undefeated in all directions
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EDIT:edited infinite justice's C2~2 charge attack
here's the credits list for now ~oblivion-kurokaze:for pointing that i accidentally erased guncannon from the list ~steven nikita:for pointing out quebeley's C5 is false&finding IJ's C2~2,and pointing about ground and space difference for musha gundam ~BlackKite:for providing info about RX78's CPU only SP ~kamenriderZX:for correcting the C2 description on sazabi ~cao pi:for pointing out that master's C4 is shot based and the others for the great support and comments!
TIPS
#1.how to easily focus attacks at one MS
this is for everyone that haven't played GM1 before,GM1 and GM2 have a "hidden" auto lock feature,to use it is very simple
just attack your enemy once and keep attacking them without moving the analog/D pad,you will automatically focus to that MS
this applies to every kind of attack including those seemingly impossible to aim SP attacks and when performing aircombos
#2.know the charge types
usually when you do a charge attack the MS will glow a certain color before attacking,if its yellow then it's normal and if its purple it will either breaks guard or unblockable
certain other charge attacks doesn't have glows,and some others while gives a yellow glow,may be unblockable,but most of the time its the #1 rule that works
another use for the glow is to determine "cancel points" meaning that that is the point when you can cancel dash,wait too long and your chance is gone,but note that projectile attacks have no definite cancel points,as long as the projectile hits you can cancel dash immediately
#3.the C1 has its uses,ya know
sure it is weak and unattractive but the C1 still has it uses,mainly in hard difficulty,where the enemy is very dangerous sometimes you want them to actually BLOCK instead of countering your attacks(which is usually the case since many of them gains super armor)
this is where C1 comes in,just spray the projectile from far away and wait for them to block,when they blocked your shots keep shooting while getting closer,when you're close enough shoot 1 or 2 more times and melee them,the will block your attacks but if you have guard breaks or unblockables then you can deal easy damage without retaliation
note that class 3 cannot do this tactic since they can only fire once,that and most of them doesn't have a guard breaking charge attack to use...
#4.how to deal with SP attacks
A.counter with your own,more often than not you will end up clashing,wasting your SP but takes no damage
B.run away,the safest thing to do but not beneficial either
C.quickly do a charge attack,any will do,it will cancel the SP attack altogether
D.if you got hit by a multiple hitting SP don't panic,just mash L1 button and a save direction,you will backflip and be invincible for a moment,use that time to dash away from the attack,the hard mode AI will do this 90% of the time.
#5.combos,how does it work?
A.in GM2 the combo concept takes the SW1 style,where only consecutive hits against ONE opponent counts as a combo
so if you are aiming for a high combo don't divide you attention to other units or your combo count will be gone
B.the count will only appear if you do at least 5 consecutive hits(which is the minimal amount for "heat up" skill to take effect)
C.what is the benefit of combos?
well for one it can be used with the "heat up" skill to increase your damage output,and its may slightly increase the chances on getting a random part from an MS that is not an ace
#6.utilize smash attacks against aces!
it is common knowledge that smash attack is the key to defeating an MA easily,but that's not the only use of it,you can also use it to defeat hard to beat aces
first off you will need to charge the smash attack,this is the most tricky part since unless you have fighting instinct any attack could cancel the charge,after you are ready position yourself facing the enemy ace and unleash!,the results are as following
A.they got hit:this is good,the damage done should be pretty huge,you can dash cancel and continue with an aircombo when it hits,plus you have a high chance of inflicting power down status with a fully charged smash
also:attacking this way against an MA also often destroys MA parts easily,stunning them and gives more time for you to pummel them
B.they block:smash attacks are considered guard breaking attacks,so go ahead and continue comboing after this
C.they strike back:this will definitely result in a deadlock,win it and they will be open for attack,use hate to lose to maximize advantage
D.they dodge:this sucks,but rarely happen,so relax>.<,dash away quickly in case this happens though
THE MOVELIST NOTE:for the class 1 MS the movelist depends on the pilot levels,from level 1 to 9 you can only use S4C4,from level 10 to 14 it will become S6C4 and from lv15 onwards you can use the full S6C6 moveset
also note that each MS's pre lv15 S1~4 is NOT the same with its full moveset version,animation wise,and i will list the full moveset only.
Class 1 Mobile Suits
Spoiler: click to toggle RX-78-2 Gundam
Normal attacks:keep tapping S S1~5:left to right slashes with beam saber S6:spinning jump slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:upwards swing with beam saber followed by shield bash,possible aircombo after dash cancel C3:hyper bazooka shot,breaks guard C4:dual beam saber swing,knocks back C5:jumping upward slash,possible aircombo after dash cancel C6:"final shooting",shoots beam rifle upwards,creates shockwave with gundam as the center
Dash attacks: tap S after dashing/cancel dash S1~3:left right slash with beam saber
Dash charge: T in between dash attacks DC:hyper bazooka shot
Smash attack: Hold S until it glows, then release HS:does the GM2 OP pose,strikes with both beam saber while dashing forward
SP attack: O on ground SP:beam trident rush,pokes with beam trident many times and throws the trident at the end,does decent ammount of hits Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:double hyper bazooka shooting,fires two hyper bazooka many times,projectile does not pierce Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:gundam hammer,swings giant flail many times,covers nearly 360* Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:Gundam Hammer!,RX78 whips out the gundam hammer,its stronger that the playable version and is unblockable
Comments: Not a bad MS,pretty standard charge attacks,mediocre damage,not beginner friendly
MS-06S Zaku II CA (Char Aznable custom)
Normal attacks:keep tapping S S1~3:right slash with heat hawk S4~5:spinning overhead slash,uses its GM1 lv1 SP animation S6:horizontal spinning slash
Charge attacks: T in between normal attacks C1:fires zaku machinegun C2~2:char upper/charyuken/whatever,does a jumping uppercut followup with downwards kick,possible to aircombo after dash cancel C3:double char kick,breaks guard at the 2nd kick C4:zaku bazooka shot,shoots bazooka while dashing backwards,knocks down,explosion may hit nearby MS C5:double charsault,does a 720* somersault,hits twice,possible to aircombo after dash cancel C6:char tackle,shoulder tackle using the zaku spike shoulder
Dash attacks: tap S after dashing/cancel dash S1~3:left right kicks and a scissor kick at the end
Dash charge: T in between dash attacks DC:char axe,does a spinning heel/axe kick
Smash attack: Hold S until it glows, then release HS:char kick,does a flying kick forward
SP attack: O on ground SP:hyper char kick,does an extended flying kick with aura,the aura can hit surrounding MS Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:3 times the bazooka!,fires the zaku bazooka in breakneck speed,leaves no chance of escaping when hit Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:full assault,fires the zaku machinegun and bazooka,one at a time(cannot fire both),each weapon can target different MS Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:"a superior mobile suit has its limits when matched against a superior pilot",zakuII CA's ability will be increased greatly for a while.
