GUNDAM BATTLE ASSAULT 2 Moves List and Strategy FAQ Systems: PSX, PS1 Author: UltimaZER0 (ultimazer0@msn.com, Jon Wong) Initial Release: 09/06/02 Current Version: 1.07 ======================================================================== ------------------------------[ UPDATES ]------------------------------- ======================================================================== 08/30/03 Ver 1.07 - Completed info for all four hidden characters. - Changed legal info and added Neoseeker to Legal Info. 10/21/02 Ver 1.06 - Added GameShark codes to unlock characters hidden within the game's programming. 10/14/02 Ver 1.05 - Minor update to legal information. Removed legal rights to Neoseeker and CheatCC. 09/06/02 Ver 1.04 - Revised Evading/Shielding section with some donated info. - Yet even more bits and pieces... 08/27/02 Ver 1.03 - Revised legal information for various websites. - Yet more bits and pieces of info. 08/13/02 Ver 1.02 - Added some new bits and pieces of info for some characters. 08/09/02 Ver 1.01 - GameFAQs is unable to display the Greek letter "Nu" properly so everytime there was a "Nu," there would be a "?" instead. It has been replaced with the letter "V." - Corrections on Psyco Gundam Mk III. - Various corrections in some of the movelists. ======================================================================== -------------------------[ TABLE OF CONTENTS ]-------------------------- ======================================================================== I. Introduction II. Legal Information III. Combat Basics a. Controller Layout b. Terminology c. Fighting Techniques IV. Characters - Acguy - Altron - Ball - Big-Zam - Bolt - Burning - Dark - Deathscythe - Dragon - Epyon - GP-02A - Gundam ZZ - Heavy Arms - Hydra - Hygogg - Master - Maxter - Neue Ziel - Psyco - Quin Mantha - Rose - RX-78 - Sandrock - Sazabi - Tallgeese III - V Gundam - Wing - Zaku II - Zaku IIS - Zeong V. Abandoned Characters - Hamma Hamma - Qubeley - The-O - Zeta Gundam VI. Unlocking Secrets VII. GameShark for Abandoned Characters VIII. Credits IX. Future Plans ======================================================================== -----------------------[ I. Introduction ]------------------------------ ======================================================================== This FAQ is written to cover the moves and key points for each of the thirty Gundams and Mobile Suits in the game. Seems simple enough, doesn't it? This is my second FAQ and I'm not an extremely hardcore player so show me some newbie mercy. Oh and just so you know, I wrote this FAQ using the same borders and format as used by Dingo Jellybean in his Final Fantasy FAQ's. I've also used some of the information provided by some of the other FAQ's for this game so perhaps a few things may seem similar. For each of the character movelists, I've purposely renamed several moves to make them clearer to you. While the instruction manual does contain movelists with names of their own, they only cover seventeen characters and only a small portion of their full movelists. This FAQ should clean up the cluttered mess that Bandai's writers caused. ======================================================================== -----------------------[ II. Legal Information ]------------------------ ======================================================================== This document is Copyright ultimazer0@msn.com and may not be altered or used for profit without the permission of its author (that's me). As of the thirtieth of August, year two thousand and three, only GameFAQs and Neoseeker are authorized to use this document. If any portion of this document is used without my consent, I will be forced to take legal action against the accused. I was never really good with the legal stuff. ======================================================================== ------------------------[ III. Combat Basics ]-------------------------- ======================================================================== This section will cover all of the basics that you'll need to know in order to play to game aside from the fact that you're supposed to beat the living daylights out of your opponent. All of it is in the instruction manual that comes along with the game but it doesn't hurt to provide it here for your reading pleasure. If you know this stuff already, just skip this section and go onward. ------------------------------------------------------------------------ a. Controller Layout ------------------------------------------------------------------------ This setup is assuming that you're on the left, facing right and that you're on default controller settings. (TH) -------- ub u uf (HP) \ | / b - O - f (LP) (HK) / | \ db d df (LK) f = Forward P = Punch df = Down-Forward K = Kick d = Down LP = Light Punch db = Down-Back HP = Hard Punch b = Back LK = Light Kick ub = Up-Back HK = Hard Kick u = Up TH = Thruster uf = Up-Forward The layout shown above corresponds to the PS1 controller. The four punch and kick buttons are obvious but for those who aren't sure, (TH) is R1. ------------------------------------------------------------------------ b. Terminology ------------------------------------------------------------------------ I use terminology that is commonly used for Capcom's fighting games such as Marvel vs. Capcom 2 and Capcom vs. SNK 2. If you've read any FAQ's for those games then you'll recognize everything. For those who aren't familiar with them, however, you should go over them. They aren't difficult to memorize but it's helpful. ------------- D-PAD MOTIONS ------------- Each of these tell you which way to rotate the D-pad. For example, when it says to press QCF, which stands for "Quarter-Circle Forward," rotate the D-pad from d to f, which forms a quarter circle going forward. It's very simple but the DP motions can get slightly tricky. Aside from that, everything should be fine. QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Back DP = Dragon Punch Motion (f, QCF) BDP = Dragon Punch Motion in the opposite direction (b, QCB) CHARGE = Hold the joystick in that direction ---- MISC ---- Again, these are more terms used for Capcom's fighting games. OTG, which stands for "Off the Ground," will indicate to you moves that you can use while your opponent is lying on the ground. I'll most likely use that term in combos. THR, which stands for "Thrust," is one that I've put into the FAQ just for this game. It indicates to you when to use the Thruster. OTG = Off The Ground THR = Thrust (ammo) = This move uses ammo (explained later) (air) = This move can be performed in midair (unblock) = This move is unblockable While in air = This move must be done in midair Corner enemy = This move must be done when your opponent is cornered ------------------------------------------------------------------------ c. Fighting Techniques ------------------------------------------------------------------------ This section will go over the basic moves for all Gundams and Mobile Suits. It's all basic stuff but it's all stuff that could make the different between life and death. Just remember that not all MS's feature the following techniques listed below. -------- BLOCKING -------- To block an attack, just simply hold back (b) on the D-pad and your character will go into its blocking animation. This protects you against normal attacks. However, you'll take what is called chip damage if you block special and super moves. You can also block in the air. Watch yourself when you block. A standing block won't protect you from low kicks and a crouching block won't protect you from air attacks. You should also learn to watch out for unblockable moves and tricky moves where there is a delay time of some kind. Many players are too accustomed to blocking them so learn to break that habit when you know that your opponent is about to use an unblockable move. ----------------- EVADING/SHIELDING ----------------- Press any two attack buttons and you'll perform one of two actions. Most Gundams and MS's will sidestep into the background and come right back while others will create a temporary forcefield. It takes off one bar off of your thruster meter. Whether you evade or shield will depend on what kind of MS you're using. It doesn't sound like a big deal but you should really get used to evading or shielding against attacks. Whenever you block an attack, you take time to get out of the blocking animation. There is less recovery time involved when you evade, which allows you to go back on the offense