| Viewing Single Post From: THE GUNDAM MUSOU 2 MOVELIST | |
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| wodash | Feb 21 2009, 05:02 PM |
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undefeated in all directions
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EDIT:edited infinite justice's C2~2 charge attack here's the credits list for now ~oblivion-kurokaze:for pointing that i accidentally erased guncannon from the list ~steven nikita:for pointing out quebeley's C5 is false&finding IJ's C2~2,and pointing about ground and space difference for musha gundam ~BlackKite:for providing info about RX78's CPU only SP ~kamenriderZX:for correcting the C2 description on sazabi ~cao pi:for pointing out that master's C4 is shot based and the others for the great support and comments! TIPS #1.how to easily focus attacks at one MS this is for everyone that haven't played GM1 before,GM1 and GM2 have a "hidden" auto lock feature,to use it is very simple just attack your enemy once and keep attacking them without moving the analog/D pad,you will automatically focus to that MS this applies to every kind of attack including those seemingly impossible to aim SP attacks and when performing aircombos #2.know the charge types usually when you do a charge attack the MS will glow a certain color before attacking,if its yellow then it's normal and if its purple it will either breaks guard or unblockable certain other charge attacks doesn't have glows,and some others while gives a yellow glow,may be unblockable,but most of the time its the #1 rule that works another use for the glow is to determine "cancel points" meaning that that is the point when you can cancel dash,wait too long and your chance is gone,but note that projectile attacks have no definite cancel points,as long as the projectile hits you can cancel dash immediately #3.the C1 has its uses,ya know sure it is weak and unattractive but the C1 still has it uses,mainly in hard difficulty,where the enemy is very dangerous sometimes you want them to actually BLOCK instead of countering your attacks(which is usually the case since many of them gains super armor) this is where C1 comes in,just spray the projectile from far away and wait for them to block,when they blocked your shots keep shooting while getting closer,when you're close enough shoot 1 or 2 more times and melee them,the will block your attacks but if you have guard breaks or unblockables then you can deal easy damage without retaliation note that class 3 cannot do this tactic since they can only fire once,that and most of them doesn't have a guard breaking charge attack to use... #4.how to deal with SP attacks A.counter with your own,more often than not you will end up clashing,wasting your SP but takes no damage B.run away,the safest thing to do but not beneficial either C.quickly do a charge attack,any will do,it will cancel the SP attack altogether D.if you got hit by a multiple hitting SP don't panic,just mash L1 button and a save direction,you will backflip and be invincible for a moment,use that time to dash away from the attack,the hard mode AI will do this 90% of the time. #5.combos,how does it work? A.in GM2 the combo concept takes the SW1 style,where only consecutive hits against ONE opponent counts as a combo so if you are aiming for a high combo don't divide you attention to other units or your combo count will be gone B.the count will only appear if you do at least 5 consecutive hits(which is the minimal amount for "heat up" skill to take effect) C.what is the benefit of combos? well for one it can be used with the "heat up" skill to increase your damage output,and its may slightly increase the chances on getting a random part from an MS that is not an ace #6.utilize smash attacks against aces! it is common knowledge that smash attack is the key to defeating an MA easily,but that's not the only use of it,you can also use it to defeat hard to beat aces first off you will need to charge the smash attack,this is the most tricky part since unless you have fighting instinct any attack could cancel the charge,after you are ready position yourself facing the enemy ace and unleash!,the results are as following A.they got hit:this is good,the damage done should be pretty huge,you can dash cancel and continue with an aircombo when it hits,plus you have a high chance of inflicting power down status with a fully charged smash also:attacking this way against an MA also often destroys MA parts easily,stunning them and gives more time for you to pummel them B.they block:smash attacks are considered guard breaking attacks,so go ahead and continue comboing after this C.they strike back:this will definitely result in a deadlock,win it and they will be open for attack,use hate to lose to maximize advantage D.they dodge:this sucks,but rarely happen,so relax>.