : Armor
Attack : 5
Defense : 7
Knockdown : 5
Movement : 2
Jumping : 8
Air Action: 1 descending invisible air dash of great length and moderate speed
Melee Move: Moderate range Running Attack, 150 damage
Tricera's decent, but Gorion is just better. His melee attack has unusually
large cooldown, too.
Chick (Joke Robo)
-----------------------------
Obtained : The Grand Battle Area 4 (Secret)
Type : Secret
Attack : 5
Defense : 3
Knockdown : 1
Movement : 5
Jumping : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Moderate range Pecking Attack, 150 damage
Chick is deliberately underpowered and he makes funny squeaky sounds when he
runs. The only real reason to use him is to show off how good you are at the
game. Surprisingly, his melee attack is actually decent, but his bad defense
really hurts him.
Bayonet (Illegal Robo)
-----------------------------
Obtained : The Grand Battle Area 8
Type : Secret
Attack : 5
Defense : 6
Knockdown : 6
Movement : 6
Jumping : 5
Air Action: 5 invisible air dashes of short length and high speed
Melee Move: Short range Tackle, 90 damage
Bayonet is an Illegal Robo, so his stats are unfairly high. He's basically
a Strike Vanisher, but even faster and more mobile. He has Javelin's melee
attack, but this time he has invincibility, making it very powerful.
Meijeru (Illegal Robo)
-----------------------------
Obtained : The Grand Battle Area 8
Type : Secret
Attack : 5
Defense : 5
Knockdown : 6
Movement : 4
Jumping : 8
Air Action: 4 midair jumps
Melee Move: Moderate range Flying Spin Kick, 150 damage (airborne)
Of the illegal robos, Meijeru is the closest to being fair. Her four midair
jumps are pretty ludicrous, but other than that her stats aren't too insane.
Her melee attack is like Annie's, but much better since it goes airborne.
She can use the Eagle Gun ludicrously well since she can go so high.
Ray Mk 2 Dark (Illegal Robo)
-----------------------------
Obtained : The Grand Battle Area 8
Type : Secret
Attack : 5
Defense : 6
Knockdown : 6
Movement : 10
Jumping : 7
Air Action: 2 air dashes of moderate length and speed
Melee Move: Long range Vanishing Tackle, 160 damage
Ray Mk 2 Dark is very similar to Ray, but much better. Most ridiculous is
his ground speed, which is tied with Dickie for the fastest in the game, except
that he has above average defense, so his ability to rush down is second to
none. His melee attack is crazy too, it goes super far and does huge damage.
Jameson (The Ultimate Robo)
-----------------------------
Obtained : Unobtainable
Type : Unobtainable
Attack : 5
Defense : 10
Knockdown : 10
Movement : 1
Jumping : 1
Air Action: Apparently has one air dash
Melee Move: Very short range Spinning Attack, 180 damage
Jameson is only listed for completeness, he is not useable by the player.
He possesses ludicrous defense, even though the game calls his defense and
knockdown 10, his damage class is 0.30 and he is immune to knockdowns.
However, he's a giant target and has terrible mobility, so you can wear him
down from long range.
###############################################################################
P-2
Gun Parts:
Guns typically form your primary offense in Custom Robo, they're the quickest
and most versatile weapons in your arsenal. You can use guns both on the
ground and in the air, and some function differently while airborne. Note that
most guns do slightly less damage from long range, but a few don't decay with
distance.
Basic Gun
-----------------------------
Obtained: Start of Game
Type: Normal
Damage: 31 damage x 3 shots = 94 damage total
Pattern: Fires 3 shots towards opponent, no tracking
Your starting gun. Damage is okay, but it's very easily avoided. Should be
replaced as soon as you have anything else.
3-Way Gun
-----------------------------
Obtained: A New Journey Day 2
Type: Normal
Damage: 25 damage x 3 shots = 75 damage total
Pattern: Fires 9 shots towards opponent in 3x3 pattern, no tracking
Weak, but covers more area than any other gun, making it useful against fast
Robos with bad defense. Can do extreme damage at point blank range as all 9
shots can hit, but that's generally impractical.
Gatling Gun
-----------------------------
Obtained: A New Journey Day 4
Type: Normal
Damage: 10 damage x 8 shots = 80 damage total
Pattern: Fires 8 shots towards opponent, no tracking
This gun lost damage since the first game. It's now uselessly weak in addition
to being horribly slow, and should definitely be avoided.
Vertical Gun
-----------------------------
Obtained: A New Journey Day 3
Type: Normal
Damage: 20 damage x 4 shots = 80 damage total
Pattern: Fires 4 shots, two on an arc and two straight, no tracking
The strength of the Vertical Gun is that you can fire it from behind a wall and
the two arcing shots will go over, but it quickly starts to fall behind in
damage.
Sniper Gun
-----------------------------
Obtained: The Grand Battle Area 1
Type: Normal
Damage: 77-111 damage
Pattern: Fires a single, fast-moving shot, light tracking
Decently strong and versatile, but has long recovery, so don't miss. Good from
long range, though unfortunately the damage does decay with distance.
Stun Gun
-----------------------------
Obtained: The Grand Battle Area 2
Type: Normal
Damage: 27 damage x 2 shots = 54 damage total
Pattern: Fires a short range electrical beam. High downing power.
This gun no longer does full damage to downed robos, but it's still extreme
powerful when spammed at close range.
Hornet Gun
-----------------------------
Obtained: A New Journey Day 6
Type: Normal
Damage: 27 damage x 5 shots = 135 damage total
Pattern: Fires a swarm of 5 hornets that home in on the opponent
The first real keep away gun you have access to. Can be pretty useful when
using behind a wall (jump first), but the hornets are easily blocked by
obstacles. Now that Rayfall gun is weaker, this remains strong throughout the
entire game.
Flame Gun
-----------------------------
Obtained: A New Journey Day 7
Type: Normal
Damage: 6 damage x 10 shots = 60 damage total
Pattern: Fires a burst of 10 shots straight ahead, moderate range, no tracking
Although this lost damage since the first game, the addition of Straight Bomb T
allows for awesome combos with this weapon, generally making it a pretty
powerful mid-range weapon.
Dragon Gun
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Damage: 120 damage
Pattern: Fires a large homing shot in the shape of a dragon, strong tracking
This gun takes ages to recover and the shot doesn't travel all that fast, but
it's still very useful since it almost always downs opponents in one hit.
A good choice against Eagle Gun, Bubble Gun, and other weapons of that nature
since it will usually cancel out those shots when it hits. This gun is also
nice in that its damage doesn't decay with distance.