more easily. Also, a lot of super moves inflict hefty chip damage so evading or helps to avoid some of it. Shielding, on the other hand, has a similar function. Rather than sidestepping into the background, your character instantly creates a translucent barrier that protects you from projectiles for a limited duration of time. It doesn't protect you against physical attacks but it certainly gives you a small edge against gun-happy opponents. --------- THRUSTERS --------- That R1 on top of your controller serves as a nifty Dash button. Press it and you'll dash through the air. You may control which direction to thrust towards. However, you have a meter that lets you thrust up to three times in a row. Give it time and it'll recharge. Pressing R1 while you're on the ground will make you do a quick long jump across the stage. This little feature lets you ambush your opponent from the air so learn to use it. Also, pressing R1 while you're lying on the ground will allow you to quickly hop back up, allowing you to recover more quickly. ------------ VERNIER MODE ------------ Press QCF + R1 to go into your basic Flight Mode. You may move in any direction you want but as you fly around, your thruster meter will slowly deplete. Once it's empty, you're back on the ground. You need a full meter in order to go into this mode and you can't get out of the mode until it's empty. Also, you can't block as you fly so be careful. ------- DASHING ------- Tap the D-pad b or f twice and you'll make a quick dash back or forward. It's a useful standard with many fighting games and it's also quite useful here whether you're going in for an attack or hopping back for some defense. --------- STUN BLOW --------- Hit f + HP and you'll bash your opponent, stunning him for a little while. Learn to use it. This move is a great setup for combos or super moves. -------- GUN AMMO -------- Most MS's have a three-digit number right below their health meters. That's the ammo supply for your gun attacks, which are usually performed by pressing QCF + P. Needless to say, as you use your guns, you lose ammo and once that counter drops to zero, you're empty. Once you realize that your ammo supply is gone, you must be careful not to perform the command. Otherwise, you'll be temporarily stuck in your character's firing animation with nothing shooting out, leaving you wide open to an attack. The most popular type of gun attack that uses ammo is the Vulcan, which is basically a machine gun. It deals several weak hits and consumes a small amount of ammo. There are also characters that use cannon attacks that fire blasts and beams rather than bullets but those have a tendency to use up more ammo for fewer but stronger hits. ------------- SPECIAL MOVES ------------- Combining D-pad motions with the attack buttons will unleash special signature moves for each MS. The Moves Lists for each MS in the later parts of this FAQ will cover the different ones that each one has to offer. With the exception of particular characters, all of the characters in the game have the following in common: - One unblockable move - One ammo-consuming move - One super move -------------------- MEGA SPECIAL ATTACKS -------------------- Press QCF + any two attack buttons. This is your general super move, hyper combo, etc. In this game, you get three shots and no refills. For the sake of this FAQ, we'll call them super moves. Easier, isn't it? ----------- OVERHEATING ----------- This isn't really a technique but it's worth mentioning anyway. Your health gauge is divided into three sections colored green, yellow, and orange. Each section is damaged one at a time. When one section is gone, your character will "Overheat" and your body will fall without taking any further damage. However, use the Thruster to get off the ground immediately. Otherwise, you'll be left open to an attack. This is the game's safety measure to give the losing player a chance to redeem himself. Not all characters react the same way to Overheat. While your average- sized characters will fall to the ground, the bigger heavyweight characters may suddenly twitch and stumble back a little. Also, those same characters may have different levels of health. You'll find characters who have blue and purple gauges, which are above green but that's not too common with most of them. ======================================================================== --------------------------[ IV. Characters ]---------------------------- ======================================================================== This section is the very heart of the FAQ. It will cover each Gundam and MS in terms of moves and any bits and pieces of strategies to go with them. It's a very straightforward format so you shouldn't have any problems following it. Here's the format used: FULL NAME: Full name of the Gundam or MS. APPEARANCE: Tells what Gundam series that model is from. PILOT: The suit's pilot. GUARD TYPE: The guard defense it uses when pressing two buttons. BASIC MOVES: The moves that you use with a simple tap of a button. ALTERNATE MOVES: Simple moves, sometimes variations of basic moves. SPECIAL MOVES: Moves that have D-pad motions with button taps. SUPER MOVES: The signature Mega Special Attack of the MS. COMBOS: Any combination attacks that the MS may have. COMMENTS: Anything that you need to know about this MS's abilities. Now go ahead and enjoy. Oh and for those who are curious about V Gundam, that "V" should've been the Greek letter "Nu" but because GameFAQs is unable to display it properly, I changed "Nu" into a "V". ------------------------------------------------------------------------ Acguy ------------------------------------------------------------------------ FULL NAME Acguy, MSM-04 APPEARANCE Mobile Suit Gundam PILOT Akahana GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Short Jab Low Jab Short Jab HP Lunge Punch Forward Punch Uppercut LK Short Shin Kick Jump Kick Foot Kick HK Ground Drop Kick Drop Kick Leg Ram ALTERNATE MOVES Head Bash While in air, d + HP Knee Drop While in air, d + LK Backward Kick f + HK SPECIAL MOVES Acguy Machine Gun QCF + P (ammo, air) Acguy Jump Uppercut DP + P (air) Acguy Claw Rush QCB + P Acguy Drill Claw HCB + P (unblock) SUPER MOVES Acguy Rolling Maximum QCF + two buttons COMBOS - crouch LK, stand HP, Acguy Jump Uppercut COMMENTS - Acguy's forward dash is one of the fastest in the game. His thruster seems to go somewhat higher that most characters as well. - The Acguy Rolling Maximum is one of the more trickier moves to use in the game. Use it immediately after you knock your opponent off his/her feet. As they lay on the ground, the hits will accumulate. ------------------------------------------------------------------------ Altron ------------------------------------------------------------------------ FULL NAME Gundam Nataku, Altron Gundam, XXXG-01S2 APPEARANCE Gundam Wing: Endless Waltz PILOT Chang Wufei GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Pincer Jab Low Claw Reach Low Pincer Jab HP Claw Reach Dragon Fang Slam Low Claw Reach LK Knee Thrust Forward Snap Kick Foot Kick HK High Thrust Kick Somersault Kick Leg Ram ALTERNATE MOVES Extended Claw Reach f + HP SPECIAL MOVES Vulcan QCF + P (ammo, air) Dragon Fang QCB + P (air) Guard Jump QCB + K (air) Fang Uppercut DP + P Beam Trident Spike HCB + P (unblock) Beam Trident Assault HCB, f + P (unblock) SUPER MOVES Altron Claw QCF + two buttons COMBOS - crouch LK, crouch HK, crouch HP - LP, LK, HP, Beam Trident Assault COMMENTS - Altron's claws give his punches and moves quite a bit of range. They're not too slow either. - The second combo listed with the Beam Trident Assault doesn't technically connect but that last move is unblockable and has low startup time. - The Guard Jump can easily be cancelled into any Basic Move. - Don't worry about the hits of the Beam Trident Assault not connecting. Because it's unblockable, your opponent can't guard against it as it is and it's very difficult to evade or shield up. ------------------------------------------------------------------------ Ball ------------------------------------------------------------------------ FULL NAME Ball, RB-79 APPEARANCE Mobile Suit Gundam: The 08th MS Team PILOT Shiro Amada GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP 2x Claw Pinch 2x Claw Pinch Foot Pinch HP Duel Claw Pinch Mallet Smash Body Blow LK Barrel Flick Low Duel Claw Pinch Low Barrel Jab HK Gun Bunt Ball Drop Body Tackle ALTERNATE MOVES none SPECIAL MOVES Beam Cannon QCF + P (ammo, air) Jackhammer