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GUNDAM MUSOU 2 Attachments and Skills sugestion; a supplement for the movelist!
Topic Started: Mar 1 2009, 01:43 PM (2,196 Views)
wodash
Member Avatar
undefeated in all directions
[ *  *  *  *  *  *  * ]
EDIT:added all MS to the fray,the list is now somewhat complete!
note:for non class 1 MS sometimes i will couple similar class 2 and 3 MS together because they have similar attachment setups,but the skill suggestion might differ though

enjoy!

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

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

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

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


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

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

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

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

every MS will at least have the first 2 setups listed

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

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

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

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

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


THE LIST

RX-78-2 Gundam

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

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

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

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


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

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

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

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


MS-14S Gelgoog CA (Char Aznable custom)

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

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

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

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


RX-178 Gundam Mk-II AEUG/Titans

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

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

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

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


MSZ-006 Z Gundam

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

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

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

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


MSN-00100 Hyaku Shiki

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

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

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

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


PMX-003 The O

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

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

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

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


AMX-004 Qubeley

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

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

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

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


MSZ-010 ZZ Gundam

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

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

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

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


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

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

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

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

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


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

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

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

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

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


RX-93 ν Gundam (Nu Gundam)

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

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

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

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

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


MSN-04 Sazabi

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

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

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

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


F91 Gundam F91

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

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

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

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


LM314V21 Victory Two Gundam

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

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

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

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


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

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

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

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

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


GF13-001NHII Master Gundam

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

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

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

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


XXXG-00W0 Wing Gundam Zero

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

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

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

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


OZ-13MS Gundam Epyon

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

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

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

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


WD-M01 ∀ Gundam (Turn A Gundam)

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

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

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

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


ZGMF-X20A Strike Freedom Gundam
general MS setup

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

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

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

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


ZGMF-X19A ∞ Justice Gundam (Infinite Justice Gundam)

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

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

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

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


ZGMF-X42S Destiny Gundam

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

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

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

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


Musha Gundam

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

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

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

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


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

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

b.combo/powerhouse
Heat up:for aircombo+air SP,and ground SP(both deals a LOT of damage,air Sp deals less hits but has Airmaster to ampilfy damage)
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block
Edited by wodash, Mar 4 2009, 02:09 PM.
TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA!
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RX-77 Guncannon

general MS setup
Sniper:most of Guncannon's charges are shot based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,in guncannon's case also the the strongest attack in its arsenal
Zero range:the closer you are the more damaging the cannon shots get,a must for guncannon
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,just dash around after you clear a field
Boost drive/Square drive/Armor gain:optional
attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage,must have this if you want to use guncannon in extra missions
Fault of the youth:increase attack power greatly,but cannot block


MSM-07S Z'Gok & Z'Gok CA (Char Aznable custom)

general MS setup
Sniper:most of Z'Gok's charges are shot based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Z'Gok has a very weak SP attack,but you still need it to down MA's
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,just dash around after you clear a field
Zero range:not much,but Z'Gok needs every damage amplifiers it can get
Boost drive/Square drive/Armor gain:optional
attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:use Jamming for Z'Gok CA and instant hero for Z'Gok(Z'Gok is a class 3 MS,thus will gain more beenefit)
High tension:increases SP damage,more damage is always good for an MS with limited options
Fault of the youth:increase attack power greatly,but cannot block


MSN-02 Zeong

general MS setup(zeong only has 3 parts)
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,zeong's SP attack is a solve everything attack,be it aces,MA's or crowds,must have this
Delta drive:zeong's C3 is powerful,this will make it even more
powerful,use this attack along with its SP attack to defeat aces easily
Boost drive/Square drive/Sniper/Hard strike:optional attachment,depending on your playstyle,(i suggest Boost drive)

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage,must have this if you want to use zeong in extra missions
Fault of the youth:increase attack power greatly,makes SP even more damaging,but cannot block


MS-14B Gelgoog JR (Johnny Ridden custom)

general MS setup
Hard strike:most of JR's charges are fight based,this attachment is your staple to rack shotdowns(especially C2)
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,JR's SP deals a good amount of damage but is hard to land easily and the enemy has a high chance of escaping
Boost drive:followup any charge with a dash cancel to add more damage
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,just dash around after you clear a field
Cross drive/Square drive/Speedster:optional attachment,depending on your playstyle(i suggest Cross drive)