Comments: the strongest zaku,and one of the best MS around,moves at high speed,nearly max melee stat,and easy to pull off combos,great for beginners,deadly at the hands of experts
MS-14S Gelgoog CA (Char Aznable custom)
Normal attacks:keep tapping S S1~2:left and right slash with beam naginata S3~4:spinning slash S5:upwards slash S6:jumping upwards slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:boomerang,throws beam naginata/darth maul weapon/whatever,will return in a parabolic arc,covers 180* in front of MS C3:stabs with naginata,throws enemy when move connects,unblockable,possible to aircombo after dash cancel C4:lawnmower,spins naginata in front of MS while hovering forward,does multiple hits C5:naginata upper,jumping upward slash,possible aircombo after dash cancel C6:360* boomerang,throws naginata,it will spin surrounding the MS for a while
Dash attacks: tap S after dashing/cancel dash S1~3:left right slash with beam naginata
Dash charge: T in between dash attacks DC:char kick,does a flying kick,breaks guard
Smash attack: Hold S until it glows, then release HS:charges naginata and does a shorter version of C4
SP attack: O on ground SP:hyper lawnmower,spins naginata in front of MS,waving it side to side,while walking forward slowly,does multiple hits,very short ranged Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:charcopter,fly forward wile spinning naginata in one hand and shield in another,does decent amount of hits Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:the zhang liao/GM1 SP1/whatever/,spin forward with naginata extended,ends with a shortened C4,360* coverage,fast movement,decent hits and damage Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:charcopterII,stands in place while twirling beam naginata above MS head,is actually gelgoog CA's LV2 SP in GM1
Comments: quite slow for a char MS,but it has its qualities,try focusing on aircombos and if you can,grab the overdrive skill to fully utilize its CSP
RX-178 Gundam Mk-II AEUG
Normal attacks:keep tapping S S1~S2:left and right slashes with beam saber S3:draws another beam saber and does a left slash S4:upwards slash S5:X slash S6:jumping overhead slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:upwards slash followed with and upwards kick C3:dash forward while firing machinecannon and stabs with beam saber at the end,the stab breaks guard,does decent damage and hit C4:hyper bazooka shot,explosion can hit surrounding MS C5:air hyper bazooka,jumps and shoots hyper bazooka downwards a few times,will lift enemy upon contact,possible aircombo after dash cancel C6:somersault kick followed by jumping upwards slash,does an X slash upon landing
Dash attacks: tap S after dashing/cancel dash S1~3:two overhead slashes,horizontal slash
Dash charge: T in between dash attacks DC:beam rifle shoot,fires beam rifle 3 times
Smash attack: Hold S until it glows, then release HS:readies beam saber,slashes while dashing forward
SP attack: O on ground SP:Gundam gun fu,shoots both rifle and bazooka at once many times,ending with a bazooka salvo Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:dash slash combo,does multiple left right slashes while flying forward slowly,ends with a bazooka shot Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:gundam wire fu,somersaults towards the back of enemy MS while raining bazooka shots from above,upon landing shoots several bazooka rounds towards enemy back Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:bazooka raid,gundam MKII leaps away from the battlefield and starts raining bazooka shells from above
Comments: more powerful than the RX78-2 albeit slower,the air SP can clear crowds well and can be used for aircombo as well,needs practice to get used with,its ground SP is good for combos but not crowd clearing,i prefer this version over the titans,but the titans version have better stats
RX-178 Gundam Mk-II Titans
Normal attacks:keep tapping S S1~S2:left and right slashes with beam saber S3:draws another beam saber and does a left slash S4:upwards slash S5:X slash S6:jumping overhead slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:upwards swing with shield,fires grenade on followup,possible aircombo after dash cancel C3:dash forward while firing machinecannon and stabs with beam saber at the end,the stab breaks guard,does decent damage and hit C4:hyper bazooka shot,explosion can hit surrounding MS C5:air hyper bazooka,jumps and shoots hyper bazooka downwards a few times,will lift enemy upon contact,possible aircombo after dash cancel C6:somersault kick followed by jumping upwards slash,does an X slash upon landing
Dash attacks: tap S after dashing/cancel dash S1~3:two overhead slashes,horizontal slash
Dash charge: T in between dash attacks DC:beam rifle shoot,fires beam rifle 3 times
Smash attack: Hold S until it glows, then release HS:readies beam saber,slashes while dashing forward
SP attack: O on ground SP:gundam wire fu,somersaults towards the back of enemy MS while raining bazooka shots from above,upon landing shoots several bazooka rounds towards enemy back Hyper CSP:the attack duration is extended
Aerial SP: O in mid-air SP:dash slash combo,does multiple left right slashes while flying forward slowly,ends with a bazooka shot Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:Gundam gun fu,shoots both rifle and grenade launcher at once many times Hyper SP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:bazooka raid,gundam MKII leaps away from the battlefield and starts raining bazooka shells from above
Comments: more powerful than the RX78-2 albeit slower,the air SP can clear crowds well and can be used for aircombo as well,needs practice to get used with,the titans version have superior stats but its ground SP is somewhat faulty,you need to aim carefully and hope the enemy doesn't run away after you landed
MSZ-006 Z Gundam
Normal attacks:keep tapping S S1~5:left and right slashes with beam saber
Charge attacks: T in between normal attacks C1:fires beam rifle C2:dashes sidewards while firing grenades many times,does decent damage and hit,possible to aircombo after dash cancel C3:jumping roundhouse to sweep,breaks guard on sweep kick C4:beam bayonet slash,left and right slashes,covers 270*,long reach C5:does 4 left and right slashes while slowly rising,possible to aricombo after dash cancel C6:does a jumping upper slash with beam saber,and sprays beam rifle shots in a 180* arc downwards at the peak of jump
Dash attacks: tap S after dashing/cancel dash S1~3:left right slash with beam bayonet,stabs and shoots beam rifle
Dash charge: T in between dash attacks DC:wire hook attack,pulls enemy MS towards you
Smash attack: Hold S until it glows, then release HS:mega beam bayonet,charges Hi mega launcher in bayonet mode,slashes while dashing forward,long reach
SP attack: O on ground SP:Hi mega launcher,fires the Hi mega launcher many times,spraying the beam in a 180* arc at the end,all beams pierce
enemy MS Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:waverider crash,transforms into waverider and charges forward whlie surrounded in aura,the aura can hit nearby enemies Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:beam confuse,throws beam saber forward and starts shooting it so it bounces back and forth,causes wide ranged shockwaves Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:waverider crash,the CPU version is stronger and lasts way longer than the playable version
Comments: a versatile MS with many tricky charges,has good overall SP attacks and excellent in aircombos,needs practice to maximize its potential
MSN-00100 Hyaku Shiki
Normal attacks:keep tapping S S1:right slash with beam saber S2:right kick S3:sweep kick S4~5:2 left and right slashes(for a total of 4 hits) S6:dash slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:char fu#1,shoots beam rifle,followup with an upward slash,possible to aircombo after dash cancel C3:char fu#2,upwards kick followed by a jumping dive kick,the dive kick breaks guard C4:dash slash to spin slash,covers 270*,hard to aim at duels C5:aerial bazooka,jumps and fires bazooka downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6~2:char fu#3,does a barrel roll upwards while both beam sabers are extended,lift enemies upwards upon connecting,possible to aircombo after dash cancel,followup:a downward beam saber sweep with a shockwave projectile
*note:for C6 to be able to aircombo you must cancel while the MS is performing the barrel roll,canceling at the followup wil yield a ground combo instead
Dash attacks: tap S after dashing/cancel dash S1~3:left right slash,somersault with beam saber
Dash charge: T in between dash attacks DC:dash slash with both beam saber
Smash attack: Hold S until it glows, then release HS:charges beam sabers,somersaults and strikes while upside down,hard to connect against short MS
SP attack: O on ground SP:dash slash combo,slides forward shile slashing left and right,finish with overhead slash with both beam sabers,great crowd clearer,hard to aim against enemy ace Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:grenade launcher,shoots grenade launcher many times,ending with a faster salvo of grenades Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:MBL,whips out the MBL and shoots a very large beam Hyper CSP:the attack duration is extended,hyaku shiki spins 360* at the end
EX SP:CPU only move,done in higher difficulty EX:MBL,similar to the Hyper CSP,only stronger
Comments: the ninja of GM2,its very fast and can clear crowds well,needs practice to get used to the extra speed and weird movements though,it posseses one of the most useful S string in the game,the CSP is very un-ninja like but it gets the job done
PMX-003 The O
Normal attacks:keep tapping S S1~2:left and right slash with 1 beam saber S3:draws a second beam saber and does a right slash S4~5:slashes with both normal and hidden beam saber two times,the saber slashes in opposite direction(normal to the left,hidden to the right,and vice versa) S6:slashes with all 4 sabers
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:the boot,kicks forward and follows up with a hidden beam saber slash,breaks guard,possible to aircombo after dash cancel C3:the stab,stabs with beam saber,lifts enemy,slashes with hidden beam sabers,unblockable C4:the combo,slashes forward with hidden beam sabers,and sprays beam rifle shots in a 180* arc in front of MS C5:the juggle,slashes upward with hidden beam sabers,followup with a juping upwards slash,possible to aircombo after dash cancel C6:the shockwave,slashes with all 4 beam saber,creates a shockwave projectile forward
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes with hidden beam sabers,dashing double punch
Dash charge: T in between dash attacks DC:slashes with all 4 beam sabers
Smash attack: Hold S until it glows, then release HS:charges all 4 beam sabers,slashes while dashing forward
SP attack: O on ground SP:the wiper,2 sabers are charged in "guarding" position,while the hidden sabers is moved back and forth like a windshield wiper in front of the MS,the move ends with the charged saber slashed forward. Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:the super combo,the O floats in midair while firing 2 hidden beam rifles many times,the move ends with a zig zag slash using the normal beam sabers Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:the O verdrive,the O fires all 4 beam rifles rapidly covering 180* in front of it,when done against inanimate objects like a downed MA in point blank........ Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:biosensor field,creates a shockwave,anyone hit by it will have their speed decreased greatly for a while
Comments: The hard hitter of GM2,the O is clearly not for speed fans,its has trouble moving around(contrary to anime facts),and has a hard time performing a good aircombo,thankfully it has very powerful charges and SP's to boot.