Splash Gun
-----------------------------
Obtained: The Grand Battle Area 2
Type: Normal
Damage: 7 damage x 3 shots = 20 damage total
Pattern: Fires 3 quick, large shots with moderate range, good tracking
The Splash gun is, by far, the game's fastest firing gun. Each shot is very
weak, but you can fire a ton of them in a short time. At close range this gun
can overwhelm you in seconds because the shots just keep coming.
Right Arc Gun
-----------------------------
Obtained: The Grand Battle Area 1
Type: Normal
Damage: 44 damage x 2 shots = 88 damage total
Ground Pattern: Fires 2 quick shots that curve to the right, moderate tracking
Air Pattern: Fires 2 quick shots that curve to the left, moderate tracking
Fairly weak, but can be annoying if used correctly. You can hide behind cover
and shoot at your opponent as long as they're to the right of your barrier.
You can shoot the other way by going to the air, so you might want Grounder
Leg. Takes a lot of positioning to use well.
Left Arc Gun
-----------------------------
Obtained: The Grand Battle Area 3
Type: Normal
Damage: 44 damage x 2 shots = 88 damage total
Ground Pattern: Fires 2 quick shots that curve to the left, moderate tracking
Air Pattern: Fires 2 quick shots that curve to the right, moderate tracking
Identical to Right Arc Gun but curves to the left instead. Identical usage.
Shotgun
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Damage: 150 damage
Pattern: Fires a short-range burst that has a lot of knockdown power
This was significantly buffed since the first game and now does ludicrous
damage at short range, making it probably the best close-range gun overall for
its combination of power and range.
Rayfall Gun
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 22 damage x 4 shots = 88 damage total
Ground Pattern: Fires 4 shots that pause before homing in, strong tracking
Air Pattern: Fires 4 shots that home in on the opponent, strong tracking
Rayfall was significantly nerfed since the first game, and no longer does
completely absurd damage. It's still a decent long-range gun, but the advent
of more mobile robos and better bombs has rendered it much less game-breaking
and given other long-range guns a chance to shine. The trick to this gun is
that the bullets wait a moment before they fire, so you can fire the ground
shot, then the air shot a moment later for a stream of 8 homing shots.
You can also set up the ground shots from behind a barrier, but watch out for
bombs.
Bubble Gun
-----------------------------
Obtained: A New Journey Day 7
Type: Normal
Damage: 50 damage
Ground Pattern: Fires 2 small bubbles, fantastic tracking, moderate range
Air Pattern: Fires a large bubble, fantastic tracking, long range
The Bubble Gun has the game's best tracking, but they have limited range and
aren't super strong. This gun is best used defensively, to put up a wall of
sorts against rushdown Robos using the air shot and keep-away pods like Yajyuu
or Spider.
Eagle Gun
-----------------------------
Obtained: The Grand Battle Area 2
Type: Normal
Damage: 34 damage on ground, 50 damage in air
Ground Pattern: Fires a fast-moving eagle shot with moderate tracking
Air Pattern: Sets an eagle shot that homes in on the opponent after a moment
Eagle was outclassed by Rayfall gun before, but now that Rayfall has been
nerfed it has become the premiere long-range gun. Combining this gun with a
Fatty Face and the High Jump Leg allows you to place tons of these in one jump,
which can put a lot of pressure on the opponent when combined with appropriate
pods. The ground shot is available for emergencies, but isn't generally very
useful.
V-Laser Gun
-----------------------------
Obtained: The Grand Battle Area 1
Type: Normal
Damage: 80 damage
Ground Pattern: Fires two laser beams in a V shape, no tracking
Air Pattern: Fires a single laser beam straight ahead, no tracking
Too slow to be really useful. The beam can only hit once, and if the first
part doesn't hit, it's very unlikely that the rest of it will. Generally
outclassed by other guns when it becomes available.
Magnum Gun
-----------------------------
Obtained: The Grand Battle Area 8
Type: Normal
Damage: 100-133 damage
Pattern: Fires a moderate range bullet straight ahead, slight tracking
Now slightly outclassed by Shotgun, but still a really solid short range gun.
You get it ridiculously late though.
Needle Gun
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Damage: 20 x 3 shots = 60 damage total
Ground Pattern: Fires three laser beams in a fan shape with vertical tracking
Air Pattern: Fires three laser beams in a fan shape with minor tracking
The ground shot will aim towards whatever elevation the opponent is currently
at, even straight up, making this the ultimate anti-air gun. The bane of
Funny Old Men everywhere. The air shot has lesser tracking and is suitable for
firing at grounded opponents.
Stay Ray Gun
-----------------------------
Obtained: The Grand Battle Area 6
Type: Normal
Damage: 30 damage
Ground Pattern: Fires a cone that splits into 5 vertical shots
Air Pattern: Fires a cone that splits into 5 horizontal shots
Each individual shot is weak, but this gun can quickly blanket the stage in
bullets and pin the opponent down. Good when combined with powerful pods or
bombs.
Glider Gun
-----------------------------
Obtained: The Grand Battle Area 5
Type: Normal
Damage: 30 / 60 damage x 2 shots = 60 / 120 damage total on ground / air
Ground Pattern: Fires two birds straight ahead that linger for a moment
Air Pattern: Fires two birds on a horizontal arc, extremely strong tracking
Another very powerful long range gun. The close range shot can clog up the
area in front of you, preventing direct approach, while the long range shot has
fantastic tracking and is very powerful. Slightly less versatile than Eagle
Gun, but still very strong when used properly.
Multiple Gun
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 30 damage
Ground Pattern: Fires a cluster of 6 vertical missiles, strong tracking
Air Pattern: Fires a cluster 6 horizontal missiles, strong tracking
The missiles are hard to avoid at range, but very easily avoided up close,
so you'll want a pod that can protect your front. The farther you are from
your opponent, the more missiles can potentially hit.
Trap Gun
-----------------------------
Obtained: The Grand Battle Area 5
Type: Normal
Damage: 34 / 22 x 7 / 5 shots = 238 / 110 damage in air
Ground Pattern: Places an invisible pocket of shots that fires a moment later
Air Pattern: Fires five shots in a spread pattern
The ground shot places an invisible trap that fires some shots a moment later,
and if the opponent gets caught in it it does incredible damage, but of course
if you get downed it will disappear. The air shot is a more conventional shot,
for times when placing the trap is not possible. Potentially strong but needs
good setup to be effective.
Drill Gun
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 10 x 10 shots = 100 damage total
Pattern: Fires a stream of 10 drill shots, moderate range and tracking
This is basically like a faster firing Flame Gun that also pulls the opponent
towards you for melee attack follow-ups. Completely destroys low knockdown
resistance Robos, who have a ton of trouble avoiding it at mid range.
