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FAQ/Move List by DDT213

Version: 1.00 | Updated: 01/11/07

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=============================================================
Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II PLUS
=============================================================

In-depth gameplay FAQ v1.00 


Note: This guide will be focused on all the gameplay basics and every unit's 
abilities in the game. However, information outside regular gameplay mode, such
as PLUS mode, Challenge mode and whatnot will not be provided here. 

This guide is written by DDT213 of the GameFAQs. It may NOT be placed on any 
site other than the GameFAQs itself under any circumstances. 
 

News Update:

Jan. 03, 07
-(Thanks to VitaLemon) Comment for Chaos added
-(Thanks to Jazinus) The config. mix-up for L1 and L2 corrected
-Tier 420 added
-Term ''Down Value'' added
-(Thanks to omegaweapon15) Freedom and S. Aka's comments updated

Jan. 05, 07
-Section 4 divided into 7 parts, 4a-4g, for easier references
-S. Aka's comment updated
-Tier 280 added
-(Thanks to VitaLemon) Comment for ZAKU Warrior added
-RUSH combo for F. Im, S. Im, Strike Rouge, and Sword Strike updated
-(Thanks to ZGMFX10Amod00) Mix-up b/w 2b and bc in F. Im's comment corrected
-(Thanks to ZGMFX10Amod00) Comment for Dearka's Blaze ZAKU added

Jan. 07, 07
-Tier 270 added
-(Thanks to Giruet) Comment for Abyss added
-(Thanks to ZGMFX10Amod00) Comment for ASSH added
-Menu translation, Unlockables, and FAQ sections added
-(Thanks to omegaweapon15) Comment for Nukedam added

Almost done now...just one more tier to go and it'll be finished. Also, I'd 
like to give a shout-out to Nyushin from the message board for consolidating 
the scattered info in my topic and turned it into a formal FAQ while I was 
tied up with my Finals. Thanks again, Nyushin!

Jan. 11, 07 (v 1.00)
-Tier 200 added
-(Thanks to g0th1k4) Comment for Buster added

Finally...the FAQ is complete!! Since school started already, unless someone 
holds a considerable amount of info regarding to the rest of the comments, 
possible mistakes in the FAQ, or would like to contribute his own sections, I 
am probably not going to bother with more updates anytime soon. This is it.
Alright, happy gaming everybody!


==============================================================================
Table of Contents
==============================================================================


0. Introdution

1. Menu Translation

2. Basic Gameplay
   2a. On-Screen Visibles
   2b. Controls / Button Config.
   2c. Battle Gauge / Cost System
   2d. Awaken System

3. Terms
   3a. Arcade Control Shorthands
   3b. Other Technical Terms and Shorthands 

4. Units Info / Combo List
   4a. Tier 590
   4b. Tier 560
   4c. Tier 450
   4d. Tier 420
   4e. Tier 280
   4f. Tier 270
   4g. Tier 200 

5. Tactics
   5a. Beginner Must-Knows
   5b. The Melee Moves
   5c. Team Combos

6. Unlockables

7. FAQ

8. Credits and Special Thanks


==============================================================================
0. Introduction
==============================================================================


For those who don't already know, this game, Kidou Senshi Gundam SEED Destiny: 
Rengou vs. Z.A.F.T. II PLUS (RvZ 2 for short), is an action game series 
developed by Capcom. The official JP release of this game was on 
December 7, 2006, roughly a year apart from its prequel release. In addition to
the arcade style gameplay, RvZ 2 also provides several other options such as 
PLUS mode (probably many player's greatest interest of getting this game), 
which, to a certain extent, reconstructs the most epic battles from the 
original show in simple action style. 

Since this is a sequel, it has everything from RvZ 1, minus some glitches and 
gameplay unbalances. And of course for those VS series old-timers, this game 
is definitely worth checking out.


==============================================================================
1. Menu Translation
==============================================================================


Main menu:

=VS mode
=Arcade mode
=PLUS mode
=Challenge mode
=Gallery
=Option


=VS mode settings:

-Stage
-BGM
-Timer
-Battle gauge
-Damage LV
-Boost gauge
-Awakening duration
-Awakening gauge fill rate


=PLUS mode:

-Start fresh
-Continue

-Triangle: Character data
-Start: Menu
-R1 / L1: Character cursor
-R2: Zoom in / out

(Character data)

-Character level
-Trust level
-Result / Mission select count
-Winning % / Friend-Foe
-R1: MS list
-L1: Character list / Special commands list


=Gallery:

-Character list
-Movie list
-Art work list
-Sound list


=Option:

-Game settings
-Button settings
-Screen adjustment
-Ranking
-Save / Load

(Game settings)

-Difficulty level (For Arcade mode only)
-Damage level (Goes both ways)
-Timer
-Boost gauge
-Awakening duration
-Awakening gauge fill rate
-Sound (Stereo / Mono)
-SE
-BGM
-Voice


==============================================================================
2. Basic Gameplay
==============================================================================


This section covers the basics about this game including the systems, controls,
and other fundamentals that you will most likely want to know if you just start
playing. Of course, everything will be explained slowly and thoroughly, so 
hopefully you do not miss anything essential because of confusion.


------------------------------------------------------------------------------
2a. On-Screen Visibles
------------------------------------------------------------------------------


You can see a lot of things on your screen. Knowing what each and every one of 
them means is very important. 

-Radar: You can locate your radar on the upperhand coner of your screen. The 
blue part indicates the field; the red line and area indicate the boundary. 
The blue arrow marks where the player is. Your ally will be shown as green dot,
and your enemies will be shown as red dots.

-Battle Gauge: You can see a circular-shaped bar consist of two colours, blue, 
and red. That's the battle gauge. Whichever team that empties the bar on the 
other side first wins. 

-Timer: Inside the battle gauge bars is the timer. When the time runs out, if 
you are against the CPU, you automatically fail the stage. If you are playing 
against the player(s), it's considered a draw, and both teams lose.

-HP: On the bottom left corner just above your character's name, there is the 
HP. 

-Awaken Gauge: Right next to your HP lies the Awaken gauge. It is divided into 
two parts. You can activate it when it is over half full, where the bar will be
flashing.

-Awakening Type: It is below the Awaken Gauge. There are 3 types, RUSH, SPEED, 
and POWER. They are shown in green, blue, and yellow respectively.

-Boost Gauge: The blue bar right next to your Awaken gauge is the boost gauge. 
It replenishes automatically when you land. When it is empty, you will NOT be 
able to move your unit through regular means. When you run out of boost in the 
air, you will be forced to land.

-Ammunition: It is shown on the bottom right corner on the screen with numbers.
When you are out of ammo, the slot will turn red, and you will not be able to 
attack with that weapon.

-Lock Ons: Your target will be shown as a circle. When both you and your ally 
lock onto the same target, there will be a triangle frame outside the original 
circle. Also, a red lock means the target is inside the effective range, 
where as a green lock means the opposite. However, you can still hit the 
target with a green lock, just not as easily since your weapon would have less 
tracking ability.

-Arrows: Whenever you are locked on by anyone on the opposite team, there will 
be a yellow arrow telling you where they are. When the arrow turns red and 
start flashing, it means an attack is on its way coming from that direction. 
Note that it does NOT necessarily mean someone is attacking from that 
direction since some weapons can sneak up on you from multiple directions.

Getting familiar with all the numbers and signals is very easy, but also very 
important. It helps you make your decisions during the battles.


------------------------------------------------------------------------------
2b. Controls / Button Config.
------------------------------------------------------------------------------


This section should help you learn how to control your units.

-Walk: You can move your unit to any direction by simply pressing the 
corresponding keys on your D-pad. This would be considered walking, one of the 
ways to relocate yourself without comsuming anything. Of course, some units 
hover instead of walking. It's basically the same thing.

-Step: When you quickly tap any direction key twice, you can move from one 
point to another in a swift motion. You can control the length of a step by 
holding the direction key with different amount of time. Doing a step will 
consume some of your Boost Gauge, and of course, you cannot perform a step 
when your gauge is empty. Also, this move can be done in mid-air too.

-Jump: By pressing the jump button once, you will be able to boost straight up 
until you let go of the button. Jumping will consume your Boost Gauge until 
you stop. Once again, you cannot jump when you have an empty gauge.

-Boost Dash: By quickly tapping the jump button twice when you are in the air, 
you can perform a Boost Dash. Your suit will be moving very fast compared to 
walking. However, it also consumes the Boost Gauge very quickly as a price for 
the high speed. To maintain a Boost Dash, you can either hold the jump button, 
or hold the direction key after you start moving. It is NOT needed to do both.

-Transform: Some units are capable of transforming into a mobile armor. To 
transform, simply boost up+hold the jump button, and then quickly tap any 
direction key twice. To maintain MA mode, you can either hold the jump button, 
or the direction key. It is NOT needed to do both. Furthermore, you can still 
boost up while in MA mode by simply pressing the jump button.

-Block: Units with a shield can block. Simply press direction keys down and up 
quickly, and your unit will be in the blocking stance. Some units have attacks 
as blocking moves. This well be explained later on.

-Flip Recover: When being hit and sent flying by an attack, as long as you are 
not down yet, you will be given the option to do a flip recover by pressing 
any of the attack buttons or the boost (jump) button. 

To use different weapons to attack, sometimes a combination of two buttons are 
required. So here's the button configuration of the default settings...

-Circle: Search
-Triangle: Melee
-Cross: Jump
-Square: Shoot
-R1: Sub weapon / Melee+Shoot
-L1: Command
-R2: Special Melee / Melee+Jump
-L2: Special Shoot / Shoot+Jump
-R3: Awakening / Shoot+Melee+Jump
-L3: Special Command (PLUS mode only)
-Vibration


------------------------------------------------------------------------------
2c. Battle Gauge / Cost System
------------------------------------------------------------------------------


In this game, victory or defeat is decided by the battle gauge, which has a 
total of 1000 points. When a suit is destroyed, the gauge goes down according 
to how much it costs. Each unit has its own cost. The better they are, 
the more they cost. There are 7 tiers in the cost system.

-590:

Destiny
Legend
Strike Freedom
Infinite Justice

-560:

Akatsuki (Oowashi)
Akatsuki (Shiranui)
Freedom
Justice
Providence
Zamza-Zah
Gells-Ghe

-450:

Force Impulse
Sword Impulse
Blast Impulse
Savior
Chaos
Gaia
Gaia (Waltfeld)
Abyss
Strike Rouge
DOM
GOUF Ignited (Yzak)
GOUF Ignited (Heine)
Slash ZAKU Phantom
Blaze ZAKU Phantom (Dearka)
Blaze ZAKU Phantom (Heine)
Blaze ZAKU Phantom (Rey)
Gunner ZAKU Warrior (Lunamaria)
Calamity
Forbidden
Raider
Duel AS
Buster
Blitz
Aegis
Launcher Strike
Sword Strike
Aile Strike
Strike Noir
Stargazer

-420:

Jet Windam (Neo)
Murasame (Waltfeld)
GOUF Ignited
Gunner ZAKU Warrior
ZAKU Warrior
LaGOWE
CGUE
GuAIZ (Commander)
Duel
Strike (Bazooka)
Strike (Beam Rifle)

-280:

Windam (Jet Striker)
Windam (Missle)
Murasame
GuAIZ R
ZnO
DINN (Commander)
BuCUE (Railcannon)
BuCUE (Missle Pod)
GINN HM 2
GINN (Missle)

-270:

Dagger L (Jet Striker)
Dagger L (Cannon)
Dark Dagger L
Strike Dagger
M1 Astray
GuAIZ
ASSH (Black)
ASSH
BABI
DINN
GINN (Machine gun)
GINN (Bazooka)
GINN (Heavy Ion Cannon)
GINN (Long Range Recon.)

-200:

GINN OCHER
GINN WASP
Proto GINN
GOOhN
GAZuOOT
ZuOOT
ZAKU Warrior (LIVE Concert)


Say you are using the Force Impulse, which is a 450 unit. So, everytime you 
die, it takes off 450 points off your gauge. It will be over for your team
when you die the third time since 450x3=1350>1000. Note that if you are playing
solo, your CPU ally will only cost half of the original cost. For example, a 
CPU Murasame will only cost 140 instead of the original 280. 


------------------------------------------------------------------------------
2d. Awaken System
------------------------------------------------------------------------------


The Awakening bar on the screen is devided into 2 parts. You can choose to 
activate it when it reaches 50%, or wait until it's 100% full. There is no 
difference between 50% and 100% except for the duration, so don't bother 
saving it to 100% for a greater effect. It just doesn't work that way. You 
have 3 kinds of Awakening abilities to choose from this time, and here is 
what they can do in common right when you activate them.

-Ammo refill
-Booster gauge refill
-Automatic flip-recover ONLY when being flinched/staggered, or down'd.

Now onto their unique effects and what they look like:


RUSH (bleary aura all over the unit)

-Insane reload speed (basically unlimited ammo)

-Shortened recovery time for shooting, making it possible to shoot 
consecutively

-Allows you to connect your attacks freely.

-Damage received is reduced by 25%

Comment: Our old Awakening from the prequel. Some of the bonus such as speed 
up and defence up have been nerfed. Now we only get 25% protection instead of 
the 50%, and there is very little to no change in speed when activated. 
However, the reloading rate has gone up like crazy, and now it is impossible to
run out of ammo since everything reloads almost instantly.

With the presence of other two Awakening types, RUSH is pretty much useless 
for mid-high tier units. It just does not offer as much in my opinion, 
especially in PvP. That being said, it might still be a good choice for 
low-tier units mainly because of the defence bonus and infinite ammo. To form
a chain of combo using RUSH, you're looking at something like this:
''Melee-->Side Melee-->Melee x 3''.

POWER (Concentrated glowing from the center of the unit)

-Damage delivered is increased by 75%

-Won't be flinched/staggered before reaching the Down value limit, which is 5

-Speed down. (Yes, it's a side effect)

-Second-impact % adjustment is ignored. Whenever you're attacked consecutively,
the latter attacks will be weakened for balancing purpose. For example, two 
consecutive BR will only deal 150 (100+50) dmg normally, but if you're in 
POWER, the damage you'll recieve is 200 (100+100). In other words, the second 
shot is NOT weakend. (Another side effect)

Comment: POWER is a double-edge sword. When used properly, it could turn the 
tide of a battle with one single strike. But it can also lead you to your 
downfall when the timing is off. That being said, POWER always works wonders 
against the CPU, since the AI does not know how to take advantage of the side 
effects we have. 

As to PvP, it really depends. Only a handful of units are truely compatible 
with POWER in my opinion. For those opportunists out there, this might be the 
one for you. I also suggest arcade players who would like to use POWER on a 
regular basis learn how to SEED Cancel, and master the timing for 50% SEED 
Awakening since it is no use to save it up to 100%.