<,dash away quickly in case this happens though THE MOVELIST NOTE:for the class 1 MS the movelist depends on the pilot levels,from level 1 to 9 you can only use S4C4,from level 10 to 14 it will become S6C4 and from lv15 onwards you can use the full S6C6 moveset also note that each MS's pre lv15 S1~4 is NOT the same with its full moveset version,animation wise,and i will list the full moveset only. Class 1 Mobile Suits Spoiler: click to toggle RX-78-2 Gundam Normal attacks:keep tapping S S1~5:left to right slashes with beam saber S6:spinning jump slash Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:upwards swing with beam saber followed by shield bash,possible aircombo after dash cancel C3:hyper bazooka shot,breaks guard C4:dual beam saber swing,knocks back C5:jumping upward slash,possible aircombo after dash cancel C6:"final shooting",shoots beam rifle upwards,creates shockwave with gundam as the center Dash attacks: tap S after dashing/cancel dash S1~3:left right slash with beam saber Dash charge: T in between dash attacks DC:hyper bazooka shot Smash attack: Hold S until it glows, then release HS:does the GM2 OP pose,strikes with both beam saber while dashing forward SP attack: O on ground SP:beam trident rush,pokes with beam trident many times and throws the trident at the end,does decent ammount of hits Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:double hyper bazooka shooting,fires two hyper bazooka many times,projectile does not pierce Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:gundam hammer,swings giant flail many times,covers nearly 360* Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:Gundam Hammer!,RX78 whips out the gundam hammer,its stronger that the playable version and is unblockable Comments: Not a bad MS,pretty standard charge attacks,mediocre damage,not beginner friendly MS-06S Zaku II CA (Char Aznable custom) Normal attacks:keep tapping S S1~3:right slash with heat hawk S4~5:spinning overhead slash,uses its GM1 lv1 SP animation S6:horizontal spinning slash Charge attacks: T in between normal attacks C1:fires zaku machinegun C2~2:char upper/charyuken/whatever,does a jumping uppercut followup with downwards kick,possible to aircombo after dash cancel C3:double char kick,breaks guard at the 2nd kick C4:zaku bazooka shot,shoots bazooka while dashing backwards,knocks down,explosion may hit nearby MS C5:double charsault,does a 720* somersault,hits twice,possible to aircombo after dash cancel C6:char tackle,shoulder tackle using the zaku spike shoulder Dash attacks: tap S after dashing/cancel dash S1~3:left right kicks and a scissor kick at the end Dash charge: T in between dash attacks DC:char axe,does a spinning heel/axe kick Smash attack: Hold S until it glows, then release HS:char kick,does a flying kick forward SP attack: O on ground SP:hyper char kick,does an extended flying kick with aura,the aura can hit surrounding MS Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:3 times the bazooka!,fires the zaku bazooka in breakneck speed,leaves no chance of escaping when hit Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:full assault,fires the zaku machinegun and bazooka,one at a time(cannot fire both),each weapon can target different MS Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:"a superior mobile suit has its limits when matched against a superior pilot",zakuII CA's ability will be increased greatly for a while. Comments: the strongest zaku,and one of the best MS around,moves at high speed,nearly max melee stat,and easy to pull off combos,great for beginners,deadly at the hands of experts MS-14S Gelgoog CA (Char Aznable custom) Normal attacks:keep tapping S S1~2:left and right slash with beam naginata S3~4:spinning slash S5:upwards slash S6:jumping upwards slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:boomerang,throws beam naginata/darth maul weapon/whatever,will return in a parabolic arc,covers 180* in front of MS C3:stabs with naginata,throws enemy when move connects,unblockable,possible to aircombo after dash cancel C4:lawnmower,spins naginata in front of MS while hovering forward,does multiple hits C5:naginata upper,jumping upward slash,possible aircombo after dash cancel C6:360* boomerang,throws naginata,it will spin surrounding the MS for a while Dash attacks: tap S after dashing/cancel dash S1~3:left right slash with beam naginata Dash charge: T in between dash attacks DC:char kick,does a flying kick,breaks guard Smash attack: Hold S until it glows, then release HS:charges naginata and does a shorter version of C4 SP attack: O on ground SP:hyper lawnmower,spins naginata in front of MS,waving it side to side,while walking forward slowly,does multiple hits,very short ranged Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:charcopter,fly forward wile spinning naginata in one hand and shield in another,does decent amount of hits Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:the zhang liao/GM1 SP1/whatever/,spin forward with naginata extended,ends with a shortened C4,360* coverage,fast movement,decent hits and damage Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:charcopterII,stands in place while twirling beam naginata above MS head,is actually gelgoog CA's LV2 SP in GM1 Comments: quite slow for a char MS,but it has its qualities,try focusing on aircombos and if you can,grab the overdrive skill to fully utilize its CSP RX-178 Gundam Mk-II AEUG Normal attacks:keep tapping S S1~S2:left and right slashes with beam saber S3:draws another beam saber and does a left slash S4:upwards slash S5:X slash S6:jumping overhead slash Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:upwards slash followed with and upwards kick C3:dash forward while firing machinecannon and stabs with beam saber at the end,the stab breaks guard,does decent damage and hit C4:hyper bazooka shot,explosion can hit surrounding MS C5:air hyper bazooka,jumps and shoots hyper bazooka downwards a few times,will lift enemy upon contact,possible aircombo after dash cancel C6:somersault kick followed by jumping upwards slash,does an X slash upon landing Dash attacks: tap S after dashing/cancel dash S1~3:two overhead slashes,horizontal slash Dash charge: T in between dash attacks DC:beam rifle shoot,fires