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| XXXG-00W0 Wing Gundam Zero; Pilot: Heero Yuy | |
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| Topic Started: Jul 30 2008, 07:47 AM (1,639 Views) | |
| Judau | Dec 18 2008, 09:05 PM Post #26 |
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I find myself always using range enchance when selecting the Wing Zero, it's beam stick, seems a little bit too small, thanks goodness it uses it's guns to make up for the range. |
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| ZGMF-X19A Infinite Justice | Dec 18 2008, 11:24 PM Post #27 |
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The Red Knight
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I was talking about the Gundam's not the pilot's just to clear up what I believe to be a misunderstanding, as for you wanting me to elaborate... it blow's up colony's what more needs to be said. As for that other dude saying the ZGMF-X20A Strike Freedom is overpowered, when compared to a suit that's impossible to beat because it knows everything before it happens and has a weapon capable of destroying a colony THAT is overpowered at least Kira Yamato (despite his plot armor) has a chance of being at the very least defeated. I could go into making my point about comparing Heero Yuy and Kira Yamato but I got a damm cold and can't think clearly.
Edited by ZGMF-X19A Infinite Justice, Dec 18 2008, 11:27 PM.
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| Judau | Dec 18 2008, 11:34 PM Post #28 |
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Why do you keep compairing SF and Wing 0? Why not compair it to say, the ZZ? That High Mega Cannon has alot of power, though maybe not as used as the buster rifle. |
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| MSW-07 Omega Gundam | Dec 19 2008, 01:22 AM Post #29 |
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Primordial Godtype
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Well at least he elaborated now. Even so, it seems that Heero's rivals are all newtypes with high shot so I would say those would be the ones to compare to, Kamille in particular, since he also has maxed out shot in, wouldn't you know it, a gundam who specializes in long ranged weaponry (The large beam rifle that is in his SP). But Ragnorok, it does say in its profile that it would be the greatest gundam ever if it was only built, which it eventually was by Quatre, though once again this is all about a matter of opinion. Those who support the newer series are going to say that the new Gundams are better...they are partially right. Most of the new gundams are better since they cover numerous areas and are balanced statistically, but are only better than the early season models (RX-78 Gundam and Zaku) or don't perform them as well as the older gundams who generally specialized and sometimes mastered certain areas of combat (God Gundam and Wing Zero are examples of specialized gundams from the older series). Though we should remember that its also the pilot that makes the gundam effective as well. |
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| DestinyX | Dec 19 2008, 02:15 AM Post #30 |
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Gundam Meister
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Good point! I read all this. And u guys got a lot opinions but enough. lets talk about how wing zero might play in the game if we see any videos. |
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I will destroy evil And spread my wings in to the calmness of the wind. | |
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| Judau | Dec 19 2008, 03:15 AM Post #31 |
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I think I'd like to see more sword slicing and poking, either that, or it using the Buster Rifle to hit with. Even though this is a shot type Gundam, a few good Melee attacks aren't bad. |
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| ZGMF-X19A Infinite Justice | Dec 19 2008, 08:15 AM Post #32 |
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The Red Knight
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I agree with the reasoning about liking Gundam's from newer series for them being more balanced and covering many different areas but don't get me wrong Even though I am a rabid Cosmic Era fan I have been getting into UC and I do like some of the suits in that it's just when it comes to Gundam Wing it screams single mindedness I mean Heavyarms is the perfect example of why I don't care for Gundam Wing I would be happy with Duo and Deathscythe Hell the only two things good about that series everything else you can keep. *Sneezes*
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| MSW-07 Omega Gundam | Dec 19 2008, 11:23 PM Post #33 |
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Primordial Godtype
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Well seeing as though the Wing Zero is a shot type gundam I obviously predict that it's range and coverage will be excellent. With the addition of more attacks and a better dash system, the Wing Zero will be able to tear through enemy ranks quickly and move on to it's next target with relative ease, but that is assuming they give 3 good charge attacks, otherwise it won't be that big of an improvement. The SP attack though is my biggest concern. In DWG it was the single greatest SP attack out of all of the gundams, but with the new sigle attack for each level that eliminates the full coverage in one strike potential that it had but they might have added new attacks to suit the new fast-paced playing style. |
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| Kratos Aurion | Dec 30 2008, 07:44 AM Post #34 |
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MOAR
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As someone who just finished *owning* everything with that SP just an hour ago, I can only wonder how they nerfed it in GM2. I mean, it took out an entire field, including the commanders that came afterwards, and it wasn't on Easy Difficulty either. What the hell? It's so..overpowered in GM1, I just wonder what you mean by One-Strike potential.. |
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| SephirothXer0 | Dec 30 2008, 08:08 AM Post #35 |
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First Lieutenant
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He meant Full-Coverage-in-One-Strike, as in, one attack wipes everything out ![]() And from what I've seen, the Zero isn't nerfed at all in this game. It's a lot faster, has a great dash charge, and the SP is a full 6 seconds of constant buster rifle ownage, which isn't as flashy as 3 different angles like in GM1, but it's more effective on Aces and concentrated groups. |
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| Ryo | Jan 1 2009, 05:36 PM Post #36 |
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Your lives end at my blade!