SPEED (scattered light chip around the unit, kinda look like Destiny's Wings 
of Light)

-BD, walking, and stepping speed in greatly increased/attack and landing 
recovery time is reduced

-Allows you to step (on the ground only) even with an empty booster gauge

-Allows you to cancel out your attacks with a step or a jump 
(some attacks such as a Charge Shot can NOT be canceled out when you're in the 
middle of it, however, you CAN reduce the recovery time afterwards, or stop it 
BEFORE firing it.)

Comment: THE most used type. Ever. In arcades, I can safely say that more than 
80% of the players would choose this as their Awakening type. No matter what 
your unit is, SPEED simply gives you too much of an advantage that will just 
overpower your opponents. Simply put, this is a very good choice for PvP. 
However, the CPU doesn't seem to buy it. The fakes and whatnot will not 
necessarily get you an opening against the computer. That being said, SPEED is 
just broken. To form a chain of combo with SPEED, you are looking at something
like this: ''Melee-->Jump-->Melee-->Jump-->Melee x 3''. You can also use step
instead of jump in most situations.


==============================================================================
3. Terms
==============================================================================


For convenience purposes, arcade players have developed shorthands to express 
all the commands and attacks. Since there are 4 buttons on an arcade machine, 
they are refered as letter a, b, c, and d. The directions are refered as 2, 4, 
6, and 8 corresponding with the number pad on a keyboard. 


------------------------------------------------------------------------------
3a. Arcade Control Shorthands
------------------------------------------------------------------------------


a= Shoot (Square)

b= Melee (Triangle)

c= Boost (Cross)

d= Search (Circle)

ab= Sub weapon, shown as Sub weapon 1 (R1)

ac= Special shoot, shown as Sub weapon 2 (L2)

bc= Special melee (R2)


Units with melee have different kinds of moves


b= Neutral melee (also can be refered as nb)

4/6b= Side melee (4b will look the same as 6b. They just move in from 
different sides)

8b= Foward melee

bc= Special melee

*MAb= Mobile Armor melee (MA like Savior doesn't have a MAb. When you do melee 
in MA mode, they come out just like in MS mode)

*2b= Back meelee (Not many suits have a 2b. If it doesn't, using 2b will be the
same as using nb)

*ccb= BD melee (Not many suits have ccb. If it doesn't, using ccb will be the 
same as using nb)


------------------------------------------------------------------------------
3b. Other Technical Terms and Shorthands
------------------------------------------------------------------------------


-BD= Boost Dash. It is done by quickly tapping the boost button twice when you
are in mid-air. Some people also call it cc because of the arcade control.

-CS= Charge Shot. It's done by holding the corresponding button(s) until the 
weapon bar flashes MAX, then releasing it. Only a certain amount of units have 
this.

-MCS= Multi-lock Charge Shot. It allows you to attack 2 targets with one 
attack. The charging part is the same as a normal CS. When it flashes MAX, 
change target, then release it. Only a few units have this. SF, Legend, and 
Noir.

-CSC= Charge Shot Cancel. It's done by releasing a CS after an attack. You can 
CSC to perform a combo, or to save yourself from missing a melee. 
For example: Duel AS's bc>CS.

-QC= Quick Charge. QC means firing a CS right after a normal shot. Hold down 
the button until the bar is 80%-90% full. Release it, and quickly it hold it 
again and charge the bar to 100%. What happens is, when you first release the 
button and prees+hold it again, a regular shot is fired. After that, you'll be 
able to fire your CS immediately after that shot since you're just charging 
from 90% to 100% instead of from 0% to 100%. 

This is used to catch steps or anyone who tries to melee you when you are 
recovering from your first shot. (Buster also had a glitch with this in RvZ 1 
where it could fire a curving CS which has insane accuracy. Because of that, 
some people called this QG, as in Quick Gureto, instead of QC.)

-SC= Step Cancel. It's done by 44/66c--->4/6c--->4/6c--->4/6c... This trick 
shortens the recovery time of stepping allowing you to quickly move to a 
direction without having to finish a step. In RvZ 1, SC used to let your unit 
stay in the air longer, but now in this game it eats up a lot of booster. So 
abusing it is not recommended since it will do you more harm than good.

-JC= Jump Cancel. Unlike SC, JC just means you jump out of an attack, which is 
only doable in SPEED of course. 

-BRC= Beam Rifle Cancel. When you chain in a BR during or after a melee combo, 
it's a BRC. BRC % adjustment is greatly decreased in this game compared to the 
prequel, which makes draining move such as 4/6b>a a LOT weaker than before. 
With everybody trying to drain everybody else in the previous game, this is a 
good change in terms of balancing.

-GH= Green Homing. When the target is out of your weapon's effective range, it 
is shown on your screen as a green lock instead of a red lock. Usually with 
that range, most weapons have little to no tracking ability on that target. 
However with GH, you're now able to track your green-lock target as if it was a
red-lock target. The way to do proper GH is...

1. Fire the weapon 
2. Immediately change target right before the shot actually comes out, and that
shot will be a GH'd shot. Not every weapon can be used with GH. Only missles, 
Bazooka, Plasma cannons, railguns...etc. are GH-able.

-Draining: Some attacks will leave the target standing instead of sending them 
flying. When a player does this on purpose, it is considered draining. Example
from the prequel: the infamous 4/6b>a by the Strikes, and Justice's b>b>a. 
Also, when connecting BRs, if you purposefully stop firing after the second 
shot, it is considered draining too. 

As mentioned above, draining has been weakened since the BRC % got toned down 
drastically. That being said, you can still find players using it with SPEED 
or POWER activated. There is still some use for this.

-SEED Cancel: SEED Cancel is done by pressing abc (SEED Awakening) ALMOST 
simultaneously, in a swift motion like a-->bc. The purpose of doing this is to 
guarantee the damage you can do with Awakening. Example: Akatsuki (Oowashi)

b>b>a-->bc (aka SEED Cancel)>b>b>b>CS

Your unit will be able to return to its original stance after the first b>b, 
thus allowing you to start up a whole new combo b>b>b>CS with POWER activated.
You only have a split-second window between the a and bc. Too early, the first 
part of the combo will just finish up without going into the second part. Too 
late, the BR comes out and ruins your combo.

-300+ Adjustment: For balancing purpose, any damage dealt over 300 will be 
modified to 1/5 of the original. Example: Buster's CS deals 260 dmg normally. 
When in POWER, 260x1.75=455. 455-300=155. So the extra 155 is divided by 5, 
which is 31. 31+300=331, the FINAL damage output.

-Second Impact Adjustment: Whenever you are attacked consecutively, the latter 
attacks will be weakened for balancing purpose. For example, two consecutive 
BR will only deal 150 (100+50) instead of 200 (100+100).

-Priority: When two melee attacks clash together around the same time, the one 
with higher priority will run the other one over unconditionally. In this game,
IJ's 8b has the highest priority among all, followed closely by Justice's.

-Down Value: This is the factor that determines when you will be downed by 
a series of attacks. The limit is 5. When it reaches the limit, the target 
will go down no matter what. Generally, the melee attack has a DV of 1 for 
EACH hit, not including the grinding moves. Standard BR has a DV of 2, 
MG/BMG has a DV of 0.6 per bullet, Duel AS's railcannon has a DV of 4, and 
most Gunner-type's main weapon plasma cannon has a DV of 5. 

Example: BR-->BR-->BR = 2+2+2 = 6. So 3 BR shots will down any target.

Knowing the Down Value of your weapon helps you deciding which move to use. 
Remember, the most damaging SET is NOT always the best choice in a SERIES of 
attack. Rather, the most damaging single-blow would most likely be the one 
with the best damage output in said situation. 

 
==============================================================================
4. Units Info / Combo List
==============================================================================


This section is all about the units in the game, mainly the combos and their 
stats. Shorthands are used here, so if you are still not familiar with those, 
use the shorthand sections for references. Also, == and =JC= are step and jump 
canceling in SPEED mode. SDC means SEED Cancel. I will NOT include any BRC 
combos as originated combo. Instead, I will just put down BRC where applicable
as a general tag. Also, some SPEED combo requires stepping to a certain 
direction. When that happens, =22=, =44=, =66=, and =88= will be used 
specifically instead of the usual ==.


------------------------------------------------------------------------------
4a. Tier 590
------------------------------------------------------------------------------


As the highest tier in the game (not counting the vs mode-only units), your 
job, besides playing well, is to protect your ally, assuming you are not going
overcost. Don't rush off when the match starts. Trust me, your 280 partner will
NOT be able to keep up.
 
If you are constantly being ganged up on, it's normal. Don't ask your partner
questions like ''Where were you?'' or ''Why are you dying so fast??'' without 
reviewing your own performance first.  


------------------------
ZGMF-X42S Destiny Gundam
------------------------
Cost:590  HP:720  Shield: O  Transformable: X  Default Pilot: Shinn Asuka

Main weapon:     Beam Rifle(5)    Damage: 105  Recharge time: 5.33 sec/ammo
Sub weapon(R1):  Vulcan(60)       Damage: 4    Reload time:   5.6 sec/all
CS:              Beam Cannon      Damage: 175 (Down)
ac(L2):          Flash Edge 2     Damage: 97(45)       

nb set:          4 hits           Damage: 255 (Down)
4/6b set:        3 hits           Damage: 212
8b set:      Multi-hits           Damage: 170 (Down)
2b set:      Multi-hits           Damage: 222 (Down)
bc(R2) set:  Multi-hits           Damage: 231 

Originated Combo:

b>b>b>(0.5 sec pause)>bc          Damage: 271
4/6b>b>bc                         Damage: 247
(BRC/CSC/Boomerang cancel where applicable)


SPEED Combo:

b>b==bc(full)                     Damage: 304
b>b==b>b=bc                       Damage: 306
b==b>b==bc(full)                  Damage: 312

4b==4b==4b==4b==bc                Damage: 302
4b==4b==4b==bc(full)              Damage: 310


RUSH Combo:

b>4b>b>4b>bc                      Damage: 302
b>4b>b>b>bc                       Damage: 304
b>b>4b>b>bc                       Damage: 304

4b>b>4b>b>bc                      Damage: 302
4b>b>b>4b>bc                      Damage: 304


POWER Combo: 

CS                                Damage: 302
b>b>b>bc(full)                    Damage: 334
8b                                Damage: 298
4b>b>bc(full)                     Damage: 326
2b                                Damage: 317
bc(full)                          Damage: 320


Comment: The melee overlord. With an amazing melee moveset and the fastest BD 
speed to boost, Destiny has proved itself worthy as the title Gundam. Since it 
doesn't have as many BR ammo, utilizing the boomerang and CS is obviously 
needed. Also, Destiny's BD is quite short compared to the other 590s, so you 
will need some good boost management too.

For Destiny's attacks, its nb set kinda takes too long to execute, with or 
without the Palma Fiocina combo. 4/6b on the other hand is very fast, damaging,
and practical at the same time. 8b comes out REALLY fast if you have the 
sword drawn out already beforehand, and it ranks 3rd in Priority. Also, You can
increase the damage output of the Palma Fiocina by rapidly pressing the melee 
button after grabbing the enemy.

I'd also like to mention that Destiny has the best vulcan in the game, along 
with O. Aka, since it can actually STUN the enemy when the full round hits. 
Aside from that, Destiny's 8b can be used as a melee decoy since its recovery 
time is insanely short. And thanks to its crazy reach and thrust speed, you can
actually relocate yourself with the 8b itself, free of boost.


------------------------
ZGMF-X666S Legend Gundam
------------------------
Cost:590  HP:700  Shield: O  Transformable: X  Default Pilot: Rey Za Burrel

Main weapon:    Beam Rifle(6)     Damage: 105 Recharge time: 6.66 sec/ammo
Sub weapon(R1): DRAGOON(16)       Damage: 40  Recharge time: 2.33 sec/ammo
ac(L2):         DRAGOON(16)       Damage: 118 Recharge time: 2.33 sec/ammo
bc(R2):         DRAGOON Spikes    Damage: 20
CS:                               Damage: 157 (down)
MCS:                              Damage: 130

nb set:              2 hits       Damage: 219
4/6b set:            2 hits       Damage: 190
8b set:              1 hit        Damage: 130
ccb set:         Multi-hits       Damage: 198

Originated Combo:

None. (BRC/CSC cancel where applicable)


SPEED Combo:

b==b==b>b                         Damage: 309
b==b==b==b==8b                    Damage: 315
b==b==b==b>b                      Damage: 319 

4b=b=b>b>                         Damage: 305
4b==4b==4b==4b==8b                Damage: 307
4b==b==b==b>b                     Damage: 317


RUSH Combo:

b>4b>b>4b>b                       Damage: 301
(b>ab)x3>b>b                      Damage: 319

4b>b>4b>b>b                       Damage: 316


POWER Combo:

8b>a                              Damage: 281
nb set>a                          Damage: 321
4/6b set>a                        Damage: 311
ccb set                           Damage: 310

b>SDC>b>b>                        Damage: 327


Comment: Legend relies heavily on the DRAGOONs. If you want to use Legend, you 
will have to learn how to do Step-DRAGOON so you can keep spamming them. Once 
you master that, Legend is one powerful 590 with lots of great qualities. To a 
certain degree, Legend's BR ammo is even more lacking than Destiny thanks to 
that ridiculous recharging rate. However, the presence of DRAGOON+Spike more 
than makes up for it. Plus, Legend has a very solid melee moveset.

Melee-wise, Legend's attacks are short and sweet. Its 4/6b kick is also rather 
fast with a pretty good Priority and damage. 8b, the Legend Kick, ranks 4th in 
priority, and does 160 damage with the 8b>a combo. Combined with its crazy-ass 
DRAGOONs, Legend is no doubt a top tier unit for 1 on 1.

Some people wonder why use Legend when you can choose Providence with a cheaper
price. The answer is simple. Legend beats Prov. in the DRAGOON department in 
almost every way. The ammo, recharge rate, and the help from the Spikes...etc. 
Besides, Legend DOES have the natural unit advantages, that is the overall BD 
performance.  

As to the DRAGOON Controls...
-sub:           deploy 1 by 1 (press ac to attack)
-sub+direction: send out 1 by 1 to the corresponding directions
-ac:            deploy all (press ac again to shoot all)
-ac+direction:  send out all (attack automatically)


-------------------------------
ZGMF-X20A Strike Freedom Gundam
-------------------------------
Cost:590  HP:700  Shield: O  Transformable: X  Default Pilot: Kira Yamato

Main weapon:    Beam Rifles(10)   Damage: 105 Recharge time: 4.66 sec/ammo
Sub weapon(R1): HiMAT Full Burst  Damage: 249 Reload time:   13.5 sec/all
ac(L2):         Super DRAGOON(14) Damage: 118 Recharge time: 3.35 sec/ammo
CS:          Combined Long Rifle  Damage: 160 
MCS:               Beam Rifle x2  Damage: 132

nb set:                 4 hits    Damage: 250
4/6b set:               3 hits    Damage: 192
8b set:                 2 hits    Damage: 151
bc(R2) set:             4 hits    Damage: 181
ccb (aka Issen):        2 hits    Damage: 145

Originated Combo:

None. (BRC/CSC where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 288
b==b==b==Sub                      Damage: 297
b==b==b==b==CS                    Damage: 304
b==b==ccb==CS                     Damage: 305

4b==b>b>b>==CS                    Damage: 279
4b==b==b==b==CS                   Damage: 301

ccb==ccb==ccb (aka Triple Issen)  Damage: 264
ccb==ccb==CS                      Damage: 293


RUSH Combo:

b>SDC>b>b>b>b                     Damage: 288

4b>b>b>b>b                        Damage: 266


POWER Combo:

CS                                Damage: 280
Sub                               Damage: 327
ccb>BR                            Damage: 305
4/6b set>a                        Damage: 310
nb set>a                          Damage: 328
bc set>a                          Damage: 308

4b>SDC>Sub                        Damage: 321
ccb>SDC>4b>b                      Damage: 309


Comment: SF has an outstanding BD performance (top 3 in each category), and 10 
shots of BR to go with that, which makes it very easy to get the hang of, even 
for beginners. It also has a fast and damaging CS, and Super DRAGOON to 
further increase its range game. On top of that, SF has the widest shooting 
angle in the game thanks to its dual beam rifles. The MCS in my opinion, is 
quite uselss, unless you CSC with it.

