Shin Kindouesenkai GundamW: GundamWing - Endless Duel
Fighting/Netplay Guide
By the Fire Starter (
[email protected])
Version 1.3 Final
1/3/03
Disclaimer
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This Guide may be distributed, reproduced, copied, folded, spindled or
cited, so long as you credit me and don't change the text. If you don't
like the way I write, feel free to create your own guide - all I ask is
that you respect my intellectual property and investment of time! This
Guide may NOT be distributed for profit, under penalty of, uh... death, or
something. Thanks.
This guide, despite the way it looks, is completely original, NOT a copy of
Jacob Poon's moves list.
All rights reserved.
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NOTICE!
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This is the FINAL update of the FAQ. Any future attempt to contribute will
probably be meaningless. However, if you do wish to contact me (and feel it's
meaningful to do so), here's the contacts:
E-mail:
[email protected]
AIM: Darkdude3
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TABLE OF CONTENTS
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I. FAQ (OF GAME, OF ANIME, AND OF FUTURE)
II. FIGHTING SYSTEM
III. MOVES LIST
IV. NETPLAY GUIDE
V. CODES
VI. REVISION HISTORY
VII. SPECIAL THANKS (AND NO-THANKS)
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Ia. Frequently Asked Questions on this Game (and Gundam itself)
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A. So, what's the Big Deal about Gundam Wing?
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I say, "If you don't know, how did you find this, and why bother reading it?"
There are three things that set the anime Shin Kidoesenki (New Mobile Report)
Gundam W apart from the rest of the Kidou Senshi (Mobile Suit) Gundam legacy:
1. It ran under the title, "New Mobile Report Gundam W," for starters.
2. Matsumoto Yeiji, creator of the KSG series was not involved at all (or very
little) in the creation of this series.
3. It was set in a second timeline, the Timeline of After Colony (AC) (after
the colonies were born, I believe), the same time line as "Kidou Buto Den G
Gundam." (Mobile Fighting Legend) (Actually, this is not true. G Gundam came
from the timeline of FC (Fighting Century), and the year is FC 60. Thanks to
Majin GeoDooD on this correction!)
The saga was first created in 1995 CE, and was set in the year AC 195 (funny,
it actually looks like and sounds like CE 1995). The story begins with five
pilots attacking Earth to avenge against the plots of the AFUESA (Armed Forces
of the United EarthSphere Alliance) against the colonies, to which OZ and the
Romafeller Foundation then took over Earth AND the Space Colonies, and then the
Colonies' White Fang takes the colonies over and tries to destroy the Earth, to
which it begins a struggle for the Gundam pilots on who to shoot.
There was also a manga series (as with most anime series). To this line,
there were four "seasons" to the manga. The first is directly in relation to
the one anime season of SKGW, then there were two more between the beginning of
1996 (the end of SKGW anime) and somewhere in 1997 (before Endless Waltz).
These two series, I believe, evolve the Kai Gundams at the end of the first
"season" to something much more advanced than they were before. This brings us
to the final "season," and the anime movie, "Shin Kindoesenkai Gundam Wing:
Endless Waltz." In this, the truth about Operation: Meteor, the thing that the
Gundams were assigned to do, is exposed: Its real intent was use the Gundams
unlike the Earth Federation, aka an evil way. A proposed space colony was
supposed to threaten Earth, and the Gundams would pin down the Earthlings
during that time. Unfortunately, that didn't help an Earthling shoot down the
true Trowa Barton, who was EVIL like DR. EVIL. No-name with a weirdo haircut
starts the launch of the Gundams almost immediately. After a close call, the
Gundams (and Zechs and Noin) save the day once again from a bitch (who was
actually a little girl claiming to be the daughter of Treize Kushrenada).
Two other series in this saga (there may be more, e-mail me for that!) have
been created based from this: SKGW: Battle of the Pacifists (set in the year
AC 196, other information unknown), and SKGW: G-Unit (the return of Heero and
the team, set in the year following the original). In 1999, BEI, an English
translator for Japanese anime (like Pioneer), started dubbing SKGW (which was
placed under the title "Mobile Suit Gundam Wing," which is completely wrong),
and completed it in early 2000. After BEI made an agreement with then Time
Warner, SKGW began to be publicly broadcast on the cable channel Cartoon
Network, specifically under its anime block, Toonami (on weekdays 4-7 PM)
(rumor [and ads] said that there would be an uncut version on at Toonami's
Midnight Run block, but that rumor is false). The movie Gundam Wing: Endless
Waltz was released in America on November 10, 2000, at the start of the second
Toonami Movie run. Gundam Wing: Endless Duel was created (and released) around
mid-season, when Epyon and Wing Zero were introduced, but the other four Kai
Gundams weren't completed (Kai meaning advanced from the oringinal, e.g.
Deathscythe-Hell, Wing Zero, etc.). As of late, Cartoon Network has supposedly
ceased running the Gundam series on the main weekday block, though its Midnight
Run block on Saturday (now called Toonami Adult Swim) is currently running
Gundam Side Story 0083: Stardust Memory, which many in the anime world believe
was the best Gundam series.
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B. What's the big deal about Gundam Wing: Endless Duel? I see no difference
between it and Street Fighter Alpha 2.
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Gundam Wing: Endless Duel (from now on, I'll call it GWED) was created in 1996
by the Japanese company Natsume, in conjunction with its creators and owners
(Sunrise Studios, TV Asashi, Sotsu Agency, and Bandai). What makes it
different from Street Fighter Alpha 2 for the Super Famicom is quite frankly
based on the view of the game:
1. GWED uses a slightly modified version of the fighting system based from the
Dragon Ball Z: Super Butoden series that Natsume also created, which is modded
from SF2T. SFA2 used the SFA fighting system, which focuses a bit more on
flair than the SF2T system.
2. Unlike SFA2, GWED had repeats of tunes for two of the eight stages, one
stage is used for two Gundams, and had no voices.
3. The sprite-movement GI for GWED is extremely different from any other game
(excluding some other Gundam fighting games). See Jacob Poon's moves list for
more details.
Another thing that makes GWED extremely different from SFA2 is the way the game
is created. Gundam Wing: Endless Duel is as of the emulator zSNES v. 0.715
(possibly, I don't know for sure, but it works from v. 0.800) emulatable
because of no special chips or anything, and because of SKGW's dubbing, the
sudden interest of the show brought forth the sudden rise in interest towards
the game. Street Fighter Alpha 2 uses a special chip called the SDD-1 chip (a
massive compression chip) that was only recently emulated through the creation
of graphics packs by DeJap Translations. Just an answer from your neighborhood
emulation freak! C'mon, I know you're playing the game on an emulator;
otherwise, you wouldn't be reading this FAQ, or be in this console section!
Don't worry, we all do.
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C. Why isn't Deathscythe-Hell/Sandrock Kai/Altron (Alto-Long)/Heavyarms
Kai/Tallgeese II in the game?
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Note: I felt like adding this.
The reason why the Kai model Gundams, as they're called, are not in the game is
because they were created later in the anime series. The game itself would've
taken longer to dev and finish, and by that time, nobody would have cared, or
by then, Endless Waltz was out with even newer models (which brings a Zen
question: How did the new models come to be? Besides, they showed them in the
Battle of Libra, when in fact those models in the series were the Kai Models).
If you looked at it from the manga perspective, you'd be saying, "What models?"
The reason I say that is the Gundams in the Shin Kindousenkai Gundam W:
GundamWing manga, the Gundams were much like that of the dragon in Azel Panzer
Dragoon RPG (aka, Panzer Dragoon Saga): They gradually changed over the period
of the mangas through part modification/addition/removal, to the point where
they reached their final and truest forms, which is known in the anime as the
Custom Models.
Update: If you do want to see them in action, on the other hand, I do believe
you can try Gundam: The Battle Masters 2 for the Playstation, which is being
released in NA as Gundam: Batttle Assault 2.
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Ib. THE FUTURE AS I SEE IT (well, of this FAQ)
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1. What is the current status of the FAQ?
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As of this update, I will cease updating this FAQ. Any future update seems
unlikely, save MAYBE a minute update, nothing realistic.
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2. Why cease?
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It was over two years ago I started this FAQ. Two years can change you
dramatically. Here are less vague reasons:
1. It's pretty complete to begin with. I don't think any further updates are
necessary. And, though not to deter from the other FAQs (which are great
FAQs), this is one of the most complete FAQs on the game.
2. I've other things to do. I'm a writer, a student, and a guitarist. This
is one of the things that I've been wanting to finish for a while, so I could
move on to more important things.
3. I've wanted to do some other FAQs. I'm hoping to make a Tony Hawk's Pro
Skater 4 FAQ for the PS2 soon. But I'm not sure, as I can be incredibly lazy
at times.
4. The game's popularity has declined for a long time. It sometimes makes an
appearance on the Message Board Top 10 at GameFAQs, but that's it. With the
decline of the series' popularity came the declining popularity of this game.
I don't see many people playing that anymore.
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3. Will there be any chance that you will update this FAQ afterward?
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Prolly not. However, if enough backlog accumulates in my mailbox that I have
little choice, then there will be a Fans update. But there's only a 20% chance
of that happening.
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II. Fighting in the Game
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Fighting System
Button layout:
sp=Strong Punch=X
wp=Weak Punch=Y
sW=Strong Weapon=A
wW=Weak Weapon=B
k=any key
p=any punch
W=any weapon
Positionings:
QCT=Quarter Circle Toward (d, dt, t)
QCA=Quarter Circle Away (d, da, a)
TDD=Inverted QCT (t, d, dt)
c=crouching (hold d)
G=Ground-only
Suffixes:
V=Vernier. You use the vernier in the situation where it's mentioned. Only
written in combos. See below
A=Air-based. More useful when done in the air.
C=Counter. Can be used as a counterattack.
AA=Anti-air. Whether it be surface-to-air or while in the air, it can be used
to smack the bird...err, Kindou Senshi...err, Mobile Suit, from the sky.
IT=In throwing distance (aka, close range).
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Verniers!
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YES INDEED! Don't mean to exclaim it, it's just vernier is just about as fun
to say as "arse" (don't deny it, "arse" is fun to say, isn't it?). Anyway,
vernier is a fun thing to use as well, for it is your jet pack. To use it for
a super jump, press 2k, or u+2k (no, not u2). You'll get a nice boost in the
air, and a good way to annoy cheap opponents. Now, to vernier (or hover),
simply hold d after the super jump before you hit the ground. What good use is
it? Well, here's some:
1. A good way to save your ass from cheap opponents.
2. Gives you a bit of extra time to plan your next attack. Speaking of
which...
