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wodash
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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
Edited by wodash, May 2 2009, 01:23 AM.
TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA!
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