Melee-wise, its Issen is beyond broken, especially combined with the DRAGOONs. 
Other than that, SF has got a very well-balanced melee moveset. Therefore, you 
are not limited to playing range games at all. SF can also be very threatening 
up close. 

For those who don't already know, DRAGOON-Issen is abused by many SF players, 
and it is quite difficult to counter when used properly. However, the 
deploying/releasing time for the DRAGOONs are VERY slow compared to all the 
others. So, make use of the buildings and create chances for yourself to 
deploy them. See Legend for DRAGOON control, but only the all-out parts apply.


---------------------------------
ZGMF-X19A Infinite Justice Gundam
---------------------------------
Cost:590  HP:700  Shield: O  Transformable: O  Default Pilot: Athrun Zala

Main weapon:    Beam Rifle(8)     Damage: 105 Recharge time: 5.33 sec/ammo
Sub weapon(R1): Fatum-01          Damage: 126 
ac(L2):         Shining Edge      Damage: 73 (40)
CS:                               Damage: 145 
CS (without lifter):              Damage: 50

nb set:                 5 hits    Damage: 240
4/6b set:               3 hits    Damage: 213
8b set:                 1 hit     Damage: 150
8b (without lifter):    1 hit     Damage: 70
2b set:                 1 hit     Damage: 10
bc(R2) set:             2 hits    Damage: 186
ccb set:                3 hits    Damage: 206
MA b set:               5 hits    Damage: 162

Originated Combo:

b>b>8b                            Damage: 200
b>b>b>b>2b>8b                     Damage: 296

4/6b>8b                           Damage: 151 (Down)
4/6b>bc>b                         Damage: 218

(BRC/CSC/LFC/boomerang cancel where applicable)

LFC (Lifter Cancel) Damage list:

b>LFC                             Damage: 123
b>b>LFC                           Damage: 177
b>b>b>LFC                         Damage: 232
b>b>b>b(1 hit)>LFC                Damage: 252
b>b>b>b(2 hits)>LFC               Damage: 263

4/6b>LFC                          Damage: 112
4/6b>b>LFC                        Damage: 167


SPEED Combo:

b==4b>bc==bc>b                    Damage: 304
b>b==b>b==8b                      Damage: 307

4b>bc==4b>bc>b                    Damage: 304
4b>bc==4b>bc==8b                  Damage: 310
4b>bc==bc==bc==8b                 Damage: 318

bc==bc==bc==bc==8b                Damage: 326
bc==bc==bc==bc (draining)         Damage: 301


RUSH Combo:

b>bc>4b>bc>8b                     Damage: 312

4b>b>b>b>8b                       Damage: 304
4b>bc4b>bc>8b                     Damage: 310

bc>b>bc>b>bc                      Damage: 301


POWER Combo:     

8b                                Damage: 263
b>b>b>b>2b>8b                     Damage: 344
nb set>a                          Damage: 333
4/6b set>a                        Damage: 320
4b>bc>b>a                         Damage: 327
bc set>a                          Damage: 316                         
ccb set>a                         Damage: 314

b>b>SDC>4b>bc>b                   Damage: 332
4b>SDC>b>b>b>b>a                  Damage: 336
4b>b>SDC>4b>bc>b                  Damage: 330


Comment: When in MA mode, Infinite Justice is the No. 1 in overall BD 
performance. It has the longest duration, speed comparable to the Destiny's, 
and an godly turning ability. It's no doubt one of the best MAs in the game.
Along with a very damaging melee moveset, and 8 BR shots, IJ is pretty much 
suitable in any kind of situation.

One thing unique about IJ is that it can chain in the lifter freely into its nb
and 4/6b combo, pushing your target far away. The MA sub is also quite sneaky. 
IJ also has the most damaging non-SEED combo in the game, and a very powerful 
SPEED combo. However, most of its melee moves are simply too long, and the 
thrust speed isn't so impressive either. 

Your most reliable attack would be its 8b. Although it might not be as good as 
Justice's 8b in overall ability, IJ's 8b ranks the 1st in Priority. And thanks 
to that, you can run over every other melee in the game. It also has a decent 
thrust speed+tracking ability, and deals 150 damage in just one singe hit.

Other than its 8b, recommended combos for nb would be b>b>b>b(2hits)>a, which 
does 263 dmg (Down); 4/6b>8b for quick down, and 4/6b>bc>b>a for high damage. 
Whether to send out your lifter or not is really up to you. I personally don't 
feel like dealing with the speed sacrafice though. Also, IJ's 4/6b is capable 
of acting as a melee decoy.

Furthermore, when you detach IJ's lifter, you have slight control over which 
direction it's approaching your target from. It'll give your opponent a hard 
time dodging it if you read his movement correctly and make the lifter go from
that way.

Overall, IJ is very versatile as a 590, and it can protect its partner pretty 
well. Mixing up your games with the MA mode and getting familiar with what each
combo can do would be your first step towards mastering IJ.


------------------------------------------------------------------------------
4b. Tier 560
------------------------------------------------------------------------------


The 560s are actually not that far behind from the 590s. One major difference 
is that the 560 unit gets to have a 420 as its partner, which is WAY better 
than any 280 or 270, naturally. In my opinion, 560+420 combo is still the most
favorable one as the 420 teammate could hold his own against a 450, and it's 
far superior over the 280 and 270s. That being said, it still all comes down 
to personal skills and teamwork.


----------------------------------
ORB-01 Akatsuki (Oowashi sky pack)
----------------------------------
Cost:560  HP:680  Shield: O Transformable: X Default Pilot: Cagalli Yula Athha

Main weapon:    Beam Rifle(8)     Damage: 105 Recharge time: 4.66 sec/ammo
Sub weapon(R1): Vulcan(60)        Damage: 4   Reload time:   5.6  sec/all
CS:             Beam Cannon       Damage: 178

nb set:                 3 hits    Damage: 234
4/6b set:               3 hits    Damage: 215
8b set:             Multi-hits    Damage: 151
2b set:                 1 hit     Damage: 120
bc(R2): Yata no Kagami, anit-beam reflection system. 

Originated Combo:

None. (BRC/CSC where applicable)


SPEED Combo: 

b==b==b>b>b>a                     Damage: 302
b>b=88=b>b=88=2b                  Damage: 302
b>b>=88=b>b>b==2b                 Damage: 305

4b==4b==4b==4b==BR                Damage: 305
4b==4b==b>b>b==2b                 Damage: 306


RUSH Combo:

b>4b>b>b>b>2b                     Damage: 302

4b>b>4b>b>2b                      Damage: 293
4b>ab>4b>ab>b>b>b>2b              Damage: 303


POWER Combo:

8b                                Damage: 265
CS                                Damage: 302
4/6b set>a                        Damage: 317
nb set>a                          Damage: 322

b>b>SDC>b>b>b>CS                  Damage: 340
b>SDC>b>b>b>CS                    Damage: 331



Comment: Oowashi Akatsuki (O. Aka for short) is the all-around balance type in 
the 560 tier. Just like every other all-around balance type units, O. Aka has a
standard BR with 8 shot, vulcans, and a kick-ass melee moveset with very good 
overall BD performance.

O. Aka's Yata no Kagami reflects any beam-based attack in the game to whoever 
you are currently locking onto. There is no ammo for that. Instead, it eats up 
your boost gauge. It automatically deactivates onece you run out of boost. 
You can also combine it with the beam cannon and form a CSC combo, or simply 
use it to dodge a landing BR.

Melee-wise, O. Aka's everything you need. Its 4/6b is very tracking and 
damaging, as well as its 8b. 2b is good for countering melee attacks if you 
like doing that. In terms of priority, 8b still is the highest. Also, just like
Destiny, O. Aka has the best vulcan in the game as it can STUN your target if 
all 12 bullets hit. 


-------------------------------------
ORB-01 Akatsuki (Shiranui space pack)
-------------------------------------
Cost:560  HP:680  Shield: O  Transformable: X  Default Pilot: Mwu La Flaga

Main weapon:    Beam Rifle(8)     Damage: 105 Recharge time: 4.5  sec/ammo
Sub weapon(R1): DRAGOON (Barrier) Damage: --- Reload time:   30   sec/all
ac(L2):         DRAGOON(14)       Damage: 118 Recharge time: 3.35 sec/ammo
CS:                               Damage: 156 (Down) 

nb set:             Multi-hits    Damage: 241 (Down)
4/6b set:               2 hits    Damage: 194 (Down)
8b set:                 2 hits    Damage: 130
2b set:                 1 hit     Damage: 120
bc(R2): Yata no Kagami, anit-beam reflection system.

Originated Combo:

None. (BRC/CSC where applicable)


SPEED combo:

b==b==b>b>b                       Damage: 302
b==b==b==b==8b                    Damage: 308
b==b==b==b>b>8b                   Damage: 313

4b x 5                            Damage: 276
4b==4b==4b==4b==2b                Damage: 305
4b==4b==4b==4b==8b                Damage: 307


RUSH Combo:

b>b>4b>b>2b                       Damage: 287
b>4b>b>b>b                        Damage: 297
b>4b>b>4b>8b                      Damage: 305

4b>b>4b>b>2b                      Damage: 302


POWER Combo:

nb set                            Damage: 334
4/6b set                          Damage: 308
b>b>a (draining)                  Damage: 292 
b>b>b(1hit)>a (draining)          Damage: 306

b>SDC>b>b>b                       Damage: 329


Comment: Akatsuki Shiranui space pack (S. Aka for short) and O. Aka are 
actually quite different in playing style. Unlike O. Aka, S. Aka's BD speed is 
rather low even though the duration is on par with the other 560s. S. Aka's 
only has 7 DRAGOON units in total, but its deploying time is THE fastest among 
all. There is literally no recovery time afterwards, thus allowing you to spam 
any move that involves DRAGOON. 

Just like O. Aka, S. Aka also has Yata no Kagami, which can reflect any beam 
weapons too. However, the activation time is set to a certain period, meaning 
once you activate it, there is no way to go back unless a certain amount of 
time has passed. This is a major minus in my opinion. Of course, you can save 
yourself with CSC anytime, but that's another story.

Melee-wise, S. Aka's nb and 4/6b both down the target. nb set has a great reach
and tracking ability, as well as good damage output. You can also pull off a 
very damaing draining move b>b>b(1 hit)>a with S. Aka, given that you do not 
get interrupted. S. Aka's 8b kick has good priority and decent tracking. But it
is just TOO slow to be practical. 2b is the exactly the same as O. Aka, which 
is good for countering melee. Among all the moves, I'd work around the nb set 
most of the time. 

The DRAGOON barrier can withstand 100 damage, so that's pretty much 1 free shot
right there. I would not count on my partner to use it on me though as I find 
it more effective for him to just use them on other things. The barrier is for 
your partner, not yourself. The only time you'll see a S. Aka with the barrier 
around itself is when its partner is also a S. Aka.

Also, for the DRAGOON command, see Legend. Again, only the all-out parts apply 
since S. Aka cannot send them out 1 by 1. Overall, I would say S. Aka is for 
the rather experienced players.


------------------------
ZGMF-X10A Freedom Gundam
------------------------
Cost:560  HP:680  Shield: O  Transformable: X  Default Pilot: Kira Yamato

Main weapon:    Beam Rifle(8)     Damage: 105 Recharge time: 4.66 sec/ammo
Sub weapon(R1): Balaena(2)        Damage: 138 Reload time:   3    sec/all
CS:             HiMAT Full Burst  Damage: 249 

nb set:                 3 hits    Damage: 228
4/6b set:               2 hits    Damage: 190
8b set:                 1 hit     Damage: 135
bc(R2) set:             2 hits    Damage: 138
ccb (aka Issen):        1 hit     Damage: 120

Originated Combo:

b>b>b>8b                          Damage: 252
4/6b>8b                           Damage: 179
8b>8b                             Damage: 179                         
(BRC/CSC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 305
b==b>b==4b>b                      Damage: 309
b==b>b==4b==8b                    Damage: 310

4b==4b==4b==4b>b                  Damage: 303
4b==4b==4b==4b==8b                Damage: 303

ccb x 5 (Issen x5)                Damage: 216


RUSH Combo:

b>4b>bc>8b>8b                     Damage: 286
b>4b>bc>4b>4b                     Damage: 299
b>b>4b>8b>8b                      Damage: 306


POWER Combo:

CS                                Damage: 327
nb set>a                          Damage: 324
4/6b set>a                        Damage: 310
b>b>b>8b                          Damage: 329
4/6b>8b                           Damage: 301
8b>8b>CS                          Damage: 314

b>SDC>b>b>b>8b                    Damage: 337


Comment: Great BD performance, sufficient BR, insane tracking plasma cannon, 
combined with the improved melee moveset, Freedom is still easily one of the 
top tier suit in the game.

A standard BR and that crazy Balaena is all Freedom needs for long range games.
The travelling speed and tracking ability of the Balaena has been buffed, and 
now it's even scarier than before. Also with the help from GH, the Balaena can 
pose a threat right from the beginning of the match. The Full Burst Attack is 
still pretty useless in my opinion. Besides occasional CSC, I don't think it's 
worth the risk at all.

Melee-wise, Freedom's moves got buffed big time! nb set>a is still good; 4/6b 
deals 25 more damage compared to the prequel, and it still has that beautiful 
curve that seems to be coming at you even faster than before. 8b got buffed by 
50 points, but the following Issen and BRC are both weakend, so it evens out. 
8b>8b still deals 179 damage, and 8b>a now deals 158 (10 pts less). The Issen 
is still good even though it was slightly nerfed. The bc is useful to counter
most of the melee attacks.

As a 560, Freedom pretty much goes with anything. We can still see a lot of 
Freedom combos in the arcades.