beam rifle 3 times Smash attack: Hold S until it glows, then release HS:readies beam saber,slashes while dashing forward SP attack: O on ground SP:Gundam gun fu,shoots both rifle and bazooka at once many times,ending with a bazooka salvo Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:dash slash combo,does multiple left right slashes while flying forward slowly,ends with a bazooka shot Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:gundam wire fu,somersaults towards the back of enemy MS while raining bazooka shots from above,upon landing shoots several bazooka rounds towards enemy back Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:bazooka raid,gundam MKII leaps away from the battlefield and starts raining bazooka shells from above Comments: more powerful than the RX78-2 albeit slower,the air SP can clear crowds well and can be used for aircombo as well,needs practice to get used with,its ground SP is good for combos but not crowd clearing,i prefer this version over the titans,but the titans version have better stats RX-178 Gundam Mk-II Titans Normal attacks:keep tapping S S1~S2:left and right slashes with beam saber S3:draws another beam saber and does a left slash S4:upwards slash S5:X slash S6:jumping overhead slash Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:upwards swing with shield,fires grenade on followup,possible aircombo after dash cancel C3:dash forward while firing machinecannon and stabs with beam saber at the end,the stab breaks guard,does decent damage and hit C4:hyper bazooka shot,explosion can hit surrounding MS C5:air hyper bazooka,jumps and shoots hyper bazooka downwards a few times,will lift enemy upon contact,possible aircombo after dash cancel C6:somersault kick followed by jumping upwards slash,does an X slash upon landing Dash attacks: tap S after dashing/cancel dash S1~3:two overhead slashes,horizontal slash Dash charge: T in between dash attacks DC:beam rifle shoot,fires beam rifle 3 times Smash attack: Hold S until it glows, then release HS:readies beam saber,slashes while dashing forward SP attack: O on ground SP:gundam wire fu,somersaults towards the back of enemy MS while raining bazooka shots from above,upon landing shoots several bazooka rounds towards enemy back Hyper CSP:the attack duration is extended Aerial SP: O in mid-air SP:dash slash combo,does multiple left right slashes while flying forward slowly,ends with a bazooka shot Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:Gundam gun fu,shoots both rifle and grenade launcher at once many times Hyper SP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:bazooka raid,gundam MKII leaps away from the battlefield and starts raining bazooka shells from above Comments: more powerful than the RX78-2 albeit slower,the air SP can clear crowds well and can be used for aircombo as well,needs practice to get used with,the titans version have superior stats but its ground SP is somewhat faulty,you need to aim carefully and hope the enemy doesn't run away after you landed MSZ-006 Z Gundam Normal attacks:keep tapping S S1~5:left and right slashes with beam saber Charge attacks: T in between normal attacks C1:fires beam rifle C2:dashes sidewards while firing grenades many times,does decent damage and hit,possible to aircombo after dash cancel C3:jumping roundhouse to sweep,breaks guard on sweep kick C4:beam bayonet slash,left and right slashes,covers 270*,long reach C5:does 4 left and right slashes while slowly rising,possible to aricombo after dash cancel C6:does a jumping upper slash with beam saber,and sprays beam rifle shots in a 180* arc downwards at the peak of jump Dash attacks: tap S after dashing/cancel dash S1~3:left right slash with beam bayonet,stabs and shoots beam rifle Dash charge: T in between dash attacks DC:wire hook attack,pulls enemy MS towards you Smash attack: Hold S until it glows, then release HS:mega beam bayonet,charges Hi mega launcher in bayonet mode,slashes while dashing forward,long reach SP attack: O on ground SP:Hi mega launcher,fires the Hi mega launcher many times,spraying the beam in a 180* arc at the end,all beams pierce enemy MS Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:waverider crash,transforms into waverider and charges forward whlie surrounded in aura,the aura can hit nearby enemies Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:beam confuse,throws beam saber forward and starts shooting it so it bounces back and forth,causes wide ranged shockwaves Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:waverider crash,the CPU version is stronger and lasts way longer than the playable version Comments: a versatile MS with many tricky charges,has good overall SP attacks and excellent in aircombos,needs practice to maximize its potential MSN-00100 Hyaku Shiki Normal attacks:keep tapping S S1:right slash with beam saber S2:right kick S3:sweep kick S4~5:2 left and right slashes(for a total of 4 hits) S6:dash slash Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:char fu#1,shoots beam rifle,followup with an upward slash,possible to aircombo after dash cancel C3:char fu#2,upwards kick followed by a jumping dive kick,the dive kick breaks guard C4:dash slash to spin slash,covers 270*,hard to aim at duels C5:aerial bazooka,jumps and fires bazooka downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6~2:char fu#3,does a barrel roll upwards while both beam sabers are extended,lift enemies upwards upon connecting,possible to aircombo after dash cancel,followup:a downward beam saber sweep with a shockwave