Drill DCB + P (air) Helicopter Spin QCB + K (air) SUPER MOVES none COMBOS - crouch LP, crouc LP, crouch LP, Jackhammer Drill - LP, LP, LP, HP, Beam Cannon COMMENTS - Ball's thruster and dash are both very quick. Since Ball is also a slight bit smaller than most characters, this makes moving around the stage very easy. - Ball's fast-action claws and moves can create combos very easily. The Jackhammer Drill is particularly useful for piling on hits but is a bit weak. - As you may have expected, Ball takes more damage than most characters. Learn to preserve as much health as possible by evading frequently and using this character's speed to hop over attacks. ------------------------------------------------------------------------ Big-Zam ------------------------------------------------------------------------ FULL NAME Big-Zam, MA-08 APPEARANCE Mobile Suit Gundam PILOT Dozul Zabi GUARD TYPE none BASIC MOVES IN MIDAIR CROUCHING LP 2x Low Beam Laser 2x Low Beam Laser n/a HP 5x High Beam Laser 5x Low Beam Laser n/a LK Forward Kick Forward Kick n/a HK Foot Stomp Foot Drop n/a ALTERNATE MOVES Low-Angle 2x Low Beam d + LP Forward Hop d + HP Leg Lift d + LK Knee Tackle d + HK Back Kick b + LK SPECIAL MOVES Homing Missile QCF + P (ammo) SUPER MOVES Mega Particle Cannon QCF + two buttons COMBOS none COMMENTS - Big-Zam is definitely a hardcore heavyweight character. No blocking, no guard abilities, and horrendously slow reflexes. However, its attack power is very high. - Big-Zam's own walking can damage opponents. Combined with the 5x High Beam Laser, you can quickly corner your opponent this way. - The Mega Particle Cannon is one of the deadliest super moves in the entire game. One shot can deal up to 49 hits, taking off more than a third of your health. However, it's not entirely deadly. Most characters can evade the attack entirely by staying close to Big- Zam's legs. ------------------------------------------------------------------------ Bolt ------------------------------------------------------------------------ FULL NAME Bolt Gundam, GF13-013 NR APPEARANCE G Gundam PILOT Argo Gulskii GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Forward Punch Down Fist Low Forward Punch HP Overhead Slam Rotate Punch Step Uppercut LK High Kick Curled Drop Russian Rave Kick HK Running Kick Dropkick Double Leg Kick ALTERNATE MOVES Lunge Punch f + HP Extended Running Kick f + HK Heavy Press While in air, d + HK SPECIAL MOVES Vulcan QCF + P (ammo, air) Graviton Hammer QCB + P Body Slam DP + P Shoulder Tackle DP + K Double Punch HCB + P (unblock) SUPER MOVES Gaia Crusher QCF + P COMBOS - crouch LK, crouch HK, Gaia Crusher COMMENTS - Bolt seems to be a high-powered Gundam. All of his moves have a lot of "muscle" to them. - When you're performing the Graviton Hammer, the moment the ball hits your opponent, perform the move again and Bolt will immediately throw the ball again for two more hits. ------------------------------------------------------------------------ Burning ------------------------------------------------------------------------ FULL NAME Burning Gundam (God Gundam), GF13-017 NJII APPEARANCE G Gundam PILOT Domon Kasshu GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Jab Punch Low Elbow Jab Punch HP Uppercut Overhead Slam Lunge Punch LK Shin Kick Forward Kick Foot Kick HK Snap Kick Somersault Kick Dash Kick ALTERNATE MOVES Knee Dive While in air, d + LK High Snap Kick While in air, d + HK SPECIAL MOVES Vulcan QCF + P (ammo, air) Burning Finger QCB + P (air) Burning Finger Uppercut DP + P Tenkyoken HCF + P (air) Burning Throw HCF, b + P Thruster Knee QCB + K (air) Knee Uppercut DP + K (air) Beam Saber HCB + P (unblock) SUPER MOVES Sekiha Tenkyoken QCF + two buttons COMBOS none COMMENTS - The Dash Kick does not cause your opponent to fall down. - The Thruster Knee does nothing on its own. However, you may cancel it into any move you want. - Burning Gundam seems to resemble your average martial artist in a fighting game. ------------------------------------------------------------------------ Dark ------------------------------------------------------------------------ FULL NAME Dark Gundam (Devil Gundam), JDG-00X APPEARANCE G Gundam PILOT Kyoji Kasshu GUARD TYPE none BASIC MOVES IN MIDAIR CROUCHING LP Extend Punch Shock Punch Hand Slam HP Overhead Slam Forward Tackle Forward Tackle LK Ground Worm Pirahna Torpedoes Upward Worm HK Mega Worm Low Beam Cannon Upward Mega Worm ALTERNATE MOVES none SPECIAL MOVES Static Web QCF + P Static Barrier DP + K Triple Beam Cannon QCB + P Double Hand Cannon HCB + P (unblock) SUPER MOVES Hyper Worm Assault QCF + two buttons COMBOS none COMMENTS - If you had to compare Dark to another character, it'd have to somewhere between Wing and Big-Zam. He's stronger and bigger than most characters but is still able to block and can withstand damage. - Note that Dark does not have an ammo-consuming attack. You probably won't need it considering that he has a load of other attacks that make up for it. - Dark doesn't get stunned by attacks very easily. You can unleash a lot of damage with the attacks you have while, especially with the Double Hand Cannon. - CPU players have a tendency to stay wide open for a shot from the Double Hand Cannon. Keep in mind that many human players won't make that same mistakes. - The Double Hand Cannon consists of a high beam and a low beam. Most of the time, an average-sized character on the ground will only be hit by the low beam for four or five hits. Larger characters will often get hit by both beams, resulting in ten devastating hits. ------------------------------------------------------------------------ Deathscythe ------------------------------------------------------------------------ FULL NAME Gundam Deathscythe Hell Custom, XXXG-01D2 APPEARANCE Gundam Wing: Endless Waltz PILOT Duo Maxwell GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Edge Strike Edge Strike Front Jab HP Scythe Swing Scythe Swing Upward Swing LK Shin Kick High Snap Kick Foot Kick HK Front Snap Kick Knee Thrust Slide Kick ALTERNATE MOVES none SPECIAL MOVES Vulcan QCF + P (ammo, air) Beam Sickle QCB + P (air) Upward Scythe DP + P (unblock) Pounce Kick QCF + K (air) Teleport QCB + K (air) COMBOS none SUPER MOVES Hell Scissors QCF + two buttons (unblock) COMMENTS - Deathscythe's basic punches have a lot more range that most characters but his HP is horrendously slow. However, that HP also happens to be unblockable. - Like most super moves, the Hell Scissors attack has almost no startup time. Since it's also unblockable, this move is one of the most useful moves in the game. - Each time you use the Teleport, you move half a screen towards your opponent. However, it's much more than it looks. Immediately after Deathscythe disappears, hold the D-pad in any direction to reappear a short distance in the corresponding direction. You may also cancel the teleport with an attack. As you can see, learning to use the Teleport will give you the advantage in a fight. - Believe it or not, Deathscythe's Slide Kick doesn't cause your opponent to fall down. ------------------------------------------------------------------------ Dragon ------------------------------------------------------------------------ FULL NAME Dragon Gundam, GF13-011NC APPEARANCE G Gundam PILOT Sai Sici GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Dragon Claw Dragon Claw Dragon Claw HP Double Dragon Attack Dragon Claw Extend Dual Dragon Claw LK Snap Kick Jump Kick Foot Kick HK Double Snap Kick High Kick Slide Kick ALTERNATE MOVES Double Dragon Claw Extend f + HP Somersault Dive Kick While in air, d + HK SPECIAL MOVES Dragon Fire QCF + P (ammo, air) Dragon Inferno QCB + P (air) Catapult Kick DP + K Fei Long Flag QCF + K (air) Fei Long Attack HCB, f + P (unblock) Fei Long Crush While in air, HCB, f + P (unblock) SUPER MOVES Shin Ryusei Kockoken QCF + two buttons COMBOS - Crouch LK, Catapult Kick, Shin Ryusei Kockoken, Crouch LK, Crouch HK COMMENTS - Like Altron, Dragon's special arms give him a great amount of range. - The Dragon Fire is best used at close range where all of the fireballs have a good chance of hitting an average-sized character. - The Fei Long Flag attack is a great way to put pressure on your opponent. Plant some and attack your opponent head-on. As the flags raise, your opponent's chances of counterattack are slim. ------------------------------------------------------------------------ Epyon ------------------------------------------------------------------------ FULL NAME Gundam