| Viewing Single Post From: THE GUNDAM MUSOU 2 MOVELIST | |
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| wodash | Feb 21 2009, 05:03 PM |
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undefeated in all directions
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Class 1 Mobile Suits continues from post #1 Spoiler: click to toggle WD-M01 ∀ Gundam (Turn A Gundam) Normal attacks:keep tapping S S1:right slash with beam saber S2:spin slash S3~5:left and right slashes S6:upward slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:upwards shield swing C3:throws two grenades,the second one breaks guard C4:high density beam sweep,long ranged C5:jumps and fires many beams from chest,lifts enemy upon contact,possible to aircombo after dash cancel,is actually a part of its LV1 SP in GM1 C6:hyper hammer,swings hyper hammer in a 360* arc,ends with an overhead smash,activates hammer thrusters on contact,does multiple hits Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes with both sabers,dual saber spin slash,does multiple hits Dash charge: T in between dash attacks DC:dual ovehead slash,long startup,breaks guard Smash attack: Hold S until it glows, then release HS:spins 2 hyper hammer,does an overhead smash forward SP attack: O on ground SP:dual hyper hammer,swings 2 hyper hammer in a wide arc rapidly,finishing with a 360* spin that covers a very large area Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:moonlight butterfly,flies slowly forward with butterfly wings,wide area of effect,does around 50 hits on LV3 Hyper SP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:moonlight butterfly,hovers in place with moonlight butterfly activated,when hit by it will power down your MS for a while Combination SP: O while nearby an ally ace CSP:pocket nuke!,throws mini nuke,damage increases with each level,nearly as large as a field. Hyper CSP:the attack power of the SP is raised Comments:the washing machine returns!,now it is more versatile than ever,after a restricted movelist in GM1,GM2 gives the much needed upgrades to both charge attack and SP attack,not only it can tank damage easily,having the highest armor and defense stat,it can now deal massive damage too,the only problem with it would be its DC,which is too slow to use in aircombos,but even that can be solved with a simple air SP......... ZGMF-X20A Strike Freedom Gundam Normal attacks:keep tapping S S1:left slash with beam saber S2~3:two spinning slashes S4~5:dashing zig zag slash with both sabers S6:upward slash with both sabers Charge attacks: T in between normal attacks C1:yamato gun fu#1,shoots double beam gun/whatever its called,does 2 shots for 1 button press,fun to use against grunts C2:yamato gun fu#2,cartwheels to the left while firing the beam guns rapidly,a cool move,its pretty useful for a quick escape from crowds C3:stabs with beam saber,breaks guard C4:Hip cannon/whatever the name is,shoots a huge beam,does decent damage,pretty slow to start C5:yamato gun fu#3,somersaults while firing the beam guns towards the ground,possible to aircombo after dash cancel C6:DRAGOON strike,releases DRAGOON/wing funnel thingie,and rams it towards the enemy,considered as melee Dash attacks: tap S after dashing/cancel dash S1~3:right and left slashes,saber stab Dash charge: T in between dash attacks DC:fires hip cannons Smash attack: Hold S until it glows, then release HS:charges both beam saber,does an overhead slash while dashing forward SP attack: O on ground SP:combines both guns and shoots a small beam,medium ranged,useless Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:Hi-Mat full burst plus DRAGOON,fires everything that is available,including DRAGOONs,way better than its ground SP,has the largest size so far and deals decent damage,probably the best beam based SP attack in the game Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:slashes left and right with both beam sabers while sliding forward,DRAGOONs are detached to provide support fire,excellent replacement for its ground SP,clears crowds well,and if you can trap enemy ace in a wall............ Hyper CSP:the attack duration is extended Comments:considered by many as the modern gundam icon,this new entry to GM2 does live up to its overrated fame,while most of its attacks are shot based,nearly all of them are fast,useful,and flashy,the only downside is that it has a useless ground SP which is easily replaced by its air SP,and the fact that its piloted by kira yamato by default............ EX SP:CPU only move,done in higher difficulty EX:DRAGOON,releases DRAGOONs that attacks independently,each DRAGOON has its own lifebar,after launching DRAGOON,Strike Freedom will disappear for a while,it will return after you destroy all of the DRAGOONs or after several seconds passed *note:this is one of the easiest MS to aquire the license in the PS3 version,everyone can gain access to it without trouble if you have the DLC mission for it,so yeah,you can go nuts with the gun fu really early on. ZGMF-X19A ∞ Justice Gundam (Infinite Justice Gundam) Normal attacks:keep tapping S S1:left slash with the twin saber S2:right slash S3:jumping upwards slash S4:overhead slash upon landing from S3 S5:upwards slash S6:twirls saber and does a 360* slash Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:somersault kick,when connected followup with firing wire hook towards the enemy,the move drags IJ upwards instead of pulling the enemy to the ground,possible to aircombo after dash cancel C3:jumps upside down and spins beam saber in place C4:fires both beam cannon onboard fatum01 C5:does a street fighter style hurricane kick,possible to aircombo after dash cancel C6:detaches fatum01 and launches it forward,deals great damage and racks a lot of SP in crowds Dash attacks: tap S after dashing/cancel dash S1~3:slash with beam saber,left and right kicks Dash charge: T in between dash attacks DC:throws beam saber like a boomerang,great range and speed,excellent for crowd clearing Smash attack: Hold S until it glows, then release HS:charges beam saber while holstered inside shield,dash and slashes forward SP attack: O on ground SP:windshield wiper,the gundam version of the O's SP,except IJ stays in place while twirling the saber,making te attack useless,it has shorter range than a LV1 god finger and does less damage than it since its easily escapable,ends with a dash slash Hyper SP:the attack duration is extended,which is useless when no one in the right mind would want to come near you,even the CPU Aerial SP: O in mid-air SP:rides the fatum01 while firing the beam rifle,a decent SP,it clears crowds easily but the shots aren't rapid enough to deal great damage in duels Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:throws beam saber,its will circle IJ for a LONG time,and IJ cannot move while CSP is in effect,making the move as pointless as ever Hyper CSP:the attack duration is extended,which is again useless when no one in the right mind would want to come near you,even the CPU EX SP:CPU only move,done in higher difficulty EX:Fatum01,IJ rides the Fatum01 indefinitely,the platform will have its own lifebar and you will have to destroy it in order to damage IJ Comments:one of the so so newcomer in GM2,IJ has several really good charge attacks,but it lacks a guard breaking/unblockable charges and to add insult to injury,2 out of 3 its SP attacks is infinitely useless in difficulty higher than easy,i say avoid this MS unless you are a rabid GSD fan or this is the only MS that have good parts for the time being in your game *note:this is one of the easiest MS to aquire the license in the PS3 version,everyone can gain access to it without trouble if you have the DLC mission for it,so yeah,you might farm the parts quite easily to make it actually useful ZGMF-X42S Destiny Gundam Normal attacks:keep tapping S S1~4:left and right slashes with Huge Toy Sword(HTS)/or whatever its name is S5:spinning slash S6:overhead slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:three left and right slashes with the HTS C3:throws beam boomerang,or was it beam saber? C4:dashes to the left and does a dashing slash to the right with the HTS C5:plamo affectionado/shining finger clone/whatever,does an uppercut with shining finger copy,does multiple hits,possible to aircombo after dash cancel C6:jumps and smashes the ground with HTS,slow startup,creates shockwave upon landing Dash attacks: tap S after dashing/cancel dash S1~3:left and right overhead slash,spinning horizontal slash Dash charge: T in between dash attacks DC:spinning horizontal slash,fast startup,breaks