Welcome Guest [Log In] [Register]
Viewing Single Post From: GUNDAM MUSOU 2 Attachments and Skills sugestion
wodash
Member Avatar
undefeated in all directions
[ *  *  *  *  *  *  * ]
EDIT:added all MS to the fray,the list is now somewhat complete!
note:for non class 1 MS sometimes i will couple similar class 2 and 3 MS together because they have similar attachment setups,but the skill suggestion might differ though

enjoy!

REFERENCES
use these links to check the MS's moves and what the skills and attachment actually do
Movelist (by who?)
Skill translation (by BK)
Attachments list (by BK)

ATTACHMENTS
when you first start your game there will be very little options for attachments due to tech levels,this guide assumes you have reached at least level 8 to be able to utilize most of the attachments suggestions

unlike skill,tech level is shared with every pilot,meaning if you have maxed it,everyone will have access to the same attachments,so no early game setups for attachments here.

the suggested attachments priority starts from the topmost,so pick that attachment first if you have it,if you don't then go for the second one and so on,the last one is the less important so get it last


SKILLS
for the skills,it will be divided to several individual skill setups,which is:
a.early game:where your pilot is still low leveled,this skills suggested here generally helps boost your level faster and enhances the power of your limited moveset(S4C4),and mostly composed of common and uncommon skills

b.combo/powerhouse:assumed you are now on mid 25~30 and have the necessary skills,this is a full offensive build that maximizes your damage output

c.balanced:an all round setup with a balanced dueling and crowd clearing setups,usually uses very rare skills

d.special:a setup that maximized a special ability of a particular MS to its maximum potential

every MS will at least have the first 2 setups listed

-as for the non battle skills like good luck,charisma,and worthy rival,they are very conditional and not essential to win a battle,thus are not included

-The "ultimate" skills,serene mind and DG cells,are also not listed since its useless in difficulties lower than hard and missions that does not have stars/level above 5,if you face missions/extra missions that matches the difficulty above then you can pick ONE of the skill and go to battle

using both will severely weaken your MS(since you waste 2 skill slots) and make the game really boring,sure you can run around waiting for your SP to fill while not taking damage at all,but i will lose any respect of you,and will question your will of improving yourself in ANYTHING,not just this game

-the defensive skills like damage canceler,sky eye,guts,and parry can be mixed into the skill build but for most of the time it is not necessary if you can dodge well

-i try to make this section compatible with every version of GM2,so "ace pilot",although extremely good,and considered another ultimate skill,will not be mentioned,since the PS2 version cannot afford 2500 shotdowns per mission without the player banging his head to the wall


THE LIST

RX-78-2 Gundam

general MS setup
Sniper:most of RX78's charges are shot based,including C6,this attachment is your staple to rack shotdowns easily
Biocomputer:even though it has a not so versatile SP attacks but you might need it in emergency,and this attachment provides easier SP gain for that
Airmaster:a must for nearly all class 1 MS,do not waste the ability to do more damage while airborne
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Pressure/Armor gain/Hard strike:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:to raise stats for a bit
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for ground SP
High tension:for ground SP
Fault of the youth:increase attack power greatly,makes ground SP even more damaging,but cannot block

c.balanced
Overdrive:gives a crowd clearing SP
Headshot:you can now replace the "Sniper" attachment with something else
Jamming:makes enemy forces weaker


MS-06S Zaku II CA (Char Aznable custom)

general MS setup
Hard strike:most of zakuIICA's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has really good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,zakuII CA can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Speedster:3 times the speed!,this is a trademark of this MS actually,but not too important,you can use the below attachments instead if you want.
Zero range/Pressure/Armor gain/Aura burst:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:to raise stats for a bit
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:for any SP attack
Fault of the youth:increase attack power greatly,but cannot block


MS-14S Gelgoog CA (Char Aznable custom)

general MS setup
Hard strike:most of Gelgoog CA's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Gelgoog CA can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Cross drive/Square drive/Pressure/Armor gain:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:to raise stats for a bit
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:for air SP attack
Fault of the youth:increase attack power greatly,but cannot block

c.GM1 style
Overdrive:gains a powerful multipurpose SP attack
Fault of the youth:increase attack power greatly,but cannot block
Magnetic high:clears crowd even easier with C2,C4,and C6(but might mess up C5)