AMX-004 Qubeley
Normal attacks:keep tapping S S1~2:left and right slashes with beam saber S3:X slash S4~5:two spinning slashes S6:jumping spin slash
Charge attacks: T in between normal attacks C1:fires hand beam C2:spins while firing hand beams rapidly C3:throws both beam saber in a "V" arc,breaks guard C4:launches funnels,the funnels will circle quebeley and shoots in all directions C5:jumps and fires many beams from hands downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6:launches funnel,forms an O formation above quebeley and rains beams around quebeley,looks like nu gundam's SP
Dash attacks: tap S after dashing/cancel dash S1~3:right slash,punch,left slash
Dash charge: T in between dash attacks DC:saber stab
Smash attack: Hold S until it glows, then release HS:charges both beam saber and does a spinning overhead slash forward
SP attack: O on ground SP:funnel storm,launches funnels and rains beams from all sides to anyone in front of quebeley,ends with a dash slash Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:funnel delta formation,six funnels create a beam triangle around qubeley while the MS flies forward Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:hand beam dance,sprays hand beams from both hand many times,ends with a spinning hand beam shot Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,quebeley will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed
Comments:one of the 3 variations of quebeley,this is the original one,all three is very versatile,it has fast and powerful charges and SP attacks,the only problem is there are too many quebeleys in this game.....>.<
MSZ-010 ZZ Gundam
Normal attacks:keep tapping S S1~6:left and right slashes with mega beam saber
Charge attacks: T in between normal attacks C1:fires double beam rifle C2:overhead slash followed by a horizontal slash,the overhead slash breaks guard C3:stabs with one beam saber,once connected draws a second beam saber and does an overhead slash,unblockable C4:mega beam saber slash,slashes with huge beam saber,slow but covers a large area C5:jumps and sweeps the ground with the beam cannon,will lift enemy upon contact,possible to aircombo after dash cancel C6:launches many missiles upwards,it will fall a few steps forward,its actually ZZ's LV2 SP in GM1
Dash attacks: tap S after dashing/cancel dash S1~3:right and left slashes
Dash charge: T in between dash attacks DC:fires mounted beam cannons
Smash attack: Hold S until it glows, then release HS:charges both beam sabers and does a dashing overhead slash with both
SP attack: O on ground SP:Hi mega particle cannon,fires the Hi mega particle cannon starts with a small one and ends with a full power burst,higher LV's prolongs both beam duration Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:Hi mega particle cannon full burst,fires the full powered Hi mega particle cannon from the air Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:mega beam saber rush,slashes with 2 mega beam sabers while walking forward,ends with its C6 Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:SP:Hi mega particle cannon full burst,fires the full powered Hi mega particle cannon while on the ground,more powerful than the air version
Comments:the gundam counterpart of the O,its hits hard on both short and long range,it has slower attacks than the O but can transform into the G fortress,making it easier to travel.
AMX-004-2 Qubeley Mk-II EP (Elpeo Ple's unit)
Normal attacks:keep tapping S S1~2:left and right slashes with beam saber S3:X slash S4~5:two spinning slashes S6:jumping spin slash
Charge attacks: T in between normal attacks C1:fires hand beam C2:jumping upwards slash,possible to aircombo after dash cancel C3:throws both beam saber in a "V" arc,breaks guard C4:launches funnels,the funnels will circle quebeley and shoots in all directions C5:jumps and fires many beams from hands downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6:launches funnel,forms an O formation above quebeley and rains beams around quebeley,looks like nu gundam's SP
Dash attacks: tap S after dashing/cancel dash S1~3:right slash,punch,left slash
Dash charge: T in between dash attacks DC:saber stab
Smash attack: Hold S until it glows, then release HS:charges both beam saber and does a spinning overhead slash forward
SP attack: O on ground SP:funnel storm,launches funnels and rains beams from all sides to anyone in front of quebeley,ends with a dash slash Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:funnel delta formation,six funnels create a beam triangle around qubeley while the MS flies forward Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:hand beam dance,sprays hand beams from both hand many times,ends with a spinning hand beam shot Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,quebeley will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed
Comments:one of the 3 variations of quebeley,all three is very versatile,it has fast and powerful charges and SP attacks,my personal favourite,cute pilot and its has the best charges
AMX-004-3 Qubeley Mk-II P2 (Ple-Two's unit)
Normal attacks:keep tapping S S1~2:left and right slashes with beam saber S3:X slash S4~5:two spinning slashes S6:jumping spin slash
Charge attacks: T in between normal attacks C1:fires hand beam C2:spins while firing hand beams rapidly C3:stabs forward with both beam sabers,after connecting,followup with firing hand beams,the hand beams breaks guard C4:launches funnels,the funnels will circle quebeley and shoots in all directions C5:jumps and fires many beams from hands downwards,lifts enemy upon contact,possible to aircombo after dash cancel C6:launches funnel,forms an O formation above quebeley and rains beams around quebeley,looks like nu gundam's SP
Dash attacks: tap S after dashing/cancel dash S1~3:right slash,punch,left slash
Dash charge: T in between dash attacks DC:saber stab
Smash attack: Hold S until it glows, then release HS:charges both beam saber and does a spinning overhead slash forward
SP attack: O on ground SP:funnel storm,launches funnels and rains beams from all sides to anyone in front of quebeley,ends with a dash slash Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:funnel delta formation,six funnels create a beam triangle around qubeley while the MS flies forward Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:hand beam dance,sprays hand beams from both hand many times,ends with a spinning hand beam shot Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,quebeley will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed
Comments:one of the 3 variations of quebeley,all three is very versatile,it has fast and powerful charges and SP attacks,the only problem is there are too many quebeleys in this game.....>.<
RX-93 ν Gundam (Nu Gundam)
Normal attacks:keep tapping S S1:left slash with beam saber S2:right slash with beam saber S3:right roundhouse kick S4:upper slash S5:jumping upper slash S6:overhead slash from the peak of S5
Charge attacks: T in between normal attacks C1:fires beam rifle C2:iai slash,charges and slashes iwht beam saber while dashing,breaks guard C3:shoot grenades from shield C4:fin funnels make a V formation in front of nu gundam and shoots,covers 180* C5:jumping upward slash followed by an overhead slash,possible to aircombo after dash cancel C6:fin funnel barrier,fin funnel creates a pyramid shaped barrier,lasts until nu gundam is knocked down,attacks using C4/DC/ground SP,or after around 20 seconds passed. when you combine the barrier with dash cancel........