Giant Gun
-----------------------------
Obtained: The Grand Battle Area 5
Type: Normal
Damage: 44 damage
Pattern: Fires a gigantic bullet that travels slowly, no tracking
The shot from this gun is ludicrously huge and it can be hard to avoid, but
unfortunately it doesn't do much damage so other close range weapons are
usually better.
Catch Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Normal
Damage: 20 damage
Pattern: Fires a claw that pulls the opponent toward you, strong tracking
Does basically no damage by itself, purely exists to allow you to land melee
attacks. Can be powerful if you have a good one, but you can generally land
melee attacks after a weapon like Drill Gun anyway, and if dodged it has very
long recovery.
Knuckle Gun
-----------------------------
Obtained: The Grand Battle Area 2
Type: Normal
Damage: 160 damage on ground, 90 damage in air
Ground Pattern: Punches straight ahead, knocks opponent up
Air Pattern: Punches straight ahead, knocks opponent away
The range is very short, but the damage is ridiculous, particularly since you
can usually land 2 ground punches into an air punch in a combo. Great for
Little Sprinters if they can get close enough to land it.
Accel Gun
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Damage: 30 x 4 shots = 120 damage total
Ground Pattern: Fires 4 shots that gradually speed up, knocks opponent away
Air Pattern: Fires 4 shots that gradually speed up, pulls opponent towards you
Accel Gun is a super gamebreaker in Custom Robo on Gamecube when paired with
a Lightning Sky Robo, but they don't exist yet and as such it's just slow and
bad. It's very easily rushed down even by moderately fast robos.
Blade Gun
-----------------------------
Obtained: The Grand Battle Area 4
Type: Normal
Damage: 21 damage
Pattern: Fires a blade straight ahead, light tracking
Blade Gun is really just a machine gun. Each blade is weak, but you can fire
them super fast, allowing for lots of damage if the opponent is pinned down.
Unfortunately its tracking isn't great so mobile Robos can get around it
pretty easily.
Stardust Gun
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 27 damage
Pattern: Fires a storm of shots in a cone shape
Stardust Gun blankets an area with a ton of shots, but not many of them will
actually hit. It can definitely make approaching you difficult, but long
range guns can easily be used to just snipe through the cone.
Fang Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Normal
Damage: 32 / 14 x 4 shots = 128 / 56 damage total
Ground Pattern: Fires 4 shots that travel on a quick arc, no tracking
Air Pattern: Fires 4 shots that travel straight ahead, no tracking
The main use of Fang Gun is that the ground version can fire over walls and
hit with alarming speed and power. The air version is easier to hit with but
far less powerful. Just make sure that the opponent doesn't get under the arc
of the ground shot.
Gravity Gun
-----------------------------
Obtained: The Grand Battle Area 6
Type: Normal
Damage: 40 damage on ground, 100 damage in air
Ground Pattern: Fires a black bullet that knocks the opponent up
Air Pattern: Creates a black hole in midair that knocks the opponent away
Gravity Gun is a very unique weapon. The ground shot is not remarkable, but
the air version creates an anti-air black hole that can only hit the opponent
if they jump or get knocked up into it. You can use the ground shot to knock
the opponent up into the air shot, but a better strategy is probably to use
bombs or pods to do it. It's also strong for anti-air against Funny Old Men,
but against Robos who stay on the ground it's not as powerful.
Phoenix Gun
-----------------------------
Obtained: The Grand Battle Area 5
Type: Normal
Damage: 90 damage on ground, 55 damage in air
Ground Pattern: Fires 2 phoenix shots that fly into the air
Air Pattern: Fires a phoenix shot towards the opponent
Another anti-air weapon, though the ground shot spreads the two phoenix shots
out, so if you stay in the middle it will miss, and the air version is not
terribly strong. It can be useful, but needs good pod support.
Chick Gun
-----------------------------
Obtained: The Grand Battle Area 4 (Secret)
Type: Normal
Damage: 31 x 3 shots = 93 damage total
Pattern: Fires 3 shots towards opponent, no tracking
Identical to Basic Gun but with more chirp.
Gousetsu Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved 3-Way Gun
Damage: 35 damage x 2 shots = 70 damage total
Pattern: Fires 6 lasers in a 3x2 pattern straight ahead, no tracking
Similar to the 3-Way Gun but a little faster and more powerful. A decent
all-around gun.
Minamo Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Rayfall Gun
Damage: 27 damage x 6 shots = 162 damage total
Ground Pattern: Fires 6 shots that pause before homing in, strong tracking
Air Pattern: Fires 6 shots that home in on the opponent, strong tracking
Rayfall Gun might have been nerfed, but this is still super strong. You can't
do as many setups with this, but it provides constant pressure and huge damage.
Extremely deadly at long range, especially with appropriate pods.
Homura Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Dragon Gun
Damage: 150 damage
Pattern: Fires a large homing shot in the shape of a dragon, strong tracking
This is identical to the Dragon Gun, but it does more damage. Your best
defense against the Minamo Gun and other keep away guns.
Subaru Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Hornet Gun
Damage: 28 damage x 6 shots = 168 damage total
Pattern: Fires a swarm of 6 ravens that home in on the opponent
This is a massive improvement over the Hornet Gun, it fires more projectiles
that hit harder and move a lot faster. Quite possibly the most powerful gun
in the game, particularly since it needs no real support to be great.
Shinonome Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved V-Laser Gun
Damage: 100 damage
Ground Pattern: Fires two laser beams in a U shape, no tracking
Air Pattern: Fires a single laser beam straight ahead, no tracking
A fair bit better than the regular V-Laser simply because the beams are a lot
bigger, but it leaves an annoying dead zone in the middle of the ground shot
that can be exploited by close range weapons. Not nearly as good as some of
the other illegal guns.
Kotengu Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Phoenix Gun
Damage: 66 damage on ground, 55 damage in air
Ground Pattern: Fires 3 phoenix shots that fly into the air
Air Pattern: Fires a phoenix shot towards the opponent
This is SO much better than the regular Phoenix Gun, because there's now a
third Phoenix in the middle of the ground shot and it also now swoops lower,
allowing grounded opponents to be hit. You frequently get knocked into
another phoenix, too, resulting in more damage. Also ludicrously strong at
point blank as all 3 phoenixes will hit. A very threatening weapon.
Boronji Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Needle Gun
Damage: 25 x 4 shots = 100 damage total
Ground Pattern: Fires four laser beams in a fan shape with vertical tracking
Air Pattern: Fires four laser beams in a fan shape with minor tracking
Much like regular Needle Gun, but with another needle and a little more
powerful. The bane of flying Robos everywhere.