guard Smash attack: Hold S until it glows, then release HS:charges the HTS,stabs forward SP attack: O on ground SP:wings of Righto?,dashes forward with a thing that is dubbed wings of righto,does mediocre damage and has small area of effect,finishes by grabbing an MS with its shining finger clone and throws them forward,mediocre damage,tends to miss easily Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:SwissGun,fires small beam from something that looks like a swiss knife with a rifle barrel,has medium range,basically an air version of strike freedom's useless ground SP Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:dashes forward while slashing left and right with the HTS,finishes with an overhead slash Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:SEED mode?,destiny's performance is increased for a while Comments:i have no idea what this thing is,it emulates many famous past gundam gadgets halfheartedly in this game,the result is overwhelming mediocreness C6 is interrupted easily and doesn't do anything special,ground SP does mediocre damage not enough to wipe a field OR kill an ace,misses a LOT in higher difficulties since the enemy can escape easily definitely the worst class 1 newcomer along with sazabi,its only bright points are the fact that it has a fast DC and it breaks guard..... Musha Gundam *NOTE:for (*) moves,S6* is space only,C5&ground SP will add an extra ground shockwave at the end of the move Normal attacks:keep tapping S S1~5:left and right swings with musha yari(trident) S6:does a "ready" pose,when the yari touches the ground it creates a 360 ground shockwave(misses airborne MS) S6*:does a "power" pose that emits invincible shockwave that covers musha's body(like god gundam's dash charge) Charge attacks: T in between normal attacks C1:fires giant musket,spits out bazooka rounds C2:yari spining swing followed up with overhead swing,the overhead swing breaks guard C3:dashing stab with yari,covers quite a distance,does multiple hits C4:720* spin with musha yari and naginata extended,moves forward,does multiple hits,excellent reach C5*:stabs with yari,when connected jumps while the enemy is still impaled and throws them to the ground,unblockable,possible to aircombo after dash cancel C6:issen,throws yari upwards,quickly draws katana and slashes forward,might contain "hard strike",stuns enemy upon contact. Dash attacks: tap S after dashing/cancel dash S1~3:right swing with yari,pokes with the butt of the pole,left swing with yari Dash charge: T in between dash attacks DC:spins yari in front of MS Smash attack: Hold S until it glows, then release HS:charges yari and does a dashing swing SP attack: O on ground SP*:stabs with yari,when connected slams enemy MS to the ground multiple times creating ground shockwaves that damages surrounding MS,finishes by jumping and throwing enemy MS to the ground,unblockable Hyper SP:the attack duration is extended Aerial SP: O in mid-air SP:combines gundam yari and naginata,dashes forward while both weapon edges on both sides,large area of effect. Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:stands in place while swinging naginata left and right,finishes with a swing with yari and naginata,LV3 SP adds many extra swings using yari and naginata Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:power of musha,charges 3 giant explosions,deals major damage,very large area of effect. Comments:the big bad boss from GM1 returns,and it is stronger than ever,possibly the largest non MA gundam in the game,it has better reach than most MS in the game do to its weapon of choice,you have to go through all sorts of thing and may even give up playing the game before you can get its license,but once you get it its totally worth it most of its charges are either breaks guard,very fast,covers a huge area,unblockable,or stun enemy MS,it is a very versatile MS to top it off it has a very unique SP attack,the only unblockable SP in the game,once hit the enemy has no chance to escape from the whole SP attack,just pray you are not in the receiving end of it its weakness is it has a huge size and low mobility,it won't show much when the CPU uses it but you will be easily swarmed in harder difficulty while riding it Musha Gundam Mk-II Normal attacks:keep tapping S S1~2:left