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage,must have this if you want to use JR in extra missions
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
Ace killer:easier to defeat aces
Magnetic high:pulls enemy towards you with C2,great crowd clearer


RX-139 Hambrabi

general MS setup
Hard strike:most of hamrabi's charges are fight based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,hamrabi's SP deals good damage but lacks crowd clearing ability
Delta drive:increases C3 damage,excellent move
Square drive:increases C4 damage,another good one,considering how limited hamrabi's options are
Minovsky drive/Boost drive/Aura burst:optional
attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage,must have this if you want to use hamrabi in extra missions
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
Magnetic high:C3and C4 drags enemy towards you,great for crowd clearing
Ace killer:easier to defeat aces


RX-160 Byalant

general MS setup
Sniper:Byalant's C3 are shot based,and is the best crowd clearing attack,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,in byalan't SP can deal decent damage if you can trap enemy near a wall
Zero range:the closer you are the more damaging C3 and SP attack does
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,just dash around after you clear a field
Boost drive/Square drive/Armor gain:optional attachment,depending on your playstyle(i suggest Square drive)

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


NRX-055 Bound Doc

general MS setup
Hard strike:most of Bound Doc's charges are fight based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Bound Doc's SP attack clears crowd well and is deadly against MA's
Square drive:increases C4 damage,good for duels and crowd clearing
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,just dash around after you clear a field
Minovsky drive/Boost drive/Armor gain:optional
attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage,must have this if you want to use bound doc in extra missions
Fault of the youth:increase attack power greatly,but cannot block

c.balanced
Ace killer:easier to defeat aces
Magnetic high:C4 drags enemy towards you,great for crowd clearing
Impulse:does wonders when used along with SP attack


PMX-001 Palace Athene

general MS setup
Sniper:all of Palace Athene's charges are shot based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Palace Athene's SP attack is great for everything,from crowd clearing,MA's and aces
Zero range:the closer you are the more damaging the shots gets,a must for Palace Athene
Delta drive:increases C3 damage,C3 is a powerful charge attack,great for duels.
Boost drive/Square drive/Aura burst:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Impulse:works wonders along with SP attack,with enough crowd you are guaranteed to always have SP gauge filled
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


PMX-002 Bolinoak Sammahn

general MS setup
Hard strike:most of Bolinoak Sammahn's charges are fight based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Bolinoak Sammahn's SP are hard to aim,but deals good damage to crowds if aimed well
Square drive:increases C4 damage,a good charge attack for crowd clearing and duels
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,just dash around after you clear a field
Minovsky drive/Boost drive/Armor gain/Zero range:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


AMX-107 Bawoo,mass Bawoo axis and GT

general MS setup
Sniper:Bawoo's C4 are shot based,and is the best crowd clearing attack,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks
Zero range:the closer you are the more damaging the shots gets,a must for Palace Athene
Square drive:increases C4 damage
Boost drive/Delta drive/Aura burst/Airmaster:optional attachment,depending on your playstyle(richie408 mentioned that Airmaster works wonders with C4)

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

b.combo/powerhouse
Jamming/Instant hero:use Jamming for bawoo,and instant hero for mass bawoo
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


RGZ-91 Re-GZ

general MS setup
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Re-GZ's SP is easy to control and does decent damage to aces and crowds alike
Delta drive:increases C3 damage,breaks guard,good for duels
Square drive:increases C4 damage
bost drive:increases dash cancel damage
Minovsky drive/Aura burst/Hard strike/Armor gain:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


MSN-03 Jagd Doga GG (Gyunei Guss' unit) & QP (Quess Paraya's unit)

general MS setup
Sniper:most of Jagd Doga's charges are shot based,this attachment is your staple to rack shotdowns(C3 funnels are also affected)
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Jagd Doga's SP attack is good for crowd clearing as long as there is no walls near your target's back
Zero range:the closer you are the more damaging the shots gets,good enhancement for Jagd Doga,especially QP
Delta drive:increases C3 damage,C3 is unblockable and can clear crowds as well.
Boost drive/pressure/Aura burst/Airmaster:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Jamming/Instant hero:weakens the enemy or increases your performance by a bit,i find it does about the same effect,your pick.
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block

c.gatling madness!(QP only)
this setup is solely based on C1 although other shot based attack may gain advantage too
Precise shooting:easier to clear crowds with C1
Barrage shot:able to use C1 5 times,in SF's case that means around 25 beams in total
Headshot:enables C1 to OHKO grunts and generic guards,can switch "Sniper" with something else


