| Viewing Single Post From: GUNDAM MUSOU 2 Attachments and Skills sugestion | |
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| wodash | Mar 1 2009, 01:43 PM |
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undefeated in all directions
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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.
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| GUNDAM MUSOU 2 Attachments and Skills sugestion · Dynasty Warriors: Gundam (Gundam Musou) Guides | |




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12:25 PM Nov 28