and right slashes with both musha katana S3:slashes forward with both katana S4:right slash S5:overhead slash S6:slashes forward with both katana,creates a shockwave projectile Charge attacks: T in between normal attacks C1:fires beam rifle C2:upwards slash with both katana,followed with a front kick,the upwards slash breaks guard,possible to aircombo after dash cancel C3:stabs using naginata,when connected throws enemy forward,unblockable C4:does the exact same thing with S6 C5:does a heel hammer,followed with a jumping knee,the heel hammer breaks guard,possible to aircombo after dash cancel C6:swings naginata followed by a jumping overhead slam to the ground,creates shockwave upon landing Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes,spinning slash with both katana Dash charge: T in between dash attacks DC:fires a huge beam from beam rifle Smash attack: Hold S until it glows, then release HS:charges both katana and does a cross slash(+) while dashing forward SP attack: O on ground SP:does very rapid thursts with both katana,on LV3 hit total reaches around 80 hits,ends with a forward slash Hyper SP:the attack duration is extended,on LV3 hit total surpasses 100 Aerial SP: O in mid-air SP:spinning death wheel,spins forward like a torpedo with both katana extended,wide area of effect,tremendous damage,deals around 50 hits on LV3 Hyper SP:the attack duration is extended Combination SP: O while nearby an ally ace CSP:spins naginata above MS head while slowly hopping forward,wide area of effect,finishes with a powerful swing. Hyper CSP:the attack duration is extended EX SP:CPU only move,done in higher difficulty EX:true god slash,charges and releases many shockwave projectiles all over the place Comments:once a PS2 exclusive MS,the smooth talking black samurai returns(no,not afro you silly!)!without a personality this time though,and it has been powered up greatly since GM1(in which it was an average MS,way below wing zero),you will need to get through even greater hassle in order to play as this MS,but as with musha,its totally worth it it lacks the reach that musha has but it has more speed in its attacks,its the only MS that has more than 2 guard breaking/unblockable charges,meaning that whatever you do will most likely hit your opponent its most powerful attack is its ground and air SP's,with correct skills and attachments you can pretty much destroy anything with little effort once you reach LV3 SP,be it MA,enemy ace,or a whole field full of grunts Class 2 Mobile Suits Spoiler: click to toggle RX-77 Guncannon Normal attacks:keep tapping S S1:left rifle swing S2:left backhand S3:left kick S4:right roundhouse Charge attacks: T in between normal attacks C1:shoots beam rifle C2:knee strike C3:fires cannon in a parabolic arc,breaks guard,may miss against small MS C4:crouches and fires the cannon 3 times Dash attacks: tap S after dashing/cancel dash S1:dashing headbutt SP attack: O on ground SP:shoots the cannon 3 times in a parabolic arc similar to C2,has a slight homing function so it may hit a small MS directly,damage is HIGH Hyper SP:the attack power of the SP is raised Comments: No contest,this is the strongest class 2 MS in the game,but as with the O,it also has slowness problems,plus guncannon doesn't have a beam saber of sorts so it suffers from short ranged melee too,aside from all that the extra power is worth it though,it even outclasses several class 1 MS in pure damage dealing MSM-07S Z'Gok CA (Char Aznable custom) Normal attacks:keep tapping S S1:right swing S2:left swing S3:left upper swing S4:claw stab Charge attacks: T in between normal attacks C1:shoots beam claw gun C2:claw upper C3:raises both arms,trying to topple the enemy over,breaks guard C4:crouches and shoots rockets from its head Dash attacks: tap S after dashing/cancel dash S1:dashing headbutt SP attack: O on ground SP:shoots beam claw gun twice,once from each hand Hyper SP:the attack power of the SP is raised Comments:ahh,just when you think sazabi was the worst they can do with char's MS out comes Z'Gok CA,this MS,along with the regular Z'Gok,is a disgrace to char aznable's awesomeness and a discrace to class 2 MS overall,as opposed to guncannon,many class 3 MS outclasses Z'Gok CA in versatility and damage dealing ability,with this MS you will