=============================================================================== DYNASTY WARRIORS: GUNDAM 3 - Moveset FAQ (for Xbox360 and PS3) 09/19/11, v1.3 (All DLC Update) By BMSirius/Baron_Von_Stone DarkestSamus@yahoo.com Copyright 2011 Bradley Stone =============================================================================== Version Info: v1.3 - The "All DLC" update. Arios and Seravee are being added both at once, due to me not having an opportunity to do Arios during the week that it was released. This is likely the "final version" due to the fact that no further DLC suits are being released, but minor updates to various sections of the guide may still occur, and I always accept feedback. v1.2 - The Cherudim update. The new DLC suit Cherudim has been added - DLC suits can be found directly following Knight Gundam (as opposed to after all of the grunts, as they are in the game). In addition, much information from GameFAQs contributor shinigamiefa has been added. v1.1 - The Kshatriya update. The most significant aspect of this update is the inclusion of the new DLC suit, Kshatriya. However, it should be noted that I am constantly updating individual suits with information gathered from the GameFAQs forums and feedback from readers. Most notably, I have performed more research on the effects of the Trans-Am state on all 3 suits that currently use it (00 Raiser, Reborns and Susanowo). In addition, many multi-input moves have been updated to describe them as multi-input (in other words, moves that are extended/enhanced by pressing Y/Triangle a second time or multiple times). Thanks to kaiser98821 for providing me with a thorough list of each move that I failed to list as multi-input. v1.0 - All suits are now present, and the guide is complete with the exception of future DLC outfits, which I will update as soon as I can once they are out. I would to extend a TREMENDOUS thanks to RaphaelRobo, who took the time to personally write out the movesets of TWENTY suits I was missing (many Class 3s as well as Nemo, MP Qubeley and Jegan). Although I did fire up each suit and compare it to his description and added/ changed some things, the majority of the work was his and it saved me a LOT of time. Thank you! In addition to all suits being present, many other updates have been added, including a suit legend in the MOVESETS section that contains general advice and tips on using each type of move. Minor tips on individual suits have been added as per reader's recommendations, and the TERMINOLOGY section has been significantly expanded. v0.65 - Gyan and Palace Athene added, accounting for all Class 2s. In addition, certain moves and special Mobile Suit abilities have been described in more/better detail, and some reader input has been added. v0.6 - Initial build of FAQ. The following Mobile Suits are still missing: CLASS 1 Musha Gundam Musha Gundam Mk II Knight Gundam DLC that has not been released yet in North America CLASS 2 Gyan Palace Athene Class 2- Nemo Mass Produced Qubeley Jegan CLASS 3 Most of them The FAQ will be updated when significant chunks of these suits have been added, and ASAP when DLC suits are released. Note that I put the DLC suits at the end of the Class 1s in my FAQ, instead of at the very end of the list as the game does. Use Ctrl+F and search for the suit's name if you need to find it fast. ================= TABLE OF CONTENTS ================= 1. WHY I WROTE THIS FAQ (DWG301) 2. TERMINOLOGY (DWG302) 3. MOBILE SUIT MOVESETS (DWG303) 4. CONTRIBUTIONS (DWG304) 5. THANK YOUS (DWG305) 6. COPYRIGHT (DWG306) ================================ 1. WHY I WROTE THIS FAQ (DWG301) ================================ I am not an expert on anything. I have not tested every suit with every skill, nor do I have the time or desire. I do not suggest builds or skillsets, and I am not the most skilled player there is. However, I love these suits, and I love the movesets, and I wanted to create for myself (and for everyone else) a list of the moves of each suit, for whatever reason they may want it. I may direct you to LordKarasuman's excellent FAQ for builds and in-depth analyzation. I will occasionally suggest a skill to use, mostly Overdrive or Magnetic Field (which I will mark with a ** symbol), but those are just minor observations I noted. I do not include Magnetic Field in my suit testings unless I find a move that I think would work with it, so I do not know every instance in which it would be helpful. LordKarusuman does have an excellent grasp of the mechanics, though, so check his stuff out. More build info from LordKarusuman: http://s13.zetaboards.com/koeiwarriors/topic/6760682/1/ Oh, and by the way, Mobility doesn't speed up your attacks. It just augments your walking and dashing speed. My proof? I performed a test using two different Gundam F91s. The difference in Mobility between them was over 200. I used a stopwatch and verbal and visual cues to record how long their S-strings took, and there was not even a 0.1 second difference. I performed this test multiple times under multiple circumstances. So stop spreading that rumor. And don't say "well look at ZZ, he's so slow compared to F91!". Yes, that's because that's how they were DESIGNED, it has nothing to do with Mobility. ======================= 2. TERMINOLOGY (DWG302) ======================= This section describes the terms that I personally use when referring to Mobile Suit movesets. It also includes descriptions of the skills included in the game that I mention. It doesn't contain EVERY skill, just the ones I talk about. PERSONAL TERMINOLOGY General - A term I use meaning the same thing as "ace" or "ace pilot". I am more used to the term "general" due to having played much Dynasty Warriors. Before I realized I should've been using the term "ace" instead, I had already written 80% of the guide, and to go back and change every instance of the word general and to fix all of the spacing issues it would cause is just not worth it. Grab - A term I use for any attack that will take hold of a single enemy regardless of their blocking status. Some moves are actual grabs, but most are actually impaling with a beam sword. Grab-type moves cannot be blocked by the enemy who is grabbed by them. Grappling beam – An attack that extends outward, grabs (and damages) an enemy, and then drags them towards the user. Guard Smash - A Guard Smash is when a Charge Attack can break the enemy's guard, causing them to recoil back and be vulnerable to a follow-up hit. Guard Smashing attacks won't do damage if blocked, but they are handy for making a chink in the enemy's defenses. C3 attacks (see below if you are unsure of this term) are the most notorious for having this property, but that is not a universal rule (thanks to _Val_ of the GameFAQs boards for pointing this out for me). Unfortunately my testing that brought you this FAQ did not include checking for the Guard Smash property and I just don't have to time to go over every suit again to check for it, but as I continue to play I will update moves that I notice can do this. You are also free to e-mail me if you notice any such moves yourself. Impulse testing - Testing whether a Charge Attack uses Melee or Shot as its damage stat by using Impulse. For more detail, see the entry on Impulse in the PILOT SKILLS section below. Piercing - A property of beam attacks that allows them to go through enemies hit the enemies behind the initial target. C1s almost never pierce unless you equip a special skill, but most Charge Attacks and SP Attacks do. I try to point out exceptions to this rule. I also focus a lot on "piercing" when it comes to grunts, because the ability to pierce can make them MUCH more usable. Steering – Refers to the ability to turn during the attack. Unless I say so, most attacks are steerable. I will try to point out attacks that you cannot steer, or that are excessively good (or poor) at steering. Super Armor - A quality belonging to attacks. If an attack has "Super Armor", you become resistant to interruption and knockdown during the execution of the move (the timing differs between attacks, and you still take full damage from all attacks). This quality tends to resist grunt attacks entirely and resist the majority of general's S-strings, but crumbles before Charge Attacks and SP Attacks. Note that some attacks have an advanced version of Super Armor that actually renders them completely invulnerable to all damage, interruption or knockdown - these attacks tend to be moves that "grab" an opponent an execute a follow-up attack. This is different from Super Armor and much more powerful. MOVESET TERMINOLOGY S-string - The combo executed just by pressing X/Square repeatedly. The length of the S-string depends on the Class of the suit (see below). Charge Attack - The special attacks used by pressing Y/Triangle during the S- string. Technically, the Shot fired by most suits by pressing Y/Triangle by itself is considered a Charge Attack, but it behaves very differently. C1, C2, C3, C4, C5, C6 - Terminology used to describe Charge Attacks. The number mentioned in the term is the number of buttons you press in the combo, with the final attack being Y/Triangle. For example, C4 is pressing XXXY (or Square, Square, Square, Triangle). C1s are performed just by pressing Y/Triangle. Dash Combo - The three-hit S-string performed during a dash. Dash Charge - Performed while pressing Y/Triangle during a dash combo. Boost Dash - The special damage-dealing dash performed by dashing after a Charge Attack. By continuing to perform this after Dash Charges, you can do this forever for as long as you have Thruster and the enemy doesn't ED out of your combo. Emergency Dash - The ED I just mentioned. This is a special "escape dash" that gives you a temporary moment of invulnerability. This can be performed in two ways; one is while being hit, you can Emergency Dash out of the combo. Two is that if you dash in the middle of an S-string (or Boost Combo), it counts as an Emergency Dash. This technique is most notably improved by the Sonic Boost Mobile Suit Skill, described below. CLASS TERMINOLOGY class 1 - A main character suit. Generally the best, with a 6-hit S-string and six Charge Attacks. These suits are also defined by the presence of a Combination SP Attack, which is used when there is an electric current going between you and an ally and you activate your SP Attack. Class 2 - A powerful suit, generally slightly weaker than the Class 1s, with a 4-hit S-string and four Charge Attacks. In addition, their SP Attacks only consume 1 section of the SP Gauge (regardless of how much SP you have) and last less time in general. This is the same for all suits below Class 2 as well. Class 2- - Same moveset type as a Class 2, but with inferior stats and Charge Attacks. As far as I understand, the suit is also considered "weaker" for the purposes of the Instant Hero Pilot Skill. Class 3 - Weak "grunt" suits with a 6-hit S-string and only one Charge Attack, that can be used at any time during the S-string (including after the final hit). PILOT SKILLS High Tension - Normally, when your HP is in the red, you deal a Hyper SP Attack instead of a normal one. It's the same move, but you get a nice dramatic cutaway with your character and a special quote, and your move lasts longer and/or deals more damage depending on the move. Also, for Burning and Master Gundams, the Gundam enters a Hyper Mode state for a certain amount of time after a Hyper SP Attack, which seems to increase damage. This skill gives you a Hyper SP Attack each and every time, regardless of your Armor Gauge. Impulse – Impulse is a skill that, as far as I can tell, increases the damage of Shot moves and creates an electric pulse animation upon contact. If a Pilot has Impulse, all C2-C6/Dash Charges that use the Shot stat will display the shockwave, allowing me to be certain if the move uses the Shot stat or not. Instant Hero - A skill that makes you stronger if you are piloting a weak suit. Class 3s give the biggest bonus, class 2-s give the next best bonus, and Class 2s give the lowest bonus. Magnetic Field - A bizarre skill that activates when you use a Charge Attack. At certain time(s) in the Charge Attack a magnetic circle will appear (if enemies are nearby) that pulls the enemies in. Used effectively, it can make a single attack damage out a huge group of enemies. The timing is individualized for each and every Charge Attack, and it is not predictable just by seeing an unmodified version of the charge. Testing each and every move in the game with Magnetic Field was NOT part of my process in making this FAQ - my goal was to analyze the unmodified movesets of the Mobile Suits, not to create builds or tell people what skills to use. That said, I do point out a couple of moves that I know are decent with Magnetic Field. I totally welcome ANY Magnetic Field recommendations, so please e-mail me! LordKarasuman has already mentioned many good Magnetic Field suits in his FAQ, though. Overdrive - A Pilot Skill that causes you to do your Combination SP Attack instead of your Ground SP, every time. MOBILE SUIT SKILLS Airmaster - Increases all damaged done mid-air. Airmaster testing was not a part of my process in making this FAQ, but contributor shinigamiefa pointed out some interesting attacks that count as mid-air despite what you may think, and I included those. The general trend is, even if it is a Ground or Combination SP, if the move occurs with the suit not touching the ground, it is aerial. It enhances almost EVERY Air SP in the game, so if you like an Air SP, use it! It's strong! Hard Strike/Sniper - These two skills are bizarre. The in-game description says that it increases the chance of dealing extra damage with a melee attack (Hard Strike) or a ranged attack (Sniper). DO NOT get this confused with a Melee-based move or a Shot-based move, as these are NOT the same. Sniper kicks in on any attack that does not come directly from the suit's main body. Notably, this includes almost any shockwave or energy wave emitted from the suit, even if it comes from a Melee-based attack. That does NOT mean that these attacks are Shot-based, however; they are simply "ranged". Long Range - Increases the melee attack range of a unit. The only suit I mention this for is the Epyon because of its noticeably impressive range. Long Range is a percentage-based skill that amplifies existing range, so it is useful for suits with naturally good range and poor for suits like Burning Gundam. Minovsky Drive - Significantly decreases Thruster Gauge usage for all actions that require it. Practically a staple on every suit, especially if you are fond of the Sonic Boost spam method of fighting (and even if you aren't, it's extremely useful for transportation, Boost Dash chaining and Emergency Dashes). Sonic Boost - Causes a damaging shockwave to appear from your suit every time you Emergency Dash. I use it as a staple skill on every Mobile Suit for three reasons - One is that it breaks enemy guard. If you are using your S-string against the enemy and they are blocking, you can Sonic Boost, break their guard, and instantly start a Dash combo against them. Two is that it interrupts enemy Melee combos against you, as opposed to a normal Emergency Dash in which the enemy can continue their combo and hit you again. Three is that it can interrupt enemy SP charges (when they glow purple in preparation for doing an SP Attack). Some people also enjoy using Sonic Boost together with the first two hits of a Boost Dash combo to deal constant, unstoppable damage for as long as you still have Thruster. This technique is very strong but is not my favorite because I prefer mixing up my moves. LordKarasuman is the expert user of this technique and you can see it in many of his videos. Zero Range Shot - A very useful skill that causes you to deal bonus damage if using a Shot-based technique at very close range. This skill seems to work for SP Attacks as well, which makes it very valuable - even if I do not make a specific recommendation, feel free to use Zero Range Shot on any of your favorite Shot-based Charge Attacks or SP Attacks. It is unknown if Zero Range Shot enhances the rare Shot-based S-string attacks, as the multi-hit nature of such attacks tends to make it hard to compare damage (input from users who have performed