Rouga Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Knuckle Gun
Damage: 150 damage on ground, 100 damage in air
Ground Pattern: Fires a wolf straight ahead, knocks opponent up
Air Pattern: Fires a wolf straight ahead, knocks opponent away
Pretty much the same as Knuckle Gun except the range is a little better, more
akin to the Shotgun. The ultimate short-range gun.
Twins Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Star Layer Gun
Damage: 40 damage
Ground Pattern: Fires a cone that splits into 5 vertical shots
Air Pattern: Fires a cone that splits into 5 horizontal shots
Almost identical to Stay Ray Gun, but slightly more powerful and the ground
shot no longer pauses before it splits, allowing for more spam.
Nanase Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Stardust Gun
Damage: 42 damage
Pattern: Fires a storm of shots in a cone shape
Identical to Stardust Gun, but more powerful and the shots seem to travel a
little bit quicker. Very dangerous at mid-range.
Nightmare Gun
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Unique
Damage: 21 damage x 5 shots = 105 damage total
Pattern: Fires 5 shots straight ahead, moderate range, no tracking
The Nightmare Gun seems like a very plain weapon at first, but the shots
freeze the opponent like an S-Type explosion, allowing you to follow-up with a
melee attack for full damage if the opponent isn't yet downed. Powerful
against Robos with high defense, since you'll always get the follow-up.
Rokudou Gun
-----------------------------
Obtained: Unobtainable
Type: Illegal - Unique
Damage: 20 damage on ground, 100 damage in air
Ground Pattern: Fires 2 waves of 5 shots each in a fan shape
Air Pattern: Fires a giant laser that strikes after a moment
The Rokudou Gun is just listed for completeness, it can never be used by the
player. Its ground fire is basically like Star Layer Gun, while its air shot is
kind of like the Shinonome Gun but it pauses first and tracks better. The
ground shot is easy enough to avoid by staying low to the ground, but you have
to air dash to get away from the air shot.
###############################################################################
P-3
Bomb Parts:
Bombs typically serve as a kind of supplemental offense, pinning down opponents
to make them more susceptible to gun shots or landing follow-up hits. Most
bombs have a letter code, which denotes the type of explosion that they
produce. Here's a listing of what the codes mean.
(Nothing) = Normal - A moderate-sized round explosion.
G = Geyser - A decent-sized vertical blast that knocks opponents up
H = Horizon - A large, round blast that pushes opponents away
B = Burst - A large, round blast that detonates in midair
D = Destroy - A moderate size explosion that lingers for a few seconds
F = Flipper - A small vertical blast that pushes opponents away
P = Pillar - Similar to Geyser, but the effect lingers briefly
S = Stun - A small, round blast that immobilizes the opponent briefly
T = Traction - A small, round blast that blasts the opponent towards you
C = Cyclone - A small, round blast that sends the opponent slowly upwards
Standard Bomb (Normal, F, S)
-----------------------------
Obtained: Normal - Start of Game, F - ANJ Day 4, S - ANJ Day 1
Type: Normal
Damage: Normal - 75 damage, F - 83 damage, S - 55 damage
Pattern: Flies quickly on a shallow arc towards its target
Unlike the other standard parts, the Standard Bomb is actually decent. It
travels pretty quick and on a good arc that is useful for following up after
gun attacks. It also has an S variant, which can be used for follow-up attacks
at close range.
Wave Bomb
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Damage: 26 damage x 3 explosions = 78 damage total
Pattern: Flies towards its target then creates a forward-moving explosion
The Wave Bomb is unique in that it creates three explosions in a wave shape
when it lands, and if the opponent is positioned right it can hit several
times. It can also hit through a wall, making it effective against campers.
Straight Bomb (G, S, T)
-----------------------------
Obtained: G - ANJ Day 4, S - TGB Area 2, T - ANJ Day 3
Type: Normal
Damage: G / S - 56 damage, T - 42 damage
Pattern: Flies very quickly straight towards its target
The straight bomb is great when you have an unobstructed line to your target,
such as when bombing from the air. It also has a T variant, which is amazing
for combos, just knock your opponent down, then use the T bomb to pull them
toward you for a melee attack.
Right Shot Bomb H
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 66 damage
Ground Pattern: Flies quickly on a shallow arc that curves to the right
Air Pattern: Flies quickly on a shallow arc that curves to the left
It's got a nice blast radius, but I find this bomb inordinately tricky to use.
It frequently misses when trying to follow up gun shots.
Left Shot Bomb H
-----------------------------
Obtained: A New Journey Day 2
Type: Normal
Damage: 66 damage
Ground Pattern: Flies quickly on a shallow arc that curves to the left
Air Pattern: Flies quickly on a shallow arc that curves to the right
Identical to Right Shot Bomb but it curves the other way.
Right Wave Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Normal
Damage: 37 damage x 3 explosions = 111 damage total
Ground Pattern: Curves to the right and creates a forward-moving explosion
Air Pattern: Curves to the left and creates a forward-moving explosion
Basically a fusion of Wave Bomb and Right Shot Bomb. It's a fair bit stronger
than the normal wave, but it's much harder to use.
Left Wave Bomb
-----------------------------
Obtained: The Grand Battle Area 1
Type: Normal
Damage: 37 damage x 3 explosions = 111 damage total
Ground Pattern: Curves to the left and creates a forward-moving explosion
Air Pattern: Curves to the right and creates a forward-moving explosion
Identical to Right Wave Bomb but it curves the other way.
Idling Bomb (D, P)
-----------------------------
Obtained: D - A New Journey Day 3, P - A New Journey Day 13
Type: Normal
Damage: 93 damage
Pattern: Flies quickly on a shallow arc, then detonates a bit after landing
I suppose you can use these as a trap of sorts, but I generally prefer my
bombs just to blow up. D is always a good bomb type though.
Freeze Bomb
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 8 damage
Pattern: Flies quickly and creates a vertical field that freezes the opponent
It does basically no damage, but the freeze effect can be useful since you can
land a free hit afterwards. The Freeze Pods are generally better though,
since the bomb tends to hit at long range where you may not always be able to
follow up.
Tomahawk Bomb (B, G)
-----------------------------
Obtained: B - A New Journey Day 7, G - The Grand Battle Area 1
Type: Normal
Damage: 83 damage
Pattern: Flies towards the opponent on a high arc
Not really all that different from the Standard Bomb, it just travels a little
slower.