have trouble with anything,crowd clearing,duelling,everything,thanks to the short reach,weird charges&SP attacks MSN-02 Zeong Normal attacks:keep tapping S S1:right rocket punch S2:left rocket punch S3:zeong spins in place,causing the launched fists spins as well S4:both hands fire a beam salvo before returning to zeong Charge attacks: T in between normal attacks C1:fires mouth beam C2:spinning rocket fist,covers 360* C3:headbutts and catches its arms,breaks guard C4:randomly shoots many beams towards zeong(?!),damaging any MS nearby,suicidal,unrealistic,but effective nonetheless Dash attacks: tap S after dashing/cancel dash S1:dashes and launches both hands forward,when dash cancelled from C3 looks like zeong is playing catch with its own hands 0-o SP attack: O on ground SP:sprays beam from both hand in a 180* arc in front of MS,does excellent damage,moreso in point blank Hyper SP:the attack power of the SP is raised EX SP:CPU only move,done in higher difficulty EX:psycomu attack,detaches its hands that attacks independently,each hand has its own lifebar,after launching the hand,zeong will disappear for a while,it will return after you destroy both hands or after several seconds passed,note that the arms are way bigger than funels and slower too,also,if you wait until zeong arrives he will use a new set of hands while the detached hands is still around,weird.......... Comments:the zeong has it all,long ranged S string and versatile charges,not to mention a fast and powerful SP attack,too bad its space only and there's nothing you can do about it unless you use cheat devices,this lowers its usability greatly MS-14B Gelgoog JR (Johnny Ridden custom) Normal attacks:keep tapping S S1~2:left and right slashes with beam anginata S3~4:double spinning slash Charge attacks: T in between normal attacks C1:shoots the ridden custom rifle,it has bazooka like bullets instead of beam C2:shield boomerang,tosses the shield that will travel in a 180* arc,might have more range than gelgoog CA's naginata throw C3:shoots the rifle three times,breaks guard C4:lawnmower,spins naginata in front of MS while hovering forward,does multiple hits Dash attacks: tap S after dashing/cancel dash S1:naginata slash 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 power of the SP is raised Comments:ridden's gelgoog is a good MS for beginners,it has fast and versatile charges,and while it lacks powerful SP attacks and aircombos like the gelgoog CA,it requires no license so all pilots can use it from the get go RX-139 Hambrabi Normal attacks:keep tapping S S1:claw swipe S2:backhand S3:rifle smack S4:somersault kick Charge attacks: T in between normal attacks C1:fires the beam rifle C2:hamrabi stomp,very fast,breaks guard,annoys people since 2007,if you know what i mean>.< C3:sea serpent,swings claw hook around,covers 360* C4:bayonet slash&stab,clears crowd well Dash attacks: tap S after dashing/cancel dash S1:dashing headbutt SP attack: O on ground SP:MA crash,transforms and dashes forward Hyper SP:the attack power of the SP is raised Comments:hamrabi,once NPC only MS that have tons of armor and annoying attacks,now you can use it too!,not very strong but its very versatile,it has fast charges and good crowd control ability,plus it can transform into MA mode making travels easier,definitely an MS worth playing RX-160 Byalant Normal attacks:keep tapping S S1:left slash with beam saber S2:right slash S3:jumping upward slash S4:diving stab with both beam saber Charge attacks: T in between normal attacks C1:fires hand beam C2:jumping upwards slash C3:fires hand beam in font and back,breaks guard C4:barrel roll towards the ground,does multiple hits Dash attacks: tap S after dashing/cancel dash S1:saber stab SP attack: O on ground SP:hyper beam spin,floats&spins while firing the hand beams non stop towards the ground,knocks surrounding MS away,if you manage to pin enemy MS to the wall.... Hyper SP:the attack power of the SP is raised Comments:a unique MS,it seems that at first it was designed to be a class 1 MS judging from many of its moves lead to a potential aircombo attacks,sadly it has a somewhat incomplete moveset, NRX-055 Bound Doc Normal attacks:keep tapping S S1:right swing with claw arm S2:left swing S3:360* spinning swing S4:beam saber slash Charge attacks: T in between normal attacks C1:fires beam rifle/gun C2:360* spinning kick C3:awkward dropkick,very fast,breaks guard C4:720* claw spin Dash attacks: tap S after dashing/cancel dash S1:shield arm bash SP attack: O on ground SP:720* beam gun spray,spins in place while firing the beam gun rapidly Hyper SP:the attack power of the SP is raised EX SP:CPU only move,done in higher difficulty EX:MA mode,transforms into MA mode and rushes towards you,the move lasts pretty long and its unblockable,but the CPU is a bad driver,so once you dodge the initial hit it will have a hard time to chase you. Comments:for one of the tallest MS in the game,bound doc have really short limbs,pair that with the fact that it uses them to attack instead of the beam saber puzzles me,that and it doesn't utilize its signature shoulder beam either,all in all its pretty good once you got support skills that increases the range of its attacks,plus it can transform into MA mode,making travels easier. PMX-001 Palace Athene Normal attacks:keep tapping S S1:left slash with beam saber S2:right slash S3:saber stab S4:spinning slash Charge attacks: T in between normal attacks C1:fires beam cannon C2:fires cannon rapidly in a 180* arc in front of MS C3:fires grenades rapidly from shield,breaks guard,ONLY if all the missiles managed to hit the same blocking target C4:fires both shoulder spray beams Dash attacks: tap S after dashing/cancel dash S1:front kick SP attack: O on ground SP:fires both shoulder spray beams followed by firing all 8 anti battleship rockets stored on the "wing" part,the rockets have a slight homing capability but tends to target one MS only instead of scattering Hyper SP:the attack power of the SP is raised Comments:palace athene isn't very strong melee wise,but it sure can shoot stuff like mad,all of its charges are projectile based and can wipe out crowds and aces easily if you equip the MS with proper attachments and skills,its SP deals great damage to MA's and aces alike if all 8 rockets hit the same target. PMX-002 Bolinoak Sammahn Normal attacks:keep tapping S S1:upward slash with hidden beam saber S2:overhead slash with beam axe S3:shoulder charge S4:upwards slash with beam axe Charge attacks: T in between normal attacks C1:fires beam from pincer shield C2:pincer shield bash C3:trick pincer beam,at first it will glow yellow,but right before firing the beam it will change into purple,meaning that it guard breaks,useful in VS battles C4:360* spin with axe and shield extended Dash attacks: tap S after dashing/cancel dash S1:missile kick/dropkick SP attack: O on ground SP:fires short bursts from the pincer shield,the trajectory is very awkward since it shoots diagonally,so if you want to attack straight in front of you,you need to align the shield in front of the enemy to do so Hyper SP:the attack power of the SP is raised Comments:for a recon only MS Bolinoak Sammahn is not bad,its charges are pretty strong,so does the SP attack as long as you aim it correctly,still,its not very friendly for beginners due to its short ranged attacks AMX-107 Bawoo Normal attacks:keep tapping S S1:shield smack S2:right kick S3:rifle smack S4:shield beam saber slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:shield backhand C3:roundhouse kick,breaks guard C4:fires several beams from shield Dash attacks: tap S after dashing/cancel dash S1:dash slash with beam saber SP attack: O on ground SP:shoulder tackle,somersaults,detaches leg part and launches it forward,explodes upon contact,replacement leg arrives from behind Hyper SP:the attack power of the SP is raised Comments:bawoo is pretty versatile,its has charge attacks for all kinds of situation and they are pretty strong to boot,i kinda wished we would see more of the body detaching attacks though,definitely a solid MS for beginners RGZ-91 Re-GZ Normal attacks:keep tapping S S1:right and left slashes with beam saber S4:spinning slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:fires chest missiles C3:roundhouse to sweep kick,the sweep kick breaks guard C4:overhead slash,when connects followup with two grenade shots Dash attacks: tap S after dashing/cancel dash S1:dash slash SP attack: O on ground SP:BWS,transform into the BWS and charges forward Hyper SP:the attack power of the SP is raised and the