3. It gets you on the offensive.
4. It annoys your opponent even more.
5. Because Mobile Suits are sluggish in comparison to today's fighting fit
humans, it serves as a sort of "jump-in-deep" to start a combo, or get into the
offensive by two-in-one the vernier to a special.
What if you fluke the special or fail to pull of something in time after doing
a vernier, or even forget to vernier, yet still want to get on the offensive?
Well, if you're strong enough, fast enough, and smart enough, you could
win-Ben-...oops, got a little carried away there. If you're fast enough,
before you hit the ground, press 2k again, and you'll do a second super jump.
However, you can't vernier this one, or do another super jump, otherwise it
would be a dogfight from then on.
ADVICE: THE SECRET IS IN THE VERNIER. USE THIS POWER!!!! ABUSE IT! DO
WHATEVER YOU WANT WITH....damn, got carried away again.
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Power (Supers and Specials)
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The Gundam series, in a way, takes a page from its big blast rival, Toriyama
Akira's Dragon Ball series. Well, electronically. The power system is sort of
based on Dragon Ball Z Super Butoden fighting games for the same console (the
SFC), which uses a Ki system. Specials and supers take up power on your mobile
suit, so in order to control it (and be a little more realistic), Natsume
implemented a power system. Here's how it works: At the start of each match,
both players start at 300 Power Units (PU!). Every time a player uses a
special, 100 PU is deducted. Every time a player uses a Super Move, 200 PU is
deducted. The amount of power used in a Vulcan is dependent on the number of
bullets. To regain this power, you can either:
1. Use anything that hits your opponent (yep, even all the specials and supers
regain some power).
2. Block attacks.
3. Did I mention to use normal attacks, which don't use any power?
Note: Weak specials cost 0 PU, so they make fond uses. Sometimes, they're
almost as powerful as the strong specials.
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Throws
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Throwing your opponent is very fun, indeed. To do so, get close to your
opponent, or IT, and press f|b+p. A weak throw smashes your opponent to the
ground. The strong version sends him flying. In certain cases (like
Heavyarms), you can nail a combo when you throw your opponent towards a wall
using a normal attack not known to you. There are also specials that work as
throws, which can be comboed into and out of.
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Vulcans(!)
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One of the great things about this game is the idea of the vulcans. Vulcans
are little bullets that fire at a certain distance. To use them, press p when
the you see the lock-on window, and they will fire as far as the lock-on window
is. The problem is, the farthest they will go is to that window. Opponents
canj easily dodge that by backing away. However, it is useful, for makes up
for cheap damage. You can make the vulcan anti-air by press cp.
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III. MOVES LIST
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(Mobile Suit Name on screen)
(Full Name)
(Model Number)
(Weapons)
(Statistics from game)
(Description of Pilot)
(Description of Mobile Suit)
Move Setup:
[First specials, then Super{s}]
Move name (I made these up)
Authenticity of the move (aka, "Did it come from the anime?")
Keys to perform it Number of hits when it connects (S/W)
Description of move
Comments on move
Misc.:
AI pattern (the AI can sometimes have a pattern of fighting depending on
certain conditions. If a Mobile Suit does, I'll mention it)
(Combos, with execution and number of hits)
The Good Things about the Mobile Suit
The Bad Things about the Mobile Suit
Strategy to use against COM version
Grade
So, without further ado, the Mobile Suits:
Team Gundam
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WING
Wing Gundam
Gundam Model No. 01
Weapons:
1x Green Beam Sword (Uses Right Arm)
1x Buster Rifle
1x Wing Shield (can be used as a club or spearhead)
2x Vulcan Cannon (attached near the head)
Stats:
FGT: 130
WEP: 140
SPD: 150
POW: 120
ARM: 130
Pilot: Heero Yui (code name, real name unknown). The "Heero" of the story.
Strangely, I wouldn't be surprised if that guy was 15 or something, because by
episode 8, he hits the emotional stage of puberty ^^. This guy both likes and
wants to kill Relina Dorian (Peacecraft), and he seems to be much like a loner,
only focusing on his mission in the early part of this series. He pretty much
is the loner in the first half of the series, only joining with the team in one
episode. More info with Wing Zero.
Description: The Wing Gundam is what this series is named from. This Gundam
is one of the few Gundams that I know of that can convert into a fighter jet,
ala Voltron.
EDIT: I take that back. Ala Robotech, Voltron, Macross, Transformers, etc.
Colors: P=Blue Armor, S=Purple Armor
Unique Thing: The ability to pull a real uppercut while standing. To do so,
tap sp.
Specials:
Buster Shot
Duh! He uses it all the time during the time he has it!
QCT+k 3/1
Des: Wing grabs his Buster Rifle and shoots some slow-moving Buster Shots. In
the strong version, he fires 3 shots that are remeninscent of Mega Man X's
Level 3 Charged X Buster in X2 and X3 (maybe X4?). The weak is similar to the
Level 1.
Comments: Useful if your opponent doesn't jump too much.
Shield Upper
It might've been an attack, I'm not too sure.
GTDD+k 4/2
Des: Wing jumps in the air and spears his opponent with his shield. Strong
version adds a sword slash.
Comments: Useful for airborne opponents, especially Tallgeese. But, it often
is the move executed when you screw up on your Super Move, and it also screws
up your timing.
Charge and Slash
The weak version actually came from Episode 8: Party Night (aka, Nervous
Breakdown, Hormone Burst, etc. ^^)
GQCA+k 3/1
Des: Wing charges with his shield, sparing his opponent. Strong version adds
two slashes from his sword.
Comment: This move is similar to Ryu's Hurricane, but it wastes energy, and one
miss will equal no hits at all. Don't use it too much.
Super: Buster Beam
Of course it is, you dimwit!
QCTx2+k 6-10
Des: Wing fires two beams from his Buster Rifle.
Comments: Good, especially because it is one of the few supers that can be
done in the air.
Super: Wing Mode!
Take a guess.
GQCAx2+k 9 (3 for each swoop)
Des: Transformers! Wing jumps up in the air and disappears from the screen,
then goes into Wing Mode (aka, Bird Mode) and swoops by three times, spearing
the opponent (Heero never used his shield this much...). His horizontal flying
area is the place where he stood when you executed his move, and he stays
flying in that area, never scrolling the position off the screen. You can move
him up or down when he is in Wing mode. During flight, he is invulnerable to
attack, and is unblockable.
Comments: Almost useless. He is invulnerable, but you can't combo the move,
and it can be easily avoidable (super jump). Along with that, you can find his
position, and launch your own super when he lands. It would've been better if
he was controllable or if the attack could be done in the air (so that if you
position it right, you'll be able to hit your opponent all the time), but you
can't. The only time that it would be great is to impress your friend (I said
FRIEND, not GIRLFRIEND. Do that, and you're a complete loser AND ejit).
Combos:
Jump and Annoy: SJ, (when in reach) sW, (immediately when on ground) csp, rlr
(1+1+1+1=4)
Weak Kick to Buster Shot: cwp x3, cwp (2-in-1), df+f+k (3+1+1/3=5/7)
Up against The Wall: (when op. is in air and corner) TDD+sp, cwp x3, cwW, sW,
QCA+sw (10, unverified)
Long-Range Killer: QCT+sW, wk, QCT x2+sW (18, unverified)
Flying Charge: sp, TDD+sp
Abandon: QCT+sp, (enemy knocked to the end of screen) wp, sp, QCTx2+sp
Silencer: wp, wW, TDD+sp
Shutdown: wW, cwW, TDD+sp
Sweep: wpx3, cwpx2, csp
Sweeper: cwpx4, csp
Air Dance: wW, sp, (when in hori. range) QCA+sp
Air Dance Mark II: cwW, sp, (when in hori. range) QCA+sp
Omega Sword: wW, cwW, sW, csW
Marksmanship: (at Vulcan range) wp, sp, QCT+sp, QCTx2+sp
The Good:
A very versatile fighter.
Fast-moving.
Your all-around fighter.
An invulnerable Super.
The only Gundam who I've been able to pull a two-in-one combo (well, actually,
I just discovered it)
The Bad
Pathetic Super.
Combos aren't easy to execute.
Sometimes easy-to-avoid Special.
Strategy against him:
What ever you do, don't stay close to him for too long, for he will use his
ENCKD combo, and it will be constant. He often uses the weak version of the
Buster Shot during the round, and will use his Shield Charge once per round.
Keep your distance from him, and when you're close, try and throw him.
Grade: He's quite decent, but notably weak, probably overshadowed by Wing
Zero. B-.
A note by Juuanagou317:
I noticed that Wing's Super Buster Rifle seems stronger than Wing Zero's. Try
it in Vs. mode and see for yourself.
Clarification on above note by SkyViperX:
There's a variation in power. Wing's Buster Beam is more powerful at long
range, while Wing Zero's Zero Buster Beam is more powerful at close range.
DEATHSCYTHE
Gundam Deathscythe
Gundam Model No. 02
Weapons:
Beam Scythe x1
Crash Shield x1 (can be used as a drill and a knife) (Thanks to Killer B for
the correction)
Vulcan Cannon x2
Hyper Jammer x1 (it causes the "teleport" effect.
Stats:
FGT: 140
WEP: 120
SPD: 160
POW: 120
ARM: 120
Pilot: Duo Maxwell. "PRAISE THE LORD AND THE HOLY GOSPEL! THE GREAT GOD OF
DEATH IS BACK!" He's a guy you gotta love. He pretty much does comic relief
in this series. He is obviously one of the strangest people you'll ever meet:
He was at first raised by an Orphan Gang, where he hung around the leader until
his death, and thus called himself Duo. He was later raised in the Maxwell
Church, thus Maxwell. (Thanks, Caelestis Zero) Though his foster parents was a
nun and a priest, he breaks the seventh Commandment hundreds of times with his
Gundam, to which he talks to much like Caligua did with statues. He himself
gains a girlfriend, an OZ Mobile Suit pilot by the name of Hildy (think of her
as a cross between Lieutenent Noin and Luhna from Lunar: The Silver Star), to
whom he lives with for a few episodes, then leaves to finish his job, while she
helps TG by getting information on Libra and giving to them in episode 45,
almost sacrificing her life. In "Endless Waltz," he helps Heero in stopping
the "Meteor" colony from truly acheiving the goal of "Operation: Meteor" (the
Gundams' intended mission) then botches over 50 Scorpio Mobile Suits without
slaying a single pilot on his spiffy Deathscythe-Hell Custom (you go, Duo!).