ZMT-S33S Gottrlatan

general MS setup
Hard strike:most of Gottrlatan's charges are fight based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Gottrlatan's SP attack clears crowd well and deals good damage to aces,sadly its easily avoided in harder dificuties
Delta drive:increases C3 damage,good for duels.
Boost drive:increases dash cancel damage
Minovsky drive/Aura burst/Cross drive/Armor gain:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Heat up:increases combo damage(must use C3>dash cancel>attack>SP in order to maximize combo damage)
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


CONCEPT-X 6-1-2 Turn X

general MS setup
Hard strike:most of Turn X's charges are fight based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,Turn X's SP attack clears crowd well and its aces have trouble of avoiding it,but it does small damage against MA
Delta drive:increases C3 damage,good for duels,the explosion can damage surrounding too
Boost drive:increases dash cancel damage
Minovsky drive/Aura burst/Square drive/Armor gain:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Heat up:increases combo damage(must use C3>dash cancel>attack>SP in order to maximize combo damage)
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


MSA-003 Nemo & RGM-89 Jegan

general MS setup
Hard strike:most of nemo&jegan's charges are fight based,this attachment is your staple to rack shotdowns
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks
Square drive:increases C4 damage,it can clear crowds and deals decent damage to aces
Boost drive:increases dash cancel damage
Minovsky drive/Aura burst/Delta drive/Armor gain:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Instant hero:a must for class 3 MS,increases performance greatly
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


AMX-004G Mass Qubeley

general MS setup
Hard strike/Sniper:its C3 and C4 are equally good in crowd clearing,pick Hard strike if you like C3 and Sniper if you like C4
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks
Square/Delta drive:also the same,depending which charge you like better
Zero range:increases C4 and SP attack damage on close range
Minovsky drive/Aura burst/Boost drive/Armor gain:optional attachment,depending on your playstyle

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

b.combo/powerhouse
Instant hero:a must for class 3 MS,increases performance greatly
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


RB-79 Ball

general MS setup(ball only have 3 parts&attachment slot)
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,ball's SP attack deals serious damage to a single unit,including MAs
Pressure:for a S8 MS moveset Pressure works wonders,8 hits against a blocking MS deals about the same damage
with 1 or 2 successful hits,its not much but it'll make sure you constantly do damage
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,very,very important for ball,since you are required to down at least 1000 MS with it

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

b.combo/powerhouse
Instant hero:a must for class 3 MS,increases performance greatly
High tension/heat up:increases SP damage,hyper SP is a bit more damaging,but heat up also increases your S8 attack string power albeit slightly
Fault of the youth:increase attack power greatly,but cannot block,you can switch this with heat up instead if you want


MS-06V Zaku Tank

general MS setup(zaku tank only have 3 parts&attachment slot)
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks
Pressure:for a S8 MS moveset Pressure works wonders,8 hits against a blocking MS deals about the same damage with 1 or 2 successful hits,its not much but it'll make sure you constantly do damage
Aura burst:another must for MS class below 1,this will ensure you get many shotdowns easily,very,very important for zaku tank,since you are required to down at least 1000 MS with it

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

b.combo/powerhouse
Instant hero:a must for class 3 MS,increases performance greatly
Ace killer:easier to defeat aces
Small giant/One machine matches a thousand :your pick,in zaku tank's extra mision you will need to down 1000 MS,fight many aces AND defeat an MA,welcome to hell>.<,i suggest small giant for that mission and 1=1000 for other missions


MS-07B Gouf

general MS setup
Hard strike:gouf has ONE charge,and that hppens to be fight based,you don't have a choice,this or the gouf will suck
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks,gouf's SP attack is pretty good for a class 3 MS
Cross drive :enhances C2 damage,again not many choices,only way to deal big damage to aces and MA's
Boost drive:increases dash cancel damage,use it because its a luxury!
Aura burst/Pressure/Armor gain:optional attachment,depending on your playstyle(i suggest Pressure for constant damage,but Armor gain&Aura burst is okay too)