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Wing Zero do got nerfed, but not much. Zero can't clear fields as fast as GM1 anymore. C4 now has shorter reach, SP attack hardly clear fields in one shot. But Zero got improved in fighting Aces, as SP attack can do lots of damage on Aces, plus Zero got some decent charge attacks as well for fighting Aces. Zero still has Lvl3 SP attack from GM1, but now as partner SP. But you can get skill that enable you to use partner SP attack without partner. I've not try yet,but maybe Zero can still clear fields in one shot with this. Need to try first |
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| SephirothXer0 | Jan 15 2009, 06:32 AM Post #37 |
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First Lieutenant
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Yep, I've been clearing fields with it in one shot all week ![]() Only downside is that Aces escape from the rolling buster fairly easily, so I stick with the regular. Zero's become my most powerful suit by far, and it doesn't look like even the Seed suits are gonna stack up to it in the end. I was expecting them to be a lot more broken, honestly. |
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| wodash | Jan 15 2009, 01:14 PM Post #38 |
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undefeated in all directions
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KOEI got one thing right about wing zero in GM2,and that's its C6,that's the way heero fires his TBR most of the time,in powerful short burst i didn't recall the wing zero do a DBZ style 7 seconds beam in the anime or other games aside from when he does the roling TBR |
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| Darklotus | Jan 16 2009, 08:37 PM Post #39 |
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Soldier
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wing zero is my fav gundam in the game i already upgraded him with all pilots, i just like him cause he destroys many mobile suits at once |
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| MSW-07 Omega Gundam | Jan 17 2009, 12:06 AM Post #40 |
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Primordial Godtype
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Well if anyone wants to know the gundam and pilot stats, just go to the questions topic in the GM2 thread. There is a link to the stats but in relevance to the topic, Wing Zero is the 14th strongest mobile suit overall and Heero (tied with Kamille and Char) is the 3rd strongest pilot overall, slightly out scoring Domon in 4th place (with Haman) and Judau in 5th place (tied with Kira), while losing to Master Asia (2nd place), Uso and Amuro (tied for 1st). As for the Gundams though its God Gundam in first with an over 100 point difference overall between it and the second place: Nu Gundam, the Third place: Strike Freedom, and the fourth place: Sazabi (which was beaten by strike freedom by only four points). Edited by MSW-07 Omega Gundam, Jan 31 2009, 07:25 PM.
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"I can't play God, no matter how hard I try I'll never be able to bring people back. And killing Dark wouldn't erase the sadness. All we can do is forgive..." -Nterek Suil Gundam RP [Practice]![]() Hokuto no Ken RP Sign-ups: http://s13.zetaboards.com/koeiwarriors/topic/6654787/1/#new | |
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| Yazan Gable | Jan 17 2009, 10:58 AM Post #41 |
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Destroyer of Radish
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The musou is so good at clearing everything around...pretty much take any base no matter what the morale is.
Edited by Yazan Gable, Jan 17 2009, 10:59 AM.