Epyon, OZ-13MS APPEARANCE Gundam Wing PILOT Treize Khushrenada GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Spear Hand Head Rod Extend Spear Hand HP Heat Rod Lash Heat Rod Lash Heat Rod Lash LK Leaping Knee Forward Drop Kick Foot Kick HK Somersault Kick Somersault Kick Double Leg Kick ALTERNATE MOVES Heat Rod Extend f + HP Epyon Claw f + LP SPECIAL MOVES Torpedo Rush QCF + P (air) Rising Wing QCB + P (air) Thruster Knee QCB + K (air) Beam Sword HCB + P (unblock) SUPER MOVES Hyper Beam Sword QCF + two buttons (unblock) COMBOS - LP, LK, HP - Corner enemy, LP, LK, HP, Torpedo Rush, Torpedo Rush, OTG crouch LK, crouch HK, Torpedo Rush COMMENTS - Many players of Gundam Wing: Endless Duel on the Super Famicom should remember Epyon very well. His movelist is nearly unchanged with the exception of certain moves. - Epyon doesn't have a Vulcan. Thus, he has no ammo supply and has no means of firing any projectiles. - Use the D-pad to control which direction to go when using the Torpedo Rush. Also, if you perform a second Torpedo Rush immediately after the first one, Epyon will pause for a moment before continuing. Last but not least, your opponent can get hurt by the purple energy that glows as he charges up for the Rush. - The Thruster Knee does nothing on its own. However, it can be cancelled into any move you want. - Epyon's Heat Rod gives him quite a bit of range. It can also unleash several hits when used in a combo. - The Hyper Beam Sword attack is unblockable. It's also incredibly easy to cancel most of his normal moves into this move, especially when you're canceling from a Heat Rod move. ------------------------------------------------------------------------ GP-02A ------------------------------------------------------------------------ FULL NAME Gundam Physalis, GP-02A APPEARANCE Gundam 0083: Stardust Memory PILOT Anavel Gato GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Gut Punch Low Shield Blow Low Shield Blow HP Shield Ram Shield Smash Shield Smash LK Shin Kick Weak Snap Kick Shield Dash HK Double Kick Somersault Kick Leg Dash ALTERNATE MOVES Shield Smash f + HP Overhead Shield Smash While in air, d + HP SPECIAL MOVES Hyper Bazooka QCF + P (air) Bazooka Bombard QCB + P Shield Buster QCF + K (air) Beam Saber HCB + P (unblock) COMBOS none SUPER MOVES Atomic Bazooka QCF + two buttons COMMENTS - The Atomic Bazooka seems to act more like a trap or an obstacle than a super move. Fire one and try to get your opponent to touch as much of the blast sphere as possible. The Shield Buster is a great way to get things done. - In addition to being a great trap, the Atomic Bazooka is also a great way to keep extremely large characters stunned while you attack. Learn to time it correctly so that you'll know when the attack ends. - The Bazooka Bombard attack is a great way to trap your opponent in an all-out attack but watch out for its long startup time. That can leave you dead open for an attack. Another issue with this move is the fact that you can't perform the Atomic Bazooka attack after launching them. You'll have to wait until all of the shells have blown. ------------------------------------------------------------------------ Gundam ZZ ------------------------------------------------------------------------ FULL NAME Full Armor Double ZZ (Zeta) Gundam, FA-010S APPEARANCE Gundam ZZ PILOT Judau GUARD TYPE Shield BASIC MOVES IN MIDAIR CROUCHING LP Low Forward Punch Low Forward Punch Low Punch HP Cannon Bash Overhead Cannon Bash Low Cannon Bash LK Double Knee Thrust Forward Kick Foot Kick HK Particle Cannon Particle Cannon Slide Leg Kick ALTERNATE MOVES Guard Punch b + HP SPECIAL MOVES Double Beam Rifle QCF + P (ammo, air) Knee Lift Shot QCF + K (ammo) Missile Barrage QCB + P Beam Saber HCB + P (unblock) SUPER MOVES Hyper Mega Particle Cannon QCF + two buttons COMBOS none COMMENTS - The Particle Cannon pushes you back. - The Double Beam Rifle eats up to 150 ammo per shot so watch your ammo supply carefully. - The Knee Lift Shot eats 100 ammo each time it connects. Yet another reason to watch your ammo supply. - Gundam ZZ does aim when you fire the Missile Barrage but the path of the missiles can get so curved that it's sometimes difficult to tell where they're going to hit. ------------------------------------------------------------------------ Heavy Arms ------------------------------------------------------------------------ FULL NAME Gundam Heavy Arms Custom, XXXG-01H2 APPEARANCE Gundam Wing: Endless Waltz PILOT Trowa Barton GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Twin Missile Twin Missile Twin Grenade Drop HP Chest Vulcan Chest Vulcan Low Chest Vulcan LK Knee Thrust Knee Thrust Foot Kick HK High Snap Kick Dropkick High Snap Kick ALTERNATE MOVES Short-Range Twin Missile b + LP Gatling Press While in air, d + HP SPECIAL MOVES Double Gatling Gun QCF + P (ammo, air) Anti-Air Shot DP + P Leg Missile Barrage QCB + K (air) Somersault Knee QCB + K Spark Missiles HCB + P (unblock) SUPER MOVES Full Fire QCF + two buttons COMBOS none COMMENTS - Heavy Arms is an extreme long-range attacker in this game. Half of his basic moves involve firing projectiles and most of his special moves fire missiles or bullets. - As you may expect, Heavy Arms's ammo-consuming attack fires off lots of bullets. His Double Gatling Gun eats 100 points off your ammo supply for a maximum total of 20 hits. Since he only has 500 points of ammo, this limits the attack to only five shots. - The Anti-Air Shot is more than just what the name implies. This move allows you to slide at your opponent's legs, which knocks him/her airborne. Once they're off their feet, Heavy Arms fires at them. However, it's actually blockable while standing. - The Spark Missile is the only unblockable projectile in the entire game but don't think that's abusive just yet. Unlike Heavy Arm's other projectile moves, the Missile vanish after going across about two-thirds of the screen. ------------------------------------------------------------------------ Hydra ------------------------------------------------------------------------ FULL NAME Hydra Gundam, OZ-15AGX APPEARANCE Gundam Wing: G-Unit PILOT Valdor Farkill GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Spear Hand Spear Hand Spear Hand HP Gut Punch Hammer Fists Uppercut LK Side Thrust Kick Low Forward Kick Foot Kick HK Snap Kick Dive Kick Double Leg Kick ALTERNATE MOVES Overhead Flip Kick f + HK SPECIAL MOVES Beam Cannon QCF + P (ammo, air) Double Tail Laser QCB + P Beam Saber Double Slash HCB + P (unblock) SUPER MOVES Hydra Assault QCF + two buttons (unblock) COMBOS none COMMENTS - Chances are good that you've never heard of the Hydra Gundam in the Gundam Wing universe. Apparently, he only appeared in a comic book released in Japan called "Gundam Wing: G-Unit." - The Hydra Assault isn't fully unblockable. The first part of the move, which is a punch-kick combo, can be blocked but the beam saber attack at the end isn't. - Hydra may look comparable to a heavyweight character like Dark or Neue Ziel but it's actually not. Its ability to take damage is no different from Wing and other average-built characters and its large size only makes it worse. - When Hydra blocks, it seems to have an added "shielding" effect that numbs projectile damage. A definite advantage since Hydra's height makes it a big target for some moves. - Hydra's Beam Cannon fires one barrage when you use LP and two when you use HP. The second barrage is often overlooked by a lot of players so they go in for an attack just as the second one is ready to fire. ------------------------------------------------------------------------ Hygogg ------------------------------------------------------------------------ FULL NAME Hygogg, MSM-03C APPEARANCE Mobile Suit Gundam 0080: War in the Pocket PILOT Mikhail Kaminsky GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Palm Thrust Low Palm Thrust Palm Thrust HP Double Palm Thrust Rotate Arm Slam Long Palm Thrust LK Foot Thruster Foot Thruster Low Foot Thruster HK Flip Foot Thruster Foot Dive Long Thruster ALTERNATE MOVES Thruster Tackle f + HK SPECIAL MOVES Machine Gun QCF + P (ammo, air) Homing Missiles QCB + P Jumping Tackle QCF + K (air) Palm Flare HCB + P (unblock) SUPER MOVES Hell Burner Rush QCF + two buttons COMBOS none COMMENTS - The Hell Burner Rush can be followed up by other attacks. - Those long arms give Hygogg a lot of reach. - Be aware of the slight startup time that the Rotate Arm Slam has. ------------------------------------------------------------------------ Master ------------------------------------------------------------------------ FULL NAME Master Gundam, GF13-001 NHII APPEARANCE G Gundam PILOT Master Asia (Tohou Fuhai) GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Double Spear Hand Palm Blow Spear Hand HP Spear Hand Uppercut Quadra Spear Hand Rocket Punch LK Snap Kick Ax Kick Shin Kick HK Knee-Side Thrust Knee Thrust Tackle ALTERNATE MOVES Standing Trip b + HK Dive Kick While in air, d + HK Knee Thrust Assault While in air, repeatedly tap HK SPECIAL MOVES Darkness Finger QCF + P Tenkyoken HCF + P (air) Upward Tenkyoken DP + P Dragon Kick QCF + K Dragon Dive QCB + K Master Cloak QCB + P Darkness Wave HCB + P (unblock) SUPER MOVES Sekiha Tenkyoken QCF + two buttons COMBOS none COMMENTS - The Master Cloak can be easily cancelled into any special move, allowing you to counterattack against your opponent when he/she is open for an attack. Learn to use it. - The Knee Thrust Assault can hit up to four times before ending. ------------------------------------------------------------------------ Maxter ------------------------------------------------------------------------ FULL NAME Gundam Maxter, GF13-006NA APPEARANCE G Gundam PILOT Chibodee Crocket GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Jab Punch Jab Punch Jab Punch HP Lunge Punch Lunge Punch Lunge Punch LK Knee Thrust Low Knee Knee Thrust HK Uppercut Diving Tackle Body Slide ALTERNATE MOVES Upward Jab While in air, u + LP Air Uppercut While in air, u + HP Slide Uppercut f + HP SPECIAL MOVES Twin Magnum QCF + P (ammo, air) Burning Punch QCB + P Cyclone Punch DP + P Thrust Up DP + K Double Step QCB + K Gigantic Magnum HCB + P (unblock) SUPER MOVES Machine Gun Punch QCF + two buttons COMBOS none COMMENTS - The Thrust Up move does nothing on its own. All it does is rocket you upward as though you had pressed the THR button. However, it doesn't use energy from your thruster meter and it can easily be cancelled into any move you want. - Like the Thrust Up move, the Double Step also does nothing on its own but it can be cancelled into other moves. - Be careful when you're using the Diving Tackle. A direct miss is going to leave you dead open for a counterattack. - The Twin Magnum is one of the fastest ammo-consuming attacks in the game. ------------------------------------------------------------------------ Neue Ziel ------------------------------------------------------------------------ FULL NAME Neue Ziel, AMX-002/AMA-X2 APPEARANCE Gundam 0083: Stardust Memory PILOT Anavel Gato GUARD TYPE none BASIC MOVES IN MIDAIR CROUCHING LP Arm Blow Arm Blow Arm Blow HP Dual Arm Blow Dual Arm Blow Dual Arm Blow LK Low Rocket Punch Low Rocket Punch Low Rocket Punch HK Dual Rocket Punch Dual Rocket Punch Dual Rocket Punch ALTERNATE MOVES none SPECIAL MOVES Arm Laser QCF + P (air, ammo) Homing Missiles QCB + P (air) Thruster Tackle QCF + K (air) Beam Saber HCB + P (air, unblock) SUPER MOVES Mega Beam Cannon QCF + two buttons (air) COMBOS none COMMENTS - Neue Ziel is one of the heavyweight characters in this game. It can't block, has no method of evading or shielding and it must use the Thruster Tackle to turn itself around. However, like most characters in its class, the Neue Ziel is very powerful. - Neue Ziel has more health than anyone else in the game. It is the only character that starts with a purple health gauge. - Neue Ziel comes with a permanent Vernier Mode. It's in a constant Flight Mode. This makes it one of the faster heavyweights in the game but at the same time, one of the harder ones to control since every tap on the D-pad feels like a dash. Use your moves to cancel out of your movements. - The Mega Beam Cannon rotates as it fires. To get the most out of it, get as close as possible to your opponent before firing it. ------------------------------------------------------------------------ Psyco ------------------------------------------------------------------------ FULL NAME Psyco Gundam Mk III, MRX-011 APPEARANCE Gundam Battle Assault PILOT Ulube GUARD TYPE none BASIC MOVES IN MIDAIR CROUCHING LP Gut Punch Gut Punch Low Punch HP Double Fist Double Fist Tackle LK Knee Thrust Snap Kick Foot Kick HK Forward Kick Low Dropkick Low Forward Kick ALTERNATE MOVES Hammer Knuckle Drop While in air, d + HP SPECIAL MOVES Double Particle Cannon QCF + P (air) Knee Crush QCB + P Jumping Uppercut DP + P Beam Katar Blade HCB + P (unblock) SUPER MOVES Hyper Beam Assault QCF + two buttons COMBOS none COMMENTS - The Psyco Mk III was first created specifically for the first GBA. It technically doesn't exist in the Gundam UC universe. It's based upon the existing Psyco Gundam Mk I and Mk II. It's also arguably the cheapest MS to pilot in this game. - Psyco plays like a giant tank (ironically, that's what it is). Its moves are horrendously slow but at the same time, they inflict massive damage and Psyco himself can withstand damage without getting stunned. He can also block as well. - There doesn't seem to be any way to effectively use the Hyper Beam Assault against normal-size characters. The best time to use it is when they're just about to land on the ground after a jump. Not all of the shots will connect but it's still better than nothing. ------------------------------------------------------------------------ Quin Mantha ------------------------------------------------------------------------ FULL NAME Quin Mantha, NZ-000 APPEARANCE Gundam ZZ PILOT Elpe Puru II GUARD TYPE Shield BASIC MOVES IN MIDAIR CROUCHING LP Gut Punch Low Elbow Low Punch HP Double Lunge Punch Forward Elbow Two-Fist Uppercut LK Knee Thrust Snap Kick Foot Kick HK Snap Kick Low Dropkick Leg Kick ALTERNATE MOVES Overhead Elbow Drop f + HP Dash Tackle f + HK Body Press While in air, d + HP Heel Kick While in air, d + LK SPECIAL MOVES Beam Launcher QCF + P (ammo, air) Upward Throw DP + P Funnel Dispatch HCF + P (air) Funnal Attack After Funnel Dispatch, QCF + P (air) Beam Saber HCB + P (unblock) SUPER MOVES Particle Beam Assault QCF + two buttons COMBOS - crouch HP, Particle Beam Assault - Upward Throw, Particle Beam Assault COMMENTS - The Particle Beam Assault is best used when you're farther away from your opponent but alternately, you can use the first combo listed above as a way to get all of your shots to hit. However, the Overheat rule will ruin this if your opponent's health is too low. - To use the second listed combo correctly, you need some careful timing. Perform the Particle Beam Assault when your opponent's airborne body is about to go into the path of the beams. Taking an average-sized Gundam for an opponent, you should perform the Assault when his body is at about the height of Quin Mantha's shoulders. If timed correctly, all of the beams will hit for high damage. ------------------------------------------------------------------------ Rose ------------------------------------------------------------------------ FULL NAME Gundam Rose, GF13-009 NF APPEARANCE G Gundam PILOT George de Sand GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Fencing Jab Fencing Jab Low Fencing Jab HP Fencing Swipe Fencing Swipe Low Fencing Stab LK Snap Kick Low Knee Foot Kick HK Leaping Knee Dive Kick Double Leg Kick ALTERNATE MOVES Step Swipe f + HP Downward Swipe While in air, d + HP Upward Swipe While in air, u + HP SPECIAL MOVES Vulcan QCF + P (ammo, air) Wave Slash QCB + P (air) Lightning Fencing Attack HCF + P, P (air) Uppercut Swipe DP + P (air) Funnel Dispatch HCF + K Funnel Attack After Funnel Dispatch, QCF + P (air) Chevalier Beam Saber HCB + P (unblock) SUPER MOVES Rose Hurricane QCF + two buttons COMBOS - crouch LK, crouch HK, Rose Hurricane COMMENTS - That fencing foil allows him to poke at his opponents from quite a distance, perhaps even more so than Altron. - There is a second P in the Uppercut Swipe attack. After you perform QCF + P, tap P to lunge forward in the air for up to four more hits. Learn to time your positioning in the air in order to get all four hits through. - The Funnel Attack is a good way to indirectly damage your opponent while you go up to him/her for an attack. - The Wave Slash looks as though it does nothing but in fact, it has a very useful effect. The waves left by the Slash absorbs projectiles, which can protect you against players who love using them. You may also perform the move as many times as you want but you'll mostly see two wave onscreen at one time. - The Funnel Attack attacks in two rounds of three. Most of the time, the two rounds don't connect with one another. However, in one