Des: Deathscythe is the Gundam whose name means what it is: Its scythe can be
deadly at times. In this game, this Gundam has the only move that was taken
from its Kai model, Deathscythe-Hell (like Wing Zero, except Wing Zero).
Speaking of Deathscythe-Hell, that model is probably the nastiest model of the
Kai models, especially because of its armor that can change into an
"Angel-Wing" vernier (actually, it looks like football pads...any relation to
Maxter from G-Gundam? ^_^).
A thought: With the Angel-Wing Armor/Vernier on Deathscythe Hell/Custom, one
must think, should he had said that he was the more reasonable "Shinitenshi,"
the Angel of Death? Just a thought as I watch "Dogma."
Color scheme: P-Navy (or black) armor; S-Purple Armor.
Unique Thing: When you dash, he either teleports or becomes invisible, making
you invincible for the duration of the dash. However, your shadow is still
seen, so it seems a bit useless.
Clarification from Deathscythe HELLO: With the dash/teleport, you cannot be
hurt by Vulcans and very rarely (requires expert timing), dodge attacks.
From FarFREEK: But I would like to make it up to you by telling you about
DeathScythe's teleport. He is not actually teleporting. If you watched the
early episodes you'll remember Duo has a knack for surprise attacks, the
teleport is based on that, and is meant to make up for his lack of a great
super attack.
Further clarification from Son of Bhaal, amongst others who I've seem to have
forgotten in the midst of other emails (sorry! Please email so I can recredit
you): The teleport effect comes from an electronic jamming device, called a
"hyper jammer," which renders him invisble on any electronic device that can
detect him.
Spinning Scythe
Depends on whether or not you mean vertically. If so, no, if not, yes, it was
always in there.
TDD+k 6/3
Des: Deathscythe whirls in the air toward the opponent, spinning his scythe
towards the target, juggling him in the air if it hits.
Comments: Nice move, except I wish it were QCT instead of TDD.
Drill Shield
In the first episode introduction of Deathscythe, he had done this special. I
saw him do that lots of times with Deathscythe-Hell.
QCT+k 5+x/3 (x=the number of hits you add to it)
Des: Deathscythe throws his shield, which flies like a drill, hitting the
target multiple times. Strong version adds teleporting to close range, so you
can attack him while the drill drills.
Comments: Great move, especially when you need to gain extra hits.
Super: Super Spinning Scythe
Might have been the way the Deathscythe-Hell did Spinning Scythe back in
episode 3x (it was in the thirties, the episode when Wufei and Duo escape the
Lunar Base. email me if you know! you'll get credit!).
GQCTx2+k 10-15
Des: A more horizontal version of Spinning Scythe with critical feedback,
looking much like this guy's critical when he uses his weapon.
Comment: Long live Magus! This move does owe him the respect he needs, for it
is a great move, especially at long range.
Combos:
Illusion Kick (opener for combos): Dash, sp
Buster Slash: (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13)
(Thanks, HyperBlissey)
Shinigami Renzo: cwW, sW, QCT+sp, rlr x y (y=infinite times)
Shinigami no Kehai: QCT+sp, wp, cwW, sW, rlr x y
Deadly Roulettes: QCT+sp, sW, csW, QCTx2+sp
Death Becomes Me: wp, wW, QCT+sp, cwW, csW, QCTx2+sp
Quick Charge: (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp
Quick Charge Minor: (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW
The Good:
Can teleport.
Has a teleporting special.
Easy-to-execute air throw.
The Bad
Weak strength.
Teleporting can be tracked.
Strategy against him:
Whatever you do, ALWAYS KEEP YOUR DISTANCE, AND NEVER PULL A JUMP ATTACK. He
does his Spinning Scythe every time. He'll use the weak version of Drill
Shield often. Strangely, he rarely uses his super. Use projectiles and
vulcans, and strike low if you have to get close.
Grade: His teleporter, his defense, and juggler special outweigh his speed and
strength. Still, there are better choices. B
HEAVYARMS
Gundam Heavy Arms (or Heavyarms)
Gundam Model No. 03
Weapons:
Gatling Gun x1 (Doubles as a club)
5-Cannon missile launcher x2 (under the breast armor, which might've been
useful for breast-feeding...^^)
3-Launcher Missile Pack x4, attached to "thighs" and "calves" (However, they
aren't used in this game)
Retractable Army Knife x1 (sorry, no detachable arm to use a beam sabre)
Vulcan Rail Cannons x2 (actually, they're just Vulcan Cannons, but with
firepower like this, I just had to)
Stats:
FGT: 110
WEP: 160
SPD: 110
POW: 140
ARM: 140
Pilot: Trowa Barton, aka Triton Bloom. An orphan that joined the circus when
he arrived on earth, this guy is the philosopher type, and the main advisor to
the team individually. However, he is the only man on the team to attempt
suicide with self-detonation of his Gundam (Catherine Bloom saves him, and he
owes the debt later on) (why I said he's only one, I dunno, because Guillermo
Varela clarifies that practically every Gundam has self-detonated (except
Shenlong, it was destroyed), and reminded me of Heero's famous suicide attempt
in Episode 9, which prolly passed my mind). He "betrays" Team Gundam to join
OZ (actually, he was intent on helping Team Gundam by sabotaging OZ). Plus, as
with every dramatic story, he becomes the amnesiac; this time, it becomes one
to which he is afraid of the past. Strangely, the Zero System heals him when
he pilots Wing Zero. He should've been leader when Heero was out on his own
duty...In "Endless Waltz," he once again "betrays" the Gundams by joining the
Meteor army (or is it Mariemeia?) and stopping the "Meteor" colony (what was
the name of it?). However, he almost gets hurt by Wufei when he joins.
Des: Jacob Poon, the author of the current Moves List, says the Gundam reminds
him of the `70s comic book series Mazinger, with the idea of breast shooters.
Little did he realize that many people did not know that such a comic book
series existed. So here's my comments: Okay, this Gundam is nuts. He has
enough power to take over a small country, even with a good army (well, then
again, any Gundam could, with Gundarium). This could also destroy the American
Armed Forces in two rounds ^^. This could be Dubya's favorite weapon
(actually, I'd think it would be Deathscythe... o_0), and he would act like
Reagan if he found out about them (spare me a sniper rifle in this matter).
Also, with thousands of bullets and about a hundred missiles attached, he's the
hands-down winner against Metal Gears Rex and Ray in a 2-vs.-1 match, and sure
to make the power-hungry leader happy.
Colors: P-Red Armor, S-Purple Armor (the colors are similar to that of
Heavyarms Custom)
Unique things:
1. He fires the most Vulcan bullets, making it possible to counter any Vulcan
attack.
2. He has a real uppercut: cwp.
3. If timed correctly, you can double kick after a regular throw.
Rail Gatling Fire
Duh!
GQCT+k 7/3?
Des: The gatling gun fires several bullets at a higher velocity than the
Vulcan Cannons.
Comments: Great move! Problem is, you can't fire in the air (at least from
what I've seen) and it feels like he's gonna fire more.
Homing Missiles (or, "Something to Get Off Your Chest" ^^)
At the speed the anime's missiles was going, no.
TDD+k 2/1
Des: Heavyarms launches two very-slow-moving missiles from his chest. It
either moves upward or downward, depending on whether or not the target is in
the air.
Comment: One of the worst moves I've known in this game. It's way too slow,
and never hits correctly. Worse, if you mess up on the Super, this is what you
get.
Grab and Blow (No, don't think of that as a sick joke!!!)
Never seen it. Besides, it would be hard to pull it off.
(in close) QCA+k None (it's a special throw)
Des: Heavyarms bear-hugs then lifts his opponent in the air. He then opens
his chest and fires missiles simultaneously. A special throw.
Comments: Its a great way to annoy your opponent, but it doesn't have decent
damage. Special Throws don't do much for you.
Super: Explosive!
Somehow, that is his purpose...
QCTx2+k 10-15
Des: Explosions abound when Heavyarms unleashes something from his chest that
takes up half the screen.
Comments: Not a good super. It hits well, but the effects aren't too
devastating, and the range is limited.
Combos:
Up and Down: (While in the air) AsW, Asp, (when on the ground) cwp, Ssp
(2+1+1+1=5)
Push-up Smackdown: wp, cwp, sp
Barrage: (Vulcan Range) wp, sp, QCT+sp
Merciless Barrage: (Vulcan Range) wp, sp, QCTx2+sp
Stun-Shot: wpx3, wW, QCT+sp
Death Barrage: (opponent in corner, Vulcan Range) TDD+sp, wp, sp, QCTx2+sp
Stab Smash: wp, cwp, (in close) wW, sp
The Good
Wicked powerful on its a level of weaponry.
Lots of weapons to use (like a mech!)
Powerful throw.
Its Cannon Strike (tap sp) hits for large damage.
The Bad
Slow.
Strategy Against Him:
Stay close, for you'll be hearing a lot of buzzes from his Gatling Gun at any
distance, specifically from long range. Never use your Vulcan against him, for
he'll counter and it will always hit you. He doesn't block too much, so use
projectiles or combos when you can. He'll use his Super once, maybe twice per
round, but is easy to avoid, so there isn't much to shout about. Also, stay on
the ground if he uses his missiles; and either dash forward if it's done in the
air, or jump over them when it's done on the ground.
Grade:
His power and good speed surpasses his shortcomings, though I wish there was a
better super for him, with the power he has. He's the only normal Gundam (save
for Wing Zero) that I've been able to beat Epyon with in the beginning. A-
SANDROCK
Gundam Sandrock
Model No. 04
Weapons:
Gundarium-refined Heat Shotels x2 (Can be heated for a better slice)
Uzi-3 Sub-Railgun x1 (can fire in multiple directions)
Vulcan Cannons x2
Stats:
FGT: 120
WEP: 120
SPD: 110
POW: 150
ARM: 160
Pilot: Quatre Raberba Winner (First, his surname ain't Arabic! Second, if his
name's Winner, why wasn't he the leader the entire time?). Quatre, much like
like his father, who is one of the richest Arabs on Earth (and the colonies),
is a pacifist. However, he never told his father that he was a Gundam pilot
until it was too late. His reasoning to care about people is better than
Duo's, and sometimes becomes too caring for his own good. In deep anger, his
father tried to stop OZ from ruining his colony by rejecting the Romafeller
Foundation's offer of using his mine for the manufacturing of Mobile Suits, but
his colony's people (he was actually leader) became frustrated, because they
WANTED OZ to protect them. With that, he gets killed later on. Quatre gets
severely depressed, and at the time of publication of this game, he had just
used the Zero System on Wing Zero against Heero and Trowa. He lost his
depression immediately afterward. In the end of the series, he masters the
Zero System, and leads Team Gundam (excluding Heero) to defeat his opponent,
who was also using the Zero System, the bitchy Dororthy Catalonia. Oh yeah,
and on Earth, he wears weird goggles when using his Gundam, even though he
doesn't need them. (Blue Tide points out that the googles symbolise leadership
in the Magnuarcs. It poses a similarity to when Luke was ungoggled as he led
Rogue Squadron in the Battle of the Death Star in "A New Hope.")
