abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyza ============================================================= Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II PLUS ============================================================= In-depth gameplay FAQ v1.00 Note: This guide will be focused on all the gameplay basics and every unit's abilities in the game. However, information outside regular gameplay mode, such as PLUS mode, Challenge mode and whatnot will not be provided here. This guide is written by DDT213 of the GameFAQs. It may NOT be placed on any site other than the GameFAQs itself under any circumstances. News Update: Jan. 03, 07 -(Thanks to VitaLemon) Comment for Chaos added -(Thanks to Jazinus) The config. mix-up for L1 and L2 corrected -Tier 420 added -Term ''Down Value'' added -(Thanks to omegaweapon15) Freedom and S. Aka's comments updated Jan. 05, 07 -Section 4 divided into 7 parts, 4a-4g, for easier references -S. Aka's comment updated -Tier 280 added -(Thanks to VitaLemon) Comment for ZAKU Warrior added -RUSH combo for F. Im, S. Im, Strike Rouge, and Sword Strike updated -(Thanks to ZGMFX10Amod00) Mix-up b/w 2b and bc in F. Im's comment corrected -(Thanks to ZGMFX10Amod00) Comment for Dearka's Blaze ZAKU added Jan. 07, 07 -Tier 270 added -(Thanks to Giruet) Comment for Abyss added -(Thanks to ZGMFX10Amod00) Comment for ASSH added -Menu translation, Unlockables, and FAQ sections added -(Thanks to omegaweapon15) Comment for Nukedam added Almost done now...just one more tier to go and it'll be finished. Also, I'd like to give a shout-out to Nyushin from the message board for consolidating the scattered info in my topic and turned it into a formal FAQ while I was tied up with my Finals. Thanks again, Nyushin! Jan. 11, 07 (v 1.00) -Tier 200 added -(Thanks to g0th1k4) Comment for Buster added Finally...the FAQ is complete!! Since school started already, unless someone holds a considerable amount of info regarding to the rest of the comments, possible mistakes in the FAQ, or would like to contribute his own sections, I am probably not going to bother with more updates anytime soon. This is it. Alright, happy gaming everybody! ============================================================================== Table of Contents ============================================================================== 0. Introdution 1. Menu Translation 2. Basic Gameplay 2a. On-Screen Visibles 2b. Controls / Button Config. 2c. Battle Gauge / Cost System 2d. Awaken System 3. Terms 3a. Arcade Control Shorthands 3b. Other Technical Terms and Shorthands 4. Units Info / Combo List 4a. Tier 590 4b. Tier 560 4c. Tier 450 4d. Tier 420 4e. Tier 280 4f. Tier 270 4g. Tier 200 5. Tactics 5a. Beginner Must-Knows 5b. The Melee Moves 5c. Team Combos 6. Unlockables 7. FAQ 8. Credits and Special Thanks ============================================================================== 0. Introduction ============================================================================== For those who don't already know, this game, Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II PLUS (RvZ 2 for short), is an action game series developed by Capcom. The official JP release of this game was on December 7, 2006, roughly a year apart from its prequel release. In addition to the arcade style gameplay, RvZ 2 also provides several other options such as PLUS mode (probably many player's greatest interest of getting this game), which, to a certain extent, reconstructs the most epic battles from the original show in simple action style. Since this is a sequel, it has everything from RvZ 1, minus some glitches and gameplay unbalances. And of course for those VS series old-timers, this game is definitely worth checking out. ============================================================================== 1. Menu Translation ============================================================================== Main menu: =VS mode =Arcade mode =PLUS mode =Challenge mode =Gallery =Option =VS mode settings: -Stage -BGM -Timer -Battle gauge -Damage LV -Boost gauge -Awakening duration -Awakening gauge fill rate =PLUS mode: -Start fresh -Continue -Triangle: Character data -Start: Menu -R1 / L1: Character cursor -R2: Zoom in / out (Character data) -Character level -Trust level -Result / Mission select count -Winning % / Friend-Foe -R1: MS list -L1: Character list / Special commands list =Gallery: -Character list -Movie list -Art work list -Sound list =Option: -Game settings -Button settings -Screen adjustment -Ranking -Save / Load (Game settings) -Difficulty level (For Arcade mode only) -Damage level (Goes both ways) -Timer -Boost gauge -Awakening duration -Awakening gauge fill rate -Sound (Stereo / Mono) -SE -BGM -Voice ============================================================================== 2. Basic Gameplay ============================================================================== This section covers the basics about this game including the systems, controls, and other fundamentals that you will most likely want to know if you just start playing. Of course, everything will be explained slowly and thoroughly, so hopefully you do not miss anything essential because of confusion. ------------------------------------------------------------------------------ 2a. On-Screen Visibles ------------------------------------------------------------------------------ You can see a lot of things on your screen. Knowing what each and every one of them means is very important. -Radar: You can locate your radar on the upperhand coner of your screen. The blue part indicates the field; the red line and area indicate the boundary. The blue arrow marks where the player is. Your ally will be shown as green dot, and your enemies will be shown as red dots. -Battle Gauge: You can see a circular-shaped bar consist of two colours, blue, and red. That's the battle gauge. Whichever team that empties the bar on the other side first wins. -Timer: Inside the battle gauge bars is the timer. When the time runs out, if you are against the CPU, you automatically fail the stage. If you are playing against the player(s), it's considered a draw, and both teams lose. -HP: On the bottom left corner just above your character's name, there is the HP. -Awaken Gauge: Right next to your HP lies the Awaken gauge. It is divided into two parts. You can activate it when it is over half full, where the bar will be flashing. -Awakening Type: It is below the Awaken Gauge. There are 3 types, RUSH, SPEED, and POWER. They are shown in green, blue, and yellow respectively. -Boost Gauge: The blue bar right next to your Awaken gauge is the boost gauge. It replenishes automatically when you land. When it is empty, you will NOT be able to move your unit through regular means. When you run out of boost in the air, you will be forced to land. -Ammunition: It is shown on the bottom right corner on the screen with numbers. When you are out of ammo, the slot will turn red, and you will not be able to attack with that weapon. -Lock Ons: Your target will be shown as a circle. When both you and your ally lock onto the same target, there will be a triangle frame outside the original circle. Also, a red lock means the target is inside the effective range, where as a green lock means the opposite. However, you can still hit the target with a green lock, just not as easily since your weapon would have less tracking ability. -Arrows: Whenever you are locked on by anyone on the opposite team, there will be a yellow arrow telling you where they are. When the arrow turns red and start flashing, it means an attack is on its way coming from that direction. Note that it does NOT necessarily mean someone is attacking from that direction since some weapons can sneak up on you from multiple directions. Getting familiar with all the numbers and signals is very easy, but also very important. It helps you make your decisions during the battles. ------------------------------------------------------------------------------ 2b. Controls / Button Config. ------------------------------------------------------------------------------ This section should help you learn how to control your units. -Walk: You can move your unit to any direction by simply pressing the corresponding keys on your D-pad. This would be considered walking, one of the ways to relocate yourself without comsuming anything. Of course, some units hover instead of walking. It's basically the same thing. -Step: When you quickly tap any direction key twice, you can move from one point to another in a swift motion. You can control the length of a step by holding the direction key with different amount of time. Doing a step will consume some of your Boost Gauge, and of course, you cannot perform a step when your gauge is empty. Also, this move can be done in mid-air too. -Jump: By pressing the jump button once, you will be able to boost straight up until you let go of the button. Jumping will consume your Boost Gauge until you stop. Once again, you cannot jump when you have an empty gauge. -Boost Dash: By quickly tapping the jump button twice when you are in the air, you can perform a Boost Dash. Your suit will be moving very fast compared to walking. However, it also consumes the Boost Gauge very quickly as a price for the high speed. To maintain a Boost Dash, you can either hold the jump button, or hold the direction key after you start moving. It is NOT needed to do both. -Transform: Some units are capable of transforming into a mobile armor. To transform, simply boost up+hold the jump button, and then quickly tap any direction key twice. To maintain MA mode, you can either hold the jump button, or the direction key. It is NOT needed to do both. Furthermore, you can still boost up while in MA mode by simply pressing the jump button. -Block: Units with a shield can block. Simply press direction keys down and up quickly, and your unit will be in the blocking stance. Some units have attacks as blocking moves. This well be explained later on. -Flip Recover: When being hit and sent flying by an attack, as long as you are not down yet, you will be given the option to do a flip recover by pressing any of the attack buttons or the boost (jump) button. To use different weapons to attack, sometimes a combination of two buttons are required. So here's the button configuration of the default settings... -Circle: Search -Triangle: Melee -Cross: Jump -Square: Shoot -R1: Sub weapon / Melee+Shoot -L1: Command -R2: Special Melee / Melee+Jump -L2: Special Shoot / Shoot+Jump -R3: Awakening / Shoot+Melee+Jump -L3: Special Command (PLUS mode only) -Vibration ------------------------------------------------------------------------------ 2c. Battle Gauge / Cost System ------------------------------------------------------------------------------ In this game, victory or defeat is decided by the battle gauge, which has a total of 1000 points. When a suit is destroyed, the gauge goes down according to how much it costs. Each unit has its own cost. The better they are, the more they cost. There are 7 tiers in the cost system. -590: Destiny Legend Strike Freedom Infinite Justice -560: Akatsuki (Oowashi) Akatsuki (Shiranui) Freedom Justice Providence Zamza-Zah Gells-Ghe -450: Force Impulse Sword Impulse Blast Impulse Savior Chaos Gaia Gaia (Waltfeld) Abyss Strike Rouge DOM GOUF Ignited (Yzak) GOUF Ignited (Heine) Slash ZAKU Phantom Blaze ZAKU Phantom (Dearka) Blaze ZAKU Phantom (Heine) Blaze ZAKU Phantom (Rey) Gunner ZAKU Warrior (Lunamaria) Calamity Forbidden Raider Duel AS Buster Blitz Aegis Launcher Strike Sword Strike Aile Strike Strike Noir Stargazer -420: Jet Windam (Neo) Murasame (Waltfeld) GOUF Ignited Gunner ZAKU Warrior ZAKU Warrior LaGOWE CGUE GuAIZ (Commander) Duel Strike (Bazooka) Strike (Beam Rifle) -280: Windam (Jet Striker) Windam (Missle) Murasame GuAIZ R ZnO DINN (Commander) BuCUE (Railcannon) BuCUE (Missle Pod) GINN HM 2 GINN (Missle) -270: Dagger L (Jet Striker) Dagger L (Cannon) Dark Dagger L Strike Dagger M1 Astray GuAIZ ASSH (Black) ASSH BABI DINN GINN (Machine gun) GINN (Bazooka) GINN (Heavy Ion Cannon) GINN (Long Range Recon.) -200: GINN OCHER GINN WASP Proto GINN GOOhN GAZuOOT ZuOOT ZAKU Warrior (LIVE Concert) Say you are using the Force Impulse, which is a 450 unit. So, everytime you die, it takes off 450 points off your gauge. It will be over for your team when you die the third time since 450x3=1350>1000. Note that if you are playing solo, your CPU ally will only cost half of the original cost. For example, a CPU Murasame will only cost 140 instead of the original 280. ------------------------------------------------------------------------------ 2d. Awaken System ------------------------------------------------------------------------------ The Awakening bar on the screen is devided into 2 parts. You can choose to activate it when it reaches 50%, or wait until it's 100% full. There is no difference between 50% and 100% except for the duration, so don't bother saving it to 100% for a greater effect. It just doesn't work that way. You have 3 kinds of Awakening abilities to choose from this time, and here is what they can do in common right when you activate them. -Ammo refill -Booster gauge refill -Automatic flip-recover ONLY when being flinched/staggered, or down'd. Now onto their unique effects and what they look like: RUSH (bleary aura all over the unit) -Insane reload speed (basically unlimited ammo) -Shortened recovery time for shooting, making it possible to shoot consecutively -Allows you to connect your attacks freely. -Damage received is reduced by 25% Comment: Our old Awakening from the prequel. Some of the bonus such as speed up and defence up have been nerfed. Now we only get 25% protection instead of the 50%, and there is very little to no change in speed when activated. However, the reloading rate has gone up like crazy, and now it is impossible to run out of ammo since everything reloads almost instantly. With the presence of other two Awakening types, RUSH is pretty much useless for mid-high tier units. It just does not offer as much in my opinion, especially in PvP. That being said, it might still be a good choice for low-tier units mainly because of the defence bonus and infinite ammo. To form a chain of combo using RUSH, you're looking at something like this: ''Melee-->Side Melee-->Melee x 3''. POWER (Concentrated glowing from the center of the unit) -Damage delivered is increased by 75% -Won't be flinched/staggered before reaching the Down value limit, which is 5 -Speed down. (Yes, it's a side effect) -Second-impact % adjustment is ignored. Whenever you're attacked consecutively, the latter attacks will be weakened for balancing purpose. For example, two consecutive BR will only deal 150 (100+50) dmg normally, but if you're in POWER, the damage you'll recieve is 200 (100+100). In other words, the second shot is NOT weakend. (Another side effect) Comment: POWER is a double-edge sword. When used properly, it could turn the tide of a battle with one single strike. But it can also lead you to your downfall when the timing is off. That being said, POWER always works wonders against the CPU, since the AI does not know how to take advantage of the side effects we have. As to PvP, it really depends. Only a handful of units are truely compatible with POWER in my opinion. For those opportunists out there, this might be the one for you. I also suggest arcade players who would like to use POWER on a regular basis learn how to SEED Cancel, and master the timing for 50% SEED Awakening since it is no use to save it up to 100%. SPEED (scattered light chip around the unit, kinda look like Destiny's Wings of Light) -BD, walking, and stepping speed in greatly increased/attack and landing recovery time is reduced -Allows you to step (on the ground only) even with an empty booster gauge -Allows you to cancel out your attacks with a step or a jump (some attacks such as a Charge Shot can NOT be canceled out when you're in the middle of it, however, you CAN reduce the recovery time afterwards, or stop it BEFORE firing it.) Comment: THE most used type. Ever. In arcades, I can safely say that more than 80% of the players would choose this as their Awakening type. No matter what your unit is, SPEED simply gives you too much of an advantage that will just overpower your opponents. Simply put, this is a very good choice for PvP. However, the CPU doesn't seem to buy it. The fakes and whatnot will not necessarily get you an opening against the computer. That being said, SPEED is just broken. To form a chain of combo with SPEED, you are looking at something like this: ''Melee-->Jump-->Melee-->Jump-->Melee x 3''. You can also use step instead of jump in most situations. ============================================================================== 3. Terms ============================================================================== For convenience purposes, arcade players have developed shorthands to express all the commands and attacks. Since there are 4 buttons on an arcade machine, they are refered as letter a, b, c, and d. The directions are refered as 2, 4, 6, and 8 corresponding with the number pad on a keyboard. ------------------------------------------------------------------------------ 3a. Arcade Control Shorthands ------------------------------------------------------------------------------ a= Shoot (Square) b= Melee (Triangle) c= Boost (Cross) d= Search (Circle) ab= Sub weapon, shown as Sub weapon 1 (R1) ac= Special shoot, shown as Sub weapon 2 (L2) bc= Special melee (R2) Units with melee have different kinds of moves b= Neutral melee (also can be refered as nb) 4/6b= Side melee (4b will look the same as 6b. They just move in from different sides) 8b= Foward melee bc= Special melee *MAb= Mobile Armor melee (MA like Savior doesn't have a MAb. When you do melee in MA mode, they come out just like in MS mode) *2b= Back meelee (Not many suits have a 2b. If it doesn't, using 2b will be the same as using nb) *ccb= BD melee (Not many suits have ccb. If it doesn't, using ccb will be the same as using nb) ------------------------------------------------------------------------------ 3b. Other Technical Terms and Shorthands ------------------------------------------------------------------------------ -BD= Boost Dash. It is done by quickly tapping the boost button twice when you are in mid-air. Some people also call it cc because of the arcade control. -CS= Charge Shot. It's done by holding the corresponding button(s) until the weapon bar flashes MAX, then releasing it. Only a certain amount of units have this. -MCS= Multi-lock Charge Shot. It allows you to attack 2 targets with one attack. The charging part is the same as a normal CS. When it flashes MAX, change target, then release it. Only a few units have this. SF, Legend, and Noir. -CSC= Charge Shot Cancel. It's done by releasing a CS after an attack. You can CSC to perform a combo, or to save yourself from missing a melee. For example: Duel AS's bc>CS. -QC= Quick Charge. QC means firing a CS right after a normal shot. Hold down the button until the bar is 80%-90% full. Release it, and quickly it hold it again and charge the bar to 100%. What happens is, when you first release the button and prees+hold it again, a regular shot is fired. After that, you'll be able to fire your CS immediately after that shot since you're just charging from 90% to 100% instead of from 0% to 100%. This is used to catch steps or anyone who tries to melee you when you are recovering from your first shot. (Buster also had a glitch with this in RvZ 1 where it could fire a curving CS which has insane accuracy. Because of that, some people called this QG, as in Quick Gureto, instead of QC.) -SC= Step Cancel. It's done by 44/66c--->4/6c--->4/6c--->4/6c... This trick shortens the recovery time of stepping allowing you to quickly move to a direction without having to finish a step. In RvZ 1, SC used to let your unit stay in the air longer, but now in this game it eats up a lot of booster. So abusing it is not recommended since it will do you more harm than good. -JC= Jump Cancel. Unlike SC, JC just means you jump out of an attack, which is only doable in SPEED of course. -BRC= Beam Rifle Cancel. When you chain in a BR during or after a melee combo, it's a BRC. BRC % adjustment is greatly decreased in this game compared to the prequel, which makes draining move such as 4/6b>a a LOT weaker than before. With everybody trying to drain everybody else in the previous game, this is a good change in terms of balancing. -GH= Green Homing. When the target is out of your weapon's effective range, it is shown on your screen as a green lock instead of a red lock. Usually with that range, most weapons have little to no tracking ability on that target. However with GH, you're now able to track your green-lock target as if it was a red-lock target. The way to do proper GH is... 1. Fire the weapon 2. Immediately change target right before the shot actually comes out, and that shot will be a GH'd shot. Not every weapon can be used with GH. Only missles, Bazooka, Plasma cannons, railguns...etc. are GH-able. -Draining: Some attacks will leave the target standing instead of sending them flying. When a player does this on purpose, it is considered draining. Example from the prequel: the infamous 4/6b>a by the Strikes, and Justice's b>b>a. Also, when connecting BRs, if you purposefully stop firing after the second shot, it is considered draining too. As mentioned above, draining has been weakened since the BRC % got toned down drastically. That being said, you can still find players using it with SPEED or POWER activated. There is still some use for this. -SEED Cancel: SEED Cancel is done by pressing abc (SEED Awakening) ALMOST simultaneously, in a swift motion like a-->bc. The purpose of doing this is to guarantee the damage you can do with Awakening. Example: Akatsuki (Oowashi) b>b>a-->bc (aka SEED Cancel)>b>b>b>CS Your unit will be able to return to its original stance after the first b>b, thus allowing you to start up a whole new combo b>b>b>CS with POWER activated. You only have a split-second window between the a and bc. Too early, the first part of the combo will just finish up without going into the second part. Too late, the BR comes out and ruins your combo. -300+ Adjustment: For balancing purpose, any damage dealt over 300 will be modified to 1/5 of the original. Example: Buster's CS deals 260 dmg normally. When in POWER, 260x1.75=455. 455-300=155. So the extra 155 is divided by 5, which is 31. 31+300=331, the FINAL damage output. -Second Impact Adjustment: Whenever you are attacked consecutively, the latter attacks will be weakened for balancing purpose. For example, two consecutive BR will only deal 150 (100+50) instead of 200 (100+100). -Priority: When two melee attacks clash together around the same time, the one with higher priority will run the other one over unconditionally. In this game, IJ's 8b has the highest priority among all, followed closely by Justice's. -Down Value: This is the factor that determines when you will be downed by a series of attacks. The limit is 5. When it reaches the limit, the target will go down no matter what. Generally, the melee attack has a DV of 1 for EACH hit, not including the grinding moves. Standard BR has a DV of 2, MG/BMG has a DV of 0.6 per bullet, Duel AS's railcannon has a DV of 4, and most Gunner-type's main weapon plasma cannon has a DV of 5. Example: BR-->BR-->BR = 2+2+2 = 6. So 3 BR shots will down any target. Knowing the Down Value of your weapon helps you deciding which move to use. Remember, the most damaging SET is NOT always the best choice in a SERIES of attack. Rather, the most damaging single-blow would most likely be the one with the best damage output in said situation. ============================================================================== 4. Units Info / Combo List ============================================================================== This section is all about the units in the game, mainly the combos and their stats. Shorthands are used here, so if you are still not familiar with those, use the shorthand sections for references. Also, == and =JC= are step and jump canceling in SPEED mode. SDC means SEED Cancel. I will NOT include any BRC combos as originated combo. Instead, I will just put down BRC where applicable as a general tag. Also, some SPEED combo requires stepping to a certain direction. When that happens, =22=, =44=, =66=, and =88= will be used specifically instead of the usual ==. ------------------------------------------------------------------------------ 4a. Tier 590 ------------------------------------------------------------------------------ As the highest tier in the game (not counting the vs mode-only units), your job, besides playing well, is to protect your ally, assuming you are not going overcost. Don't rush off when the match starts. Trust me, your 280 partner will NOT be able to keep up. If you are constantly being ganged up on, it's normal. Don't ask your partner questions like ''Where were you?'' or ''Why are you dying so fast??'' without reviewing your own performance first. ------------------------ ZGMF-X42S Destiny Gundam ------------------------ Cost:590 HP:720 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Beam Rifle(5) Damage: 105 Recharge time: 5.33 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 4 Reload time: 5.6 sec/all CS: Beam Cannon Damage: 175 (Down) ac(L2): Flash Edge 2 Damage: 97(45) nb set: 4 hits Damage: 255 (Down) 4/6b set: 3 hits Damage: 212 8b set: Multi-hits Damage: 170 (Down) 2b set: Multi-hits Damage: 222 (Down) bc(R2) set: Multi-hits Damage: 231 Originated Combo: b>b>b>(0.5 sec pause)>bc Damage: 271 4/6b>b>bc Damage: 247 (BRC/CSC/Boomerang cancel where applicable) SPEED Combo: b>b==bc(full) Damage: 304 b>b==b>b=bc Damage: 306 b==b>b==bc(full) Damage: 312 4b==4b==4b==4b==bc Damage: 302 4b==4b==4b==bc(full) Damage: 310 RUSH Combo: b>4b>b>4b>bc Damage: 302 b>4b>b>b>bc Damage: 304 b>b>4b>b>bc Damage: 304 4b>b>4b>b>bc Damage: 302 4b>b>b>4b>bc Damage: 304 POWER Combo: CS Damage: 302 b>b>b>bc(full) Damage: 334 8b Damage: 298 4b>b>bc(full) Damage: 326 2b Damage: 317 bc(full) Damage: 320 Comment: The melee overlord. With an amazing melee moveset and the fastest BD speed to boost, Destiny has proved itself worthy as the title Gundam. Since it doesn't have as many BR ammo, utilizing the boomerang and CS is obviously needed. Also, Destiny's BD is quite short compared to the other 590s, so you will need some good boost management too. For Destiny's attacks, its nb set kinda takes too long to execute, with or without the Palma Fiocina combo. 