------------------------
ZGMF-X09A Justice Gundam
------------------------
Cost:560  HP:680  Shield: O  Transformable: O  Default Pilot: Athrun Zala

Main weapon:    Beam Rifle(8)     Damage: 105 Recharge time: 4.66 sec/ammo
Sub weapon(R1): Fatum-00          Damage: 130 
ac(L2):         Beam Boomerangs   Damage: 60 (30)
CS:                               Damage: 145 
CS (without lifter):              Damage: 50

nb set:                 3 hits    Damage: 239
4/6b set:               2 hits    Damage: 180
8b set:                 1 hit     Damage: 150
8b (without lifter):    1 hit     Damage: 70
bc(R2) set:             1 hit     Damage: 120
MA b set:               1 hit     Damage: 120

Originated Combo:

4/6b>8b                           Damage: 171 (Down)
4/6b>b>bc                         Damage: 221
(BRC/CSC where applicable)


SPEED Combo:                      

b>b==b>b==8b                      Damage: 296
b==b==b==b==8b                    Damage: 311
b==b==b>b>b==8b                   Damage: 312


RUSH Combo:

b>4b>bc>8b                        Damage: 312 (295)

4b>bc>8b                          Damage: 302 (244)


POWER Combo:

nb set>a                          Damage: 326
4/6b>8b                           Damage: 299
4/6b set                          Damage: 303
4/6b set>bc                       Damage: 317
8b                                Damage: 263

b>b>SDC>b>b>b                     Damage: 326
b>b>SDC>4b>8b                     Damage: 310
b>b>SDC>8b                        Damage: 305


Comment: Justice, the most powerful suit in the prequel in my opinion, still 
got games. Although its infamous b>b>a has been weakened, Justice's soul melee 
8b still kicks ass.

While maintaining the BD performance from the prequel, the addition of MA mode 
for the Justice isn't really helping a lot although it does have a pretty good 
duration. For the melee moves, its nb set takes a bit longer than it used to, 
and the recovery time after the bc attack has been increased. So maybe it's 
better to just use 4/6b>8b for a quick down instead of the 4/6b>b>bc now?
You can shorten the bc with a CSC, but it still takes a while. 

Overall, Justice can still hold his own, but it kinda pales in comparison to 
the others like Freedom and O. Akatsuki. Of course, it's still a good idea to 
work around the 8b, which seems to have gotten even better this time around.


---------------------------
ZGMF-X13A Providence Gundam
---------------------------
Cost:560  HP:680  Shield: O  Transformable: X  Default Pilot: Rau Le Creuset

Main weapon:    Beam Rifle(10) Damage: 105 Recharge time: 5.33 sec/ammo
Sub weapon(R1): DRAGOON(15)    Damage: 40  Recharge time: 2.33 sec/ammo
ac(L2):         DRAGOON(15)    Damage: 118 Recharge time: 2.33 sec/ammo (Down)

nb set:              3 hits    Damage: 236
4/6b set:            2 hits    Damage: 194
8b set:              1 hit     Damage: 120
bc(R2) set:      Multi-hits    Damage: 215 (Down)

Originated Combo:

None. (BRC where applicable) 


SPEED Combo:

b==b==b>b==8b                  Damage: 304
b==b==b==b==8b                 Damage: 306
b==b==b>b>b                    Damage: 307
b==b==b==4b>b                  Damage: 308


RUSH Combo:
(b>ab)x2>b>b>8b                Damage: 304
(b>ab)x2>b>b>b                 Damage: 307
(b>ab)x3>4b>4b                 Damage: 308


POWER Combo:

nb set>a                       Damage: 326
4b>b>a                         Damage: 311
bc set                         Damage: 315
8b>a                           Damage: 265

b>SDC>b>b>b                    Damage: 331


Comment: Providence, my favorite 560 from the prequel is still just as good. 
Unlike Legend, Prov. has plenty enough of BR to go around, and a pretty solid 
melee moveset to back up. Even though Legend outclasses Prov. in the DRAGOON 
department, Prov. is still well capable for drowning the oppoenent with them. 

Melee-wise, Prov. has the standard-type moveset, 3 hits for nb, 2 hits for 
4/6b, and a single hitter for 8b. nb set has a GREAT reach and tracking, and it
does good damage too. 8b, the Saitama Kikku, still literally kicks ass. A 
simple 8b>a can take away 150+ of HP in 1 second. And the priority is pretty 
good as well.

bc got nerfed in terms of thrust speed, and tracking ability, but it still 
works well with the DRAGOONs (ac>bc), great for catching landings. It's also 
very effective to do a down-up or up-down sneak attack with it. The reach will 
surprise a lot of people. Note that the hitbox is concentrated on its right 
side, so you'll want to move to the left and maximize your chances.

Overall, Prov,'s playing style is lot like Legend's. Abuse the DRAGOONs and 
wait for your chances. Because of that, mastering Step-DRAGOON is essential 
for Prov. too.  


-------------------
YMAF-X6BD Zamza-Zah
-------------------
Cost:560  HP:800  Shield: O/X  Transformable: X  Default Pilot: EA Nameless

Main weapon:    Gamzatov(6)       Damage: 204 Recharge time: 5    sec/ammo
Sub weapon(R1):                   Damage: 312 Reload time:   4    sec/all
ac(L2):         Deflector Shield              Reload time:   20   sec/all
CS:             Gamzatov roatate  Damage: 384 (Down)

nb set:             Multi-hit     Damage: 245
4/6b set:               1 hit     Damage: 150
8b set:             Multi-hit     Damage: 181
bc(R2):         Deflector Shield(front) : Blocking

Originated Combo:

None.


SPEED Combo:

b (keep pressing the button)>Activates Awaken and JC just before you are about 
to throw the opponent out, then grab him again. Rince and repeat, and you will 
be able to do this in a total of 7 times. Damage: 439


RUSH Combo:

Same manuever as SPEED combo. Just replace the JC with an ac, and you can 
perform the same combo.


POWER Combo:

CS                               Damage: 492
a                                Damage: 312
nb set                           Damage: 326
4/6b set                         Damage: 263
8b set                           Damage: 304


Comment: Fun unit. Bombastic destruction power.


------------------
YMAG-X7F Gells-Ghe
------------------
Cost:560  HP:750  Shield: O/X  Transformable: X  Default Pilot: EA Nameless

Main weapon:    Beam Rifles(10)   Damage: 100 Recharge time: 5    sec/ammo
Sub weapon(R1): Snipe Mode(40)    Damage: 143 Reload time:   12   sec/all
ac(L2):                           Damage: 123 Reload time:   12   sec/all
CS:                               Damage: 175 

nb set:                 2 hits    Damage: 100
4/6b set:               2 hits    Damage: 147
8b set:             Multi-hits    Damage: 149
bc(R2):       Reflector Shield          : Block

Originated Combo:

b>8b                              Damage: 202 (Down)
b>b>8b                            Damage: 221 (Down)
(BRC/CSC where applicable)


SPEED Combo:

4b(1 hit)x4==8b                   Damage: 300
4b(1 hit)x3==4b(2 hits)           Damage: 301
4b(1 hit)x4=(step)=ab             Damage: 304


RUSH Combo:

a x 3                              Damage: 185
4b(1 hit)>b>b>8b                   Damage: 236


POWER Combo:

CS                                 Damage: 289
b>8b                               Damage: 311
b>b>8b                             Damage: 318


Comment: Gells-Ghe is more agile than Zamza-Zah, but it's no where near as 
destructive. Snipe mode is fun and very tracking, so use it to keep your enemy 
away. Once they get close, front melee. Its 8b has a very high priority. The 
lack of RUSH combo surprises me. If anyone knows any good combo, please let me 
know.


------------------------------------------------------------------------------
4c. Tier 450
------------------------------------------------------------------------------


The 450s are considered the mid-tier units. 450 x 2 combo is the most balanced
one in the game. However, that also means you need teamwork more than any other
combos, since you will both be naturally behind when facing high tier suits. Of 
course, the chances of one of you being constantly picked on are lower than the
others too.


------------------------------
ZGMF-X56S Force Impulse Gundam
------------------------------
Cost:450  HP:600  Shield: O  Transformable: X  Default Pilot: Shinn Asuka

Main weapon:    Beam Rifle(7)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Vulcan(60)        Damage: 3   Reload time:   5.33 sec/all

nb set:                 4 hits    Damage: 241
4/6b set:               2 hits    Damage: 185
8b set:                 2 hits    Damage: 150
bc(R2) set:             1 hit     Damage: 150
2b set:                 1 hit     Damage: 50

Originated Combo:

b>b>8b                            Damage: 168
b>b>a(x1-3)                       Damage: 180
2b>bc                             Damage: 183 
(BRC where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 283
b==b==b==b==bc                    Damage: 304

4b==b>b>b>b                       Damage: 293
4b==4b==4b==2b>bc                 Damage: 307
4b==4b==4b==4b>b                  Damage: 308
4b==4b==4b==4b==bc                Damage: 311

8b(1 hit)==4b==4b==4b>b           Damage: 292
8b(1 hit)==4b==4b==4b==bc         Damage: 302

(2b=88=)x3=88=2b>bc               Damage: 254


RUSH Combo:

b>4b>b>4b>4b                      Damage: 304
b>4b>b>4b>bc                      Damage: 307

4b>b>4b>8b(2 hits)                Damage: 295
(4b>ab)x 3>8b(2 hits)             Damage: 303
4b>b>4b>b>bc                      Damage: 307
(4b>ab)x 3>2b>bc                  Damage: 308
(4b>ab)x 3>4b>4b                  Damage: 310


POWER Combo:

2b>bc                             Damage: 304
nb set>a                          Damage: 326
4/6b set>a                        Damage: 312
8b                                Damage: 263
bc                                Damage: 263

4b>SDC>b>b>b>b                    Damage: 333


Comment: Force Impulse (F. Im for short) is a member of the AR(F)G group, an 
all-around balance type suit. It has good BD performance, as well as sufficient
BR and a well-balanced melee moveset that makes it suitable in any situation.

Melee-wise, most of F. Im's attacks got buffed. The nb set deals 40 points 
more than before, and the last hit won't miss as much anymore. Aside from the 
damage increase, its priority, tracking, thrust, and reach has also been 
improved. The downside is that the whole set still takes a little bit too much 
time, so b>b>8b>a is another option.

The 4/6b set got buffed too in terms of damage and % adjustment, which helps 
out combo-wise. The 8b is still F. Im's best friend. One command, 2 hits, and 
it moves you to another point after the attack, simply awesome. The 2b got 
severely nerfed in terms of damage, tracking, and reach making the combo 
2b>bc very optional now. The bc attack got buffed by 30 points, and the reach 
and tracking ability have gone up as well...good for countering melee. 

Overall, Force Impulse is improved quite a lot. There is no specific strategy 
for it since you've got everything you need in a good suit.


------------------------------
ZGMF-X56S Sword Impulse Gundam
------------------------------
Cost:450  HP:650  Shield: O  Transformable: X  Default Pilot: Shinn Asuka

Main weapon:    Flash Edge        Damage: 63 (25) 
Sub weapon(R1): Vulcan(60)        Damage: 3   Reload time:   5.33 sec/all
ac(L2):         Beam Rifle x3(3)  Damage: 124 Reload time:   3    sec/all

nb set:                 4 hits    Damage: 250
4/6b set:               2 hits    Damage: 196
8b set:                 1 hit     Damage: 150
bc(R2) set:         Multi-hits    Damage: 174

Originated Combo:

b>bc                              Damage: 216
bc>8b                             Damage: 208
(b>bc>8b)                         Damage: 248
(Boomerang Cancel where applicable)


SPEED Combo:

4b==4b==8b                        Damage: 295
4b==4b==4b==4b>b                  Damage: 320
4b==4b==4b==4b==8b                Damage: 325
4b==4b==4b==4b (draining)         Damage: 300


RUSH Combo:

4b>b>4b>b>8b                      Damage: 315
4b>b>b>4b>8b                      Damage: 320
(4b>ab)x 3>4b>4b                  Damage: 322
(4b>ab)x 4>8b                     Damage: 325

POWER Combo:

nb set>a                          Damage: 330
b>bc>8b                           Damage: 326
4/6b set>a                        Damage: 311
8b>a                              Damage: 270

4b>SDC>bc>8b                      Damage: 326
4b>SDC>b>b>b(2 hits)              Damage: 340


Comment: Sword Impulse (S. Im for short) focuses on close-range fight. Since  
it's a melee suit, it has one of the fastest BD speed, and a short duration. 

S. Im has a great moveset. The nb set takes some time to execute, but you can  
use b>bc>8b to avoid being interrupted. The 4/6b set got buffed by 10 points, 
and the thrust speed has increased as well. The first hit also has a pretty 
good priority and a short recovery time. It's S. Im's best choice for catching 
steps and small openings.

The 8b deals 150 damage in 1 hit, which is 30 points more than it used to. It 
also comes out a little bit faster than before while maintaining the same 
level of priority. S. Im's bc, one of the cheapest attack from the prequel, 
has been weakend by 77 points, from 251 to 174. However, it still has a very 
good tracking ability as well as a short recovery time. And of course, the 
new combo bc>8b somewhat compensate for the damage loss. 

Overall, S. Im's a very threatening melee unit. Use the boomerang to create 
openings for youself, and connect BRx3 if it's mid range or melee if it's close
range. Other than that, don't hesitate to clash your melee with the others', 
since most of S. Im's melee has pretty good priorities. One thing to watch out 
for is your boost gauge. Avoid unnecessary BD, and don't get aggravated and go 
after everyone you see. There's not much you can do once you run out of boost.


------------------------------
ZGMF-X56S Blast Impulse Gundam
------------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Shinn Asuka

Main weapon:    Kerberos(6)       Damage: 191 Recharge time: 4.66 sec/ammo
Sub weapon(R1): Missle x8(16)     Damage: 129 Reload   time: 6    sec/all
melee:          Missle x2(16)     Damage: 102 Reload   time: 6    sec/all
ac(L2):         Defiant(1)        Damage: 40  Reload   time: 6.66 sec/all
CS:             Kerberos(sweep)   Damage: 260 

bc(R2) set:             5 hits    Damage: 207

Originated Combo:

b>a                               Damage: 243
ab>a                              Damage: 260
ac>a                              Damage: 205
ac>bc                             Damage: 201
(main weapon cancel where applicable)


SPEED Combo:

bc(1 hit)x4==a                    Damage: 307

ac==bc(1 hit)x2==bc(2 hits)==a    Damage: 302


RUSH Combo:

--


POWER Combo:

a                                 Damage: 306
CS                                Damage: 331
b>a                               Damage: 325
ac>a                              Damage: 310
ac>bc                             Damage: 310


Comment: With the most powerful main weapon in the game, two kinds of 
missles and a sweeping CS, the Blast Impulse (B. Im for short) excels in range 
fight.

B. Im has changed quite a lot from the prequel. Most of its melee moves are 
taken out, and the 8b move is now its special melee. B. Im's main weapon is the
most powerful one among all gunner-type units. Even if you only hit with 1 side
of the shot, it still deals 140 damage. However, the recovery time is HUGE. You
do not want to abuse it in mid-close range since it leaves you wide open.