projectile *note:for C6 to be able to aircombo you must cancel while the MS is performing the barrel roll,canceling at the followup wil yield a ground combo instead Dash attacks: tap S after dashing/cancel dash S1~3:left right slash,somersault with beam saber Dash charge: T in between dash attacks DC:dash slash with both beam saber Smash attack: Hold S until it glows, then release HS:charges beam sabers,somersaults and strikes while upside down,hard to connect against short MS SP attack: O on ground SP:dash slash combo,slides forward shile slashing left and right,finish with overhead slash with both beam sabers,great crowd clearer,hard to aim against enemy ace Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:grenade launcher,shoots grenade launcher many times,ending with a faster salvo of grenades Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:MBL,whips out the MBL and shoots a very large beam Hyper CSP:the attack duration is extended,hyaku shiki spins 360* at the end EX SP:CPU only move,done in higher difficulty EX:MBL,similar to the Hyper CSP,only stronger Comments: the ninja of GM2,its very fast and can clear crowds well,needs practice to get used to the extra speed and weird movements though,it posseses one of the most useful S string in the game,the CSP is very un-ninja like but it gets the job done PMX-003 The O Normal attacks:keep tapping S S1~2:left and right slash with 1 beam saber S3:draws a second beam saber and does a right slash S4~5:slashes with both normal and hidden beam saber two times,the saber slashes in opposite direction(normal to the left,hidden to the right,and vice versa) S6:slashes with all 4 sabers Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:the boot,kicks forward and follows up with a hidden beam saber slash,breaks guard,possible to aircombo after dash cancel C3:the stab,stabs with beam saber,lifts enemy,slashes with hidden beam sabers,unblockable C4:the combo,slashes forward with hidden beam sabers,and sprays beam rifle shots in a 180* arc in front of MS C5:the juggle,slashes upward with hidden beam sabers,followup with a juping upwards slash,possible to aircombo after dash cancel C6:the shockwave,slashes with all 4 beam saber,creates a shockwave projectile forward Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes with hidden beam sabers,dashing double punch Dash charge: T in between dash attacks DC:slashes with all 4 beam sabers Smash attack: Hold S until it glows, then release HS:charges all 4 beam sabers,slashes while dashing forward SP attack: O on ground SP:the wiper,2 sabers are charged in "guarding" position,while the hidden sabers is moved back and forth like a windshield wiper in front of the MS,the move ends with the charged saber slashed forward. Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:the super combo,the O floats in midair while firing 2 hidden beam rifles many times,the move ends with a zig zag slash using the normal beam sabers Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:the O verdrive,the O fires all 4 beam rifles rapidly covering 180* in front of it,when done against inanimate objects like a downed MA in point blank........ Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:biosensor field,creates a shockwave,anyone hit by it will have their speed decreased greatly for a while Comments: The hard hitter of GM2,the O is clearly not for speed fans,its has trouble moving around(contrary to anime facts),and has a hard time performing a good aircombo,thankfully it has very powerful charges and SP's to boot. AMX-004 Qubeley Normal attacks:keep tapping S S1~2:left and right slashes with beam saber S3:X slash S4~5:two spinning slashes S6:jumping spin slash Charge attacks: T in between normal attacks C1:fires hand beam C2:spins while firing hand beams rapidly C3:throws both beam saber in a "V" arc,breaks guard C4:launches funnels,the funnels will circle quebeley and shoots in all directions C5:jumps and fires many beams from hands downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6:launches funnel,forms an O formation above quebeley and rains beams around quebeley,looks like nu gundam's SP Dash attacks: tap S after dashing/cancel dash S1~3:right slash,punch,left slash Dash charge: T in between dash attacks DC:saber stab Smash attack: Hold S until it glows, then release HS:charges both beam saber and does a spinning overhead slash forward SP attack: O on ground SP:funnel storm,launches funnels and rains beams from all sides to anyone in front of quebeley,ends with a dash slash Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:funnel delta formation,six funnels create a beam triangle around qubeley while the MS flies forward Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:hand beam dance,sprays hand beams from both hand many times,ends with a spinning hand beam shot Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,quebeley will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed Comments:one of the 3 variations of quebeley,this is the original one,all three is very versatile,it has fast and powerful charges and SP attacks,the only problem is there are too many quebeleys in this game.....>.