way, it extends the attack's length of time, giving you a more open opportunity to attack. ------------------------------------------------------------------------ RX-78 ------------------------------------------------------------------------ FULL NAME Gundam RX-78 APPEARANCE Mobile Suit Gundam PILOT Amuro Ray GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Middle Jab Punch Jab Punch Jab Punch HP Shield Thrust Shield Thrust Shield Thrust LK Knee Thrust Forward Kick Foot Kick HK Front Snap Kick Axe Kick Flying Knee ALTERNATE MOVES Dive Kick While in air, d + HK SPECIAL MOVES Short-Range Vulcan b, f + P Beam Rifle QCF + P (air) Shield Uppercut DP + P Hammer Punch HCF + P Helmet Spike QCB + P Beam Saber HCB + P (unblock) Gundam Javelin While in air, HCB + P (unblock) COMBOS - LP, LK, HP, Shield Uppercut SUPER MOVES Gundam Hammer QCF + two buttons COMMENTS - The Gundam Hammer needs a lot of careful timing and positioning for it to work. Being too close or too far away from your opponent will cause you to miss. Try to be about five or six steps away from your opponent for full effect. - The Gundam Hammer attack may be difficult to use but its ability to take off an entire bar of health makes up for it. - When you're firing the Short-Range Vulcan, hit P repeatedly to keep firing bullets for a little longer. Against the wall, this move can inflict up to 20+ hits but is unfortunately very weak. ------------------------------------------------------------------------ Sandrock ------------------------------------------------------------------------ FULL NAME Gundam Sandrock Custom, XXXG-01SR2 APPEARANCE Gundam Wing: Endless Waltz PILOT Quatre Rabarba Winner GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Jab Punch Low Jab Punch Jab Punch HP Overhead Smash Overhead Smash Shoulder Tackle LK Knee Thrust Knee Thrust Foot Kick HK Leaping Snap Kick Drop Kick Double Leg Kick ALTERNATE MOVES none SPECIAL MOVES Vulcan QCF + P (ammo, air) Heat Shorter Throw QCB + P (air) Heat Shorter Hurl DP + P Heat Shorter Rush QCB + K, K Heat Shorter Somersault QCF + K (air) Heat Shorter Hunt HCB + P (unblock) SUPER MOVES Earth Slash QCF + two buttons COMBOS - Crouch LK, Heat Shorter Somersault - Crouch LK, Crouch HK, Earth Slash COMMENTS - Let me explain to you about that second K for the Heat Shorter Rush. The move is divided into two hits if you use LK and four hits if you use HK. After the last hit, quickly press any K to add a final hit. Don't do it too early; otherwise, you'll end the attack too quickly. - The instruction manual called that last hit "Blazer End" and had listed it as an Alternate Move but it just makes more sense to list it as part of the Heat Shorter Rush. - Anytime your opponent is lying on the ground, it leaves him open for the Earth Slash. The combo listed above is just one of the ways to do it. Do it quickly, though. That Thruster makes escaping far too easy if you don't pull it off in time. ------------------------------------------------------------------------ Sazabi ------------------------------------------------------------------------ FULL NAME Sazabi, MSN-04 APPEARANCE Mobile Suit Gundam Movie: Char's Counterattack PILOT Char Aznable GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Forward Punch Claw Blow Low Claw Blow HP Shield Thrust Low Shield Thrust Low Shield Thrust LK Knee Thrust Low Knee Foot Kick HK Snap Kick Double Kick Dash Kick ALTERNATE MOVES Back Dive Kick While in air, d + HK SPECIAL MOVES Beam Shot Rifle QCF + P (ammo, air) Spin Kick QCB + K (air) Funnel Dispatch HCF + P (air) Funnel Attack After Funnel Dispatch, QCF + P (air) Beam Axe HCB + P (unblock) SUPER MOVES Beam Shot Flush QCF + two buttons COMBOS none COMMENTS - Try to be careful when you're using Funnel Dispatch. It leaves you dead open for a counterattack. The safest spot to pull it off is high up in the air. - The Funnel Attack seems to home in on your opponent before they fire. After the Funnels are dispatched, you can try to immediately use the Funnel Attack and go in for a direct attack as they fire on your opponent. - Sazabi's Funnel Attack is the only one Funnel Attack that inflicts up to eight hits. ------------------------------------------------------------------------ Tallgeese III ------------------------------------------------------------------------ FULL NAME Tallgeese III, OZ-00MS2B APPEARANCE Gundam Wing: Endless Waltz PILOT Zechs Merquise (Milliardo Peacecraft) GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Heat Rod Tip Heat Rod Jab Heat Rod Jab HP Shield Bash Heat Rod Extend Uppercut Spike LK Snap Kick Dive Kick Foot Kick HK Side Thrust Kick Forward Snap Kick Double Foot Kick ALTERNATE MOVES Shield Slam While in air, d + HP SPECIAL MOVES Mega Cannon QCF + P (ammo, air) Mega Cannon Plus QCF + K (ammo, air) Heat Rod Whip QCB + P Thrust Knee DP + P (air) Thrust Knee Shot DP + K SUPER MOVES Mega Cannon Max Mode QCF + two buttons COMBOS none COMMENTS - The difference between Mega Cannon and its Plus version is that the Plus shots can shoot through your opponent's projectiles but eats up an additional 20 points of ammo. Also, don't forget that whatever your opponent throws at you can still go through to hurt you. - The Mega Cannon eats up tons of ammo. The normal shots uses 105 points of ammo and the Plus shots uses 135 points. Watch your ammo supply carefully. - Tallgeese III has a lot of range as a melee fighter. The Heat Rod, which is actually a sharp-edged whip, gives him about as much range as Altron's Dragon Fang. His legs are also much longer than the legs on most Gundams and MS's, giving his kicks a lot of range as well. ------------------------------------------------------------------------ V Gundam ------------------------------------------------------------------------ FULL NAME V (Nu) Gundam, RX-93 APPEARANCE Mobile Suit Gundam Movie: Char's Counterattack PILOT Amuro Ray GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Mid Punch Shield Jab Low Mid Punch HP Shield Tackle Shield Bash Shield Sweeper LK Foot Kick Knee Thrust Ankle Kick HK Funnel Assault Funnel Assault Funnel Assault ALTERNATE MOVES none SPECIAL MOVES Beam Rifle QCF + P (ammo, air) Jumping Knee QCF + K (air) Funnel Dispatch HCF + P (air) Funnel Attack After Funnel Dispatch, QCF + P (air) Beam Saber HCB + P (unblock) SUPER MOVES none COMBOS LP, HP, HK COMMENTS - V Gundam is one of the few characters in the game who has no super move whatsoever. You'll just have to live without one. - The Funnels that V Gundam carries are a great weapon when used properly. They resemble the Planet Protectors that the Mercurius had way back in Gundam Wing: Endless Duel. Trying to use them in combos is a bit tricky. On the other hand, defensively they can absorb some of the damage from projectiles, making fighting a lot easier against trigger happy opponents. - Try to be careful when you're using Funnel Dispatch. It leaves you dead open for a counterattack. The safest spot to pull it off is high up in the air. - The Funnel Attack seems to home in on your opponent before they fire. After the Funnels are dispatched, you can try to immediately use the Funnel Attack and go in for a direct attack as they fire on your opponent. - Immediately after your Jumping Knee connects, hit HK for an extra hit from a Funnel on V Gundam's back. ------------------------------------------------------------------------ Wing ------------------------------------------------------------------------ FULL NAME Wing Gundam Zero Custom, XXXG-00W0 APPEARANCE Gundam Wing: Endless Waltz PILOT Heero Yuy GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Jab Punch Rifle Bash Jab Punch HP Rifle Shot Rifle Shot Rifle Shot LK Knee Thrust Rifle Jab Foot Kick HK Front Snap Kick Low Drop Kick Slide Kick ALTERNATE MOVES Hovering While in air, d SPECIAL MOVES Machine Cannon QCF + P (ammo, air) Twin Buster Rifle QCB + P (air) Spread Shot HCF + P (air) Bird Tackle QCB + K (air) Rising Bird Tackle DP + K (air) Beam Saber HCB + P (unblock) COMBOS - crouch LK, crouch HK, crouch HK SUPER MOVES Final Twin Buster Rifle QCF + two buttons COMMENTS - When you're using the Spread Shot, tapping P seems to hold the shot as a large spark at the tip of the rifle barrel for a short amount of time. This spark hurts your opponent for a handful of hits if it connects. - For the Final Twin Buster Rifle, your Gundam will leap into the air before firing a large beam attack down at your opponent. This move makes a great counterattack against any attacks from the ground. - This Gundam's Slide