their own tests is welcome). ================================ 3. MOBILE SUIT MOVESETS (DWG303) ================================ LEGEND (Description of of the properties listed in the FAQ - not a Gundam!) C1: Generally a simple beam shot or machine gun burst that fires forward. Useful for tormenting generals as you close in. For Class 1 and 2 suits, you can generally fire three at a time by pressing Y/Triangle three times in a row. Unfortunately, these attacks tend to home on the closest target and they rarely pierce, making them significantly less useful against generals hiding in a crowd. C2: Usually a very quick technique that knocks the enemy into the air. Boost Dashes after these moves sometimes end with you attacking the enemy mid-air, and can be used as a quick way to torment one ace while everything below you is unable to interfere. In addition, these moves have a tendency to be multi-input, meaning that pressing Y/Triangle again after the initial attack may lead to a follow-up attack. C3: Generally either a Grab move or a Guard Smash move (both terms described in the terminology section). Thus it is useful if you notice that your first two hits have been blocked. **Sonic Boost is generally considered the "best" way to deal with guards, but this can be more fun as it is built into the suit's actual moveset. C4: Usually a bread-and-butter skill of the suit that is useful for clearing crowds. Wide slashes or sweeping beams are the most common to see. C5: An attack that almost always ends with you and the enemy being airborne, allowing you to either segway into an Air SP flawlessly or to start an aerial boost dash. Also, sometimes these attacks are gun volleys or laser bursts which are almost always good against Mobile Armors. C6: Usually the most dramatic move a suit has, and generally excellent for clearing crowds. Widely varies between suits. Dash Charge: Usually a quick beam shot (that pierces) or a melee attack. The general pattern for effective Boost Dashing is Boost Dash->SS->Dash Charge, then repeat. Attacking with only two hits of the Dash Combo is generally recommended because the third hit tends to send them too far away to be hit by the Dash Charge. I try to point out instances where you can do the full Dash Combo and get away with it, though. SP Attack: The SP Attack done while standing on the ground, also known as the Ground SP or GSP. For Class 1 suits, using the attack with 2 or 3 SP gauges will either power up the attack (for moves with a single hit) or extends the duration/number if hits of a move (for multi-hit moves). Please note that knowing the Melee/Shot properties of an SP Attack cannot be done by a simple ability like Impulse, so any property that I list has been decided based off of educated guessing and/or testing using suit plans with varying degrees of the Melee/Shot stat. Air SP Attack: Air SP executed by pressing B/Circle in the air. You can jump in the air to execute it (clumsy and slow but necessary), but there are two other options - one is, if your C2 knocks the enemy into the air, you can Boost Dash after them and execute it. Two is that C5s, pretty much without exception, end in the air as well. Air SPs follow the same rules as Ground SPs in regards to Class 1 suits and additional SP gauges. Note that if one of these attacks is your favorite, they are almost all boosted by the **Airmaster Mobile Suit skill. Combination SP Attack: The SP Attack used when on the ground and an "electric current" is running between you and an ally (meaning you both have at least one SP Gauge filled). Again, on Class 1 suits these moves can be powered up/extended with additional SP gauges. Special Equipment: A special upgrade to a suit, only found on Class 1s. It adds a unique property, usually a stat boost or increased SP gain after 250 kills. For most suits, these are unlocked through friendship with their respective pilot. For others, they are unlocked through History missions. For the Mushas, they are unlocked by achieving Rank 1 online. For Knight Gundam, it is unlocked through a Special Mission. Other Info: For the most part, these describe the activities of class 1 suits. Class 2s may display similar properties, but Class 2-s and 3s are pretty different. Now, ON TO THE GUIDE! Use Ctrl+F and type in the Gundam's name to find it without difficulty. GUNDAM C1: Single purple beam. 3 can be fired at a time. Shot. C2: An upward slash, followed by a shield backhand if you press Y/Triangle again. Melee. C3: A single bazooka shot. Shot. C4: Slashes twice, then darts forward and slashes again if you continue to press Y/Triangle. Melee. C5: A jumping slice. Ends in the air. Melee. C6: Fires in the air and a massive shockwave emanates from the suit. Great against crowds and fairly protective. Shot. Dash Charge: Swings a mace in a wide circle, then slams it on the enemy. Effective at catching the enemy and damaging nearby crowds. Melee. SP Attack: Stands in place and stabs repeatedly with an energy lance, then throws it forward. It explodes on contact. Melee. Air SP Attack: Alternates attacking with two bazookas, followed by firing both at once. Shot. Combination SP Attack: Flings a mace left and right while slowly advancing, then spins it around in a circle. While not superb by any means, it is much better than the Ground SP at crowd clearing but is still effective against generals, so it may be useful with the **Overdrive skill. Melee. Special Equipment: Magnet Coating - Amount of SP Gauge charged from attacks increases when over 250 enemies are destroyed. CHAR'S ZAKU II C1: A burst of machine gun bullets. 3 can be fired at a time. Shot. C2: A jumping uppercut punch, followed by a downward kick if you press Y/Triangle one more time. Melee. C3: A double roundhouse. Melee. C4: A bazooka blast - up to four bazooka blasts if you continue to hit Y/ Triangle. Good against crowds and generals. Shot. C5: A double rising somersault kick. Ends in the air. Melee. C6: A quick shoulder charge. Melee. Dash Charge: An axe kick. Melee. SP Attack: A flying kick with a surprisingly wide range. Good against generals and crowds. Melee. Air SP Attack: Rapid-fire bazooka shots. Good against generals. Shot. Combination SP Attack: Alternating machine gun blasts and bazooka shots, followed by simultaneously firing both. Shot. Special Equipment: Triple Speed - Movement speed is increased when Char is piloting. Other Info: The Special Equipment is actually pretty cool - the suit gets a permanent Speed Up powerup (equivalent to picking up the Thruster powerup), meaning it moves very quickly and depletes very little Thruster. CHAR'S GELGOOG C1: Single yellow beam. 3 can be fired at a time. Shot. C2: Throws its beam sword like a boomerang, then does the same with its shield if you press Y/Triangle again. Hits a lot and is actually quite good at fighting generals and crowds. Melee. C3: Stabs forward. If it hits, it grabs the enemy and then throws them forward. Completely invulnerable to damage, interruption and knockdown during the grab follow-up attack. Melee. C4: Rushes forward while spinning its beam saber in front of it. Not actually that great at crowds. Melee. C5: A jumping uppercut slash. Ends in the air. Melee. C6: Jumps into position, then stands in place and throws its spinning beam saber around itself twice. Good against crowds and with **Magnetic Field. Melee. Dash Charge: Kicks forward. Melee. SP Attack: Walks forward while alternating spinning its beam saber to the left and to the right, followed by a spin directly in front of it. Good against pretty much anything. Melee. Air SP Attack: Flies slowly forward while spinning its beam saber in one hand and its shield in the other. Melee. Combination SP Attack: Spins around in a devastating screen-filling whirlwind. Great against crowds and anything else. Melee. Special Equipment: High Output Generator - Attack power is increased when Char is piloting. GUNCANNON C1: Single purple beam. 3 can be fired at a time. Shot. C2: A jumping knee strike. Melee. C3: Lunges forward and grabs. If it makes contact, it grabs the enemy and throws them forward while stomping the ground and creating a minor shockwave. If you continue to press Y/Triangle after the grab, though, it throws the enemy into the air and fires its shoulder cannons at it. Melee, Shot for the shoulder cannons. C4: Fires three rounds of its shoulder cannons - diagonal left, forward, and diagonal right. Shot. C5: Jumps in the air and fires three rounds of its shoulder cannons. Sometimes its attempts to track enemies cause it to fire in odd directions. Ends in the air. Good against generals and Mobile Armors. Shot. C6: Lunges forward and grabs. If it makes contact, it grabs the enemy and swings them around in a rather large whirlwind that can be extended by rapidly pressing Y/triangle (but if you do, you'll fall on your butt at the end of it). Decent against crowds. Melee. Dash Charge: Fires shoulder explosives forward. Has a terrible habit of firing really high up and hitting nothing for some reason. Shot. SP Attack: Runs forward, flailing its arms in a cartoonish whirl, followed by a lunging punch. Hilarious but absolutely pathetic. Melee. Air SP Attack: Repeatedly fires shoulder cannons. Much better than Ground SP if you're not using **Overdrive. Shot. Combination SP Attack: Pirouettes while firing in all directions. LEAGUES better than its ground SP and a very worthy of the **Overdrive skill. Special Equipment: Special Ammo - Power of SP Attack increased when over 250 enemies are destroyed. Other Info: This suit almost seems like a joke. The Ground SP is terrible and its Dash Charge almost never hits. Even its C5 has unusual behavior. If the Dash Charge were at least accurate the suit would be much better, but... GUNDAM MK II C1: Single yellow beam. 3 can be fired in a row. Shot. C2: An upward slash and a roundhouse. Melee. C3: A dash followed by a forward thrust. Melee. C4: Fires a bazooka. Can be extended to four shots by rapidly pressing the Y/Triangle button. Good vs. crowds and generals, but makes distance from the general the more shots you let fire. Shot. C5: Fires three explosive shots downwards while propelling upwards. Ends in the air. Shot. C6: A backflip kick which knocks enemies into the air, followed by an upward slash then a downward double-slash. Pretty good against condensed crowds and strong against generals. Melee. Dash Charge: A rapid three-shot beam attack. Good against generals but the shots don't pierce, so it can be blocked by crowds and is useless against them. Shot. SP Attack: Rapid alternating shots from bazooka and beam rifle, followed by a triple bazooka burst. Shot. Air SP Attack: Flies forward while slashing repeatedly, followed by a single bazooka shot. Good against anything. Melee, then Shot. Combination SP Attack: Leaps over the enemy while firing the bazooka down, then flips around once it lands and continues firing the bazooka at a target. Excellent vs. crowds and generals, although a crowd can block the bazooka shots for the general. Shot. Special Equipment: Movable Frame – Defense power increased when over 250 enemies are destroyed. Z GUNDAM C1: Single purple beam. 3 can be fired in a row. Shot. C2: Dashes to the right while firing three double explosive shots. Shot. C3: Roundhouse followed quickly by a low kick. Melee. C4: Wide double slash with its rifle saber. Melee. C5: Slashes upwards, jumps into the air and then kicks the enemy downwards. Ends in the air. Melee. C6: Upward slash, jumps into the air, then fires a sweeping line of shots from the beam rifle. Excellent against anything, especially at short range. Melee, then Shot. Transform Attack: A single purple laser. Shot. Dash Charge: A grappling beam. Melee. SP Attack: Rapid-fire beam rifle shots, followed by a sweeping line of shots. Excellent against anything, especially at short range. Shot. Air SP Attack: Turns into waverider mode and flies forward. Melee. Combination SP Attack: Throws beam saber forward, which hovers spinning in place a little bit in front of them, and then he fires at it with his beam rifle repeatedly. The saber is Melee?, the beams are Shot. Special Equipment: Bio-Sensor – Amount of SP Gauge charged from attacks increases when over 250 enemies are destroyed. Other Info: Due to the grappling beam Dash Charge, you should in theory be able to execute the entire three-hit Dash Combo, follow up with the grappling beam, Boost Dash for maximum damage, and then continue. However, many enemies seem to be able to Emergency Dash out of this, and the classic two- hit Dash Combo followed by Dash Charge is probably best. Other Info: The third hit of the Dash combo is both a stab forward and a shot out of the beam rifle. Presumably this bullet is Shot-based. Such an action is also fairly unique. HYAKU SHIKI C1: A single yellow beam. 3 can be fired at a time. Shot. C2: A single yellow piercing beam, followed by an uppercut backflip if you connect with the beam and press Y/Triangle again. Shot, then Melee. C3: Kicks the enemy while jumping up, and then dive kicks it (Falcon Kick). Oddly, the dive kick appears to stop midair if it hits someone, but you can instantly Boost Dash afterwards which is useful for chaining hits on aces. Melee. C4: Slices forward, and then does a spinning slice. Melee. C5: Jumps in the air and fires a bazooka downward that knocks enemies up. Ends in the air. Shot. C6: Whirls upwards in the air with double blades, then slams back into the ground causing a shockwave. Good vs. generals and surprisingly effective vs. Mobile Armors. Melee. Dash Charge: A cross slash with twin blades. Melee. SP Attack: Darts forward back and forth while slashing, ending with a flipping slice. Melee. Air SP Attack: Moves slowly forward firing a bazooka. Shot. Combination SP Attack: A massive cannon appears in Hyaku Shiki's torso which fires a large continuous beam (Mega Bazooka Launcher). Shot. Special Equipment: Dual Float Armor - Defense power increased when over 250 enemies are destroyed. (Move names and additional information on C2 and C3 courtesy of RaphaelRobo of the GameFAQs board) GUNDAM MK II (TITANS) C1: Single yellow beam. 3 can be fired in a row. Shot. C2: Knocks an enemy into the air with its shield, then fires a very short-range explosive shot at it. Melee, then Shot. C3: A dash followed by a forward thrust. Melee. C4: Fires a bazooka. Can be extended to four shots by rapidly pressing the Y/Triangle button. Good vs. crowds and generals, but makes distance from the general the more shots you let fire. Shot. C5: Fires three explosive shots downwards while propelling upwards. Ends in the air. Shot. C6: A backflip kick which knocks enemies into the air, followed by an upward slash then a downward double-slash. Pretty good against condensed crowds and strong against generals. Melee. Dash Charge: A rapid three-shot beam attack. Good against generals but the shots don't pierce, so it can be blocked by crowds and is useless against them. Shot. SP Attack: Leaps over the enemy while firing the bazooka down, then flips around once it lands and continues firing the bazooka at a target. Excellent vs. crowds and generals, although a crowd can block the bazooka shots for the general. Shot. Air SP Attack: Flies forward while slashing repeatedly, followed by a single bazooka shot. Good against anything. Melee, then Shot. Combination SP Attack: Rapid alternating shots from bazooka and beam rifle, followed by a triple bazooka burst. Shot. Special Equipment: Elite Version – Attack power increased when over 250 enemies are destroyed. Other Info: The SP Attack and Combination SP Attack are the same as the Gundam Mk II's, but they are reversed in the way they are executed. I personally prefer the bazooka one to the alternating shot one, plus I prefer the Titan version's Special Equipment, so I think this suit is better. THE O C1: Single yellow beam. 3 can be fired in a row. Shot. C2: Stomps a tiny shockwave, then slashes into the air if you press Y/Triangle again. Melee. C3: Stabs forward (which is able to grab an enemy), and then slashes with his skirt arms. Melee. C4: Slashes inward with his skirt arms, then shoots an array of beams in a semicircle in front of him. Good against crowds and Mobile Armors. Melee, then Shot. C5: Slashes the enemy up with his skirt arms, then jumps and slashes with his