Gemini Bomb (B, P)
-----------------------------
Obtained: B - The Grand Battle Area 3, P - A New Journey Day 6
Type: Normal
Damage: 44 damage
Ground Pattern: Shoots two small bombs to either side of the cursor
Air Pattern: Shoot two small bombs, one in front and one behind the cursor
This bomb doesn't hit the opponent directly, it's more about taking away their
movement options. Unfortunately, it's very weak, so you'll have to combine it
with something like Hornet or Eagle to get real damage out of it.
Submarine Bomb (D, P)
-----------------------------
Obtained: D - A New Journey Day 12, P - A New Journey Day 2
Type: Normal
Damage: 93 damage
Pattern: Travels straight towards the opponent at a fairly slow speed
The D version is clearly the better one, unfortunately it's very easily stopped
by obstacles so it's really only for aerial use. A decent choice for robos
who stay airborne a lot.
Crescent Bomb (P, C)
-----------------------------
Obtained: P - A New Journey Day 13, C - The Grand Battle Area 1
Type: Normal
Damage: 70 / 55 damage on ground, 51 / 48 damage in air for P / C
Ground Pattern: Flies slowly towards the opponent on a high arc
Air Pattern: Flies towards the opponent quickly on a shallow arc
This versatile bomb behaves very differently depending on how you fire it. It
travels absurdly slow when used on the ground, which is useful with keep-away
guns like Eagle for setup purposes. You can still get a fast shot out of it
by using it in the air, but it doesn't do as much damage. C is a fantastic
explosion type, too, which often allows for combos afterwards and makes
pressure more threatening.
Delay Bomb (Normal, C)
-----------------------------
Obtained: Normal - The Grand Battle Area 3, C - A New Journey Day 11
Type: Normal
Damage: 41 damage for Normal, 35 damage for C
Pattern: Flies quickly towards opponent and makes two explosions
This bomb is somewhat similar to Wave Bomb, except it only explodes twice and
the blasts are a little farther apart. It still has similar anti-camping use,
though the C bomb is also useful for combos since C is such a good blast type.
Acrobatic Bomb
-----------------------------
Obtained: A New Journey Day 13
Type: Normal
Damage: 0 damage
Pattern: Fires directly under you, blasting you upwards.
This bomb has no offensive use, the purpose of it is to blast yourself into the
air, kind of like an alternate jump. It's not really that useful, though, and
you can still down yourself by using it too much.
Delta Bomb
-----------------------------
Obtained: The Grand Battle Area 2
Type: Normal
Damage: 33 damage
Pattern: Flies quickly on a shallow arc and creates 3 small blasts
This bomb isn't really very strong, but it can clutter up the ground, making
it hard for Little Raiders and Sprinters to get close.
Wall Bomb
-----------------------------
Obtained: A New Journey Day 13
Type: Normal
Damage: 83 damage
Pattern: Fires straight ahead, creating a large explosion in front of you
Although it's intended to be used for defense, it is possible to attack with
this bomb as well, the huge explosion it creates can be hard to avoid. It's
also decent at preventing opponents from coming in from the front.
Smash Bomb
-----------------------------
Obtained: The Grand Battle Area 6
Type: Normal
Damage: 83 damage
Pattern: Immediately blows up right above your head.
This is a unique bomb in that no projectile is ever fired, it just immediately
creates an anti-air explosion above you. That's the only real use for it,
to prevent people from coming in from above.
Double Mine Bomb
-----------------------------
Obtained: A New Journey Day 6
Type: Normal
Damage: 33 damage
Pattern: Fires two mines on the ground that blow up if someone touches them
This can be kind of useful for setting traps on the ground, but Gemini Bomb
is usually better. The bombs will blow up after a few seconds anyway.
Geo Trap Bomb
-----------------------------
Obtained: A New Journey Day 9
Type: Normal
Damage: 80 damage
Pattern: Flies quickly on a shallow arc and creates a lingering explosion
This is an extremely well-balanced bomb that basically functions like a better
Standard Bomb. The big explosion makes it hard to avoid, and it's also got
great knockback when it hits.
Giant Bomb
-----------------------------
Obtained: A New Journey Day 13
Type: Normal
Damage: 20 damage
Pattern: Flies slowly in a high arc, pauses, then creates a massive explosion
Giant Bomb used to be insanely strong, but it now does practically no damage.
The explosion is still huge but it's no longer very threatening.
Chick Bomb
-----------------------------
Obtained: The Grand Battle Area 4 (Secret)
Type: Normal
Damage: 83 damage
Pattern: Flies quickly on a shallow arc and creates a chirpy explosion
As a variant of Standard Bomb, the Chick Bomb is actually decent.
Gousetsu Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Tomahawk Bomb
Damage: 83 damage
Pattern: Flies very quickly towards the opponent on a high arc
This bomb has been sped up so drastically that it's now much faster even than
a straight bomb, making it fantastic for following up on combos. It also
has an F-type explosion now, but that has little real effect.
Minamo Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Straight Bomb S
Damage: 67 damage
Pattern: Flies quickly straight towards the opponent
Fires a little faster and does a little more damage than the normal variant,
which makes it even better for attacking from the air.
Homura Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Crescent Bomb P
Damage: 100 damage on ground, 83 damage in air
Ground Pattern: Flies slowly towards the opponent on a high arc
Air Pattern: Flies towards the opponent quickly on a shallow arc
Identical to the Crescent Bomb but more powerful and with a big explosion.
A very solid option for any situation.
Subaru Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Gemini Bomb B
Damage: 33 damage
Ground Pattern: Shoots two small bombs to either side of the cursor
Air Pattern: Shoot two small bombs, one in front and one behind the cursor
Has a slightly bigger blast radius than the Gemini Bomb, otherwise identical.
Shinonome Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Standard Bomb
Damage: 83 damage
Pattern: Flies quickly on a shallow arc towards its target
There's nothing fancy about this, it just has a large H-type explosion.
Probably the most versatile bomb in the game, but the Homura Bomb is better in
most cases.
Kotengu Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Wave Bomb
Damage: 22 damage
Pattern: Flies towards its target then creates a forward-moving explosion
Has a C-Type explosion, which is ludicrously effective for pressure and combos.
A huge part of what makes Kotengu so dangerous.
Boronji Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Double Mine Bomb
Damage: 38 damage
Pattern: Fires two mines on the ground that blow up if someone touches them
Identical to Double Mine Bomb but with a bigger blast radius. Makes it a bit
better, but there's still better options out there.
Rouga Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Delay Bomb
Damage: 41 damage
Pattern: Flies quickly towards opponent and makes two explosions
Has a T type explosion effect, making it super effective for pulling the
opponent towards you for a close-range attack.
Twins Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Right Shot Bomb H
Damage: 46 damage x 2 explosions = 92 damage total
Pattern: Fires two bombs that curve to the left and right
It's basically Right and Left Shot Bomb at the same time, which makes it much
more reliable. If the opponent is in the middle, both can hit, which does
pretty good damage.