Kick is fast and low-hitting, making it a very useful move that can easily trip your opponent. - Both of the Bird Tackle moves give you invincibility against projectiles for the duration of the attack. This makes it an excellent counterattack against vulcan attacks. ------------------------------------------------------------------------ Zaku II ------------------------------------------------------------------------ FULL NAME Zaku II, MS-06F APPEARANCE Mobile Suit Gundam PILOT Denim GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Forward Punch Low Elbow Low Forward Punch HP Lunge Punch Low Lunge Punch Low Lunge Punch LK Shin Kick Knee Kick Foot Kick HK Snap Kick Upper Kick Leg Kick ALTERNATE MOVES Shoulder Tackle f + HK Forward Kick While in air, f + HK SPECIAL MOVES Zaku Machine Gun QCF + P (ammo, air) Rising Tackle QCF + K (air) Cracker Grenade QCB + P (air) Heat Tomahawk HCB + P (unblock) SUPER MOVES Cracker Special QCF + two buttons COMBOS none COMMENTS - When you're on the ground, the Cracker Grenades are thrown forward but when you're in midair, they're thrown down. ------------------------------------------------------------------------ Zaku IIS ----------------------------------------------------------------------- FULL NAME Zaku IIS Commander Type, MS-06S APPEARANCE Mobile Suit Gundam PILOT Char Aznable GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Forward Punch Low Elbow Low Forward Punch HP Lunge Punch Low Lunge Punch Low Lunge Punch LK Shin Kick Knee Kick Foot Kick HK Snap Kick Upper Kick Leg Kick ALTERNATE MOVES Shoulder Tackle f + HK Forward Kick While in air, f + HK SPECIAL MOVES Zaku Machine Gun QCF + P (ammo, air) Rising Tackle QCF + K (air) Cracker Grenade QCB + P (air) Heat Tomahawk HCB + P (unblock) SUPER MOVES Cracker Special QCF + two buttons COMBOS none COMMENTS - The Zaku IIS is much faster than the Zaku II. The Cracker Grenades also seems to go out much further before exploding. The only other difference aside from the red paint job is the small red crest on its head, which doesn't appear on the old Zaku II. - When you're on the ground, the Cracker Grenades are thrown forward but when you're in midair, they're thrown down. ------------------------------------------------------------------------ Zeong ------------------------------------------------------------------------ FULL NAME Zeong, MSN-02 APPEARANCE Mobile Suit Gundam PILOT Char Aznable GUARD TYPE Shield BASIC MOVES IN MIDAIR CROUCHING LP Gut Punch Short Uppercut Low Rocket Punch HP Double Rocket Punch Double Palm Blow Dual Rocket Punch LK Burst Shot Low Burst Shot Low Burst Shot HK Double Burst Shot Double Low Burst Shot Dual Low Burst ALTERNATE MOVES Upper Rocket Punch b + HP Sweep Punch While in air, d + HP Deep Burst Shot While in air, d + LK Deep Double Burst Shot While in air, d + HK SPECIAL MOVES Hand Blaster QCF + P (ammo, air) Rocket Punch Assault QCB + P (air) Energy Slam HCB + P (unblock) SUPER MOVES Psycho Mu Attack QCF + two buttons COMBOS none COMMENTS - The Hand Blaster is an ammo eater. It can inflict up to 16 hits but at the cost of up to 160 ammo, it doesn't leave you with too many rounds to fire. - To use the Psycho Mu Attack to its fullest, try to be as close to your opponent as possible. Most normal-sized characters will be popped into the air by Zeong's arms, allowing the blasters to link up its shots into a combo. ======================================================================== ----------------------[ V. Abandoned Characters ]----------------------- ======================================================================== Master ZED on the message boards examined a section in the game's programming that dealt the character selection lineup and he came across a startling discovery: abandoned characters. The following characters require a GameShark in order to access them. I've listed the codes in the Unlocking Secrets section below for your convenience. As of right now, I don't have access to my PSX so I'll need some time before I can list their moves. ------------------------------------------------------------------------ Hamma Hamma ------------------------------------------------------------------------ FULL NAME Hamma Hamma, AMX-103 APPEARANCE Mobile Suit Z (Zeta) Gundam PILOT Mashymre Cello GUARD TYPE Shield BASIC MOVES IN MIDAIR CROUCHING LP Claw Jab Low Claw Jab Short Claw Jab HP Overhead Swing Double Crab Claw Upward Claw Extend LK Short Kick Forward Kick Foot Kick HK Axe Kick Side Kick Hard Shin Kick ALTERNATE MOVES none SPECIAL MOVES Spread Cannon QCF + P (ammo, air) Grenade Drop QCB + P (air) Saber Swing HCB + P (unblock) Overhead Claw QCB + K (air) SUPER MOVES Shock Orbs QCF + two buttons COMBOS none COMMENTS - If you have Pilot Display active, you'll see Domon's face rather than Mashymre Cello's. ------------------------------------------------------------------------ Qubeley ------------------------------------------------------------------------ FULL NAME Qubeley, AMX-004 APPEARANCE Mobile Suit Z (Zeta) Gundam PILOT Haman Karn GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Hand Strike Hand Strike Low Hand Strike HP Overhead Chop Palm Blow Double Palm Blow LK Forward Kick Forward Kick Foot Kick HK High Kick High Kick Shin Kick ALTERNATE MOVES High Back Kick b + HK SPECIAL MOVES Hand Cannon QCF + P (air) Beam Saber HCB + P (unblock) Funnel Dispatch HCF + P Funnel Attack After Funnel Dispatch, QCF + P Double Kick QCF + K Somersault Kick While in air, QCF + K Flying Kick QCB + K (air) SUPER MOVES Funnel Assault QCF + two buttons COMBOS none COMMENTS - Like Hamma Hamma, Domon's face will appear if Pilot Display is active. ------------------------------------------------------------------------ The-O ------------------------------------------------------------------------ FULL NAME The-O, PMX-003 APPEARANCE Mobile Suit Zeta Gundam PILOT Paptimus Scirocco GUARD TYPE Shield BASIC MOVES IN MIDAIR CROUCHING LP Jab Punch Hand Reach Jab Punch HP Lunge Punch Arm Bash Shoulder Thrust LK Shin Kick Low Forward Kick Foot Kick HK Forward Kick Double Leg Extend Hard Shin Kick ALTERNATE MOVES Foot Fork f + LP Overhead Bash f + HP Upward Fork b + HP SPECIAL MOVES Beam Rifle QCF + P (ammo, air) Beam Scissor Flurry QCB + P (unblock, air) Beam Saber HCB + P (unblock) Beam Rifle Bunt QCF + K SUPER MOVES Beam Saber Mode QCF + two buttons COMBOS none COMMENTS - Unlike the other four abandoned characters, Paptimus's face will actually appear in the bottom corners rather than the discolored face of a different character. - The Beam Saber Mode works differently from other super moves in the game. It gives you a seven-second period of time in which you may freely use your beam saber at the touch of a button, including in midair. ------------------------------------------------------------------------ Zeta Gundam ------------------------------------------------------------------------ FULL NAME Zeta Gundam, MSZ-006 APPEARANCE Mobile Suit Z (Zeta) Gundam PILOT Kamille Bidan GUARD TYPE Evade BASIC MOVES IN MIDAIR CROUCHING LP Forward Punch Low Punch Forward Punch HP Shield Thrust Shield Thrust Shield Thrust LK Forward Kick Knee Thrust Foot Kick HK High Kick Rolling Kick Foot Thrust ALTERNATE MOVES High-Angle Shield Thrust While in air, u + HP SPECIAL MOVES Beam Rifle QCF + P (air) Dash QCF + K Dive Kick QCB + K (air) Beam Saber HCB + P (unblock) SUPER MOVES Flight Mode QCF + two buttons COMBOS none COMMENTS - The Flight Mode begins with your character striking your opponent. If the attack doesn't connect, then Zeta Gundam will not transform into its Flight Mode. This move is generally useless ======================================================================== -----------------------[ VI. Unlocking Secrets ]------------------------ ======================================================================== This game is loaded with lots of characters and extra modes to unlock, most of which revolve around beating the Street Mode a countless number of times. While other FAQ's explain how to obtain what with what, I've done it differently. Instead, I've created a checklist of all of the stuff that you have to do and what rewards come with them. I find it easier that way. NOTE: Make sure to set your difficulty to Hard before going down this checklist of things to do. It's been written in such a way so that one event follows another down the list. ------------------------------------------------------------------------ BEAT STREET MODE WITH WING ------------------------------------------------------------------------ - Hygogg in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH DEATHSCYTHE ------------------------------------------------------------------------ - Heavy Arms in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH BOTH WING AND DEATHSCYTHE ------------------------------------------------------------------------ - Tallgeese III in Street Mode ------------------------------------------------------------------------ BEAT STREET MODE WITH TALLGEESE III ------------------------------------------------------------------------ - Tallgeese III in Versus, Time Attack, Survival Modes - Gundam ZZ in Versus, Time Attack, Survival Modes - Hydra in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH BURNING ------------------------------------------------------------------------ - GP-02A in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH FOUR CHARACTERS ------------------------------------------------------------------------ - Time Attack A ------------------------------------------------------------------------ BEAT STREET MODE WITH MAXTER ------------------------------------------------------------------------ - Bolt Gundam in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH BOTH MAXTER AND BURNING ------------------------------------------------------------------------ - Master Gundam in Street Mode ------------------------------------------------------------------------ BEAT STREET MODE WITH MASTER GUNDAM ------------------------------------------------------------------------ - Quin Mantha in Versus, Time Attack, Survival Modes - Master in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH RX-78 ------------------------------------------------------------------------ - Zaku IIS in Street Mode - Acguy in Versus, Time Attack, Survival Modes - Ball in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH ZAKU IIS ------------------------------------------------------------------------ - Zeong in Versus, Time Attack, Survival Modes - Zaku IIS in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH EIGHT CHARACTERS ------------------------------------------------------------------------ - Survival Mode - Time Attack B - BGM and Voice Test within Sound Test - Eypon in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH EIGHT CHARACTERS + CLEAR TIME ATK A WITHIN 5:00 ------------------------------------------------------------------------ - Bim-Zam in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ BEAT STREET MODE WITH EIGHT CHARACTERS + CLEAR TIME ATK B WITHIN 3:00 ------------------------------------------------------------------------ - Psyco in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ PLAY WITH TWENTY DIFFERENT CHARACTERS IN VERSUS CPU MODE ------------------------------------------------------------------------ - Dark in Versus, Time Attack, Survival Modes ------------------------------------------------------------------------ DEFEAT TWENTY OPPONENTS IN SURVIVAL MODE ------------------------------------------------------------------------ - Neue Ziel in Versus, Time Attack, Survival Modes ======================================================================== -------------[ VII. GameShark for Abandoned Characters ]--------------- ======================================================================== For those who want to give any of the four abandoned characters a try, give these codes a try on your GameShark, courtesy of Master ZED and Butcher from GameFAQs. NOTE: I've tested these codes using a version 3.3 GameShark CDX. The game assigns each of the characters a designated hex ID number, which means that number values go from 0 to F. Everytime the game must access a character, it looks for the ID of the character it's trying to access. This is the list of characters and their numbers: 00: Zaku II 01: Hygogg 02: Zeong 03: Sazabi 04: Quin Mantha 05: Big Zam 06: The-O 07: Neue Ziel 08: V Gundam 09: Psyco 0A: RX-78 0B: GP-02A 0C: ZZ Gundam 0D: Zeta Gundam 0E: Acguy 0F: Qubeley 10: Hamma Hamma 11: Hydra 12: Ball 13: Zaku IIS 14: Burning 15: Maxter 16: Rose 17: Bolt 18: Dragon 19: Wing 1A: Deathscythe 1B: Heavy Arms 1C: Sandrock 1D: Altron 1E: Dark 1F: Master 20: Epyon 21: Tallgeese III Nuclear physicists can't figure out why Bandai gave no access to four of the characters but kept their data stored away anyway. Whatever the case is, this is the code you're looking for: Character Select P1 800DF844 00xx Character Select P2 800DF85E 00xx Fill in xx with the corresponding numbers from above. This code modifies a player's character choice so that no matter who you pick, it'll always be the same one. Naturally, these will probably be your choices. Have only one active at a time per player. The P2 codes also work on the computer as well: P1 The-O 800DF844 0006 P1 Zeta Gundam 800DF844 000D P1 Qubeley 800DF844 000F P1 Hamma Hamma 800DF844 0010 P2 The-O 800DF85E 0006 P2 Zeta Gundam 800DF85E 000D P2 Qubeley 800DF85E 000F P2 Hamma Hamma 800DF85E 0010 These codes are a big hassle if you want to choose different characters between matches. To fix this, you can tweak the Character Select screen a bit and replace some of the existing ones with the abandoned ones. This is the replacement code: P1 Character Replace D00DF844 00xx P1 Character Insert 800DF844 00yy P2 Character Replace D00DF85E 00xx P2 Character Insert 800DF85E 00yy Fill in xx with the corresponding number of the character you want removed. Fill in yy with the corresponding number of the character you want inserted in its place. I have a feeling that a good number of you didn't understand that so let's use an example: P1 Remove Bolt D00DF844 0017 P1 Replace with The-O 800DF844 0006 On the Character Select screen as Player 1, choosing Bolt will now cause you to choose The-O instead. When adding the code to your GameShark data, put the two lines together under a single cheat. That concludes my GS 101 lesson. ======================================================================== --------------------------[ VIII. Credits ]----------------------------- ======================================================================== I give thanks to the following people: Bandai - You guys helped to give America a taste of Japan several times in the past with franchises such as Power Rangers, Digimon, and much more. Thanks for bringing us Gundam! Butcher - You added extra info in addition to Master ZED's GameShark codes. Many thanks to you as well! CJayC (Jeff Veasey) - If it weren't for you and GameFAQs, I would never have had the opportunity to even consider writing this FAQ. Thanks Jeff Veasey. DJellybean (Dingo Jellybean) - It was you who came up with the style of borders that I use now for my FAQ's. Thanks Dingo! Dark Guyver and Rey Albert Pilaro - You two came up with FAQ's for this game long before I did, and I admit that I even used some of the info that you two provided. Thanks, you two. I could never have created this FAQ without some of the information that you had already laid out for everyone. Darth Locutus - You provided some GS info for Character Selection. Leebee Link - Your messages on the GBA2 board contained the following new info: a. Command for RX-78's Short-Range Vulcan. Master ZED - You provided GameShark codes to access the abandoned character. I salute you! Many thanks to you! Ultimate X - Your messages on the GBA2 board contained the following new info: a. Bolt's Graviton Hammer can strike twice. Domey - Your messages on the GBA2 board contained the following new info: a. Command for Quin Mantha's Upward Throw. b. Combo for Quin Mantha: Upward Throw, Particle Beam Assault. Zaku (was that your name?) - Your e-mail to me contained the following new info: a. Deathscythe's Teleport strategy. NeoDarklighter - Your e-mail to me contained the following new info: a. Info on Shielding. b. Pointed out Heavy Arm's unblockable move. c. Pointed out strategy for Wing's Bird Tackle. ======================================================================== -------------------------[ IX. Future Plans ]--------------------------- ======================================================================== NIGHTFALL The GBA2 boards have slowed down and the Gundam franchise is fading out in favor of other giant-robot-themed series. Seeing how this game has begun to fade out of the spotlight, it's almost time to give it a rest. If I ever find a new combo or something interesting to write in, I'll come back and update but I won't be doing much else aside from that. Many thanks to contributors and readers!