Instead, use the melee missles and the javelin to create openings, and then 
connect your main weapon afterwards. The sub missle is great in mid range as it
covers quite an area, and you could also connect the main weapon afterwards. 
B. Im's only real melee attack is its bc where it pokes the opponent with the 
javelin multiple times. The attack has great tracking ability even though the 
thrust speed is pretty low. Also, the priority is surprisinly high.

Also, it's a good idea to pay attention to your boost gauge. As a gunner-type 
450, B. Im's BD duration is terrible. Combined with an okay speed, you might 
have trouble keeping up with the other 450s. 


------------------------
ZGMF-X23S Savior Gundam
------------------------
Cost:450  HP:550  Shield: O  Transformable: O  Default Pilot: Athrun Zala

Main weapon:    Beam Rifle(6)     Damage: 100 Recharge time: 5    sec/ammo
Sub weapon(R1): Amfortas(4)       Damage: 142 Recharge time: 10   sec/ammo
CS:             Amfortas(sweep)   Damage: 260

nb set:                 3 hits    Damage: 224
4/6b set:               2 hits    Damage: 180
8b set:             Multi-hits    Damage: 138
bc(R2) set:             4 hits    Damage: 188

Originated Combo:

None. (BRC/sub weapon cancel where applicable)


SPEED Combo:

b>b==4b>b==a                      Damage: 300
b==b==b>b>b                       Damage: 301
b==b>b==4b>b                      Damage: 303

(4b=88=)x3>4b>b                   Damage: 304


RUSH Combo:

b>8b(1 hit)>b>b>b                 Damage: 285

4b>bc(2 hits)>4b>4b               Damage: 302


POWER Combo:

CS                                Damage: 332
nb set>ab                         Damage: 320
4/6b set>ab                       Damage: 312
bc set>ab                         Damage: 314

b>SDC>bc                          Damage: 313


Comment: Savior has dropped a tier from 560 to 450, but it's still a very good 
suit. Its MA mode is simply awesome. Speed, duration, and turning ability are 
all top-tier. Also, the fact that it can fire its plasma cannon while in MA 
mode already makes it one of the best supporting unit in the game. 

Melee-wise, Savior has a solid moveset. The nb set does good damage. The 4/6b 
set has an amazing curve, and a short recovery time which makes it suitable for
melee decoy. The tracking and damage are also pretty good. The 8b has insane 
tracking ability, as well as a pretty good priority. Its reach is also 
incredible, but the attack itself comes out a bit slower than most 8b. 

Since Savior does not have a MA melee, it's capable of quickly sneaking up on 
the target and melee it without having to transform back. This is a huge plus 
when it comes to PvP. However, an MA is an MA. It's still vulnerable to pretty 
much any melee attack with decent tracking. So, getting familiar with the 
transforming is very important.

Overall, Savior is more or less a hit-n-run unit. Since it only has 550 HP, 
reckless moves can only lead you to a quick death. Also, Savior's BD 
performance in MS mode is pretty crappy, so you'll find yourself constantly 
flying around in MA mode. Therefore, a team formation should be maintained at 
all time. You do not want to float around and find yourself isolated. In my 
opinion, this unit is for the more experienced players.


----------------------
ZGMF-X24S Chaos Gundam
----------------------
Cost:450  HP:600  Shield: O  Transformable: O  Default Pilot: Sting Oakley

Main weapon:    Beam Rifle(7)     Damage: 100 Recharge time: 6    sec/ammo
Sub weapon(R1): Weapon Pod(4)     Damage: 30  Recharge time: 6    sec/ammo
ac(L2):         Firefly(8)        Damage: 116 Reload   time: 8    sec/all
CS:             Callidus Kai      Damage: 145 

nb set:                 2 hits    Damage: 164
4/6b set:               2 hits    Damage: 180
8b set:                 1 hit     Damage: 135
bc(R2) set:         Multi-hits    Damage: 152
MA b set:           Multi-hits    Damage: 133 (Down)

Originated Combo:

b>b>8b                            Damage: 214
(BRC/CSC where applicable)


SPEED Combo: 

b==b==b>b>8b                      Damage: 295
b==b>b==b>b                       Damage: 301
b>b=88=b>b=88=8b                  Damage: 304
b==b==b>b=88=8b                   Damage: 305

4b==4b==4b==4b>b                  Damage: 306
4b==4b==b>b=88=8b                 Damage: 309
4b==4b==4b==4b==CS                Damage: 310


RUSH Combo:

b>4b>b>4b>8b                      Damage: 305
b>4b>b>b>8b                       Damage: 307

4b>b>4b>b>8b                      Damage: 305
4b>SDC>4b>b>b>8b                  Damage: 309


POWER Combo:

b>b>8b                            Damage: 315
b>b>8b>CS                         Damage: 325
4/6b set>a                        Damage: 307
bc set>CS                         Damage: 303

Comment: Chaos has high mobility that can rival with the ARFG family. It has 
a standard 7 BR ammo and a CS that can cancel fast after a melee attack. Also,
this unit has ''pods'' which no other 450 cost unit does.

Most combos used with this suit would be b>b>a, 8b>CSC, and the high priority 
(within the Chaos move set) 4/6b combo. Some can say Chaos is a balanced unit 
with good range and melee capabilities.

But this unit has its flaws. For one, it has too many weapons. Missles, Pods, 
BR, Pod BR, MA mode...etc. Many people wouldn't know what to use in different 
situations.

So, the best strategy would be to try to confuse your opponent or draw their 
attention to you while your partner support you with different kinds of 
attacks. Compared to the other 450 suits, this one is a bit ''technical''.

Another fatal flaw would be the pods. By sending out the pods you will 
decrease Chaos' BR speed and durtaion. So when you use the pods, try to stay 
on the ground and avoid aerial battles. If you are not confident with using 
the pods, I would recommend you to use another 450 unit.

Overall, Chaos is a very balanced unit to use. Its BD speed and duration can 
be on par with F. Impulse (assuming you don't send out the pods). It can also 
transform to MA mode, but when fighting against higher tier units, this unit 
lacks the required mobility.


---------------------
ZGMF-X88S Gaia Gundam
---------------------
Cost:450  HP:600  Shield: O  Transformable: O  Default Pilot: Stella Loussier

Main weapon:    Beam Rifle(7)     Damage: 100 Recharge time: 5    sec/ammo
Sub weapon(R1): Vulcan(60)        Damage: 3   Reload time:   5.33 sec/all
CS:     Beam Assault Cannon       Damage: 84-->143-->175 (Down)

nb set:                 5 hits    Damage: 218
4/6b set:               4 hits    Damage: 184
8b set:                 1 hit     Damage: 120
bc(R2) set:         Multi-hits    Damage: 195 (Down)
2b set:             Multi-hits    Damage: 159 (Down)
MA b set:           Multi-hits    Damage: 159 (Down)

Originated Combo:

None. (BRC/CSC where applicable)


SPEED Combo:

b>b==b>b>b(1 hit)==8b             Damage: 264
b==b>b>b(full)==8b                Damage: 270


RUSH Combo:

4b>b>b>b(3 hits)>8b               Damage: 270


POWER Combo:

4/6b set>a                        Damage: 308
bc set                            Damage: 310
nb set>a                          Damage: 322
2b set                            Damage: 277
MA b                              Damage: 277

b>SDC>nb set>a                    Damage: 324


Comment: Gaia is a member of the ARF(G) group, a transformable all-around 
balance suit. It shares the same characteristics with the other members, but 
its BD performance in MS mode is a little bit behind as a price of being 
transformable.

Gaia's MA is easily one of the best next to IJ and Savior. Aside from having 
good speed, duration, and turning ability, its MA melee is THE best among all 
in my opinion, which makes the MA Gaia very formidable. It's quite difficult to 
dodge it thanks to the insane hitbox created by those two beam blades, and the 
priority is very good too. Furthermore, given the right distance, it is 
possible to chain the MA BR into a MA melee.

Gaia also has 2 sets of melee moves that can be used as decoys, nb and 4/6b. 
Both can dodge pretty much right after the first hit, and it's pretty easy to 
fool other players with them. The 4/6b also has a great curve and thrust speed,
very useful for catching steps and small openings.

However, since the first hits are so fast, they deal crappy damage (both 30), 
making it impossible for Gaia to break 300 for RUSH and SPEED without draining.
You also don't want to get interrupted early during a combo, as most of the 
damage is concentrated on the last parts, namely the uppercut and the swirling.
Other than those, its 8b is pretty fast and 2b is good for countering melee.

Overall, Gaia's playing style is pretty similar to the other members of the 
ARFG, with an awesome MA to boost. This is my favorite 450 for both proper, 
and improper reasons.


--------------------------------
ZGMF-X88S Gaia Gundam (Waltfeld)
--------------------------------
Cost:450  HP:500  Shield: O  Transformable: O  Default Pilot: Andrew Waltfeld

Main weapon:    Beam Rifle(7)     Damage: 100 Recharge time: 5    sec/ammo
Sub weapon(R1): Vulcan(60)        Damage: 3   Reload time:   5.33 sec/all
ac(L2): Beam Assault Cannon(12)   Damage: 76  Recharge time: 3    sec/ammo

nb set:                 4 hits    Damage: 219
4/6b set:               3 hits    Damage: 200
8b set:             Multi-hits    Damage: 137
bc(R2) set:             4 hits    Damage: 169
2b set:             Multi-hits    Damage: 159 (Down)
MA b set:           Multi-hits    Damage: 159 (Down)

Originated Combo:

b>b>b>8b(full)>b                  Damage: 251
(BRC where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 250
b>b==b>b==a                       Damage: 254

4b==b>b>b>b                       Damage: 260
4b==4b==4b==4b==a                 Damage: 273
4b==b>b>b>8b(3 hits)==a           Damage: 289


RUSH Combo:

4b>b>b>b>b                        Damage: 260


POWER Combo:

b>b>b>8b>b>a                      Damage: 329
4/6b set>a                        Damage: 313
bc set>a                          Damage: 305
2b set                            Damage: 277
MA b                              Damage: 277


Comment: The red Gaia has everything that the black Gaia has, minus the CS. 
Although this unit is not usable in the arcades, I'd like to mentioned that its
MA mode has the longest duration in the PS2 version. Yes, even longer than IJ. 

Red Gaia also has better agility in MS mode, wider shooting angle, and that 
crazy-ass b>b>b>8b>b>a 10-hit combo. Another advantage that red Gaia has over 
the black one is, it can shoot the assault cannon while in MA mode so it does 
not consume the normal BR ammo. 

Furthermore, red Gaia's nb is capable of doing melee fakes just like Gaia's. 
But also because of this, the red Gaia's doomed not to have any SPEED or RUSH 
combos over 300 damage either since the first hit deals crappy damage.

Overall, even though it only has 500 HP, which is the least among all 450s, I 
am actually very interested to see its potential in PvP. Shame that it's PS2 
exclusive. Oh well~


----------------------
ZGMF-X31S Abyss Gundam
----------------------
Cost:450  HP:630  Shield: O  Transformable: O  Default Pilot: Auel Nieder

Main weapon:       Railgun(20)    Damage: 110 Reload time:   6    sec/all
Sub weapon(R1):                   Damage: 175 Recharge time: 10   sec/ammo
ac(L2):            Torpedo(12)    Damage: 148 Reload time:   5.66 sec/all
MA Sub weapon(R1): Balaena Kai(4) Damage: 109 Recharge time: 10   sec/ammo

nb set:                 3 hits    Damage: 189
4/6b set:               2 hits    Damage: 157
8b set:                 1 hit     Damage: 120
2b set:                 1 hit     Damage: 120
bc(R2) set:         Multi-hits    Damage: 178
MA b set:           Multi-hits    Damage: 178

Originated Combo:

b>b(2 hits)>8b                    Damage: 229
b>2b                              Damage: 185
(2b>a x 1-3)                      Damage: 120+???
(Main weapon cancel where applicable)

SPEED Combo:

b==b==b==8b                       Damage: 302
b==b==b==4b(2 hits)               Damage: 308
b==b==b==b==8b                    Damage: 313
b==b==b==b==2b                    Damage: 313
b==b==b==b==ab                    Damage: 316

4b(1 hit)==b==b==b==8b            Damage: 313


RUSH Combo:

b>4b>b>b>b                        Damage: 300

4b>b>4b>b>8b                      Damage: 310
4b>b>4b>b>2b                      Damage: 310


POWER Combo:

sub                               Damage: 80-300
nb set>8b>a                       Damage: 327
b>2b                              Damage: 306
bc set                            Damage: 302


Comment: The cross between a multipurpose unit and a support unit, the Abyss 
has lots of GH-able weapons as well as a melee moveset that revolves around 
its 8b.

Although you CAN multipurpose with this unit, I like to play it as a support 
unit mainly because of its GH-able torpedoes and semi-full burst. Its melee is
mainly for self-defence since it's not as strong in that department as the 
ARFG group, and the only set I'd depend upon is the 8b, and maybe b>b>8b if I 
have enough time.

Abyss' MA mode is really weird too. The main weapon, instead of shooting out 
front, comes out from the back (fart cannon), which is a pain to aim since you
never want to be running in a straight line. I'd rather rely on its torpedoes,
which have a godly amount of tracking ability when released in MA mode. Yes, 
there's the Balaena Kai as well, but since it darws on its sub weapon ammo, 
I'd rather save it for MS mode. And I also find its MA melee to be pretty much
useless unless you want to stay in the air longer, such as dodging a landing 
BR.

Main weakness with Abyss? Its rather large body makes it a tiny bit easier for
that BR to clip you in those shoulders. Also, when you launch its torpedoes or
semi-full burst and miss, you'll be eating a shot. Another problem is that the
semi-full burst is rather unstable on damage output. It requires you to hit 
with as many beams as you can, so launching it at point black range won't net 
you nearly as much damage as say...launching it at mid-range.

Overall, I'd say the Abyss is for players with transition style who like to 
play it mid-range to mid-long...both acting offensive and supporting, as it 
can really punish bad steps with its sub weapon, and catch people off guard by
GH its torpedoes or sub weapon.


-------------------
MBF-02 Strike Rouge
-------------------
Cost:450  HP:600  Shield: O Transformable: X Default Pilot: Cagalli Yula Athha

Main weapon:    Beam Rifle(7)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.33 sec/all

nb set:                 3 hits    Damage: 190
4/6b set:               2 hits    Damage: 170
8b set:                 6 hits    Damage: 215
bc(R2) set:         Multi-hits    Damage: 244

Originated Combo:

b>8b                              Damage: 99
b>8b>bc>b                         Damage: 235
b>b>8b                            Damage: 205
(BRC where applicable)


SPEED Combo:

4b==4b==b>b>8b                    Damage: 302
4b==4b==4b==4b>b                  Damage: 304
4b==4b==4b==bc>b                  Damage: 313

bc==bc==bc==bc>b                  Damage: 317


RUSH Combo:

b>8b>b>b>b                        Damage: 283

(4b>ab)x 2>b>b>b                  Damage: 300
(4b>ab)x 3>4b>4b                  Damage: 307
4b>8b>bc(full 1st hit)>4b>4b      Damage: 313


POWER Combo:

b>8b>bc>b                         Damage: 322
8b set>a                          Damage: 318
bc set>a                          Damage: 329
4/6b set>a                        Damage: 304

bc>SDC>bc>b                       Damage: 342


Comment: Strike Rouge (Rouge for short) is a member of the A(R)FG group, an 
all-around balance type unit. It has good BD performance, as well as sufficient
BR and a well-balanced melee moveset that makes it suitable in any kind of 
situation.