4/6b on the other hand is very fast, damaging, and practical at the same time. 8b comes out REALLY fast if you have the sword drawn out already beforehand, and it ranks 3rd in Priority. Also, You can increase the damage output of the Palma Fiocina by rapidly pressing the melee button after grabbing the enemy. I'd also like to mention that Destiny has the best vulcan in the game, along with O. Aka, since it can actually STUN the enemy when the full round hits. Aside from that, Destiny's 8b can be used as a melee decoy since its recovery time is insanely short. And thanks to its crazy reach and thrust speed, you can actually relocate yourself with the 8b itself, free of boost. ------------------------ ZGMF-X666S Legend Gundam ------------------------ Cost:590 HP:700 Shield: O Transformable: X Default Pilot: Rey Za Burrel Main weapon: Beam Rifle(6) Damage: 105 Recharge time: 6.66 sec/ammo Sub weapon(R1): DRAGOON(16) Damage: 40 Recharge time: 2.33 sec/ammo ac(L2): DRAGOON(16) Damage: 118 Recharge time: 2.33 sec/ammo bc(R2): DRAGOON Spikes Damage: 20 CS: Damage: 157 (down) MCS: Damage: 130 nb set: 2 hits Damage: 219 4/6b set: 2 hits Damage: 190 8b set: 1 hit Damage: 130 ccb set: Multi-hits Damage: 198 Originated Combo: None. (BRC/CSC cancel where applicable) SPEED Combo: b==b==b>b Damage: 309 b==b==b==b==8b Damage: 315 b==b==b==b>b Damage: 319 4b=b=b>b> Damage: 305 4b==4b==4b==4b==8b Damage: 307 4b==b==b==b>b Damage: 317 RUSH Combo: b>4b>b>4b>b Damage: 301 (b>ab)x3>b>b Damage: 319 4b>b>4b>b>b Damage: 316 POWER Combo: 8b>a Damage: 281 nb set>a Damage: 321 4/6b set>a Damage: 311 ccb set Damage: 310 b>SDC>b>b> Damage: 327 Comment: Legend relies heavily on the DRAGOONs. If you want to use Legend, you will have to learn how to do Step-DRAGOON so you can keep spamming them. Once you master that, Legend is one powerful 590 with lots of great qualities. To a certain degree, Legend's BR ammo is even more lacking than Destiny thanks to that ridiculous recharging rate. However, the presence of DRAGOON+Spike more than makes up for it. Plus, Legend has a very solid melee moveset. Melee-wise, Legend's attacks are short and sweet. Its 4/6b kick is also rather fast with a pretty good Priority and damage. 8b, the Legend Kick, ranks 4th in priority, and does 160 damage with the 8b>a combo. Combined with its crazy-ass DRAGOONs, Legend is no doubt a top tier unit for 1 on 1. Some people wonder why use Legend when you can choose Providence with a cheaper price. The answer is simple. Legend beats Prov. in the DRAGOON department in almost every way. The ammo, recharge rate, and the help from the Spikes...etc. Besides, Legend DOES have the natural unit advantages, that is the overall BD performance. As to the DRAGOON Controls... -sub: deploy 1 by 1 (press ac to attack) -sub+direction: send out 1 by 1 to the corresponding directions -ac: deploy all (press ac again to shoot all) -ac+direction: send out all (attack automatically) ------------------------------- ZGMF-X20A Strike Freedom Gundam ------------------------------- Cost:590 HP:700 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifles(10) Damage: 105 Recharge time: 4.66 sec/ammo Sub weapon(R1): HiMAT Full Burst Damage: 249 Reload time: 13.5 sec/all ac(L2): Super DRAGOON(14) Damage: 118 Recharge time: 3.35 sec/ammo CS: Combined Long Rifle Damage: 160 MCS: Beam Rifle x2 Damage: 132 nb set: 4 hits Damage: 250 4/6b set: 3 hits Damage: 192 8b set: 2 hits Damage: 151 bc(R2) set: 4 hits Damage: 181 ccb (aka Issen): 2 hits Damage: 145 Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b>b>b>b Damage: 288 b==b==b==Sub Damage: 297 b==b==b==b==CS Damage: 304 b==b==ccb==CS Damage: 305 4b==b>b>b>==CS Damage: 279 4b==b==b==b==CS Damage: 301 ccb==ccb==ccb (aka Triple Issen) Damage: 264 ccb==ccb==CS Damage: 293 RUSH Combo: b>SDC>b>b>b>b Damage: 288 4b>b>b>b>b Damage: 266 POWER Combo: CS Damage: 280 Sub Damage: 327 ccb>BR Damage: 305 4/6b set>a Damage: 310 nb set>a Damage: 328 bc set>a Damage: 308 4b>SDC>Sub Damage: 321 ccb>SDC>4b>b Damage: 309 Comment: SF has an outstanding BD performance (top 3 in each category), and 10 shots of BR to go with that, which makes it very easy to get the hang of, even for beginners. It also has a fast and damaging CS, and Super DRAGOON to further increase its range game. On top of that, SF has the widest shooting angle in the game thanks to its dual beam rifles. The MCS in my opinion, is quite uselss, unless you CSC with it. Melee-wise, its Issen is beyond broken, especially combined with the DRAGOONs. Other than that, SF has got a very well-balanced melee moveset. Therefore, you are not limited to playing range games at all. SF can also be very threatening up close. For those who don't already know, DRAGOON-Issen is abused by many SF players, and it is quite difficult to counter when used properly. However, the deploying/releasing time for the DRAGOONs are VERY slow compared to all the others. So, make use of the buildings and create chances for yourself to deploy them. See Legend for DRAGOON control, but only the all-out parts apply. --------------------------------- ZGMF-X19A Infinite Justice Gundam --------------------------------- Cost:590 HP:700 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(8) Damage: 105 Recharge time: 5.33 sec/ammo Sub weapon(R1): Fatum-01 Damage: 126 ac(L2): Shining Edge Damage: 73 (40) CS: Damage: 145 CS (without lifter): Damage: 50 nb set: 5 hits Damage: 240 4/6b set: 3 hits Damage: 213 8b set: 1 hit Damage: 150 8b (without lifter): 1 hit Damage: 70 2b set: 1 hit Damage: 10 bc(R2) set: 2 hits Damage: 186 ccb set: 3 hits Damage: 206 MA b set: 5 hits Damage: 162 Originated Combo: b>b>8b Damage: 200 b>b>b>b>2b>8b Damage: 296 4/6b>8b Damage: 151 (Down) 4/6b>bc>b Damage: 218 (BRC/CSC/LFC/boomerang cancel where applicable) LFC (Lifter Cancel) Damage list: b>LFC Damage: 123 b>b>LFC Damage: 177 b>b>b>LFC Damage: 232 b>b>b>b(1 hit)>LFC Damage: 252 b>b>b>b(2 hits)>LFC Damage: 263 4/6b>LFC Damage: 112 4/6b>b>LFC Damage: 167 SPEED Combo: b==4b>bc==bc>b Damage: 304 b>b==b>b==8b Damage: 307 4b>bc==4b>bc>b Damage: 304 4b>bc==4b>bc==8b Damage: 310 4b>bc==bc==bc==8b Damage: 318 bc==bc==bc==bc==8b Damage: 326 bc==bc==bc==bc (draining) Damage: 301 RUSH Combo: b>bc>4b>bc>8b Damage: 312 4b>b>b>b>8b Damage: 304 4b>bc4b>bc>8b Damage: 310 bc>b>bc>b>bc Damage: 301 POWER Combo: 8b Damage: 263 b>b>b>b>2b>8b Damage: 344 nb set>a Damage: 333 4/6b set>a Damage: 320 4b>bc>b>a Damage: 327 bc set>a Damage: 316 ccb set>a Damage: 314 b>b>SDC>4b>bc>b Damage: 332 4b>SDC>b>b>b>b>a Damage: 336 4b>b>SDC>4b>bc>b Damage: 330 Comment: When in MA mode, Infinite Justice is the No. 1 in overall BD performance. It has the longest duration, speed comparable to the Destiny's, and an godly turning ability. It's no doubt one of the best MAs in the game. Along with a very damaging melee moveset, and 8 BR shots, IJ is pretty much suitable in any kind of situation. One thing unique about IJ is that it can chain in the lifter freely into its nb and 4/6b combo, pushing your target far away. The MA sub is also quite sneaky. IJ also has the most damaging non-SEED combo in the game, and a very powerful SPEED combo. However, most of its melee moves are simply too long, and the thrust speed isn't so impressive either. Your most reliable attack would be its 8b. Although it might not be as good as Justice's 8b in overall ability, IJ's 8b ranks the 1st in Priority. And thanks to that, you can run over every other melee in the game. It also has a decent thrust speed+tracking ability, and deals 150 damage in just one singe hit. Other than its 8b, recommended combos for nb would be b>b>b>b(2hits)>a, which does 263 dmg (Down); 4/6b>8b for quick down, and 4/6b>bc>b>a for high damage. Whether to send out your lifter or not is really up to you. I personally don't feel like dealing with the speed sacrafice though. Also, IJ's 4/6b is capable of acting as a melee decoy. Furthermore, when you detach IJ's lifter, you have slight control over which direction it's approaching your target from. It'll give your opponent a hard time dodging it if you read his movement correctly and make the lifter go from that way. Overall, IJ is very versatile as a 590, and it can protect its partner pretty well. Mixing up your games with the MA mode and getting familiar with what each combo can do would be your first step towards mastering IJ. ------------------------------------------------------------------------------ 4b. Tier 560 ------------------------------------------------------------------------------ The 560s are actually not that far behind from the 590s. One major difference is that the 560 unit gets to have a 420 as its partner, which is WAY better than any 280 or 270, naturally. In my opinion, 560+420 combo is still the most favorable one as the 420 teammate could hold his own against a 450, and it's far superior over the 280 and 270s. That being said, it still all comes down to personal skills and teamwork. ---------------------------------- ORB-01 Akatsuki (Oowashi sky pack) ---------------------------------- Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Cagalli Yula Athha Main weapon: Beam Rifle(8) Damage: 105 Recharge time: 4.66 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 4 Reload time: 5.6 sec/all CS: Beam Cannon Damage: 178 nb set: 3 hits Damage: 234 4/6b set: 3 hits Damage: 215 8b set: Multi-hits Damage: 151 2b set: 1 hit Damage: 120 bc(R2): Yata no Kagami, anit-beam reflection system. Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b==b>b>b>a Damage: 302 b>b=88=b>b=88=2b Damage: 302 b>b>=88=b>b>b==2b Damage: 305 4b==4b==4b==4b==BR Damage: 305 4b==4b==b>b>b==2b Damage: 306 RUSH Combo: b>4b>b>b>b>2b Damage: 302 4b>b>4b>b>2b Damage: 293 4b>ab>4b>ab>b>b>b>2b Damage: 303 POWER Combo: 8b Damage: 265 CS Damage: 302 4/6b set>a Damage: 317 nb set>a Damage: 322 b>b>SDC>b>b>b>CS Damage: 340 b>SDC>b>b>b>CS Damage: 331 Comment: Oowashi Akatsuki (O. Aka for short) is the all-around balance type in the 560 tier. Just like every other all-around balance type units, O. Aka has a standard BR with 8 shot, vulcans, and a kick-ass melee moveset with very good overall BD performance. O. Aka's Yata no Kagami reflects any beam-based attack in the game to whoever you are currently locking onto. There is no ammo for that. Instead, it eats up your boost gauge. It automatically deactivates onece you run out of boost. You can also combine it with the beam cannon and form a CSC combo, or simply use it to dodge a landing BR. Melee-wise, O. Aka's everything you need. Its 4/6b is very tracking and damaging, as well as its 8b. 2b is good for countering melee attacks if you like doing that. In terms of priority, 8b still is the highest. Also, just like Destiny, O. Aka has the best vulcan in the game as it can STUN your target if all 12 bullets hit. ------------------------------------- ORB-01 Akatsuki (Shiranui space pack) ------------------------------------- Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Mwu La Flaga Main weapon: Beam Rifle(8) Damage: 105 Recharge time: 4.5 sec/ammo Sub weapon(R1): DRAGOON (Barrier) Damage: --- Reload time: 30 sec/all ac(L2): DRAGOON(14) Damage: 118 Recharge time: 3.35 sec/ammo CS: Damage: 156 (Down) nb set: Multi-hits Damage: 241 (Down) 4/6b set: 2 hits Damage: 194 (Down) 8b set: 2 hits Damage: 130 2b set: 1 hit Damage: 120 bc(R2): Yata no Kagami, anit-beam reflection system. Originated Combo: None. (BRC/CSC where applicable) SPEED combo: b==b==b>b>b Damage: 302 b==b==b==b==8b Damage: 308 b==b==b==b>b>8b Damage: 313 4b x 5 Damage: 276 4b==4b==4b==4b==2b Damage: 305 4b==4b==4b==4b==8b Damage: 307 RUSH Combo: b>b>4b>b>2b Damage: 287 b>4b>b>b>b Damage: 297 b>4b>b>4b>8b Damage: 305 4b>b>4b>b>2b Damage: 302 POWER Combo: nb set Damage: 334 4/6b set Damage: 308 b>b>a (draining) Damage: 292 b>b>b(1hit)>a (draining) Damage: 306 b>SDC>b>b>b Damage: 329 Comment: Akatsuki Shiranui space pack (S. Aka for short) and O. Aka are actually quite different in playing style. Unlike O. Aka, S. Aka's BD speed is rather low even though the duration is on par with the other 560s. S. Aka's only has 7 DRAGOON units in total, but its deploying time is THE fastest among all. There is literally no recovery time afterwards, thus allowing you to spam any move that involves DRAGOON. Just like O. Aka, S. Aka also has Yata no Kagami, which can reflect any beam weapons too. However, the activation time is set to a certain period, meaning once you activate it, there is no way to go back unless a certain amount of time has passed. This is a major minus in my opinion. Of course, you can save yourself with CSC anytime, but that's another story. Melee-wise, S. Aka's nb and 4/6b both down the target. nb set has a great reach and tracking ability, as well as good damage output. You can also pull off a very damaing draining move b>b>b(1 hit)>a with S. Aka, given that you do not get interrupted. S. Aka's 8b kick has good priority and decent tracking. But it is just TOO slow to be practical. 2b is the exactly the same as O. Aka, which is good for countering melee. Among all the moves, I'd work around the nb set most of the time. The DRAGOON barrier can withstand 100 damage, so that's pretty much 1 free shot right there. I would not count on my partner to use it on me though as I find it more effective for him to just use them on other things. The barrier is for your partner, not yourself. The only time you'll see a S. Aka with the barrier around itself is when its partner is also a S. Aka. Also, for the DRAGOON command, see Legend. Again, only the all-out parts apply since S. Aka cannot send them out 1 by 1. Overall, I would say S. Aka is for the rather experienced players. ------------------------ ZGMF-X10A Freedom Gundam ------------------------ Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifle(8) Damage: 105 Recharge time: 4.66 sec/ammo Sub weapon(R1): Balaena(2) Damage: 138 Reload time: 3 sec/all CS: HiMAT Full Burst Damage: 249 nb set: 3 hits Damage: 228 4/6b set: 2 hits Damage: 190 8b set: 1 hit Damage: 135 bc(R2) set: 2 hits Damage: 138 ccb (aka Issen): 1 hit Damage: 120 Originated Combo: b>b>b>8b Damage: 252 4/6b>8b Damage: 179 8b>8b Damage: 179 (BRC/CSC where applicable) SPEED Combo: b==b==b>b>b Damage: 305 b==b>b==4b>b Damage: 309 b==b>b==4b==8b Damage: 310 4b==4b==4b==4b>b Damage: 303 4b==4b==4b==4b==8b Damage: 303 ccb x 5 (Issen x5) Damage: 216 RUSH Combo: b>4b>bc>8b>8b Damage: 286 b>4b>bc>4b>4b Damage: 299 b>b>4b>8b>8b Damage: 306 POWER Combo: CS Damage: 327 nb set>a Damage: 324 4/6b set>a Damage: 310 b>b>b>8b Damage: 329 4/6b>8b Damage: 301 8b>8b>CS Damage: 314 b>SDC>b>b>b>8b Damage: 337 Comment: Great BD performance, sufficient BR, insane tracking plasma cannon, combined with the improved melee moveset, Freedom is still easily one of the top tier suit in the game. A standard BR and that crazy Balaena is all Freedom needs for long range games. The travelling speed and tracking ability of the Balaena has been buffed, and now it's even scarier than before. Also with the help from GH, the Balaena can pose a threat right from the beginning of the match. The Full Burst Attack is still pretty useless in my opinion. Besides occasional CSC, I don't think it's worth the risk at all. Melee-wise, Freedom's moves got buffed big time! nb set>a is still good; 4/6b deals 25 more damage compared to the prequel, and it still has that beautiful curve that seems to be coming at you even faster than before. 8b got buffed by 50 points, but the following Issen and BRC are both weakend, so it evens out. 8b>8b still deals 179 damage, and 8b>a now deals 158 (10 pts less). The Issen is still good even though it was slightly nerfed. The bc is useful to counter most of the melee attacks. As a 560, Freedom pretty much goes with anything. We can still see a lot of Freedom combos in the arcades. ------------------------ ZGMF-X09A Justice Gundam ------------------------ Cost:560 HP:680 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(8) Damage: 105 Recharge time: 4.66 sec/ammo Sub weapon(R1): Fatum-00 Damage: 130 ac(L2): Beam Boomerangs Damage: 60 (30) CS: Damage: 145 CS (without lifter): Damage: 50 nb set: 3 hits Damage: 239 4/6b set: 2 hits Damage: 180 8b set: 1 hit Damage: 150 8b (without lifter): 1 hit Damage: 70 bc(R2) set: 1 hit Damage: 120 MA b set: 1 hit Damage: 120 Originated Combo: 4/6b>8b Damage: 171 (Down) 4/6b>b>bc Damage: 221 (BRC/CSC where applicable) SPEED Combo: b>b==b>b==8b Damage: 296 b==b==b==b==8b Damage: 311 b==b==b>b>b==8b Damage: 312 RUSH Combo: b>4b>bc>8b Damage: 312 (295) 4b>bc>8b Damage: 302 (244) POWER Combo: nb set>a Damage: 326 4/6b>8b Damage: 299 4/6b set Damage: 303 4/6b set>bc Damage: 317 8b Damage: 263 b>b>SDC>b>b>b Damage: 326
b>b>SDC>4b>8b Damage: 310 b>b>SDC>8b Damage: 305 Comment: Justice, the most powerful suit in the prequel in my opinion, still got games. Although its infamous b>b>a has been weakened, Justice's soul melee 8b still kicks ass. While maintaining the BD performance from the prequel, the addition of MA mode for the Justice isn't really helping a lot although it does have a pretty good duration. For the melee moves, its nb set takes a bit longer than it used to, and the recovery time after the bc attack has been increased. So maybe it's better to just use 4/6b>8b for a quick down instead of the 4/6b>b>bc now? You can shorten the bc with a CSC, but it still takes a while. Overall, Justice can still hold his own, but it kinda pales in comparison to the others like Freedom and O. Akatsuki. Of course, it's still a good idea to work around the 8b, which seems to have gotten even better this time around. --------------------------- ZGMF-X13A Providence Gundam --------------------------- Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Rau Le Creuset Main weapon: Beam Rifle(10) Damage: 105 Recharge time: 5.33 sec/ammo Sub weapon(R1): DRAGOON(15) Damage: 40 Recharge time: 2.33 sec/ammo ac(L2): DRAGOON(15) Damage: 118 Recharge time: 2.33 sec/ammo (Down) nb set: 3 hits Damage: 236 4/6b set: 2 hits Damage: 194 8b set: 1 hit Damage: 120 bc(R2) set: Multi-hits Damage: 215 (Down) Originated Combo: None. (BRC where applicable) SPEED Combo: b==b==b>b==8b Damage: 304 b==b==b==b==8b Damage: 306 b==b==b>b>b Damage: 307 b==b==b==4b>b Damage: 308 RUSH Combo: (b>ab)x2>b>b>8b Damage: 304 (b>ab)x2>b>b>b Damage: 307 (b>ab)x3>4b>4b Damage: 308 POWER Combo: nb set>a Damage: 326 4b>b>a Damage: 311 bc set Damage: 315 8b>a Damage: 265 b>SDC>b>b>b Damage: 331 Comment: Providence, my favorite 560 from the prequel is still just as good. Unlike Legend, Prov. has plenty enough of BR to go around, and a pretty solid melee moveset to back up. Even though Legend outclasses Prov. in the DRAGOON department, Prov. is still well capable for drowning the oppoenent with them. Melee-wise, Prov. has the standard-type moveset, 3 hits for nb, 2 hits for 4/6b, and a single hitter for 8b. nb set has a GREAT reach and tracking, and it does good damage too. 8b, the Saitama Kikku, still literally kicks ass. A simple 8b>a can take away 150+ of HP in 1 second. And the priority is pretty good as well. bc got nerfed in terms of thrust speed, and tracking ability, but it still works well with the DRAGOONs (ac>bc), great for catching landings. It's also very effective to do a down-up or up-down sneak attack with it. The reach will surprise a lot of people. Note that the hitbox is concentrated on its right side, so you'll want to move to the left and maximize your chances. Overall, Prov,'s playing style is lot like Legend's. Abuse the DRAGOONs and wait for your chances. Because of that, mastering Step-DRAGOON is essential for Prov. too. ------------------- YMAF-X6BD Zamza-Zah ------------------- Cost:560 HP:800 Shield: O/X Transformable: X Default Pilot: EA Nameless Main weapon: Gamzatov(6) Damage: 204 Recharge time: 5 sec/ammo Sub weapon(R1): Damage: 312 Reload time: 4 sec/all ac(L2): Deflector Shield Reload time: 20 sec/all CS: Gamzatov roatate Damage: 384 (Down) nb set: Multi-hit Damage: 245 4/6b set: 1 hit Damage: 150 8b set: Multi-hit Damage: 181 bc(R2): Deflector Shield(front) : Blocking Originated Combo: None. SPEED Combo: b (keep pressing the button)>Activates Awaken and JC just before you are about to throw the opponent out, then grab him again. Rince and repeat, and you will be able to do this in a total of 7 times. Damage: 439 RUSH Combo: Same manuever as SPEED combo. Just replace the JC with an ac, and you can perform the same combo. POWER Combo: CS Damage: 492 a Damage: 312 nb set Damage: 326 4/6b set Damage: 263 8b set Damage: 304 Comment: Fun unit. Bombastic destruction power. ------------------ YMAG-X7F Gells-Ghe ------------------ Cost:560 HP:750 Shield: O/X Transformable: X Default Pilot: EA Nameless Main weapon: Beam Rifles(10) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Snipe Mode(40) Damage: 143 Reload time: 12 sec/all ac(L2): Damage: 123 Reload time: 12 sec/all CS: Damage: 175 nb set: 2 hits Damage: 100 4/6b set: 2 hits Damage: 147 8b set: Multi-hits Damage: 149 bc(R2): Reflector Shield : Block Originated Combo: b>8b Damage: 202 (Down) b>b>8b Damage: 221 (Down) (BRC/CSC where applicable) SPEED Combo: 4b(1 hit)x4==8b Damage: 300 4b(1 hit)x3==4b(2 hits) Damage: 301 4b(1 hit)x4=(step)=ab Damage: 304 RUSH Combo: a x 3 Damage: 185 4b(1 hit)>b>b>8b Damage: 236 POWER Combo: CS Damage: 289 b>8b Damage: 311 b>b>8b Damage: 318 Comment: Gells-Ghe is more agile than Zamza-Zah, but it's no where near as destructive. Snipe mode is fun and very tracking, so use it to keep your enemy away. Once they get close, front melee. Its 8b has a very high priority. The lack of RUSH combo surprises me. If anyone knows any good combo, please let me know. ------------------------------------------------------------------------------ 4c. Tier 450 ------------------------------------------------------------------------------ The 450s are considered the mid-tier units. 