Nanase Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Freeze Bomb
Damage: 8 damage
Pattern: Flies quickly and creates a vertical field that freezes the opponent
The only difference between this and the regular Freeze Bomb is the default
cursor position. The regular Freeze Bomb aims a bit in front, which this one
aims right on the opponent. They are otherwise identical.
Genocide Bomb
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Unique
Damage: 200 damage
Pattern: Flies slowly in a high arc, pauses, then creates a massive explosion
This is the old version of Giant Bomb from the original game. It does
ridiculous damage, so if you can pin someone down this can be a huge threat.
Rokudou Bomb
-----------------------------
Obtained: Unobtainable
Type: Illegal - Unique
Damage: 58 damage
Pattern: Fires four bombs in a fan shape
The Rokudou Bomb is only listed for completeness, it can never be used by the
player. It isn't super strong, but it can really fill an area with explosions
in a hurry.
###############################################################################
P-4
Pod Parts:
Pods are support tools that serve a wide variety of purposes. Some are useful
for defense, while others can compliment your attacks. They have the same
explosion codes as Bombs, so see the chart above to understand what they mean.
Standard Pod
-----------------------------
Obtained: Start of Game
Type: Normal
Max Pods: 2
Damage: 42 damage
Ground Pattern: Bounces around until it hits something, light tracking
Air Pattern: Flies a bit, then bounces around until it hits something
The Standard Pod is pretty bad. It has a little tracking and makes a decent
explosion, but it's weak and can only be used at fairly close range.
Seeker Pod (F, G)
-----------------------------
Obtained: F - A New Journey Day 8, G - A New Journey Day 13
Type: Normal
Max Pods: 2
Damage: 28 damage
Ground Pattern: Slowly hunts down the opponent
Air Pattern: Flies a bit forward, then slowly hunts down the opponent
A great fire and forget pod, it's extremely diligent at tracking the opponent
and takes away their movement options when they get close. One of the best
choices for any situation. If they're far away, launch it in the air.
Speed Pod (D, P)
-----------------------------
Obtained: D - A New Journey Day 2, P - The Grand Battle Area 1
Type: Normal
Max Pods: 2
Damage: 38 damage
Ground Pattern: Travels quickly and explodes
Air Pattern: Pauses, then travels quickly and explodes
Effectively a Straight Bomb in pod form. The air version is interesting but
it's very easy to hit yourself with it as well. D type explosion is always
nice, though.
Cockroach Pod (G, H)
-----------------------------
Obtained: G - The Grand Battle Area 1, H - A New Journey Day 3
Type: Normal
Max Pods: 2
Damage: 28 damage
Pattern: Bounces around and rushes at the opponent if they come close
Sort of like a faster Seeker, but only if they come close. Generally best
used as an anti-close range pod.
Dolphin Pod (Normal, G)
-----------------------------
Obtained: Normal - A New Journey Day 11, G - The Grand Battle Area 3
Type: Normal
Max Pods: 2
Damage: 38 damage
Pattern: Does a little hop, then bounces around. Light tracking.
Basically a Standard Pod that you can fire from behind a wall. Nothing fancy
or great about it, and seriously outclassed when you get it.
Spider Pod (Normal, G)
-----------------------------
Obtained: Normal - A New Journey Day 9, G - The Grand Battle Area 6
Type: Normal
Max Pods: 3
Damage: 30 damage
Pattern: Stays still until the opponent comes close, then chases
Similar to Cockroach Pod, but stays totally still until they come close.
Kind of functions like a land mine. Also, you get 3 of them.
Sky Freeze Pod
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Max Pods: 2
Damage: 8 damage
Pattern: Floats in the air until the opponent comes close, then chases
Like the Freeze Bomb, Sky Freeze Pod freezes the opponent for a moment if they
touch its explosion. However, since it will wait on the stage for a while like
a trap it's much easier to get follow-ups from it. This version is useful for
anti-air, but it's later outclassed by the ground-version.
Ground Freeze Pod
-----------------------------
Obtained: The Grand Battle Area 2
Type: Normal
Max Pods: 2
Damage: 8 damage
Pattern: Stays still until the opponent comes close, then chases
Like a Spider Pod with a freeze effect. Can be quite difficult to avoid, and
usually guarantees a follow-up. Easily one of the best pods in the game.
Feint Pod (F, G)
-----------------------------
Obtained: F - A New Journey Day 9, G - The Grand Battle Area 5
Type: Normal
Max Pods: 2
Damage: 24 damage
Pattern: Homes in on the opponent very quickly, then stops when it gets close
This pod is basically a trap of sorts, it gets close to the opponent, but won't
hit them unless they move over it. It has excellent tracking, which makes it
great against Little Raiders and other Robos who like to move around a lot.
It is fairly weak, though.
Float Pod F
-----------------------------
Obtained: A New Journey Day 13
Type: Normal
Max Pods: 2
Damage: 28 damage
Pattern: Flies over the opponent, circles, then explodes
Basically like an air version of the Seeker Pod. Once it's circling over the
opponent they have to be careful jumping. Great for pinning down evasive
Robos, also good to just fire and forget while you set up other traps.
Jumping Pod (B, G)
-----------------------------
Obtained: B - A New Journey Day 3, G - The Grand Battle Area 2
Type: Normal
Max Pods: 2
Damage: 34 damage
Pattern: Bounces around erratically and explodes
This pod is even harder to aim than the standard pod, but it does have a very
large blast radius. The B version is an anti-air pod that rarely hits the
ground, while G has more standard usage.
Diving Pod
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Max Pods: 2
Damage: 28 damage
Pattern: Flies towards the opponent then dive bombs and explodes
Similar to the Float Pod, but it doesn't track as well. It does have a bigger
blast radius though.
Wave Pod
-----------------------------
Obtained: A New Journey Day 3
Type: Normal
Max Pods: 1
Damage: 31 damage
Pattern: Flies forward, then creates a forward moving explosion
Basically Wave Bomb in Pod form, but with a 4th explosion. Wave Bomb is good,
but it's harder to aim when using the Pod.
Satellite Pod (Normal, H)
-----------------------------
Obtained: Normal - A New Journey Day 6, H - The Grand Battle Area 3
Type: Normal
Max Pods: 3
Damage: 38 damage
Pattern: Hovers around, then flies at the opponent if they come close
Like an air version of Spider Pod. Useful against airborne robos.
Yajyuu Pod F
-----------------------------
Obtained: A New Journey Day 11
Type: Normal
Max Pods: 3
Damage: 33 damage
Pattern: Hovers around, then circles the enemy if they get close
Also similar to the Spider Pod, but a bit harder to avoid. Its circling
pattern often results in combos if several are placed close together.