main arms. Ends in the air. Melee. C6: Slashes and sends a deadly shockwave straight forward. Great against crowds. Melee. Dash Charge: Simultaneously slashes forward with four beam sabers. Melee. SP Attack: A series of wide slashes forward using his skirt arms, followed by a final slash with his main arms. Melee. Air SP Attack: Rapid firing from beam rifles from his skirt arms. At 2 SP, it will be followed by two mid-air slashes. Shot, then Melee for the slashes. Combination SP Attack: A devastating array of beams from four beam rifles. An amazing SP Attack that may be worthy of the **Overdrive skill (although the normal SP Attack is pretty useful as well). Special Equipment: High Mobility Verniers – Movement speed increased when over 250 enemies are destroyed. Other Info: According to shinigamiefa, The O and Palace Athene both have a propety he calls "Super Armor" that was also present on DW:G2. What this means is that during Charge Attacks (including Dash Charge), the suit is HIGHLY resistant to knockdown or interruption by normal attacks (Charge Attacks and SP Attacks may be strong enough to break through, however). He discovered this while being assailed by multiple aces on a high difficulty mission and not being interupted while executing his Dash Charge, and has since then tested it many times. This is more evident on Palace Athene due to its slow Charge animations. QUBELEY C1: Single yellow beam. 3 can be fired in a row. Shot. C2: Spins upward while firing lasers from its wrists all around it. Shot. C3: Throws spinning beam swords forward, then they both curve slightly outward before returning. Melee. C4: Funnels circle the suit, and then all fire outward once. Decent against surrounding crowds. Shot. C5: Jumps in the air then fires several wrist lasers downward, which launch their target up. Ends in the air. Good against generals and Mobile Armors. Shot. C6: Funnels fly into the air then quickly fire three rounds – straight down, slightly outward, then more outward. Excellent against crowds and devastating against Mobile Armors. Shot. Dash Charge: Funnels line horizontally on the ground and fire a spread forward. Shot. SP Attack: Funnels fire in a concentrated area in front of the suit, followed by a sweeping slice. Good against generals caught in the fire, but if they jump or Emergency Dash they will escape. Shot, then Melee. Air SP Attack: Flies forward while funnels assume a triangle shape around the suit and fire in a triangle pattern. Tracks generals very well. Shot from funnels, collision with flying suit may be Melee. Combination SP Attack: Alternating sweeping motions with its hands, firing waves of lasers with each sweep, followed by a spin that fires lasers in all directions. Deadly if you can trap a general against a wall with it. Shot. Special Equipment: Psycommu Antenna – Defense power increased when over 250 enemies are destroyed. Other Info: Sports the highest Shot stat of the three Qubeleys. Defined mostly by its crowd-clearing Dash Charge. HAMBRABI C1: Single yellow beam. 3 can be fired in a row. Shot. C2: A face-stabbing kick, followed by a backflip if you press Y/Triangle again. If the face-stabbing kick makes contact, it can grab an enemy, and that enemy will be slammed into the ground during the backflip. Melee. C3: Whips the sea serpent forward for two hits. Melee. C4: A wide slash followed by a forward stab. Melee. C5: A whirling upwards dash in transformed mode. Ends in the air. Melee. C6: An incredibly deadly spinning attack that fires lasers in every direction. Can be extended by repeatedly pressing Triangle/Y. Devastates generals, crowds, and Mobile Armors. Shot. Transform Attack: A twin pair of yellow beams. Shot. Dash Charge: Whips the sea serpent forward for two hits. Melee. SP Attack: Throws the sea serpent forward for continuous damage. Air SP Attack: A barrel-rolling flying transformed rush. Melee. Combination SP Attack: Dashes forward swinging the sea serpent in a circle. Tends to drag everything it hits with it. Melee. Special Equipment: Enhanced Monoeye – Defense power increased when over 250 enemies are destroyed. ZZ GUNDAM C1: Double red beams. 3 can be fired in a row. Shot. C2: A downward slash, followed by a side slash. Melee. C3: A forward thrust. If it makes contact, it grabs one enemy and slashes it. Super Armor. Melee. C4: Slams the beam saber into the ground, creating a shockwave and sending forth an energy wave. Good against crowds. Melee. C5: Jumps in the air and throws out a sweeping beam from its rifle that launches enemies. Ends in the air. Melee (I have no idea why, but it is definitely confirmed Melee). C6: Jumps in the air and fires explosives from its back that scatter all around it. Decent against crowds, and great at point-blank range against large Mobile Armors. Shot. Transform Attack: A double red beam. Shot. Dash Charge: A double red beam. Shot. SP Attack: Launches a huge beam, then fires an even larger one for the second half of the attack (eat my Hi Mega Cannon!!). Good against anything. Shot. Air SP Attack: Fires a huge beam. Good against anything. Shot. Combination SP Attack: Advances forward while slashing with double beam sabers, followed by a volley of explosives around it from its back. Melee, then Shot. Special Equipment: Mega Capacitor – Power of SP Attack increased when over 250 enemies are destroyed. QUBELEY MK II (PURU) C1: Single yellow beam. 3 can be fired in a row. Shot. C2: A rising slice that hits twice. Can segway into an aerial Boost Dash. Melee. C3: Throws spinning beam swords forward, then they both curve slightly outward before returning. Melee. C4: Funnels circle the suit, and then all fire outward once. Decent against surrounding crowds. Shot. C5: Jumps in the air then fires several wrist lasers downward, which launch their target up. Ends in the air. Good against generals and Mobile Armors. Shot. C6: Funnels fly into the air then quickly fire three rounds – straight down, slightly outward, then more outward. Excellent against crowds and devastating against Mobile Armors. Shot. Dash Charge: A forward stab with a beam saber. Melee. SP Attack: Funnels fire in a concentrated area in front of the suit, followed by a sweeping slice. Good against generals caught in the fire, but if they jump or Emergency Dash they will escape. Shot, then Melee. Air SP Attack: Flies forward while funnels assume a triangle shape around the suit and fire in a triangle pattern. Tracks generals very well. Shot from funnels, collision with flying suit may be Melee. Combination SP Attack: Alternating sweeping motions with its hands, firing waves of lasers with each sweep, followed by a spin that fires lasers in all directions. Deadly if you can trap a general against a wall with it. Shot. Special Equipment: Psycommu Barrier – Power of SP Attack increased when over 250 enemies are destroyed. Other Info: Defined by having the most Melee moves of all of the Qubeleys, as well as having the LEAST useful Dash Charge of the three. QUBELEY MK II (PURU TWO) C1: Single yellow beam. 3 can be fired in a row. Shot. C2: Spins upward while firing lasers from its wrists all around it. Shot. C3: Stabs forward with double beam sabers, then fires shots out of its wrists. Melee, then Shot. C4: Funnels circle the suit, and then all fire outward once. Decent against surrounding crowds. Shot. C5: Jumps in the air then fires several wrist lasers downward, which launch their target up. Ends in the air. Good against generals and Mobile Armors. Shot. C6: Funnels fly into the air then quickly fire three rounds – straight down, slightly outward, then more outward. Excellent against crowds and devastating against Mobile Armors. Shot. Dash Charge: Funnels form a vertical circle in front of the suit, then all fire inward at the target. Devastates generals, especially with **Impulse. Shot. SP Attack: Funnels fire in a concentrated area in front of the suit, followed by a sweeping slice. Good against generals caught in the fire, but if they jump or Emergency Dash they will escape. Shot, then Melee. Air SP Attack: Flies forward while funnels assume a triangle shape around the suit and fire in a triangle pattern. Tracks generals very well. Shot from funnels, collision with flying suit may be Melee. Combination SP Attack: Alternating sweeping motions with its hands, firing waves of lasers with each sweep, followed by a spin that fires lasers in all directions. Deadly if you can trap a general against a wall with it. Shot. Special Equipment: Psycommu Controller – Power of SP Attack increased when over 250 enemies are destroyed. Other Info: The Qubeley defined by its excellent anti-general Dash Charge. It is also notable that this suit also uses Shot for each and every move (at least partially), making it the most Shot-oriented Qubeley. NU GUNDAM C1: Single purple beam. 3 can be fired in a row. Shot. C2: A wide slash. Melee. C3: A double shot of explosives. Shot. C4: Fin funnels spread horizontally in front of the suit and fire. If Y/Triangle is repeatedly pressed, Nu Gundam will slightly advance and the funnels will then fire a concentrated shot directly in front of the suit, and then spread outward and fire again like the first time. A quick, excellent combo against crowds and generals. Shot. C5: An uppercut followed by an aerial slice. Ends in the air. Melee. C6: Creates a pyramid-like barrier around Nu Gundam using the funnels. The creation of the barrier causes damage, but the barrier persists for a time as long as you don't use funnel-based attacks. As far as I can tell, it protects you from Shot attacks, as I take no damage from grunt shot moves while inside of it. It is hard to tell how effective this is against general Shot attacks. Shot (damage from the initial creation of the barrier). Dash Charge: All six funnels fire straight forward. Very powerful. Shot. SP Attack: Stand still while funnels fire in the area surrounding Nu Gundam. Strong against anything, especially Mobile Armor. Shot. Air SP Attack: A bazooka volley, followed by a final bazooka shot. Shot. Combination SP Attack: Advances forward while slashing rapidly, followed by a final slash. Highly steerable. Melee. Special Equipment: Psycho-Frame – Amount of SP Gauge charged from attacks increases when over 250 enemies are destroyed. SAZABI C1: Single yellow beam. 3 can be fired in a row. Shot. C2: Three shots with the left arm, followed by a forward thrust with a blade if you press Y/Triangle again. Shot, then Melee. C3: A stab with a blade. If it makes contact, it grabs the enemy and holds them up while funnels surround them in a circle and fire in on them. The funnels provide some degree of splash damage. Completely invulnerable to damage, interruption and knockdown during the grab follow-up attack. Melee, then Shot. C4: A circular upwards slash, followed by a downward swing. Melee. C5: An uppercut slash that brings you into the air. Melee. C6: Deploys funnels in a large circular pattern in front of the suit, which fire inwards. Once deployed, they are very minorly steerable. Good vs. crowds. Shot. Dash Charge: Shotgun-like spray of bullets. Shot. SP Attack: Fires funnels into the sky and sends them forward, raining a “shower” of lasers down. Shot. Air SP Attack: Hovers, firing a large, continuous beam from the center of the suit. Shot. Combination SP Attack: A slowly forward-moving two-saber slash attack. Easily steerable. Melee. Special Equipment: Psycho-Frame – Amount of SP Gauge charged from attacks increases when over 250 enemies are destroyed. Other Info: A decent **Magnetic Field suit, because its C4 and C6 do alright with the skill, but don't expect anything grand. GUNDAM GP01 FB C1: A single purple beam. 3 can be fired in a row. Shot. C2: A two-hit shield uppercut. Melee. C3: A side slash. If it makes contact, it "grabs" the enemy and slowly rips through their suit in a really look looking animation. Unfortunately, very precise timing is required to properly Boost Dash afterward, and sometimes the attack leaves the enemy BEHIND you making it entirely impossible. Melee. C4: Dashes back, then darts forward in a semicircle pattern and slashes. A highly mobile attack. Melee. C5: Launches the enemy into the air with an upper, followed by a blast from its chest thrusters if you press Y/Triangle again. Ends in the air. Melee, then Shot. C6: Dashes back and to the right, then dashes to the left then to the right while rapid-firing beams straight forward. A highly mobile attack, and good against anything. Shot. Dash Charge: A single purple beam. Shot. SP Attack: Moves forward, slashing over and over with its beam saber, followed by a final slash. Poorly steerable. Melee. Air SP Attack: Detaches its legs and hovers its torso forward quickly, rapidly firing beams, followed by a single forward slash. Difficult to aim at a desired target. Shot, then Melee. Combination SP Attack: Continuously fires large purple beams, followed by a final beam. Good against anything. Shot. Special Equipment: Enhanced Stabilizer – Power of SP Attack increased when over 250 enemies are destroyed. GUNDAM GP02 C1: Fires vulcans (“face machineguns” as I call them). 3 can be fired at a time. Shot. C2: An uppercut slash, followed by a jumping axekick if you press Y/Triangle again. Melee. C3: A shield dash, followed by a shield backhand if you press Y/Triangle again. Melee. C4: A long, 360-degree slash that hits twice. Great against crowds. Melee. C5: Jumps and fires a strong beam downward that knocks the enemy into the air. Ends in the air. Shot. C6: Fires a volley of exploding shots from his back, then leaps forward for a double slash if you press Y/Triangle again. Good against crowds, but far too slow for generals. Shot, then Melee. Dash Charge: A large beam from his gun. Shot. SP Attack: Stands in place and slashes forward rapidly, followed by a lunging slash. Melee. Air SP Attack: Launches a warhead shot at the ground. Quick. Takes bases by itself at 3 SP. Shot. Combination SP Attack: Walks forward flailing his bazooka, then fires a warhead shot. Melee, then Shot. Special Equipment: Heavy Attack Gear – Power of SP Attack increased when over 250 enemies are destroyed. Other Info: A fairly impressive **Magnetic Field suit, due to usefulness with C4 and a rather astonishing result from the end-slash of the C6. GUNDAM F91 C1: Single purple beam. 3 can be fired in a row. Shot. C2: Throws its shield forward, then fires at it. Melee, then Shot. C3: Fires a large green shot from its hips. Shot. C4: Rushes forward spinning beam sabers on both sides, followed by a slash. Can be extended by rapidly pressing the Y/Triangle button, and is good with **Magnetic Field. Melee. C5: Grabs an enemy with an upward blade strike, then detaches them from it. Ends in the air. Melee. C6: Strafes to the left while firing three pairs of green beams from its hips. Great against anything. Shot. Dash Charge: Fires a large yellow beam from its shoulder cannon. Shot. SP Attack: Moves forward while slashing rapidly – one of the better versions of moves like this, then follows it with a large yellow beam from its shoulder cannon. Melee, then Shot.
Air SP Attack: Fires a massive green beam from its core. Shot.
Combination SP Attack: Moves forward while alternating shots from shoulder
cannon and beam rifle, followed by a double shot from its hips.
Special Equipment: Biocomputer – Amount of SP Gauge charged from attacks
increases when over 250 enemies are destroyed.
Other Info: After a Ground SP Attack or Combination SP Attack, for a brief time
Gundam F91 will glow yellow and each attack it performs will leave a
(harmless) afterimage in its place. There is no noticable improvement to
attack power, attack speed, movement speed, Thruster Gauge usage, nor
anything else that I have noticed. Also, unlike the "special modes" of
other suits (Burning/Master Gundam's Hyper Mode, the Trans-Am suits,
Unicorn Gundam's Destroy Mode, Knight Gundam's full armor etc.), when this
effect wears off, nothing happens. For the other modes, when they wear off,
you are stopped in place for a moment (stopping any attacks or movements)
and you watch yourself change appearance back to normal. That doesn't
happen with this suit, leading me to believe that it is just a nice visual
touch that has no gameplay use. Thanks to Davin for e-mailing me and
letting me know that I forgot to mention this.