450 x 2 combo is the most balanced one in the game. However, that also means you need teamwork more than any other combos, since you will both be naturally behind when facing high tier suits. Of course, the chances of one of you being constantly picked on are lower than the others too. ------------------------------ ZGMF-X56S Force Impulse Gundam ------------------------------ Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Beam Rifle(7) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: 5.33 sec/all nb set: 4 hits Damage: 241 4/6b set: 2 hits Damage: 185 8b set: 2 hits Damage: 150 bc(R2) set: 1 hit Damage: 150 2b set: 1 hit Damage: 50 Originated Combo: b>b>8b Damage: 168 b>b>a(x1-3) Damage: 180 2b>bc Damage: 183 (BRC where applicable) SPEED Combo: b==b>b>b>b Damage: 283 b==b==b==b==bc Damage: 304 4b==b>b>b>b Damage: 293 4b==4b==4b==2b>bc Damage: 307 4b==4b==4b==4b>b Damage: 308 4b==4b==4b==4b==bc Damage: 311 8b(1 hit)==4b==4b==4b>b Damage: 292 8b(1 hit)==4b==4b==4b==bc Damage: 302 (2b=88=)x3=88=2b>bc Damage: 254 RUSH Combo: b>4b>b>4b>4b Damage: 304 b>4b>b>4b>bc Damage: 307 4b>b>4b>8b(2 hits) Damage: 295 (4b>ab)x 3>8b(2 hits) Damage: 303 4b>b>4b>b>bc Damage: 307 (4b>ab)x 3>2b>bc Damage: 308 (4b>ab)x 3>4b>4b Damage: 310 POWER Combo: 2b>bc Damage: 304 nb set>a Damage: 326 4/6b set>a Damage: 312 8b Damage: 263 bc Damage: 263 4b>SDC>b>b>b>b Damage: 333 Comment: Force Impulse (F. Im for short) is a member of the AR(F)G group, an all-around balance type suit. It has good BD performance, as well as sufficient BR and a well-balanced melee moveset that makes it suitable in any situation. Melee-wise, most of F. Im's attacks got buffed. The nb set deals 40 points more than before, and the last hit won't miss as much anymore. Aside from the damage increase, its priority, tracking, thrust, and reach has also been improved. The downside is that the whole set still takes a little bit too much time, so b>b>8b>a is another option. The 4/6b set got buffed too in terms of damage and % adjustment, which helps out combo-wise. The 8b is still F. Im's best friend. One command, 2 hits, and it moves you to another point after the attack, simply awesome. The 2b got severely nerfed in terms of damage, tracking, and reach making the combo 2b>bc very optional now. The bc attack got buffed by 30 points, and the reach and tracking ability have gone up as well...good for countering melee. Overall, Force Impulse is improved quite a lot. There is no specific strategy for it since you've got everything you need in a good suit. ------------------------------ ZGMF-X56S Sword Impulse Gundam ------------------------------ Cost:450 HP:650 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Flash Edge Damage: 63 (25) Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: 5.33 sec/all ac(L2): Beam Rifle x3(3) Damage: 124 Reload time: 3 sec/all nb set: 4 hits Damage: 250 4/6b set: 2 hits Damage: 196 8b set: 1 hit Damage: 150 bc(R2) set: Multi-hits Damage: 174 Originated Combo: b>bc Damage: 216 bc>8b Damage: 208 (b>bc>8b) Damage: 248 (Boomerang Cancel where applicable) SPEED Combo: 4b==4b==8b Damage: 295 4b==4b==4b==4b>b Damage: 320 4b==4b==4b==4b==8b Damage: 325 4b==4b==4b==4b (draining) Damage: 300 RUSH Combo: 4b>b>4b>b>8b Damage: 315 4b>b>b>4b>8b Damage: 320 (4b>ab)x 3>4b>4b Damage: 322 (4b>ab)x 4>8b Damage: 325 POWER Combo: nb set>a Damage: 330 b>bc>8b Damage: 326 4/6b set>a Damage: 311 8b>a Damage: 270 4b>SDC>bc>8b Damage: 326 4b>SDC>b>b>b(2 hits) Damage: 340 Comment: Sword Impulse (S. Im for short) focuses on close-range fight. Since it's a melee suit, it has one of the fastest BD speed, and a short duration. S. Im has a great moveset. The nb set takes some time to execute, but you can use b>bc>8b to avoid being interrupted. The 4/6b set got buffed by 10 points, and the thrust speed has increased as well. The first hit also has a pretty good priority and a short recovery time. It's S. Im's best choice for catching steps and small openings. The 8b deals 150 damage in 1 hit, which is 30 points more than it used to. It also comes out a little bit faster than before while maintaining the same level of priority. S. Im's bc, one of the cheapest attack from the prequel, has been weakend by 77 points, from 251 to 174. However, it still has a very good tracking ability as well as a short recovery time. And of course, the new combo bc>8b somewhat compensate for the damage loss. Overall, S. Im's a very threatening melee unit. Use the boomerang to create openings for youself, and connect BRx3 if it's mid range or melee if it's close range. Other than that, don't hesitate to clash your melee with the others', since most of S. Im's melee has pretty good priorities. One thing to watch out for is your boost gauge. Avoid unnecessary BD, and don't get aggravated and go after everyone you see. There's not much you can do once you run out of boost. ------------------------------ ZGMF-X56S Blast Impulse Gundam ------------------------------ Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Kerberos(6) Damage: 191 Recharge time: 4.66 sec/ammo Sub weapon(R1): Missle x8(16) Damage: 129 Reload time: 6 sec/all melee: Missle x2(16) Damage: 102 Reload time: 6 sec/all ac(L2): Defiant(1) Damage: 40 Reload time: 6.66 sec/all CS: Kerberos(sweep) Damage: 260 bc(R2) set: 5 hits Damage: 207 Originated Combo: b>a Damage: 243 ab>a Damage: 260 ac>a Damage: 205 ac>bc Damage: 201 (main weapon cancel where applicable) SPEED Combo: bc(1 hit)x4==a Damage: 307 ac==bc(1 hit)x2==bc(2 hits)==a Damage: 302 RUSH Combo: -- POWER Combo: a Damage: 306 CS Damage: 331 b>a Damage: 325 ac>a Damage: 310 ac>bc Damage: 310 Comment: With the most powerful main weapon in the game, two kinds of missles and a sweeping CS, the Blast Impulse (B. Im for short) excels in range fight. B. Im has changed quite a lot from the prequel. Most of its melee moves are taken out, and the 8b move is now its special melee. B. Im's main weapon is the most powerful one among all gunner-type units. Even if you only hit with 1 side of the shot, it still deals 140 damage. However, the recovery time is HUGE. You do not want to abuse it in mid-close range since it leaves you wide open. Instead, use the melee missles and the javelin to create openings, and then connect your main weapon afterwards. The sub missle is great in mid range as it covers quite an area, and you could also connect the main weapon afterwards. B. Im's only real melee attack is its bc where it pokes the opponent with the javelin multiple times. The attack has great tracking ability even though the thrust speed is pretty low. Also, the priority is surprisinly high. Also, it's a good idea to pay attention to your boost gauge. As a gunner-type 450, B. Im's BD duration is terrible. Combined with an okay speed, you might have trouble keeping up with the other 450s. ------------------------ ZGMF-X23S Savior Gundam ------------------------ Cost:450 HP:550 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(6) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Amfortas(4) Damage: 142 Recharge time: 10 sec/ammo CS: Amfortas(sweep) Damage: 260 nb set: 3 hits Damage: 224 4/6b set: 2 hits Damage: 180 8b set: Multi-hits Damage: 138 bc(R2) set: 4 hits Damage: 188 Originated Combo: None. (BRC/sub weapon cancel where applicable) SPEED Combo: b>b==4b>b==a Damage: 300 b==b==b>b>b Damage: 301 b==b>b==4b>b Damage: 303 (4b=88=)x3>4b>b Damage: 304 RUSH Combo: b>8b(1 hit)>b>b>b Damage: 285 4b>bc(2 hits)>4b>4b Damage: 302 POWER Combo: CS Damage: 332 nb set>ab Damage: 320 4/6b set>ab Damage: 312 bc set>ab Damage: 314 b>SDC>bc Damage: 313 Comment: Savior has dropped a tier from 560 to 450, but it's still a very good suit. Its MA mode is simply awesome. Speed, duration, and turning ability are all top-tier. Also, the fact that it can fire its plasma cannon while in MA mode already makes it one of the best supporting unit in the game. Melee-wise, Savior has a solid moveset. The nb set does good damage. The 4/6b set has an amazing curve, and a short recovery time which makes it suitable for melee decoy. The tracking and damage are also pretty good. The 8b has insane tracking ability, as well as a pretty good priority. Its reach is also incredible, but the attack itself comes out a bit slower than most 8b. Since Savior does not have a MA melee, it's capable of quickly sneaking up on the target and melee it without having to transform back. This is a huge plus when it comes to PvP. However, an MA is an MA. It's still vulnerable to pretty much any melee attack with decent tracking. So, getting familiar with the transforming is very important. Overall, Savior is more or less a hit-n-run unit. Since it only has 550 HP, reckless moves can only lead you to a quick death. Also, Savior's BD performance in MS mode is pretty crappy, so you'll find yourself constantly flying around in MA mode. Therefore, a team formation should be maintained at all time. You do not want to float around and find yourself isolated. In my opinion, this unit is for the more experienced players. ---------------------- ZGMF-X24S Chaos Gundam ---------------------- Cost:450 HP:600 Shield: O Transformable: O Default Pilot: Sting Oakley Main weapon: Beam Rifle(7) Damage: 100 Recharge time: 6 sec/ammo Sub weapon(R1): Weapon Pod(4) Damage: 30 Recharge time: 6 sec/ammo ac(L2): Firefly(8) Damage: 116 Reload time: 8 sec/all CS: Callidus Kai Damage: 145 nb set: 2 hits Damage: 164 4/6b set: 2 hits Damage: 180 8b set: 1 hit Damage: 135 bc(R2) set: Multi-hits Damage: 152 MA b set: Multi-hits Damage: 133 (Down) Originated Combo: b>b>8b Damage: 214 (BRC/CSC where applicable) SPEED Combo: b==b==b>b>8b Damage: 295 b==b>b==b>b Damage: 301 b>b=88=b>b=88=8b Damage: 304 b==b==b>b=88=8b Damage: 305 4b==4b==4b==4b>b Damage: 306 4b==4b==b>b=88=8b Damage: 309 4b==4b==4b==4b==CS Damage: 310 RUSH Combo: b>4b>b>4b>8b Damage: 305 b>4b>b>b>8b Damage: 307 4b>b>4b>b>8b Damage: 305 4b>SDC>4b>b>b>8b Damage: 309 POWER Combo: b>b>8b Damage: 315 b>b>8b>CS Damage: 325 4/6b set>a Damage: 307 bc set>CS Damage: 303 Comment: Chaos has high mobility that can rival with the ARFG family. It has a standard 7 BR ammo and a CS that can cancel fast after a melee attack. Also, this unit has ''pods'' which no other 450 cost unit does. Most combos used with this suit would be b>b>a, 8b>CSC, and the high priority (within the Chaos move set) 4/6b combo. Some can say Chaos is a balanced unit with good range and melee capabilities. But this unit has its flaws. For one, it has too many weapons. Missles, Pods, BR, Pod BR, MA mode...etc. Many people wouldn't know what to use in different situations. So, the best strategy would be to try to confuse your opponent or draw their attention to you while your partner support you with different kinds of attacks. Compared to the other 450 suits, this one is a bit ''technical''. Another fatal flaw would be the pods. By sending out the pods you will decrease Chaos' BR speed and durtaion. So when you use the pods, try to stay on the ground and avoid aerial battles. If you are not confident with using the pods, I would recommend you to use another 450 unit. Overall, Chaos is a very balanced unit to use. Its BD speed and duration can be on par with F. Impulse (assuming you don't send out the pods). It can also transform to MA mode, but when fighting against higher tier units, this unit lacks the required mobility. --------------------- ZGMF-X88S Gaia Gundam --------------------- Cost:450 HP:600 Shield: O Transformable: O Default Pilot: Stella Loussier Main weapon: Beam Rifle(7) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: 5.33 sec/all CS: Beam Assault Cannon Damage: 84-->143-->175 (Down) nb set: 5 hits Damage: 218 4/6b set: 4 hits Damage: 184 8b set: 1 hit Damage: 120 bc(R2) set: Multi-hits Damage: 195 (Down) 2b set: Multi-hits Damage: 159 (Down) MA b set: Multi-hits Damage: 159 (Down) Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b>b==b>b>b(1 hit)==8b Damage: 264 b==b>b>b(full)==8b Damage: 270 RUSH Combo: 4b>b>b>b(3 hits)>8b Damage: 270 POWER Combo: 4/6b set>a Damage: 308 bc set Damage: 310 nb set>a Damage: 322 2b set Damage: 277 MA b Damage: 277 b>SDC>nb set>a Damage: 324 Comment: Gaia is a member of the ARF(G) group, a transformable all-around balance suit. It shares the same characteristics with the other members, but its BD performance in MS mode is a little bit behind as a price of being transformable. Gaia's MA is easily one of the best next to IJ and Savior. Aside from having good speed, duration, and turning ability, its MA melee is THE best among all in my opinion, which makes the MA Gaia very formidable. It's quite difficult to dodge it thanks to the insane hitbox created by those two beam blades, and the priority is very good too. Furthermore, given the right distance, it is possible to chain the MA BR into a MA melee. Gaia also has 2 sets of melee moves that can be used as decoys, nb and 4/6b. Both can dodge pretty much right after the first hit, and it's pretty easy to fool other players with them. The 4/6b also has a great curve and thrust speed, very useful for catching steps and small openings. However, since the first hits are so fast, they deal crappy damage (both 30), making it impossible for Gaia to break 300 for RUSH and SPEED without draining. You also don't want to get interrupted early during a combo, as most of the damage is concentrated on the last parts, namely the uppercut and the swirling. Other than those, its 8b is pretty fast and 2b is good for countering melee. Overall, Gaia's playing style is pretty similar to the other members of the ARFG, with an awesome MA to boost. This is my favorite 450 for both proper, and improper reasons. -------------------------------- ZGMF-X88S Gaia Gundam (Waltfeld) -------------------------------- Cost:450 HP:500 Shield: O Transformable: O Default Pilot: Andrew Waltfeld Main weapon: Beam Rifle(7) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: 5.33 sec/all ac(L2): Beam Assault Cannon(12) Damage: 76 Recharge time: 3 sec/ammo nb set: 4 hits Damage: 219 4/6b set: 3 hits Damage: 200 8b set: Multi-hits Damage: 137 bc(R2) set: 4 hits Damage: 169 2b set: Multi-hits Damage: 159 (Down) MA b set: Multi-hits Damage: 159 (Down) Originated Combo: b>b>b>8b(full)>b Damage: 251 (BRC where applicable) SPEED Combo: b==b>b>b>b Damage: 250 b>b==b>b==a Damage: 254 4b==b>b>b>b Damage: 260 4b==4b==4b==4b==a Damage: 273 4b==b>b>b>8b(3 hits)==a Damage: 289 RUSH Combo: 4b>b>b>b>b Damage: 260 POWER Combo: b>b>b>8b>b>a Damage: 329 4/6b set>a Damage: 313 bc set>a Damage: 305 2b set Damage: 277 MA b Damage: 277 Comment: The red Gaia has everything that the black Gaia has, minus the CS. Although this unit is not usable in the arcades, I'd like to mentioned that its MA mode has the longest duration in the PS2 version. Yes, even longer than IJ. Red Gaia also has better agility in MS mode, wider shooting angle, and that crazy-ass b>b>b>8b>b>a 10-hit combo. Another advantage that red Gaia has over the black one is, it can shoot the assault cannon while in MA mode so it does not consume the normal BR ammo. Furthermore, red Gaia's nb is capable of doing melee fakes just like Gaia's. But also because of this, the red Gaia's doomed not to have any SPEED or RUSH combos over 300 damage either since the first hit deals crappy damage. Overall, even though it only has 500 HP, which is the least among all 450s, I am actually very interested to see its potential in PvP. Shame that it's PS2 exclusive. Oh well~ ---------------------- ZGMF-X31S Abyss Gundam ---------------------- Cost:450 HP:630 Shield: O Transformable: O Default Pilot: Auel Nieder Main weapon: Railgun(20) Damage: 110 Reload time: 6 sec/all Sub weapon(R1): Damage: 175 Recharge time: 10 sec/ammo ac(L2): Torpedo(12) Damage: 148 Reload time: 5.66 sec/all MA Sub weapon(R1): Balaena Kai(4) Damage: 109 Recharge time: 10 sec/ammo nb set: 3 hits Damage: 189 4/6b set: 2 hits Damage: 157 8b set: 1 hit Damage: 120 2b set: 1 hit Damage: 120 bc(R2) set: Multi-hits Damage: 178 MA b set: Multi-hits Damage: 178 Originated Combo: b>b(2 hits)>8b Damage: 229 b>2b Damage: 185 (2b>a x 1-3) Damage: 120+??? (Main weapon cancel where applicable) SPEED Combo: b==b==b==8b Damage: 302 b==b==b==4b(2 hits) Damage: 308 b==b==b==b==8b Damage: 313 b==b==b==b==2b Damage: 313 b==b==b==b==ab Damage: 316 4b(1 hit)==b==b==b==8b Damage: 313 RUSH Combo: b>4b>b>b>b Damage: 300 4b>b>4b>b>8b Damage: 310 4b>b>4b>b>2b Damage: 310 POWER Combo: sub Damage: 80-300 nb set>8b>a Damage: 327 b>2b Damage: 306 bc set Damage: 302 Comment: The cross between a multipurpose unit and a support unit, the Abyss has lots of GH-able weapons as well as a melee moveset that revolves around its 8b. Although you CAN multipurpose with this unit, I like to play it as a support unit mainly because of its GH-able torpedoes and semi-full burst. Its melee is mainly for self-defence since it's not as strong in that department as the ARFG group, and the only set I'd depend upon is the 8b, and maybe b>b>8b if I have enough time. Abyss' MA mode is really weird too. The main weapon, instead of shooting out front, comes out from the back (fart cannon), which is a pain to aim since you never want to be running in a straight line. I'd rather rely on its torpedoes, which have a godly amount of tracking ability when released in MA mode. Yes, there's the Balaena Kai as well, but since it darws on its sub weapon ammo, I'd rather save it for MS mode. And I also find its MA melee to be pretty much useless unless you want to stay in the air longer, such as dodging a landing BR. Main weakness with Abyss? Its rather large body makes it a tiny bit easier for that BR to clip you in those shoulders. Also, when you launch its torpedoes or semi-full burst and miss, you'll be eating a shot. Another problem is that the semi-full burst is rather unstable on damage output. It requires you to hit with as many beams as you can, so launching it at point black range won't net you nearly as much damage as say...launching it at mid-range. Overall, I'd say the Abyss is for players with transition style who like to play it mid-range to mid-long...both acting offensive and supporting, as it can really punish bad steps with its sub weapon, and catch people off guard by GH its torpedoes or sub weapon. ------------------- MBF-02 Strike Rouge ------------------- Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Cagalli Yula Athha Main weapon: Beam Rifle(7) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.33 sec/all nb set: 3 hits Damage: 190 4/6b set: 2 hits Damage: 170 8b set: 6 hits Damage: 215 bc(R2) set: Multi-hits Damage: 244 Originated Combo: b>8b Damage: 99 b>8b>bc>b Damage: 235 b>b>8b Damage: 205 (BRC where applicable) SPEED Combo: 4b==4b==b>b>8b Damage: 302 4b==4b==4b==4b>b Damage: 304 4b==4b==4b==bc>b Damage: 313 bc==bc==bc==bc>b Damage: 317 RUSH Combo: b>8b>b>b>b Damage: 283 (4b>ab)x 2>b>b>b Damage: 300 (4b>ab)x 3>4b>4b Damage: 307 4b>8b>bc(full 1st hit)>4b>4b Damage: 313 POWER Combo: b>8b>bc>b Damage: 322 8b set>a Damage: 318 bc set>a Damage: 329 4/6b set>a Damage: 304 bc>SDC>bc>b Damage: 342 Comment: Strike Rouge (Rouge for short) is a member of the A(R)FG group, an all-around balance type unit. It has good BD performance, as well as sufficient BR and a well-balanced melee moveset that makes it suitable in any kind of situation. Although the infamous draining move 4/6b>a is pretty useless now, Rouge's soul melee is still the 4/6b. It's very fast, tracking, and the damamge has been increased from 142 to 170. Rouge's other attacks more or less maintain their calibre. However, you can now chain the special melee, bc, after the b>8b combo, which is definitely a plus. Also, its nb is still capable of doing melee decoys. Furthermore, Rouge's special melee is improved in terms of tracking, and the second hit won't miss as much as it used to. Overall, Rouge is still a very good choice for 450, and it also makes a great teammate. ---------------------- ZGMF-XX09T DOM Trooper ---------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Hilda Harken Main weapon: Giga Launcher-BZ(10) Damage: 111 Reload time: 5 sec/all Sub weapon(R1): Giga Launcher-BMG(40)Damage: 99 Reload time: 5 sec/all ac(L2): Screaming Nimbus (Beam Barrier) Reload time: 40 sec/all nb set: 3 hits Damage: 232 4/6b set: 2 hits Damage: 184 8b set: Multi-hits Damage: 132 (Down) bc(R2) set: 2 hits Damage: 140 Originated Combo: None. (BZC where applicable) SPEED Combo: b==b==b>b>b Damage: 303 b>b=JC=b>b>b Damage: 305 b>b=JC=b>b=JC=bc Damage: 306 4b==4b==b>b>b Damage: 303 RUSH Combo: b>4b>b>4b>bc Damage: 302 b>4b>b>b>b Damage: 303 b>b>ac>b>b>b Damage: 305 b>b>ac>b>b>bc Damage: 306 4b>b>4b>b>bc Damage: 302 POWER Combo: nb set>a Damage: 328 4/6b set>a Damage: 308 b>SDC>b>b>b>a Damage: 334 Comment: DOM has the longest BD duration among all MS. It hovers on the ground instead of flying, so it's actually quite difficult to catch its landings. Combined with the 1-hit-down bazooka, DOM can be the safest unit in the game. However, DOM's Giga Launcher has quite a recovery time, both the BZ and BR. Especially the bazooka, DOM literally has to put it down each time after firing it, and it can leave you WIDE open for melee if you're not careful with the range. The same can be said for its sub, although it's not as serious as the BZ. Simply put, NEVER ''turn and shoot'' unless you're 100% you're going to hit, or prepare to pay the price. Melee-wise, DOM's melee moves do decent damage and everything else is pretty much average EXCEPT for the recovery time. Again, DOM has this annoying pose of putting its saber back whether you hit or not, and it really stops being cute after a while. The Screaming Nimbus blocks any beam-based attacks coming from the front. It covers about 150 degrees. Note that you WILL get hit on the side, and it does not block weapons like railguns and machine guns...etc. Also, to manually deactivate it, you have to block. Otherwise, you can only either wait for it to run out, or wait for you to get stunned. Overall, DOM usually acts as a supporting unit, downing oppoenent and creating 2 on 1 chances for the team with the bazooka. However as mentioned above, the recovery time can bury you if you're not careful with it. In my opinion, this is more or less for the experienced players. ----------------------------- ZGMF-2000 GOUF Ignited (Yzak) ----------------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Draupnir(40) Damage: 97 Reload time: 7.66 sec/all Sub weapon(R1): Slayer Whip(front)Damage: 134/Block (Down) ac(L2): Slayer Whip(bind) Damage: 20-111 nb set: 3 hits Damage: 233 (Down) 4/6b set: 2 hits Damage: 181 8b set: 1 hit Damage: 140 bc(R2) set: 4 hits Damage: 215 (Down) Originated Combo: You can chain a combo after binding your opponent by pressing the melee button and any direction key. By pressing the melee button only, you can electrify your target multiple times before letting him fall down. ac(maximum hits)>2b(pull)>b>b>b Damage: 300+- 4b>ac(maximum hits)>2b(pull)>b>b>b Damage: 308 b>b>ac(maximum hits)>4b>b Damage: 309 ab(1 hit)>ac(maximum hits)>4b>b Damage: 268 (BMG cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 274 b>b==b>b==8b Damage: 309 4b==4b==4b==4b>b Damage: 307 4b==4b==4b==4b==8b Damage: 309 RUSH Combo: b>4b>b>4b>8b Damage: 306 b>b>4b>b>8b Damage: 308 4b>b>4b>b>8b Damage: 306 POWER Combo: nb set Damage: 322 4/6b set Damage: 304 bc set Damage: 316 ac(maximum hits)>2b(pull)>b>b>b Damage: 345 4b>ac(maximum hits)>2b>b>b>b Damage: 348 Comment: Yazk's GOUF is pretty similar with Heine's GOUF in playing style. However, it does not have a direct whipping attack as its sub weapon is a semi blocking move (Raider's 8b style). Whether that's a good thing or not is a matter of opinion. Yazk's GOUF still has the binding whip, which can form powerful combos once you get the hang of it. Other than the whip, it has a pretty solid moveset. The nb set downs the target; 8b has GREAT reach and tracking; and the bc is somewhat useful against SPEED, just like the other GOUF's. Overall, this is a good semi-melee suit, with a little bit more range games. This is one of the PS2 exclusive units that I would like to see in arcades too. What a shame... ------------------------------- ZGMF-X2000 GOUF Ignited (Heine) ------------------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Heine Westenfluss Main weapon: Draupnir(50) Damage: 97 Reload time: 8 sec/all Sub weapon(R1): Slayer Whip Damage: 160 ac(L2): Slayer Whip(bind) Damage: 20-111 nb set: 3 hits Damage: 228 4/6b set: 2 hits Damage: 176 8b set: Multi-hits Damage: 140 (Down) bc(R2) set: 4 hits Damage: 210 Originated Combo: You can chain a combo after binding your opponent by pressing the melee button and any direction key. By pressing the melee button only, you can electrify your target multiple times before letting him fall down. b>b>b>ab Damage: 235 b>b>ac(maximum hits)>4b>b Damage: 309 4b>b>ab Damage: 211 4b>ac(maximum hits)>2b(pull)>b>b>b Damage: 308 ac(maximum hits)>2b(pull)>b>b>b Damage: 300 (BMG cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 302 b>b==b>b>b Damage: 306 4b==4b==4b==4b>b Damage: 306 4b==4b==b>b>b Damage: 306 RUSH Combo b>4b>b>4b>4b Damage: 302 b>4b>b>b>b Damage: 304 4b>b>4b>4b>ab Damage: 283 4b>b>b>4b>4b Damage: 306 POWER Combo: sub Damage: 280 nb set>ab Damage: 322 4/6b set>ab Damage: 315 b>b>ac(maximum hits)>4b>b Damage: 357 4b>ac(maximum hits)>2b(pull)>b>b>b Damage: 356 ac(maximum hits)>2b(pull)>b>b>b Damage: 341 b>b>SDC>b>b>b Damage: 337 Comment: Heine's GOUF is a mid-close range monster thanks to its slayer whip. Its range weapon is beam machingun (BMG), which, even though doesn't seem like much, is good enough for GOUF. As mentioned above, its whip is simply awesome. Basic ab is a verticle strike that has good reach, and does decent damage. When combined with right or left direction, you'll be able to do a horizontal sweep from the corresponding direction. This is GREAT for catching steps and even Step Cancels. However, it does not have as much reach as the vertical strike. Well, it's only fair. You can also chain the whip after the nb set or the 4/6b set. My recommended combo would be 4/6b>b>ab. Without any additional zapping, it does over 200 damage in a relatively short amount of time. The binding whip is great for saving partner and catching openings such as out-of-angle shooting. And it also works wonders as a melee counter. Obviously, no melee has a higher priority than the whip. You can also use it to tie up a player that's in SEED mode, wasting his precious time by zapping him. Pure melee-wise, GOUF's moveset is pretty