Dash attacks: tap S after dashing/cancel dash S1~3:punches twice and roundhouse kick
Dash charge: T in between dash attacks DC:fin funnels make a V formation above nu gundam and shoots
Smash attack: Hold S until it glows, then release HS:iai slash,charges beam saber and dashes forward while slashing
SP attack: O on ground SP:fin funnel defense raid,fin funnels detach and makes an O formation above nu gundam,and continues to rain beams towards the ground while moving in circles Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:hyper nu bazooka shooting,shoots the hyper nu bazooka many times Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:dash slash combo,similar to gundam MKII's air SP but ends with a slash instead of bazooka shot Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:fin funnel release,releases fin funnels that attacks independently,each fin funnel has its own lifebar,after launching funnels,nu gundam will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed
Comments:nu gundam is a versatile MS,its fin funnels are devastating in both offense and defense,just be careful while using the fin funnels because the formations will take a while to complete and is easily interupted by enemy
MSN-04 Sazabi
Normal attacks:keep tapping S S1~3:right and left slashes with beam tomahawk S4~5:two roundhouse kicks S6:stabs with beam tomahawk
Charge attacks: T in between normal attacks C1:fires beam rifle C2:fires 3 micromissiles from shield C3:stabs enemy using beam tomahawk,when connected,launches funnels to rain shots towards the impaled MS,unblockable,funnel shots can hit surrounding MS,possible to aircombo after dash cancel C4:jumping spin slash,does another spin slash upon landing C5:jumping upwards slash,possible to aircombo after dash cancel C6:launches funnels and shoots randomly in front of sazabi for a while
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes,high kick
Dash charge: T in between dash attacks DC:fires beam shot rifle
Smash attack: Hold S until it glows, then release HS:charges beam tomahawk,slashes while dashing forward
SP attack: O on ground SP:funnel raid,launches funnels in a circle formation above sazabi,funnels that moves forward while circling and raining beams from above,each LV with make the funnels go further forward Hyper SP:the attack power is raised
Aerial SP: O in mid-air SP:mega particle cannon,sazabi shoots mega particle cannon from its belly,duration is VERY short Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:dual beam saber rush,slashes rapidly using 2 beams sabers while slowly flying forward,beam sabers have shorter range than the usual beam sabers Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,sazabi will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed
Comments:the char counterpart of nu gundam,for the ultimate char MS,this MS surely lacks any versatility and speed,for example its C6 takes time to form,the air SP is weak and has a very short duration compared to similar attacks,avoid this MS unless you are a huge fan of sazabi
F91 Gundam F91
Normal attacks:keep tapping S S1~5:left and right slashes with beam saber S6:spinning slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:throws beam shield forward and shoots it with beam rifle,the resulting explosion breaks guard C3:shoots a huge beam from VSBR C4:dual saber spin slash,dashes forward while spining both beams sabers on the sides,does multiple hits C5:jumping upwards stab,unblockable,possible aircombo after dash cancel C6:dashes to the left while firing the VSBR a few time,misses MS that is initially in front of you
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes
Dash charge: T in between dash attacks DC:fires the beam launcher
Smash attack: Hold S until it glows, then release HS:charges both beam sabers abd dashes while doing 2 slashes
SP attack: O on ground SP:MEPE mirage,does left and right slashes while flying forward followed by afterimages,deals multiple hits per slash,ands with a beam aluncher shot,afterimages last for a while after the move ends Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:VSBR full blast,fires the VSBR at the highest output,creates a giant beam. Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:rifle&launcher combo,flies forward while firing both beam rifle and launcher followed by afterimages(have no effect),ends with a VSBR shot,afterimages lasts for a while after the move ends Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:shilouette gundam,F91 creates 2 afterimages,all of them has spearate lifebar based of the current F91 lifebar,can attack and react on its own,destroying the real F91 will make them disappear
Comments:one of the best newcomer in GM2,F91 has excellent starting charges and SP,the afterimages can proove very deadly when supported with proper skills and attachments.
LM314V21 Victory Two Gundam
Normal attacks:keep tapping S S1:left slash with beams saber S2:right slash S3:jumping front kick S4:left slash S5:saber stab S6:overhead slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:fires beam rifle,followup with a jumpkick* C3:detaches the leg part of MS and launches it forward,the body part catches up with a dash slash,the slash part breaks guard C4:mini wings of light,dashes forward and damages anything in contact with the MS C5:ground shoot,jumps and fires beam launcher towards the ground,enemies hit by the beam is lifted,possible to aircombo after dash cancel C6:creates a beam triangle and moves forward while shrinking,does multiple hits,high damage
*NOTE:space only,in ground it will change into a side kick
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes,roundhouse kick
Dash charge: T in between dash attacks DC:shoots V shaped beam from shield
Smash attack: Hold S until it glows, then release HS:charges beam saber and slashes forward
SP attack: O on ground SP:V2 buster,changes into V2 buster and creates a triangle barrier while dashing forward,ends with a beam launcher shot,on LV3 ends with the V2 assault buster full burst. Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:wings of light,flies very fast while huge wings of light are extended on the sides,will drag any MS touched by it until the move ends,on LV3 the wings becomes even larger and will glow red,increasing its range and damage Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:V2 assault,changes into V2 assault and attacks using the beam spray pod,it creates a medium ranged cone shaped beam,on LV3 ends with a V2 assault buster full burst Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:V2 assault buster,changes into V2 assasult buster and fires all weapon available,the CPU version is stronger and lasts way longer that the playable LV3 finisher
Comments:another great newcomer in GM2,probably one of the smallest MS in the game,its clearly not a pushover,fast charges and powerful SP attacks that can wipe out and entire field really fast,definitely a contender for the "best MS" spot
GF13-017NJII God Gundam (Burning Gundam in overseas version)
Normal attacks:keep tapping S S1~2:left and right punches S3:left slash with beam saber S4:sweep kick S5:spinning slash S6:wide slash with shockwave projectile
Charge attacks: T in between normal attacks C1:fires machine cannons C2:double upwards kick,possible to aircombo after dash cancel C3~2:seiken!,uraken!:elbow to palm,the elbow part breaks guard C4:god slash typhoon,spins in place with beam sabers extended,can move forward slightly C5:gut punch,when connected followup with 100 crack fist,possible to aircombo after dash cancel,CPU has a hard time blocking this C6:god slash,slashes four times,creates four large shockwave projectiles
Dash attacks: tap S after dashing/cancel dash S1~3:straight,overhead hammer fist,high kick
Dash charge: T in between dash attacks DC:god field,releases the heat from god halo,knocks back surrounding enemy
Smash attack: Hold S until it glows, then release HS:charges and strikes forward with a heavy palm attack
SP attack: O on ground LV1:god finger,extends arm,creates a huge explosion afterwards LV2:dash god finger,dashes while covered in aura LV3:dash god finger~heat end!,and the end of the move one MS is grabbed and charged with all the heat stored in god halo,huge explosion occurs,large damage total Hyper SP:god gundam gains hyper mode during the SP attack,damage increased
Aerial SP: O in mid-air SP:choukyuu haoh denei dan~heat end!,spins forward like a torpedo,ends the move with DC Hyper SP:the attack duration is extended,god gundam gains hyper mode during the SP attack,damage increased
Combination SP: O while nearby an ally ace CSP:sekiha tenkyoken,on LV3 also activates the god shadow,2 god gundam clones will follow your actions and will have infinite SP as long as you have SP gauge filled Hyper CSP:shoots double sekiha tenkyokens,on LV3 shoots a total of six tenkyoken and activates god shadow,god gundam gains hyper mode during the SP attack,damage increased
EX SP:CPU only move,done in higher difficulty EX:bushin sappou god shadow,creates 2 god gundam clones,it has its own lifebar which is based on the real gundam's current lifebar,can attack and reach on its own,loves to abuse LV3 god finger,its easy to recognize the real one since CPU god that uses this more often than not is supercharged and is guarding a field(has a "star" in his name)
Comments:just by looking at the movelist you can see how much love is poured towards god gundam in this game,combine that with the fact that it is the strongest unit in the game stat wise and you got the ultimate MS ever,
its not that easy though since many of god's moves are complicated and needs perfect timing to execute properly,mastering the god shadow isn't easy either,but once you get the hold of it,this MS is practically unstoppable by anything,what do you expect from a mech that has "god" as its name?
GF13-001NHII Master Gundam
Normal attacks:keep tapping S S1:right roundhouse S2:right sweep S3:jumping roundhouse S4:right roundhouse S5:left rounfhouse S6:somersault followed by a shockwave projectile
Charge attacks: T in between normal attacks C1:shoots hand beam C2:high kick to heel hammer,possible to aircombo after dash cancel C3:rapid extended punches~double fist drive,the finishing attack breaks guard C4:jyuuni ouhouhai daisharin,creates mini master gundams that scatters and explodes upon contact,it is surprisingly shot based C5:rapid upwards kick,possible to aircombo after dash cancel C6:master cloth~Bakuhatsu!,ties one MS with the master cloth and overloads them with awesomeness,creates a shockwave that severely damages surrounding MS and the target itself, the move is hard to block by CPU(they always stop blocking after you use it),but its not unblockable.