V2 GUNDAM
C1: Single purple beam. 3 can be fired in a row. Shot.
C2: Fires an explosive shot, followed by a jumping knee strike if you press
Y/Triangle again. Shot, then Melee.
C3: Detaches from its legs, which launch forward, then the torso slashes
forward afterward. Melee.
C4: Thrusts itself forward with its Wings of Light out. Melee.
C5: Jumps up and launches a huge multi-hit beam which launches targets upward.
Ends in the air. Good against generals and Mobile Armors. Shot.
C6: Throws three parts of its shield outward which have an electric current
running between them and the shield, and flails them around in front of
him. Good against crowds. Shot.
Dash Charge: Fires a V-shaped shot from its shield. Shot.
SP Attack: Rushes forward with a triangle-shaped shield of light in front of
him, followed by a blast from his All-Range Cannon. Shot?, then Shot.
Air SP Attack: Soars forward INCREDIBLY quickly with the Wings of Light out.
More SP means bigger wings and faster speed. At 3 SP it ends with a blast
from the wings. Strong general homing, crowd annihilating capabilities.
Melee.
Combination SP Attack: Fires a continuous short range spread beam from its All-
Range Cannon, followed by a quick huge beam forward. Shot.
Special Equipment: Targeting Device – SP Attack power is increased when a
Newtype or Cyber-Newtype is piloting.
BURNING GUNDAM
C1: Fires vulcans (“face machineguns” as I call them). 3 can be fired at a
time. Shot.
C2: A double uppercut kick. Melee.
C3: A slow shockwave stomp, followed by a wide-range forward thrust if you
press Y/Triangle again. Works well in crowds, but it has slow execution
that leaves you vulnerable. Melee.
C4: Spins in a HUGE whirlwind of damage (Burning Slash Typhoon). It is sharply
steerable, and if you circle a general you can hit him many times. The move
can be extended much longer by continuously and rapidly pressing
Y/Triangle. This is probably the game's best move to accompany the
**Magnetic Field skill, and it will literally fill your screen with dying
robots in a crowd. Melee.
C5: A strong forward punch. If it hits, he follows it with an upwards volley of
punches that ends in the air. Melee.
C6: A rapid volley of slashes with double beam sabers in a medium-sized area in
front of him. Melee.
Dash Charge: A burst from his suit. Melee.
SP Attack: At 1 SP, a quick explosion (Shining Finger). At 2 SP, a damaging
rush forward. At 3 SP, a damaging rush forward with a burst of energy in
front of the suit, followed by a grab. If it hits, the Burning Gundam will
grab the target, then hold it up in the air and detonate a huge energy ball
on it (Heat End). Note that an actual "grab" is not necessary - as long as
the grab motion damages an enemy, the Burning Gundam will execute the move
without a held target. Melee.
Air SP Attack: A highly-steerable quick rush forward, ending in explosion
(Choukyuu Haou Den'eidan). Great vs. crowds. Melee.
Combination SP Attack: A single, huge blast forward (Sekiha Tenkyoken). At 3
SP, Burning Gundam first creates two clones of itself, one on each side,
which persist after the attack for a short period of time. These clones
respond to your INPUT, they do not mimic your suit. In another words, if
your main suit is being attacked and hitstunned/juggled, your clones will
continue to move and respond in tune to what buttons you are pressing. This
can be really fun, especially after you break out of said combo and one of
your clones is now halfway across the screen still doing what you tell it
to do. Melee (based off of the testing showing that Master Gundam's very
similar CSP is Melee... except that Master Gundam gets no clones, of
course).
Special Equipment: Hyper Mode – Amount of SP Gauge charged from attacks
increases when over 250 enemies are destroyed.
Hyper Mode: In addition to the Special Equipment “Hyper Mode”, the Gundam
itself will turn gold if you use a Hyper SP Attack (an SP Attack executed
while you are in critical health, or with the **High Tension skill
equipped). In this state, you have increased defense and movement speed,
and possibly a small attack increase (info courtesy of shinigamiefa of the
GameFAQs boards). It disappears after a time.
Other info: Since the C1 is his only Shot attack, you could ignore the Shot
stat on your Burning Gundam plans to focus on getting his other stats as
high as possible.
Other Info: This is a suit where the SP attack acts differently depending on
whether you have 1, 2, or 3 SP. It is difficult to check these on every
single suit, so if you know if any other suits who behave like this please
let me know.
MASTER GUNDAM
C1: Purple orbs fired from the palm. 3 can be fired in a row. Shot.
C2: Kicks the enemy up, then jumps up for an axe kick and lands on the ground.
Melee.
C3: A volley of punches followed by a thrusting punch. Great vs. generals.
Melee.
C4: Fires miniature versions of itself forward that explode in a wide radius in
front of him (Juuni Ouhouha). Excellent versus crowds. Melee.
C5: A 360-degree whirling uppercut kick that ends in the air. Melee.
C6: Throws a master cloth forward - if it makes contact, it will unleash a HUGE
shockwave from the enemy. Completely invulnerable to damage, interruption
and knockdown during the grab follow-up attack. Melee.
Dash Charge: Throws the master cloth forward, which acts as a grappling beam.
Melee.
SP Attack: A wide, short-ranged cone of damage (Darkness Finger), followed by a
thrusting punch. Shot for the cone, Melee for the follow-up.
Air SP Attack: A highly-steerable quick rush forward, ending in explosion
(Choukyuu Haou Den'eidan). Great vs. crowds. Melee.
Combination SP Attack: A single, huge blast forward (Sekiha Tenkyoken). More
blasts are added for more SP bars. Melee (based off of controlled testing
of a suit with 227 Shot vs. 442 Shot but with the same Melee stat – damage
was the same).
Special Equipment: Hyper Mode – Amount of SP Gauge charged from attacks
increases when over 250 enemies are destroyed.
Hyper Mode: In addition to the Special Equipment “Hyper Mode”, the Gundam
itself will turn gold if you use a Hyper SP Attack (an SP Attack executed
while you are in critical health, or with the **High Tension skill
equipped). In this state, you have increased defense and movement speed,
and possibly a small attack increase (info courtesy of shinigamiefa of the
GameFAQs boards). It disappears after a time.
Other Info: Upon discovering that his SP Attack is Shot-based (credit to
shinigamiefa), it is no longer prudent to completely ignore Shot for Master
Gundam. Sigh.
WING GUNDAM ZERO
C1: Fires machineguns from his shoulders. 3 can be fired at a time. Shot.
C2: Stabs forward with his gun. If it hits, it "grabs" the enemy and fires into
them. Melee for the grab, then Shot.
C3: Dashes forward in bird form. Melee.
C4: Shoots front and back, then at both sides. Good versus crowds but a little
awkward. Shot.
C5: A leg sweep slash, then a shield uppercut if the first hit makes contact.
Ends in the air. Melee.
C6: Shoots a large, fairly wide blast. Good against crowds, high damage against
generals if you can do it. Shot.
Transform Attack: Two large beams. Shot.
Dash Charge: Two large beams. Shot.
SP Attack: Fires a huge continuous beam forward. Shot.
Air SP Attack: Fires a huge continuous beam forward. Shot.
Combination SP Attack: Fires massive beams to the left and to the right, then
spins slowly in place. Great against fields, and still does well against
generals. A good candidate for the **Overdrive skill if fields are an
issue. Shot.
Special Equipment: Zero System – Defense power increased when over 250 enemies
are destroyed.
GUNDAM EPYON
C1: An overhead spinning whip. Melee.
C2: A downward whipping. Melee.
C3: A forward thrust with a beam saber. If it hits, it will grab an enemy and
then thrust them forward. Melee.
C4: A spinning 360-degree slash. Good against crowds. Melee.
C5: Spins upward with the whip surrounding it. Ends in the air. Melee.
C6: Whips at a lightning-fast speed, damaging all around the suit. Adequate
against anything, and good with **Magnetic Field. Melee.
Transform Attack: A “force aura” around the suit. Melee.
Dash Charge: Extends the whip forward, which grabs onto the enemy and then lets
go, stopping them in front of you. Melee.
SP Attack: Immobilized in place, stabs forward very rapidly with beam saber,
followed by a final lunging stab. Good against generals and Mobile Armors,
but unfortunate if the generals dash out. Melee.
Air SP Attack: Turns into Dragon form and soars forward, darting left and right
repeatedly. Melee.
Combination SP Attack: Floats slowly forward in the air, cross-slashing with
its beam saber very rapidly, followed by a sweeping whip attack. Melee.
Special Equipment: Epyon System – Defense power increased when over 250 enemies
are destroyed.
Other Info: This suit is 100% Melee. Shot means nothing and can be totally
ignored.
Other Info: Due to the activity of the Dash Charge, it is incredibly easy to
string together Boost Dash chains with Epyon. It is sometimes even
possible to unleash the entire three-hit Dash Combo chain and then grab
them with the whip Charge.
Other Info: The Epyon has some darn impressive range. I might suggest **Long
Range, which is not a Pilot Skill but a suit skill, to expand it even
further.
GUNDAM DEATHSCYTHE HELL
C1: Fires vulcans (“face machineguns” as I call them). 3 can be fired at a
time. Shot.
C2: Throws an exploding projectile (Shield Buster) out. Releasing the attack is
Melee, while the explosion itself is Shot (information courtesy of
shinigamiefa of the GameFAQs boards).
C3: Stabs his scythe forward and then throws the enemy up with a second hit.
If you Boost Dash in pursuit, you will be in the air. Super Armor. Melee.
C4: A long and wide slash. Good against crowds. Melee.
C5: A scythe uppercut. Ends in the air. Melee.
C6: A large 360-degree spin of the scythe, followed by a downward slash. Great
against crowds and with **Magnetic Field. Melee.
Dash Charge: A spinning kick. Melee.
SP Attack: An incredibly deadly quick slash forward. Very fast and powerful.
Melee.
Air SP Attack: Dives down quickly, then flicks an enemy up with his scythe.
Melee.
Combination SP Attack: Slow moving, poorly-steerable back and forth slices.
Melee.
Special Equipment: Hyper Jammer – Increases duration of Hyper Jammer effect.
Hyper Jammer: By holding down the Y/Triangle button when executing
Deathscythe's C2-C6, you will turn cloaked and start to slowly move
forward. By releasing the button, Deathscythe will uncloak and perform the
charge attack. This can take some practice. The enemy will not target you
during this effect. Also, for some time after the attack and after SP
Attacks, you will still looked cloaked. During this Hyper Jammer state,
grunt mobile suits won't attack you, you cannot be knocked down, and your
defense is increased (information courtesy of shinigamiefa of the GameFAQs
boards).
GUNDAM HEAVYARMS KAI
C1: Fires chest-mounted machine guns. 3 can be fired at a time. Shot.
C2: A forward stab with its gatling guns. If it hits, the enemy will be
grabbed, lifted into the air, shot several times, and then thrown forward.
Completely invulnerable to damage, interruption and knockdown during the
grab follow-up attack. Melee, Shot for the gunfire.
C3: A volley of six explosive shots from its shoulders. Good against generals,
even at a range. Shot.
C4: A right-to-left sweeping volley of machine gun bullets. Great against
anything, and probably its most efficient attack. Shot.
C5: A somersault-like upward kick. Ends in the air. Melee.
C6: Simultaneously fires shoulder explosives and chest machine guns. Like a
miniature version of its SP attack. Great against anything. Shot.
Dash Charge: Spins around with his combat knife out. Looked a look cooler in
the anime. Melee.
SP Attack: Rapid-fires shoulder and leg explosives as well as chest machine
guns. Good against anything, although grunts can protect generals from the
shots because they don't penetrate. Shot.
Air SP Attack: Fires its arm-mountain machine guns in a bizarre spread pattern,
finishing with an aerial beam saber slash. Not terribly effective. Shot,
then Melee.
Combination SP Attack: Leaps gracefully in the air, scattering explosive shots
all around it. Okay versus crowds. Shot.
Special Equipment: Precision Fire Control – Attack power increased when over
250 enemies are destroyed.
Other Info: The second half of this suit's S-string, as well as its Dash Combo,
are clearly bullets and presumably Shot-based. Shinigamiefa has performed
testing involving **Zero Range Shot that confirms that the Dash Combo is
Shot-based, so it stands to reason that the second half of its S-string is
the same.
TALLGEESE II
C1: A round yellow bullet. 3 can be fired in a row. Shot.
C2: An upward slash that sends enemies into the air. Melee.
C3: A multi-thrust rapierlike attack that does more hits if you rapidly press
Y/triangle. Ends with a forward thrust. Good against generals. Melee.
C4: A small somersault followed by a sweeping forward projectile slash.
Excellent in crowds. Melee.
C5: A spinning upwards uppercut that ends in the air. Melee.
C6: A beam shot that sweeps quickly from left to right. Good in crowds, and
will multi-hit generals at short range. Shot.
Dash Charge: A single round yellow bullet. Shot.
SP Attack: A constant laser stream from the rifle. Good against generals. Shot.
Air SP Attack: Fires a shot at the ground that causes an explosion. Very quick.
Shot.
Combination SP Attack: Spins in circles swinging twin beam sabers, firing
sweeping projectile slashes in all directions. Excellent vs. crowds and
Mobile Armors and when up-close against generals. Possibly the best
candidate for the **Overdrive skill. Much to my delight, shinigamiefa
reports that this move is considered aerial and can be augmented by
**Airmaster. Melee.
Special Equipment: Duel Spec Tuning – Attack power increased when over 250
enemies are destroyed.
GUNDAM DOUBLE X
C1: Single green beam. 3 can be fired in a row. Shot.
C2: An upward rising kick, followed by a slash that knocks the opponent
downwards if you press Y/Triangle again. Ends in the air. Melee.
C3: A forward thrust. If it hits, it grabs the enemy, and then throws it
forward. Melee.
C4: A 360 degree slash, followed by a forward slash if you continue to input
Y/Triangle. Good against crowds. Melee.
C5: A large barrage of explosive shots from the chest that causes the enemy to
rise upwards. Ends in the air. Excellent against generals and Mobile
Armors, especially with **Impulse. Shot.
C6: Somersaults in the air twice while slashing, then lands with a slash that
causes a shockwave. Kinda fun with **Magnetic Field. Melee.