standard. Nothing extraordinarily good or bad. Its bc is also a whip move, and it covers quite an area too. Overall, GOUF's a great choice for those melee players who would like a little something something for range games too. I feel that its potential really shines through in PvP. ------------------------------ ZGMF-1001/K Slash ZAKU Phantom ------------------------------ Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Beam Rifle(3) Damage: 100 Recharge time: 6.66 sec/ammo Sub weapon(R1): Hydra(40) Damage: 125 Reload time: 10 sec/all nb set: 3 hits Damage: 233 4/6b set: 2 hits Damage: 185 8b set: Multi-hits Damage: 149 (Down) bc(R2) set: 2 hits Damage: 184 Originated Combo: b>b>bc Damage: 253 (BRC where applicable) SPEED Combo: b==b==b>b>b Damage: 305 b==b==b==4b>b Damage: 305 4b==4b==4b>b Damage: 301 4b==4b==4b==4b==4b (all JC) Damage: 304 4b==4b==b>b>b Damage: 311 4b==4b==4b==bc Damage: 313 4b==4b==4b==4b>b Damage: 313 RUSH Combo: b>4b>b>b>b Damage: 307 b>4b>b>4b>4b Damage: 307 4b>b>4b>b>4b Damage: 295 4b>b>b>bc Damage: 303 POWER Combo: 8b Damage: 261 nb set>a Damage: 324 b>b>bc Damage: 329 4/6 set>a Damage: 313 bc set Damage: 305 4b>SDC>4b>b>a Damage: 320 4b>SDC>b>b>bc Damage: 339 Comment: Slash ZAKU is one of the few melee-oriented units that has a standard beam rifle. Compared to the prequel, every single one of its melee move has improved in terms of damage. Some also execute way faster than they used to. Combined with a speed comparable to the ARFG members, it's one scary suit. Since Slash ZAKU only has 3 BR shots with a terrible recharging rate, you'll obviously rely on its melee most of the time. However, don't forget the Hydra gatling cannon which works wonders on catching landings and mid range fight. One major difference from the prequel is that you can now sweep the gatling while firing from 6 shots to all 40 shots at a time. This is Slash's precious alternative for BR in range games. Melee-wise, Slash ZAKU's soul melee is 4/6b set. Not only is it fast and damaging, the reach and tracking are pretty good too. Its 8b is still awesome. Great reach and tracking, with insane priority, and it downs the opponent. The nb set takes less time now, but it's still a bit too long. The additional combo b>b>bc also leaves you open for attacks as the bc itself has a pretty long recovery time. Use them with caution. Overall, Slash ZAKU can be just as productive as any other melee units in the game. So if you're looking for a melee suit and then some, this is the one. --------------------------------------- ZGMF-1001/M Blaze ZAKU Phantom (Dearka) --------------------------------------- Cost:450 HP:550 Shield: O Transformable: X Default Pilot: Dearka Elsman Main weapon: Beam Rifle(5) Damage: 95 Reload time: Manually Sub weapon(R1): Firebee(8) Damage: 44+ Reload time: 5.66 sec/all ac(L2): Main Weapon Reload CS: Firebee Damage: 160 (Down) bc(R2): Beam Rifle x3(5) Damage: 148 (Down) nb set: 1 hit Damage: 135 4/6b set: 1 hit Damage: 120 8b set: 1 hit Damage: 125 Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: (4b=88=)x5 Damage: 277 RUSH Combo: -- POWER Combo: CS Damage: 279 4/6b>a Damage: 273 4/6b>CS Damage: 293 4b>SDC>4b>a Damage: 291 Comment: A decent 450 that relies more on range combat. The strategy is to reload your BR as much as possible (for example: reload when your enemy is down or targetting someone else). Also, since all of its melee attacks are one-hit, you will need to be accurate with them...since you won't be able to bluff with it. Otherwise, it plays generally like Rey's Blaze ZAKU. -------------------------------------- ZGMF-1001/M Blaze ZAKU Phantom (Heine) -------------------------------------- Cost:450 HP:550 Shield: O Transformable: X Default Pilot: Heine Westenfluss Main weapon: Beam Rifle(5) Damage: 95 Recharge time: 5.66 sec/ammo Sub weapon(R1): Firebee(8) Damage: 44+ Reload time: 5.66 sec/all ac(L2): Beam Tomahawk Damage: 110(60) nb set: 3 hits Damage: 226 4/6b set: 2 hits Damage: 185 8b set: 1 hit Damage: 120 bc(R2): Guard : Block Originated Combo: None. (BRC/Boomerang cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 305 b==b==b==4b>b Damage: 308 4b==4b==4b==4b==8b Damage: 306 4b==4b==4b==4b>b Damage: 308 4b==8b==8b==4b>b (all =88=) Damage: 330 4b==8b==8b==8b==8b (all =88=) Damage: 339 RUSH Combo: b>b>4b>b>8b Damage: 303 b>4b>b>4b>8b Damage: 306 b>4b>b>4b>4b Damage: 308 4b>b>4b>b>8b Damage: 306 POWER Combo: nb set>a Damage: 324 4/6b set>a Damage: 307 4b>SDC>4b>b>a Damage: 318 b>b>SDC>4b>b>a Damage: 320 b>SDC>ac(2 hits)>4b>b Damage: 328 Comment: ------------------------------ ZGMF-1001/M Blaze ZAKU Phantom ------------------------------ Cost:450 HP:550 Shield: O Transformable: X Default Pilot: Rey Za Burrel Main weapon: Beam Rifle(5) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Firebee(8) Damage: 44+ Reload time: 5.66 sec/all CS: Firebee Damage: 160 (Down) nb set: 3 hits Damage: 228 4/6b set: 2 hits Damage: 185 8b set: 1 hit Damage: 130 bc(R2): Multi-hits Damage: 185 (Down) Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b>b==4b>b Damage: 304 b==b==b>b>b Damage: 306 4b==4b==4b==4b>b Damage: 308 4b==4b==4b==4b==8b Damage: 308 RUSH Combo: b>4b>b>4b>b Damage: 277 b>4b>b>4b>4b Damage: 308 b>4b>b>4b>8b Damage: 308 4b>8b>4b>8b>a Damage: 278 4b>8b>4b>8b>4b Damage: 278 4b>b>4b>b>4b Damage: 278 4b>b>8b>b>8b Damage: 304 POWER Combo: CS Damage: 280 nb set>a Damage: 326 4/6b set>a Damage: 312 8b>CS Damage: 290 bc set Damage: 304 b>SDC>b>b>b>a Damage: 330 Comment: Blaze ZAKU excels in mid-range fight with its Firebee. With only 550 HP, it's a good idea to stay close to your partner and support him with the missles. There are two kinds of missles, sub for spread-out, and CS for concentrated. Both are usefull in their own ways, be it catching landing, stepping, or saving your partner. They're also great alternatives for the beam rifle, which you only have 5 shots of. The CS can also be used in CSC and surprise your opponent somtimes. However, don't rely too much on it since it does not come out THAT fast. Melee-wise, Blaze ZAKU's moveset is pretty decent. Personally, I'd most likely work around the 4/6b set, and 8b>a combo since they're both pretty fast and tracking. The nb set takes much less time to execute now compared to the prequel, and its reach and damage are both up to the level. Overall, Blaze ZAKU is somewhat a supporting type unit with a good melee moveset to protect itself. Get familiar with the missles, and you'll be fine. -------------------------------------------- ZGMF-1000/A1 Gunner ZAKU Warrior (Lunamaria) -------------------------------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Lunamaria Hawke Main weapon: Orthros(3) Damage: 150 Recharge time: 5 sec/ammo Sub weapon(R1): Grenade(8) Damage: 95 Reload time: 8 sec/all bc(R2): Granade(8) Damage: 92 Reload time: 8 sec/all ac(L2): Granades x4 (8) Damage: 122 Reload time: 8 sec/all CS: Orthros(sweep) Damage: 255 nb set: 2 hits Damage: 174 4/6b set: 1 hit Damage: 110 8b set: 1 hit Damage: 120 Originated Combo: ab>a Damage: 162 ac>a Damage: 183 (Main weapon cancel where applicable) SPEED Combo: b==b==b==b>b Damage: 227 b==b==b>b==a Damage: 240 RUSH Combo:
b>b>4b>b>8b Damage: 239 b>b>4b>8b>a Damage: 249 b>SDC>b>b>a Damage: 229 POWER Combo: a Damage: 263 CS Damage: 327 b>b>a Damage: 315 4b>a Damage: 295 b>SDC>b>b>a Damage: 312 Comment: Luna ZAKU has been bumped up a tier from 420 to 450 for many reasons. It absolutely sucked in the prequel compared to the other 420s since whatever it does leaves it vulnerable for counterattacks. However, things have changed. First and most importantly, the recovery time for its main weapon has been shortened drastically. Combined with the fastest firing speed of all gunner type units, it's very threatening. Also, the range for the grenades has been increased as well with its recovery time shortened. Given the right distance, ab>a is one of Luna ZAKU's basic combo. Luna ZAKU can also throw 4 grenades at the same time, which is great for catching landings. However, it eats up ammo faster, and it's almost impossible to connect main weapon afterwards. Melee-wise, its 4/6b is pretty fast, and surprisingly, has a VERY good priority. That makes the combo 4/6b>a much more practical than b>b>a, which takes forever to execute. The 8b is slow but tracking, and bc is the same as sub weapon grenade. Overall, Luna ZAKU makes a great supporting unit. Take advantage of the fast main weapon and grenades to create openings and 2 on 1 chances for the team. ------------------------ GAT-X131 Calamity Gundam ------------------------ Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Orga Sabnak Main weapon: Kaefer Zwei(50) Damage: 99 Reload time: 5 sec/all Sub weapon(R1): Scylla+Schlag Damage: 222 Reload time: 6.66 sec/all Melee: Todesblock(8) Damage: 111 Reload time: 4.66 sec/all bc(R2): Scylla+Schlag Damage: 257 Reload time: 6.66 sec/all Originated Combo: None. SPEED Combo: None. RUSH Combo: BMGx9 Damage: 172 POWER Combo: Bazooka Damage: 194 Sub(Scylla only) Damage: 210 Sub (All) Damage: 317 bc Damage: 330 Comment: Calamity has been improved quite a lot. As a range suit, Calamity's more or less a supporting unit. Although its main weapon is the BMG, most players use the BZ way more often. Fortunately, Calamity's bazooka shooting angle as been increased, so you won't be doing a lot of stop and shoot anymore. Another improvement is on the sub weapon and special melee, that is the Scylla and Schlag combo shootings. While maintaining the damage, the recovery time has been shortened noticeably. Calamity's weakness is its horrible BD duration. You should avoid unnecessary BDs and don't go after someone who's clearly out of your boost gauge's league. Also, since it does not have any real melee attack, you'll be forced to shoot all the time. Know your weapons' shooting angles, and don't make any hasty attack in mid-close range leaving yourself vulnerable for melee attacks. Overall, Calamity can be just as productive as any other range units in the game in my opinion. ------------------------- GAT-X252 Forbidden Gundam ------------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Shani Andras Main weapon: Eckzahn(14) Damage: 103 Reload time: 5 sec/all Sub weapon(R1): Hresvelgr(2) Damage: 150 Recharge time: 10 sec/ammo nb set: 2 hits Damage: 216 4/6b set: 1 hit Damage: 140 8b set: 2 hits Damage: 146 bc(R2) set: Multi-hits Damage: 165 (Down) Originated Combo: None. (Railgun cancel where applicable) SPEED Combo: b==b==ab Damage: 297 b==b==b==bc Damage: 303 b==b==b==b>b Damage: 315 b==b==b==b==4b Damage: 315 b==b==b==b (draining) Damage: 305 RUSH Combo: b>4b>8b>ab Damage: 272 b>8b(pause)>b>4b>a Damage: 306 b>8b(pause)>b>8b(pause)>b Damage: 306 b>8b(pause)>b>8b(pause)>4b Damage: 310 4b>8b(pause)>4b>8b(pause)>4b Damage: 257 4b>8b(pause)>b>4b>b Damage: 279 POWER Combo: ab Damage: 262 nb set>a Damage: 318 4/6b>a Damage: 296 bc Damage: 289 b>SDC>b>b>a Damage: 325 Comment: Forbidden pretty much stays the same as the prequel. It has an overall BD performance on the same level as the ARFG members, good range weapons, and some nasty melee attacks to go with it. Its main weapon is the Eckzahn railgun, which deals about the same damage as a standard BR if both shots hit. However, you might find yourself constantly landing only 1 shot of the railgun because they're pretty spread-out. In that case, it deals a crappy 58 dammge. It's high percentage, but low stability. The plasma induction cannon still tracks like crazy. You can curve the shot manually by pressing 4/6 and make the shot bend that way. Combined with GH, you can expect a show from it. It's great for saving partner and catching landings. Melee-wise, Forbidden's moveset is short and sweet. The most useful ones would be the nb set, and the 4/6b set. The nb has great reach, and does 200+ damage with just 2 hits. The 4/6b is Forbibdden's best friend. The combo 4/6b>a deals 169 damage justl like that. The attack comes out pretty fast with a nice curve. Also, it has a VERY good priority as well as tracking ability. Abuse it. The other two melee attacks are rather useless in my opinion. Special melee can down the opponent, but it's very unstable. Sometimes you'll need to connect a railgun shot to really get the down effect, since it's pretty hard to land all the hits with the bc itself. The 8b just seems average at best. Overall, Forbidden has maintained its calibre as a 450. It's a great choice of alternative for those who like balance-type units, and want something different than just standard beam rifle and vulcans. On a side note, I'd also like to mention that Forbidden's shield block is the best in the game, as it pretty much covers itself up, even on the sides too. ---------------------- GAT-X370 Raider Gundam ---------------------- Cost:450 HP:630 Shield: O/X Transformable: X Default Pilot: Clotho Buer Main weapon: Machine Gun(120) Damage: 126 Reload time: 6.66 sec/all Sub weapon(R1): Zorn(2) Damage: 150 Recharge time: 10 sec/ammo ac(L2): Mjolnir Damage: 150 nb set: 3 hits Damage: 224 4/6b set: 2 hits Damage: 152 8b set: 3 hits Damage: 133/Block (Down) bc(R2) set: 1 hit Damage: 120 MA b set: 1 hit Damage: 80 Originated Combo: b>b>ac Damage: 187 b>b>b>ac Damage: 235 4/6b>ac Damage: 156 4/6b>b>ac Damage: 182 (Machine gun cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 301 b==b==b>b==ac Damage: 303 b==4b==4b==4b==ac (all JC) Damage: 315 4b==4b==4b>b>ac Damage: 301 4b==4b==4b==4b==ac (all JC) Damage: 319 RUSH Combo: b>4b>b>ac Damage: 243 4b>b>4b>b>ac Damage: 301 4b>b>4b>b>bc Damage: 307 4b>b>4b>bc>ac Damage: 308 POWER Combo: ab Damage: 263 ac Damage: 263 nb set>ac Damage: 325 b>b>ac Damage: 305 4/6b set>ac Damage: 304 4/6b>ac Damage: 274 b>b>SDC>ab Damage: 305 Comment: Raider, one of the most difficult 450s in the prequel, has been improved quite a lot. In RvZ 1, Raider suffered from mandatory transformation. Thanks to its ridiculously long transforming, it gave Raider players a hard time. Just being able to do regular BD like everybody else now is a BIG plus already. Also, the damage outputs for its machine gun and hammer have also been buffed. Since the hammer is now the special shooting, Raider gets a nice little tackle move for its special melee. Its reach is short, but speed and priority are both pretty good, making it an ideal move for countering melee!? Of course, one of the best things about Raider is its semi-blocking 8b. With everybody using SPEED awakening, this move has been proved to be quite useful against those aggressive players who will try to melee you with every chance they get. It also downs the opponent if you manage to land all 3 hits. Combined with forward step (cancel), it could come in handy from time to time. Overall, Raider is now usable to everyone. Take advantage of the hammer attack, and occasionally pull out a 8b to throw your opponent off balance. This is one interesting unit. ----------------------------------- GAT-X102 Duel Gundam Assault Shroud ----------------------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Beam Rifle(6) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Missle Pod Damage: 119 Reload time: 6 sec/all CS: Shiva Damage: 140 nb set: 2 hits Damage: 200 4/6b set: 2 hits Damage: 181 8b set: Multi-hits Damage: 232 bc(R2) set: 3 hits Damage: 161 Originated Combo: b>bc Damage: 213 b>b>8b Damage: 225 (BRC/CSC where applicable) SPEED Combo: b==8b(5 hits)==b>b Damage: 309 b==b==b==b>b Damage: 310 b==b==8b(1 hit)==b==b>b Damage: 314 4b==4b==bc(3 hits) Damage: 264 4b==4b==4b==4b==4b Damage: 277 4b==4b==4b==4b>b Damage: 303 4b==8b(5 hits)==4b==CS Damage: 309 8b(5 hits)==8b(4 hits)==CS Damage: 305 bc(1 hit)==4b==4b==4b==CS Damage: 287 bc(1 hit)==4b==8b(5 hits)==CS Damage: 290 RUSH Combo: b>8b(full 1st hit)>CS Damage: 294 b>8b(5 hits)>b>b Damage: 307 (4b>8b)x n Damage: 280+ 4b>8b(full 1st hit)>CS Damage: 294 POWER Combo: b>SEED>b Damage: 301 b>b>8b Damage: 323 b>bc>CS Damage: 326 4/6b set>CS Damage: 308 bc>CS Damage: 309 8b(full 1st hit)>CS Damage: 332 Comment: Duel AS, one of the most broken 450 in the prequel, is more balanced this time around. With the weakend CSC, its infamous bc>CS deals considerably less damage now. However, Duel AS's melee moves got improved in terms of damage and tracking ability. Its nb set now deals 200 damage, and the old combos b>b>8b and b>bc are still there. 4/6b set is buffed by 30 points and the tracking seems to have improved as well. The spinning bc itself still has very nice reach, tracking, and damage. The sub weapon missles now come out even faster, and the CS railgun itself is just as deadly as before. They are both great for catching landings and saving your partner. Duel AS's major weakness is its speed. With a BD duration as good as the ARFG members, the speed, on the other hand, is pretty bad. On top of that, AS's turning ability sucks too. So you might have a hard time catching up with the MAs and other high tier units. Overall, Duel AS seems even heavier and slower than before. However the playing style stays the same. Mix up your games with the CS, and back up your melee attacks with it. ---------------------- GAT-X103 Buster Gundam ---------------------- Cost:450 HP:630 Shield: X Transformable: X Default Pilot: Dearka Elsman Main weapon: Beam Rifle(5) Damage: 100 Recharge time: 4.66 sec/ammo Sub weapon(R1): Missle x 12(12) Damage: 160 Reload time: 6 sec/all ac(L2): Missle x 4(12) Damage: 119 Reload time: 6 sec/all bc(R2): Missle x 4(12) Damage: 119 Reload time: 6 sec/all Melee: Gun Launcher(3) Damage: 90 Reload time: 6 sec/all CS a (main): Damage: 260 CS b (melee): Damage: 250 Originated Combo: a>CS b (melee) Damage: 170-280 a>CS a (main) Damage: 190 *QC* b>CS a (main) Damage: 126-165 b>CS b (melee) Damage: 141+ *QC* CS a (main)>CS b (melee) Damage: 300+ Missle>BR Combo Missle x 1>a Damage: 122 Missle x 2>a Damage: 138 Missle x 3>a Damage: 149 Missle x 4>a Damage: 155 Missle(bc)>CS(main) Combo Missle x1>CS Damage: 231 Missle x2>CS Damage: 207 Missle x3>CS Damage: 189 Missle x4>CS Damage: 176 SPEED Combo: -- RUSH Combo: -- POWER Combo: CS(main) Damage: 331 CS(melee) Damage: 329 a>CS(melee) Damage: 339 CS(main)>CS(melee) Damage: 365+- Comment: This unit is mainly used as a support unit with the help from those missles and two kinds of CS. For the main weapon Charge Shot (CS a), even though it cannot curve like LS, Savior, or B. Im's, the traveling speed is the fastest in the game. A known combo for Buster is b>CS a, that is, stunning your opponent with shotgun, then unleashing the main weapon CS to deal more damage. This combo could be somehow dangerous since the shotgun isn't really stable when it comes to stunning the target. And, while you're releasing the CS, there's a good chance that you'll get interrupted by the target's teammate since you can't move an inch, and since you were trying to stun with the shotgun, you must be pretty close. The melee Charge Shot (CS b) is improved in terms of range, recovery time, and firing rate. The combo a>CS b is safer due to the fact that you have the BR at your disposal, and the CS doesn't take as much time to execute. This combo is recommended. Furthermore, the shotgun CS can be chained after the main CS, creating the combo CS a>CS b, which can do some crazy damage. The missles can also be used to catch your opponent off guard, thus giving you more chances to land them big CS after they got hit, or forced to dodge your missles. ''bc>CS a'' is used when you're currently charged on main weapon, and ''ac>CS b''is used when the shotgun CS is in play. Aside from not having any real melee attack, Buster's main weakness is its crappy BD performance. Although the duration has been increased noticeably, it is still quite short compared to the others. It'll take some serious practice before you can really use Buster well in PvP. --------------------- GAT-X207 Blitz Gundam --------------------- Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Nicol Amalfi Main weapon: Beam Rifle(5) Damage: 105 Recharge time: 5 sec/ammo Sub weapon(R1): Lancer Darts(3) Damage: 58 Reload time: 6 sec/all ac(L2): Gleipnir Damage: 10 bc(R2): Mirage Colloid Damage: --- nb set: 2 hits Damage: 148 4/6b set: Multi-hits Damage: 130 8b set: 3 hits Damage: 145 Originated Combo: b>b>8b Damage: 223 ab>ac>b>b>8b Damage: 245 (BRC where applicable) SPEED Combo: b==b==b>b>8b Damage: 294 b==b==b==b==8b(1 hit)==4b Damage: 296 b==b==b==b>b==4b Damage: 302 b==b==b==b==ab==a Damage: 303 RUSH Combo: (b>bc)x3>8b(2 hits)>4b>a Damage: 296 (b>bc)x4>8b(1 hit)>4b Damage: 296 (b>bc)x3>b>b>bc>a Damage: 304 ab>(b>bc)x4>bc>a Damage: 298 POWER Combo: b>b>8b>a Damage: 320 ab>ac>b>b>8b Damage: 326 8b>a Damage: 285 b>SDC>ab>b>b>8b Damage: 333 Comment: Blitz is slightly improved in this game. It still does not have any abusable move, but it's pretty well-balanced. Blitz is somewhat melee-oriented. Even though the melee moves may not seem all that powerful, they're all useful in their own ways. Compared to RvZ 1, both the nb set and the 8b have been buffed by several points, so your basic combo is still the b>b>8b, with the help of BR and the lancer darts. The 4/6b is still good for catching steps, and its priority seems to have gone up as well. However, Blitz lacks melee with good reach, so you'll be forced to close in on your opponent constantly. Fortunately, the Mirage Colloid helps out a lot. In terms of defence, it can be used on covering landings and stalling opponents in SEED awaken state...etc. Offensively, you can foward step and run around your opponent in point blank range forcing him to make a mistake, such as shooting out of angle, or melee attacking you recklessly. If he opts to ignore you, do not hesitate to make a move and melee him from behind. One thing you need to watch out while in MC mode is Green Homing. Unfortunately, GH still works against MC, so there's a good chance that you'll get hit by a GH'd shot that comes out of nowhere. And of course, the damage you recieve while in MC mode is doubled. Overall, Blitz's playing style tilts towards melee. In PvP, it's one of the best 450s for 1 on 1 situations in my opinions. --------------------- GAT-X303 Aegis Gundam --------------------- Cost:450 HP:630 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(7) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Scylla(3) Damage: 179 Recharge time: 10 sec/ammo MA main: Scylla(3) Damage: 130 Recharge time: 10 sec/ammo nb set: 4 hits Damage: 235 4/6b set: 2 hits Damage: 176 8b set: 2 hits Damage: 160 bc(R2) set: Multi-hits Damage: 50-222 (Down) MA b set: Multi-hits Damage: 139 (Down) Originated Combo: b>8b>b Damage: 202 b>b>8b>b Damage: 186 (BRC where applicable) SPEED Combo: b==b>b>b>b Damage: 274 b==b==b==8b>b Damage: 284 b==b==b==4b>b Damage: 299 b==4b==4b==4b>b Damage: 303 4b==4b==4b==4b>b Damage: 306 4b==4b==4b==bc>b>b>b>a Damage: 312 RUSH Combo: b>4b>8b>4b>4b Damage: 301 4b>8b>4b>8b>4b Damage: 261 4b>8b>4b>8b>8b Damage: 289 8b>4b>8b>4b>4b Damage: 279 POWER Combo: ab Damage: 303 nb set>a Damage: 324 4/6b set>a Damage: 309 8b set>a Damage: 280 bc set Damage: 318 b>b>SDC>4b>b>a Damage: 312 Comment: ----------------------------------------- GAT-X105+AQM/E-X03 Launcher Strike Gundam ----------------------------------------- Cost:450 HP:630 Shield: X Transformable: X Default Pilot: Kira Yamato Main weapon: Agni(1) Damage: 175 Reload time: 2 sec/all Sub weapon(R1): Igelstellung(80) Damage: 3 Reload time: 5.33 sec/all Melee: Gun Launcher(6) Damage: 104 Reload time: 5 sec/all bc(R2): Anti-Ship Vulcan(80) Damage: 126 Reload time: 5.33 sec/all CS: Agni(sweep) Damage: 255 Originated Combo: b(1 hit)>a Damage: 185 b(2 hits)>a Damage: 185 b(2 hits)>bc Damage: 130 SPEED Combo: -- RUSH Combo: -- POWER Combo: a Damage: 302 b>a Damage: 305 b>SEED>a Damage: 245 Comment: Launcher Strike (LS for short), along with Strike Noir, are the two most broken units in the game. They are often banned from the tournaments in Japan and Hong Kong. There's a good reason for that...its Anti-ship vulcan!! Yes, it's just THAT cheap. First of all, it's been buffed by 40+ points, but that's nothing compared to what they've done with the tracking ability. It literally follows wherever you go, and it can easily stun you with just 3 bullets. Once you get stunned, the rest comes in and downs you after 8 hits. Also, the recovery time for this attack is unfairly short making LS VERY difficult to hit. Thanks to this, LS can do a little trick called vulcan landing, which can shorten the supposed landing recovery time considerably. To do this, simply fire a few bullets before you land until you barely hit the ground. Then stop immediately, and you will be able to start stepping right away. Aside from the broken shoulder vulcan, the missles still track like crazy. Of course, the recovery time has, once again, been shortened. Now it's possible to fire missles one set after another without taking a break. The damage has also gone up slightly. The main weapon Agni, deals the same damage as before, but the recovery time is MUCH shorter than it used to be. That being said, it's still LS's