RX-178 Gundam Mk-II AEUG/Titans

general MS setup
Sniper:most of Gundam Mk-II's charges are shot based,this attachment is your staple to rack shotdowns easily(especially dash charge)
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Gundam Mk-II can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hard strike/Chase drive/Pressure/Armor gain:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Precise shooting:makes crowd clearing easier with dash charge
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+any SP
High tension:for any SP attack
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Headshot:you can now replace the "Sniper" attachment with something else
Jamming:makes enemy forces weaker
Hate to lose:gains advantage from dealock wins,very useful in duels


MSZ-006 Z Gundam

general MS setup
Sniper:even though most of its charges are fight based,its C6 alone warrants an optimal use of this attachment
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,zeta can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hard strike/Chase drive/Pressure/Zero range:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases reach for many attacks,great for prolonging aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:for any SP attack
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gets an alternative crowd clearing SP
Jamming:makes enemy forces weaker
Hate to lose:gains advantage from dealock wins,very useful in duels


MSN-00100 Hyaku Shiki

general MS setup
Hard strike:most of Hyaku Shiki's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Hyaku Shiki can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Chase drive/Boost drive/Zero range
:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases reach for many attacks,great for prolonging aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
Overdrive:gains a powerful multipurpose SP
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gains a powerful multipurpose SP
High tension:increases SP damage,upgrades overdrive SP with a crowd clearing move
Fault of the youth:increase attack power greatly,but cannot block


PMX-003 The O

general MS setup
Hard strike:most of The O's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,The O has problems performing lenghty aircombos but a simple aircombo+air SP is good enough to use airmaster
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Speedster:The O is a very slow MS mobility wise,therefore this is really needed for the MS,an alternative for Speedster is listed below
Hexa drive/Zero range/Pressure/Armor gain:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases reach for many attacks,great for prolonging aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gains a powerful multipurpose SP
Jamming:makes enemy forces weaker
Fighting instinct:the O cannot be interrupted while executing attacks


AMX-004 Qubeley

general MS setup
Sniper:most of Qubeley's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Qubeley can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Hard strike/Pressure/Zero range:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Precise shooting:makes C4 a better crowd clearer
Customize:to make things extra easy when you found an "attack x2" bonus

b.powerhouse
Jamming:makes enemy forces weaker
High tension:makes SP attacks more powerful
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gains an alternative crowd clearing SP
Jamming:makes enemy forces weaker
Hate to lose: gains advantage from dealock wins,very useful in duels


MSZ-010 ZZ Gundam

general MS setup
Sniper:most of ZZ Gundam's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,ZZ Gundam can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hard strike/Speedster/Zero range:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Precise shooting:add more shotdown with your dash charge using this
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:makes SP attack more powerful
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
High tension:makes SP attack more powerful
Jamming:makes enemy forces weaker
Headshot:can switch "Sniper" with another attachment


AMX-004-2 Qubeley Mk-II EP (Elpeo Ple's unit)

general MS setup
Hard strike:just for variation,Qubeley Mk-II EP has more fight charges compared to the other two,and its C3 is a good pair with Hard strike
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Qubeley can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Aura burst/Sniper/Pressure/Armor gain:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases reach for many attacks,great for prolonging aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gains a powerful multipurpose SP
Jamming:makes enemy forces weaker
Magnetic high:drags enemy towards you,great with C3


AMX-004-3 Qubeley Mk-II P2 (Ple-Two's unit)

general MS setup
Sniper:most of Qubeley's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Qubeley can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Aura burst/Zero range/Pressure/Armor gain:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases reach for many attacks,great for prolonging aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
Overdrive:gains a powerful multipurpose SP
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gains a powerful multipurpose SP
Jamming:makes enemy forces weaker
Hate to lose: gains advantage from dealock wins,very useful in duels


RX-93 ν Gundam (Nu Gundam)

general MS setup
Sniper:most of Nu Gundam's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:even though it has a not so versatile SP attacks but you might need it in emergency,and this attachment provides easier SP gain for that
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Sniper/Pressure/Armor gain:optional attachment,depending on your playstyle

fin funnel barrier setup
this setup enhances C6 and only C6,use in pair the FFB skills setup only
Boost drive:enhances the damage done by dash cancel,in this case,C6 dash cancel
Aura burst:C6 cannot kill grunts effectively alone,use this to finish a field off
Hexa drive:increases the damage of C6
Zero range:increases the C6 damage even more
Smash hit/Pressure/Armor gain/Minovsky drive:optional attachment,depending on your needs