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

b.combo/powerhouse
Instant hero:a must for class 3 MS,increases performance greatly
High tension:increases SP damage
Fault of the youth:increase attack power greatly,but cannot block


the rest of the cast,a.k.a
GM/GM Command/GM II/Zaku II/Dom/Gyan/Gelgoog/Gouf Flight Type/Rick Dias/Hizack/Marasai/Barzam/Gaza C&D/Geara Doga/Geara Doga RS (Rezin Schneider custom)

general MS setup
Biocomputer:the bread and butter of any MS class below 1,you cannot down an MA or do any significant damage to it without SP attacks
Pressure:the only damage increasing upgrade for these MS(sort of)
Aura burst:several of these MS need 3000 shotdowns to unlock extra missions,you NEED this attachment.
Armor gain:increases your survival chance by recovering armor with every hit you do(if you are using DG cells then

forget abut this)
Minovsky drive/Zero range:depends on SP attacks,if the MS SP is shot based pick Zero range to increase SP damage,if its fight based pick Minovsky drive for better mobility

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

b.combo/powerhouse
Instant hero:a must for class 3 MS,increases performance greatly
High tension/Small giant:increases SP damage,but against an MA small giant is more useful
Fault of the youth:increase attack power greatly,but cannot block
Edited by wodash, Mar 4 2009, 01:52 PM.
TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA!
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BlackKite
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東方星蓮船 ~ Undefined Fantastic Object.
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LOL, you really are determined aren't you wodash? Maybe even more determined than Richie? :lol: You should consider uploading your FAQ at GameFAQs. :XD

Because for this one I'm not going to pick from you; I'll use my own suggestions and link to yours for further reference, because when it comes to suggestions like these they tend to be subjective, no? ^.^;
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wodash
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undefeated in all directions
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Quote:
 
LOL, you really are determined aren't you wodash? Maybe even more determined than Richie?

you can say i'm trying to give something back to the site,since i have drained KW's resources for a long time>.< and have not been active since most of the games here doesn't need special attention aside from SB(and its too late to be active for THAT)

and i don't think i'm on richie's level yet,he can answer the same question with a 2 pages worth of info over and over again,i on the other hand,might kill the topic creator for asking what you had posted in the sticky long time ago that the TC did not bother to read before asking,richie IS determined to make GM2 really popular>.<

Quote:
 
because when it comes to suggestions like these they tend to be subjective, no? ^.^;

indeed it is subjective>.<,unlike the movelist,skill and attachment combinations is like a walkthrough,it has many,many variations depending on the author,i for example tends to ignore defense skills just like how i rarely brake in driving games>.<,other people WILL disagree

so yeah,there are too many possible combinations for this kind of topic,and i just posted what i think would blow up everything.....based on my own experience>.<

plus i don't think gamefaqs would accept it anyway>.<,or would it?

thanks for the heads up!,waiting for that FAQ update>.<
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Richie408
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Yes wodash is not quite there at my lvl. ;) only because I pretty much don't mind retyping information and some people I understand are extremely lazy at finding things or don't even know how to bother doing it on the forums since it becomes too hard for them.

I definately want to endorse this game and get the right representation across... I don't like how people can judge a game without even trying it at all or not even played a similar version of this game. They think they know all about it even without touching it. I don't believe ever that this is the right way to do any sort of opinion or review.... since you're pretty much just using second hand knowledge... and not first hand experience. :D I would think after trying the game you'll get a different feel and have changed the views upon it. Hence why I think demos are often a great way to present the game... since you got to taste a breath of it.

Oh well people have their views on things but yeah. That's just my thoughts on it. Especially with this style of game koei always gets the beat down on the games are all the same style and what not. :D

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Shokatshin
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wodash
Mar 2 2009, 01:38 AM
plus i don't think gamefaqs would accept it anyway>.<,or would it?
wodash, if you need any help at ALL in formatting for sending it to GameFAQs (or anywhere else that goes through an evaluation process), I'll be happy to help you, as I've submitted a few guides to GameFAQs already.