slowest attack with the longest recovery time. But then again, most players don't even fire Agni unless they are sure it'll hit, such as after the missles...etc. Since LS's too broken, I'd like to offer a few tips for playing against it. As said before, the most threatening thing about LS is its shoulder vulcan, which is mounted on its right shoulder. So try to stay away from LS's right side (your left), and use 6b instead of 4b if you're planning on making a move on it. Also, LS's shoulder vulcan is pretty useless against you once you gain enough altitude. In the contrary, it can be your worst nightmare if you let LS attack from a higher place. That being said, it's pretty inevitable since a good LS player will most likely try to foward SC and jump down on you to block your escaping path. So just try to keep a safe distance and hope for the best. Other than that, even though LS's attacks have insanely short recovery time, it's STILL recovery time. So, go 2 on 1 against it, and do some crossfire with BRs. Even though your attacks might not land on LS, at least don't let it have enough time to attack you. Since LS's every attack except for the head vulcan will stop it from moving, it's hard for him to get away. Finally, you should always watch out for LS's GH attacks. The Agni and missles are tracking enough already. With the help from GH, they can hit you on the most unexpected moments. And when they do, we're talking about at least 150+ damage here. So, be careful. -------------------------------------- GAT-X105+AQM/E-X02 Sword Strike Gundam -------------------------------------- Cost:450 HP:650 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Midas Messer Damage: 91 (50) Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.33 sec/all ac(L2): Panzer Eisen Damage: 10 nb set: 4 hits Damage: 255 4/6b set: 3 hits Damage: 209 8b set: 1 hit Damage: 140 bc(R2) set: Multi-hits Damage: 221 (Down) Originated Combo: b>8b>b Damage: 205 b>8b>a>BD>8b Damage: 223 b>8b>a>4b set Damage: 267 b>b>b>a>8b Damage: 283 4b(2 hits)>a>8b Damage: 240 4b(1 hit)>a>4b set Damage: 240 4b(1 hit)>a>b>8b>a>8b Damage: 256 4b(1 hit)>a>nb set Damage: 275 Anchor>any combo set (Boomerang cancel where applicable) SPEED Combo: b==b>b>b>b Damage: 300 b>b==b>b>b>b Damage: 304 b>8b==b>8b==b>8b==8b Damage: 309 b==b==b==b>8b==8b Damage: 312 b==b==b>b>b==8b Damage: 314 b>b>b==4b(2 hits)==8b Damage: 314 4b(2 hits)==4b set Damage: 300 4b(2 hits)==4(2 hits)==8b Damage: 306 8b x 5 Damage: 369 (possible only when oppoent's in POWER or above you in the air) RUSH Combo: b>8b>b>8b Damage: 301 b>b>b>4b(2 hits)>8b Damage: 314 (4b>ab)x 2>4b(2 hits)>8b Damage: 305 4b(2 hits)>8b>b>8b Damage: 321 8b>b>8b>b>8b Damage: 338 POWER Combo: nb set>a Damage: 330 4/6b set>a Damage: 316 bc set Damage: 319 b>8b>b Damage: 312 b>8b>a>BD>8b Damage: 318 b>8b>a>4b set Damage: 334 b>b>b>a>8b Damage: 339 4b(2 hits)>a>8b Damage: 324 4b(1 hit)>a>4b set Damage: 324 4b(1 hit)>a>b>8b>a>8b Damage: 330 4b(1 hit)>a>nb set Damage: 336 b>b>b>SDC>b>8b>b Damage: 335 4b(2 hits)>SDC>8b Damage: 307 Comment: Sword Strike (SS for short) pretty much stays on the same level as before. Most melee moves got buffed by a few points, but the range of its boomerang got decreased. This melee unit has no range weapons at all other than the head vulcans. Fortunately, its melee moveset is crazy. The nb set is as powerful as Destiny's with a great reach and tracking ability; the 4/6b execute very fast with a nice priority on the first hit; and the bc downs the opponent. Also, the whole nb set takes much less time to execute now, which is always a good thing. However, the 8b, while still decent, is not as fast as it used to be. The thrust speed got nerfed noticeably that its usefulness against steps has gone down a level. It still has a high priority and good damage for a single-hitter of course. Overall, Sword Strike is still a good melee unit although I can't say that I'm happy with the weakened boomerang and 8b. Because those were, in my opinion, the best qualities that SS had. And they just killed a part of SS by changing them. Oh well, maybe I'm just too picky. ------------------------------------- GAT-X105+AQM/E-X01 Aile Strike Gundam ------------------------------------- Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifle(7) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.33 sec/all nb set: 3 hits Damage: 219 4/6b set: 2 hits Damage: 171 8b set: 1 hit Damage: 50 bc(R2) set: 2 hits Damage: 158 ccb set: 1 hit Damage: 80 Originated Combo: b>8b Damage: 146 b>8b>a x 1-3 Damage: 199/214 b>b>8b Damage: 167 (Down) (BRC where applicable) SPEED Combo: b==b==b>b>b Damage: 300 b>8b=88=b>b>b Damage: 310 4b==4b==4b==4b>b Damage: 304 4b==4b==b>b>b Damage: 306 RUSH Combo: b>4b>b>8b>a Damage: 290 b>4b>b>b>b Damage: 301 b>4b>b>4b>4b Damage: 302 4b>b>4b>b>bc Damage: 275 4b>b>b>8b>bc Damage: 285 4b>ab>4b>b>b>b Damage: 304 (4b>ab)x 3>4b>4b Damage: 308 POWER Combo: nb set>a Damage: 320 4/6b set>a Damage: 303 b>8b>a x 1-2 Damage: 310/315 b>b>8b Damage: 293 b>b>SDC>b>b>b Damage: 334 4b>SDC>b>b>b>a Damage: 329 Comment: Aile Strike is a member of the (A)RFG group, an all-around balance type unit. While maintaining the same BD performance as Rouge and F. Im, Aile Strike's melee moves got a little bit slower. Nothing major has changed for Aile. Even though the melee attacks seem slower now, they deal a bit more damage too. But that's pretty neglectable, and I'd rather have the speed back. Although the infamous draining move 4/6b>a is no more, I'd still work around the 4/6b set as my main damage source. The 8b kick is still for countering melee, except it's slower now. What confuses me the most is the special melee. Just what the hell have they done to it? Not only is it slower now, but the second hit is so unbelievably easy to miss on a regular basis that it's not even funny. Fortunately, the damage and tracking are still decent. Overall, Aile is okay for a 450. But if you're into balance type units, you'd probably be better off choosing the other members in the ARFG family. What a shame, Aile was my best 450 in RvZ 1. -------------------------------- GAT-X105E+AQM/E-X09S Strike Noir -------------------------------- Cost:450 HP:630 Shield: X Transformable: X Default Pilot: Sven Cal Bayang Main weapon: BR(Shorty)(80) Damage: 108 Reload time: 7 sec/all Sub weapon(R1): Linear Gun(6) Damage: 125 Reload time: 8 sec/all ac(L2): BR(Shorty)(80) Damage: 131 Reload time: 8 sec/all CS: Damage: 156 MCS: Damage: 119 nb set: 3 hits Damage: 209 4/6b set: 2 hits Damage: 181 8b set: Multi-hits Damage: 136 bc(R2) set: Multi-hits Damage: 171 Originated Combo: b>b>2b Damage: 191 b>b>2b>ab Damage: 233 bc(do nothing) Damage: 164 bc>b>ab Damage: 211 bc>a x n Damage: 241 (BMG cancel/Railgun cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 290 b==b==bc>b>ab Damage: 290 b>b==b>b>b Damage: 300 b==b==b==4b>b Damage: 301 4b==4b==bc>b>ab Damage: 302 4b==4b==4b==bc>b Damage: 305 4b==4b==4b==4b>b Damage: 307 4b==4b==bc>a x n Damage: 308 RUSH Combo: b>4b>b>b>b Damage: 300 b>4b>b>4b>4b Damage: 303 4b>b>4b>b>ab Damage: 270 4b>8b Damage: 290 4b>b>b>4b>4b Damage: 305 POWER Combo: CS Damage: 273 nb set>a x n Damage: 320 4/6b set>a x n Damage: 306 b>b>2b Damage: 307 b>b>2b>ab Damage: 322 bc(do nothing) Damage: 287 bc>b>ab Damage: 314 bc>a x n Damage: 324 b>b>SDC>bc>a x n Damage: 339 Comment: Strike Noir (Noir for short), along with Launcher Strike, are the two most broken units in the game. They are often banned from the tournaments in Japan and Hong Kong. And if you'd like some attention on yourself, try the Noir+LS combo with someone in the arcades. You'll get as many stares as you want. The main reason that Noir's so broken is its special shooting. You can press left or right and do a 4/6 ac, where Noir will fire its Shorty BR cartwheel style, spinning to the left or right. This move is very powerful in terms of tracking ability. Since every single one of the shots redirect itself to where the target is, that makes it very hard to dodge. Combined with GH and cheap turtling style, it is beyond broken. The same can be said for Noir's CS. The shots just keep coming at you that pretty much forces you to keep dodging until it's over. Along with a solid moveset and a decent sub weapon that downs the opponent, Noir's got everything you need. Also, Noir's the only 450 that has a MCS. So you can do some CSC, or even MCSC occasionally. As mentioned above, Noir has a pretty solid moveset. Besides the standard-type nb and 4/6b set, both the 8b kick and the bc set has insane tracking. The combo 8b>CS works wonders against players, and bc can be used in several situations as well including stalling and saving your partner. To play against a Noir combo, you will not want to leave Noir alone and GH you like no tomorrow. Try to stay close, and watch out for its cartwheel as it can be used even without any boost left. So a lot of times when you THINK it has run out of boost and is about to land, Noir can actually just escape with the ac. However, if the Noir player is stupid enough to pull off the cartwheel right in front of you, here's your chance. Don't hestitate to move in with your melee attacks. The 4/6b usually works pretty well against it thanks to the curve. Other than that, it all comes down to personal skills, teamwork, and to a certain degree, pure luck. ------------------- GSX-401FW Stargazer ------------------- Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Sol & Selene Main weapon: Flash Mine-set(4) Damage: 161 Reload time: 1 sec/all Sub weapon(R1): Beam Pistol(3) Damage: 124 Reload time: 7 sec/all ac(L2): Flash Mine- detonate nb set: 3 hits Damage: 190 4/6b set: 1 hit Damage: 120 8b set: 1 hit Damage: 100 bc(R2) set: Multi-hits Damage: 150 (Down) Originated Combo: None. SPEED Combo: b==b==b>b>b Damage: 253 b==b==b>b==4b Damage: 270 b==b>b==4b=88=4b Damage: 308 RUSH Combo: b>b>4b>ab Damage: 229 POWER Combo: a Damage: 282 nb set Damage: 307 bc set Damage: 263 Comment: ------------------------------------------------------------------------------ 4d. Tier 420 ------------------------------------------------------------------------------ The tier 420 units are the partners for the 560s. As a mid-low tier unit, your job would be supporting your partner up close, but avoid 1 on 1 situations. With proper teamwork, 560+420 is the most favorable combo in the game in my opinion. ---------------------------------- GAT-04+AQM/E-A4E1 Jet Windam (Neo) ---------------------------------- Cost:420 HP:450 Shield: O Transformable: X Default Pilot: Neo Roanoke Main weapon: Beam Rifle(4) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Shield Missle(2) Damage: 103 Reload time: 7.66 sec/all ac(L2): Wurger(4) Damage: 142 Reload time: 8 sec/all nb set: 2 hits Damage: 195 4/6b set: 2 hits Damage: 175 8b set: 1 hit Damage: 120 bc(R2) set: Multi-hits Damage: 183 (Down) Originated Combo: b>bc Damage: 210 (Down) (BRC where applicable) SPEED Combo: b==b==b==b>bc Damage: 265 b==b>b==a Damage: 278 b==b==b>b=88=8b Damage: 303 b==b==b>b==a Damage: 305 b==b==b==b>b Damage: 308 4b==4b==4b==b>b Damage: 308 RUSH Combo: b>4b>b>8b>a Damage: 297 b>4b>b>4b>4b Damage: 306 b>4b>b>b>8b Damage: 307 4b>b>4b>8b>a Damage: 297 4b>b>4b>b>8b Damage: 307 4b>b>4b>b>b Damage: 309 POWER Combo: nb set>a Damage: 312 b>bc Damage: 314 4/6b set>a Damage: 305 bc set Damage: 305 b>SDC>bc Damage: 305 b>SDC>b>bc Damage: 312 b>SDC>4b>b>a Damage: 315 b>SDC>b>b>a Damage: 321 Comment: ---------------------------- MVF-M11C Murasame (Waltfeld) ---------------------------- Cost:420 HP:540 Shield: O Transformable: O Default Pilot: Andrew Waltfeld Main weapon: Beam Rifle(6) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: 5.33 sec/all ac(L2): Hayate(8) Damage: 133 Reload time: 7 sec/all nb set: 4 hits Damage: 223 4/6b set: Multi-hits Damage: 176 8b set: 2 hits Damage: 136 bc(R2) set: 6 hits Damage: 202 MA b set: Kamikaze!! Damage: --- Originated Combo: b>b>b>8b Damage: 252 (238) bc set>8b Damage: 225 (213) (BRC where applicable) SPEED Combo: b==b>b>b Damage: 264 b>b==bc Damage: 292 4b==4b==4b>b Damage: 279 4b==4b==4b==4b>b Damage: 304 4b==4b==4b==4b==8b Damage: 307 4b==4b==4b==bc Damage: 308 bc(5 hits)x 3==bc Damage: 303 bc(5 hits)x 3==bc(4 hits)==bc Damage: 329!? (8b=44=)x 5 Damage: 180 RUSH Combo: b>bc>8b Damage: 269 (b>bc 1 hit)x 4>n Damage: 281 b>b>bc Damage: 292 b>4b>b>4b>4b Damage: 297 b>4b>b>bc Damage: 304 (b>bc 1 hit)x 4>8b Damage: 304 4b>b>4b>b>8b Damage: 293 4b>b>4b>bc Damage: 306 4b>bc(5 hits)>4b>bc Damage: 307 POWER Combo: nb set>a Damage: 321 nb set>8b Damage: 328 (323) 4b set>a Damage: 303 bc set>8b Damage: 319 (315) b>b>>SDC>8b Damage: 307 b>b>SDC>bc Damage: 327 4b>SDC>nb set Damage: 327 4b>SDC>bc>8b Damage: 333 (324) Comment: Waltfeld's Murasame is nicknamed ''Torasame''. Tora in Japanese means Tiger, as in ''Sabaku no Tora'', the Desert Tiger. It's basically just the upgrade version of the original Murasame, with more ammo, better overall MA and BD performance, and a more damaging moveset. As the only transformable 420, Torasame is pretty well-balanced. It has a standard BR, vulcan, and the Hayate missles, which are INSANELY tracking in MA mode. The missles are also GH-able, making it ideal as a match-starting attack. Melee-wise, Torasame's got an awesome moveset. The nb set executes fast, does good damage, and can be chained with a 8b. The 8b would most likely be a ground hit if your target doesn't flip recover. Even though it doesn't do significantly more damage than just b>b>b>a, the 8b dash reduces the chances of you being interrupted by the other player. The 4/6b comes out very fast with a nice curve. Also, the second hit (poke) has a surprisingly high priority. If you know you're getting counterattacked after you miss the first hit, it doesn't hurt to pull off the second hit and gamble with it. I've seen it many times that the poke just crashes the incoming melee and saves the player, just like the case with Freedom's 4/6b set. The 8b issen is pretty fast too, and it can BRC, unlike the normal Murasame. Note that the hitbox is concentrated on the right side ONLY. Also, keep in mind that even though it looks like there's only 1 hit, it's actually a grinding attack that contains 2 hits. So don't BRC too early as it will cut the damage from 136 to 100. Furthermore, in SPEED mode, it will ALWAYS be 1 hit only, making the 8b x 5 move even weaker than it already is. When trying to pull it off, the most stable way would be 44 (step to the left) cancel since, as mentioned above, the hitbox is concentrated on the right side. The special melee shield bash is VERY tracking, and it has a low down value count, which helps out combo-wise. However, it takes a while to execute the whole set. Also, it can be chained with a 8b afterwards. Finally, the MA melee, Kamikaze!! When doing the barrel roll, the Torasame itself has NO attacking ability. Rather, you're given the opportunity to shoot out any range weapons you like, be it BR, vulcan, or missles, consecutively. This move will automatically redirect you towards your target no matter which way you were going. Thanks to this, it's great for saving your partner, or do sneak attacks. However if you miss, there's hell to pay as you'll be WIDE open for any counterattacks. Do not blindingly abuse this move. Overall, Torasame has a lot of potential as a 420. That being said, you'll have to be comfortable with its MA mode, as part of Torasame's games depend on it. If you aren't, choose something like Duel or Strike BR instead. ---------------------- ZGMF-2000 GOUF Ignited ---------------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Draupnir(40) Damage: 97 Reload time: 8 sec/all Sub weapon(R1): Slayer Whip Damage: 147 ac(L2): Slayer Whip(bind) Damage: 20-85 nb set: 3 hits Damage: 218 4/6b set: Multi-hits Damage: 175 8b set: 1 hit Damage: 130 bc(R2) set: Multi-hits Damage: 191 (Down) Originated Combo: You can chain a combo after binding your opponent by pressing the melee button and any direction key. By pressing the melee button only, you can electrify your target multiple times before letting him fall down. b>b>b>ab Damage: 224 4b>b>ab Damage: 179 ac(maximum hits)>2b(pull)>b>b>b Damage: 261+ (BMG cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 279 b>b==b>b==8b Damage: 303 4b==4b==4b==4b>b Damage: 277 4b==4b==b>b>b Damage: 303 4b==4b==b>b==8b Damage: 305 4b==4b==4b==4b==8b Damage: 307 bc(1 hit)x 5 Damage: 277 bc(1 hit)x 3==bc Damage: 282 RUSH Combo: b>b>4b>b>8b Damage: 301 b>4b>b>b>8b Damage: 304 4b>b>4b>bc Damage: 263 4b>b>4b>b>8b Damage: 299 4b>b>b>4b>8b Damage: 305 POWER Combo: b>b>b>ab Damage: 318 4b>b>ab Damage: 303 bc set Damage: 307 ac(maximum hits)>2b(pull)>b>b>b Damage: 331+ b>b>SDC>4b>b Damage: 312 b>b>SDC>b>b>b Damage: 332 Comment: GOUF is a mid-close range monster thanks to its slayer whip. Its range weapon is beam machingun (BMG), which, even though doesn't seem like much, is good enough for GOUF. As mentioned above, its whip is simply awesome. Basic ab is a verticle strike that has good reach, and does decent damage. When combined with right or left direction, you'll be able to do a horizontal sweep from the corresponding direction. This is GREAT for catching steps and even Step Cancels. However, it does not have as much reach as the vertical strike. Well, it's only fair. You can also chain the whip after the nb set or the 4/6b set. The binding whip is great for saving partner and catching openings such as out-of-angle shooting. And it also works wonders as a melee counter. Obviously, no melee has a higher priority than the whip. You can also use it to tie up a player that's in SEED mode, wasting his precious time by zapping him. Pure melee-wise, GOUF's moveset is pretty standard. Nothing extraordinarily good or bad. Its bc is also a whip move, and it covers quite an area too. In comparison to Heine's GOUF, the MP GOUF has less HP, less BMG ammo, less damaging moveset, and a worse overall BD performance. However, its bc whip, in my opinion, is superior. It's short and sweet, plus it downs the target. One other major difference is, the MP GOUF cannot tie up the target AFTER the melee moves, namely nb and 4/6b set. So it doesn't have as many combos and/or draining moves as Heine's GOUF. You can, however, still chain the BMG and shorten the recovery time after your attacks. Overall, GOUF's a great choice for those melee players who would like a little something something for range games too. As a 420, its BD duration is terrible, so boost management is essential. Also, the BMG firing rate isn't as good either compared to Heine's GOUF, so watch out for the recovery time. -------------------------------- ZGMF-1000/A1 Gunner ZAKU Warrior -------------------------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Dearka Elsman Main weapon: Orthros(2) Damage: 145 Recharge time: 3.34 sec/ammo Sub weapon(R1): Grenade(4) Damage: 84 Reload time: 8 sec/all bc(R2): Granade(4) Damage: 84 Reload time: 8 sec/all CS: Orthros(keep) Damage: 254 nb set: 1 hit Damage: 130 4/6b set: 1 hit Damage: 110 8b set: 1 hit Damage: 120 Originated Combo: ab>a Damage: 148 (Main weapon cancel where applicable) SPEED Combo: (b=88=)x 4==a Damage: 301 (Possible only when opponent's higher than you) RUSH Combo: b>8b>a Damage: 236 POWER Combo: a Damage: 254 CS Damage: 329 b>a Damage: 293 4b>a Damage: 302 (258) 8b>a Damage: 303 Comment: ---------------------- ZGMF-1000 ZAKU Warrior ---------------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(6) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Grenade(4) Damage: 92 Reload time: 8 sec/all nb set: 4 hits Damage: 222 4/6b set: 2 hits Damage: 171 8b set: 1 hit Damage: 120 bc(R2) set: 1 hit Damage: 140 Originated Combo: None. (BRC where applicable) SPEED Combo: b>b==b>b>b>b Damage: 283 b>b==b>b>b==8b Damage: 297 b>b==4b==4b==4b==8b Damage: 307 b>b==4b==4b==4b==bc Damage: 310 4b==4b==b>b>b>a Damage: 290 4b==4b==4b==4b>b Damage: 305 4b==4b==4b==b>b==8b Damage: 309 4b==4b==4b==b>b==bc Damage: 312 RUSH Combo: b>4b>b>4b>4b Damage: 285 b>4b>b>b>4b>4b Damage: 304 b>4b>b>b>b>8b Damage: 304 4b>b>4b>b>b>b Damage: 279 4b>b>4b>b>bc Damage: 302 4b>b>b>b>8b>a Damage: 302 4b>b>4b>b>b>bc Damage: 308 4b>b>b>b>8b>bc Damage: 308 POWER Combo: nb set>a Damage: 321 4/6b set>a Damage: 307 b>b>SDC>b>b>b>b Damage: 326 Comment: A balanced unit from the 420 tier. This unit can be used as a support unit with its 6 BR ammo and hand grenade, or as offense with its 8b and 4/6b melee attacks. It's a mass production unit so it lacks the speed and mobility.
So this unit would be best used in a co-op strategy (don't do 1 vs 1). The biggest weakness would be...it is too ''balance''. It lacks any speciality that makes it stand above the other 420s units. The ZAKU Warrior has really poor BD speed and turning abilities. Its nb melee set is also awfully slow compared to the GuAIZ Commander Type. Do not use this melee unless the other opponent is somewhere far away, and you are 100% sure that you won't get interrupted. Overall, the ZAKU Warrior is a simple unit without any particular points that stand out. I recommend using this unit as bait while your partner goes in for the attack. Avoid aerial battles using this unit if possible. Try to ''snipe'' the opponent with your sub weapon. It has a good 4/6b melee, and sometimes the 8b tackle will catch the opponent off guard. ---------------- TMF/A-803 LaGOWE ---------------- Cost:420 HP:580 Shield: X Transformable: X Default Pilot: Andrew Waltfeld Main weapon: Beam Cannon(16) Damage: 102 Recharge time: 3 sec/ammo Sub weapon(R1): Beam Cannon x8(16)Damage: 141 Recharge time: 3 sec/ammo nb set: 4 hits Damage: 221 4/6b set: 2 hits Damage: 147 8b set: Multi-hits Damage: 126 (Down) 2b set: 2 hits Damage: 117 bc(R2) set: 2 hits Damage: 155 Originated Combo: None. (Main weapon cancel where applicable) SPEED Combo: b==b>b>b>b Damage: 260 b==b==b>b>b Damage: 266 b==b==b==4b>b Damage: 273 4b==b>b>b>b Damage: 260 4b==4b==4b==4b>b Damage: 273 4b==4b==4b==4b==a Damage: 274 RUSH Combo: b>4b>b>b>b Damage: 266 b>4b>b>4b>4b Damage: 273 4b>b>b>b>b Damage: 260 POWER Combo: nb set Damage: 318 4/6b set>a Damage: 266 bc set Damage: 271 b>SDC>b>b>b>b Damage: 323 Comment: ------------- ZGMF-515 CGUE ------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Rau Le Creuset Main weapon: Machine Gun(80) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Vulcan System(30) Damage: 139 Reload time: 10 sec/all nb set: 3 hits Damage: 218 4/6b set: 2 hits Damage: 172 8b set: 1 hit Damage: 100 bc(R2) set: Multi-hits Damage: 231 Originated Combo: b>b>8b Damage: 192 (Machine gun cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 304 b==b==b==4b>b Damage: 305 b==b=88=bc Damage: 306 4b==4b==4b==4b==8b Damage: 265 4b==4b==4b==4b>b Damage: 267 4b==4b==bc Damage: 291 bc(2 hits)==bc(3 hits) Damage: 314 bc(1 hit)x 3==4b>b Damage: 317 bc(2 hits)x 2==8b Damage: 318 RUSH Combo: b>bc>b>bc>b Damage: 303 b>bc>b>bc(2 hits) Damage: 306 b>4b>bc(2 hits)>8b Damage: 306 4b>bc(2 hits)>4b>4b Damage: 309 bc>b>bc>b>bc Damage: 307 bc>b>bc>b>8b Damage: 310 bc>b>bc(3 hits) Damage: 310 bc(2 hits)>b>bc(2 hits) Damage: 311 POWER Combo: nb set>a Damage: 319 4/6b set>a Damage: 302 b>b>8b>a Damage: 310 bc set Damage: 321 b>b>SDC>b>b>b Damage: 319 Comment: CGUE is one of the old units that has been improved drastically. In RvZ 1, CGUE was overshadowed by the other 420s due to its rather awkward machine gun, which had soso firing rate, and a sub-par shooting angle. However, things have changed a lot. CGUE's machine gun is now very threatening. Its tracking ability got buffed big time, and it can stun the target with TWO bullets. The sub vulcan system is also improved quite a lot. It stuns just as easily as the main weapon, and it downs the opponent with 5 bullets. The redirecting ability is terrifying at mid-range, making it ideal for catching landings. On top of that, recovery time for both weapons have been shortened noticeably. CGUE's melee moveset is pretty decent. The most reliable attack, in my opinion, would be its 8b, the kick. It has a priority that can rival with the 560s', and it sends your opponent flying, giving you a chance to regroup with your 560 partner. Other than that, the rest of the moveset stays up to the level, with some of them buffed by a few points. Its bc, the rolling attack, is somewhat unstable. The last hit misses a lot if you're not well-positioned for it, and it WILL leave you wide open if that happens. So, be careful when you use that. Overall, CGUE is now on par with the other 420s. However, if you're not really comfortable with using MG, you're still not going to get anywhere with this unit. Try to keep your machine gun attacks short and clean, preferably 2 to 3 bullets at a time to keep your opponents on the move, and really unleash it when you see a clear opening. Stay close to your 560 partner, and let him do the real heavy work. Just concentrate on stunning and creating openings for him. On a side note, you might want to watch out for friendly fire when using CGUE. -------------------------- ZGMF-600 GuAIZ (Commander) -------------------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Rau Le Creuset Main weapon: Beam Rifle(4) Damage: 95 Recharge time: 5.33 sec/ammo Sub weapon(R1): Extensional Arrestor Damage: 50 nb set: 4 hits Damage: 229 4/6b set: 2 hits Damage: 170 8b set: 3 hits Damage: 147 bc(R2) set: 7 hits Damage: 208 Originated Combo: Melee sets can be chained after the sub anchor. (BRC where applicable) SPEED Combo: b==b>b>b>b Damage: 258 b==4b==4b==4b>b Damage: 294 4b==b>b>b>b Damage: 273 4b==4b==4b>b>a Damage: 282 4b==4b==4b==4b>b Damage: 302 RUSH Combo: b>4b>b>4b>4b Damage: 280 4b>b>4b>bc(2 hits) Damage: 268 4b>b>b>b>b Damage: 273 4b>b>b>4b>4b Damage: 277 POWER Combo: nb set>a Damage: 322 4/6b set>a Damage: 307 8b set>a Damage: 282 bc set Damage: 313 b>SDC>b>b>b>b Damage: 325 Comment: -------------------- GAT-X102 Duel Gundam -------------------- Cost:420 HP:570 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Beam Rifle(5) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Grenade Launcher(1)Damage: 152 Reload time: 6.5 sec/all nb set: 4 hits Damage: 213 4/6b set: 1 hit Damage: 135 8b set: Multi-hits Damage: 182 bc(R2) set: Multi-hits Damage: 121 Originated Combo: None. (BRC/Grenade cancel where applicable) SPEED Combo: b==b==b==b==4b Damage: 301 b==b==b==8b(2 hits) Damage: 302 b>b==b>b==4b Damage: 305 b==b>b>b==4b Damage: 305 b>b>b==b==4b Damage: 305 b>b>b==8b(2 hits)==4b Damage: 309 4b==4b==4b==4b==a Damage: 222 4b==4b==4b==4b==4b Damage: 228 RUSH Combo: b>b>8b(1 hit)>b>4b Damage: 285 b>b>bc(1 hit)>b>b>bc(1 hit)>ab Damage: 294 b>b>bc(1 hit)>b>b>4b Damage: 306 b>b>bc(1 hit)>b>b>bc(1 hit)>4b Damage: 308 (bc>b)x 3>bc>4b Damage: 286 (bc>b loops can be done by pressing bc repeatedly) POWER Combo: ab Damage: 266 nb set>a Damage: 318 4/6b set>a Damage: 263 4/6b set>ab Damage: 273 (255) 8b set>a Damage: 309 b>SDC>b>b>b>b Damage: 322 b>SDC>8b set>a Damage: 324 Comment: Duel was seriously underrated because of Strike BR. It's actually a very stable 420 with standard BR and a damaging moveset. With Strike BR being nerfed, we're beginning to see more and more Duel in the arcades. For range weapons, Duel has 5 shots of BR and a Grenade Launcher which is GH-able. The recovery time for the grenade has been shortened, but the tracking ability has also been toned down. However, with the help from GH, it can still be quite sneaky. Also, not that it matters a lot or anything, Duel's BR is the only one among all 420s that deals full 100 damage. Melee-wise, Duel's moves are very practical. The nb, 4/6b, and 8b are all very useful in their own ways. nb set has decent reach, damage, and it keeps Duel moving the whole time. The 4/6b>a is Duel's most reliable combo. It's short and sweet, plus it sends the opponent flying. The 8b, although short in reach, comes out very fast. It works pretty well against steps and SC in close range. The special melee is the attack with the least practicability although it does add some surprise elements in PvP. Overall, Duel is one of the most stable and beginner-friendly 420s in the game. With some basic teamwork, you'll do just fine in every situation. -------------------------------- GAT-X105 Strike Gundam (Bazooka) -------------------------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Bazooka(10) Damage: 111 Reload time: 5 sec/all Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all nb set: 3 hits Damage: 205 4/6b set: 2 hits Damage: 171 8b set: 2 hits Damage: 156 bc(R2) set: 2 hits Damage: 177 4/6b set without knife 2 hits Damage: 151 8b set without knife 2 hits Damage: 156 Originated Combo: b>b>bc Damage: 186 b>b>8b Damage: 168 (BZC where applicable) SPEED Combo: b==b==b>b>b Damage: 287 b==4b==4b==4b>b Damage: 294 b==4b==4b==bc Damage: 300 b==bc(1 hit)x 4 Damage: 308 b==bc(1 hit)x 2==bc(2 hits) Damage: 312 4b==4b==4b==4b>b Damage: 294 4b==4b==4b==bc Damage: 300 4b==bc(1 hit)x 4 Damage: 308 4b==bc(1 hit)x 2==bc(2 hits) Damage: 312 bc(1 hit)x3==bc(2 hits) Damage: 318 RUSH Combo: b>4b>b>b>b Damage: 286 b>4b>b>4b>4b Damage: 295 (b>ab)x2>b>b>b Damage: 297 b>bc(1 hit)>b>bc(2 hits) Damage: 306 (4b>ab)x3>4b>4b Damage: 301 4b>b>b>4b>4b Damage: 302 4b>bc(1 hit)>4b>bc(2 hits) Damage: 306 bc>b>bc>b>bc Damage: 303 (bc>ab)x3>bc(2 hits) Damage: 319 POWER Combo: nb set>a Damage: 315 b>b>bc>a Damage: 308 b>b>8b>a Damage: 305 4/6b set>a Damage: 303 bc set>a Damage: 312 b>b>SDC>b>b>b Damage: 329 Comment: Strike Bazooka's (Strike BZ for short) only difference from Strike BR is the main weapon. Other than that, they share exactly the same moveset. However, since BZ's recovery time is much longer that BR's, you'll need to watch out in mid-close range. Of course, BZ has a better tracking ability. You will have some advantage when there's a difference in altitude between you and your opponent, as the height and curve will throw a lot of players off balance. Melee-wise, Strike's moveset is pretty standard. The combos b>b>bc and b>b>8b are both pretty optional since the nb set itself executes fast enough as it is. Strike's soul melee would definitely be the 4/6b set. It's insanely fast and capable of doing fake melee, which is a big plus in PvP. One thing unique about Strike's melee is that you can execute the 4/6b and 8b set with or without the knives out. They come out differently, and the damage is different as well. This actually benefits Strike BZ more than BR, as BZ needs all the time it can save. Overall, Strike is an all-around balance type suit. BZ is a bit harder to get the hang of. So if you aren't really comfortable with that, choose BR instead. Same with all the other 420s, stay close to your 560 teammate, and avoid unnecessary 1 on 1 confrontations with other higher tier units since you'd be naturally behind on overall BD performance. ----------------------------------- GAT-X105 Strike Gundam (Beam Rifle) ----------------------------------- Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifle(5) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all nb set: 3 hits Damage: 205 4/6b set: 2 hits Damage: 171 8b set: 2 hits Damage: 156 bc(R2) set: 2 hits Damage: 177 4/6b set without knife 2 hits Damage: 151 8b set without knife 2 hits Damage: 156 Originated Combo: b>b>bc Damage: 186 b>b>8b Damage: 168 (BRC where applicable) SPEED Combo: b==b==b>b>b Damage: 287 b==4b==4b==4b>b Damage: 294 b==4b==4b==bc Damage: 300 b==bc(1 hit)x 4 Damage: 308 b==bc(1 hit)x 2==bc(2 hits) Damage: 312 4b==4b==4b==4b>b Damage: 294 4b==4b==4b==bc Damage: 300 4b==bc(1 hit)x 4 Damage: 308 4b==bc(1 hit)x 2==bc(2 hits) Damage: 312 bc(1 hit)x3==bc(2 hits) Damage: 318 RUSH Combo: b>4b>b>b>b Damage: 286 b>4b>b>4b>4b Damage: 295 (b>ab)x2>b>b>b Damage: 297 b>bc(1 hit)>b>bc(2 hits) Damage: 306 (4b>ab)x3>4b>4b Damage: 301 4b>b>b>4b>4b Damage: 302 4b>bc(1 hit)>4b>bc(2 hits) Damage: 306 bc>b>bc>b>bc Damage: 303 (bc>ab)x3>bc(2 hits) Damage: 319 POWER Combo: nb set>a Damage: 315 b>b>bc>a Damage: 308 b>b>8b>a Damage: 305 4/6b set>a Damage: 303 bc set>a Damage: 312 b>b>SDC>b>b>b Damage: 329 Comment: Strike Beam Rifle (Strike BR for short) and Strike BZ's difference is purely on the main weapon. Other than that, they shard exactly the same moveset. Strike BR was THE most abusable 420 in the prequel thanks to its insane BR recharging time. However, it has been increased from 3.36 to 5 sec, making it more balanced for the other 420s. Also, because of the reduction in BRC, the infamous draining move 4/6b>a is no more. Melee-wise, Strike's moveset is pretty standard. The combos b>b>bc and b>b>8b are both pretty optional since the nb set itself executes fast enough as it is. Strike's soul melee would still be the 4/6b set. Even without the draining move, it's still very fast, and capable of doing fake melee, which is a big plus in PvP. One thing unique about Strike's melee is that you can execute the 4/6b and 8b set with or without the knives out. They come out differently, and the damage is different as well. This actually benefits Strike BZ more than BR, as BZ needs all the time it can save. Overall, Strike is an all-around balance type suit. BR is very easy to use, and you won't have any problems with it even if you just start playing. Same with all the other 420s, stay close to your 560 teammate, and avoid unnecessary 1 on 1 confrontations with other higher tier units since you'd be naturally behind on overall BD performance. Even though being weakened considerably, Strike BR is still one of the most stable 420s in the game, and it is still making its share of appearances in the arcades. ------------------------------------------------------------------------------ 4e. Tier 280 ------------------------------------------------------------------------------ The tier 280 units are usually the 590s' teammates. As a 280... Don't rush recklessly without your partner. Rather, stay about 3-5 units behind, and support your 590 partner with whatever you got. Remember, if you die too fast as a small suit, it'll put a LOT of pressure on your partner, and affect his performance as a 590, which is what really matters for the team. Stay calm and play rather conservatively. When it's time to move in, you'll know. General rule for low tier units, avoid unnecessary confrontations with the high tier suits. --------------------------- GAT-04 Windam (Jet Striker) --------------------------- Cost:280 HP:500 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Rifle(5) Damage: 90 Recharge time: 5.33 sec/ammo Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: 5.33 sec/all ac(L2): Drache(8) Damage: 135 Reload time: 6 sec/all nb set: 2 hits Damage: 195 4/6b set: 2 hits Damage: 166 8b set: 1 hit Damage: 120 bc(R2) set: Multi-hits Damage: 137 Originated Combo: None. (BRC where applicable) SPEED Combo: b==b==4b>b>a Damage: 286 b==b==4b>b==a Damage: 297 b==b==b>b>a Damage: 303 b==b==b>b==a Damage: 305 b==b==b==b==8b Damage: 306 b==b==b==b>b Damage: 309 4b==4b==4b>b>a Damage: 286 4b==4b==b>b>a Damage: 303 4b==4b==4b==4b>b Damage: 304 4b==4b==4b==4b==8b Damage: 306 4b==4b==4b==b>b Damage: 309 RUSH Combo: b>4b>b>4b>b Damage: 277 b>4b>b>4b>4b Damage: 304 b>4b>b>4b>8b Damage: 306 b>4b>b>b>8b Damage: 307 (b>ab)x 3>b>b Damage: 311 (b>bc)x 3>b>b Damage: 330 (b>bc loops can be done by pressing bc repeatedly) 4b>b>4b>4b>a Damage: 286 4b>b>4b>b>8b Damage: 306 4b>b>4b>b>b Damage: 309 (4b>ab)x 3>b>b Damage: 311 4b>bc>b>bc>b>bc>b>b Damage: 330 (b>bc loops can be done by pressing bc repeatedly) POWER Combo: nb set>a Damage: 315 4/6b set>a Damage: 305 b>SDC>4b>b>a Damage: 314 b>SDC>b>b>a Damage: 324 Comment: Jet Windam is an all-around balance type suit that has a VERY good BD duration comparable to the 560s. Combined with a standard BR, vulcan, and the missles which have insane tracking ability, it's one of the most stable, and beginner friendly 280. Under normal circumstances, 280 would be the ideal partner for the 590 tier, and Jet Windam is just so stable that it pretty much goes with everything. Thanks to its ridiculously long BD, Jet Windam does not have any of those boost management problems that you might encounter when using a somewhat more specialized unit. That is a big plus for new players who have not gotten a firm grip on the boost system yet. As for the weapons, BR and vulcan combo is always nice. The missles are simply awesome. The tracking ability is just crazy, be it on the same level, air to surface, or surface to air. It's great for saving your partners and catching landings in mid range. However, you might want to watch out for friendly fire as sometimes they just track too much. Also, its recovery time is a bit long. The missles are GH-able of course, making it an ideal match starting attack. Melee-wise, Jet Windam's moveset is nothing extraordinary. Usually, you'd be using nb set>a for clear openings, and 4/6b set>a for basic BR countering. The 4/6b set is your best move in my opinion. It has a nice curve, decent priority, and does pretty good damage. However, Jet Windam does not have any move with good thrust speed. They're all slow, even the 8b. The reach is also average at best. Therefore, it is not recommended to go after small openings too much such as catching steps with 4/6b unless you really know your stuff. Furthermore, even though Jet Windam excels in aerial battles thanks to the long boost gauge, its walking and stepping abilities are just downright TERRIBLE. In other words, some melee attacks that you would easily dodge with other units, you would not, with Jet Windam. That's one of the many reasons why you should avoid 1 on 1 situations against the big suits, especially the ones with fast and wide melee attacks that can get you even when you have already tried to step out of the way. Overall, Jet Windam is a very good choice for 280, as it is quite easy to use. However, don't forgot a 280 is a 280. The general rules still apply. It'll be a great help for your partner if you can outlast the others. ---------------------- GAT-04 Windam (Missle) ---------------------- Cost:280 HP:560 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Shield Missle(12) Damage: 81 Reload time: 5 sec/all Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: 5.33 sec/all Melee: Nuke(2) Damage: 307 Reload time: 15 sec/all (Nuke's shock wave deals about 100-221 damage) Originated Combo: None. SPEED Combo: -- RUSH Combo: -- POWER Combo: a x2 Damage: 199 b Damage: 352 b (shock wave) Damage: 141 Comment: This MS has a specific role as a support unit, because it lacks any melee attacks. Besides the nukes, the other two weapons are used to help you land an explosion. The shield missles down the opponent after 2 hits, so your opponent will have to get up next to or in an explosion. The Todesschrecken is used against human players in 2 on 2 matches as a distraction. When a human player sees a red arrow coming from an offscreen Windam, they'd check if it's a nuke. A mix between vulcan and the actual nukes would cause the opponent to switch targets enough for your partner to find an opening. There're several other ways to raise the chances for nuke to hit: 1) Launch the nuke while in the air. Having a nuke explode on the ground in one area is better than having it fly offscreen. When using the nuke on a down'd opponent, it is not recommended that you do it standing because the missle would just go through the yellow target. Ideally, you want to be right on top of the target (blind spot), but the perfect distance is hard to achieve and will take some practice. 2) Have your partner target the same unit. It's best you let your partner down the target for you. Chances are, your partner has a melee attack that can do that. 3) Use GH. This Windam's lock range is huge, but it's possible to GH with it. It'd be the best that you do this with a bar of RUSH available. Keep boosting straight up, and when you run out, activate RUSH and keep flying upwards. At the peak, all targets should be green now. Keep launching nukes using GH. You should be able to send down 3 to 4 nukes with GH this way. 4) Hit buildings. This does two things. One, it clears out obstacles that your opponent can use to hide from your nukes. And two, it can hit the target behind the building if they think it's just another stream of vulcans coming from you (If you were mixing up nukes with vulcans as mentioned above). Never use a nuke without your partner knowing. Hitting your ally is a huge disadvantage. Firstly, they take unnecessary damage. Secondly, it downs your ally, having them to go through the trouble getting up. And Finally, it resets any momentum your ally had over the intended target. Overall, this Windam depends on teamwork a lot more than the other supporting units. If your partner is a Nukedam, it is best that you stick around the same area as him. The opposing players will always try to hit the Nukedam when he is about to launch the nukes. It's your job to occupy the target that is not down. Ideal partner for Nukedam would be the tier 590/560. ----------------- MVF-M11C Murasame ----------------- Cost:280 HP:500 Shield: O Transformable: O Default Pilot: Baba Main weapon: Beam Rifle(6) Damage: 90 Recharge time: 5 sec/ammo Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: 5.33 sec/all ac(L2): Hayate(4) Damage: 133 Reload time: 7 sec/all nb set: 3 hits Damage: 176 4/6b set: Multi-hits Damage: 166 8b set: 2 hits Damage: 128 bc(R2) set: 2 hits Damage: 155 (Down) MA b set: Kamikaze!! Damage: --- Originated Combo: b>b>bc Damage: 210 (BRC where applicable) SPEED Combo: b==b>b(1 hit)==8b=44=8b Damage: 243 b>b>b(2 hits)==8b Damage: 243 b==b==b>b(2 hits) Damage: 259 b==4b==4b==4b>b Damage: 302 4b==4b==b>b(2 hits) Damage: 280 4b==4b==4b==4b>b Damage: 304 (8b=44=)x 5 Damage: 180 RUSH Combo: b>b(2 hits)>8b(2 hits) Damage: 214 b>4b>b>b(2 hits) Damage: 269 b>4b>b>4b>4b Damage: 300 4b>b>b(2 hits)>8b Damage: 252 4b>b>4b>b>8b Damage: 275 4b>b>4b>b>b Damage: 276 POWER Combo: nb set>a Damage: 308 b>b>bc>a Damage: 315 4/6b set>a Damage: 302 bc set Damage: 273 4b>SDC>b>b>bc Damage: 323 Comment: Murasame is an all-around balance type unit. It's also the only 280 that can transform into MA mode. A big part of Murasame's game depends on it actually. For range weapons, BR and vulcan combo is always nice. The Hayate missles are VERY tracking in MA mode. Take advantage of that, and drop down some presents while gliding high in the air. The missles are GH-able, so it's ideal as a match opening attack, whether in MS or MA mode. Melee-wise, Murasame's melee moveset is pretty good in my opinion as a 280. The nb set executes fast, and it can be chained with special melee, forming the combo b>b>bc>a. The 4/6b set also comes out pretty fast with a nice curve. The 8b issen and bc kick can both catch your opponent off guard from time to time. The bc is mainly used to counter melee and catch landings. Combined with the MA mode, you can sneak up on your opponent by screwing up his camera angle from above. The 8b slash, even though looking like a single-hitter, actually contains 2 hits. But since you can't BRC after anyway, normally it wouldn't matter that much. Do keep in mind though that in SPEED mode, it'll always be only 1 hit, making the flashy combo Issen x 5 even weaker than it already is. Also, the hitbox is concentrated on the right side. Finally, the MA melee, Kamikaze!! When doing the barrel roll, the Murasame itself has NO attacking ability. Rather, you're given the opportunity to shoot out any range weapons you like, be it BR, vulcan, or missles, consecutively. This move will automatically redirect you towards your target no matter which way you were going. Thanks to this, it's great for saving your partner, or do sneak attacks. However if you miss, there's hell to pay as you'll be WIDE open for any counterattacks. Do not blindingly abuse this move. Murasame's weakness would be its horrible BD performance in MS mode, which includes speed, duration, and turning ability. They're all pretty bad, so getting used to its MA mode is very essential for Murasame. Overall, Murasame is good, but a bit hard to get used to if you're not comfortable with the MA mode. In that case, choose something like Jet Windam instead for more stability. Compared to Jet Windam, Murasame has a much better stepping ability, and a more aggressive moveset. Most of Murasame's melee are WAY faster in thrust speed, making Murasame more threatening in close range. However, as mentioned above, Windam's overall BD is just plain superior. Which one to choose? I'd recommend Murasame to the more experienced players, and Jet Windam for the beginners. ----------------- ZGMF-601R GuAIZ R ----------------- Cost:280 HP:530 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(5) Damage: 90 Recharge time: 5 sec/ammo Sub weapon(R1): Pollux IX(4) Damage: 125 Reload time: 5 sec/all nb set: 3 hits Damage: 209 4/6b set: 2 hits Damage: 160 8b set: 1 hit Damage: 110 bc(R2) set: Multi-hits Damage: 220 (Down) Originated Combo: None. (BRC/Railgun cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 291 b>b=JC=b>b>b Damage: 300 b>b=JC=b>b==8b Damage: 300 b>b=JC=b>b=JC=ab Damage: 303 4b==4b==b>b>b Damage: 301 4b==4b==4b==4b>b Damage: 301 4b==4b==4b==4b==8b Damage: 301 4b==4b==bc(1 hit)==b>b>b Damage: 305 4b==4b==4b==4b==bc(1 hit)==ab Damage: 308 RUSH Combo: b>4b>b>4b>4b Damage: 291 b>4b>b>4b>8b Damage: 291 b>4b>b>b>8b Damage: 296 b>4b>b>b>b Damage: 296 b>4b>b>4b>bc(1 hit)>8b Damage: 305 4b>b>4b>b>8b Damage: 292 4b>b>b>4b>4b Damage: 301 4b>b>4b>b>bc(1 hit)>8b Damage: 305 4b>bc>4b>bc>4b>4b Damage: 305 POWER Combo: nb set>ab Damage: 316 4/6b set>ab Damage: 305 bc set Damage: 317 b>b>SDC>b>b>ab Damage: 319 b>b>SDC>b>b>b Damage: 329 b>b>SDC>4b>b>ab Damage: 329 Comment: --------- UMF-5 ZnO --------- Cost:280 HP:640 Shield: X Transformable: X Default Pilot: Marco Morassim Main weapon:Phonon Maser Cannon(8)Damage: 101 Recharge time: 5 sec/ammo Sub weapon(R1): Missle(12) Damage: 134 Reload time: 7 sec/all nb set: 3 hits Damage: 223 4/6b set: Multi-hits Damage: 203 8b set: 1 hit Damage: 140 2b set: 1 hit Damage: 180 bc(R2) set: 4 hits Damage: 282 Originated Combo: b>b>8b Damage: 242 bc>8b Damage: 185 (Main weapon cancel where applicable) SPEED Combo: b==b==b==b (draining) Damage: 310 b==b==b>b>b Damage: 316 b==b==b>b>8b Damage: 320 b==4b==b>b>8b Damage: 322 b==b==b==4b>b>a Damage: 325 b==b==b==b==8b Damage: 332 b==4b==4b==4b==8b Damage: 338 4b==4b==4b==4b (draining) Damage: 315 4b==4b==b>b>8b Damage: 324 4b==4b==4b==4b>b>a Damage: 332 4b==4b==4b==4b==8b Damage: 340 RUSH Combo: b>4b>b>8b Damage: 319 b>4b>b>b>8b Damage: 322 b>4b>b>4b>4b Damage: 327 b>4b>b>4b>8b Damage: 336 4b>b>b>4b>4b Damage: 310 4b>b>4b>b>4b Damage: 330 4b>b>4b>b>8b Damage: 336 POWER Combo: nb set>a Damage: 320 b>b>8b Damage: 325 4/6b set>a Damage: 315 2b Damage: 303 bc set>a Damage: 341 bc>8b Damage: 304 b>b>SDC>b>b>8b Damage: 311 Comment: ZnO has dropped a tier from 420 to 280, but it doesn't seem to have gotten any weaker than it used to be. As a 420, ZnO was solid. As a 280, Zno is very formidable. ZnO's phonon maser high energy cannon covers a huge hitbox comparable to Forbidden's main weapon, so it's very easy to hit. The missles got improved quite a lot in terms of tracking ability and recovery time. It's also GH-able, so you can spam them in the beginning of the match. ZnO's melee moves are very threatening. The nb set has INSANE reach as well as a very good thrust speed and damage. The same can be said for the 4/6b set, plus a nice curve to go with it. Also, the fact that their first hits deal 90 and 100 points damage respectively gives ZnO a set of very powerful draining moves in SPEED with simply nb x 4, or 4/6b x 4. These two are ZnO's best moves in my opinion. Its 8b comes out rather slowly compared to the average 8b, but the priority is very good. The special melee deals crazy damage even though it does not have much reach, and it takes quite some time to finish the whole set. Use it for clear openings. You probably can see its major problem while using ZnO; it's WAY TOO BIG. ZnO's huge body will make it an easy target for your oppoennt. Luckily, you do have 640 HP, which is 80-150 points more than the other 280s. Amazing, isn't it? Another problem ZnO has would be its terrible BD speed and duration. You should avoid aerial battles and just stay on the ground. Fortunately, ZnO's stepping ability is pretty good. Finally, ZnO's last flaw: its ridiculous shooting angle. It's so awkward that you'll be forced to do a lot of ''turn and shoot'' if you're not careful with it. Also, thanks to the way it BDs, you might find yourself constantly out of the shooting angle. So, watch out for that. Overall, ZnO is a fun unit, and it can be very good in PvP too if you know how to take advantage of its crazy melee. However, boost management and the bad shooting angle can give you a hard time at first. Once you get used to them, you're good to go. ------------------------ AMF-101 DINN (Commander) ------------------------ Cost:280 HP:490 Shield: X Transformable: X Default Pilot: Rau Le Creuset Main weapon: Machine Gun(90) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Shotgun(3) Damage: 97 Reload time: 6.66 sec/all ac(L2): Missle(4) Damage: 130 Reload time: 7.5 sec/all nb set: 2 hits Damage: 186 4/6b set: 2 hits Damage: 133 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 120 Originated Combo: b>8b Damage: 167 (Machine gun cancel/Shotgun cancel where applicable) SPEED Combo: b==b==b>b>a Damage: 304 b==b==b==4b(2 hits) Damage: 304 b==b==b==b>8b Damage: 310 b==b==b==b>b Damage: 314 b==b==b==b==bc Damage: 314 4b(1 hit) x3==4b(2 hits) Damage: 290 4b(1 hit)==b==b==4b(2 hits) Damage: 301 4b(1 hit)==b==b==b>b Damage: 312 RUSH Combo: b>4b>b>4b(2 hits) Damage: 302 b>4b>b>4b>bc Damage: 310 4b>b>4b>b>b Damage: 310 4b>b>4b>b>bc Damage: 310 POWER Combo: nb set>ab Damage: 313 b>8b>a Damage: 298 b>SDC>b>b>ab Damage: 325 Comment: The Commander DINN has the longest BD duration among all 280s. It's even comparable to the 590s. Combined with a decent speed, DINN excels in aerial battles. The machine gun and shotgun are rather unstable when it comes to stunning opponents. Fortunately, DINN has