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Radish go B00m now! K thx bai. ~~Can't wait for Way of the Samurai 3!~~ Currently playing: Demon's Souls | |
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| Richie408 | Mar 5 2009, 06:30 AM Post #42 |
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Right General
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I managed to turn Wing Zero back to it's more godlier self as Gundam Musou 1 for Gundam Musou 2. Mainly because Wing Zero is most effective with it's sp attack typically the ground version. Air Sp attack works just fine too but it shoots much faster....meaning doesn't last as long as the ground version but damage wise it is almost the same. i think ground does a tiny bit more... I pretty much gave it these attachments: ( note can only choose 5) Sniper: projectile user adds some bonus damage Zero Range Shot: projectile user closer the range more damage with projectile Bio Computer: ( sp user / projectile user) fills up your sp pretty fast when hitting stuff. Pressure: still do damage to pestering aces that block Minovsky Drive: saves you thrusters so you can escape and deal more dash attack / charge attack combos... ( works for air combos saves you thrusters) Hard Strike: ( melee attack users ) Adds more bonus damage to some melee attacks. Air Master: adds bonus damage in air combos some times. Any Charge attack that you like to use with it then i would just take out minovsky. As for skills: ( note only can choose 3 ) High Tension seems to make buster rifle shot go longer in range when doing sp attack. Also I guess it somewhat increases the length in time by some what and sometimes it seems to hit a lot better than your regular sp attack on aces...not really as avoidable. Serene Mind: fills up your sp attack gradually. Heat Up: does more damage based on how high your combo meter is. DG Cells: ( recommended if you get hit a lot on hard stages otherwise uncessary) refills your hp... gradually only if you are not thrustering around. Any killer skill help factor skill depends on situation... aces, mobile armors or grunts.. Overdrive: skill only if you are primarily killing grunts doesn't work well on aces...this makes your sp attack into a 360 spining buster rifle shot which was the 3rd sp attack in the first game... its sorta not that great as others stated aces can dodge out of it too easily... works good on killing grunts or and MA since they don't run away.... Any ways with this setup it seems Wing Zero is literally close to what he was in the first game definately is more powerful against Aces though. Generally I just grind Wing Zero's sp to the highest peak and just blast every thing around me even on hard I can end up clearing a field quite easily with full sp attack..... even using the sp attack on Ace pilots at full bar strength the high tension sorta makes it unavoidable since even if it jumps back it still falls into the length of the hit then it gets the aces stuck into the full hit of the blast. I'm able to consistently do 1/10th of damage on Ace pilots on the hardest mode still with one full sp bar of high tension sp attack and this is even without ace killer or ace pilot skill. Just based off of high tension and the first 5 attachment skills listed above. Edited by Richie408, Mar 5 2009, 06:32 AM.
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| wodash | Mar 5 2009, 10:52 AM Post #43 |
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undefeated in all directions
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well,wing zero doesnt have a spectacular melee so hard strike is a waste,the enemy usually will dodge,not block the ground twin buster rifle(and the AI can dodge sideways,making it miss completely,i dunno about PS3,maybe they're dumber there),the air version is harder to dodge but seems to do less damage pressure doesnt do much damage if you are not a multihitter(the damage is the same whether the actual attack is strong or weak,so the formula is more blocked hits=more damage),its a waste on S6C6 and S4C4 units that doesnt deal many,many hits on their charges and SP(like wing zero) example of class1&2 MS good with pressure:epyon(C6,SP),musha MKII(SP,air SP),god(C4 with clones),f91(everything+dash cancel while under MEPE),nu gundam(C6>dash cancel anyone?),master gundam(C3),gottrlatan,turn X(C4,SP) of course S8 grunts are the best example of good pressure utilizers.. also note that in normal dificulty with hexa drive and sniper,a point blank C6 can shave half of an ace lifebar in half(instant kill if you use attackx2),you should try C6 sometimes,i like it better in duels compared to SP,but you might need fighting spirit to pull it off Edited by wodash, Mar 5 2009, 10:54 AM.
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| Richie408 | Mar 6 2009, 05:25 AM Post #44 |
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Right General
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Actually I disagree about hard strike being useless along with pressure when it comes to wing zero.... even a blocked sp attack shot does tons of damage.... with heat up and such with pressure skill.... you get something out of it still... and to be honest it becomes quite useful lots of times here is an example I end up with ace bosses with chips of damage left and they always tend to block so one buster rifle quicky shot with pressure does the trick killing them all or a quick melee hard strike bonus damage with pressure damage works well too... or a dash charge canceling aura hitting attack... the chip damage is great enough to handle the last bit of chip damage necessary. Also if you don't worry about time you could always use the serene mind pressure heat up strategy to kill aces with sp attacks....especially with people that have sp attacks that don't really miss if used properly and if you do miss as in they block you still get the pressure hit damage... also as wodash stated about C6 with wing zero... it's much harder to pull off...without fighting instinct skill... which is why I prefer a high tension sp attack.... for some reason I guess high tension takes precedent over any other sp attack and if an ace tries to hit you while you just cast it sorta bounces off in some what of a way letting you get a full damage sp attack blast shot on it... and trust me even if the AI is