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:incerases self and ally stats
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
Overdrive:gains a more useful SP attack
Fault of the youth:increase attack power greatly,but cannot block

c.FFB(Fin Funnel Barrier)
Heat up:increases the damage done by C6 dash cancel
[b=Fighting instinct[/b]:a must for this setup,guarantees a successful C6
Fault of the youth:increase attack power greatly,but cannot block


MSN-04 Sazabi

general MS setup
Sniper:most of Sazabi's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:even though it has a not so versatile SP attacks but you might need it in emergency,and this attachment provides easier SP gain for that
Airmaster:a must for nearly all class 1 MS,Sazabi can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Hard strike/Delta drive/Aura burst
:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Precise shooting:makes dash charge easier to clear crowds
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:increases SP damage and slightly prolongs air SP
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Headshot:can replace "Sniper" with another attachment
Jamming:makes enemy forces weaker
Hate to lose:gains advantage from dealock wins,very useful in duels


F91 Gundam F91

general MS setup
Sniper:most of F91's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has really good SP attacks(for a whole different reason),using this and the afterimages will give infinite supply of SP
Airmaster:a must for nearly all class 1 MS,F91's main method of attacking is aircombo,which makes this attachment a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Boost drive:enhaces the damage done by afterimage dash cancel
Aura burst/Hard strike/Pressure/Zero range:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:increases stats for self and ally
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP,and mostly anything you do with afterimages
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Heat up:for aircombo+air SP,and mostly anything you do with afterimages
Overdrive:gains a more powerful ground SP
Jamming:makes enemy forces weaker


LM314V21 Victory Two Gundam

general MS setup
Sniper:even tough most of V2's charges are fight based the best crowd clearing attack are its dash charge,which is shot based
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,V2 can perform aircombos quite easily so this is a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Hard strike/Zero range/Aura burst:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:increases both self and ally stats
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
Overdrive:gains a powerful multipurpose SP
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
High tension:increases SP damage
Jamming:weakens enemy forces
Hate to lose:gains advantage from dealock wins,very useful in duels


GF13-017NJII God Gundam (Burning Gundam in overseas version)

general MS setup
Hard strike:all of God Gundam's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,God Gundam has pretty powerful air attacks but has a slow and awkward dash charge,but a simple aircombo+air SP should fix that problem
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Square drive/Penta drive/Pressure:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases C4 range,which helps clears crowd
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Overdrive:gains a powerful multipurpose SP
Hate to lose:gains advantage from dealock wins,very useful in duels
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
High tension:increases SP damage
Magnetic high:drags enemy towards you with C4 and C6,also helps prolong
aircombos
Hate to lose:gains advantage from dealock wins,very useful in duels


GF13-001NHII Master Gundam

general MS setup
Hard strike:all of master's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,master's main method of attacking is aircombo,which makes this attachment a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Delta drive/Chase drive/Pressure:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:increases both self and ally stats
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
High tension:increases SP damage
Heat up:increases combo damage
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
High tension:increases SP damage
Magnetic high:drags enemy towards you with C4 and C6
Jamming:makes enemy forces weaker


XXXG-00W0 Wing Gundam Zero

general MS setup
Sniper:most of wing zero's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Zero range:increases most of wing zero's charge attack power
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Airmaster/Hexa drive/Square drive:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:increases stats for self and ally
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:increases combo damage
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.kill em all!
Fault of the youth:increase attack power greatly,but cannot block
Overdrive:gains a great crowd clearing SP
High tension:increases SP damage,upgrades overdrive SP into a deadlier one


OZ-13MS Gundam Epyon

general MS setup
Hard strike:all of Epyon's attacks are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Epyon's main method of attacking is aircombo,which makes this attachment a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive/Boost drive/Chase drive/Speedster:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increases melee range,easier to connect aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
High tension:increases SP damage
Heat up:increases combo damage(a LOT,considering epyon's ground SP can go over 100hits easily)
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Overdrive:gains a powerful multipurpose SP
Magnetic high:drags enemy towards you with C4 and C6
Hate to lose:gains advantage from dealock wins,very useful in duels