Des: Of all the Mobile Suits, this one is the most bizarre of them all. He's
the only one without a beam weapon (except Heavyarms, which has something
realistic), instead having 2 huge scimitars. His head and body look like a
lady draping her head with an veil wearing bushido armor. Add to that the
pilot is blonde and white (Muslims are black and light brown (a bit darker than
hispanics though...)), his Magnuarc compadres wear fezs (fezs were from
Morocco, NOT Saudi Arabia), the comrades' ladies look like Persian belly
dancers; and you could say the Japanese are pretty stupid and make irrational
stereotrpes that BEI should realize when they dub these things. Well, then
again, you can't blame them; they are a seriously isolated society, you know
;).
Colors: P=Grey Armor, S=Brown Armor
Unique Thing: The only thing I know of is that he has the only special that
you can perform using normal attacks (see combos).
Has the only Super that can do twenty hits.
Flying Sword
There are several episodes, including the first episode, in which he does a
SIMILAR attack, though not the same attack as the aforementioned.
QCT+k 3/7
Des: Much like Zero's (from Mega Man X2-6, Mega Man Zero) Charged Beam Sabre,
Sandrock slices his heated shotel downward, sending a sword-like projectile
towards his opponent. Acts like Deathscythe's Throwing Shield.
Comments: A decent move, but it's too slow and predictable.
Dice and Slice Combo
Didn't see this one either.
QCA+k 4/1
Des: Sandrock uses his shotels to slice and dice. Weak version is a dash and
one strong slice. Strong version adds another slice plus both scimitars
stabbing downward.
Des: The third most-worthless move in history. Hell, you can do this with
normal attacks! Avoid using this.
Power Bomb
I haven't seen this one either. Hell, none of them at all seem familiar!
TDD+W 5/2
Des: Sandrock grabs his target and pounces him to the floor. Strong version
adds two headbutts.
Comment: Not bad, for a special throw anyway. Strong version provides good
damage.
Super: Magnuarc Raid
QCTx2+k 7-20!
Des: Sandrock fires his Uzi-3, and Magnuarcs behind him use theirs as well,
sending fire in multiple directions. It's the perferred weapon of many
Magnuarcs; don't leave home without it!
Comments: I will say, this is a great super in the game. It's hard to block,
and the only Super for a regular character that can do twenty hits! Nasty!
Only problem is, it doesn't cancel. Damn!
Combos:
Assault and Support: TDD+wW, QCTx2sW (5+12=17)
Requiem of Thunder: QCT+sp, wp, sp
RockBreaker: wpx3, wW, TDD+sp
Last Showdown: (Vulcan Range) wp, sp, QCT+sp, QCTx2+sp
Armed Assault Pouncer: QCTx2+sp, cwpx3, sp, TDD+sW (Thanks to Jinseid0 for the
combo!)
The Good:
Shotels make several hits when used both weak and strong.
Only normal Super that can hit 20 hits, which completely blocks Epyon's super.
The Bad:
Damage is not even halfway decent.
Not much else to hoot about.
Super doesn't cancel
Strategy against him:
At first, Sandrock will be a slow mover. However, he'll tend to stay close to
you, which can be annoying. Keep a bit of a distance and fire his ass off, but
don't go too far away from him and fire, for he'll block-dash a lot more often
than Wing. He relies on his Flying Sword special alot during battle. He is
likely to use his super more than once per round, so keep your guard.
Grade:
His Super is killer, but the rest of him is only so-so. B-/C+
SHENLONG
Gundam Shen Long
Model No. 05
Weapons:
Beam Blaive x1
Retractable Dragon Claw x1 (works as a claw, an extending punching glove, and
can shoot a huge amount of fire)
Vulcan Cannon x2
Stats:
FGT: 160
WEP: 110
SPD: 130
POW: 140
ARM: 120
Pilot: Chang Wufei (Sunrise Studios could've done Zheng [same thing as Chang]
to make his name a bit more interesting...but then again, that's being
Communist). Strangely, you RARELY (and I mean RARELY) see this guy smile at
all during the series. Seems like his marriage with Nataku went the wrong way,
sadly...she died while fighting with him in her own mobile suit. He's the
loner of the group, and though he's worked in pairs with everyone (except
Quatre), he mostly works alone. It seems as if he feels like he's at the
bottom of everything. He thinks of everybody as insane except himself,
disapproves of pacisfism (though he is a Confucianist), and can find no purpose
at all. He really hates women. However, he is insane (humanity IS insane, so
he's normal), especially when constantly refers to his Gundam by his dead
wife's name. However, he clearly understands the situations he gets himself
into, and could make a better leader than Quatre, or possibly even Heero. Late
in the series, he is triple-crossed by Zechs Marquise, OZ, and White Fang when
his home colony, named Ultron, is self-destructed by its leaders, who is also
Wufei's only family, the Long clan. He seriously loses his mind, and fights
like hell before he's picked up by Heero. He also has a problem with Treize
Kushrenada, leader of the Romafeller Foundation, after fighting in a duel in
which he loses (the actual reason is explained in the Operation Zero manga:
Treize literally killed Nataku, so the fight is in the name of vengeance). In
Endless Waltz, he turns evil, and...well, you'll have to find out for yourself
;). The only time I've seen him smile was after he tries Wing Zero and when he
is with Commander Sally Po (did I neglect to mention that he has a thing for
her?).
A further note
Description: This Gundam model Series is the only Series that goes through
three complete name changes: Shen Long (Original, named after his master),
Altron (Kai, named after his colony) (and no, it's NOT "Voltron"), and Nataku
(Custom, what he calls his Gundam when he uses them). Not only does it look a
bit like the Dragon Gundam from G Gundam, it fights like it too -_-.
Colors: P-Blue main armor, Red and Gold Plate; S-Green main armor, Red and
Gold Plate.
Unique Things: Its CsW makes for an outstanding air-to-surface or mid-air
counter.
All W attacks make for at least two hits.
Dragon Throw (or the Real Dragon Punch)
Of course! The Claw ain't there for looks, you know.
QCT+k 2 (Throw added)/2
Des: Shen Long extends his dragon claw to mid-range. Weak version is
basically hitting the opponent two times. Strong version hits the opponent two
times, grabs them, then throws them to the other side.
Des: This is the best special throw, and the weak version does some good
damage as well. Problem is, it doesn't go very far (only half the screen).
Still, a very good special.
Rapid-Lancing!
Half of it is seen in the ending credits, the other half is not seen at all,
but you have a sense that it would.
TDD+k 6/3
Des: Shen Long spins his lance above his head, then rapidly stabs his
opponent.
Comments: This move is probably the best special in the game. For one, he
lunges forward when he attacks. Second, he does a good amount of hits for both
versions. Third, it's lightning quick. Finally, the weak version has probably
the most damage and the highest power recovery of all the specials in this
game. Add to that that there is some good animation done on it, and you got a
badass special.
Super: Dragon Hang Fire? Or Shinkuu-Hadouken?
Saw it constantly.
QCTx2+k 6(!)-10(!!)
Des: Shen Long's hand turns into a dragon's head, breathing fire at his
opponent for two seconds.
Comment: The super holds out some decent damage, but it could be stronger,
especially since it's coming from a good Gundam. Can't be comboed into for
some odd reason.
Combos:
ENC Claw: Cwp x4, (two in one on the last Cwp) motion dt+t+sk (4+3/6=7/10)
Ya Bitch! Combo: (in close, ground) wW, cwW, QCT+sk, cwW, cwp, QCT x2+k
Dragon Dark Fire: wpx4, wW, cwW, QCTx2+sp
Dragon Dark Bite: wpx4, wW, QCT+sp
Dragon Dark Bite Mark II: wpx4, wW, cwW, QCT+sp
Slam: wpx3, wW, sp
Triple Thrust: wW, cwW, sW
The Good
All weapons have at least two hits.
The best special known.
Fast.
The Bad
Strength comes from combos. Little Strength otherwise.
Defense is a bit mediocre if anything.
Weak Super.
Strategy against him:
Of all the Mobile Suits, this has the weakest AI. He's so easy to beat, which
doesn't serve him justice. He does do lots of combos, but rarely does he go
into the air. Attack from the air, and he'll bite the dust.
Grade:
A-/C. If you're a combo or speed person (which most are with SF-based games),
a person who tends to stay close to your opponent, or like style, you'll love
this Gundam. If not, or you're a SF newbie or a complete newbie to this game,
then he's not the Gundam for you.
The Romafeller Foundation (OZ)
TALLGEESE
OZ Mobile Suit Tallgeese
Weapons:
OZ Beam Sword x2 (Second used only in certain situations)
OZ Dober Gun x1
Peacecraft Shield x1 (Well, at least I think it is) (Used as a club as well)
Vulcan Gun x1 (yep, these OZ Mobile Suits don't have Vulcan Cannons attached to
their necks, unlike their Aries and Taurus counterparts)
Stats:
FGT: 100
WEP: 110
SPD: 150
POW: 130
ARM: 120
Pilot: Colonel Zechs Marquise (aka, Milliardo Peacecraft. The American
version pronounces his name Millyardo, which is both the stupidest name I've
heard of, and the most unreasonable replacement for Milliardo. Besides, it
didn't need to be >:(.) This man, a Peacecraft, masks himself and uses the
name to protect his identity, for he comes from a pacifist family. Early on,
to avenge for his family's death when they were attacked by the UESA, Lightning
Baron (his first code name) returns to the Sant Kingdom and regains control of
it by using the Tallgeese to defeat it (though he suffers a heart attack the
first time he uses it). He was renamed Lightning Count; however, OZ then tried
to slit his throat, when they believed he was helpping the Gundams by
rebuilding Gundam 01 (Wing). In fact, he was rebuilding 01, but it was only
for one purpose: To fight Heero Yui, in a duel that would last the entire
series. More info with Epyon.