Dash attacks: tap S after dashing/cancel dash S1~3:swings master cloth left&right,kicks downwards
Dash charge: T in between dash attacks DC:master cloth,drags the enemy towards master gundam for more beating
Smash attack: Hold S until it glows, then release HS:charge and dashes forward with a knee strike
SP attack: O on ground SP:darkness finger,fires a huge short ranged cone shaped beam that lasts for a while,the move ends with a thurst arrack Hyper SP:the attack duration is extended,master gundam gains hyper mode during the SP attack,damage increased
Aerial SP: O in mid-air SP:choukyuu haoh denei dan~Bakuhatsu!,spins forward like a torpedo,ends the move with a pose that is so badass,surrounding MS will explode due to overexposure to awesomeness Hyper SP:the attack duration is extended,master gundam gains hyper mode during the SP attack,damage increased
Combination SP: O while nearby an ally ace CSP:sekiha tenkyoken,shoots one sekiha tenkyoken,LV2 shoots 3,LV3 shoots 5 Hyper CSP:double sekiha tenkyoken,shoots a total of 10 at LV3,master gundam gains hyper mode during the SP attack,damage increased
EX SP:CPU only move,done in higher difficulty EX:sekiha tenkyoken:hyper mode!,master gundam is covered in golden aura while charging a LV3 sekiha tenkyoken ,the aura can hit for damage,the tenkyoken is stronger than playable version and is unblockable
Comments:the student has finally became the master?NOT,along with many upgrades to god gundam,master also aquires many changes,good ones too
master gundam is easier to use although has lower stats than god gundam,in fact it is one of several MS that can easily achieve not stop air combos,a feat that is not just awesome,but also useful in harder difficulties
XXXG-00W0 Wing Gundam Zero
Normal attacks:keep tapping S S1~2:left anf right slash with beam saber S3~4:right spinning slashes S5:left spinning slash S6:jumping upwards spinning slash
Charge attacks: T in between normal attacks C1:fires machine cannons C2:stabs with shield,breaks guard,when connects followup with buster rifle shot C3:right slash followed by left shield swing C4:fires buster rifle in 4 directions,once in front and back,once in both sides C5:saber sweep,when connects followup with jumping upwards shield swing,possible to aircombo after dash cancel C6:charges TBR and fires a huge beam forward
*bird mode C1:fires 2 TBR shot side to side
Dash attacks: tap S after dashing/cancel dash S1~3:shield swing,saber slash,stab with both saber and shield
Dash charge: T in between dash attacks DC:detaches TBR and fires 2 shots forward
Smash attack: Hold S until it glows, then release HS:charges shield and stabs forward while dashing
SP attack: O on ground SP:Twin Buster Rifle,fires a giant beam forward,LONG duration Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:air TBR,fires a giant beam downwards,LONG duration Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:rolling TBR,fires two beams to the sides,spins slowly,finishing with a wobly spin,scattering the beam everywhere Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:"target locked on,i'll kill you....",wing zero flies out of the battlefield and starts to rain TBR shots from above for a while
Comments:another must-have-on-a-gundam-game,wing zero&heero yuy is probably more famous than any other characters&MS in this game,in GM1 it takes the spot as the most powerful MS with no contests
however,in GM2 the AI is smarter that it can dodge and escape the TBR SP attacks,making wing zero's top tier status drops pretty badly,its still a beast though,and the TBR has the longest duration among beam based SP,you are at least guaranteed to clear a field with a LV3 SP or CSP
OZ-13MS Gundam Epyon
Normal attacks:keep tapping S S1~2:left and right swings with heat rod S3:upwards swing S4~5:left and right swings S6:360* swing
Charge attacks: T in between normal attacks C1:twirls heat rod above MS head C2:overhead swing with heat rod,when connects followup with an upwards swing,possible to aircombo after dash cancel C3:stabs with beam saber,when connects,throws enemy forward,unblockable,possible to aircombo after dash cancel C4:mega beam saber,does a jumping spin slash,long ranged,possible to aircombo after dash cancel C5:jumps and dives with an "U" arc(like a dolphin),possible to aircombo after dash cancel C6:rapid whiplashes that covers 360*,does multiple hits,ends with a dash whip
*MA mode C1:flies while covered in aura for a short while,can activate aura rapidly
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes with beam saber,;eft swing with heat rod
Dash charge: T in between dash attacks DC:thrusts the heat rod forward,when connects drags the enemy towards you for more whopping
Smash attack: Hold S until it glows, then release HS:charges heat rod and does a huge swing forward
SP attack: O on ground SP:touche'!,does rapid thursts with beam saber,on LV3 hit total reaches around 80 hits,ends with a dashing thurst Hyper SP:the attack duration is extended,on LV3 hit total surpasses 100
Aerial SP: O in mid-air SP:transforms into MA mode and zigzags forward Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:float and does many slashes with mega beam saber,can stay in place or move freely Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:mega beam saber max output,whips out a giant beam saber and does a huge slash,unblockable
Comments:the true noblemen's MS,it has been revamped completely in GM2,armed with better charge attacks and SP's,it wreaks havoc easily,also note that nearly every charge attack leads to an aircombo setup,pair that with the fact that its easy to aircombo with epyon.....,the only qualm about this MS is its slow moving speed.
Edited by wodash, May 2 2009, 01:23 AM.
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undefeated in all directions
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Class 1 Mobile Suits continues from post #1
Spoiler: click to toggle WD-M01 ∀ Gundam (Turn A Gundam)
Normal attacks:keep tapping S S1:right slash with beam saber S2:spin slash S3~5:left and right slashes S6:upward slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:upwards shield swing C3:throws two grenades,the second one breaks guard C4:high density beam sweep,long ranged C5:jumps and fires many beams from chest,lifts enemy upon contact,possible to aircombo after dash cancel,is actually a part of its LV1 SP in GM1 C6:hyper hammer,swings hyper hammer in a 360* arc,ends with an overhead smash,activates hammer thrusters on contact,does multiple hits
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes with both sabers,dual saber spin slash,does multiple hits
Dash charge: T in between dash attacks DC:dual ovehead slash,long startup,breaks guard
Smash attack: Hold S until it glows, then release HS:spins 2 hyper hammer,does an overhead smash forward
SP attack: O on ground SP:dual hyper hammer,swings 2 hyper hammer in a wide arc rapidly,finishing with a 360* spin that covers a very large area Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:moonlight butterfly,flies slowly forward with butterfly wings,wide area of effect,does around 50 hits on LV3 Hyper SP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:moonlight butterfly,hovers in place with moonlight butterfly activated,when hit by it will power down your MS for a while
Combination SP: O while nearby an ally ace CSP:pocket nuke!,throws mini nuke,damage increases with each level,nearly as large as a field. Hyper CSP:the attack power of the SP is raised
Comments:the washing machine returns!,now it is more versatile than ever,after a restricted movelist in GM1,GM2 gives the much needed upgrades to both charge attack and SP attack,not only it can tank damage easily,having the highest armor and defense stat,it can now deal massive damage too,the only problem with it would be its DC,which is too slow to use in aircombos,but even that can be solved with a simple air SP.........
ZGMF-X20A Strike Freedom Gundam
Normal attacks:keep tapping S S1:left slash with beam saber S2~3:two spinning slashes S4~5:dashing zig zag slash with both sabers S6:upward slash with both sabers
Charge attacks: T in between normal attacks C1:yamato gun fu#1,shoots double beam gun/whatever its called,does 2 shots for 1 button press,fun to use against grunts C2:yamato gun fu#2,cartwheels to the left while firing the beam guns rapidly,a cool move,its pretty useful for a quick escape from crowds C3:stabs with beam saber,breaks guard C4:Hip cannon/whatever the name is,shoots a huge beam,does decent damage,pretty slow to start C5:yamato gun fu#3,somersaults while firing the beam guns towards the ground,possible to aircombo after dash cancel C6:DRAGOON strike,releases DRAGOON/wing funnel thingie,and rams it towards the enemy,considered as melee
Dash attacks: tap S after dashing/cancel dash S1~3:right and left slashes,saber stab
Dash charge: T in between dash attacks DC:fires hip cannons
Smash attack: Hold S until it glows, then release HS:charges both beam saber,does an overhead slash while dashing forward
SP attack: O on ground SP:combines both guns and shoots a small beam,medium ranged,useless Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:Hi-Mat full burst plus DRAGOON,fires everything that is available,including DRAGOONs,way better than its ground SP,has the largest size so far and deals decent damage,probably the best beam based SP attack in the game Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:slashes left and right with both beam sabers while sliding forward,DRAGOONs are detached to provide support fire,excellent replacement for its ground SP,clears crowds well,and if you can trap enemy ace in a wall............ Hyper CSP:the attack duration is extended
Comments:considered by many as the modern gundam icon,this new entry to GM2 does live up to its overrated fame,while most of its attacks are shot based,nearly all of them are fast,useful,and flashy,the only downside is that it has a useless ground SP which is easily replaced by its air SP,and the fact that its piloted by kira yamato by default............