Although the infamous draining move 4/6b>a is pretty useless now, Rouge's soul 
melee is still the 4/6b. It's very fast, tracking, and the damamge has been 
increased from 142 to 170. Rouge's other attacks more or less maintain their 
calibre. However, you can now chain the special melee, bc, after the b>8b 
combo, which is definitely a plus. Also, its nb is still capable of doing 
melee decoys.

Furthermore, Rouge's special melee is improved in terms of tracking, and the 
second hit won't miss as much as it used to. Overall, Rouge is still a very 
good choice for 450, and it also makes a great teammate.


----------------------
ZGMF-XX09T DOM Trooper
----------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Hilda Harken

Main weapon:    Giga Launcher-BZ(10) Damage: 111 Reload time: 5  sec/all
Sub weapon(R1): Giga Launcher-BMG(40)Damage: 99  Reload time: 5  sec/all
ac(L2): Screaming Nimbus      (Beam Barrier)     Reload time: 40 sec/all

nb set:                 3 hits       Damage: 232
4/6b set:               2 hits       Damage: 184
8b set:             Multi-hits       Damage: 132 (Down)
bc(R2) set:             2 hits       Damage: 140

Originated Combo:

None. (BZC where applicable)


SPEED Combo:

b==b==b>b>b                          Damage: 303
b>b=JC=b>b>b                         Damage: 305
b>b=JC=b>b=JC=bc                     Damage: 306

4b==4b==b>b>b                        Damage: 303


RUSH Combo:

b>4b>b>4b>bc                         Damage: 302
b>4b>b>b>b                           Damage: 303
b>b>ac>b>b>b                         Damage: 305
b>b>ac>b>b>bc                        Damage: 306

4b>b>4b>b>bc                         Damage: 302


POWER Combo:

nb set>a                             Damage: 328
4/6b set>a                           Damage: 308

b>SDC>b>b>b>a                        Damage: 334


Comment: DOM has the longest BD duration among all MS. It hovers on the ground 
instead of flying, so it's actually quite difficult to catch its landings. 
Combined with the 1-hit-down bazooka, DOM can be the safest unit in the game.

However, DOM's Giga Launcher has quite a recovery time, both the BZ and BR. 
Especially the bazooka, DOM literally has to put it down each time after firing
it, and it can leave you WIDE open for melee if you're not careful with the 
range. The same can be said for its sub, although it's not as serious as the 
BZ. Simply put, NEVER ''turn and shoot'' unless you're 100% you're going to 
hit, or prepare to pay the price. 

Melee-wise, DOM's melee moves do decent damage and everything else is pretty 
much average EXCEPT for the recovery time. Again, DOM has this annoying pose 
of putting its saber back whether you hit or not, and it really stops being 
cute after a while. 

The Screaming Nimbus blocks any beam-based attacks coming from the front. It 
covers about 150 degrees. Note that you WILL get hit on the side, and it does 
not block weapons like railguns and machine guns...etc. Also, to manually 
deactivate it, you have to block. Otherwise, you can only either wait for it to
run out, or wait for you to get stunned.

Overall, DOM usually acts as a supporting unit, downing oppoenent and creating 
2 on 1 chances for the team with the bazooka. However as mentioned above, the 
recovery time can bury you if you're not careful with it. In my opinion, this 
is more or less for the experienced players.


-----------------------------
ZGMF-2000 GOUF Ignited (Yzak)
-----------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Yzak Joule

Main weapon:    Draupnir(40)      Damage: 97  Reload time:   7.66 sec/all
Sub weapon(R1): Slayer Whip(front)Damage: 134/Block (Down)
ac(L2):         Slayer Whip(bind) Damage: 20-111 

nb set:                 3 hits    Damage: 233 (Down)
4/6b set:               2 hits    Damage: 181
8b set:                 1 hit     Damage: 140
bc(R2) set:             4 hits    Damage: 215 (Down)

Originated Combo:

You can chain a combo after binding your opponent by pressing the melee button 
and any direction key. By pressing the melee button only, you can electrify 
your target multiple times before letting him fall down.

ac(maximum hits)>2b(pull)>b>b>b      Damage: 300+-
4b>ac(maximum hits)>2b(pull)>b>b>b   Damage: 308
b>b>ac(maximum hits)>4b>b            Damage: 309
ab(1 hit)>ac(maximum hits)>4b>b      Damage: 268
(BMG cancel where applicable)

SPEED Combo:

b==b==b>b>b                       Damage: 274
b>b==b>b==8b                      Damage: 309

4b==4b==4b==4b>b                  Damage: 307
4b==4b==4b==4b==8b                Damage: 309


RUSH Combo:

b>4b>b>4b>8b                      Damage: 306
b>b>4b>b>8b                       Damage: 308

4b>b>4b>b>8b                      Damage: 306


POWER Combo:

nb set                            Damage: 322
4/6b set                          Damage: 304
bc set                            Damage: 316
ac(maximum hits)>2b(pull)>b>b>b   Damage: 345
4b>ac(maximum hits)>2b>b>b>b      Damage: 348


Comment: Yazk's GOUF is pretty similar with Heine's GOUF in playing style. 
However, it does not have a direct whipping attack as its sub weapon is a semi
blocking move (Raider's 8b style). Whether that's a good thing or not is a 
matter of opinion.

Yazk's GOUF still has the binding whip, which can form powerful combos once 
you get the hang of it. Other than the whip, it has a pretty solid moveset. 
The nb set downs the target; 8b has GREAT reach and tracking; and the bc is 
somewhat useful against SPEED, just like the other GOUF's. Overall, this is a 
good semi-melee suit, with a little bit more range games.

This is one of the PS2 exclusive units that I would like to see in arcades too. 
What a shame...


-------------------------------
ZGMF-X2000 GOUF Ignited (Heine)
-------------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Heine Westenfluss

Main weapon:    Draupnir(50)      Damage: 97  Reload time:   8 sec/all
Sub weapon(R1): Slayer Whip       Damage: 160
ac(L2):         Slayer Whip(bind) Damage: 20-111 

nb set:                 3 hits    Damage: 228
4/6b set:               2 hits    Damage: 176
8b set:             Multi-hits    Damage: 140 (Down)
bc(R2) set:             4 hits    Damage: 210

Originated Combo:

You can chain a combo after binding your opponent by pressing the melee button 
and any direction key. By pressing the melee button only, you can electrify 
your target multiple times before letting him fall down.

b>b>b>ab                             Damage: 235
b>b>ac(maximum hits)>4b>b            Damage: 309

4b>b>ab                              Damage: 211
4b>ac(maximum hits)>2b(pull)>b>b>b   Damage: 308

ac(maximum hits)>2b(pull)>b>b>b      Damage: 300
(BMG cancel where applicable)

SPEED Combo:

b==b==b>b>b                          Damage: 302
b>b==b>b>b                           Damage: 306

4b==4b==4b==4b>b                     Damage: 306
4b==4b==b>b>b                        Damage: 306


RUSH Combo

b>4b>b>4b>4b                         Damage: 302
b>4b>b>b>b                           Damage: 304

4b>b>4b>4b>ab                        Damage: 283
4b>b>b>4b>4b                         Damage: 306


POWER Combo:

sub                                  Damage: 280
nb set>ab                            Damage: 322
4/6b set>ab                          Damage: 315
b>b>ac(maximum hits)>4b>b            Damage: 357
4b>ac(maximum hits)>2b(pull)>b>b>b   Damage: 356
ac(maximum hits)>2b(pull)>b>b>b      Damage: 341

b>b>SDC>b>b>b                        Damage: 337


Comment: Heine's GOUF is a mid-close range monster thanks to its slayer whip. 
Its range weapon is beam machingun (BMG), which, even though doesn't seem like 
much, is good enough for GOUF. 

As mentioned above, its whip is simply awesome. Basic ab is a verticle strike 
that has good reach, and does decent damage. When combined with right or left
direction, you'll be able to do a horizontal sweep from the corresponding 
direction. This is GREAT for catching steps and even Step Cancels. However, it 
does not have as much reach as the vertical strike. Well, it's only fair. You 
can also chain the whip after the nb set or the 4/6b set. My recommended combo 
would be 4/6b>b>ab. Without any additional zapping, it does over 200 damage in 
a relatively short amount of time.

The binding whip is great for saving partner and catching openings such as 
out-of-angle shooting. And it also works wonders as a melee counter. Obviously,
no melee has a higher priority than the whip. You can also use it to tie up a 
player that's in SEED mode, wasting his precious time by zapping him.

Pure melee-wise, GOUF's moveset is pretty standard. Nothing extraordinarily 
good or bad. Its bc is also a whip move, and it covers quite an area too. 

Overall, GOUF's a great choice for those melee players who would like a little 
something something for range games too. I feel that its potential really
shines through in PvP.


------------------------------
ZGMF-1001/K Slash ZAKU Phantom
------------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Yzak Joule

Main weapon:    Beam Rifle(3)     Damage: 100 Recharge time: 6.66 sec/ammo
Sub weapon(R1): Hydra(40)         Damage: 125 Reload time:   10   sec/all

nb set:                 3 hits    Damage: 233
4/6b set:               2 hits    Damage: 185
8b set:             Multi-hits    Damage: 149 (Down)
bc(R2) set:             2 hits    Damage: 184

Originated Combo:

b>b>bc                            Damage: 253
(BRC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 305
b==b==b==4b>b                     Damage: 305

4b==4b==4b>b                      Damage: 301
4b==4b==4b==4b==4b (all JC)       Damage: 304
4b==4b==b>b>b                     Damage: 311
4b==4b==4b==bc                    Damage: 313
4b==4b==4b==4b>b                  Damage: 313

RUSH Combo:

b>4b>b>b>b                        Damage: 307
b>4b>b>4b>4b                      Damage: 307

4b>b>4b>b>4b                      Damage: 295
4b>b>b>bc                         Damage: 303


POWER Combo:

8b                                Damage: 261
nb set>a                          Damage: 324
b>b>bc                            Damage: 329
4/6 set>a                         Damage: 313
bc set                            Damage: 305

4b>SDC>4b>b>a                     Damage: 320
4b>SDC>b>b>bc                     Damage: 339


Comment: Slash ZAKU is one of the few melee-oriented units that has a standard 
beam rifle. Compared to the prequel, every single one of its melee move has 
improved in terms of damage. Some also execute way faster than they used to.
Combined with a speed comparable to the ARFG members, it's one scary suit.

Since Slash ZAKU only has 3 BR shots with a terrible recharging rate, you'll 
obviously rely on its melee most of the time. However, don't forget the Hydra 
gatling cannon which works wonders on catching landings and mid range fight. 
One major difference from the prequel is that you can now sweep the gatling 
while firing from 6 shots to all 40 shots at a time. This is Slash's precious 
alternative for BR in range games.

Melee-wise, Slash ZAKU's soul melee is 4/6b set. Not only is it fast and 
damaging, the reach and tracking are pretty good too. Its 8b is still awesome. 
Great reach and tracking, with insane priority, and it downs the opponent.
The nb set takes less time now, but it's still a bit too long. The additional 
combo b>b>bc also leaves you open for attacks as the bc itself has a pretty 
long recovery time. Use them with caution.

Overall, Slash ZAKU can be just as productive as any other melee units in the 
game. So if you're looking for a melee suit and then some, this is the one.


---------------------------------------
ZGMF-1001/M Blaze ZAKU Phantom (Dearka)
---------------------------------------
Cost:450  HP:550  Shield: O  Transformable: X  Default Pilot: Dearka Elsman

Main weapon:    Beam Rifle(5)     Damage: 95  Reload time:   Manually
Sub weapon(R1): Firebee(8)        Damage: 44+ Reload time:   5.66 sec/all
ac(L2):         Main Weapon Reload
CS:             Firebee           Damage: 160 (Down) 
bc(R2):         Beam Rifle x3(5)  Damage: 148 (Down)

nb set:                 1 hit     Damage: 135
4/6b set:               1 hit     Damage: 120
8b set:                 1 hit     Damage: 125

Originated Combo:

None. (BRC/CSC where applicable)


SPEED Combo:

(4b=88=)x5                        Damage: 277


RUSH Combo:

--


POWER Combo:

CS                                Damage: 279
4/6b>a                            Damage: 273
4/6b>CS                           Damage: 293

4b>SDC>4b>a                       Damage: 291


Comment: A decent 450 that relies more on range combat. The strategy is to 
reload your BR as much as possible (for example: reload when your enemy is 
down or targetting someone else). Also, since all of its melee attacks are 
one-hit, you will need to be accurate with them...since you won't be able to 
bluff with it. Otherwise, it plays generally like Rey's Blaze ZAKU.


--------------------------------------
ZGMF-1001/M Blaze ZAKU Phantom (Heine)
--------------------------------------
Cost:450  HP:550  Shield: O  Transformable: X  Default Pilot: Heine Westenfluss

Main weapon:    Beam Rifle(5)     Damage: 95  Recharge time: 5.66 sec/ammo
Sub weapon(R1): Firebee(8)        Damage: 44+ Reload time:   5.66 sec/all
ac(L2):         Beam Tomahawk     Damage: 110(60)  

nb set:                 3 hits    Damage: 226
4/6b set:               2 hits    Damage: 185
8b set:                 1 hit     Damage: 120
bc(R2):                 Guard           : Block

Originated Combo:

None. (BRC/Boomerang cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 305
b==b==b==4b>b                     Damage: 308

4b==4b==4b==4b==8b                Damage: 306
4b==4b==4b==4b>b                  Damage: 308
4b==8b==8b==4b>b (all =88=)       Damage: 330
4b==8b==8b==8b==8b (all =88=)     Damage: 339


RUSH Combo:

b>b>4b>b>8b                       Damage: 303
b>4b>b>4b>8b                      Damage: 306
b>4b>b>4b>4b                      Damage: 308

4b>b>4b>b>8b                      Damage: 306


POWER Combo:

nb set>a                          Damage: 324
4/6b set>a                        Damage: 307

4b>SDC>4b>b>a                     Damage: 318
b>b>SDC>4b>b>a                    Damage: 320
b>SDC>ac(2 hits)>4b>b             Damage: 328


Comment:


------------------------------
ZGMF-1001/M Blaze ZAKU Phantom
------------------------------
Cost:450  HP:550  Shield: O  Transformable: X  Default Pilot: Rey Za Burrel

Main weapon:    Beam Rifle(5)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Firebee(8)        Damage: 44+ Reload time:   5.66 sec/all
CS:             Firebee           Damage: 160 (Down)  

nb set:                 3 hits    Damage: 228
4/6b set:               2 hits    Damage: 185
8b set:                 1 hit     Damage: 130
bc(R2):             Multi-hits    Damage: 185 (Down)

Originated Combo:

None. (BRC/CSC where applicable)


SPEED Combo:

b==b>b==4b>b                      Damage: 304
b==b==b>b>b                       Damage: 306

4b==4b==4b==4b>b                  Damage: 308
4b==4b==4b==4b==8b                Damage: 308


RUSH Combo:

b>4b>b>4b>b                       Damage: 277
b>4b>b>4b>4b                      Damage: 308
b>4b>b>4b>8b                      Damage: 308

4b>8b>4b>8b>a                     Damage: 278
4b>8b>4b>8b>4b                    Damage: 278
4b>b>4b>b>4b                      Damage: 278
4b>b>8b>b>8b                      Damage: 304


POWER Combo:

CS                                Damage: 280
nb set>a                          Damage: 326
4/6b set>a                        Damage: 312
8b>CS                             Damage: 290
bc set                            Damage: 304

b>SDC>b>b>b>a                     Damage: 330


Comment: Blaze ZAKU excels in mid-range fight with its Firebee. With only 550 
HP, it's a good idea to stay close to your partner and support him with the 
missles.