duration is extended Comments:a minored down zeta gundam,its not a clone though since it has its own unique charges,its pretty versatile and the SP attack is easy to land,the only qualm would be how the BWS operate,it's supposed to carry a high output beam cannon,but it seems KOEI is too lazy to create a unique attack for it and rams using the BWS instead MSN-03 Jagd Doga GG (Gyunei Guss' unit) & QP (Quess Paraya's unit) Normal attacks:keep tapping S S1~4:left and right slashes with beam saber Charge attacks: T in between normal attacks C1:fires assault rifle(GG),fires mega gatling gun(QP),the QP version fires around 5 beams per button press C2:fires shield beam C3:stabs enemy with beam saber,when connected,launches funnels to rain shots towards the impaled MS,unblockable,funnel shots can hit surrounding MS C4:jumping spin slash,does another spin slash upon landing Dash attacks: tap S after dashing/cancel dash S1:high kick SP attack: O on ground SP:funnel raid,launches funnels in a circle formation above Jagd Doga,funnels that moves forward while circling and raining beams from above Hyper SP:the attack power of the SP is raised 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,Jagd Doga will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed Comments:a lite version of sazabi,to tell the truth it has all the good traits that sazabi has,namely its C3,if you are NOT playing as char or his lackeys,this is as good as sazabi itself since the sazabi license is a pain to get,the QP has better C1 than GG ZMT-S33S Gottrlatan Normal attacks:keep tapping S S1:left slash with beam tonfa S2:right slash S3:upwards slash S4:overhead slash Charge attacks: T in between normal attacks C1:fires beam rifle C2:pierces enemy with head beam saber,breaks guard C3:rapid slashes with beam tonfa,ending with a thurst C4:jumps and does a hurricane kick,upon landing performs a dashing slash *note:a funny bug,if you dash cancel C2 the head ornament will stuck at attacking position until you are knocked down or uses any charge&SP attack. Dash attacks: tap S after dashing/cancel dash S1:dash punch SP attack: O on ground SP:attaches MBL and fires a giant beam that lasts for a while Hyper SP:the attack power of the SP is raised EX SP:CPU only move,done in higher difficulty EX:the same with hyper SP,only longer,stronger and might be unblockable Comments:another tiny MS from the V anime,its very fast and versatile,but it somewhat lacks in raw power and armor,so don't get hit too much when piloting this MS CONCEPT-X 6-1-2 Turn X Normal attacks:keep tapping S S1~3:left and right slashes with beam saber S4:overhead slash that shoots a shockwave projectile Charge attacks: T in between normal attacks C1:fires beam from the "shining finger" manipulator C2:fires beam rifle from the "carapace" backpack C3:shining finger,dashes forward and grabs one MS with manipulator,once connected lifts the MS and overloads them until they explodes,unblockable,the explosion will damage surrounding MS C4:bloody siege,detaches all body parts and attacks rapidly in front of MS using a combination of melee and beam shots Dash attacks: tap S after dashing/cancel dash S1:bloody siege,detaches arms and legs forward SP attack: O on ground SP:GEKKOUCHOU DE ARU!,hovers in place with giant butterfly wings,has wide area of effect,does multiple hits,around 20 if all hits connect Hyper SP:the attack power of the SP is raised EX SP:CPU only move,done in higher difficulty EX:bloody siege,detaches all body parts that attacks independently,each limbs has its own lifebar,after detaching,turn X will disappear for a while,it will return after you destroy all of the limbs or after several seconds passed,not destroying the limbs when turn X returns is another strange phenomenon to behold Comments:WHY?!,does garma have to die?~err,wrong comment,turn X is a solid class 2 MS,it has powerful and versatile charges,plus a good SP attack to boot,the thing is,turn X has so much potential wasted in this game,it doesn't even get to use the mega particle cannon from the backpack,but rest assured,if GM3 is released the promotion to a class 1 MS is inevitable Edited by wodash, Mar 16 2009, 11:28 AM.
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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9:38 AM Nov 25