Des: This Mobile Suit, which looks like the Master Gundam from G Gundam (save
for the head), is the only one that has only slight name changes and
improvements over each other (Tallgeese, Tallgeese II, Tallgeese III). In
fact, they all look the same. Another thing is, unlike the other Mobile Suits,
it stuck with one pilot when it had pilot changes (I: Zechs Marquise, II:
Treize Kushrenada, III: Zechs Marquise). It's supposedly the fastest Mobile
Suit (faster than the Gundams), thanks to its vernier.
Color Scheme: P=Whitey's, S=Bluish-Purple
Unique Things: He has the highest super jump, making it easy for him to tower
over opponents.
He has the longest vernier: Three seconds. It makes him an air-based
opponent.
OZ Dober Shot
What else would you expect?
QCTx2 4/1
Des: Tallgeese uses the Dober Gun attached to his right arm to fire buster
shots.
Comments: The projectiles are actually faster than Wing's Buster Shots, and
get more damage. Very useful.
Tall Knee
The rest he didn't do.
TDD+k 1/1
Des: Tallgeese does a fast rising knee butt (thus the name "Tall Knee"...you
didn't get it, did you? :( ).
Comments: It's fast and hits hard, but if you miss, you'll be vulnerable to
attack.
Mobile Power Bomb/Backbreaker
TGQCA+k 2/2
Des: Tallgeese grabs his opponent in the air for one hit, a throw for the
other. Weak version does a backbreaker, strong version does a power bomb.
Comments: A decent special throw.
Super: Sword Beam
QCTx2+k 6-8
Des: Is Zechs linked to Link from the Zelda series? (^^) It would make sense
with this super. He does a "whirling-blade"-like attack that sends a wave that
takes up the entire screen.
Comments: Though it is weak, it's the only super on a normal character that
you'll always sustain damage (though you can block it). Useful when your
opponent is air-based (wait a minute, the Suit you're using IS the ONLY
air-based person! Damn! ^^).
Combos
ENC KD: Swp x2, Sf+sp
ENC Combo: Swp x2, SsW
Shot Blaster: (Vulcan Range) wp, sp, QCT+sp, QCTx2+sp
Antarctic Smash: wpx2, wW, QCT+sp
AI Pattern (I think this happens on all OZ Mobile Suits): Stand at far end of
the screen, and Tallgeese will do this attack pattern (or something similar) if
you stay there: Vulcan, Vulcan, Super Jump+Weak OZ Dober Shot, Super Jump+Weak
OZ Dober Shot, repeat.
The Good
Highest jumper.
Highest Vernier.
Longest lasting vernier (three seconds!).
More control on the vernier
A bit more powerful than Wing.
An always-hits super.
The Bad
Tallgeese=Tall Mobile Suit=Big Target. This will cause problems, as crouching
blocks won't be your best defense. Most standing attacks will hit.
Sluggish, both on the ground and with attacks.
The low kick (f+sp) is really annoying, especially if you are comboing.
Strategy against him:
This guy loves flying. Nab him BEFORE he takes the air. Stay in close, for it
won't help him get any higher than the ground (Shenlong will be great for this
job). If he does hit the air, have somebody there to bring him down,
specifically during an AI Pattern (Vayeate is perfect for this one). Keep him
down on the ground, and he'll be easy to beat, though sometimes he'll use the
Sword Wave and his power bomb.
Grade:
Tallgeese is a powerful fighter, but has setbacks that degrade his abilities.
Still, that doesn't mean you should use him. You'll definitely like him if you
are an air person. B
VAYEATE
OZ Mobile Doll Prototype Vayeate
Prototype No. 1
Weapons:
Beam Cannon x1 (used as a club and shield as well)
OZ Vulcan Gun x1
Stats:
FGT: 110
WEP: 160
SPD: 125
POW: 110
ARM: 130
Pilot: Lady Middie Une (aka, Colonel Une). The person with most bizarre name,
she was the main bitch for half the series. She assassinates Mr. Dorian (aka,
Dorland, another bad name change), Relina's foster father, who was part of the
Peace Division of UESA. She acts like an Army colonel early on, trying every
damn thing she could do to destroy the Gundams. However, she seriously has a
split personality: One side of her (with her hair in a bun and with glasses)
is like a crazy general, more like in permanent PMS mode, taking every chance
in making sure she is considered the leader. The other side (normal hair, no
glasses), however, acts like a woman: Very solemn, very calm, a passionate
persion, who can have nervous breakdowns. The way it is controlled is with the
glasses (it's proven through episode 3x). Her feminine side breaks through in
the end, and she saves the Gundam pilots, for she also believed that war is of
honor, not of power (at this point, the Virgo Mobile Dolls were being
manufactured at the Lunar Base). She also loves Treize Kushrenada, and would
be willing to sacrifice her life in honor of "His Excellency, Master Treize"
(this is seen in episode 35 (again) and episode 47). She DOESN'T, however,
pilot the Vayeate. All she piloted was a Space Leo Mobile suit and the Second
Wing Gundam. In "Endless Waltz," she tries to stop the true "Operation Meteor"
from becoming the end of peace on Earth, yet saves the mad bitch Mariemeia
Barton-Kushrenada, who was brainwashed by one of her uncles.
Description of Vayeate: This Mobile Suit was a prototype for a new type of
Mobile Suit. The test pilot was Trowa Barton, who "betrayed" Team Gundam to
spy on OZ. The first Vayeate was destroyed by Quatre on Wing Zero, who was
losing it from the Zero System. Vayeate's data on Trowa's style was saved,
however, and implanted into the second, which was somewhat of a Mobile Doll.
It was destroyed by Duo on Deathscythe-Hell. When this suit was combined in
the manufacturing process with the Mercurius, it became the Virgo Mobile Doll.
Colors: P-Blue; S-Green
Unique Thing: Vayeate uses her Beam Cannon for: 1. sW, 2. wW, 3. sp, 4.
Blocking. What a one-(wo)man army (s)he is.
Pulse Buster
Of course, of course!
QCT+k 3/1
Des: Vayeate actually fires a beam shot from her beam cannon.
Comment: A bit slower than OZ Buster, it deals some good damage, though.
Semi-Rising Knee
Nope, but it wouldn't be in the anime anyway, since she's based in space ;).
GTDD+k 2/1
Des: Vayeate does a rising knee similar to Tallgeese's, but stops at mid
point, so as to finish off with a combo or something of some sort.
Comments: This move is nice for finishing combos, but not good as a
stand-alone.
Super: Vayeate Beam
On the Virgos, I saw it easily, but it wasn't on Vayeate alone.
QCTx2+k 7-10
Des: Vayeate fires an actual beam from her beam cannon, which expands at a
gradual rate.
Comments: This super is great for the
"my-opponent-was-just-about-to-jump-when-I-did-my-super-and-I-missed" scenario.
It actually is like RVR02 Vangrance's full-craw super Vulcan from Thunder
Force V (especially in Brigadine's Shield mode): If the main beam misses, the
other parts of the beam may still hit your target. A decent super.
Combos:
ENC KD: cwp x3, csp
ENC Combo: cwp x3, SsW
Rising Combo: ENC, TDD+wk, AsW (4+1+1=6)
AI Pattern: See above with Tallgeese, only instead the pattern is: Vulcan,
Vulcan (or SwW), AsW, AsW.
The Good
Like Gundam Heavyarms, lots of projectiles.
A spread Super.
Powerful attacks.
The Bad
Mostly of strength, meaning little defense and speed.
Strategy against her:
Always get to her back, for she becomes powerless the moment she isn't looking
at you. Also, stay close, and use throws and close specials (once again,
Shenlong is useful here), for that area doesn't much of use for her.
Grading
On certain Mobile Suits, Vayeate is a bit useful. Otherwise she ain't that
great, even for OZ standards. B/C+
MERCURIUS
OZ Mobile Doll Prototype Mercurius
Prototype No. 1
Weapons:
Shield Sword x1 (that's what it seems to be)
PURANEITODEiFUeNSAA x10 (geez, Sunrise Studios, couldn't you just say "Electric
Hockey Pucks?") (Translates to "Planet Defensors," but I still like hockey
pucks) (works as a force field and a whip)
OZ Vulcan Gun x1
Stats:
FGT: 150
WEP: 100
SPD: 125
POW: 130
ARM: 130
Pilot: Lieutenant Lucresia Noin (It's said to be Lu-CRAY-ziuh, not
Lu-CRE-sha). She is quite a decent pilot for a Mobile Suit. She somewhat
represents OZ. (Blue Tide points out that Noin is Italian, and is merely doing
the job for Zechs' love) Strangely, she falls for Zechs, who was part of the
Sant Kingdom's leading family, and supports his sister, Relina, like a
bodyguard. She supported the temporarily-independent Sant Kingdom to its end.
She can keep her head up, and she's willing to lead a team. Problem is, she
sometimes sounds like, mmmm, a pleading masochist (case in point: The episode
where Noin, Quatre, and Heero head to space [email me if you know the number or
name]) (must be the voice-acting). Still, she stuck Zechs to the end of
series, and in the movie, "Endless Waltz." However, she DID NOT pilot
Mercurius. She piloted an Aries Mobile Suit in the first half of the series,
and a white Space Leo customised to use on Earth in the second half and in
"Endless Waltz." (Many have specified to me that it wasn't a Space Leo, but a
Space Taurus, though that doesn't seem to make sense either, for the Tauruses
were the UESA mechs in the beginning)
Description of Mobile Suit: Mercurius was the second OZ Mobile Doll prototype,
first piloted by Heero Yui (whose flight data was saved and restored later on),
then by Quatre Raberba Winner. This, when combined with the Vayeate, became
the OZ Virgo Mobile Doll. It was mostly made for defense, but its versatility
is far greater than Vayeate's. The first was self-detonated by Quatre, the
second (a Mobile Doll with Heero's flight data) was destroyed by
Deathscythe-Hell.
Colors: P-Red; S-Gold.
Unique Thing: Has two shields: A normal (which can turn into a Sword) and a
hockey puck shield (see below).
Mercurius Finger!
I've actually seen Heero use this move in "Heero vs. Quatre."
TDD+k 3/2
Des: Mercurius uses her hockey pucks as some sort of thrust as she charges
towards her opponent with her Beam Shield Sword.
Comments: It sort of looks like Shining Gundam's "Shining Finger" from G
Gundam. A good special, with some decent distance. Also a nice combo starter.
Problem is, this special is really the only offensive special you can do alone
with her.
The Shield with Thousands of Names
It was its main purpose. What do you think?