a pretty good shooting angle for the MG, and the shotgun's redirecting ability is also quite nice. The missles are DINN's best range weapon in my opinion. Combined with its insane booster, you can mess up your opponent's camera angle from above, and send down the missles for sneak attacks. The missles are VERY tracking, and GH-able too. The recovery time is slightly shortened compared to the prequel, but the ammo count has dropped from 12 to 4. Commander DINN's melee moves are all kicks and tackle with average everything EXCEPT the special melee's priority. It's ridiculously high that it can run over a lot of melee attacks. However the timing is a bit hard to get used to. Other than that, the nb set is used most of the time for clear openings. Overall, Commander DINN's more of a range unit. Its melee moveset is really nothing to write home about, so try not to make too many hasty moves. Follow the general rules for 280s, and support your partner with the missles and MG. Take full advantage of your long boost gauge and be patient. You'll probably have the upperhand in that department over any random unit anyway, why not wait, or rather, FORCE them to show an opening first? Remember you're a 280. No one will blame you for playing a little bit more conservatively. ---------------------------- TMF/A-802 BuCUE (Railcannon) ---------------------------- Cost:280 HP:500 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Railcannon(20) Damage: 89 Recharge time: 3 sec/ammo Sub weapon(R1): Railcannon x6(20) Damage: 127 Recharge time: 3 sec/ammo nb set: 2 hits Damage: 174 4/6b set: 1 hit Damage: 125 8b set: 1 hit Damage: 100 2b set: 2 hits Damage: 117 bc(R2) set: 2 hits Damage: 198 Originated Combo: None. (Railcannon cancel where applicable) SPEED Combo: b==b==b==b>b Damage: 277 b==2b>b=88=b>b Damage: 277 b==b==b==b==4b Damage: 281 b==b==b==bc(2 hits) Damage: 285 RUSH Combo: b>2b>b>2b>4b Damage: 271 2b>b>2b>b>4b Damage: 280 POWER Combo: nb set>a Damage: 302 2b set>a Damage: 276 bc set>a Damage: 310 b>SDC>b>b>a Damage: 306 2b>b>SDC>b>b>a Damage: 312 Comment: ---------------------------- TMF/A-802 BuCUE (Missle Pod) ---------------------------- Cost:280 HP:500 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Missle x2(24) Damage: 97 Reload time: 7 sec/all Sub weapon(R1): Missle x8(24) Damage: 131 Reload time: 7 sec/all ac(L2): Missle x8(24) Damage: 110 Reload time: 7 sec/all nb set: 2 hits Damage: 174 4/6b set: 1 hit Damage: 125 8b set: 1 hit Damage: 100 2b set: 2 hits Damage: 117 bc(R2) set: 2 hits Damage: 198 Originated Combo: None. (Missle cancel where applicable) SPEED Combo: b==b==b==b>b Damage: 277 b==2b>b=88=b>b Damage: 277 b==b==b==b==4b Damage: 281 b==b==b==bc(2 hits) Damage: 285 RUSH Combo: b>2b>b>2b>4b Damage: 271 2b>b>2b>b>4b Damage: 280 POWER Combo: nb set>a Damage: 302 2b set>a Damage: 259 bc set>a Damage: 310 b>SDC>b>b>a Damage: 306 2b>b>SDC>b>b>a Damage: 312 Comment: -------------------------------------- ZGMF-1017M2 GINN High Maneuver Type II -------------------------------------- Cost:280 HP:530 Shield: O Transformable: X Default Pilot: Sato Main weapon: Beam Carbine(3) Damage: 85 Recharge time: 8.33 sec/ammo CS: Beam Carbine x3 Damage: 120 nb set: 2 hits Damage: 205 4/6b set: 2 hits Damage: 171 8b set: 1 hit Damage: 130 ccb set: Multi-hits Damage: 140 (Down) bc(R2) set: 3 hits Damage: 288 Sub weapon(R1): 3 hits Damage: 288 Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b>b Damage: 277 b==b==b==b (draining) Damage: 301 b==b==b>b Damage: 308 b==b==b==4b>b Damage: 317 b==b==b==b>b Damage: 323 b==b==b==b==8b Damage: 323 4b==b==b==b (draining) Damage: 282 4b==b==b>b Damage: 305 4b==4b==4b==4b>b Damage: 305 4b==b==b==b>b Damage: 318 RUSH Combo: b>4b>b>4b>4b Damage: 313 b>4b>b>b>8b Damage: 313 b>4b>b>4b>8b Damage: 315 4b>b>4b>4b Damage: 294 4b>b>4b>8b Damage: 301 4b>b>4b>4b>8b Damage: 307 4b>b>4b>b>b Damage: 315 4b>b>4b>b>8b Damage: 315 POWER Combo: nb set>a Damage: 315 4/6b set>a Damage: 303 ab set>a Damage: 345 bc set>a Damage: 345 b>SDC>b>b>a Damage: 328 Comment: GINN HM 2 is the only melee unit in tier 280. Its moveset is simply awesome. Even though it's a melee unit, it still has 3 shots of BR and a CS that you can use for range battles. Keep in mind though that its BR has THE slowest recharging rate in the game, about 8.33 second per ammo, and the CS is just below average. So, try not to waste your ammo on some petty ground shot BRC. Also, the gun<---->sword changing time are quite slow. Watch out for that. Simply put, GINN HM 2's range ability is very minimal. So it all comes down to its melee. As mentioned above, GINN HM 2 is a monster in close range. The nb set executes very fast, and it's got quite a reach and thrust speed to go with it. The damage is great too, over 200 pts in 2 hits. The same can be said for the 4/6b set, and it comes with a very nice curve too, which makes it great for catching steps and countering BR. Other than those, GINN HM 2's ccb can down the opponent, making it ideal for regrouping and countering POWER. It also covers a surprisingly big hitbox. Now onto GINN HM 2's most frightening move, the 8b. This move is truely scary. It's a single straight poke that's got everything you need in a 8b. Tracking, good damage, priority as high as Legend's 8b kick, and a pretty good reach. However, what makes this move really abusable is its INSANE thrust speed. Seriously, it's SO fast that sometimes when you finally see it, you've already been hit. It works wonders in pretty much every situation, especially for catching BD and step/SC. DO abuse this move when you're in close range. One thing unique about GINN HM 2 is that it has a counterattack stance. The only difference between using the sub (R1) and the special melee (R2) is the duration for the stance, which is about 0.5 and 1.5 second respectively. This move is used to counter any melee attacks that come at you. You can perform a 3-hit combo by pressing the melee button after countering. The whole set plus the BRC deals a whooping 300 points of damage. In real PvP match, with a bit of reading on your opponent, you might be able to pull this off on an aggressive SPEED user and totally waste his SEED Awaken. If you're good enough to put up the shield and block, why not give this a try? GINN HM 2 has a pretty good stepping ability and a decent speed for a 280, but its BD duration is just utter crap. Aviod aerial battles and stay closely to your teammate because once you drift apart, it's hard for you to get back to him without taking some punishments. Overall, GINN HM 2's potential really shines through in PvP. In the right hands, this is THE best 280 in my opinion. It's also my favorite low-tier unit. To use it effectively, good boost management and melee timing are essential. If you're not a melee player, don't choose this unit. You could end up dying without accomplishing anything. Rather, go for something more stable such as Jet Windam or the GuAIZ R. ----------------------- ZGMF-1017 GINN (Missle) ----------------------- Cost:280 HP:500 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Missle(4) Damage: 127 Reload time: 5 sec/all Sub weapon(R1): Leg Missle x3(6) Damage: 109 Reload time: 4 sec/all nb set: 2 hits Damage: 165 4/6b set: 1 hit Damage: 115 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 100 Originated Combo: None. (Missle cancel where applicable) SPEED Combo: b==b==b==b==4b Damage: 211 b==b==b==b>b Damage: 232 RUSH Combo: b>4b>8b>a Damage: 179 b>SDC>b>b>a Damage: 199 b>SDC>b>4b>8b>a Damage: 202 POWER Combo: a Damage: 221 nb set>a Damage: 302 b>SDC>b>b>a Damage: 305 Comment: ------------------------------------------------------------------------------ 4f. Tier 270 ------------------------------------------------------------------------------ The tier 270 units are either used to partner a 590, or a lot of times, with a 450 so it can die twice. If it's with a 590 teammate, follow the general rules for tier 280 and play more conservatively. When partnering with a 450, however, you'll need to play a little more aggressively than you should be, which can be a problem for the rather inexperienced players. If you're planning to work a 270 into your team combo, be prepared to face some predicaments either way as you'll be naturally behind most of the time. ------------------------------------------ GAT-02L2+AQM/E-A4E1 Dagger L (Jet Striker) ------------------------------------------ Cost:270 HP:420 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Carbine(4) Damage: 90 Recharge time: 5.33 sec/ammo Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: 5.5 sec/all ac(L2): Rocket Pods(12) Damage: 139 Reload time: 7 sec/all nb set: 3 hits Damage: 184 4/6b set: 3 hits Damage: 154 8b set: Multi-hits Damage: 112 (Down) bc(R2) set: Multi-hits Damage: 164 Originated Combo: b>8b Damage: 155 (Down) (BRC where applicable) SPEED Combo: b==b==b==b>8b Damage: 262 b==b==b==b>b Damage: 307 b==b==b==b(1 hit)==b>b Damage: 311 b==bc==bc==bc Damage: 315 4b==b==b==b>b Damage: 305 4b==bc==bc==bc Damage: 315 bc==bc==8b Damage: 304 bc==bc==bc==8b Damage: 314 bc==bc==bc==bc Damage: 316 RUSH Combo: b(1 hit)>4b>b(1 hit)>4b>b>b Damage: 303 b(1 hit)>4b>b(1 hit)>4b>b>bc Damage: 305 b>4b>b(1 hit)>4b>b>b Damage: 308 b>ab>(bc>ab) x5>bc Damage: 313 4b>b>4b>b>b Damage: 303 4b>ab>(bc>ab) x5>bc Damage: 313 (bc>ab)x 6>bc Damage: 313 POWER Combo: nb set>a Damage: 307
4/6b set>a Damage: 302 bc set>a Damage: 313 b>SDC>b>b>a Damage: 315 Comment: The Jet Dagger is an all-around blanace type 270, with a VERY good BD performance. Its speed and BD duration are comparable to the 560s, making it very good at aerial battles. Jet Dagger's range weapons include BR, vulcan, and unguided rocket pods, which work pretty much like Jet Windam's missles, with less tracking ability as well as less recovery time. They're good for catching landings in mid-range. Jet Dagger's melee moveset is pretty average for a 270. The nb set has great reach, but it's kinda slow. Use it for clear openings. The 8b drilling attack is slow too, but its tracking and priority are both pretty good. Jet Dagger's most reliable attack would be its 4/6b set. It executes fast, has a very good thrust speed, and the first hit's got quite a coverage; kinda resembles Gaia's 4/6b set. If you just HAVE to make a risky move, go with this one. The major weakness that Jet Dagger has would be its paper thin armor. 420 HP means you can't afford to take the second set of melee. Also, even though it's got a BD advantage over the others, Jet Dagger suffers from horrible stepping ability. Combined with the low HP, it is not recommended to go head-on with a big unit without the help from your teammate, especially against those melee monsters. Overall, Jet Dagger is a pretty decent 270. Follow the general rules for small units, and play conservatively. Also, don't go trigger happy. You don't want to force yourself into an awkward situation where you have to constantly rely on close range combat since you're out of ammo. ------------------------------------ GAT-02L2+AQM/E-M11 Dagger L (Cannon) ------------------------------------ Cost:270 HP:450 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Carbine(4) Damage: 90 Recharge time: 7 sec/ammo Sub weapon(R1): Doppelhorn(10) Damage: 125 Reload time: 5.5 sec/all ac(L2): Stiletto(2) Damage: 39 Reload time: 5 sec/all nb set: 1 hit Damage: 120 4/6b set: 1 hit Damage: 110 8b set: Multi-hits Damage: 112 (Down) bc(R2) set: Multi-hits Damage: 164 Originated Combo: None. (BRC/Cannon cancel where applicable) SPEED Combo: bc==bc==bc==bc Damage: 316 bc==bc==bc==4b Damage: 319 bc==bc==bc==ab Damage: 319 bc==bc==bc==b Damage: 320 RUSH Combo: 8b(1 hit)>4b>b>4b>b Damage: 325 8b(1 hit)>b>4b>b>4b Damage: 326 bc>b>bc>b Damage: 324 bc(1 hit)>b>4b>b>ab Damage: 326 (bc(1 hit)>4b) x3>ab Damage: 335 (bc(1 hit)>4b) x3>b Damage: 339 bc(1 hit)>4b>b>4b>b>4b Damage: 349 bc(1 hit)>b>4b>b>4b>b Damage: 351 POWER Combo: b>ab Damage: 272 4b>ab Damage: 305 ac>bc>a Damage: 319 bc>SDC>bc>a Damage: 325 Comment: ---------------------- GAT-02L2 Dark Dagger L ---------------------- Cost:270 HP:420 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Bazooka(8) Damage: 111 Reload time: 5 sec/all Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: 5.5 sec/all ac(L2): Stiletto(2) Damage: 39 Reload time: 5 sec/all nb set: 1 hit Damage: 120 4/6b set: 1 hit Damage: 110 8b set: 2 hits Damage: 171 bc(R2) set: 1 hit Damage: 140 Originated Combo: None. (BZC where applicable) SPEED Combo: 8b(1 hit)==8b(1 hit)==8b==b Damage: 290 (8b(1 hit)) x3==8b Damage: 295 8b(1 hit)==8b(1 hit)==8b==bc Damage: 295 (8b(1 hit)) x4==bc Damage: 302 (8b(1 hit)) x4==ac==bc Damage: 306 RUSH Combo: 8b(2 hits)>b>8b(2 hits) Damage: 263 8b(2 hits)>b>bc>b Damage: 271 8b(2 hits)>b>4b>bc Damage: 286 (8b>ab) x2>8b(2 hits)>bc Damage: 300 (8b>ab) x4>bc Damage: 304 POWER Combo: 8b set>a Damage: 303 ac>8b set>a Damage: 312 Comment: -------------------- GAT-01 Strike Dagger -------------------- Cost:270 HP:500 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Rifle(6) Damage: 90 Recharge time: 4.33 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all nb set: 3 hits Damage: 176 4/6b set: 1 hit Damage: 115 8b set: Multi-hits Damage: 110 bc(R2) set: 1 hit Damage: 140 Originated Combo: b>b>8b Damage: 146 (Down) (BRC where applicable) SPEED Combo: b==b==b>b>b Damage: 239 b==b==b>b==bc Damage: 250 b==b==b==b==8b Damage: 270 (8b(1 hit)) x3==8b Damage: 165 RUSH Combo: (b>ab) x2>b>b>b Damage: 244+ (b>ab) x2>b>b>8b Damage: 255+ b>bc>4b Damage: 281 (228) b>8b(1 hit)>b>bc>4b Damage: 301 (264) POWER Combo: nb set>a Damage: 305 b>b>SDC>b>b>b Damage: 303 Comment: Just like M1 Astray and GuAIZ, Strike Dagger has dropped a tier from 280 to 270. However, not much else has changed. It's still a pretty standard unit that's easy to use. Strike Dagger's best qualities as a 270 are, the high HP and plentiful BR. 500 HP is the best in tier 270, and 4.33 sec/ammo is the fastest recharging rate in the game (even faster than SF). Combined with 6 ammo, it rarely runs out. Sounds great, doesnt it? Well, it all stops here. Strike Dagger's melee moveset is pretty ordinary, be it the damage, thrust speed, or priority. Nothing really stands out. The nb set does average damage, but it takes too long. And the last hit is ridiculously easy to miss or get interrupted. The 4/6b side slash is somewhat decent in thrust speed and can be pretty useful at catching landings. The 8b drilling attack has nice tracking and reach, but the damage is still terrible, even after being buffed by a few points. It also has a HUGE recover time. The bc is good for countering melee, but again, the recovery time is unbearable. One other major problem for Strike Dagger is its mobility. Both the BD speed and duration are pretty bad, and its stepping ability is sub-par as well. Combined with the long melee recovery time, you can't help but feel that Strike Dagger is quite logy. Overall, Strike Dagger is pretty stable and balanced for a 270, but you might have some trouble keeping up with the others. It's not really a bad choice for beginners though. ---------------- MBF-M1 M1 Astray ---------------- Cost:270 HP:430 Shield: O Transformable: X Default Pilot: Asagi Caldwell Main weapon: Beam Rifle(6) Damage: 90 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all nb set: 3 hits Damage: 180 4/6b set: 2 hits Damage: 157 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 80 Originated Combo: b>b>8b Damage: 161 bc>8b Damage: 161 (BRC where applicable) SPEED Combo: b==b==b>b>b Damage: 244 b==b==b==4b(2 hits) Damage: 254 b==bc==bc==bc==8b Damage: 274 b==4b==4b==4b(2 hits) Damage: 306 4b==4b==4b==4b (draining) Damage: 301 4b==4b==b>b>8b Damage: 301 4b==4b==b>b>b Damage: 305 4b==4b==4b==4b(2 hits) Damage: 314 4b==4b==4b==4b==8b Damage: 318 bc x5 Damage: 265 bc==bc==bc==bc>8b Damage: 272 RUSH Combo: b>4b>b>b>b Damage: 282 b>4b>b>4b(2 hits) Damage: 293 b>4b>b>4b>8b Damage: 302 b>4b>bc>4b>8b Damage: 305 b>ab>4b>ab>4b>ab>4b(2 hits) Damage: 309 4b>b>b>4b(2 hits) Damage: 285 4b>b>4b>b>4b Damage: 295 4b>b>4b>bc>8b Damage: 307 (4b>ab) x3>4b(2 hits) Damage: 316 (4b>ab) x3>bc>8b Damage: 318 bc>8b>bc>8b>bc Damage: 250 (bc>ab) x3>bc>8b Damage: 279 POWER Combo: nb set>a Damage: 306 b>b>8b>a Damage: 301 4/6b set>a Damage: 291 bc>8b>a Damage: 301 bc>SDC>bc>8b>a Damage: 310 b>b>SDC>b>b>b Damage: 312 Comment: M1 Astray, the best 280 in the prequel in my opinion, has dropped a tier from 280 t0 270. Other than having 100 points lower HP, M1's moveset got slightly nerfed as well. That being said, it is still pretty easy to use. Even though being a balance type with BR and vulcan, M1 somewhat tilts towards melee. The nb set is quite decent in terms of damage and thrust speed. The reach might be a bit short though, so use it for clear openings. The whole set itself executes pretty fast and it keeps M1 moving forward as it is, the combo b>b>8b is pretty optional. M1's 4/6b is good for countering BR since it has a nice curve as well as a good thrust speed and reach. However, even though it's a 2-hit attack, there's only 1 command for it, meaning you'll be forced to execute the whole set no matter what. So, be accurate with it. The 8b set got nerfed the most. Aside from dealing 20 points less damage, the hitbox is much smaller now. However, it still has its nice reach, tracking ability, and a short recovery time. It's still very much usable. The bc shield uppercut is still good. Even though it doesn't have much reach, the attack comes out very fast, and it has a pretty good priority. This is a great alternative for small openings since its recovery time is much shorter than that of the 4/6b set. The combo bc>8b does good damage as well...very practical in PvP. M1's major weakness, other than having low HP, is the BD duration. Stay on the ground, and avoid going after the big suits. Fortunately, M1's step ability is decent. Also, M1's lock-on range can be a little short compared to the others. Without any GH-able weapons to boost, you don't have a lot of options in long range. Overall, M1's a pretty balanced 270. Stay close to your teammate and support him with BR and sometimes melee moves with short recovery time, namely 8b and bc, depending on the range. You shouldn't have any trouble using it since it's quite easy to get the hang of. -------------- ZGMF-600 GuAIZ -------------- Cost:270 HP:480 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(3) Damage: 90 Recharge time: 5.33 sec/ammo Sub weapon(R1): Extensional Arrestor Damage: 50 nb set: 3 hits Damage: 190 4/6b set: 2 hits Damage: 150 8b set: 3 hits Damage: 140 bc(R2) set: Multi-hits Damage: 167 (133) Originated Combo: Melee sets can be chained after the sub anchor. (BRC where applicable) SPEED Combo: b==b==b==4b>b Damage: 248 b==b==b>b>b Damage: 253 b>b==b>b>b Damage: 263 4b==4b==4b==4b>b Damage: 233 4b==4b==b>b>b Damage: 243 4b==b>b==4b>b Damage: 252 RUSH Combo: b>b>4b>4b>a Damage: 242 b>4b>b>4b>4b Damage: 243 b>4b>b>b>b Damage: 248 4b>b>4b>4b>a Damage: 229 4b>b>b>4b>4b Damage: 252 POWER Combo: nb set>a Damage: 303 4/6b set>a Damage: 295 bc set>a Damage: 296 b>b>SDC>b>b>b Damage: 319 b>b>SDC>4b>b>a Damage: 312 4b>SDC>bc set>a Damage: 305 Comment: ---------------------- UMF/SSO-3 ASSH (Black) ---------------------- Cost:270 HP:400 Shield: X Transformable: O Default Pilot: ZAFT Nameless Main weapon: Machine Gun(80) Damage: 100 Reload time: 10 sec/all Sub weapon(R1): Beam Cannon(16) Damage: 128 Recharge time: 2.66 sec/ammo ac(L2): Missle Launcher(8)Damage: 105 Reload time: 4 sec/all nb set: 3 hits Damage: 203 4/6b set: 3 hits Damage: 164 8b set: Multi-hits Damage: 116 (Down) bc(R2) set: Multi-hits Damage: 233 (Down) *Counter stance* MA b set: Multi-hits Damage: 139 (Down) Originated Combo: None. (Machine gun/Beam cannon cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 284 b==4b==b>b>b Damage: 294 4b==4b==4b>b Damage: 268 4b==4b==4b==b>b Damage: 277 4b==4b==b>b>b Damage: 301 RUSH Combo: b>b>4b>4b Damage: 243 b>4b>b>b>b Damage: 294 4b>b>4b>4b Damage: 260 4b>b>b>4b>4b Damage: 260 POWER Combo: nb set>a Damage: 314 4/6b set>a Damage: 300 bc set Damage: 322 b>SDC>b>b>b>a Damage: 320 Comment: -------------- UMF/SSO-3 ASSH -------------- Cost:270 HP:460 Shield: X Transformable: O Default Pilot: ZAFT Nameless Main weapon: Machine Gun(80) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Beam Cannon(16) Damage: 110 Recharge time: 2.66 sec/ammo ac(L2): Missle Launcher(8)Damage: 105 Reload time: 4 sec/all nb set: 2 hits Damage: 181 4/6b set: 2 hits Damage: 151 8b set: 1 hit Damage: 100 bc(R2) set: 2 hits Damage: 157 MA b set: Multi-hits Damage: 139 (Down) Originated Combo: None. (Machine gun/Beam cannon cancel where applicable) SPEED Combo: b==b==b>b>ab Damage: 290 b==b>b=88=b>b Damage: 299 (270) b==b==b==4b>b Damage: 301 b==b==b==b==8b Damage: 303 b==b==b==b>b Damage: 307 4b==4b==4b==4b>b Damage: 278 4b==4b==4b==b>b Damage: 301 4b==b==b==b>b Damage: 305 RUSH Combo: b>4b>b>4b>b Damage: 260 b>4b>b>4b>8b Damage: 293 b>4b>b>4b>4b Damage: 296 b>4b>b>bc Damage: 301 b>4b>b>b>8b Damage: 301 4b>b>4b>b>8b Damage: 292 4b>b>4b>bc Damage: 292 4b>b>4b>b>b Damage: 303 POWER Combo: nb set>ab Damage: 308+ 4/6b set>a Damage: 275+ bc set Damage: 274 b>SDC>b>b>ab Damage: 316 Comment: The infamous MS that got OMGWTFH4X'd by Kira. Surprisingly, this unit is the exact opposite of its show self. Having the longest side step in the game, the player can abuse this and run circles around the opponent. Combined with its machine guns and beam cannons, this unit can be deadly if played by the right hands. The strategy here is to abuse the long side step and spam your machine gun. Use the beam cannon only when you know you will hit for sure, becuase it leaves you wide open; the same goes for its melee attacks. The missles are not recommended unless you are really far away or in MA mode. However, since ASSH heavily rely on its long side step, you can easily surprise your enemies (especially when they're human players) by using MA attacks, like the MA melee. One major weakness ASSH has is its the horrible BD duration. It's the shortest in the game. You start a new BD, next thing you know, you're landing already. It's so pathetic you should never boost dash unless you don't have a choice. The MA mode, on the other hand, is pretty decent in every category. Use the MA mode to relocate yourself instead of using BD. Overall, ASSH's got quite some potential in PvP. Abuse long steps and avoid BD, and you should do just fine. It also has a considerable advantage in the water. However, players that choose sea maps on purpose WILL be considered cheap. So think twice before you do that in the arcades. ------------ AMA-953 BABI ------------ Cost:270 HP:430 Shield: X Transformable: O Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(4) Damage: 85 Recharge time: 5 sec/ammo Sub weapon(R1): Missle x8(16) Damage: 108 Reload time: 6 sec/all ac(L2): Missle x2(16) Damage: 95 Reload time: 6 sec/all bc(R2): Missle x2(16) Damage: 95 Reload time: 6 sec/all Melee: Gunlauncher(2) Damage: 120 Reload time: 5 sec/all CS a (main): Ardor (short) Damage: 120 CS b (melee): Ardor (keep) Damage: 200 Originated Combo: a>CS b (melee) Damage: 155 a>CS a (main) Damage: 155 *QC* b>CS a (main) Damage: 149+ b>CS b (melee) Damage: 142+ *QC* a>CS b (melee)>CS a (main) Damage: 213+ CS b (melee)>CS a (main) Damage: 300 Missle>CS Combo: bc>CS a (main) Damage: 130 ac>CS b (melee) Damage: 102 SPEED Combo: -- RUSH Combo: -- POWER Combo: a>CS b (melee) Damage: 271 a>CS a (main) Damage: 271 *QC* b>CS a (main) Damage: 262 b>CS b (melee) Damage: 249 *QC* a>CS b (melee)>CS a (main) Damage: 315 CS b (melee)>CS a (main) Damage: 345 Comment: ------------ AMF-101 DINN ------------ Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Marco Morassim Main weapon: Machine Gun(80) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Shotgun(2) Damage: 97 Reload time: 6.66 sec/all ac(L2): Missle(4) Damage: 130 Reload time: 7.5 sec/all nb set: 2 hits Damage: 167 4/6b set: 1 hit Damage: 120 8b set: 1 hit Damage: 90 bc(R2) set: 1 hit Damage: 120 Originated Combo: b>8b Damage: 147 (Machine gun/Shotgun cancel where applicable) SPEED Combo: b==b==b==b==8b Damage: 301 b==b==b==b>b Damage: 304 b==b==b==b==bc Damage: 306 b==b==b==b==4b Damage: 306 RUSH Combo: MG x9 Damage: 168 b>8b>a Damage: 150 b>4b>a Damage: 186 POWER Combo: nb set>ab Damage: 304 b>SDC>b>b>ab Damage: 315 Comment: DINN excels in range and aerial battles. It has an exceptionally long BD duration comparable to the 590s. The machine gun and shotgun are rather unstable when it comes to stunning opponents. Fortunately, DINN has a pretty good shooting angle for the MG, and the shotgun's redirecting ability is also quite nice. The missles are DINN's best range weapon in my opinion. Combined with its insane booster, you can mess up your opponent's camera angle from above, and send down the missles for sneak attacks. The missles are VERY tracking, and GH-able too. DINN's melee moves are all kicks and tackle with average everything EXCEPT for the special melee's priority. It's ridiculously