EX SP:CPU only move,done in higher difficulty EX:DRAGOON,releases DRAGOONs that attacks independently,each DRAGOON has its own lifebar,after launching DRAGOON,Strike Freedom will disappear for a while,it will return after you destroy all of the DRAGOONs or after several seconds passed
*note:this is one of the easiest MS to aquire the license in the PS3 version,everyone can gain access to it without trouble if you have the DLC mission for it,so yeah,you can go nuts with the gun fu really early on.
ZGMF-X19A ∞ Justice Gundam (Infinite Justice Gundam)
Normal attacks:keep tapping S S1:left slash with the twin saber S2:right slash S3:jumping upwards slash S4:overhead slash upon landing from S3 S5:upwards slash S6:twirls saber and does a 360* slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2~2:somersault kick,when connected followup with firing wire hook towards the enemy,the move drags IJ upwards instead of pulling the enemy to the ground,possible to aircombo after dash cancel C3:jumps upside down and spins beam saber in place C4:fires both beam cannon onboard fatum01 C5:does a street fighter style hurricane kick,possible to aircombo after dash cancel C6:detaches fatum01 and launches it forward,deals great damage and racks a lot of SP in crowds
Dash attacks: tap S after dashing/cancel dash S1~3:slash with beam saber,left and right kicks
Dash charge: T in between dash attacks DC:throws beam saber like a boomerang,great range and speed,excellent for crowd clearing
Smash attack: Hold S until it glows, then release HS:charges beam saber while holstered inside shield,dash and slashes forward
SP attack: O on ground SP:windshield wiper,the gundam version of the O's SP,except IJ stays in place while twirling the saber,making te attack useless,it has shorter range than a LV1 god finger and does less damage than it since its easily escapable,ends with a dash slash Hyper SP:the attack duration is extended,which is useless when no one in the right mind would want to come near you,even the CPU
Aerial SP: O in mid-air SP:rides the fatum01 while firing the beam rifle,a decent SP,it clears crowds easily but the shots aren't rapid enough to deal great damage in duels Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:throws beam saber,its will circle IJ for a LONG time,and IJ cannot move while CSP is in effect,making the move as pointless as ever Hyper CSP:the attack duration is extended,which is again useless when no one in the right mind would want to come near you,even the CPU
EX SP:CPU only move,done in higher difficulty EX:Fatum01,IJ rides the Fatum01 indefinitely,the platform will have its own lifebar and you will have to destroy it in order to damage IJ
Comments:one of the so so newcomer in GM2,IJ has several really good charge attacks,but it lacks a guard breaking/unblockable charges and to add insult to injury,2 out of 3 its SP attacks is infinitely useless in difficulty higher than easy,i say avoid this MS unless you are a rabid GSD fan or this is the only MS that have good parts for the time being in your game
*note:this is one of the easiest MS to aquire the license in the PS3 version,everyone can gain access to it without trouble if you have the DLC mission for it,so yeah,you might farm the parts quite easily to make it actually useful
ZGMF-X42S Destiny Gundam
Normal attacks:keep tapping S S1~4:left and right slashes with Huge Toy Sword(HTS)/or whatever its name is S5:spinning slash S6:overhead slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:three left and right slashes with the HTS C3:throws beam boomerang,or was it beam saber? C4:dashes to the left and does a dashing slash to the right with the HTS C5:plamo affectionado/shining finger clone/whatever,does an uppercut with shining finger copy,does multiple hits,possible to aircombo after dash cancel C6:jumps and smashes the ground with HTS,slow startup,creates shockwave upon landing
Dash attacks: tap S after dashing/cancel dash S1~3:left and right overhead slash,spinning horizontal slash
Dash charge: T in between dash attacks DC:spinning horizontal slash,fast startup,breaks guard
Smash attack: Hold S until it glows, then release HS:charges the HTS,stabs forward
SP attack: O on ground SP:wings of Righto?,dashes forward with a thing that is dubbed wings of righto,does mediocre damage and has small area of effect,finishes by grabbing an MS with its shining finger clone and throws them forward,mediocre damage,tends to miss easily Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:SwissGun,fires small beam from something that looks like a swiss knife with a rifle barrel,has medium range,basically an
air version of strike freedom's useless ground SP Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:dashes forward while slashing left and right with the HTS,finishes with an overhead slash Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:SEED mode?,destiny's performance is increased for a while
Comments:i have no idea what this thing is,it emulates many famous past gundam gadgets halfheartedly in this game,the result is overwhelming mediocreness
C6 is interrupted easily and doesn't do anything special,ground SP does mediocre damage not enough to wipe a field OR kill an ace,misses a LOT in higher difficulties since the enemy can escape easily
definitely the worst class 1 newcomer along with sazabi,its only bright points are the fact that it has a fast DC and it breaks guard.....
Musha Gundam *NOTE:for (*) moves,S6* is space only,C5&ground SP will add an extra ground shockwave at the end of the move Normal attacks:keep tapping S S1~5:left and right swings with musha yari(trident) S6:does a "ready" pose,when the yari touches the ground it creates a 360 ground shockwave(misses airborne MS) S6*:does a "power" pose that emits invincible shockwave that covers musha's body(like god gundam's dash charge)
Charge attacks: T in between normal attacks C1:fires giant musket,spits out bazooka rounds C2:yari spining swing followed up with overhead swing,the overhead swing breaks guard C3:dashing stab with yari,covers quite a distance,does multiple hits C4:720* spin with musha yari and naginata extended,moves forward,does multiple hits,excellent reach C5*:stabs with yari,when connected jumps while the enemy is still impaled and throws them to the ground,unblockable,possible to aircombo after dash cancel C6:issen,throws yari upwards,quickly draws katana and slashes forward,might contain "hard strike",stuns enemy upon contact.
Dash attacks: tap S after dashing/cancel dash S1~3:right swing with yari,pokes with the butt of the pole,left swing with yari
Dash charge: T in between dash attacks DC:spins yari in front of MS
Smash attack: Hold S until it glows, then release HS:charges yari and does a dashing swing
SP attack: O on ground SP*:stabs with yari,when connected slams enemy MS to the ground multiple times creating ground shockwaves that damages surrounding MS,finishes by jumping and throwing enemy MS to the ground,unblockable Hyper SP:the attack duration is extended
Aerial SP: O in mid-air SP:combines gundam yari and naginata,dashes forward while both weapon edges on both sides,large area of effect. Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:stands in place while swinging naginata left and right,finishes with a swing with yari and naginata,LV3 SP adds many extra swings using yari and naginata Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:power of musha,charges 3 giant explosions,deals major damage,very large area of effect.