QCA+k 0
Des: Mercurius does some work on electricity by activating a force field using
her hockey pucks.
Comments: This is the second-best overall and the only defensive special. It
is invulnerable to everything except throws. Plus, a nice special comes with
it. The only disadvantage is the constant drainage.
Puck Attack
Either Quatre or Heero used it during the 2-episode mess between them.
QCT+k (can only perform when force field is on) 4/1 (unless in-close)
Des: Mercurius sends the hockey puck to something useful: Her target. The
weak version sends the four pucks towards the four compass directions. The
strong version actually homes in on the target.
Comments: Excellent move with good damage. However, DON'T USE THE WEAK
VERSION. It's pathetic.
Super: Plasma Shocker
Didn't see it.
GQCTx2+k 7-10
Des: The (place name here) unleash their true power, as Mercurius jumps into
the air, and transfers its electrical power from these pucks to the shield,
sending out an electric burst that spans (almost) the entire screen. The way
it is shaped is similar to one of those lightning shows you see at certain
science museums (e.g., Boston and I think Toronto) or the shape of your hair
when you put your hands on one of those electric balls.
Comments: Great damage, a nice launcher too. One HUGE problem though: Lag
time. There's at least half of a second of lag time, leaving the target three
options: 1. Quickly block. 2. Slip right by you if you're close or dash
back to the corner if you're far (remember when I said, "(almost)?" that is
why), or 3. Quickly bash you. So, it's not that good for a super.
Combos:
Sudden Up-Down Repulse: wW, sp, sW, (when opponent is in range) csW
Puck Killer: QCA+k, QCT+sW, dash, wp x3, wW, Reverse (?) QCT+wW, TDD+k, QCT
x2+sW (25, unverified)
Shocking: wW, cwW, TDD+sp
Diminish: wW, cwW, sp, (when oppponent is in range) TDD+sp
AI Pattern: If you go at a far distance, Mercurius will simply use her vulcan.
Moving any closer will result in activating her puck shield or Mercurius
Finger.
The Good:
Versatile. VERY versatile.
Good response time (what else would you expect from a Mobile Suit piloted by
Heero Yui? ^^).
A kick-ass special that makes her invulnerable.
Good close-range special.
The Bad
Only a halfway decent super.
I can't think of anything else.
Strategy against her:
My best strategy is to keep your distance most of the time against Mercurius.
Since her power is really from mid- and close range, you must avoid getting
close almost all the time. Being in the air is also a good idea as well
(Tallgeese is recommended here). However, IF she activates the puck shield,
STOP IT AS QUICKLY AS POSSIBLE, which means GETTING CLOSE TO THROW HER. Or at
least make her use her puck special. If she pulls off her Super, quickly hit
her if you're close, back away if you're far.
Grade:
Despite a small shortcoming or two, she is the most versatile Mobile Suit in
the game, and probably the best. A
The Kai Gundams
Wing Gundam Zero
Gundam Model No. 01Z (or K or 00)
Weapons:
Beam Sword x1
Zero Shield x1 (has a spear extension on its tip, can be used as a club)
Zero Buster Rifle x2 (can be combined into one powerful beam cannon)
Vulcan Cannon x3
Stats:
FGT: 150
WEP: 150
SPD: 160
POW: 140
ARM: 140
Pilot: Heero Yui. When Heero brings Quatre to his senses, he himself uses the
Wing Gundam Zero (aka, Wing Zero) for testing. However, he is brought under
the wrath of the Zero System, a system which gives a pilot a better, if not
supernatural sense of the battle, and a quicker response time, yet also have
side effects of hallucinations, shooting everything in sight (including
colonies), and seizure-like symptoms. In response, after leaving the Wing
Zero, he and Quatre head back to earth. Upon returning on his own Gundam
(Wing) in Luxemborg, he is given Gundam Epyon by Treize Kushrenada, who was
isolated by OZ (whether or not Epyon was created by OZ remains to be seen). It
was then that Epyon (which also had the Zero System) started showing him a
fate: A crossroads that said, "Will you be the hero or will you die?" After
recovering Wing Zero, he masters the Zero System and overcomes its wrath. The
path that it leads him is to protect the Earthsphere from the White Fang,
specifically Milliardo Peacecraft, who's piloting Epyon. Afterward, Heero
battles Milliardo in the final battle in the final episode. He somewhat
defeats Milliardo (see Epyon for more info), and destroys a part of the Libra
that was heading towards Earth to end the series. In Endless Waltz, Heero, now
on the Wing Gundam Zero Custom, faces Wufei (on his Gundam, Nataku), then saves
earth once again by stopping Mariemeia Kushrenada.
Des. of Mobile Suit: This Gundam was the first Gundam under the Zero System,
and the one with the most pilots in it. The List, in Order: Quatre Raberba
Winner, Heero Yui, an OZ pilot, Duo Maxwell, Zechs Marquise, Heero Yui, Wufei
Chang, Trowa Barton, Heero Yui. Its power is assumed under its twin buster
rifle, which when combined, creates a beam so powerful, it can destroy a space
colony. This Gundam also had amazing advances in its shield (both larger and
with a tip that converts into a spear), beam sword (longer and with a nice
feedback), and its vernier (similar to the Master Gundam's in G Gundam, with a
higher jumping power than Wing). Oh, yeah, and it's a hell of a lot larger
than Wing.
Color Scheme: P=Blue, Red, and Green Armor; S=Purple, Red, and Orange Armor
(his sword is also orange, which is frickin' bizarre. The Dark Side of the
Wing? ^_^)
(I betcha you didn't get that joke, did you? :p)
Unique thing: The Cwp is not a punch, but rather the use of his shield's tip.
Thus, his shield is used for both punches.
Zero Buster Shot
Duh again!
QCT+k 6/3
Des: The same thing as the Buster Shot, but he fires shots from both of his
Zero Buster Rifles. Weak version fires 3, Strong version fires 6.
Comments: This Buster Shot is actually a bit faster and each projectile is a
bit more powerful than Wing's. A combo-ender.
Zero Shield Upper
Didn't see it, though it would be nasty.
A GTDD+k 4/2
Des: Wing Zero uses his shield to its fullest with this new version of the
Shield Upper, including his tip extension.
Comments: A decent anti-air attack, though you should start with that. Also a
nice special to end a juggler combo.
Diagonal Buster Shot
See above, though this shot is more realistic.
AA QCT+k 4/2
Des: Wing Zero uses his Zero Buster Rifles at an angle.
Comments: A great anti-air, and finally a decent air-to-surface attack. A
great way to end a juggler combo.
Super: Zero Buster Beam! (or, "John Woo on the Buster Rifles")
Yes, but his real power was when they were combined...
GQCFx2+k 10-12
Des: Heero Yui goes John Wui! Uh, I mean, Woo... Wing Gundam Zero, like in
the anime, sets the word straight on power by charging his Zero Buster Rifles,
adjoined like a shield, to full power (with a prismatic effect that lasts a
split second), pulls them out, then fires two beams out of each John Woo-style.
He then conjoins them and puts them away.
Comments: Bust a move! It has style, more hits, and, of course, more power.
Too bad you can't do the move in the air.
Super: Zero Wing Mode!
Umm, yeah......
QCBx2+k 4 for each round
Des: What's a Wing Gundam without a transformation to a jet of sorts? That's
exactly what this Super is intended to be. It is more powerful than the Wing
Mode Super on Wing, and the jet looks weirder.
Comments: Though stronger, it's the same thing as Wing Mode. So it's still
worthless. See the Wing Mode Super for the rest of my comments.
Combos:
Hot Shot: cwp, wp, csW, QCA+sp
Fallout: cwp, TDD+sp
Launch Gunner: cwW, csW, QCA+sp
Down Up Down: wp, wW, csW
Swords Master: wW, cwW, sW, csW
Bancock Rising Kick: wp x3, cwp, csk (thanks to son glenn for the combo!)
The Good
Quite stronger than Wing, and stronger than Tallgeese.
Has the only projectile special that can go surface-to-air.
An invulnerable Super.
A heavy hitter.
The Bad
His Supers can't be executed in the air.
None of his attacks have more than one hit with one tap.
Not much else I could think of.
Strategy against Him:
Since Wing Zero has more ways of producing a counter before you even attack
than Wing, don't expect too much of the same with him. Stick to the ground,
for he can hit you hard in the air (DON'T use Tallgeese, in other words).
Also, he works best at a distance, so stay close and base your attacks from
there (once again, Shen Long can prove to be your friend). Wing Zero will use
both Zero Buster Shots to attack when he gets back far enough (he'll even use
the regular in the air). If you're in the air, he'll sometimes use the Zero
Shield Upper, other times the Diagonal Buster Shot. He has a tendency to use
his Zero Buster Beam once per round, and in rare cases, twice. Much like Wing,
I haven't seen him in Wing Mode at all while playing this game. Then again; in
netplay, either the one with Wing/Zero doesn't know it exists, or they know,
but believe it is worthless as well.
Grade
Wing Zero is much better than its lesser sibling, and with him, it's easy to
breese right through Story Mode (though I had a hard time beating Epyon with
him). He's very powerful overall, but his combos are a bit weak. Still, one
of the best Mobile Suits you can have. A-
EPYON
Gundam Epyon
Gundam Model No. 06 (I believe that's what it is)
Weapons:
Beam Sabre x1 (strangely, it's connected to Epyon's torso with a cord)
Spiked Whip x1 (can be heated to work like a knife, is used on his left arm)
Sorry, chief, but no vulcan! He's cheap as it is anyway. Not the last time
I'll say that!
Stats:
FGT: 160
WEP: 140
SPD: 160
POW: 150
ARM: 140
Pilot: Milliardo Peacecraft (aka, Zechs Marquise). After peace had gotten and
missed its chance, Zechs once again became Lightning Count, the Anti-OZ Factor.