high that it can run over a lot of melee attacks. However the timing is a bit hard to get used to. DINN's most useful melee move, in my opinion, is the 4/6b set. It's wide, fast, and does good damage as a single-hitter. Overall, DINN's more of a range unit. Its melee moveset is really nothing to write home about, so try not to make too many hasty moves. Follow the general rules for 280s, and support your partner with the missles and MG. Take full advantage of your long boost gauge and be patient. You'll probably have the upperhand in that department over any random unit anyway, why not wait, or rather, FORCE them to show an opening first? Remember, no one will blame a small suit for playing a bit more conservatively. ---------------------------- ZGMF-1017 GINN (Machine gun) ---------------------------- Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Machine Gun(80) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Machine Gun(80) Damage: 134 Reload time: 10 sec/all nb set: 3 hits Damage: 193 4/6b set: 2 hits Damage: 145 8b set: 1 hit Damage: 70 bc(R2) set: 1 hit Damage: 120 Originated Combo: You can BD right away after the special melee, and chain any combo set. BDC means BD cancel. bc>BDC>b>b>b Damage: 232 bc>BDC>4b>b Damage: 208 bc>BDC>8b Damage: 163 bc>BDC>ab Damage: 184 (Machine gun cancel where applicable) SPEED Combo: b>b==b>b>b Damage: 234 b==b==b==4b>b Damage: 243 b==b==b>b>b Damage: 255 b==b==bc==4b>b Damage: 268 4b==4b==4b==4b>b Damage: 214 4b==4b==b>b>b Damage: 236 RUSH Combo: b>4b>b>b>bc Damage: 234 b>4b>b>4b>4b Damage: 234 b>4b>b>b>b Damage: 246 b>bc>b>b>b Damage: 262 4b>b>4b>b>bc Damage: 233 4b>b>bc>4b>4b Damage: 258 POWER Combo: nb set>a Damage: 310 bc>BDC>b>b>b>a Damage: 323 bc>BDC>4b>b>a Damage: 315 bc>BDC>8b>a Damage: 288 bc>BDC>ab Damage: 304 b>b>SDC>b>b>b Dmaage: 310 Comment: ------------------------ ZGMF-1017 GINN (Bazooka) ------------------------ Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Bazooka(9) Damage: 111 Reload time: 6 sec/all Sub weapon(R1): Bazooka x2(9) Damage: 167 Reload time: 6 sec/all nb set: 2 hits Damage: 175 4/6b set: 1 hit Damage: 115 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 100 Originated Combo: None. (BZC where applicable) SPEED Combo: b==b==b==b==8b Damage: 235 b==b==b==b==4b Damage: 248 b==b==b==b>b Damage: 270 (4b=88=) x5 Damage: 206 RUSH Combo: b>bc>8b Damage: 197 b>4b>8b>4b>8b Damage: 216 4b>8b>4b>8b>4b Damage: 199 8b>4b>8b>4b>8b Damage: 202 POWER Combo: ab Damage: 292 nb set>a Damage: 305 b>SDC>b>b>a Damage: 310 Comment: --------------------------------- ZGMF-1017 GINN (Heavy Ion Cannon) --------------------------------- Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Ion Cannon(4) Damage: 115 Recharge time: 5 sec/ammo Sub weapon(R1): Ion Cannon-keep(4)Damage: 186 Recharge time: 5 sec/ammo nb set: 2 hits Damage: 175 4/6b set: 1 hit Damage: 115 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 100 Originated Combo: None. (Ion cannon cancel where applicable) SPEED Combo: b==b==b==b==8b Damage: 235 b==b==b==b==4b Damage: 248 b==b==b==b>b Damage: 270 RUSH Combo: a x2 Damage: 149 b>bc>8b Damage: 197 b>SDC>b>b>a Damage: 219 POWER Combo: ab Damage: 309 nb set>a Damage: 306 b>SDC>b>b>a Damage: 320 Comment: ------------------------------------------------ ZGMF-LRR704B GINN Long Range Reconnaissance Type ------------------------------------------------ Cost:270 HP:480 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Sniper Rifle(10) Damage: 100 Reload time: 6.5 sec/all Sub weapon(R1): Sniping Mode(10) Damage: 90 Reload time: 6.5 sec/all nb set: 2 hits Damage: 157 4/6b set: 1 hit Damage: 120 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 150 (Down) Originated Combo: None. (Sniper rifle cancel where applicable) SPEED Combo: b==b==b==bc Damage: 248 b==b==b==b>b Damage: 253 b==b==b==b==bc Damage: 278 RUSH Combo: b>8b>ab>a Damage: 169 b>SDC>b>8b>a Damage: 196 POWER Combo: ab x2 Damage: 277 nb set>a Damage: 290 bc set Damage: 263 b>SDC>b>b>a Damage: 304 Comment: Ahh...the Recon. GINN, my favorite 270 from the prequel. It pretty much stays the same as before with some minor changes. The sniper rifle shot travels really fast, and it does 100 points damage just like a standard BR. However, the recovery time is much longer. NEVER fire it in mid range against a big suit unless you know you can get him for sure. Vets can eat you alive with melee if you're not careful with the recovery time. The sniping mode has been buffed in terms of tracking, by A LOT! This would be good in mid-long range to catch people off guard. You can press ab again or simply press jump to cancel out the sniping stance. There has been a slight change made on the Down Value count, from 2 to 2.5. So now you can down the target with just 2 hits instead of 3. That's a good change for Recon. GINN. Don't abuse this though as there IS quite a recovery time afterwards. Recon. GINN's melee moves are just horrible. They're slow, short in reach, and the damage is below average as well. Just don't bother with it. If you REALLY want to melee, 8b>a is your friend. Bottomline, don't do too much close combat. Recon. GINN's BD performance is pretty bad too. That includes speed, duration, and turning ability. Its stepping ability sucks just as bad as the Jet Windam. So don't make any hasty move without your partner around. Overall, Recon. GINN is a fun unit. As to whether it's usable or not in PvP, well, if you're used to all the disadvantages it has, sure, why not? Recon. GINN's best quality would be the high Down Value on its main weapon. A simple crossfire from a standard BR and the rifle can down the opponent just like that (2 + 3 = 5). So just focus on connecting shots with your teammate, and create as many 2 on 1 situations as possible by downing the other opponent. ------------------------------------------------------------------------------ 4g. Tier 200 ------------------------------------------------------------------------------ Tier 200 is the bottom tier in the game. It's either the partner for the 590s, for a 590 + 200 x 2 combo, or the 280s for a 280 x 2 + 200 x 2 combo. Either would be pretty hard on the 200s, so it's not recommended for inexperienced players. However, I've also seen vets getting as many as a 14 winning-streak with a DINN (280) + GINN OCHER (200) combo. So, yeah...when you're that good, none of this really matters. However, it does not change the fact that the 200s are all naturally behind on unit abilities. Don't expect as much out of the units as you should be out of yourself. ------------------ TMF/S-3 GINN OCHER ------------------ Cost:200 HP:420 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Machine Gun(70) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Smoke Dispenser(3)Damage: 20 Reload time: 7 sec/all nb set: 3 hits Damage: 150 4/6b set: 2 hits Damage: 127 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 100 Originated Combo: ab>b>b>b Damage: 164 (Machine gun cancel where applicable) SPEED Combo: b==b==b>b>b Damage: 236 b>b==b>b>b Damage: 236 b==b==b==4b>b Damage: 256 b==b>b==4b>b Damage: 256 b>b==b>b==8b Damage: 273 b==b==b==b==8b Damage: 273 4b==4b==b>b>b Damage: 236 4b==4b==4b==4b>b Damage: 256 4b==4b==4b==4b==8b Damage: 273 ab==4b==4b==4b>b Damage: 226 ab==b==b==b==8b Damage: 243 RUSH Combo: b>4b>b>b>b Damage: 236 b>4b>b>4b>4b Damage: 256 b>4b>b>4b>8b Damage: 273 4b>b>4b>b>b Damage: 231 4b>b>b>4b>4b Damage: 256 4b>b>4b>b>8b Damage: 273 POWER Combo: nb set>a Damage: 271+ ab>nb set>a Damage: 293+ b>b>SDC>b>b>b Damage: 308 Comment: ------------------ UWMF/S-1 GINN WASP ------------------ Cost:200 HP:420 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Torpedo(12) Damage: 98 Reload time: 7 sec/all Sub weapon(R1): Torpedo x4(12) Damage: 124 Reload time: 7 sec/all nb set: 3 hits Damage: 173 4/6b set: 2 hits Damage: 137 8b set: 1 hit Damage: 80 bc(R2) set: 1 hit Damage: 120 Originated Combo: bc>BDC>b>b>b Damage: 220 (Torpedo cancel where applicable) SPEED Combo: b>b==b>b>b Damage: 200 b==b==b==4b>b Damage: 206 b==b==b>b>b Damage: 218 b==4b==4b==4b>b Damage: 244 b==4b==4b==4b=88=bc Damage: 270 4b==4b==4b==4b>b Damage: 265 4b==4b==4b==4b==bc Damage: 290 4b==4b==4b==bc==bc Damage: 302 (All using =88= for higher stability) RUSH Combo: b>4b>b>4b>4b Damage: 226 b>4b>b>b>b Damage: 237 b>4b>b>4b>bc Damage: 251 4b>b>b>4b>4b Damage: 217 4b>b>4b>b>8b Damage: 219 4b>b>4b>b>bc Damage: 253 bc>b>bc>b>bc Damage: 249 (The loop can be done by pressing bc repeatedly) POWER Combo: nb set>a Damage: 303 4/6b set>a Damage: 254 bc>a Damage: 271 b>b>SDC>b>b>b Damage: 298 b>SDC>b>b>b>a Damage: 306 Comment: GINN WASP Type is quite easy to use. But it's not really that good in PvP, not even as a 200. The torpedo is all GINN WASP has. It deals decent damage, but the traveling speed is really low. You might have trouble connecting shots because of that. Also, since it's a shell weapon, pretty much every other weapon in the game can just penetrate right through it. It's not particularly a good weapon, but there's not much you can do about it. Use the sub to catch landings instead since you fire 4 shots at once. Watch out for the recovery time and your ammo though. WASP's melee isn't bad for a 200, but most moves are not fast enough for any situations other than clear openings. Your best bet would be the 8b, headbutt. It does rather low damage, but the rest is all good. It comes out pretty fast with a decent reach and a good priority. This is the only move you might have a chance to catch your opponent off guard with. So abuse this if you're unfortunate enough to get caught in a stepping battle against a big suit. Overall, WASP really struggles against players. If you really want to use a 200 in PvP, go with GINN OCHER, which in my opinion, is the best 200 in the tier. WASP gets advantages in the water, but players who choose sea maps on purpose WILL be considered cheap. So think twice before you do that in the arcades. ------------------ YMF-01B Proto GINN ------------------ Cost:200 HP:420 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Machine Gun(40) Damage: 97 Reload time: Manually Sub weapon(R1): Machine Gun(40) Damage: 127 Reload time: Manually ac(L2): Reload Damage: --- *Reloads machine gun* nb set: 2 hits Damage: 155 4/6b set: 2 hits Damage: 105 8b set: 1 hit Damage: 100 bc(R2) set: 1 hit Damage: 120 Originated Combo: None. (Machine gun cancel where applicable) SPEED Combo: b==b==b==b==bc Damage: 215 b==b==b==b>b Damage: 223 ac x n Damage: 0 *looks hilarious* RUSH Combo: a x9 Damage: 167 b>bc>a Damage: 152 b>b>8b Damage: 172 POWER Combo: ab Damage: 222 nb set>a Damage: 281+ b>SDC>b>b>a Damage: 300+ Comment: ------------ UMF-4A GOOhN ------------ Cost:200 HP:390 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Torpedo(12) Damage: 94 Reload time: 7 sec/all Sub weapon(R1): P.M. Energy Cannon Damage: 116 Reload time: 7 sec/all CS: Missle Damage: 137 (Down) nb set: 2 hits Damage: 138 4/6b set: 2 hits Damage: 110 8b set: 1 hit Damage: 120 bc(R2) set: 1 hit Damage: 160 Originated Combo: b>8b Damage: 186 (CSC/Torpedo cancel where applicable) SPEED Combo: b==b==b==b>b Damage: 305 b==b==b==b==CS Damage: 311 b==b==b==b>8b Damage: 313 b==b==b==b==8b Damage: 314 RUSH Combo: b>4b>ab Damage: 211 b>8b>CS Damage: 219 b>8b>4b Damage: 228 b>SDC>b>8b>a Damage: 271 POWER Combo: CS Damage: 240 b>8b>CS Damage: 317 bc set>CS Damage: 304 b>SDC>b>8b>CS Damage: 328 Comment: --------------- TFA-4DE GAZuOOT --------------- Cost:200 HP:430 Shield: X Transformable: O/X Default Pilot: ZAFT Nameless Main weapon: Falcone(4) Damage: 90 Reload time: 4 sec/all Sub weapon(R1): Machine Gun(100) Damage: 98 Reload time: 5 sec/all Melee: Machine Gun(100) Damage: 98 Reload time: 5 sec/all CS: Dual Beam Cannon Damage: 123 (Down) bc(R2): Tank Mode Damage: --- (Transform) -Tank Mode- Main weapon: Falcone(4) Damage: 90 Reload time: 4 sec/all Sub weapon(R1): Machine Gun(100) Damage: 98 Reload time: 5 sec/all Melee: Machine Gun(100) Damage: 98 Reload time: 5 sec/all CS: Dual Beam Cannon Damage: 123 (Down) Originated Combo: None. (CSC where applicable) SPEED Combo: -- RUSH Combo: -- POWER Combo: CS Damage: 215 a>CS Damage: 262 *QC* b/ab>CS Damage: 314 Comment: ----------- TFA-2 ZuOOT ----------- Cost:200 HP:430 Shield: X Transformable: O/X Default Pilot: ZAFT Nameless Main weapon: Barrel Cannon(10) Damage: 70 Recharge time: 5 sec/ammo Sub weapon(R1): Barrel Cannon(4) Damage: 106 Reload time: 5.66 sec/all Melee: Machine Gun(50) Damage: 95 Reload time: 5.66 sec/all bc(R2): Tank Mode Damage: --- (Transform) -Tank Mode- Main weapon: Barrel Cannon(10) Damage: 100 Recharge time: 2.33 sec/ammo Sub weapon(R1): Barrel Cannon(4) Damage: 106 Reload time: 2.83 sec/all Melee: Machine Gun(50) Damage: 95 Reload time: 4 sec/all Originated Combo: None. SPEED Combo: -- RUSH Combo: -- POWER Combo: a x2 (Tank Mode) Damage: 175 b Damage: 166 ab Damage: 184 Comment: ------------------------------------- ZGMF-1000 ZAKU Warrior (LIVE Concert) ------------------------------------- Cost:200 HP:420 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Hand Grenade(20) Damage: 88+ Reload time: 6 sec/all Sub weapon(R1): Hand Grenade x3(20) Damage: 71+ Reload time: 6 sec/all ac(L2): Hand Grenade x4(20) Damage: 64+ Reload time: 6 sec/all bc(R2): Lacus Clyne LIVE! Damage: --- (Starts Quiet Night C.E.73) nb set: 1 hit Damage: 130 4/6b set: 1 hits Damage: 110 8b set: 1 hit Damage: 100 Originated Combo: None. (Hand grenade cancel where applicable) SPEED Combo: a==a==a==b Damage: 164+- b=88=b Damage: 193 8b=88=8b Damage: 149 8b=88=b Damage: 163 bc x n Damage: 0 *looks hilarious* RUSH Combo: 8b>b Damage: 163 8b>b>a Damage: 230+- *conditional* POWER Combo: b>a Damage: 253+- a>b>a Damage: 287+- *conditional* Comment: ============================================================================== 5. Tactics ============================================================================== This section is about the common strategies and techniques. I am not a very good player myself, so I will just lay out some general rules and a few tips for those who are interested in some PvP actions in the future. Quickly taking a look at this section just might save you some money and embarrassment when you are out there PvP for the first time. ------------------------------------------------------------------------------ 5a. Beginner Must-Knows ------------------------------------------------------------------------------ Ever wondered why you just can't seem to hit some certain players when their attacks keep landing on you one after another? Here are some tips to keep that from happening. 1. Cost I have lost count on how many time I have seen people doing overcost or undercost for no apparant reasons. And they were all saying ''What? so fast?'' after losing like they did not see it coming at all. 2. Know your enemy and know yourself. Before you start any match with anyone, it doesn't hurt to spend a few seconds to take a look at your opponent's choice of unit. Think about their strengths and weaknesses, and how you are going to handle them with what you have. Just a few seconds would be fine since it's all you got anyways. It may not help out a lot, but at least it helps lowering the chance of unexpected misplay. A few things you should pay attention to... -Is he faster or slower than me? -Does he have a longer BD or I do? -Does he have a CS that I should watch out for (possible CSC)? -Is he capable of doing melee fakes? (Strike, Gaia, Rouge, Destiny...etc) -Does he have any fast and abusable melee moves? -Does he have any high-tracking weapons that are GH-able? Keep those in mind, and maybe, just maybe, you will be able to work them into your advantages. Besides, some things are very obvious. Don't be the idiot who keeps rushing in, getting close and personal with a Sword Impulse when it clearly far outranks you in that department. 3. Shooting angles and timing. Every weapon has a unique shooting angle, so don't force one out just because you THINK you might be able to get him. When you use a range weapon out of its effective shooting angle, it CAN be as bad as missing a melee, and you know what happens next. 4. Range weapon recovery time. Weapons such as Bazooka and Recon. Ginn's Rifle have incredibly longer recovery time compared to the others even though they might not look that way. Well, they do. Not just those two, every range weapon has a recovery time, even the BR. And vets can eat you alive if you have a habit of spamming shots even in close range. 5. Keep your cool If you are going to win, there is no need for hastiness. If your opponents are simply too good, rushing in like an idiot certainly won't help. ------------------------------------------------------------------------------ 5b. The Melee Moves ------------------------------------------------------------------------------ Some might think that melee moves are just moves that deal different damage, with different poses. However, there is actually a lot more to that. Even though each unit has its own unique melee moveset, the general rules will never change. -Neutral melee (nb): In most cases, neutral melee sets deal the highest damage, but also takes the longest to execute the whole set. They usually have decent reach, average thrust speed, and average priorities to go with that. This move would be ideal for any clear openings including counterattacks and saving your partner...etc. -Side melee (4/6b): Compared to the neutral melee (which is most likely a 3 or even 4 hitter), side melee moves are usually a 2-hitter, or even just a single blow for some range type units. Therefore they deal about 30-40 less damage, which is still good, considering it does not take you as long to finish the whole set. Also, one of the best things about side melee is, it curves and attacks from the sides. So, with proper timing and a little bit of reading on your opponent, this can be used to dodge a BR or any other range attacks without having to side step first, and therefore allowing you to counterattack a split-second earlier. Due to the same reason, 4/6b's curve can save you from those forced landings when you're out of boost. It could be dangerous, but it's certainly worth a try since you don't have many options left in that kind of situations anyway. -Front melee (8b): Front melee usually have great reach, INSANE thrust speed, and good tracking ability too. On top of that, most 8b have the highest priorities compared to the rest, making them the best choices for clashing. The single-blow types such as IJ's and Legend's usually do lower damage, from 100-150, while the grinding types like O. Aka's and Destiny's 8b can do around 150-170. -Special melee (bc): There are many types when it comes to special melee. The ones like Justice's, Duel's, and F. Impulse's are great for countering melee. The others such as Aile Stirke's and Gaia's are very tracking and constantly moving. We also have all the other types like Duel AS's rolling attack, which is good for basically any situations, and Chaos' transforming bc, which has an INSANE priority, even higher than most of the 8b. Some units also have 2b and ccb (aka Issen in Freedom/SF's case) that can really surprise your opponents. You should learn what each move can do and mix up your games. -Melee Decoys: It's basically a psychological game. Because of human nature, most players just feel so compelled to melee back when the opponent misses his melee because well, it IS high profit and low risk. But, there are some melee attacks that simply has too little reocery time afterwards that it is possible to dodge even AFTER missing the attack. Here is a list of attacks that are possible decoys. Go after them ONLY if you know it will be fast enough. Otherwise, just shoot them. -IJ's 4/6b -Strike(420)'s 4/6b -Rouge's nb -Rouge's 4/6b and 4/6b>b -Destiny's 8b -Gaia's nb -Gaia's 4/6b -Abyss's 8b -Savior's 4/6b When you see someone slashing thin air with an attack, but stop right after the first hit, watch out, that could be fake. If you want to counter with your melee, wait for them to execute the second hit, or even after they finish the whole combo. (In Rouge's case, it is still dangerous after the whole 4/6b set) ------------------------------------------------------------------------------ 5c. Team Combos ------------------------------------------------------------------------------ As mentioned above, you have 1000 points for your battle gauge. With the given tiers in the game, here are some ideal combos including the overcost ones. 590(x1)+590(--) 590(--)+450(x2) 590(x1)+280/270(x1) 590(x1)+200(x2) 560(x1)+420(x1) 560(x1)+200(x2) 450(x1)+450(x1) 450(x1)+270(x2) 420(x1)+280(x2) 280(x2)+200(x2) Some combos do offer low-tier suits second deaths, which might look like they have some advantages over the others. But remember, there is a difference between playing the game, and playing the cost. ============================================================================== 6. Unlockables ============================================================================== You can unlock several units and Routes by beating the Arcade mode ## times. The difficulty doesn't matter, and the choices of your pilot, unit, and Route don't matter either. You should be able to unlock everything after 11 runs of Arcade mode. 1: Route G 2: Route H 3: Blaze ZAKU Phantom (Heine) 4: Gells-Ghe 5: GOUF Ignited (Yzak) 6: Blaze ZAKU Phantom (Dearka) 7: Zamza-Zah 8: ASSH (Black) 9: Gaia (Waltfeld) 10: Stargazer 11: Route I Remember to save after you've unlocked them, or you will have to do it all over again next time. ============================================================================== 7. FAQ ============================================================================== -Are Blu Duel and Verde Buster in the game? A: No, they're not. -How do I transform into MA mode? A: Quickly tap any direction key twice while holding the boost button. -How do I block? A: Press down then up quickly. -Is there a difference between a regular shield and an energy shield? A: No. It's just visual effect. -Will my shield break if I block too much? A: No. All shields are indestructible. -What kind of attacks can I block? A: Anything. As long as it's within your shield's effective coverage, nothing is unblockable. -How do I do that fly-by attack with Freedom and Strike Freedom? A: It's their BD melee (ccb). -Sometimes when I try to do the BD melee, other moves come out. Why's that? A: When performing a BD melee attack, there should be no direction key involved. Let go of the lever, and use the boost button instead to maintain your BD. -How do I do that ''attack-two-targets-at-once'' move with Strike Freedom? A: It's the MCS. -Can Strike Freedom use its Full Burst attack with the DRAGOONs? A: No. The closest thing would be using the Full Burst attack right after firing the DRAGOONs. There is NO single command for it. -How do I use IJ's anchor? A: Back melee, 2b. -How do I ride on the lifter for Justice and IJ? A: Transform into MA mode. -How do I get a Destiny rank / FAITH badge, and get into an EX phase? A: By playing well. Ususally, if you don't die, and get most of the KOs, you will get one. -Sometimes when I get a Destiny rank, I don't get a FAITH badge. Why's that? A: You're playing the random Routes. They do not have EX phases even if you manage to get a Destiny rank. -How do I get into stage 10, aka Final Plus?
A: By getting 5 FAITH badges IN TOTAL for the team. -How do I self-destruct with Aegis? A: You can't, unless you're playing PLUS mode. -Why do I keep getting killed by the comp? Is there a trick to beat the CPU? Don't tell me I suck. A: No, there is not. You suck. Get some practice or deal with it. -I don't understand your FAQ. Why can't you write it in plain language? The numbers and letters confuse me. A: Why don't you write one? The numbers and letters are confusing? Repeat grade school or deal with it. ============================================================================== 8. Credits and Special Thanks ============================================================================== Credits go to -JP wiki for some references. -VitaLemon for several comments. -Jazinus for correcting a fatal error on the unit layout. -ZGMFX10Amod00 for several comments. -Giruet for Abyss comment. -omegaweapon15 for Nukedam comment. -g0th1k4 for Buster comment. Special Thanks to -GameFAQs for hosting this FAQ. -Bandai and Capcom for the great game. -Nyushin for turning my old topic into a formal FAQ while I was busy. -Arcade buddies for the heavy gaming right from the beginning. Terrence, Alan, Tommy, Ivan, Sam, Eric, Paul, Sherman, and Bruce. You guys are great! -Other arcade players from the message board for sharing your thoughts for the past few months. omegaweapon15, g0th1k4, applehands, zidanet129, monk12345, Sakuyachan, Jazinus, and anyone I might have missed just now. -astrys for uniting the board and keeping it alive and entertaining. ------------------------------------------------------------------------------ Copyright 2007 William Hu All Rights Reserved