super smart at the highest lvl at 8 even on true gundam warrior missions on hard... they also take tons of damage from this....strategy of chip damage and what nots.....might take a bit longer than your combo battlers and stuff but I have to say if you start mastering these things you kill aces at a faster rate and much easier to handle... i could easily handle 3 super aces on me like this.... all at once with SP gaining and chipping damage on them each time... As wodash states the AI is smart enough to side step.... not if they are so close in range of you... I can safely say about 95% i execute my sp attack perfectly...when the ace is close to me...actually i hit them almost literally witha sure hit if they end up hitting me slightly with the initial hit and then i fire my sp attack.... even if they block or do some jump back it i don't care... there is chip damage being done...and i just follow same pattern eventually the ace will die because the damage accumulates over time... (note wing zero has a pretty big long blast even if the ace jumps back he still gets hit with it...somewhat doing some chip damages) Why i got use to this style has a lot to do with the Class 3 units they primarily became sp and melee battlers needing a lot of help sometimes with pressure damage or an increase in their melee attack... since that is sorta like their primary attack besides the use of buildling up their sp attack...plus I really hate leaving a combat battle with absolutely no damage dealt... to be honest I think pressure shouldn't need to be a skill MS should be able to do chip damage regardless of what kind of attack... think about it for a second.... you got hit with an sp attack that big... how can you block everything with no damage if its such a powerful one.... or if you got pounded on your arm for so long with tons of melee... they could sorta adjust the damage perhaps melee doesn't do as much damage....or may be more hits to consider damage but for sp attack its almost like wow you can totally survive a buster rifle shot at full sp bar and take no damage... i can hardly believe this at face front.... damage.... when it comes to how things are with damage getting pelted on gundams feels a lot like Gundam Wing .... since you bomb it no damage... you do other huge blasts no damage... what is going on... .... it's almost like being in God mode in G Gundam constantly....I also have to say this is by far the easiest strategy for this game that I came up with for myself... the chip damage strategy that is...with sp attacks and what nots.....i might not even need DG cells to win any mission with this strategy... but its always good to have some what of an insurance policy. THis strategy is also much faster than my ace pilot strategy by far.... and i think is pretty easy to utilize even for the early gamers...Well I leave you with this quote the battle might not be pretty but who said battles needed to be pretty the point is winning the war. ![]() Kinda ties in my philosophy about chip damage over fancy combo looking dominance.... i would say this applies to fighter games too.... a chip damage person beating a fancy combo fighter as long as the person wins who cares how it looked.... to be honest it requires some skills to be a chip damage artist too... you have to make sure you maintain enough hp over the other guy... or survive over the other person while still doing some chip damages.... actually lots of chip damages for the most part.... Edited by Richie408, Mar 6 2009, 06:47 AM.
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| wodash | Mar 6 2009, 11:49 AM Post #45 |
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undefeated in all directions
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ARGH! MY AES! sorry bout that,but that post seriously needs some spacing,i ended up reading in circles and failed to finish reading the post >.< anyways, you didn't state why hard strike can be useful for WZ,i kinda saw you write about bonus damage?wing zero has 3 melee charge and all 3 is single enemy only hard strike basically lets you OHKO grunts with melee charges,they don't have effect for aces(no bonus damage whatsoever,ditto with sniper),and the main point of OHKO is crowd clearing,oh and btw pressure damage doesnt trigger hard strike effect,nor sniper effect and WZ's crowd clearing attacks are his C4,C6,and dash charge,all of them is shot based,thus having sniper AND hard strike is a waste of attachment space for WZ,while having hard strike ONLY is wasting WZ's potential............... that would be all
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| Richie408 | Mar 6 2009, 06:47 PM Post #46 |
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Right General
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That's pretty strange that hard strike doesn't add affect on aces... i don't know about you but it sure does for me. O_O; I always had added bonus damage with my melee attacks by using hard strike... it just doesn't go into affect all the time but when it does wow there is a substantial difference in damage. I keep doing tons of Gundam G Fight friendship missions and I do notice hard strike taking into affect with bonus damages just with melee on aces... not sure if any other attachments take a affect into it though since it sometimes seems like when you hit melee the guy is a bit in the air then may be airmaster bonus damage takes affect but even on a ground attack melee it does do extra damage at times...over a regular melee... i can easily tell since it was like twice the amount of damage i ususally do per melee attack... As for sniper i'm not totally sure that it only works with charge attacks or just regular projectiles.... to me I felt it just adds a bit more accuracy to the projectile shots though may be it is true it does add bonus damage on regular shots or charge... but I think in my usuage of it does somewhat feel like it increases the accuracy of my sp attack performing a bit better hitting Aces in general or grunt units. Because of this accuracy i feel that it adds to my damage though may be no bonus damages added...but the fact the accuracy kicked in makes the sp attack better.... Keep in mind all my parts are rank 4 so probably the affects are much better and play a role into things as well. Edited by Richie408, Mar 6 2009, 06:48 PM.