Unfortunately, that didn't last long either, for Tallgeese was finally
destroyed. He then piloted Wing Zero for a bit, and wanted the Gundams to join
him and the flagship Peacemillion. However, the Zero System overtook him while
he faced Wufei on Ultron (who, at that point, was still crazy from his colony's
destruction, and that's WITHOUT being hit with the Zero System!). He lost
control with himself, but retained his light-heartedness through the time he
had Wing Zero until he switched to Epyon after the first Kai duel with Heero
(who was on Epyon). Afterward, Zechs, still unable to make any decent
decisions thanks to the Zero System, joined the rebellious space army White
Fang like an experimental teen. He then got a new goal: Destroy Earth using
the Beam Cannon on the OZ Flagship they stole, the Libra. He was still a bit
light-hearted, especially towards his sister Relina when they finally meet at
Libra. After the Beam Cannon melts down, a new mission: He sends Libra to
Earth. It's as if he's gone baasaku, Noin, of all things, keeps him sane (must
be the love). He faces two more duels with Heero: First at the attack of the
Peacemillion, and then in Episode 49 (Final), "The Final Victor." His heart
was not that of evil, but a mix of a pure soldier and a general (the general
part thanks to Canis). When he fights on Epyon, he somewhat fights like a
hero, but with a smile (weird...). Instead of the whip, he used the Beam
Sabre. In episode 49, Epyon's left (whip) arm is cut off by Wing Zero, and
Milliardo had no choice but to concede. Then, upon realizing that was he was
incredibly stupid in doing what he had done, he tries to become a hero by
destroying the reactor in the broken (and falling) section of Libra.
Strangely, he didn't bite the dust. In "Endless Waltz," he returns under the
codename "Wind Prevailer," and attacks the Meteor Mobile Suits in his new
Mobile Suit, the Tallgeese III. Strangely, he didn't kill anyone when he
attacked.
Description of Epyon: Gundam Model No. 06, named "Epyon," was created by
Treize Kushrenada, who was isolated in the OZ compound in Luxemborg. He built
in a means to show the true meanings to chivalry, war, and honor; which used to
be shown in war until the building of the Mobile Dolls. I don't consider it a
Gundam, but if there's proof that it is, think of it as a black sheep of sorts:
For one, the head of Epyon has no gold motif. Second, it has no vulcan
cannons. Third, it doesn't have the power to use projectiles (the rest do).
Finally, back to the head, it has no sign of a silver covering, and the body
has no sign of white (just black). Add to that that he has the weirdest wings,
and you got a messed-up Gundam. There's a possibility that Epyon was supposed
to be used to supress Wing Zero's overwhelming power, for Epyon itself is the
strongest Gundam (in game and in anime). This is the boss Mobile Suit you face
in "Endless Duel."
On a further note on the Description: There is still a bit of debate on
whether or not Epyon is indeed a Gundam. Several people have told me it is not
a Gundam but an OZ Mobile Suit, noting that it was built by OZ, and had an OZ
serial number to it. Several other people have told me that it is indeed a
Gundam, for it was designed by the scientists that developed the Gundams, and
the alloy that is in its armor is Gundarium, which is the key trait in all
Gundams. One person did seem to counter-argue that point, saying that in one
of the Side Stories, there were a few Zeon Mobile Suits that had Gundarium
forged in the armor, though he has yet to back it. As of late, I've tilted my
opinion towards it being a Gundam.
Colors: P-Purple (people eater? ;) S-Blue
CODE: To play Epyon in VS. and Trial Mode, highlight Tallgeese and press: 4L,
4R, 4(L+R [sequentially, not simultaneously]). This isn't hard to understand,
people. To use his second color scheme, hold the start button when you go into
vs. mode, BEFORE THE SCREEN OPENS.
Unique Things: He has no Vulcans.
Has the most worthless special.
The ENC is quite different, and, of all the things, the funniest I've seen.
Aero Mode
When Heero Yui piloted Epyon, yes. When Milliardo piloted, no.
QCF+k+(the rest is optional)any direction+(sk)any direction 2/1
Des: Epyon gets an aura around him, then goes into Aero Mode, where he does a
charge at his opponent while flying. Press a direction (other than f) just
when you hit k, and you will charge at that direction. In the strong version,
after the first charge ends, immediately press a DIFFERENT direction to do the
second charge in another direction.
Comments: If you train with Epyon, it's going to take some time getting used
to truly manipulating him with this special. Otherwise, some decent damage
with this attack, though I suggest it as a combo ender.
Standing Long Jump
NOOOOOOOOOOOOOOOOOOOOO! It's too bizzare, anyway.
QCA+k no damage
Des: Epyon does the weirdest jump in history: A Mobile Suit standing long
jump, without a vernier. A feat somewhat. Can be comboed into or start a
combo.
Comments: This is WORST Special, EVER, of all games based from the SF2T
engine. It is worthless, has been put into a Mobile Suit (actually, Gundam)
with only ONE other special, does nothing offensive or defensive, and is useful
only when you combo (which you can do the same with a vernier).
Super: "Hell hath no fury against Epyon's destruction," Homing Fission.
'Course not. He never used projectiles ^^.
H GQCFx2+k 7-20(!)
Des: Epyon goes Super Saiya-jin! Well, he looks like it in this Super. He
jumps in the air, and looking like he's powering up, unleashes a flurry of
weird projectiles that home in on the do some serious damage. In reality, it's
just the phantoms of the Virgo IIs shooting at the target.
Comments: This is THE cheapest Super. 20 hits, 1/4-1/3 of total Health
clipped if unblocked, 1/8-1/6 if blocked; what more can you ask for?
Combos:
Bongo dance (aka, ENC): csW, wW, csW, wW (this can repeat...infinitely o_0)
(4)
Ya Cheap Bitch! Combo: QCA+wp, QCT+wk or ut, wpx3, sp, wW, csW, cwW, sW,
QCTx2k (thanks ChanseyDude)
Untimely Whiplash: QCA+wW, wW, cwW, wW, csW, sW, QCT+wW
Air Bash: sW, QCT+wW
Ground Bash: csW, QCT+wW
Grounding Air Bash: csW, sW, QCT+wW
Unhealing Wounds: wW, cwW, wW, QCA+wW+wW
Quick Reposite: wW, sp
Half Moon Quick Reposite: cwW, sp
Lifting Smasher: cwW, csW, cwW, sW, QCT+wW
Lightning Claw: wW, cwW, csW, cwW, QCA+wW+wW, cwW, sW, QCT+wW
Slap Smash: wW, csW, wW, sW, QCT+wW
Lightning Paw: wW, csW, cwW, QCA+wW+sW, QCT+wW
Grounding Smash: wW, cwW, csW, QCA+wW+wW, cwW, sp
Heat Rod Rumble: (when opponent is cornered) QCA+wk, wW x2, cwW, wW, QCA+wk,
wW, cwW, csW, sW, QCT+sW, TDD+wW, cwW, wW, cwp (Thanks to Hyper Blissey)
Hyper Blissey's Epyon Custom: QCA+wk, wW x2 cwW, wW
AI Pattern: This isn't exactly a pattern, but it seems that Epyon really takes
on the offensive in the second round. He thrashes like hell, and it happens so
that he either wins the battle (if you lose the first round) or take it to the
final round to finish you off, so as to make it possible to annoy you.
The Good:
Fuckin' Strong.
Very Quick.
Cheap Super.
Very cheap.
The Bad:
The worst Special in history.
No true projectile specials.
Too Cheap for its own good.
Strategy against him:
You yourself must be quick on your feet against Epyon. His basis is to stay
close and slash and bash his opponent. Much like his pilot, Epyon is
lightning-quick, and can attack like a Viking: Attack and defeat the opponent
before they even know what hit them. This will be a difficult battle. My best
strategy is to get to a position where he can't get to you quick enough to get
on the offensive. Get to a distance and fire projectiles. He'll use the
strong Aero Mode, so when he begins to charge second time, immediately Vernier.
Don't be surprised if he uses the cheapest Super more than once. The only
Mobile Suits I've been able beat him with are Wing Zero and Heavyarms.
ADVICE (thanks to -KL- for this!): You're gonna need to hold down a alot, for
his attacks are gonna make you block the same amount.
Grade
I'll give three grades: One, for newbies, it's your best friend. Two, for
regulars, it's useful against real opponents who are hard, but not that much
else. For veterans, only opt against the annoying opponent, and you can simply
increase the handicaps. A failure for button mashers as well. A-/B-/F.
Update: All right, at the time of original Grading, I didn't have many
original opinions on Epyon. Many have spoken since, saying my Grades are
pretty BS. I've reassessed since then based on those opinion and a reanalysis
of fighting. For newbies, it's good if you're one of those lamer/jock types
who doesn't know what he's playing, but otherwise Epyon is quite hard to
control. For Vets, if you know how to control him, he's pretty good, though
variety is a bit limited. Masters can either love him or hate him. The
initial response was surprising for me when I saw all those combos for Epyon.
You can be extremely creative with this Mobile Suit if you are good
button-masher and can control him. Other Masters might have more trouble,
because his control is much different from the other Mobile Suits. Still, he's
useful.
Final Grade: F(B- for jocks)/B-/A(B+ for other masters)
--------------------
IV. NETPLAY (aka, playing with somebody on the other side of the country)
--------------------
Recently, the addition of Netplay in zSNES (v 1.12, I think) has new meaning to
the words, "Net gaming." It has, out of all the emulators, the fastest
possible speed for Netplay, and no future emulator for the next six months will
beat it (not even AdriPSX, whose programmer won't respond to my email. So I
say to Roor, "Fuck you and your piece of messed-up shit!"). With the emerged
popularity of Gundam Wing, it brings me to start a Netplay guide for those who
could use it. First, however, I need to go over some basics BEFORE you start
playing:
Basics:
1. I use zSNES v. 1.36 (\/\/007 :D). USE THIS EMULATOR UNLESS YOU HAVE A
CABLE OR DSL MODEM. Snes9x, as of v. 1.33a, has either got a serious problem
with their netplay (with auto-latency) or just sucks.
2. If you use zSNES, make sure you take a read on netplay.txt, which is
helpful for Netplay problems.
3. Set Max Frame Skip to AT LEAST 3 if you have a 56k modem. Also, set the
Latency to either 2, 3, or 5. If you see better results on latency, contact
me.
---------
Strategising against Your Opponent
---------
If you want to win this game against a human opponent, you've got to know who
your opponent is. I've dissected the list to three classes: Beginners,
Normals, and Masters. Here's the list, and what to do with them. This not
only applies to GWED, but to other Capcom-engine-based fighting games as well.
Beginner Class:
"Cheapies"-These are little kids and trendies, kids who are part of the
"popular" group (aged 10-13). They look at fighting games as if platform
games, constantly pressing one button. Unfortunately, it works, as the law of
fighting games gives them a loop hole of some sort. Sometimes they might go a
bit farther as to doing more, like jump in the air or use another button.
Either way, they're extremely annoying. If they know the code, they'll likely
use Epyon, if not, Wing Zero.
Strategy: Stay as far back as possible. Use Tallgeese and his air attacks, if
you know them. Use projectiles, for they don't know how to use them yet, and
probably never will after you sock them.