Comments:the big bad boss from GM1 returns,and it is stronger than ever,possibly the largest non MA gundam in the game,it has better reach than most MS in the game do to its weapon of choice,you have to go through all sorts of thing and may even give up playing the game before you can get its license,but once you get it its totally worth it
most of its charges are either breaks guard,very fast,covers a huge area,unblockable,or stun enemy MS,it is a very versatile MS
to top it off it has a very unique SP attack,the only unblockable SP in the game,once hit the enemy has no chance to escape from the whole SP attack,just pray you are not in the receiving end of it
its weakness is it has a huge size and low mobility,it won't show much when the CPU uses it but you will be easily swarmed in harder difficulty while riding it
Musha Gundam Mk-II
Normal attacks:keep tapping S S1~2:left and right slashes with both musha katana S3:slashes forward with both katana S4:right slash S5:overhead slash S6:slashes forward with both katana,creates a shockwave projectile
Charge attacks: T in between normal attacks C1:fires beam rifle C2:upwards slash with both katana,followed with a front kick,the upwards slash breaks guard,possible to aircombo after dash cancel C3:stabs using naginata,when connected throws enemy forward,unblockable C4:does the exact same thing with S6 C5:does a heel hammer,followed with a jumping knee,the heel hammer breaks guard,possible to aircombo after dash cancel C6:swings naginata followed by a jumping overhead slam to the ground,creates shockwave upon landing
Dash attacks: tap S after dashing/cancel dash S1~3:left and right slashes,spinning slash with both katana
Dash charge: T in between dash attacks DC:fires a huge beam from beam rifle
Smash attack: Hold S until it glows, then release HS:charges both katana and does a cross slash(+) while dashing forward
SP attack: O on ground SP:does very rapid thursts with both katana,on LV3 hit total reaches around 80 hits,ends with a forward slash Hyper SP:the attack duration is extended,on LV3 hit total surpasses 100
Aerial SP: O in mid-air SP:spinning death wheel,spins forward like a torpedo with both katana extended,wide area of effect,tremendous damage,deals around 50 hits on LV3 Hyper SP:the attack duration is extended
Combination SP: O while nearby an ally ace CSP:spins naginata above MS head while slowly hopping forward,wide area of effect,finishes with a powerful swing. Hyper CSP:the attack duration is extended
EX SP:CPU only move,done in higher difficulty EX:true god slash,charges and releases many shockwave projectiles all over the place
Comments:once a PS2 exclusive MS,the smooth talking black samurai returns(no,not afro you silly!)!without a personality this time though,and it has been powered up greatly since GM1(in which it was an average MS,way below wing zero),you will need to get through even greater hassle in order to play as this MS,but as with musha,its totally worth it
it lacks the reach that musha has but it has more speed in its attacks,its the only MS that has more than 2 guard breaking/unblockable charges,meaning that whatever you do will most likely hit your opponent
its most powerful attack is its ground and air SP's,with correct skills and attachments you can pretty much destroy anything with little effort once you reach LV3 SP,be it MA,enemy ace,or a whole field full of grunts
Class 2 Mobile Suits
Spoiler: click to toggle RX-77 Guncannon
Normal attacks:keep tapping S S1:left rifle swing S2:left backhand S3:left kick S4:right roundhouse
Charge attacks: T in between normal attacks C1:shoots beam rifle C2:knee strike C3:fires cannon in a parabolic arc,breaks guard,may miss against small MS C4:crouches and fires the cannon 3 times
Dash attacks: tap S after dashing/cancel dash S1:dashing headbutt
SP attack: O on ground SP:shoots the cannon 3 times in a parabolic arc similar to C2,has a slight homing function so it may hit a small MS directly,damage is HIGH Hyper SP:the attack power of the SP is raised
Comments: No contest,this is the strongest class 2 MS in the game,but as with the O,it also has slowness problems,plus guncannon doesn't have a beam saber of sorts so it suffers from short ranged melee too,aside from all that the extra power is worth it though,it even outclasses several class 1 MS in pure damage dealing
MSM-07S Z'Gok CA (Char Aznable custom)
Normal attacks:keep tapping S S1:right swing S2:left swing S3:left upper swing S4:claw stab
Charge attacks: T in between normal attacks C1:shoots beam claw gun C2:claw upper C3:raises both arms,trying to topple the enemy over,breaks guard C4:crouches and shoots rockets from its head
Dash attacks: tap S after dashing/cancel dash S1:dashing headbutt
SP attack: O on ground SP:shoots beam claw gun twice,once from each hand Hyper SP:the attack power of the SP is raised
Comments:ahh,just when you think sazabi was the worst they can do with char's MS out comes Z'Gok CA,this MS,along with the regular Z'Gok,is a disgrace to char aznable's awesomeness and a discrace to class 2 MS overall,as opposed to guncannon,many class 3 MS outclasses Z'Gok CA in versatility and damage dealing ability,with this MS you will have trouble with anything,crowd clearing,duelling,everything,thanks to the short reach,weird charges&SP attacks
MSN-02 Zeong
Normal attacks:keep tapping S S1:right rocket punch S2:left rocket punch S3:zeong spins in place,causing the launched fists spins as well S4:both hands fire a beam salvo before returning to zeong
Charge attacks: T in between normal attacks C1:fires mouth beam C2:spinning rocket fist,covers 360* C3:headbutts and catches its arms,breaks guard C4:randomly shoots many beams towards zeong(?!),damaging any MS nearby,suicidal,unrealistic,but effective nonetheless
Dash attacks: tap S after dashing/cancel dash S1:dashes and launches both hands forward,when dash cancelled from C3 looks like zeong is playing catch with its own hands 0-o
SP attack: O on ground SP:sprays beam from both hand in a 180* arc in front of MS,does excellent damage,moreso in point blank Hyper SP:the attack power of the SP is raised
EX SP:CPU only move,done in higher difficulty EX:psycomu attack,detaches its hands that attacks independently,each hand has its own lifebar,after launching the hand,zeong will disappear for a while,it will return after you destroy both hands or after several seconds passed,note that the arms are way bigger than funels and slower too,also,if you wait until zeong arrives he will use a new set of hands while the detached hands is still around,weird..........
Comments:the zeong has it all,long ranged S string and versatile charges,not to mention a fast and powerful SP attack,too bad its space only and there's nothing you can do about it unless you use cheat devices,this lowers its usability greatly
MS-14B Gelgoog JR (Johnny Ridden custom)
Normal attacks:keep tapping S S1~2:left and right slashes with beam anginata S3~4:double spinning slash
Charge attacks: T in between normal attacks C1:shoots the ridden custom rifle,it has bazooka like bullets instead of beam C2:shield boomerang,tosses the shield that will travel in a 180* arc,might have more range than gelgoog CA's naginata throw C3:shoots the rifle three times,breaks guard C4:lawnmower,spins naginata in front of MS while hovering forward,does multiple hits
Dash attacks: tap S after dashing/cancel dash S1:naginata slash
SP attack: O on ground SP:hyper lawnmower,spins naginata in front of MS,waving it side to side,while walking forward slowly,does multiple hits,very short ranged Hyper SP:the attack power of the SP is raised
Comments:ridden's gelgoog is a good MS for beginners,it has fast and versatile charges,and while it lacks powerful SP attacks and aircombos like the gelgoog CA,it requires no license so all pilots can use it from the get go
RX-139 Hambrabi
Normal attacks:keep tapping S S1:claw swipe S2:backhand S3:rifle smack S4:somersault kick
Charge attacks: T in between normal attacks C1:fires the beam rifle C2:hamrabi stomp,very fast,breaks guard,annoys people since 2007,if you know what i mean>.< C3:sea serpent,swings claw hook around,covers 360* C4:bayonet slash&stab,clears crowd well
Dash attacks: tap S after dashing/cancel dash S1:dashing headbutt
SP attack: O on ground SP:MA crash,transforms and dashes forward Hyper SP:the attack power of the SP is raised
Comments:hamrabi,once NPC only MS that have tons of armor and annoying attacks,now you can use it too!,not very strong but its very versatile,it has fast charges and good crowd control ability,plus it can transform into MA mode making travels easier,definitely an MS worth playing
RX-160 Byalant
Normal attacks:keep tapping S S1:left slash with beam saber S2:right slash S3:jumping upward slash S4:diving stab with both beam saber
Charge attacks: T in between normal attacks C1:fires hand beam C2:jumping upwards slash C3:fires hand beam in font and back,breaks guard C4:barrel roll towards the ground,does multiple hits
Dash attacks: tap S after dashing/cancel dash S1:saber stab
SP attack: O on ground SP:hyper beam spin,floats&spins while firing the hand beams non stop towards the ground,knocks surrounding MS away,if you manage to pin enemy MS to the wall.... Hyper SP:the attack power of the SP is raised
Comments:a unique MS,it seems that at first it was designed to be a class 1 MS judging from many of its moves lead to a potential aircombo attacks,sadly it has a somewhat incomplete moveset,
NRX-055 Bound Doc
Normal attacks:keep tapping S S1:right swing with claw arm S2:left swing S3:360* spinning swing S4:beam saber slash
Charge attacks: T in between normal attacks C1:fires beam rifle/gun C2:360* spinning kick C3:awkward dropkick,very fast,breaks guard C4:720* claw spin
Dash attacks: tap S after dashing/cancel dash S1:shield arm bash
SP attack: O on ground SP:720* beam gun spray,spins in place while firing the beam gun rapidly Hyper SP:the attack power of the SP is raised
EX SP:CPU only move,done in higher difficulty EX:MA mode,transforms into MA mode and rushes towards you,the move lasts pretty long and its unblockable,but the CPU is a bad driver,so once you dodge the initial hit it will have a hard time to chase you.