< MSZ-010 ZZ Gundam Normal attacks:keep tapping S S1~6:left and right slashes with mega beam saber Charge attacks: T in between normal attacks C1:fires double beam rifle C2:overhead slash followed by a horizontal slash,the overhead slash breaks guard C3:stabs with one beam saber,once connected draws a second beam saber and does an overhead slash,unblockable C4:mega beam saber slash,slashes with huge beam saber,slow but covers a large area C5:jumps and sweeps the ground with the beam cannon,will lift enemy upon contact,possible to aircombo after dash cancel C6:launches many missiles upwards,it will fall a few steps forward,its actually ZZ's LV2 SP in GM1 Dash attacks: tap S after dashing/cancel dash S1~3:right and left slashes Dash charge: T in between dash attacks DC:fires mounted beam cannons Smash attack: Hold S until it glows, then release HS:charges both beam sabers and does a dashing overhead slash with both SP attack: O on ground SP:Hi mega particle cannon,fires the Hi mega particle cannon starts with a small one and ends with a full power burst,higher LV's prolongs both beam duration Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:Hi mega particle cannon full burst,fires the full powered Hi mega particle cannon from the air Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:mega beam saber rush,slashes with 2 mega beam sabers while walking forward,ends with its C6 Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:SP:Hi mega particle cannon full burst,fires the full powered Hi mega particle cannon while on the ground,more powerful than the air version Comments:the gundam counterpart of the O,its hits hard on both short and long range,it has slower attacks than the O but can transform into the G fortress,making it easier to travel. AMX-004-2 Qubeley Mk-II EP (Elpeo Ple's unit) Normal attacks:keep tapping S S1~2:left and right slashes with beam saber S3:X slash S4~5:two spinning slashes S6:jumping spin slash Charge attacks: T in between normal attacks C1:fires hand beam C2:jumping upwards slash,possible to aircombo after dash cancel C3:throws both beam saber in a "V" arc,breaks guard C4:launches funnels,the funnels will circle quebeley and shoots in all directions C5:jumps and fires many beams from hands downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6:launches funnel,forms an O formation above quebeley and rains beams around quebeley,looks like nu gundam's SP Dash attacks: tap S after dashing/cancel dash S1~3:right slash,punch,left slash Dash charge: T in between dash attacks DC:saber stab Smash attack: Hold S until it glows, then release HS:charges both beam saber and does a spinning overhead slash forward SP attack: O on ground SP:funnel storm,launches funnels and rains beams from all sides to anyone in front of quebeley,ends with a dash slash Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:funnel delta formation,six funnels create a beam triangle around qubeley while the MS flies forward Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:hand beam dance,sprays hand beams from both hand many times,ends with a spinning hand beam shot Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,quebeley will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed Comments:one of the 3 variations of quebeley,all three is very versatile,it has fast and powerful charges and SP attacks,my personal favourite,cute pilot and its has the best charges AMX-004-3 Qubeley Mk-II P2 (Ple-Two's unit) Normal attacks:keep tapping S S1~2:left and right slashes with beam saber S3:X slash S4~5:two spinning slashes S6:jumping spin slash Charge attacks: T in between normal attacks C1:fires hand beam C2:spins while firing hand beams rapidly C3:stabs forward with both beam sabers,after connecting,followup with firing hand beams,the hand beams breaks guard C4:launches funnels,the funnels will circle quebeley and shoots in all directions C5:jumps and fires many beams from hands downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6:launches funnel,forms an O formation above quebeley and rains beams around quebeley,looks like nu gundam's SP Dash attacks: tap S after dashing/cancel dash S1~3:right slash,punch,left slash Dash charge: T in between dash attacks DC:saber stab Smash attack: Hold S until it glows, then release HS:charges both beam saber and does a spinning overhead slash forward SP attack: O on ground SP:funnel storm,launches funnels and rains beams from all sides to anyone in front of quebeley,ends with a dash slash Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:funnel delta formation,six funnels create a beam triangle around qubeley while the MS flies forward Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:hand beam dance,sprays hand beams from both hand many times,ends with a spinning hand beam shot Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,quebeley will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed Comments:one of the 3 variations of quebeley,all three is very versatile,it has fast and powerful charges and SP attacks,the only problem is there are too many quebeleys in this game.....>.< RX-93 ν Gundam (Nu Gundam) Normal attacks:keep tapping S S1:left slash with beam saber S2:right slash with beam saber S3:right roundhouse kick S4:upper slash S5:jumping upper slash S6:overhead slash from the peak of S5 Charge attacks: T in between normal attacks C1:fires beam rifle C2:iai slash,charges and slashes iwht beam saber while dashing,breaks guard C3:shoot grenades from shield C4:fin funnels make a V formation in front of nu gundam and shoots,covers 180* C5:jumping upward slash followed by an overhead slash,possible to aircombo after dash cancel C6:fin funnel barrier,fin funnel creates a pyramid shaped barrier,lasts until nu gundam is knocked down,attacks using C4/DC/ground SP,or after around 20 seconds passed. when you combine the barrier with dash cancel........ Dash attacks: tap S after dashing/cancel dash S1~3:punches twice and roundhouse kick Dash charge: T in between dash attacks DC:fin funnels make a V formation above nu gundam and shoots Smash attack: Hold S until it glows, then release HS:iai slash,charges beam saber and dashes forward while slashing SP attack: O on ground SP:fin funnel defense raid,fin funnels detach and makes an O formation above nu gundam,and continues to rain beams towards the ground while moving in circles Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:hyper nu bazooka shooting,shoots the hyper nu bazooka many times Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:dash slash combo,similar to gundam MKII's air SP but ends with a slash instead of bazooka shot Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:fin funnel release,releases fin funnels that attacks independently,each fin funnel has its own lifebar,after launching funnels,nu gundam will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed Comments:nu gundam is a versatile MS,its fin funnels are devastating in both offense and defense,just be careful while using the fin funnels because the formations will take a while to complete and is easily interupted by enemy MSN-04 Sazabi Normal attacks:keep tapping S S1~3:right and left slashes with beam tomahawk S4~5:two roundhouse kicks S6:stabs with beam tomahawk Charge attacks: T in between normal attacks C1:fires beam rifle C2:fires 3 micromissiles from shield C3:stabs enemy using beam tomahawk,when connected,launches funnels to rain shots towards the impaled MS,unblockable,funnel shots can hit surrounding MS,possible to aircombo after dash cancel C4:jumping spin slash,does another spin slash upon landing C5:jumping upwards slash,possible to aircombo after dash cancel C6:launches funnels and shoots randomly in front of sazabi for a while Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes,high kick Dash charge: T in between dash attacks DC:fires beam shot rifle Smash attack: Hold S until it glows, then release HS:charges beam tomahawk,slashes while dashing forward SP attack: O on ground SP:funnel raid,launches funnels in a circle formation above sazabi,funnels that moves forward while circling and raining beams from above,each LV with make the funnels go further forward Hyper SP:the attack power is raised Aerial SP: O in mid-air SP:mega particle cannon,sazabi shoots mega particle cannon from its belly,duration is VERY short Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:dual beam saber rush,slashes rapidly using 2 beams sabers while slowly flying forward,beam sabers have shorter range than the usual beam sabers Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,sazabi will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed Comments:the char counterpart of nu gundam,for the ultimate char MS,this MS surely lacks any versatility and speed,for example its C6 takes time to form,the air SP is weak and has a very short duration compared to similar attacks,avoid this MS unless you are a huge fan of sazabi F91 Gundam F91 Normal attacks:keep tapping S S1~5:left and right slashes with beam saber S6:spinning slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:throws beam shield forward and shoots it with beam rifle,the resulting explosion breaks guard C3:shoots a huge beam from VSBR C4:dual saber spin slash,dashes forward while spining both beams sabers on the sides,does multiple hits C5:jumping upwards stab,unblockable,possible aircombo after dash cancel C6:dashes to the left while firing the VSBR a few time,misses MS that is initially in front of you Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes Dash charge: T in between dash attacks DC:fires the beam launcher Smash attack: Hold S until it glows, then release HS:charges both beam sabers abd dashes while doing 2 slashes SP attack: O on ground SP:MEPE mirage,does left and right slashes while flying forward followed by afterimages,deals multiple hits per slash,ands with a beam aluncher shot,afterimages last for a while after the move ends Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:VSBR full blast,fires the VSBR at the highest output,creates a giant beam. Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:rifle&launcher combo,flies forward while firing both beam rifle and launcher followed by afterimages(have no effect),ends with a VSBR shot,afterimages lasts for a while after the move ends Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:shilouette gundam,F91 creates 2 afterimages,all of them has spearate lifebar based of the current F91 lifebar,can attack and react on its own,destroying the real F91 will make them disappear Comments:one of the best newcomer in GM2,F91 has excellent starting charges and SP,the afterimages can proove very deadly when supported with proper skills and attachments. LM314V21 Victory Two Gundam Normal attacks:keep tapping S S1:left slash with beams saber S2:right slash S3:jumping front kick S4:left slash S5:saber stab S6:overhead slash Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:fires beam rifle,followup with a jumpkick* C3:detaches the leg part of MS and launches it forward,the body part catches up with a dash slash,the slash part breaks guard C4:mini wings of light,dashes forward and damages anything in contact with the MS C5:ground shoot,jumps and fires beam launcher towards the ground,enemies hit by the beam is lifted,possible to aircombo after dash cancel C6:creates a beam triangle and moves forward while shrinking,does multiple hits,high damage *NOTE:space only,in ground it will change into a side kick Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes,roundhouse kick Dash charge: T in between dash attacks DC:shoots V shaped beam from shield Smash attack: Hold S until it glows, then release HS:charges beam saber and slashes forward SP attack: O on ground SP:V2 buster,changes into V2 buster and creates a triangle barrier while dashing forward,ends with a beam launcher shot,on LV3 ends with the V2 assault buster full burst. Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:wings of light,flies very fast while huge wings of light are extended on the sides,will drag any MS touched by it until the move ends,on LV3 the wings becomes even larger and will glow red,increasing its range and damage Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:V2 assault,changes into V2 assault and attacks using the beam spray pod,it creates a medium ranged cone shaped beam,on LV3 ends with a V2 assault buster full burst Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:V2 assault buster,changes into V2 assasult buster and fires all weapon available,the CPU version is stronger and lasts way longer that the playable LV3 finisher Comments:another great newcomer in GM2,probably one of the smallest MS in the game,its clearly not a pushover,fast charges and powerful SP attacks that can wipe out and entire field really fast,definitely a contender for the "best MS" spot GF13-017NJII God Gundam (Burning Gundam in overseas version) Normal attacks:keep tapping S S1~2:left and right punches S3:left slash with beam saber S4:sweep kick S5:spinning slash S6:wide slash with shockwave projectile Charge attacks: T in between normal attacks C1:fires machine cannons C2:double upwards kick,possible to aircombo after dash cancel C3~2:seiken!,uraken!:elbow to palm,the elbow part breaks guard C4:god slash typhoon,spins in place with beam sabers extended,can move forward slightly C5:gut punch,when connected followup with 100 crack fist,possible to aircombo after dash cancel,CPU has a hard time blocking this C6:god slash,slashes four times,creates four large shockwave projectiles Dash attacks: tap S after dashing/cancel dash S1~3:straight,overhead hammer fist,high kick Dash charge: T in between dash attacks DC:god field,releases the heat from god halo,knocks back surrounding enemy Smash attack: Hold S until it glows, then release HS:charges and strikes forward with a heavy palm attack SP attack: O on ground LV1:god finger,extends arm,creates a huge explosion afterwards LV2:dash god finger,dashes while covered in aura LV3:dash god finger~heat end!,and the end of the move one MS is grabbed and charged with all the heat stored in god halo,huge explosion occurs,large damage total Hyper SP:god gundam gains hyper mode during the SP attack,damage increased Aerial SP: O in mid-air SP:choukyuu haoh denei dan~heat end!,spins forward like a torpedo,ends the move with DC Hyper SP:the attack duration is extended,god gundam gains hyper mode during the SP attack,damage increased Combination SP: O while nearby an ally ace CSP:sekiha tenkyoken,on LV3 also activates the god shadow,2 god gundam clones will follow your actions and will have infinite SP as long as you have SP gauge filled Hyper CSP:shoots double sekiha tenkyokens,on LV3 shoots a total of six tenkyoken and activates god shadow,god gundam gains hyper mode during the SP attack,damage increased EX SP:CPU only move,done in higher difficulty EX:bushin sappou god shadow,creates 2 god gundam clones,it has its own lifebar which is based on the real gundam's current lifebar,can attack and reach on its own,loves to abuse LV3 god finger,its easy to recognize the real one since CPU god that uses this more often than not is supercharged and is guarding a field(has a "star" in his name) Comments:just by looking at the movelist you can see how much love is poured towards god gundam in this game,combine that with the fact that it is the strongest unit in the game stat wise and you got the ultimate MS ever, its not that easy though since many of god's moves are complicated and needs perfect timing to execute properly,mastering the god shadow isn't easy either,but once you get the hold of it,this MS is practically unstoppable by anything,what do you expect from a mech that has "god" as its name? GF13-001NHII Master Gundam Normal attacks:keep tapping S S1:right roundhouse S2:right sweep S3:jumping roundhouse S4:right roundhouse S5:left rounfhouse S6:somersault followed by a shockwave projectile Charge attacks: T in between normal attacks C1:shoots hand beam C2:high kick to heel hammer,possible to aircombo after dash cancel C3:rapid extended punches~double fist drive,the finishing attack breaks guard C4:jyuuni ouhouhai daisharin,creates mini master gundams that scatters and explodes upon contact,it is surprisingly shot based C5:rapid upwards kick,possible to aircombo after dash cancel C6:master cloth~Bakuhatsu!,ties one MS with the master cloth and overloads them with awesomeness,creates a shockwave that severely damages surrounding MS and the target itself, the move is hard to block by CPU(they always stop blocking after you use it),but its not unblockable. Dash attacks: tap S after dashing/cancel dash S1~3:swings master cloth left&right,kicks downwards Dash charge: T in between dash attacks DC:master cloth,drags the enemy towards master gundam for more beating Smash attack: Hold S until it glows, then release HS:charge and dashes forward with a knee strike SP attack: O on ground SP:darkness finger,fires a huge short ranged cone shaped