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| wodash | Mar 7 2009, 03:27 AM Post #47 |
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undefeated in all directions
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well i always use either one of them depending on the MS,and unlike FLASH from DW6 or SLAY from WO AFAIK it doesn't deal ultra spectacular damage against ace MS,since if it does it should have no trouble dealing mega damage to a hyper MS or MA(which has higher than usual defense) if it really does a bonus damage i should've noticed them by now.....i guess i'll try to squint really hard at the screen and see if there's any difference,but i still don't think it generates those "purple shockwave" on aces(to mark that sniper/hard strike is taking effect),it would be visible easily in gundam fight since you can focus your attention to just you and the other MS but i don't see any... as for sniper,it works on every charge except C1,headshot works on ALL shot based attacks including C1(but i don't think SP attacks will be affected),oh and i don't think sniper adds accuracy since its basically the shot version of hard strike,and as for SP damage bonus that might be zero range/heat up working instead..... but if the damage bonus thing REALLY apply to hard strike i can make sure sniper has that bonus too since they are 2 sides of one coin
Edited by wodash, Mar 7 2009, 03:48 AM.
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| Oblivion | Apr 27 2009, 11:47 AM Post #48 |
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Through Light, Through Darkness
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Okay, ever since I got GM2 on Thursday, I've pretty much used Heero and Wing Zero like crazy... I just can't let go of using the great from GM1 and its still great at clearing crowds... As for my thoughts on the updated moveset... - C3 is actually a worse change seeing as his one dosen't break guard unlock his GM C3... looks better and I suppose it clears crowds somewhat better with its longer reach, but no Guard Break in the end... - C5 is a launcher which I use ocassionally to start a short air combo... nothing more than that as I'm not an air comboer... yet... - C6 is awesome, it deals great damage and great crowd clearing in an instance... per say why I put Hexa Drive on my Wing Zero for now... - Dash Charge isn't bad as it hits enemies from a distance twice... I tend to finsih aces off with this... - Ground SP Attack is reliable still in handling crowds and aces with now a possible longer duration... once the enemy is caught which is pretty much always... there a goner unless its Hard Mode... - Air SP Attack is much less reliable in both crowds and aces... all i use it one anymore are MA... - Combination SP is as expected damaging and field clearing... even more awesome than it was in GM... Well as you can see, Wing Zero is still undeniably my favorite and out of all the new Rank 1 MS, only V2 Gundam so far comes close in my case... I'll be trying to get Wing Zero's Lv4 Parts now as I have the mission for it...
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| Madcap | Apr 29 2009, 12:55 AM Post #49 |
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First Lieutenant
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We both seem to be using Hexa Drive. I love that C6. Not the best crowd clearer, but it really puts the hurting on other Aces. Any recommendations on what pilot skills I should use with Zero? I'm using the one that sets off his Combination Musou(50+ kills in one and a half second? Yes, please). More difficult to connect to an ongoing combo, but the damage and range is great. I'm looking at Zero Range for another, but I'm not sure if the raged charge attacks it has counts for the boosted damage. I'm not sure about this, but I think Zero's jumping Musou has a bit more range than the standard one. I'll try using it on tougher enemies for a more concentrated blast as opposed to spinning around, plus I also prefer it to when the enemies are more concentrated in one area, like in a tight hallway. I'm mixed on Zero's dash charge. Range is good, but sometimes I can't connect it for another dash so I can continue the combination when I'm focused on a single enemy. The blast tends to push them away, so I find it useful when they're in a corner. I never liked it's C4. Left me too open to attacks, so I stick with C3 or even C5, which is good for opponents high enough to let me escape enemy fire while getting a chance on connecting a dash combo or Musou. Fine mobile suit. Not the best moveset, but still my favorite one based on its Musou attacks and the aesthetics of the suit. |
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| wodash | May 1 2009, 02:36 AM Post #50 |
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undefeated in all directions
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-zero range is for ranged attack only,of course it will boost zero's charge attacks..... -zero's air SP has less duration than its ground SP,it will end faster... -C4's second attack left you open,but you can always cancel it to a dash if you hit them with the first move -zero is not too good with aircombos,the problem it the dash charge is the startup(as with every ranged dash charge),its quite slow that your enemy is too far away for a 3rd/4th canceling point(as for dash charge pushing enemy away,almost every dash charge does that except for master gundam and zeta gundam) -pair hate to lose,zero range&hexa drive with C6,if you don't play any missions above normal difficulty it will pretty much 1 hit kill aces once you win a weapon clash(it still does decent damage in hard but no longer godly) |
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.... it's almost like being in God mode in G Gundam constantly....
THis strategy is also much faster than my ace pilot strategy by far.... and i think is pretty easy to utilize even for the early gamers...

7:00 PM Nov 23