There are two kinds of missles, sub for spread-out, and CS for concentrated. 
Both are usefull in their own ways, be it catching landing, stepping, or saving
your partner. They're also great alternatives for the beam rifle, which you 
only have 5 shots of. The CS can also be used in CSC and surprise your 
opponent somtimes. However, don't rely too much on it since it does not come 
out THAT fast. 

Melee-wise, Blaze ZAKU's moveset is pretty decent. Personally, I'd most likely 
work around the 4/6b set, and 8b>a combo since they're both pretty fast and 
tracking. The nb set takes much less time to execute now compared to the 
prequel, and its reach and damage are both up to the level.

Overall, Blaze ZAKU is somewhat a supporting type unit with a good melee 
moveset to protect itself. Get familiar with the missles, and you'll be fine.


--------------------------------------------
ZGMF-1000/A1 Gunner ZAKU Warrior (Lunamaria)
--------------------------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Lunamaria Hawke

Main weapon:    Orthros(3)        Damage: 150 Recharge time: 5    sec/ammo
Sub weapon(R1): Grenade(8)        Damage: 95  Reload time:   8    sec/all
bc(R2):         Granade(8)        Damage: 92  Reload time:   8    sec/all
ac(L2):         Granades x4 (8)   Damage: 122 Reload time:   8    sec/all
CS:             Orthros(sweep)    Damage: 255 

nb set:                 2 hits    Damage: 174
4/6b set:               1 hit     Damage: 110
8b set:                 1 hit     Damage: 120

Originated Combo:

ab>a                              Damage: 162
ac>a                              Damage: 183
(Main weapon cancel where applicable)


SPEED Combo:

b==b==b==b>b                      Damage: 227
b==b==b>b==a                      Damage: 240


RUSH Combo:

b>b>4b>b>8b                       Damage: 239
b>b>4b>8b>a                       Damage: 249

b>SDC>b>b>a                       Damage: 229


POWER Combo:

a                                 Damage: 263
CS                                Damage: 327
b>b>a                             Damage: 315
4b>a                              Damage: 295

b>SDC>b>b>a                       Damage: 312


Comment: Luna ZAKU has been bumped up a tier from 420 to 450 for many reasons. 
It absolutely sucked in the prequel compared to the other 420s since whatever 
it does leaves it vulnerable for counterattacks. However, things have changed.

First and most importantly, the recovery time for its main weapon has been 
shortened drastically. Combined with the fastest firing speed of all gunner 
type units, it's very threatening. Also, the range for the grenades has been 
increased as well with its recovery time shortened. Given the right distance, 
ab>a is one of Luna ZAKU's basic combo.

Luna ZAKU can also throw 4 grenades at the same time, which is great for 
catching landings. However, it eats up ammo faster, and it's almost impossible 
to connect main weapon afterwards. 

Melee-wise, its 4/6b is pretty fast, and surprisingly, has a VERY good 
priority. That makes the combo 4/6b>a much more practical than b>b>a, which 
takes forever to execute. The 8b is slow but tracking, and bc is the same as 
sub weapon grenade.

Overall, Luna ZAKU makes a great supporting unit. Take advantage of the fast 
main weapon and grenades to create openings and 2 on 1 chances for the team.


------------------------
GAT-X131 Calamity Gundam
------------------------ 
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Orga Sabnak

Main weapon:    Kaefer Zwei(50)   Damage: 99  Reload time:   5    sec/all
Sub weapon(R1): Scylla+Schlag     Damage: 222 Reload time:   6.66 sec/all
Melee:          Todesblock(8)     Damage: 111 Reload time:   4.66 sec/all
bc(R2):         Scylla+Schlag     Damage: 257 Reload time:   6.66 sec/all

Originated Combo:

None.


SPEED Combo:

None.


RUSH Combo:

BMGx9                             Damage: 172


POWER Combo:

Bazooka                           Damage: 194
Sub(Scylla only)                  Damage: 210
Sub (All)                         Damage: 317
bc                                Damage: 330


Comment: Calamity has been improved quite a lot. As a range suit, Calamity's 
more or less a supporting unit.

Although its main weapon is the BMG, most players use the BZ way more often. 
Fortunately, Calamity's bazooka shooting angle as been increased, so you won't 
be doing a lot of stop and shoot anymore. Another improvement is on the sub 
weapon and special melee, that is the Scylla and Schlag combo shootings. 
While maintaining the damage, the recovery time has been shortened noticeably. 

Calamity's weakness is its horrible BD duration. You should avoid unnecessary 
BDs and don't go after someone who's clearly out of your boost gauge's league.
Also, since it does not have any real melee attack, you'll be forced to shoot 
all the time. Know your weapons' shooting angles, and don't make any hasty 
attack in mid-close range leaving yourself vulnerable for melee attacks.

Overall, Calamity can be just as productive as any other range units in the 
game in my opinion.


-------------------------
GAT-X252 Forbidden Gundam
-------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Shani Andras

Main weapon:    Eckzahn(14)       Damage: 103 Reload time:   5    sec/all
Sub weapon(R1): Hresvelgr(2)      Damage: 150 Recharge time: 10   sec/ammo

nb set:                 2 hits    Damage: 216
4/6b set:               1 hit     Damage: 140
8b set:                 2 hits    Damage: 146
bc(R2) set:         Multi-hits    Damage: 165 (Down)

Originated Combo:

None. (Railgun cancel where applicable)


SPEED Combo:

b==b==ab                          Damage: 297
b==b==b==bc                       Damage: 303
b==b==b==b>b                      Damage: 315
b==b==b==b==4b                    Damage: 315
b==b==b==b (draining)             Damage: 305


RUSH Combo:

b>4b>8b>ab                        Damage: 272
b>8b(pause)>b>4b>a                Damage: 306
b>8b(pause)>b>8b(pause)>b         Damage: 306
b>8b(pause)>b>8b(pause)>4b        Damage: 310

4b>8b(pause)>4b>8b(pause)>4b      Damage: 257
4b>8b(pause)>b>4b>b               Damage: 279


POWER Combo:

ab                                Damage: 262
nb set>a                          Damage: 318
4/6b>a                            Damage: 296
bc                                Damage: 289

b>SDC>b>b>a                       Damage: 325


Comment: Forbidden pretty much stays the same as the prequel. It has an overall 
BD performance on the same level as the ARFG members, good range weapons, and 
some nasty melee attacks to go with it.

Its main weapon is the Eckzahn railgun, which deals about the same damage as a 
standard BR if both shots hit. However, you might find yourself constantly 
landing only 1 shot of the railgun because they're pretty spread-out. In that 
case, it deals a crappy 58 dammge. It's high percentage, but low stability. 

The plasma induction cannon still tracks like crazy. You can curve the shot 
manually by pressing 4/6 and make the shot bend that way. Combined with GH, 
you can expect a show from it. It's great for saving partner and catching 
landings.

Melee-wise, Forbidden's moveset is short and sweet. The most useful ones would 
be the nb set, and the 4/6b set. The nb has great reach, and does 200+ damage 
with just 2 hits. The 4/6b is Forbibdden's best friend. The combo 4/6b>a deals 
169 damage justl like that. The attack comes out pretty fast with a nice curve.
Also, it has a VERY good priority as well as tracking ability. Abuse it.

The other two melee attacks are rather useless in my opinion. Special melee can
down the opponent, but it's very unstable. Sometimes you'll need to connect a 
railgun shot to really get the down effect, since it's pretty hard to land all 
the hits with the bc itself. The 8b just seems average at best.

Overall, Forbidden has maintained its calibre as a 450. It's a great choice of
alternative for those who like balance-type units, and want something different
than just standard beam rifle and vulcans. On a side note, I'd also like to 
mention that Forbidden's shield block is the best in the game, as it pretty 
much covers itself up, even on the sides too.


----------------------
GAT-X370 Raider Gundam
----------------------
Cost:450  HP:630  Shield: O/X  Transformable: X  Default Pilot: Clotho Buer

Main weapon:    Machine Gun(120)  Damage: 126 Reload time:   6.66 sec/all
Sub weapon(R1): Zorn(2)           Damage: 150 Recharge time: 10   sec/ammo
ac(L2):         Mjolnir           Damage: 150 

nb set:                 3 hits    Damage: 224
4/6b set:               2 hits    Damage: 152
8b set:                 3 hits    Damage: 133/Block (Down)
bc(R2) set:             1 hit     Damage: 120
MA b set:               1 hit     Damage: 80

Originated Combo:

b>b>ac                            Damage: 187
b>b>b>ac                          Damage: 235
4/6b>ac                           Damage: 156
4/6b>b>ac                         Damage: 182
(Machine gun cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 301
b==b==b>b==ac                     Damage: 303
b==4b==4b==4b==ac (all JC)        Damage: 315

4b==4b==4b>b>ac                   Damage: 301
4b==4b==4b==4b==ac (all JC)       Damage: 319


RUSH Combo:

b>4b>b>ac                         Damage: 243

4b>b>4b>b>ac                      Damage: 301
4b>b>4b>b>bc                      Damage: 307
4b>b>4b>bc>ac                     Damage: 308


POWER Combo:

ab                                Damage: 263
ac                                Damage: 263
nb set>ac                         Damage: 325
b>b>ac                            Damage: 305
4/6b set>ac                       Damage: 304
4/6b>ac                           Damage: 274

b>b>SDC>ab                        Damage: 305


Comment: Raider, one of the most difficult 450s in the prequel, has been 
improved quite a lot. In RvZ 1, Raider suffered from mandatory transformation.
Thanks to its ridiculously long transforming, it gave Raider players a hard 
time. Just being able to do regular BD like everybody else now is a BIG plus 
already.

Also, the damage outputs for its machine gun and hammer have also been buffed. 
Since the hammer is now the special shooting, Raider gets a nice little tackle 
move for its special melee. Its reach is short, but speed and priority are both
pretty good, making it an ideal move for countering melee!?

Of course, one of the best things about Raider is its semi-blocking 8b. With 
everybody using SPEED awakening, this move has been proved to be quite useful 
against those aggressive players who will try to melee you with every chance 
they get. It also downs the opponent if you manage to land all 3 hits. 
Combined with forward step (cancel), it could come in handy from time to time.

Overall, Raider is now usable to everyone. Take advantage of the hammer attack,
and occasionally pull out a 8b to throw your opponent off balance. This is one 
interesting unit.


-----------------------------------
GAT-X102 Duel Gundam Assault Shroud
-----------------------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Yzak Joule

Main weapon:    Beam Rifle(6)     Damage: 100 Recharge time: 5    sec/ammo
Sub weapon(R1): Missle Pod        Damage: 119 Reload time:   6    sec/all
CS:             Shiva             Damage: 140

nb set:                 2 hits    Damage: 200
4/6b set:               2 hits    Damage: 181
8b set:             Multi-hits    Damage: 232
bc(R2) set:             3 hits    Damage: 161

Originated Combo:

b>bc                              Damage: 213
b>b>8b                            Damage: 225
(BRC/CSC where applicable)


SPEED Combo:

b==8b(5 hits)==b>b                Damage: 309
b==b==b==b>b                      Damage: 310
b==b==8b(1 hit)==b==b>b           Damage: 314

4b==4b==bc(3 hits)                Damage: 264
4b==4b==4b==4b==4b                Damage: 277
4b==4b==4b==4b>b                  Damage: 303
4b==8b(5 hits)==4b==CS            Damage: 309

8b(5 hits)==8b(4 hits)==CS        Damage: 305

bc(1 hit)==4b==4b==4b==CS         Damage: 287
bc(1 hit)==4b==8b(5 hits)==CS     Damage: 290


RUSH Combo:

b>8b(full 1st hit)>CS             Damage: 294
b>8b(5 hits)>b>b                  Damage: 307

(4b>8b)x n                        Damage: 280+
4b>8b(full 1st hit)>CS            Damage: 294


POWER Combo:

b>SEED>b                          Damage: 301
b>b>8b                            Damage: 323
b>bc>CS                           Damage: 326
4/6b set>CS                       Damage: 308
bc>CS                             Damage: 309
8b(full 1st hit)>CS               Damage: 332


Comment: Duel AS, one of the most broken 450 in the prequel, is more balanced 
this time around. With the weakend CSC, its infamous bc>CS deals considerably
less damage now. 

However, Duel AS's melee moves got improved in terms of damage and tracking 
ability. Its nb set now deals 200 damage, and the old combos b>b>8b and b>bc 
are still there. 4/6b set is buffed by 30 points and the tracking seems to have
improved as well. The spinning bc itself still has very nice reach, tracking, 
and damage. 

The sub weapon missles now come out even faster, and the CS railgun itself is 
just as deadly as before. They are both great for catching landings and saving
your partner. 

Duel AS's major weakness is its speed. With a BD duration as good as the ARFG 
members, the speed, on the other hand, is pretty bad. On top of that, AS's 
turning ability sucks too. So you might have a hard time catching up with the 
MAs and other high tier units.

Overall, Duel AS seems even heavier and slower than before. However the playing
style stays the same. Mix up your games with the CS, and back up your melee 
attacks with it. 