Dash Charge: Dashes forward with swords extended, then slashes. Effective
because it hits several times and homes on generals. Melee.
SP Attack: Fires a MASSIVE blue beam forward that is barely steerable, but
deals incredible damage. Shot.
Air SP Attack: Fires a blast onto the ground that causes a massive screen-
filling explosion. Can wipe out a field by itself even at 1 SP, and should
NOT be underestimated. Shot.
Combination SP Attack: Unleashes a MASSIVE blue beam that spins rapidly in
circles. Great against anything and a decent candidate for **Overdrive,
although the normal SP attack is also good. Shot.
Special Equipment: Flash System – SP Attack power is increased when a Newtype
or Cyber-Newtype is piloting.
TURN A GUNDAM
C1: Single purple beam. 3 can be fired at a time. Shot.
C2: A shield upper that knocks enemies into the air. If you Boost Dash, it will
be aerial and is helpful for getting away from crowds while trying to
eliminate a general. Melee.
C3: Lobs two explosives. Good to torment mid-range generals. Shot.
C4: Fires a left-to-right sweeping beam. Decent against crowds, and quite
remarkable against Mobile Armors. Shot.
C5: Jumps and fires a wide spread of lasers from its front that knock enemies
into the air. Ends in the air. At point-blank range, effective against
Mobile Armors. Shot.
C6: Runs forward whirling a mace in a wide circle over its head, followed by a
downward mace swing. Can be extended by pressing Y/Triangle rapidly. Great
against crowds and with **Magnetic Field. Melee.
Dash Charge: Flips and does a downward slash. Melee.
SP Attack: Alternates swinging maces while slowly advancing, followed by a
mace-whirling frenzy that hits all around the suit. Good against crowds.
Melee.
Air SP Attack: Soars forward with the wings of the Moonlight Butterfly,
followed by a barrel roll. Good against crowds and generals. Melee.
Combination SP Attack: Lobs an explosive that makes a screen-detonating blast.
Quick. Excellent against bases. Shot.
Special Equipment: Nanoskin Armor - Defense power increased when over 250
enemies are destroyed.
TURN X
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Single bazooka shot. Shot.
C3: Throws a grappling beam. Melee.
C4: Throws a punch which can knock a large amount of enemies into the air and
slightly forward. Regardless of whether it hits, creates an explosion with
the other hand (Shining Finger) which has nice range but slow execution.
Melee.
C5: Body parts spin around him in a circle as he rises into the air. Melee.
C6: Body parts fan out in front of him and each fire a different beam (a total
of 4). Shot.
Dash Charge: Fires two shots from his feet. Shot.
SP Attack: Fires a large red cone of damage forward which tends to drag the
enemies closer. It appears that if you have all three SP slots filled, at
the end of the attack, he will lunge forward a bit, and grab an enemy if
there is one. Regardless of whether he grabs or not, he will then execute a
Shining Finger like his C4. Shot for the cone, Melee for the grab and
Shining Finger follow-up.
Air SP Attack: Turns around and fires a Moonlight Butterfly (strong, wide close
range attack) in front of him. Very short duration. Melee.
Combination SP Attack: Body parts whirl around him in a huge, highly-steerable
whirlwind (Bloody Siege). Great against anything, may be a good candidate
for **Overdrive. Melee.
Special Equipment: Memory of the Dark History – SP Attack power is increased
when a Newtype or Cyber-Newtype is piloting.
Other info: I find that certain S-string attacks of his, notably the fourth,
have an odd delay if you hit multiple enemies, which messes up the timing a
bit.
Other Info: Due to long reach, you are usually able to execute the entire 3-hit
Dash Combo, followed by the Dash Charge, and then be able to Boost Dash
again and string it together.
STRIKE FREEDOM GUNDAM
C1: Double green beams. 3 pairs can be fired at a time. Shot.
C2: Cartwheels to the right, firing two pairs of beams. Shot.
C3: Two stabs and a slash with beam sabers. Guard Smash. Melee.
C4: Fires a wide and powerful beam forward. Good against crowds. Shot.
C5: Backflips and fires a flurry of shots a the ground which propel enemies
upward. Ends in the air. Good against Mobile Armors. Shot.
C6: Dragoons detach from wings and slash into a wide area in front of you. Good
against crowds. Melee.
Dash Charge: Fires twin yellow beams from the hips. Shot.
SP Attack: Fires a unusually short-ranged constant beam from its beam rifle.
Shot.
Air SP Attack: Fires a large continuous highly-steerable beam alongside smaller
beams fired by its dragoons, which widen the attack's effective range.
Shot.
Combination SP Attack: Floating in place, the dragoons detach and fire a deadly
array of beams in a large area in front of the suit. An amazing attack that
is like an enhanced version of the Qubeley's SP Attack, and possibly worthy
of **Overdrive. Considered aerial for the purposes of **Airmaster (thanks
shinigamiefa). Shot.
Special Equipment: Hyper Lock-on – SP Attack power is increased when a Newtype
or Cyber-Newtype is piloting.
INFINITE JUSTICE GUNDAM
C1: Single green beam. 3 can be fired in a row. Shot.
C2: A quick backflip kick. If it makes contact, the enemy is kicked into the
air, and the Infinite Justice follows up by firing a grappling hook onto it
and dragging itself upward if you press Y/Triangle again. Ends in the air.
Melee.
C3: Leaps upside down and spins its beam sword horizontally towards the ground.
Works great with **Magnetic Field. Melee.
C4: Fires a green beam forward. Good against generals. Shot.
C5: A spinning kick that slowly rises. Ends in the air. Melee.
C6: Launches its jet attachment forward, and it then circles the Infinite
Justice several times. Great against surrounding crowds. Melee.
Dash Charge: Throws its beam sword like a boomerang, hitting twice. Good
against crowds, and tracks generals well. Melee.
SP Attack: Stands in place and twirls its beam sword in a figure eight pattern,
followed by a dashing slice that ends in the air. Short range but good
against generals and Mobile Armors. Melee.
Air SP Attack: Jumps on its jet attachment and rides forward, firing beams as
it goes. Beams are Shot, collision damage from jet is presumably Melee.
Combination SP Attack: Throws its beam sword, which spins in circles and
rotates around the immobilized suit. Good against crowds. Melee.
Special Equipment: VPS Armor – Defense power increased when over 250 enemies
are destroyed.
DESTINY GUNDAM
C1: Single green beam. 3 can be fired in a row. Shot.
C2: Triple slash combo. Don't count this move out - its actually pretty decent.
Melee.
C3: Throws a spinning beam saber out like a boomerang. Melee.
C4: Dashes left, then does a left-to-right dashing slash, followed by a
diagonal left forward dashing slash if you press Y/Triangle again. Good
against crowds, but moves rather erratically. Melee.
C5: Thrusts into the air with a shining palm. Ends in the air. Melee.
C6: Jumps in the air, then dives into the ground causing a shockwave. Great
against crowds. Melee.
Dash Charge: A spinning slash. Guard Smash. Melee.
SP Attack: Soars forward with its wings extended, followed by a grab forward.
If it hits, it grabs the enemy and then unleashes a blast from its palm
as its wings flare out (Palma Fiocina). Melee.
Air SP Attack: Fires a large beam. Shot.
Combination SP Attack: Advances forward with wings extended, slashing rapidly,
followed by a dramatic backflip slash. Melee.
Special Equipment: Hyper-Deuterion – Power of SP Attack increased when over 250
enemies are destroyed.
00 RAISER
C1: Fires double purple beams. 3 can be fired at once (for a total of six
beams). Shot.
C2: Slashes upwards, knocking enemies into the air, and then fires on them
multiple times if you press Y/Triangle again. Melee, then Shot.
C3: Jumps and slams the ground, creating a small shockwave around the suit. In
Trans-Am, twin energy waves shoot forward from the attack, making it
significantly more useful. Melee.
C4: Dashes forward with his swords out, then performs a spinning slash. In
Trans-Am, the attack's range is significantly widened, making it excellent
versus crowds and mobile generals. Melee.
C5: Jumps in the air and throws his beam swords down, which spin briefly in
place and knock the enemies into the air. Ends in the air. Melee.
C6: Jumps slightly in the air, slashes, and then fires a beam. In Trans-Am, the
beam is significantly larger and more effective vs. crowds. Melee, then
Shot.
Dash Charge: Four simultaneous beams from his weapons and shoulder attachments.
Shot.
SP Attack: Enters Trans-Am and unleashes a sweeping beam from left to right
that multi-hits. At 3 SP, it will fire the beam MUCH faster and then follow
up with a powerful downward beam slice that multi-hits (Raiser Sword).
Melee.
Air SP Attack: Enters Trans-Am and then fires a continuous beam forward. Melee.
Combination SP Attack: Enters Trans-Am and then rides forward on the 0 Raiser
while slashing, followed by an outward burst of particles from the body
(Trans-Am Burst). Melee, then Melee?
Special Equipment: Raiser System – Increases duration of the Trans-Am effect.
Trans-Am: After any SP Attack, the 00 Raiser enters a Trans-Am state, as shown
by the suit turning a reddish-purple color. The biggest advantage of this
state is that 00 Raiser's attack speed increases greatly, as well as the
range of all of his attacks. Certain Charge Attacks recieve an especially
impressive augment, as described above. In addition, if you Emergency
Dash, 00 Raiser enters a state of "quantization" for approximately 2-3
seconds where he is completely immune to damage and hitstun/knockdown
(credit to shinigamiefa for pointing out the effects of this). Trans-Am
also grants increased movement speed (walking/dashing) as well as decreased
Thruster Gauge usage, except there are two caveats to this; the first is
that it does not stack with **Minovsky Drive for the purposes of regular
dashes (it does stack for every other effect though). The second is that
the Emergency Dash actually costs MORE Thruster in Trans-Am, probably to
offset the advantages of the quantization ability. I would like to point
out that according to my testing, Trans-Am does NOT increase 00 Raiser's
attack power. It wears off over time, but take note that it does not
disappear if you are in the middle of attacking or in a Boost Dash combo,
or otherwise not on the ground.
Other Info: Whether or not 00 Raiser's SP Attacks were Melee or Shot was a
source of contention for me. My own early testing leaned in the direction
of Melee but was largely inconclusive. Shinigamiefa then did some testing
of his own and determined Melee, leading me to be content with saying they
are Melee.
Other Info: It should be noted that 00 Raiser's Raiser Sword at the end of his
fully charged Ground SP shows improved damage with **Airmaster (courtesy
shinigamiefa).
REBORNS GUNDAM
C1: Single red beam. 3 can be fired in a row. Shot.
C2: Sends out an electrified cable, which grabs and shocks an enemy. Melee.
C3: Quickly throws out finfangs forward for a multihit attack. Good against
generals and decent for crowds. Guard Smash. Shot.
C4: Fires a sweeping arc laser from left-to-right from his cannon. Slower, and
possibly with more short-range hits, than other similar attacks like from
Turn A and Tallgeese II. Good against anything. Shot.
C5: Spins upward while finfangs form a sideways line on the ground in front of
him and shoot upwards. Ends in the air. Shot.
C6: Leaps up in the air and finfangs fire lasers in a wide area in front of
him. You can actually make this translate into an aerial Boost Dash if you
time it right. Good against crowds and Mobile Armors. This is a bizarre
move; it is unaffected by **Impulse and instead affected by **Magnetic
Field, which are properties that in almost every case belong solely to
Melee moves. Nobody has done thorough testing to confirm the attack as
either Melee or Shot, but the move's appearance strongly suggests Shot
regardless of these properties. It is a mystery.
Dash Charge: Fires four beams simultaneously from its back. Shot.
SP Attack: Enters Trans-Am and then slowly moves forward and slashes while four
finfangs hover behind him firing forward. At the end, the finfangs surround
him and shoot outwards. Devastating. Melee for slashes, Shot for finfangs.
Air SP Attack: Enters Trans-Am and then fires a continuous large red beam while
also firing several smaller beams from his four back attachments. Even more
powerful than many similar beam moves due to the additional shots fired
out, which also make it very hard for generals to escape. Shot.
Combination SP Attack: Enters Trans-Am and then directs finfangs forward while
they fly in the air in a sideways line, shooting downwards. Then they
gather and sweep outwards firing lasers before returning. Excellent for
crowds. Shot.
Special Equipment: Twin Drive – Amount of SP Gauge charged from attacks
increases when over 250 enemies are destroyed.
Trans-Am: After using an SP Attack, the Reborns Gundam enters a Trans-Am state,
as shown by the suit being surrounded by a red aura. In this state, the
suit gains an attack power increase (unlike the 00 Raiser), a movement
speed increase (walking/dashing), and a decrease in Thruster Gauge usage
(works for all Thruster Gauge-using actions, except it does not stack with
**Minovsky Drive for normal dashes). It does NOT, however, gain an attack
speed increase nor enhanced Charge Attacks. This mode wears off over time,
but it should be noted that it does not wear off during attack chains or
Boost Dash combos, or otherwise not on the ground.
Other Info: Due to his interesting movement, you should be able to perform the
entire 3-hit Dash Combo, execute the Dash Charge, and be right in front of
the enemy to Boost Dash again. This is the strongest form of the Boost Dash
combo. Combined with the effectiveness of the suit's Air SP attack, an
**Airmaster and **Zero Range Shot build using the Dash Charge in the air
and the Air SP could be devastating.
UNICORN GUNDAM
C1: Fires a heavy beam. 3 can be fired at once, but very slowly. Pierces. Shot.
C2: A forward slash. Melee.
C3: A shield uppercut, followed by a heavy beam that scatters airborne enemies
if you press Y/Triangle again. Melee, then Shot.
C4: A machinegun-like green burst from the rifle. Has many hits and does
EXTREME damage to any target at short range (and is also good against
crowds). Do NOT underestimate this attack.Shot.
C5: Jumps up and fires a bazooka on the ground that will launch enemies. Ends
in the air. Shot.
C6: Charges the gun for a bit, and then fires 5 consecutive huge beam rifle
shots. Excellent against crowds. Shot.
Destroy Mode Charge: Rushes forward (dealing damage), then makes an X-shaped
cross slash with surprising range. Melee.
Dash Charge: A single bazooka shot. Shot.
Destroy Mode Dash Charge: Fires a heavy beam. Shot.
SP Attack: Enters Destroy Mode and then rushes forward in a highly-steerable
double beam-saber slash frenzy. Melee.
Air SP Attack: Enters Destroy Mode and fires an extremely powerful volley of
machinegun-like green bullets. Good against single targets and sometimes
crowds. Shot.
Combination SP Attack: Enters Destroy Mode and fires into the air, then a slow,
massive explosion extends from his body hitting all surrounding enemies.
Shot.
Special Equipment: NT-D System – Combat skill increased when a Newtype or
Cyber-Newtype is piloting.
Destroy Mode: Activated by using any SP Attack, the Unicorn Gundam's appearance
changes significantly and its moveset is completely different. It gains a
very fast 10-hit Melee-based combo with a single Charge attack no matter
when you press Y/Triangle (including at the end of the tenth hit). Details
above. It eventually wears off, but will not disappear if you are in the
middle of an attack chain, a Boost Dash combo, or otherwise not on the
ground.
SINANJU
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: A bazooka shot that knocks enemies into the air, followed by a jumping
kick that knocks them downwards if you continue to press Y/Triangle. Can
lead to an aerial Boost Dash under certain circumstances. Shot, then Melee.
C3: Stabs forward. If it makes contact, it grabs an enemy, holds them up, and
shoots them with point-blank beam rifle shots, then throws them away.
Completely invulnerable to damage, interruption and knockdown during the
grab follow-up attack. Good against generals. Melee, then Shot.
C4: A forward slash that hits in front of Sinanju. Melee.
C5: Spins his double-sided blade in a circle while dashing upwards. Ends in the
air. Melee.
C6: Throws his double-sided blade forward and it spins while rotating in a
circle several times. He then catches it and slashes forward. Good against
crowds and generals in front of him. Very good with **Magnetic Field.
Melee.
Dash Charge: Bazooka shot. Shot.
SP Attack: Rushes forward with shield, grabbing one target (unblockable) and
dealing continuous damage to that target and all around it. Melee.
Air SP Attack: Incredibly rapid-fire beam shots followed by an exploding shot.
Powerful against anything. Shot.
Combination SP Attack: Slow-moving forward slashing attack. Melee.
Special Equipment: Psycho-Frame – Amount of SP Gauge charged from attacks
increases when over 250 enemies are destroyed.
Other Info: Sinanju's rushing Ground SP Attack is actually considered an aerial
attack according to shinigamiefa and could benefit from **Airmaster.
MUSHA GUNDAM
C1: Fires an explosive shot from its rifle. 3 can be fired at a time. Shot.
C2: Slices upward with a halberd, then slashes down. Melee.
C3: Dashes forward for a bit with a halberd pointed forward. Melee.
C4: Moves slightly forward while spinning multiple times with both weapons out.
Good against crowds and great with **Magnetic Field. Melee.
C5: Stabs forward. If it hits, it grabs an enemy, jumps into the air, and
throws it to the ground causing a large shockwave and causing the enemy to
launch into the air. Ends in the air. Good against generals due to its
guard-piercing grab property and bonus crowd-damaging effect. Melee.
C6: Charges for a bit, then slashes forward creating a large shockwave around
it. The shockwave tends to knock enemies into the air and cause them to
"float" there for a brief moment. Good against crowds. Melee.
Dash Charge: Thrusts forward slightly while spinning its halberd. Melee.
SP Attack: Stabs forward. It if doesn't make contact, nothing happens. If it
does make contact, it grabs a single enemy and begins slamming it to the
ground repeatedly creating shockwaves. Then jumps in the air and throws the
enemy to the ground creating a large shockwave and launching the enemy into
the air, much like its C5. Great damage against the stabbed target and
anything that makes direct contact with the slamming motion - aim well.
Note that an actual "grab" isn't necessary - as long as the initial stab
hits a enemy, even if it fails to grab it, the Musha Gundam will execute
the remainder of the move with no enemy held. In addition, the final
portion of the attack, where Musha Gundam jumps and throws the enemy to the
ground creating a shockwave, is affected by both **Airmaster and **Magnetic
Field. Melee.
Air SP Attack: Soars forward headfirst with blades held out on his sides. Great
for crowd-clearing and homes well on generals. Melee.
Combination SP Attack: Standing in place, the suit spins both weapons over its
head creating a large local whirlwind, and then slashes forth twice. Great
against clustered generals and Mobile Armors. Melee.
Special Equipment: Mars Drive - Attack power increased when a male is piloting.
Other Info: Just like Burning and Master Gundam, this suit's only Shot attack
is its C1. I recommend focusing on all other stats first.
MUSHA GUNDAM MK II
C1: Single purple beam. 3 can be fired at a time. Shot.
C2: Sweeps upward with two swords knocking enemies into the air, followed by a
kick forward if you press Y/Triangle again. Melee.
C3: Stabs forward with the glaive. If it hits, it grabs the enemy, spins and
then knocks them forward with its katana hilt. Melee.
C4: Rushes forward headfirst for a bit, then slashes outwards with both swords
sending an energy wave forward. Good against crowds and great for gaining
SP, but a little awkward. Melee.
C5: An axe kick, followed by an upward knee that sends the target into the air.
Ends in the air. Melee.
C6: Leaps into the air with an upward swing of the glaive, then slams it into
the ground causing a shockwave. Great against crowds. Melee.
Dash Charge: A large blast from its rifle. Its size makes it useful, and it is
good at hitting generals that you have knocked away from you as well. It
is, in fact, my favorite thing about this suit. Shot.
SP Attack: Rapidly stabs forward with two katanas while standing in place, then
slashes twice with a glaive. Good against generals. Melee.
Air SP Attack: Moves forward fairly quickly while spinning rapidly with both
swords out, followed by a final forward burst while spinning. Great against
anything and likely worthy of **Airmaster. Melee.
Combination SP Attack: Swings the glaive overhead in a HUGE arc while very
slowly moving forward, followed by a glaive slash. Good against anything.
Melee.
Special Equipment: Venus Drive - Attack power increased when a female is
piloting.
Other Info: Besides its C1 and Dash Charge, this suit has no Shot moves. You
could choose to prioritize Shot very low when building plans for this suit,
but in my opinion the Dash Charge is very good, so don't ignore it too
much.
KNIGHT GUNDAM
C1: Single purple beam (fired from a really cool looking emblem). They appear
to be able to home. 3 can be fired at a time. Shot.
C2: Pulls out its lance and stabs forward. It if hits an enemy, it grabs it,
points it diagonally upwards, and blasts it off. Can go into an aerial
Boost Dash easily. Melee.
C3: Spins forward and slashes, creating a whirling shockwave. Very quick, safe
and useful. Melee.
C4: Thrusts his spear in the air and a torrent of lightning shoots downward.
Amazing against anything. Shot.
C5: Does a spin-slash while moving up into the air. Ends in the air. Melee.
C6: Jumps a little bit forward, then begins rapidly thrusting its lance
forward, followed by a final lunging thrust. The rapid thrusting can be
continued by rapidly pressing the Y/Triangle button. Amazing against
generals and Mobile Armors and not half bad against crowds. With
**Magnetic Field, each successive button press pulls more and more enemies
in, making it quite useful (thanks to azsxdcfvgbhnj of the GameFAQS board
for pointing this out). Melee.
Full armor Charge: A 360-degree spinning slash that sends out spiraling flames
in every direction. Excellent against anything. Melee.
Dash Charge: Throws an electrified lance. Melee.
Full armor Dash Charge: A downward flaming slash. Melee.
SP Attack: Goes into full armor and slashes vigorously left and right,
with huge flames extending the reach of the slashes significantly, followed
by a flaming backflip kick and one final slash. Melee.
Air SP Attack: Goes into full armor and creates a huge emblem that sends out
a spread of tiny bullets (Bow of Light). Augmented by **Airmaster and
**Zero Range Shot, this attack can do ungodly amounts of damage at even 1
SP. I didn't realize this myself until I discovered from LordKarasuman that
this setup is one of the best ways to get through the game's final mission.
Other powerup skills in other circumstances work as well. Shot.
Combination SP Attack: Stabs the ground, causing a huge purple emblem to appear
underneath the Knight Gundam. It then pulses with power and purple flames
erupt all around it dealing damage. Afterwards, for as long as you are in
full armor, the purple flames will continue to occasionally erupt around
you. The severity and the frequency of the flames increases with more SP
Gauges. Highly unique, and great against crowds. Could be a great choice
for the **Overdrive skill. Shot?
Special Equipment: Slate - Increases attack power of the full armor Knight
Gundam.
Full armor: Much like the Unicorn Gundam, the Knight Gundam enters full
armor mode after an SP Attack. In this mode, he dons a special blue armor
and his sword is ablaze. He has an entirely new moveset consisting of a 11-
hit S-string that can be transitioned into the Full armor charge described
above at any time, even at the end of the eleventh hit. Wears off after a
time, but will not disappear if you are in the middle of an attack chain,
a Boost Dash combo, or are otherwise not on the ground.
Other Info: If the Knight Gundam wins a duel, it performs an interesting attack
where it sends a wave of purple flames out from the ground that knock
enemies into the air and causes them to hover there for a moment. As far as
I can tell, this attack is not performable by the Knight Gundam in any
other way.
Other Info: Knight Gundam's C4, C6, and Dash Charge use an electrified lance
that creates the same electric pulse animation that Impulse does, making
Impulse testing very difficult on Knight Gundam. However, it is widely
accepted that the C4 is Shot and the C6 and Dash Charge are both Melee.
There is no controversy here.
SUSANOWO
C1: A single forward slash. It can be charged; during the charge you can stand
still or you can move Susanowo slowly. After the suit flashes, the charge
is complete and letting go of the button will cause it to release a bigger,
wider slash with much greater range and damage. Melee.
C2: Thrusts forward slightly with hip blades pointed forward. Melee.
C3: Moves forward while slashing furiously, followed by an upward slash. The
slashes can catch enemies and drag them with him; also, the move can be
extended by repeatedly pressing Y/Triangle. Tends to end in the air for
Boost Dash purposes. Noticeably improved range with Trans-Am, and seems to
be able to be extended longer as well. Good against generals. Melee.
C4: Four large slashes followed by an X-shaped slash. Good against crowds.
Melee.
C5: Spins while slashing with both swords, and then jumps in the air. Ends in
the air. Melee.
C6: Charges, and then fires a single huge energy ball from its chest.
Noticeably improved size when in Transam, making it a devastating crowd-
breaker. Shot.
Dash Charge: Creates a halo and throws it forward. Shot.
SP Attack: Enters Trans-Am and then unleashes one massive slash for huge
damage. Melee.
Air SP Attack: Enters Trans-Am and then fires multiple huge energy balls from
its chest (Tri-Punisher). Shot.
Combination SP Attack: Enters Trans-Am then spins repeatedly while slashing
forward, followed by a grand slash. Good against generals and crowds.
Melee.
Special Equipment: Entrusted Secrets – Amount of SP Gauge charged from attacks
increases when over 250 enemies are destroyed.
Trans-Am: After any SP Attack, the Susanowo enters a Trans-Am state, shown by
a red aura surrounding the suit. In this state, the suit gains an increased
attack range, an augment to certain Charge Attacks, and an increased
movement speed (walking/dashing) and decreased Thruster Gauge usage
(applies to all Thruster Gauge actions, except it does not stack with
**Minovsky Drive for normal dashes). In my research, I did NOT find an
increased attack speed, nor increased attack power. Each Trans-Am is
different for each suit. Like all Trans-Ams, though, this one wears off
over time but will not disappear for as long as you are in an attack chain
or a Boost Dash combo, or otherwise not on the ground.
KSHATRIYA
C1: Fires a green beam bullet. 3 can be fired at a time. Shot.
C2: Knocks enemies into the air with upward slashes from its right binders,
followed by arranging some funnels under the enemies in front of it and
firing upward if you press Y/Triangle again. Can segwey into an aerial
Boost Dash if done correctly. Melee, then Shot.
C3: Spins incredibly quickly while barreling forward, which can be extended by
pressing Y/Triangle repeatedy, then fires beams forward in a barrel
pattern. Great for scooping up crowds and generals. Some people enjoy it
with **Magnetic Field. Melee, then Shot.
C4: Arranges funnels in a circle around itself which rotate and fire outwards,
which can be extended by pressing Y/Triangle repeatedly, followed by a
shockwave blast from the suit. Excellent against crowds, but leaves you too
vulnerable against generals. Shot for the funnels, Melee for the shockwave
(it comes from the body and does not show the electric pulse from Impulse
testing).
C5: Spins rapidly while moving upward with beam swords held out from all four
binders. Ends in the air. Melee.
C6: Intensified continuous thruster blast forward from all four binders while
standing in place for about 2 seconds, which can be extended be pressing
Y/Triangle repeatedly, followed by a single forward dashing slash. Good
against generals and Mobile Armors but not a great crowd clearer. Shot,
then Melee.
Dash Charge: Three funnels appear on each side of the suit, and all fire inward
converging on the target in front of you (or nothing, if you're shooting at
air). Shot.
SP Attack: A head-first rush forward with funnels darting around the suit
firing forward, followed by funnels arranging in a horizonal semicircle in
front of the suit and firing once. Shot, possibly Melee from direct contact
with the suit (like the Qubeley series' Air SP Attacks).
Air SP Attack: A continuous beam forward supplemented by funnel shots around
the beam's borders, enhancing its effective range (in a similar way as
Strike Freedom's Air SP Attack). Intensifies for a moment near the end of
the attack. Great against anything. Shot.
Combination SP Attack: Fires countless beams in the whole area in front of the
suit from all parts of its body while standing in place, followed by a
massive spread of homing beams. Shot.
Special Equipment: Enhanced Binders - Defense power increased when over 250
enemies are destroyed.
Other Info: The last 3 attacks of Kshatriya's S-string look a lot like Shot
attacks, much like Heavyarms, and seem likely to be Shot-based. Testing by
Kaiser98821 has shown that they are unaffected by **Zero Range Shot,
however, making the S-string's damage stat still questionable.
Other Info: If I am not mistaken, Kshatriya has by far the widest and most
useful Dash combo string.
CHERUDIM GUNDAM
C1: Fires two machinegun-style bursts at a time. 3 can be fired at a time, for
a total of six bursts at once. Shot.
C2: Fires four explosive shots (GN Missiles) forward from its skirt. Shot.
C3: Jumps slightly off of the ground and arranges shield bits in front of it in
a horizontal fan shape and fires them once, followed by a second time if
you press the Y/Triangle button again. In Trans-Am, it is able to fire a
third time if you continue pressing Y/Triangle. Decent against crowds, but
short-ranged. Shot.
C4: Fires three large purple beams, one forward, one slightly to the left, and
then one slightly to the right in rapid succession. Good against anything.