Triple Pod H
-----------------------------
Obtained: A New Journey Day 4
Type: Normal
Max Pods: 3
Damage: 44 damage
Pattern: Travels straight ahead
There's not much notable about this pod besides the fact that you get 3 and
that they're fairly strong. Decent for speedy Robos since it doesn't have much
range.
Wall Pod
-----------------------------
Obtained: The Grand Battle Area 5
Type: Normal
Max Pods: 1
Damage: 38 damage
Pattern: Creates a wall in front of you
A purely defensive pod that's used to prevent the opponent from getting close.
Useful when playing keep away against Little Raiders, otherwise some kind of
pressure pod is usually better.
Reflection Pod
-----------------------------
Obtained: A New Journey Day 2
Type: Normal
Max Pods: 3
Damage: 38 damage
Pattern: Three pods bounce around in different directions
Mostly useful for creating chaos, Little Raiders can toss this and then run
away to make it annoying to chase them.
Rear Shot Pod (C, T)
-----------------------------
Obtained: C - A New Journey Day 4, T - The Grand Battle Area 7
Type: Normal
Max Pods: 2
Damage: 38 damage
Pattern: Fires a Pod in the opposite direction from what you press on the stick
Basically a Standard Pod with your choice of either of the best explosion
types. You can fire this forward by holding back on the stick before you press
the button. Has a little bit of tracking, too.
Sideways Pod (F, G)
-----------------------------
Obtained: F - A New Journey Day 1, G - A New Journey Day 7
Type: Normal
Max Pods: 2
Damage: 38 damage
Pattern: Fires two pods to the side that chase the opponent with light tracking
A very standard mid-range pod. Nothing particularly special about it.
Umbrella Pod
-----------------------------
Obtained: A New Journey Day 13
Type: Normal
Max Pods: 3
Damage: 38 damage
Pattern: Fires 3 pods that float around, then blow up
Sort of like Satellite Pod but without the trap element. Good for anti-air and
not much else.
Throwing Pod (D, P)
-----------------------------
Obtained: D - A New Journey Day 8, P - The Grand Battle Area 4
Type: Normal
Max Pods: 2
Damage: 38 damage
Pattern: Fires a pod forward that then moves slowly and blows up
Almost functions like an Idling Bomb. The D type explosions are good for
clogging up space at mid range.
Double Wave Pod
-----------------------------
Obtained: The Grand Battle Area 4
Type: Normal
Max Pods: 2
Damage: 31 damage
Pattern: Fires two pods that blow up with forward-moving explosions
Like Wave Pod, but you get two. They only have 3 explosions and go off to the
sides, though, which makes it a bit harder to hit with them.
Giant Pod
-----------------------------
Obtained: The Grand Battle Area 5
Type: Normal
Max Pods: 1
Damage: 8 damage
Pattern: Fires a huge pod forward that makes a giant, lingering explosion
If you got two of these, they would be amazing at clogging up the screen,
sadly you only get one so it's not that effective.
Chick Pod
-----------------------------
Obtained: The Grand Battle Area 4 (Secret)
Type: Normal
Max Pods: 2
Damage: 30 damage
Pattern: Fires a pod forward that slows down when it gets close to the opponent
Kind of like a Feint Pod but with very poor tracking. One of the worst pods.
Gousetsu Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Diving Pod
Max Pods: 2
Damage: 38 damage
Pattern: Flies towards the opponent then dive bombs and explodes
Identical to Diving Pod except faster, which makes it better for pressure.
A decent competitor to the Float Pod, fire it from the air for best results.
Minamo Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Float Pod F
Max Pods: 2
Damage: 33 damage
Pattern: Flies over the opponent, circles, then explodes
Identical to Float Pod but with a bigger blast radius. Probably the best
overall pod due to its ease of use and power.
Homura Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Yajyuu Pod F
Max Pods: 3
Damage: 33 damage
Pattern: Hovers around, then rushes at the enemy if they get close
Similar to Yajyuu Pod, but without the circling, it just goes right for the
opponent, which makes it a bit more effective.
Subaru Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Jumping Pod G
Max Pods: 2
Damage: 38 damage
Pattern: Bounces around and homes in on the opponent
Tracks better than the regular Jumping Pod, making it a lot more useful.
Still a bit outclassed by Diving and Float Pods though.
Shinonome Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Feint Pod F
Max Pods: 3
Damage: 33 damage
Identical to Feint Pod F, but you can have 3. The bane of fast Robos
everywhere.
Kotengu Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Diving Pod H
Max Pods: 2
Damage: 38 damage
Pattern: Flies towards the opponent then dive bombs and explodes
Identical to Diving Pod but with a D type explosion, helping clog up the
screen a bit more for long range combat.
Boronji Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Reflection Pod
Max Pods: 3
Damage: 38 damage
Pattern: Fires three pods forwards that bounce around in different directions
Identical to Reflection Pod, but tosses the pods forwards before they start
bouncing. Better for long-range combat.
Rouga Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Sideways Pod
Max Pods: 3
Damage: 38 damage
Pattern: Fires three pods that chase the opponent with light tracking
This is a huge upgrade over the Sideways Pod. Not only do you now get three
pods, but they have the T type explosion effect, which both pulls the opponent
towards you and allows several to hit in some situations. A fantastic
compliment to a short range weapon.
Twins Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Jumping Pod B
Max Pods: 3
Damage: 38 damage
Pattern: Bounces around erratically and explodes
Identical to Jumping Pod B but you get 3. Good for anti-air.
Nanase Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Improved Cockroach Pod
Max Pods: 2
Damage: 38 damage
Pattern: Bounces around and rushes at the opponent if they come close
Identical to the other Cockroach Pods but has a big P type explosion. Pretty
underwhelming for an illegal pod.
Kerberos Pod
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal - Unique
Max Pods: 3
Damage: 31 damage
Pattern: Fires three pods that blow up with huge forward-moving explosions
Like Wave Pod, but you get 3. The amount of the screen these things take up
is truly absurd, at close range this forms an almost completely impassable
wall, making approach almost impossible.
Rokudou Pod
-----------------------------
Obtained: Unobtainable
Type: Illegal - Unique
Max Pods: 3
Damage: 38 damage
Pattern: Moves forward slowly and creates a big explosion
The Rokudou Pod is only listed for completeness, it can never be used by the
player. It's not super strong, but they're big and he gets 3 of them.
###############################################################################
P-5
Leg Parts:
Leg parts have no offensive use, instead they modify the way your Robo moves
around the battlefield. Most of them have benefits and drawbacks, so you'll
want to think about what type of Leg helps your Robo the most.