Comments:for one of the tallest MS in the game,bound doc have really short limbs,pair that with the fact that it uses them to attack instead of the beam saber puzzles me,that and it doesn't utilize its signature shoulder beam either,all in all its pretty good once you got support skills that increases the range of its attacks,plus it can transform into MA mode,making travels easier.
PMX-001 Palace Athene
Normal attacks:keep tapping S S1:left slash with beam saber S2:right slash S3:saber stab S4:spinning slash
Charge attacks: T in between normal attacks C1:fires beam cannon C2:fires cannon rapidly in a 180* arc in front of MS C3:fires grenades rapidly from shield,breaks guard,ONLY if all the missiles managed to hit the same blocking target C4:fires both shoulder spray beams
Dash attacks: tap S after dashing/cancel dash S1:front kick
SP attack: O on ground SP:fires both shoulder spray beams followed by firing all 8 anti battleship rockets stored on the "wing" part,the rockets have a slight homing capability but tends to target one MS only instead of scattering Hyper SP:the attack power of the SP is raised
Comments:palace athene isn't very strong melee wise,but it sure can shoot stuff like mad,all of its charges are projectile based and can wipe out crowds and aces easily if you equip the MS with proper attachments and skills,its SP deals great damage to MA's and aces alike if all 8 rockets hit the same target.
PMX-002 Bolinoak Sammahn
Normal attacks:keep tapping S S1:upward slash with hidden beam saber S2:overhead slash with beam axe S3:shoulder charge S4:upwards slash with beam axe
Charge attacks: T in between normal attacks C1:fires beam from pincer shield C2:pincer shield bash C3:trick pincer beam,at first it will glow yellow,but right before firing the beam it will change into purple,meaning that it guard breaks,useful in VS battles C4:360* spin with axe and shield extended
Dash attacks: tap S after dashing/cancel dash S1:missile kick/dropkick
SP attack: O on ground SP:fires short bursts from the pincer shield,the trajectory is very awkward since it shoots diagonally,so if you want to attack straight in front of you,you need to align the shield in front of the enemy to do so Hyper SP:the attack power of the SP is raised
Comments:for a recon only MS Bolinoak Sammahn is not bad,its charges are pretty strong,so does the SP attack as long as you aim it correctly,still,its not very friendly for beginners due to its short ranged attacks
AMX-107 Bawoo
Normal attacks:keep tapping S S1:shield smack S2:right kick S3:rifle smack S4:shield beam saber slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:shield backhand C3:roundhouse kick,breaks guard C4:fires several beams from shield
Dash attacks: tap S after dashing/cancel dash S1:dash slash with beam saber
SP attack: O on ground SP:shoulder tackle,somersaults,detaches leg part and launches it forward,explodes upon contact,replacement leg arrives from behind Hyper SP:the attack power of the SP is raised
Comments:bawoo is pretty versatile,its has charge attacks for all kinds of situation and they are pretty strong to boot,i kinda wished we would see more of the body detaching attacks though,definitely a solid MS for beginners
RGZ-91 Re-GZ
Normal attacks:keep tapping S S1:right and left slashes with beam saber S4:spinning slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:fires chest missiles C3:roundhouse to sweep kick,the sweep kick breaks guard C4:overhead slash,when connects followup with two grenade shots
Dash attacks: tap S after dashing/cancel dash S1:dash slash
SP attack: O on ground SP:BWS,transform into the BWS and charges forward Hyper SP:the attack power of the SP is raised and the duration is extended
Comments:a minored down zeta gundam,its not a clone though since it has its own unique charges,its pretty versatile and the SP attack is easy to land,the only qualm would be how the BWS operate,it's supposed to carry a high output beam cannon,but it seems KOEI is too lazy to create a unique attack for it and rams using the BWS instead
MSN-03 Jagd Doga GG (Gyunei Guss' unit) & QP (Quess Paraya's unit)
Normal attacks:keep tapping S S1~4:left and right slashes with beam saber
Charge attacks: T in between normal attacks C1:fires assault rifle(GG),fires mega gatling gun(QP),the QP version fires around 5 beams per button press C2:fires shield beam C3:stabs enemy with beam saber,when connected,launches funnels to rain shots towards the impaled MS,unblockable,funnel shots can hit surrounding MS C4:jumping spin slash,does another spin slash upon landing
Dash attacks: tap S after dashing/cancel dash S1:high kick
SP attack: O on ground SP:funnel raid,launches funnels in a circle formation above Jagd Doga,funnels that moves forward while circling and raining beams from above Hyper SP:the attack power of the SP is raised
EX SP:CPU only move,done in higher difficulty EX:funnel release,releases funnels that attacks independently,each funnel has its own lifebar,after launching funnels,Jagd Doga will disappear for a while,it will return after you destroy all of the funnels or after several seconds passed
Comments:a lite version of sazabi,to tell the truth it has all the good traits that sazabi has,namely its C3,if you are NOT playing as char or his lackeys,this is as good as sazabi itself since the sazabi license is a pain to get,the QP has better C1 than GG
ZMT-S33S Gottrlatan
Normal attacks:keep tapping S S1:left slash with beam tonfa S2:right slash S3:upwards slash S4:overhead slash
Charge attacks: T in between normal attacks C1:fires beam rifle C2:pierces enemy with head beam saber,breaks guard C3:rapid slashes with beam tonfa,ending with a thurst C4:jumps and does a hurricane kick,upon landing performs a dashing slash
*note:a funny bug,if you dash cancel C2 the head ornament will stuck at attacking position until you are knocked down or uses any charge&SP attack.
Dash attacks: tap S after dashing/cancel dash S1:dash punch
SP attack: O on ground SP:attaches MBL and fires a giant beam that lasts for a while Hyper SP:the attack power of the SP is raised
EX SP:CPU only move,done in higher difficulty EX:the same with hyper SP,only longer,stronger and might be unblockable
Comments:another tiny MS from the V anime,its very fast and versatile,but it somewhat lacks in raw power and armor,so don't get hit too much when piloting this MS
CONCEPT-X 6-1-2 Turn X
Normal attacks:keep tapping S S1~3:left and right slashes with beam saber S4:overhead slash that shoots a shockwave projectile
Charge attacks: T in between normal attacks C1:fires beam from the "shining finger" manipulator C2:fires beam rifle from the "carapace" backpack C3:shining finger,dashes forward and grabs one MS with manipulator,once connected lifts the MS and overloads them until they explodes,unblockable,the explosion will damage surrounding MS C4:bloody siege,detaches all body parts and attacks rapidly in front of MS using a combination of melee and beam shots
Dash attacks: tap S after dashing/cancel dash S1:bloody siege,detaches arms and legs forward
SP attack: O on ground SP:GEKKOUCHOU DE ARU!,hovers in place with giant butterfly wings,has wide area of effect,does multiple hits,around 20 if all hits connect Hyper SP:the attack power of the SP is raised
EX SP:CPU only move,done in higher difficulty EX:bloody siege,detaches all body parts that attacks independently,each limbs has its own lifebar,after detaching,turn X will disappear for a while,it will return after you destroy all of the limbs or after several seconds passed,not destroying the limbs when turn X returns is another strange phenomenon to behold
Comments:WHY?!,does garma have to die?~err,wrong comment,turn X is a solid class 2 MS,it has powerful and versatile charges,plus a good SP attack to boot,the thing is,turn X has so much potential wasted in this game,it doesn't even get to use the mega particle cannon from the backpack,but rest assured,if GM3 is released the promotion to a class 1 MS is inevitable
Edited by wodash, Mar 16 2009, 11:28 AM.
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