Real Beginners-Unlike Cheapies, these people at least got an idea of what
they're doing in the game. They either just started playing the game, or
haven't beaten the game yet. They might mess up on a few shots at specials,
may even hit a super once in a while.
Strategy: If you're one of these, it might take a while to beat one of your
own. If you're a normal, it's not too hard to pelt them. And for those of you
who are beginners, don't worry if you lose, it's all part of learning.
Normal Class:
Average Gamer-This is your average gamer type, who has at least beaten the game
once. He attempts to be a jack-of-all-trades, with trying each and every
Mobile Suit. His abilities are OK, nearly successful at executing specials
perfectly, and okay at executing supers. He isn't Perfect, but he does okay,
and won't get beat up too much by fellow average gamers. This considered the
base level in which the gamer in this game evolves from.
Strategy: Play your first game the way you play Story Mode. Weed out his
strategy, and use his weakness to your advantage. But that's if you're an
average gamer as well. If you're in the beginner class, it'll take a bit of
time. If you're a Master class, you know what to do.
Semi-Unimaster-This type is starting to assemble himself around one Mobile
Suit, most likely a Gundam, mainly because they have an anime or fight liking.
They haven't fully mastered its abilities, but they're getting close. They can
really beat up people using their favorites (or Uni), though not as strong
versus true Unimasters. They also like to use the secondary color for fun.
Basically, their startegy is based on the normal AI of the game.
Strategy: Simple: Use my reccomendations for beating the AI version of the
Mobile Suit.
Master Class:
Unimaster-This type is obsessed with one Mobile Suit. They know every move in
the book about their favorite. Their strategies are even better than the hard
AI. In all, they mastered a single Mobile Suit. And nothing else.
Strategy: Two things: Use my strategy with a harder pounce, or force them to
use a different Mobile Suit.
Button Mashers-These are the combo guys. They tend to lie low, then BAM! you
get smashed with a relentless offensive involving combo after combo. They tend
to use Shen Long for a Gundam.
Strategy: Don't let your guard down. USE THE AWAY BUTTON. ALWAYS.
FAQ Writer: This type is a very near master type. He isn't a button mashing
type, but he is quite a master at the rest. He understands every single thing
about the Mobile Suits, and their abilities, and who to use wisely. His skills
are far beyond many. The reason the FAQ Writer is so named is because I'm at
this skill level, and wouldn't you be a FAQ Writer at this skill level?
Strategy: You're only hope is either a higher handicap or Epyon.
True Master: Now this is the best. Think FAQ Writer+Button Masher. A deadly
combination, don't you think?
Strategy: You're fucked. Unless you're one yourself, so have fun.
More will come if you contact me, so PLEASE DO.
--------------------
V. CODES! (YES!)
--------------------
Sorry, chap, not much to see here. Just a nice Pro Action Replay code:
This Pro Action Replay Code gives you unlimited PUs.
7E1B80C0 + 7E1B8110
Thanks to Juunanagou317 for this code.
--------------------
VI. Coming Soon...
--------------------
Nothing.
--------------------
VII. Revision History
--------------------
Version 0.5 (12/07/00):
"This is a public announcement/this only a test." Name that song!
-Moves List: 100%
-Fighting System: 40%
-Combos: 5%
-Bios: 120% (needs condensing)
Version 0.95 (01/08/01)
"A day late/a buck short/I'm still writing/the report" Name that song cos I
like it and don't know what it's called! :D
-Implemented the complete Netplay Guide!
-Several anime edits!
-An overhaul on the Fighting System part. It needed it.
-Completely removed any combos because they weren't in at the right time
-A list of what's completed so far:
-Moves List
-Netplay Guide
-Near-complete Fighting System
-Bios (thank my dad, somewhat)
Version 1.0 (1/25/02)
"It's been awhile...." It has. Sorry.
-Several edits (including moves, to coincide with the Fighting System setup)
-Added some combos, finally.
-Changed Sandrock's Super's name, to stop offending religious types (which I
hate)
-Fixed Duo's Bio.
-Darkdude3 email address is now permanent. TheTrueAntiLamer is going bye-bye
(finally, it deserves to die).
-Changed the Special No-Thanks (we all hate M$, and at time this was last
updated, I was a bit homophobic. Now, I'm a very open-ended person)
Completed:
-Moves List
-Netplay Guide
-Fighting System
-Bios
-Combos, 5%
-FAQ, 80% (I will be adding anime stuff soon)
Version 1.1 (3/9/02)
"I've seen a few men go/'The Road of The Righteous'/and a few have a
traveled/'This Old Lonely Path'" Punk goodness.
-Added loads of combos! Thanks goes to DuranSD3!
-Minor edits, including info on SFA2 (should've known better, for I frequent
DeJap -_-)
-Corrected an error involving the G Gundam timeline.
Completed:
-Moves List
-Netplay Guide
-Fighting System
-Bios
-Combos, 90% (I still need combos for Vayeate)
-FAQ, 80% (I forgot add that, sorry.)
Version 1.2 (4/14/02)
"So here I am/Doing everything I can/Holding on to what I am/Feeling I'm a
Superman" More punk goodness. I think I did the lyrics wrong, though (It's a
Goldfinger song from their album "Hang Up").
-Added some forgotten combos. Oops.
-Added a note to verify many of the recent combos added.
-Added Question C to the FAQ.
-Edits, including finishing question B (it's an enigma that no one picked this
one up)
and editing the moves to Sandrock (thanks to
[email protected] for this
correction)
-Added a new name to the Special No-Thanks list, FarFREEK. Some people are
stupid and don't realise it.
Completed:
-Moves List
-Netplay Guide
-Fighting System
-Bios
-Combos:
-List, 95% (Still need Vayeate)
-Verification, 0%
-FAQ, 90% (I'll keep it at that)
Version 1.2a (4/14/02)
"I'm too scared/Don't have to guts to say what I think/I'm too scared/To say
what I think of you" Even More punk goodness.
-FarFREEK has not only apologised, but made up by telling me about
DeathScythe's teleport. Thanks for the heads up, and now you've gone from the
Special No-Thanks to Special Thanks! I don't suppose BonusKun1120 will be
going anywhere, heh heh.
-Added a note on Future Additions.
Version 1.3 Final (1/3/03)
"Nothing left to do/Nothing left to say/All there is left is to go
forward/Which I'll do/If just for today." A part of some poem. Things change.
-Final Official Update.
-Added a Future FAQ to the FAQ. Read for info.
-Changed email addresses again. Please update contacts to
[email protected], though I doubt I will make any further attempt to
update.
-Though this was done long ago, I added a second review on Epyon after several
complained of the unfair judgement of my review. This is more fair, I
promise.
-More combos added.
-A lot of information added on Deathscythe, particularly with his teleport
move. Thanks to Son of Bhall, Deathscythe HELLO, and all else who
contributed.
-Removed Special No-Thanks. It's not going to make a difference.
-Minor edits everywhere (including Revision History!)
-FAQ: COMPLETE!
--------------------
VIII. Special Thanks (no particular order)
--------------------
DuranSD3 (
[email protected])
For all the combos. A massive thank-you to you.
HyperBlissey (
[email protected])
For the never-ending stream of Combos.
Epyon Zero (
[email protected])
For the Puck Killer and Long-Range Killer Combos. Thank you, and sorry I
couldn't verify them, it was too long ago for me to remember the ZMVs...
[email protected]
For his Shenlong combo. Because of the way he wrote it (which was cool), I
wrote it as "Ya Bitch!" Hope you don't mind....:D
Robert N. Adams (
[email protected])
For several edits.
DragonMasters21(@aol.com)
For the Quick Charge Minor combo.
Son of Bhaal (
[email protected])
For the explanation of the Hyper Jammer.
Deathscythe HELLO (
[email protected])
For the uses of Deathscythe's teleport, and the Illusion Kick opener.
Alphasmart, Inc. (www.alphasmart.com)
For making such a good typing device! (Next time, try to make it so that the
space bar doesn't stick).
Jacob Poon
For his great FAQ (a lot of knowledge came from there, save for anime stuff),
the name of Mercurius's puck whip, and information on the dash block and
other tricks.
Guillermo Varela (
[email protected])
For the clarification on the self-detanation of the Gundams.
Blue Tide (
[email protected])
For Noin's motivations, and Quatre's goggles.
Caelestis Zero(@aol.com)
For a better explanation of Duo's past.
Zeku
For his information on the worthlessness of the Wings' Bird Mode Supers.
ToastyFrog
For the copyright info (got it from his CC FAQ...^^).
Tumalu (
[email protected])
For info on Deathscythe's shield attack, Heavyarms's throw, Sandrock's Super,
and other things about the anime and manga.
SkyViperX (
[email protected])
For explaining the power variation on Wing and Wing Zero's Buster Beam
Supers.
-KL- (
[email protected])
For Wing's Jump and Annoy combo and the blocking tip for Epyon, and I believe
Lady Une's name.
Killer B (
[email protected])
For the Crash Shield correction.
poe (
[email protected]) and Epy0n (www.epy0n.com)
For information on Epyon.
[email protected]
For the Pro Action Replay code.
son glenn (
[email protected])
For the Bancock Rising Kick combo.
Jinseid0(@hotmail.com)
For the Armed Assault Pouncer Combo.
[email protected]
For catching that error on Sandrock.
FarFREEK (
[email protected])
For the Info on Deathscythe's Teleport, and apologising. (Somehow, I don't
think BonusKun1120 will)
Bandai
For choosing the right developer!
Sunrise Studios
For making a great saga for the Gundam legacy!
And Finally, My Biggest Thanks goes to:
zsKnight, _Demo_, Pharos, pagefault, stainless, the Snes9x Crew and several
other people that I forgot...
For emulating the SNES! Otherwise, I wouldn't have played such a gem!
"Hope is a lightbulb that always needs changing."
Personal Quote
Copyright ©2000-2003, The Fire Starter.
Began: 10/10/00
Original finished and released: 12/07/00
Began Edits on v. 0.6: 12/07/00
Began Netplay Guide: 12/27/00
Finished Netplay Guide: 01/05/01
Finished and Released v. 0.95: 01/08/01
Edited, Finished, and Released 0.95a: 2/07/01
Finished and Released v. 1.0: 1/25/02
Finished and Released v. 1.1: 3/9/02
Finished and Released v. 1.2: 4/14/02
Edited and Finished 1.2a: Same Day (heh)
Began Final Edits: 8/17/02
Completed FAQ (v. 1.3 Final): 1/6/02