Shot.
C5: Jumps into the air and fires three beams at the ground, which bounce
enemies into the air. Ends in the air. Shot.
C6: Fires a large purple beam forward, just slightly larger than its other
large beams. If you hold Y/Triangle instead of just pressing it, the attack
can be charged, during which you have Super Armor and can adjust your aim
(thanks to Pathagreus of the GameFAQs board for pointing this out). Once it
creates a large ball at the end of your rifle, you can release it at
anytime to unleash a beam that is larger, more powerful, has a greater
radius, a greater range, and Guard Smashes. During Trans-Am, the attack is
further buffed to have enhanced size, damage, width and range for both the
charged and uncharged versions (thanks to PPtheOmega for sharing his
experience with the attack). Shot.
Dash Charge: Fires a large purple beam. Shot.
SP Attack: Enters Trans-Am, then shield bits detach and fire within a large
area in front of the suit (much like Strike Freedom's Combination SP),
followed by short-lasting continuous beam from its rifle. The attack has
poor steering, and the follow-up continuous beam has no steering at all.
Shot.
Air SP Attack: Enters Trams-Am and then fires large purple beams forward while
its shield bits, arranged in a vertical circle around it, fire smaller
lasers forward (similar in appearance to Strike Freedom's Air SP). Shot.
Combination SP Attack: Enters Trans-Am, then rapidly fires large beams forward
while its shield bits, arranged at its sides, repeatedly fire large blasts
in a "sprinkler" pattern (first they fire forward, then slightly outwards,
then even more outwards, then they reverse the pattern), followed by one
slightly larger blast from the beam rifle. Shot.
Special Equipment: Original Solar Reactor - Increases duration of Trans-Am
effect.
Trans-Am: After any SP, the Cherudim enters a Trans-Am state, shown by a purple
aura surrounding the suit. In this state, the suit gains an augment to
certain Charge Attacks (described above), an increased movement/dash speed,
and decreased Thruster Gauge usage (applies to all Thruster Gauge actions,
except it does not stack with **Minovsky Drive for normal dashes). In my
research, I did NOT find any evidence of increased attack speed or attack
power - remember that Trans-Am is different for each suit. Like all Trans-
Ams, though, this one wears off over time but will not disappear for as
long as you are in an attack chain or a Boost Dash combo, or otherwise not
on the ground.
Other Info: Cherudim's S-string appears to be completely Shot-based, suggesting
that the suit is almost 100% Shot-based and the Melee stat can be ignored,
but no definitive testing has been performed to prove this. The only moves
of his that are clearly and definately Melee are the first two hits of his
Dash Combo.
ARIOS GUNDAM
C1: Fires a purple beam. 3 can be fired at a time. Shot.
C2: A quick double slash that knocks enemies into the air, followed by a beam
shot forward if Y/Triangle is pressed again. Melee, then Shot.
C3: Transforms and does a quick dash forward with a pincer grasp. If it hits an
enemy, it grabs them, crushes them for more damage, then pinches them and
dashes forward, leaving the enemy prone behind it. Occasionally the move
will execute its full animation simply by hitting an opponent without
actually grabbing it. Completely invulnerable to damage, interruption and
knockdown during the grab follow-up attack. Melee.
C4: Rapidly fires machine gun bullets from both arms (which fire for a longer
time if Y/Triangle is rapidly pressed), followed by a bullet sweep from
left to right. In Trans-Am, the rapid-fire portion of the attack can be
maintained for significantly longer by continuing to press Y/Triangle.
Impressive damage boost from **Impulse. Devastating against Mobile Armors
and otherwise good against anything. Shot.
C5: Jumps up and fires machine guns rapidly at the ground from both arms,
propelling the enemy into the air. Ends in the air. Good against generals
and Mobile Armors. Shot.
C6: Transforms and lunges forward. Melee.
Transform Attack: Fires a purple beam. Shot.
Dash Charge: Rapid-fires three purple beams. Shot.
SP Attack: Enters Trans-Am, then rapidly fires purple beams in a narrow cone
forward from two beam rifles, followed by a simultaneous triple shot from
both rifles. Shot.
Air SP Attack: Enters Trans-Am, then transforms and rushes forward, followed by
an upward drilling motion. Good homing on generals. Melee.
Combination SP Attack: Enters Trans-Am, then transforms and rushes forward
firing twin beams straight ahead, followed by transforming back and
spinning upward while firing beams all around it with beam rifles. Shot,
possibly Melee for rush damage.
Special Equipment: Original Solar Reactor - Increases duration of Trans-Am
effect.
Trans-Am: After any SP Attack, the Arios enters a Trans-Am state, as shown by a
red aura surrounding the suit. In this state, the suit gains an augment to
its C4, an increased attack speed, a small energy wave launched forward at
the end of its S-string, an increased movement/dash speed, and decreased
Thruster Gauge usage (applies to all Thruster Gauge actions, except that it
does not stack with **Minovsky Drive for normal dashes). There is no
evidence of an increased attack power. This mode wears off over time, but
will not disappear if you are in the middle of an attack chain or a Boost
Dash combo, or otherwise not on the ground (although being knocked out of
the air can instant-cancel it if your time is up).
Other Info: Arios CAN Emergency Dash in Trans-Am. The bug has been resolved for
America.
SERAVEE GUNDAM
C1: Fires a large, heavy purple beam. 3 can be fired at a time, albeit slowly.
Shot.
C2: Fires twin blasts from its knee guns, followed by another pair of blasts
from its shoulders if Y/Triangle is pressed again. Note that the shots,
especially the initial shot, are fired at an upward angle and have a
tendency to miss. Shot.
C3: Lunges forward and grabs. If it makes contact, it grabs the enemy, then
Seraphim Gundam detaches from its back, jumps a little into the air, and
fires twin beams down upon them. Completely invulnerable to damage,
interruption and knockdown during the grab follow-up attack. Melee for the
grab, Shot for the beam.
C4: Attaches its beam rifles to its shoulder cannons and alternates beam fire
between them (more shots can be fired if Y/Triangle is rapidly pressed),
followed by a simultaneous beam shot from both. In Trans-Am, the move can
be extended for considerably longer (firing more of the alternating shots)
if you continue to press Y/Triangle. Shot.
C5: Jumps up and knocks the enemy up with it with beam sabers, followed by
firing on them once in the air with twin beam rifles. Melee, then Shot.
C6: Throws Seraphim Gundam forward, who reverts to humanoid form (the change
itself deals damage) and then fires a beam while spinning once. During
Trans-Am, Seraphim also releases a green outward "explosion" of energy (GN
Field). Super Armor for Seravee while Seraphim is attacking. Melee for
physical contact with the thrown Seraphim, Shot for Seraphim's
transformation and beam (and also possibly for the GN Field).
Dash Charge: Fires twin beams from its beam rifles. Shot.
SP Attack: Enters Trans-Am, then charges a massive energy ball in front of the
suit, which slowly gets larger the more SP you used (and is, in an of
itself, damaging), then fires the massive energy ball forward which drags
all enemies it touches with it. Excellent against generals if you can trap
them in the initial energy ball and are using 2 or 3 SP gauges. Shot.
Air SP Attack: Enters Trans-Am, then fires a large, continuous beam forward.
Shot.
Combination SP Attack: Enters Trans-Am, then Seraphim floats up above the suit
and releases a blue-green aura (Trial System) which causes nearby enemies
to be stunned/stumbled/Guard Smashed while Seravee spins rapidly in place
firing large continuous purple beams to its left and right sides. Good
against crowds. Shot.
Special Equipment: Original Solar Reactor - Increases duration of Trans-Am
effect.
Trans-Am: After any SP Attack, Seravee enters a Trans-Am state, as shown by a
purple aura surrounding the suit. In this state, the suit gains an augment
to certain Charge Attacks (see above for descriptions), a slightly
increased attack speed, extra range added to the end of its S-string,
increased movement/dash speed, and decreased Thruster Gauge usage (applies
to all Thruster Gauge actions, except that it does not stack with
**Minovsky Drive for normal dashes). I found no evidence of increased
attack power in this mode. Like all Trans-Am modes, this wears off over
time, although it will not disappear in the middle of an attack chain or
Boost Dash combo, or if you are otherwise off of the ground (unless you are
knocked out of the air).
Other Info: I did not successfully manage to get **Impulse to activate for the
two beam attacks performed by Seraphim (the second half of the C3 and the
spinning beam of the C6), meaning they may not be Shot-based. On the other
hand, **Magnetic Field, which usually activates for all Melee attacks, did
not seem to trigger for me neither, so the actual damaging stat for those
particular attacks is unknown (one member of the GameFAQs boards said that
he did see **Magnetic Field activate for spinning beam of the C6, however,
which would mean it is Melee).
GYAN (Class 2)
C1: Launches a slow-moving mine that detonates on impact, and remains in place
for a short time and detonates if an enemy runs into it. 3 can be fired at
a time. Shot.
C2: Launches three explosive shots from its shield. Shot.
C3: Launches five mines from its shield that detonate on impact. If they hit no
target, they travel a certain distance in front of the suit and form a
horizontal line and remain for a short while until an enemy runs into one.
I personally believe that it works best against generals at a short range.
Shot.
C4: Launches a rapid volley of stabs, followed by a forward thrust. Good
against generals. Melee.
Dash Charge: Launches three explosive shots from its shield, like its C2. Shot.
SP Attack: Slashes forward four times, then stabs forward. Melee.
Air SP Attack: Spins very quickly in the air, firing explosive shots all around
it. Good against crowds. Shot.
Other Info: I find Gyan's mines fairly unique. I can't think of any suit that
has anything like it. They can detonate on impact, or they remain in place
for a bit before detonating on their own. You can make them with either its
C1 or C2.
ZEONG (Class 2)
C1: A single yellow beam from the eye. 3 can be fired at a time. Shot.
C2: Its fists whirl around it in a circle. Works well with **Magnetic Field.
Melee.
C3: Dashes forward. Melee.
C4: Rises into the air a bit and its fists fire lasers inward in a circular
motion around it. Very good against crowds. Shot.
Dash Charge: Launches both fists forward quickly. Melee.
SP Attack: Spreads its arms out firing beams, then some shoot from the body.
Very fast. Shot.
Air SP Attack: Extends its fist a bit and dashes forward slightly. Melee.
Other Info: Lauded for its very powerful dash combo, the first two hits of
which shoot a very large amount of penetrating beams. Some people use it
almost exclusively with **Sonic Boost (a suit skill, not a Pilot skill).
Then again, some people do that with EVERY suit – not my style, but I
respect its power.
BYALANT (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: A rising uppercut with a beam saber. Ends in the air. Melee.
C3: Fires a large beam with good range forwards and backwards. Shot.
C4: Jumps in the air, then does a quick diving spin. Ends in the air. Melee.
Dash Charge: Fires a single laser. Shot.
SP Attack: Spins twice in the air firing large beams towards the ground from
its arms. Good against crowds. Shot.
Air SP Attack: A three-hit beam sword combo. Fast. Melee.
PALACE ATHENE (Class 2)
C1: Double yellow beams. 3 pairs can be fired at a time. Shot.
C2: Fires four explosives in the area in front of it. Shot.
C3: Fires a fairly impressive volley of exploding shots straight forward. Good
against generals. Shot.
C4: Fires a spread of lasers forward from all parts of its body. Quite
powerful, but usually blocked by generals due to a slow execution. Can be
useful for crowds because all of the shots pierce. Shot.
Dash Charge: A double shot from its beam rifle. Shot.
SP Attack: Fires a spread of lasers exactly like its C4, as well as eight
homing explosive shells. Shot.
Air SP Attack: Spins around in a circle firing many lasers straight out,
followed by a spread of lasers forward. Would be really good if it was on
the ground, but many of the lasers don't hit their mark unless you do a
a tiny hop before executing the move, and even then it doesn't seem that
effective. Shot.
Other Info: According to shinigamiefa, The O and Palace Athene both have a
propety he calls "Super Armor" that was also present on DW:G2. What this
means is that during Charge Attacks (including Dash Charge), the suit is
HIGHLY resistant to knockdown or interruption by normal attacks (Charge
Attacks and SP Attacks may be strong enough to break through, however).
He discovered this while being assailed by multiple aces on a high
difficulty mission and not being interupted while executing his Dash
Charge, and has since then tested it many times. This is more evident on
Palace Athene due to its slow Charge animations.
BAUND DOC (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Spins its abdomen and leg in a kick. Melee.
C3: Grabs forward with claw feet. If it hits, it fires a laser from each foot.
Melee, then Shot.
C4: Whirls its entire torso, slashing with its claw. Melee.
Transform Attack: A single yellow beam. Shot.
Dash Charge: A spinning drill kick. Melee.
SP Attack: Whirls its entire torso, firing lasers from its beam rifle.
Absolutely amazing against crowds and especially Mobile Armor.
Air SP Attack: Transforms and dashes forward slowly. Melee.
GOTTRLATAN (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Head tomahawk attack. Melee.
C3: Rapid volley of punches followed by a final punch. Can be extended by
hitting Y/Triangle rapidly. Good against generals. Melee.
C4: A spinning 360-degree kick followed by a strong punch. Good against crowds.
Melee.
Dash Charge: Quick triple-beam shot. Shot.
SP Attack: A huge, highly-steerable beam. Good against anything. Shot.
Air SP Attack: A huge, highly steerable beam (same as ground). Good against
anything. Shot.
Other Info: With **Magnetic Field, its C3 gets a nice effect and its C4 becomes
fairly dangerous. Thanks to _Val_ of the GameFAQs board for pointing this
out to me.
CHAR'S Z'GOK (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: An upward punch that knocks the enemy into the air. If you Boost Dash, it
will be aerial. Melee.
C3: A quick double hit where the Z'Gok stabs with its arms and then flails them
outward. Tiny hotboxes, usually only hits once. Melee.
C4: Three rapid-fire explosive shots from the head. Shot.
Dash Charge: A headbutt followed by a multi-explosive shot from the head.
Melee, then Shot.
SP Attack: Punches forward, then fires a beam, then punches with the other hand
and fires a beam. Melee for punches, Shot for beams.
Air SP Attack: A quick double shot from both arms. Shot.
Other Info: Only superior to the Z'Gok due to its C1 and better stats.
GM (Class 3)
C1: Fires a tiny purple beam. Shot.
Charge Attack: A 360-degree spinning slash. Melee.
Dash Charge: Fires a normal purple beam. Shot.
SP Attack: Fires three shots with the beam rifle; one in front, then two
diagonally to the left then to the right. Shot.