Standard Leg
-----------------------------
Obtained: Start of Game
Effect: None
The Standard Leg provides your "normal" movement rates. It's virtually never
the best choice, though, so replace it with something that helps you as soon
as you can.
High Jump Leg
-----------------------------
Obtained: A New Journey Day 4
Type: Normal
Effect: Increases jump height
Jump height is only useful for a few setups, like Eagle Gun users and Funny Old
Men, but for them it's easily the best option out there.
Grounder Leg
-----------------------------
Obtained: A New Journey Day 10
Type: Normal
Effect: Reduces jump height
The Grounder Leg allows for a jump that only just barely leaves the ground if
you just tap the button, effectively allowing an aerial attack or air dash
that practically touches the ground. This can be interesting with some weapons
that function differently in the air as it allows them to be fired just like
ground weapons.
Formula Leg
-----------------------------
Obtained: A New Journey Day 6
Type: Normal
Effect: Increases top speed but reduces acceleration
Useful for speedy Robos, who can afford to drop a little acceleration for the
sake of being ridiculously fast. Others should avoid it as it makes them more
susceptible to pressure, after being hit they can't get moving fast enough to
avoid further hits.
Stabilizer Leg
-----------------------------
Obtained: A New Journey Day 13
Type: Normal
Effect: Increases acceleration but reduces top speed
This is much better than Formula Leg in general, since quick stops and starts
are much more important for evasion. A great all-purpose leg that is generally
the best choice if you don't need anything else.
Short Burner Leg
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Effect: Reduces air dash length / midair jump height
Shorter air dashes allow you to attack faster, so it's decent for Robos with
multiple air dashes. Those with few air dashes usually want to stick with
their default length for evasion purposes.
Long Burner Leg
-----------------------------
Obtained: A New Journey Day 7
Type: Normal
Effect: Increases air dash length / midair jump height
This can be crazy for Trick Fliers, Sexy Stunners, or anyone with midair jumps,
it drastically increases their air mobility.
Quick Jump Leg
-----------------------------
Obtained: A New Journey Day 8
Type: Normal
Effect: Increases falling speed in the air, making jumps shorter
This is great for speedy Robos who like to take to the air, like Aerial
Beauties and Little Sprinters, since it lets them change elevation faster.
Feather Leg
-----------------------------
Obtained: A New Journey Day 3
Type: Normal
Effect: Reduces falling speed in the air, making jumps longer
Not generally that useful, since this basically makes you easier to hit in
the air, except perhaps for Crazy Old Men since it lets them stay airborne
even longer.
Wide Jump Leg
-----------------------------
Obtained: A New Journey Day 11
Type: Normal
Effect: Increases air speed without affecting jump height or speed
This lets you move faster in the air, which is useful for evasion and attacking
for Robos with multiple jumps. A decent all-purpose leg for those who spend
a lot of time in the air.
Chick Leg
-----------------------------
Obtained: The Grand Battle Area 4 (Secret)
Type: Normal
Effect: Yellow!
Identical to Standard Leg, but yellow. Doesn't even produce the Chick Robo's
squeaky sound, which is disappointing.
Gousetsu Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Hugely increases jump height.
Basically confers the same benefits as the High Jump Leg, but more so.
Minamo Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Slightly increases jump height and reduces landing time after air dash
Similar to High Jump Leg, but also allows you to act a bit faster after an
air dash, which is useful when using short range weapons.
Homura Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Slightly increases air dash distance / midair jump height
Similar to Long Burner Leg but the effect is less. I'm not sure what's
supposed to be good about this one either.
Subaru Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases top speed without an acceleration penalty
Like the Formula Leg without the drawback, which makes it a great choice for
any slow Robos.
Shinonome Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Significantly reduces delay after dashing or landing from a jump
Great for Robos that like to air dash and attack quickly, particularly Trick
Fliers. Otherwise the Minamo Leg is usually better.
Kotengu Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases acceleration without a top speed penalty
Like the Stabilizer Leg without the drawback, which makes it a great choice
for any situation.
Boronji Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases acceleration and top speed and makes your air dashes shorter
Like Stabilizer, Formula, and Short Burner all in one. This is fantastic for
Little Raiders, though some others may find their air dashes too short with
this.
Rouga Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases acceleration, decreases jump height, and prevents slipping
Kind of like a combination of Grounder Leg and Stabilizer Leg with an added
bonus of not slipping on ice stages. Obviously, this is fantastic for any
icy stage, it gives you a huge edge over the opponent.
Twins Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases aerial speed and air dash length
Like Wide Jump and Long Burner Leg put together. Great for aerial mobility
with either midair jumps or Robos with very short air dashes.
Nanase Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases top speed and reduces falling speed
Like Formula Leg and Feather Leg put together. I don't find Feather Leg all
that useful so I'd usually stick to Subaru Leg.
Phantom Leg
-----------------------------
Obtained: The Grand Battle Area 7
Type: Illegal
Effect: Increases acceleration, top speed, and aerial speed
Like Stabilizer, Formula, and Wide Jump Leg all in one. The ultimate leg
for mobility.
Rokudou Leg
-----------------------------
Obtained: Unobtainable
Type: Illegal
Effect: Unknown, but Jameson certainly isn't very mobile
The Rokudou Leg is listed only for completeness, it can never be used by the
player. It probably has no effect at all.
===============================================================================
===============================================================================
Z-0
Contact and Credits:
###############################################################################
Z-1
Contacting Me:
You can reach me via email at terotrous at yahoo dot com.
Include "Custom Robo V2" in the subject line so I know it isn't spam. If you
find out anything I add to the guide, you'll be appropriately credited.
What to contact me about:
The "You can help" section spells this out pretty clearly, but basically any
information I don't have.
###############################################################################
Z-2
Special Thanks:
Noise - For making this game
Ascgen -
http://ascgendotnet.jmsoftware.co.uk/
This program helped me create that ascii logo I used here.
JDIC -
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C
I actually didn't need a lot of translation help on this one because
it's pretty basic, but JDIC is always a great resource.
Commander.Versus.Jp -
http://commander.versus.jp/c/v2/urawaza.html
I used this site to figure out how to get the hidden
arenas and parts detailed in section W-22.
That's it for now. If you submit information, your name could be here!
###############################################################################
Z-3
Closing Information:
Thanks for reading this guide. I hope you found it helpful. Tero out.
Custom Robo Guide copyright Adam King, 2014. Do not reproduce or redistribute.
Custom Robo the game, and all related copyrights and trademarks are held by
their original owners. This guide is not intended to infringe upon said
copyrights in any way.