WD-M01 ∀ Gundam (Turn A Gundam)

general MS setup
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,turn A's air SP is so good that a simple aircombo+air SP can net very high damage
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Hexa drive:increases C6 damage,which is turn A's most powerful charge
Sniper/Hard strike/Pressure/:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:increases stats for self and ally
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:increases SP damage
Magnetic high:drags enemy towards you with C6,easier to maintain aircombos

c.NUKES!
Fault of the youth:increase attack power greatly,but cannot block
Overdrive:gains a very powerful ground SP
Impulse:works wonders with Overdrive


ZGMF-X20A Strike Freedom Gundam
general MS setup

Sniper:most of SF's charges are shot based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,SF is no exception
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Zero range: a must for SF since many of its charges are shot based
Chase drive/Hexa drive/Pressure:optional
attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Precise shooting:easier to clear crowds with charges
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Overdrive:gains a powerful ground SP atack
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.run+gun=fun!
this setup is solely based on C1 although other shot based attack may gain advantage too
Precise shooting:easier to clear crowds with charges,especially C1
Barrage shot:able to use C1 5 times,in SF's case that means 10 beams
Headshot:enables C1 to OHKO grunts and generic guards,can switch "Sniper" with something else


ZGMF-X19A ∞ Justice Gundam (Infinite Justice Gundam)

general MS setup
Hard strike:most of IJ's attacks are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,IJ have a fast,Long ranged and powerful dash charge which makes aircombos easier to perform
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Smash hit:IJ lacks guard breaking attack,this will help eliminate the problem,other suggestions is listed below
Aura burst/Sniper/Chase drive:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:increase melee range,easier to clear crowds using C3
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:increases SP damage
Magnetic high:drags enemy towards you with C3 ,C6 and dash charge,easier to prolong aircombos

c.balanced
High tension:increases SP damage
Jamming:makes enemy forces weaker
Fault of the youth:increase attack power greatly,but cannot block


ZGMF-X42S Destiny Gundam

general MS setup
Hard strike:all of Destiny's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:even though it has a not so versatile SP attacks but you might need it in emergency,and this attachment provides easier SP gain for that
Airmaster:a must for nearly all class 1 MS,Destiny's aircombo is above average and its only strong point,which makes this attachment a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Boost drive:enhaces the damage done by dash cancel

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:gains extra reach,easier to connect with aircombos
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Long range:gains extra reach,easier to connect with aircombos
Fault of the youth:increase attack power greatly,but cannot block
Magnetic high:drags enemy towards you with all charges,easier to prolong aircombos

c.balanced
One machine matches a thousand:easier to clear crowds
Ace killer:easier to defeat aces
Jamming:makes enemy forces weaker


Musha Gundam

general MS setup
Hard strike:all of Musha's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Musha has good aircombo moves and SP that can take advantage of this
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Square drive/Penta drive/Hexa drive:optional
attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Long range:makes C4 even more useful
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Ace killer:easier to defeat aces
Magnetic high:drags enemy towards you with C3,C4,and C6,easier to prolong aircombos
One machine matches a thousand:this MS's namesake,easier to clear crowds


Musha Gundam Mk-IIgeneral MS setup
Hard strike:most of Musha MKII's charges are fight based,this attachment is your staple to rack shotdowns easily
Biocomputer:this MS has very good SP attacks,this attachment will let you perform them more often
Airmaster:a must for nearly all class 1 MS,Musha MKII's main method of attacking is aircombo,which makes this attachment a must
Minovsky drive:the "red hare" of the game,its the ultimate mobility enhancement and also makes aircombos last longer,definitely a must for all class 1 MS
Pressure/Sniper/Armor gain:optional attachment,depending on your playstyle

general skill setup
a.early game
Pilot sense:to gain level and skill quickly
Leadership:increases stats for self and ally
Customize:to make things extra easy when you found an "attack x2" bonus

b.combo/powerhouse
Heat up:for aircombo+air SP,and ground SP(both deals a LOT of damage,air Sp deals less hits but has Airmaster to ampilfy damage)
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block
Edited by wodash, Mar 4 2009, 02:09 PM.
TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA!
Offline Profile Quote Post
GUNDAM MUSOU 2 Attachments and Skills sugestion · Dynasty Warriors: Gundam (Gundam Musou) Guides
Composed & Designed by, ©KOEI Warriors, 2005-2009. All rights reserved.