Air SP Attack: Rushes forward with the shield. Melee.
Other Info: The GM has the same moveset as the GM Command and the GM II. The GM
is the overall weakest suit, but does sport more Shot and a tiny but more
Mobility than the GM Command.
BALL (Class 3)
C1: Fires a bazooka shot from the head cannon. Shot.
Charge Attack: Pushes upward, knocking the enemies into the air. Sometimes
chains into an aerial Boost Dash. Melee.
Dash Charge: Fires a bazooka shot from the head cannon. Shot.
SP Attack: Incredibly rapid arm poking, followed by a bazooka shot from the
head cannon. Melee, then Shot.
Air SP Attack: A quick tiny thrust forward, then a bazooka shot from the head
cannon. Melee, then Shot.
ZAKU II (Class 3)
C1: Fires a tiny machine gun burst. Shot.
Charge Attack: Kicks forward with the right foot. Melee.
Dash Charge: Thrusts forward with the left shoulder. Shot.
SP Attack: Throws an explosive. If it hits an enemy, they always get up in a
powered down state. I've also noticed that when in critical health, the
Hyper SP Attack throws three of these in three directions instead of just
one. Shot.
Air SP Attack: Fires a bazooka shot. Shot.
Other Info: The Charge Attacks are the same as the Hizack's.
GOUF (Class 3)
C1: A tiny machine gun burst. Shot.
Charge Attack: A wide sweep with an electrified whip. Melee.
Dash Charge: A forward whip swing. Unfortunately slow. Melee.
SP Attack: Two overhead whip swings, followed by two swings forward. Melee.
Air SP Attack: Thrusts the electrified whip tip forward, where it remains and
does continuous damage. Melee.
Other Info: This is no Zaku, my friend.
DOM (Class 3)
C1: Fires a bazooka shot. Shot.
Charge Attack: Fires an array of beams from its chest. Pretty darn good for a
grunt suit, and good with **Zero Range Shot. Shot.
Dash Charge: Fires a bazooka shot. Shot.
SP Attack: Four slices with a sword, followed by a jumping ground stab that
makes a tiny shockwave. Identical to the Gouf Flight Type's. Melee.
Air SP Attack: Fires three bazooka shots at the ground. Identical to the Rick
Dias'. Shot.
Z'GOK (Class 2-)
C1: Fires a tiny beam. Shot.
C2: An upward punch that knocks the enemy into the air. If you Boost Dash, it
will be aerial. Melee.
C3: A quick double hit where the Z'Gok stabs with its arms and then flails them
outward. Tiny hotboxes, usually only hits once. Melee.
C4: Three rapid-fire explosive shots from the head. Shot.
Dash Charge: A headbutt followed by a multi-explosive shot from the head.
Melee, then Shot.
SP Attack: Punches forward, then fires a beam, then punches with the other hand
and fires a beam. Melee for punches, Shot for beams.
Air SP Attack: A quick double shot from both arms. Shot.
Other Info: Only inferior to Char's Z'Gok because of the bad C1 and lower
stats. Otherwise the moveset is exactly the same.
GELGOOG (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Thrusts forward while spinning the double beam saber. Melee.
Dash Charge: Fires a normal yellow beam. Shot.
SP Attack: Thrusts forward and up while spinning the double beam saber. Melee.
Air SP Attack: Thrusts forward while spinning the double beam saber, homing on
the nearest enemy. Melee.
ACGUY (Class 3)
C1: Tiny machine gun burst. Shot.
Charge Attack: Curls into a ball and rolls forward twice. You can repeatedly
press Y/Triangle to extend the amount of time spent rolling. After rolling
6 times the Acguy will become dizzy, but you can boost dash at any point
before the 6th roll. Melee.
Dash Charge: Fires a normal yellow beam. Shot.
SP Attack: Thrusts forward a bit, drilling with the right hand. Melee.
Air SP Attack: Fires two bazooka shots from the left hand; one slightly to the
left and one slightly to the right. Shot.
ZAKU TANK (Class 3)
C1: Tiny machine gun burst. Shot.
Charge Attack: Spins around on one corner of his tank treads. Melee.
Dash Charge: Spins in circles several times. Melee.
SP Attack: Dashes back and forth several times while slowly advancing. Melee.
Air SP Attack: A machine gun barrage. Not so hot. Shot.
Other Info: Although not a Melee-exclusive set, its two Shot moves are rather
terrible. You could ignore the stat entirely if you please.
GM COMMAND (Class 3)
C1: Fires a tiny purple beam. Shot.
Charge Attack: A 360-degree spinning slash. Melee.
Dash Charge: Fires a normal purple beam. Shot.
SP Attack: Fires three shots with the beam rifle; one in front, then two
diagonally to the left then to the right. Shot.
Air SP Attack: Rushes forward with the shield. Melee.
Other Info: The GM Command has the same moveset as the GM and the GM II. The GM
Command has the highest cumulative stat total overall of the GMs, mostly
due to a significantly higher Thruster, but sports the lowest Shot and
Mobility of the three suits.
GOUF FLIGHT TYPE (Class 3)
C1: A bazooka shot. Shot.
Charge Attack: A downward slice. Melee.
Dash Charge: A bazooka shot. Shot.
SP Attack: Four slices with a sword, followed by a jumping ground stab that
makes a tiny shockwave. Identical to the Dom's. Melee.
Air SP Attack: Three bazooka shots towards the ground. Shot.
GM II (Class 3)
C1: Fires a tiny purple beam. Shot.
Charge Attack: A 360-degree spinning slash. Melee.
Dash Charge: Fires a normal purple beam. Shot.
SP Attack: Fires three shots with the beam rifle; one in front, then two
diagonally to the left then to the right. Shot.
Air SP Attack: Rushes forward with the shield. Melee.
Other Info: The GM II has the same moveset as the GM and the GM Command. The GM
II is better than the GM in every way statistically, but has its strengths
and weaknesses compared to the GM Command, including higher Shot, lower
Defense, higher mobility and significantly lower Thruster.
NEMO (Class 2-)
C1: Fires a tiny yellow beam. Shot.
C2: Slashes with the beam sword while spinning, followed by a roundhouse kick.
Melee.
C3: Charges forward briefly, then thrusts with the beam saber. Melee.
C4: Slashes once each with two sabers. Melee.
Dash Charge: Fires three piercing yellow beams. Shot.
SP Attack: Thrusts forward with the shield, then slashes twice. Melee.
Air SP Attack: Fires a left-to-right spread of beams that DO pierce, despite
their weak appearance. Shot.
Other Info: Aside from the Ground SP, the Nemo has the same moveset as the
Jegan.
RICK DIAS (Class 3)
C1: Fires a bazooka shot. Shot.
Charge Attack: Throws the bazooka like a boomerang. Surprising numebr of hits.
Melee.
Dash Charge: Fires two yellow beams from the lasers on its back. Shot.
SP Attack: Pulls the lasers off its back and fires a spread of beams from left
to right with them. Shot.
Air SP Attack: Fires the bazooka three times at the ground. Identical to the
Dom's. Shot.
HIZACK (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Kicks forward with the right foot. Melee.
Dash Charge: Thrusts forward with the left shoulder. Shot.
SP Attack: Fires several bazooka shots from its waist. Shot.
Air SP Attack: Fires a yellow beam, then six bazooka shots around where the
beam hit. Shot.
Other Info: The Charge Attacks are the same as the Zaku II's.
MARASAI (Class 3)
C1: Fires a tiny beam. Shot.
Charge Attack: A downward slash. Melee.
Dash Charge: A piercing laser. Shot.
SP Attack: A slow double slash. Melee.
Air SP Attack: A very rapid-fire barrage of shots. Best SP Attack. Shot.
BARZAM (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Kicks forward with the left foot. Melee.
Dash Charge: Kicks forward with both feet. Melee.
SP Attack: Fires three beams. Shot.
Air SP Attack: Moves forward, slashing with the beam saber six times. Melee.
GAZA C (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Performs a roundhouse kick. Melee.
Dash Charge: Fires tiny twin yellow beams from the cannon on its back. Shot.
SP Attack: Fires a series of large beams from the cannon on its back. Shot.
Air SP Attack: Transforms and moves slowly forward. Melee.
Other Info: The Gaza C is identical to the Gaza D, but with worse stats.
Other Info: the Gaza C seems like it should be able to transform, but it can't.
MASS PRODUCED QUBELEY (Class 2-)
C1: Fires a yellow beam from the right hand. Shot.
C2: Spins upward while firing lasers from its wrists all around it. Shot.
C3: Throws spinning beam swords forward, then they both curve slightly outward
before returning. Melee.
C4: Funnels circle the suit, and then all fire outward once. Decent against
surrounding crowds. Shot.
Dash Charge: Thrusts forward with the right hand beam saber. Melee.
SP Attack: Slowly arranges the funnels in front of the suit, then fires
forward. Shot.
Air SP Attack: Fires twin beams from the lasers on its back five times, then
fires a large twin beam. Shot.
Other Info: The Charge Attacks, sans the C1, are identical to the Qubeley Mk II
(Puru)'s.
BAWOO (Class 2-)
C1: Fires tiny spray bullets. Shot.
C2: A slow shield slap. Melee.
C3: A short-range roundhouse. Melee.
C4: A spray of laser shots from his shield. Best move by far. Shot.
Dash Charge: A laser beam from his shield. Shot.
SP Attack: A dash forward and a backflip kick that fires explosives. Melee,
then Shot.
Air SP Attack: Slowly moves forward while firing, followed by a bigger shot at
the end. Best offensive option for this suit. Shot.
GAZA D (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Performs a roundhouse kick. Melee.
Dash Charge: Fires tiny twin yellow beams from the cannon on its back. Shot.
SP Attack: Fires a series of large beams from the cannon on its back. Shot.
Air SP Attack: Transforms and moves slowly forward. Melee.
Other Info: The Gaza D is identical to the Gaza C, but with better stats.
Other Info: the Gaza D seems like it should be able to transform, but it can't.
JEGAN (Class 2-)
C1: Fires a tiny yellow beam. Shot.
C2: Slashes with the beam sword while spinning, followed by a roundhouse kick.
Melee.
C3: Charges forward briefly, then thrusts with the beam saber. Melee.
C4: Slashes once each with two sabers. Melee.
Dash Charge: Fires three piercing yellow beams. Shot.
SP Attack: Fires a couple of bazooka shots from its shield arm. Shot.
Air SP Attack: Fires a left-to-right spread of beams that DO pierce, despite
their weak appearance. Shot.
Other Info: Aside from the Ground SP, the Jegan has the same moveset as the
Nemo.
GEARA DOGA (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Thrusts forward with the right shoulder shield. Melee.
Dash Charge: Fires a spread of three beams from right to left. They pierce, and
thus are surprisingly competent at dealing with crowds. Shot.
SP Attack: Fires two explosives. Shot.
Air SP Attack: Fires twin explosive shots. Shot.
GEDLAV (Class 3)
C1: Two tiny beams. Shot.
Charge Attack: Stands on half of the wheel and swings the other around it 360
degrees. Melee.
Dash Charge: Fires a group of explosives. Shot.
SP Attack: Wheels slowly forward while rapid-firing from the cannons on its
wheel, followed by a large blast. Shot, maybe Melee from contact with the
wheel.
Air SP Attack: Turns to the side and fires a large yellow beam briefly. Shot.
DARK ARMY (Class 3)
C1: Fires a tiny yellow beam from the club. Shot.
Charge Attack: Swings the club forward/up, knocking enemies upwards. If you
Boost Dash, it can end up in the air. Melee.
Dash Charge: Fires a normal yellow beam from the club. Shot.
SP Attack: Swings the club around in the air, then fires three beams. Melee for
the swinging, Shot for the beams.
Air SP Attack: Moves forward while whirling around. Melee.
KAPOOL (Class 3)
C1: Fires twin tiny machine gun bursts from each hand. Shot.
Charge Attack: Spins around, then slashes forward. Melee.
Dash Charge: Fires a bazooka shot from the chest. Shot.
SP Attack: Walks forward while flailing its arms, then stumbles forward and
whacks the ground creating a shockwave. Melee.
Air SP Attack: Fires continuous bursts of machine gun shots while firing
bazooka shots from its chest five times, followed by one final time. Shot.
GINN (Class 3)
C1: Fires a tiny machine gun burst. Shot.
Charge Attack: Braces itself for the amazing attack that is about to come, then
fires four rockets from its legs. **Zero Range Shot is recommended. Shot.
Dash Charge: Fires a bazooka shot. Shot.
SP Attack: Fires a huge continuous yellow beam. Reminescent of similar attacks
by Class 1 suits like Wing Gundam Zero. Shot.
Air SP Attack: Fires four giant missiles forward. Shot.
Other Info: RaphaelRobo, a significant contributor to the grunt section of this
guide, thinks that this suit feels similar to the Dom in playstyle.
=========================
4. CONTRIBUTIONS (DWG304)
=========================
I welcome any of the following;
Compliments
Constructive criticism
Moves that can be extended by pressing/holding Y/Triangle repeatedly that I may
have missed
SP Attacks with a significant change in activity at 1, 2, or 3 levels of SP
Gauge
Attack/weapon names (e.g. “Burning Gundam's C4 is called Burning Slash Typhoon
in the English anime”).
Skill suggestions as they pertain to certain attacks (e.g. “Burning Gundam's C4
is really good with Magnetic Field”)
Suggestions for rewording attack descriptions
Anything else that contributes to the FAQ
You can contact me at: DarkestSamus@yahoo.com
Please use a spam-filter friendly subject line, such as “Regarding your DW:G3
FAQ...”.
======================
5. THANK YOUS (DWG305)
======================
Thanks to...
My good friend Jo, for making this game SO much more fun for me and for helping
me through all the work that it took to make this
LordKarasuman, for although he didn't contribute directly to this work, his
work on the game has been invaluable to me.
RaphaelRobo, for many contributions including most of the Class 3 suits, the
Jegan and the Nemo, and some move corrections.
Shinigamiefa, for researching several items (individually credited next to the
items).
Kaiser 98821, for pointing out several moves with multi-inputs (extended
attacks if you continue to press Y/Triangle) - included in the thanks
section instead of being credited next to the individual moves.
=====================
6. COPYRIGHT (DWG306)
=====================
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. This guide is only authorized to
be hosted by GameFAQs. Use of this guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of copyright.
You may e-mail me and request an unaltered copy of my guide on your site. I
reserve the right to refuse any such request.
DarkestSamus@yahoo.com