... Not the least of which is the one I typed up and submitted a few days after I inexplicably received a Japanese copy of the game. :shifty:
Edited by Shokatshin, Mar 2 2009, 04:33 PM.
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wodash
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hmm....i'll see if i can finish this one first,and your FAQ is up!what a coincidence>.<

and if i want to post it in GF i better tone down the comments on the movelist comments to a more neutral tone or people will start to flame me about destiny not sucking>.<

thanks for the help offer!,i'll need everyone's opinion about these though,so it won't be a total embarrassment when posted at GF(read:useless)
Edited by wodash, Mar 3 2009, 01:29 AM.
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Shokatshin
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Alright. Just message me if you need a formatting monkey.
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wodash
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i'll be sure to do that when ready>.<,oh and about your FAQ,i should've seen the "zeong=best" coming>.<,good one there,although zeong's C3>dash cancel>attack is my staple for everything instead of C2 or C4......,try to not press the directional button when facing aces so that C3 will auto aim>.<

been doing some more skill testing today,impulse+rapid beam SP is very luck based i guess,when it triggers it rocks,but sometimes it won't trigger at all in the whole mission,i wonder whether i should remove it from the list.....but its too awesome>.<

and a newfound fun in magnetic high,every character that have a melee DC can do the same thing like master gundam,epyon,and zeta's DC with magnetic high,this makes turn A even more deadlier,but the downside is several aircombo setups like gundam's C5 will fail to lift enemy MS and screw your aircombo,so the lesson today is.....

magnetic high:not for everyone!

also:found out that gottrlatan has a CPU only SP too,i'm beginning to think every MS has a EX SP.....that means more gundam fight torture for me......
Edited by wodash, Mar 3 2009, 12:20 PM.
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psy77
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Just a few notes on turn A....for hard diffculty, the c3 is your friend... attempting to use c6 on hard is really difficult if any named pilot is present, since they do lots of recovering/dashing around. your best hope on aces 1v1 is use c3 so it crushes their guard, and then do 4 squares, +c5.

here is my opinion for turn A setup:

Skills:
overdrive: allows you to nuke anytime, whats not to like?
impulse: enhances your c3 somewhat and also helps your nuke immensely
Serene Mind: for the situations where there isnt alot of grunts to gain your sp bar

Attachments:
Sniper: helps c3 and nuke
Zero range shot: helps your c5, also when your c3 hits at close range
armor gain: 1 nuke = lots of health back...
biocomouter: faster sp gain
minorvsky/delta drive/etc - last slot is pretty optional

A note on minorvsky drive - i think this skill is only necessary on hardcore air comboers (e.g. Zeta, Epyon), and people who rely on their dash charge (e.g. Wing, Strikefreedom, Epyon, Z). not having it doesnt slow you down that much for getting around the map in my opinion.

anyway.. just my 2 cents....
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wodash
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note that minovsky also decreases the chance of getting a power down/overheat status from enemy attacks(the random one,not the one you get by losing a clash or SP attacks like psyco MKII) so its a lot more useful than you think,it's lv10 not for nothing you know.....

but yeah,its more of a choice too,i'm just suggesting stuff here as the topic title says...
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psy77
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wodash
May 7 2009, 12:36 AM
just suggesting stuff here as the topic title says...
as am i:)

diff people play differently.. on hard I dont like c6's in general... getting it off is alot of risk... I tend to prefer shorter strings (or dash attacks)

I guess I'll just share more of my thoughts:

- Armor Gain i think is the only skill that is a must have on ALL suits.. I guess that is mostly because I dont like using DG cells.
- I like to equip my 3 Quabeley's differently, simply because well, their movesets are similar enough... and the fact that you cannot change attachments on the fly. I suggest making at least one quebeley focus on c4 tho... it is very strong (sniper/square drive/zero range shot/armor gain/minorvsky)
- with Zeta gundam i like to use its C2 alot, so I typically equip sniper/zero range/cross drive/bio computer/armor gain... I guess this completely forgoes air combos.. but yeah... just an alternative.
- ZZ's best move IMHO is the c5... so I usually go penta drive/zero range/sniper/biocomputer/armor gain... it is quite awkward to air combo with this ms... so i don't usually bother.
- hexa drive on Nu gundam is probably not useful because a successful "hit" will instagib anything anyway even without hexa, so i tend to focus on c4 and dash charge and do a setup similar to quebeley's
- F91's main weapon is the c3 so impulse/sniper is suggested in my opinion.
- Wing Zero's dash charge is the contender for best in the game (epyon's is the other), so I would definitely equip anything which strengthens it (chase drive, sniper, zero range shot, impulse)
- Epyon I think is easily the best air comboer in the game, i also wouldnt put overdrive on him because I consider the normal ground SP way more useful, but then again, thats just me...
- Destiny Gundam's c6 is actually shot based (believe it or not), so if you plan to use it at all, i suggest impulse/sniper..