beam that lasts for a while,the move ends with a thurst arrack Hyper SP:the attack duration is extended,master gundam gains hyper mode during the SP attack,damage increased Aerial SP: O in mid-air SP:choukyuu haoh denei dan~Bakuhatsu!,spins forward like a torpedo,ends the move with a pose that is so badass,surrounding MS will explode due to overexposure to awesomeness Hyper SP:the attack duration is extended,master gundam gains hyper mode during the SP attack,damage increased Combination SP: O while nearby an ally ace CSP:sekiha tenkyoken,shoots one sekiha tenkyoken,LV2 shoots 3,LV3 shoots 5 Hyper CSP:double sekiha tenkyoken,shoots a total of 10 at LV3,master gundam gains hyper mode during the SP attack,damage increased EX SP:CPU only move,done in higher difficulty EX:sekiha tenkyoken:hyper mode!,master gundam is covered in golden aura while charging a LV3 sekiha tenkyoken ,the aura can hit for damage,the tenkyoken is stronger than playable version and is unblockable Comments:the student has finally became the master?NOT,along with many upgrades to god gundam,master also aquires many changes,good ones too master gundam is easier to use although has lower stats than god gundam,in fact it is one of several MS that can easily achieve not stop air combos,a feat that is not just awesome,but also useful in harder difficulties XXXG-00W0 Wing Gundam Zero Normal attacks:keep tapping S S1~2:left anf right slash with beam saber S3~4:right spinning slashes S5:left spinning slash S6:jumping upwards spinning slash Charge attacks: T in between normal attacks C1:fires machine cannons C2:stabs with shield,breaks guard,when connects followup with buster rifle shot C3:right slash followed by left shield swing C4:fires buster rifle in 4 directions,once in front and back,once in both sides C5:saber sweep,when connects followup with jumping upwards shield swing,possible to aircombo after dash cancel C6:charges TBR and fires a huge beam forward *bird mode C1:fires 2 TBR shot side to side Dash attacks: tap S after dashing/cancel dash S1~3:shield swing,saber slash,stab with both saber and shield Dash charge: T in between dash attacks DC:detaches TBR and fires 2 shots forward Smash attack: Hold S until it glows, then release HS:charges shield and stabs forward while dashing SP attack: O on ground SP:Twin Buster Rifle,fires a giant beam forward,LONG duration Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:air TBR,fires a giant beam downwards,LONG duration Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:rolling TBR,fires two beams to the sides,spins slowly,finishing with a wobly spin,scattering the beam everywhere Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:"target locked on,i'll kill you....",wing zero flies out of the battlefield and starts to rain TBR shots from above for a while Comments:another must-have-on-a-gundam-game,wing zero&heero yuy is probably more famous than any other characters&MS in this game,in GM1 it takes the spot as the most powerful MS with no contests however,in GM2 the AI is smarter that it can dodge and escape the TBR SP attacks,making wing zero's top tier status drops pretty badly,its still a beast though,and the TBR has the longest duration among beam based SP,you are at least guaranteed to clear a field with a LV3 SP or CSP OZ-13MS Gundam Epyon Normal attacks:keep tapping S S1~2:left and right swings with heat rod S3:upwards swing S4~5:left and right swings S6:360* swing Charge attacks: T in between normal attacks C1:twirls heat rod above MS head C2:overhead swing with heat rod,when connects followup with an upwards swing,possible to aircombo after dash cancel C3:stabs with beam saber,when connects,throws enemy forward,unblockable,possible to aircombo after dash cancel C4:mega beam saber,does a jumping spin slash,long ranged,possible to aircombo after dash cancel C5:jumps and dives with an "U" arc(like a dolphin),possible to aircombo after dash cancel C6:rapid whiplashes that covers 360*,does multiple hits,ends with a dash whip *MA mode C1:flies while covered in aura for a short while,can activate aura rapidly Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes with beam saber,;eft swing with heat rod Dash charge: T in between dash attacks DC:thrusts the heat rod forward,when connects drags the enemy towards you for more whopping Smash attack: Hold S until it glows, then release HS:charges heat rod and does a huge swing forward SP attack: O on ground SP:touche'!,does rapid thursts with beam saber,on LV3 hit total reaches around 80 hits,ends with a dashing thurst Hyper SP:the attack duration is extended,on LV3 hit total surpasses 100 Aerial SP: O in mid-air SP:transforms into MA mode and zigzags forward Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:float and does many slashes with mega beam saber,can stay in place or move freely Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:mega beam saber max output,whips out a giant beam saber and does a huge slash,unblockable Comments:the true noblemen's MS,it has been revamped completely in GM2,armed with better charge attacks and SP's,it wreaks havoc easily,also note that nearly every charge attack leads to an aircombo setup,pair that with the fact that its easy to aircombo with epyon.....,the only qualm about this MS is its slow moving speed. Edited by wodash, May 2 2009, 01:23 AM.
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| THE GUNDAM MUSOU 2 MOVELIST · Dynasty Warriors: Gundam (Gundam Musou) Guides | |




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6:27 PM Nov 28