more cents from me i suppose^^
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wodash
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Quote:
 

- F91's main weapon is the c3 so impulse/sniper is suggested in my opinion.
its good,which makes F91 quite an allrounder

for me i use melee the most since the MEPE is useless with projectile attacks and its a waste not to use the special ability that only F91 has.....i do use sniper for killing and not hard strike because F91's crowd clearer are the projectile ones,so yeah,projectile+sniper for crowds and MEPE+melee enhancements for ace duels...

Quote:
 
- hexa drive on Nu gundam is probably not useful because a successful "hit" will instagib anything anyway even without hexa, so i tend to focus on c4 and dash charge and do a setup similar to quebeley's
not really,i never used nu gundam for small fry missions,only the really hard ones,and even with hexa on it takes few successful C6's to kill aces on true gundam musou mission,so yeah,its not an overkill IMO(unlike god gundam's triple C4)
Quote:
 

- Destiny Gundam's c6 is actually shot based (believe it or not), so if you plan to use it at all, i suggest impulse/sniper..
that's funny.......
Edited by wodash, May 7 2009, 10:34 AM.
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psy77
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yeah there are multiple ways to play most suits =) F91 does have a grab type c5 tho which makes it great for air combos.

destiny's c6 with sniper/impulse/zero range shot makes the move extremely powerful in easy/normal.. but for hard missions it is risky to use as the enemy can dash away between the slight lag before the c6 comes out. It is quite a stupid design tho since everything else destiny have seems to be melee...

as for nu, i find landing the c6 on any named ace in hard difficulty is well.. hard (or i just suck ), they alwas dash away before the c6 priority kicks in... i might be doing somthing wrong?





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wodash
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you need to not aim at them,the barrier is big enough that you could dash anywhere close at them and it will still hit,if you focus on the aces they will keep dodging and bugging your C6 excecution

and if you want a better one,try armor gain+fighting instinct,and just rush them with C6,you'll lose health but gain them back plus severely damage the enemy with C6

certainly do not use DG cells with nu gundam,they don't go well together
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psy77
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oh you mean put up the barrier on before charging the aces? I see...

i've always just been trying to instagib Aces with the barrier forming moment.... and that has been a struggle, they keep flippin away after 5 normal attacks.

will try fighting instinct and see how I go :)
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Paptimus Scirocco
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wodash
May 9 2009, 01:21 AM
you need to not aim at them,the barrier is big enough that you could dash anywhere close at them and it will still hit,if you focus on the aces they will keep dodging and bugging your C6 excecution

and if you want a better one,try armor gain+fighting instinct,and just rush them with C6,you'll lose health but gain them back plus severely damage the enemy with C6

certainly do not use DG cells with nu gundam,they don't go well together
No point in Health Regeneration when you can be 2-shot by a Dom
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wodash
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indeed,which is why DG cells is a big no no for nu gundam

@psy77:yes,but still the forming part is the most important,what i mean is aim/whiff the 5 normal combos away from the enemy target but still near them,and at the end of S5 face the target and press triangle,they'll never know that hit them,C6 alone is quite powerful,the first 5 normal combos is not that important to land anyway

a bit hard to do,but once you get used to it it'll save frustrations of enemies dodging your attacks

another trick is the unblockable C6,use pressure hit attachment and make sure there are more than 1 enemy in the vicinity,do C6>X and it'll deal around half of the full damage to blocking opponents,making blocking the C6 a bad idea for CPU aces,note that this doesnt work in 1 vs 1 since you need to hit something in order to dash cancel while forming C6
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psy77
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Neato... so you are saying the barrier, once formed, works with pressure hit?

will need to give that a try sometime=)

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