----------------------
GAT-X103 Buster Gundam
----------------------
Cost:450  HP:630  Shield: X  Transformable: X  Default Pilot: Dearka Elsman

Main weapon:    Beam Rifle(5)     Damage: 100 Recharge time: 4.66 sec/ammo
Sub weapon(R1): Missle x 12(12)   Damage: 160 Reload time:   6    sec/all
ac(L2):         Missle x 4(12)    Damage: 119 Reload time:   6    sec/all
bc(R2):         Missle x 4(12)    Damage: 119 Reload time:   6    sec/all
Melee:          Gun Launcher(3)   Damage: 90  Reload time:   6    sec/all
CS a (main):                      Damage: 260
CS b (melee):                     Damage: 250

Originated Combo:

a>CS b (melee)                    Damage: 170-280
a>CS a (main)                     Damage: 190  *QC*
b>CS a (main)                     Damage: 126-165
b>CS b (melee)                    Damage: 141+ *QC*
CS a (main)>CS b (melee)          Damage: 300+

Missle>BR Combo

Missle x 1>a                      Damage: 122
Missle x 2>a                      Damage: 138
Missle x 3>a                      Damage: 149
Missle x 4>a                      Damage: 155

Missle(bc)>CS(main) Combo

Missle x1>CS                      Damage: 231
Missle x2>CS                      Damage: 207
Missle x3>CS                      Damage: 189
Missle x4>CS                      Damage: 176


SPEED Combo:

--


RUSH Combo:

--


POWER Combo:

CS(main)                          Damage: 331
CS(melee)                         Damage: 329
a>CS(melee)                       Damage: 339
CS(main)>CS(melee)                Damage: 365+-


Comment: This unit is mainly used as a support unit with the help from those 
missles and two kinds of CS.

For the main weapon Charge Shot (CS a), even though it cannot curve like LS, 
Savior, or B. Im's, the traveling speed is the fastest in the game. A known
combo for Buster is b>CS a, that is, stunning your opponent with shotgun, then
unleashing the main weapon CS to deal more damage. This combo could be somehow
dangerous since the shotgun isn't really stable when it comes to stunning the
target. And, while you're releasing the CS, there's a good chance that you'll 
get interrupted by the target's teammate since you can't move an inch, and 
since you were trying to stun with the shotgun, you must be pretty close.

The melee Charge Shot (CS b) is improved in terms of range, recovery time, and
firing rate. The combo a>CS b is safer due to the fact that you have the BR at
your disposal, and the CS doesn't take as much time to execute. This combo is
recommended. Furthermore, the shotgun CS can be chained after the main CS, 
creating the combo CS a>CS b, which can do some crazy damage.

The missles can also be used to catch your opponent off guard, thus giving you
more chances to land them big CS after they got hit, or forced to dodge your 
missles. ''bc>CS a'' is used when you're currently charged on main weapon, and
''ac>CS b''is used when the shotgun CS is in play. 

Aside from not having any real melee attack, Buster's main weakness is its 
crappy BD performance. Although the duration has been increased noticeably, it
is still quite short compared to the others. It'll take some serious practice
before you can really use Buster well in PvP.


---------------------
GAT-X207 Blitz Gundam
---------------------
Cost:450  HP:600  Shield: O  Transformable: X  Default Pilot: Nicol Amalfi

Main weapon:    Beam Rifle(5)     Damage: 105 Recharge time: 5    sec/ammo
Sub weapon(R1): Lancer Darts(3)   Damage: 58  Reload time:   6    sec/all
ac(L2):         Gleipnir          Damage: 10
bc(R2):         Mirage Colloid    Damage: ---

nb set:                 2 hits    Damage: 148
4/6b set:           Multi-hits    Damage: 130
8b set:                 3 hits    Damage: 145

Originated Combo:

b>b>8b                            Damage: 223
ab>ac>b>b>8b                      Damage: 245
(BRC where applicable)


SPEED Combo:

b==b==b>b>8b                      Damage: 294
b==b==b==b==8b(1 hit)==4b         Damage: 296
b==b==b==b>b==4b                  Damage: 302
b==b==b==b==ab==a                 Damage: 303


RUSH Combo:

(b>bc)x3>8b(2 hits)>4b>a          Damage: 296
(b>bc)x4>8b(1 hit)>4b             Damage: 296
(b>bc)x3>b>b>bc>a                 Damage: 304

ab>(b>bc)x4>bc>a                  Damage: 298


POWER Combo:

b>b>8b>a                          Damage: 320
ab>ac>b>b>8b                      Damage: 326
8b>a                              Damage: 285

b>SDC>ab>b>b>8b                   Damage: 333


Comment: Blitz is slightly improved in this game. It still does not have any 
abusable move, but it's pretty well-balanced. 

Blitz is somewhat melee-oriented. Even though the melee moves may not seem all 
that powerful, they're all useful in their own ways. Compared to RvZ 1, both 
the nb set and the 8b have been buffed by several points, so your basic combo 
is still the b>b>8b, with the help of BR and the lancer darts. The 4/6b is 
still good for catching steps, and its priority seems to have gone up as well.

However, Blitz lacks melee with good reach, so you'll be forced to close in on 
your opponent constantly. Fortunately, the Mirage Colloid helps out a lot. In 
terms of defence, it can be used on covering landings and stalling opponents in
SEED awaken state...etc. Offensively, you can foward step and run around your 
opponent in point blank range forcing him to make a mistake, such as shooting 
out of angle, or melee attacking you recklessly. If he opts to ignore you, do 
not hesitate to make a move and melee him from behind.

One thing you need to watch out while in MC mode is Green Homing. 
Unfortunately, GH still works against MC, so there's a good chance that you'll
get hit by a GH'd shot that comes out of nowhere. And of course, the damage you
recieve while in MC mode is doubled. 

Overall, Blitz's playing style tilts towards melee. In PvP, it's one of the 
best 450s for 1 on 1 situations in my opinions.


---------------------
GAT-X303 Aegis Gundam
---------------------
Cost:450  HP:630  Shield: O  Transformable: O  Default Pilot: Athrun Zala

Main weapon:    Beam Rifle(7)     Damage: 100 Recharge time: 5    sec/ammo
Sub weapon(R1): Scylla(3)         Damage: 179 Recharge time: 10   sec/ammo
MA main:        Scylla(3)         Damage: 130 Recharge time: 10   sec/ammo

nb set:                 4 hits    Damage: 235
4/6b set:               2 hits    Damage: 176
8b set:                 2 hits    Damage: 160
bc(R2) set:         Multi-hits    Damage: 50-222 (Down)
MA b set:           Multi-hits    Damage: 139 (Down)
   
Originated Combo:

b>8b>b                            Damage: 202
b>b>8b>b                          Damage: 186
(BRC where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 274
b==b==b==8b>b                     Damage: 284
b==b==b==4b>b                     Damage: 299
b==4b==4b==4b>b                   Damage: 303

4b==4b==4b==4b>b                  Damage: 306
4b==4b==4b==bc>b>b>b>a            Damage: 312


RUSH Combo:

b>4b>8b>4b>4b                     Damage: 301

4b>8b>4b>8b>4b                    Damage: 261
4b>8b>4b>8b>8b                    Damage: 289

8b>4b>8b>4b>4b                    Damage: 279


POWER Combo:

ab                                Damage: 303
nb set>a                          Damage: 324
4/6b set>a                        Damage: 309
8b set>a                          Damage: 280
bc set                            Damage: 318

b>b>SDC>4b>b>a                    Damage: 312


Comment:


-----------------------------------------
GAT-X105+AQM/E-X03 Launcher Strike Gundam
-----------------------------------------
Cost:450  HP:630  Shield: X  Transformable: X  Default Pilot: Kira Yamato

Main weapon:    Agni(1)           Damage: 175 Reload time:   2    sec/all
Sub weapon(R1): Igelstellung(80)  Damage: 3   Reload time:   5.33 sec/all
Melee:          Gun Launcher(6)   Damage: 104 Reload time:   5    sec/all
bc(R2):     Anti-Ship Vulcan(80)  Damage: 126 Reload time:   5.33 sec/all
CS:             Agni(sweep)       Damage: 255

Originated Combo:

b(1 hit)>a                        Damage: 185
b(2 hits)>a                       Damage: 185
b(2 hits)>bc                      Damage: 130


SPEED Combo:

--


RUSH Combo:

--


POWER Combo:

a                                 Damage: 302
b>a                               Damage: 305
b>SEED>a                          Damage: 245


Comment: Launcher Strike (LS for short), along with Strike Noir, are the two 
most broken units in the game. They are often banned from the tournaments in 
Japan and Hong Kong. There's a good reason for that...its Anti-ship vulcan!! 
Yes, it's just THAT cheap.

First of all, it's been buffed by 40+ points, but that's nothing compared to 
what they've done with the tracking ability. It literally follows wherever you
go, and it can easily stun you with just 3 bullets. Once you get stunned, the 
rest comes in and downs you after 8 hits. Also, the recovery time for this 
attack is unfairly short making LS VERY difficult to hit. Thanks to this, LS 
can do a little trick called vulcan landing, which can shorten the supposed 
landing recovery time considerably. To do this, simply fire a few bullets 
before you land until you barely hit the ground. Then stop immediately, and 
you will be able to start stepping right away. 

Aside from the broken shoulder vulcan, the missles still track like crazy. Of 
course, the recovery time has, once again, been shortened. Now it's possible 
to fire missles one set after another without taking a break. The damage has 
also gone up slightly.

The main weapon Agni, deals the same damage as before, but the recovery time 
is MUCH shorter than it used to be. That being said, it's still LS's slowest 
attack with the longest recovery time. But then again, most players don't even
fire Agni unless they are sure it'll hit, such as after the missles...etc.

Since LS's too broken, I'd like to offer a few tips for playing against it.
As said before, the most threatening thing about LS is its shoulder vulcan, 
which is mounted on its right shoulder. So try to stay away from LS's right 
side (your left), and use 6b instead of 4b if you're planning on making a move
on it. 

Also, LS's shoulder vulcan is pretty useless against you once you gain enough 
altitude. In the contrary, it can be your worst nightmare if you let LS attack
from a higher place. That being said, it's pretty inevitable since a good LS 
player will most likely try to foward SC and jump down on you to block your 
escaping path. So just try to keep a safe distance and hope for the best.

Other than that, even though LS's attacks have insanely short recovery time, 
it's STILL recovery time. So, go 2 on 1 against it, and do some crossfire with
BRs. Even though your attacks might not land on LS, at least don't let it have 
enough time to attack you. Since LS's every attack except for the head vulcan 
will stop it from moving, it's hard for him to get away.

Finally, you should always watch out for LS's GH attacks. The Agni and missles
are tracking enough already. With the help from GH, they can hit you on the 
most unexpected moments. And when they do, we're talking about at least 150+ 
damage here. So, be careful.


--------------------------------------
GAT-X105+AQM/E-X02 Sword Strike Gundam
--------------------------------------
Cost:450  HP:650  Shield: O  Transformable: X  Default Pilot: Kira Yamato

Main weapon:    Midas Messer      Damage: 91 (50)
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.33 sec/all
ac(L2):         Panzer Eisen      Damage: 10

nb set:                 4 hits    Damage: 255
4/6b set:               3 hits    Damage: 209
8b set:                 1 hit     Damage: 140
bc(R2) set:         Multi-hits    Damage: 221 (Down)

Originated Combo:

b>8b>b                            Damage: 205
b>8b>a>BD>8b                      Damage: 223
b>8b>a>4b set                     Damage: 267
b>b>b>a>8b                        Damage: 283

4b(2 hits)>a>8b                   Damage: 240
4b(1 hit)>a>4b set                Damage: 240
4b(1 hit)>a>b>8b>a>8b             Damage: 256
4b(1 hit)>a>nb set                Damage: 275

Anchor>any combo set
(Boomerang cancel where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 300
b>b==b>b>b>b                      Damage: 304
b>8b==b>8b==b>8b==8b              Damage: 309
b==b==b==b>8b==8b                 Damage: 312
b==b==b>b>b==8b                   Damage: 314
b>b>b==4b(2 hits)==8b             Damage: 314

4b(2 hits)==4b set                Damage: 300
4b(2 hits)==4(2 hits)==8b         Damage: 306

8b x 5                            Damage: 369
(possible only when oppoent's in POWER or above you in the air)


RUSH Combo:

b>8b>b>8b                         Damage: 301
b>b>b>4b(2 hits)>8b               Damage: 314

(4b>ab)x 2>4b(2 hits)>8b          Damage: 305
4b(2 hits)>8b>b>8b                Damage: 321

8b>b>8b>b>8b                      Damage: 338


POWER Combo:

nb set>a                          Damage: 330
4/6b set>a                        Damage: 316
bc set                            Damage: 319
b>8b>b                            Damage: 312
b>8b>a>BD>8b                      Damage: 318
b>8b>a>4b set                     Damage: 334
b>b>b>a>8b                        Damage: 339
4b(2 hits)>a>8b                   Damage: 324
4b(1 hit)>a>4b set                Damage: 324
4b(1 hit)>a>b>8b>a>8b             Damage: 330
4b(1 hit)>a>nb set                Damage: 336

b>b>b>SDC>b>8b>b                  Damage: 335
4b(2 hits)>SDC>8b                 Damage: 307


Comment: Sword Strike (SS for short) pretty much stays on the same level as 
before. Most melee moves got buffed by a few points, but the range of its 
boomerang got decreased. 

This melee unit has no range weapons at all other than the head vulcans. 
Fortunately, its melee moveset is crazy. The nb set is as powerful as Destiny's
with a great reach and tracking ability; the 4/6b execute very fast with a 
nice priority on the first hit; and the bc downs the opponent. Also, the whole
nb set takes much less time to execute now, which is always a good thing.

However, the 8b, while still decent, is not as fast as it used to be. The 
thrust speed got nerfed noticeably that its usefulness against steps has gone 
down a level. It still has a high priority and good damage for a single-hitter
of course.

Overall, Sword Strike is still a good melee unit although I can't say that I'm 
happy with the weakened boomerang and 8b. Because those were, in my opinion, 
the best qualities that SS had. And they just killed a part of SS by changing 
them. Oh well, maybe I'm just too picky.


-------------------------------------
GAT-X105+AQM/E-X01 Aile Strike Gundam
-------------------------------------
Cost:450  HP:600  Shield: O Transformable: X Default Pilot: Kira Yamato

Main weapon:    Beam Rifle(7)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.33 sec/all

nb set:                 3 hits    Damage: 219
4/6b set:               2 hits    Damage: 171
8b set:                 1 hit     Damage: 50
bc(R2) set:             2 hits    Damage: 158
ccb set:                1 hit     Damage: 80

Originated Combo:

b>8b                              Damage: 146
b>8b>a x 1-3                      Damage: 199/214
b>b>8b                            Damage: 167 (Down)
(BRC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 300
b>8b=88=b>b>b                     Damage: 310

4b==4b==4b==4b>b                  Damage: 304
4b==4b==b>b>b                     Damage: 306


RUSH Combo:

b>4b>b>8b>a                       Damage: 290
b>4b>b>b>b                        Damage: 301
b>4b>b>4b>4b                      Damage: 302

4b>b>4b>b>bc                      Damage: 275
4b>b>b>8b>bc                      Damage: 285
4b>ab>4b>b>b>b                    Damage: 304
(4b>ab)x 3>4b>4b                  Damage: 308


POWER Combo:

nb set>a                          Damage: 320
4/6b set>a                        Damage: 303
b>8b>a x 1-2                      Damage: 310/315
b>b>8b                            Damage: 293

b>b>SDC>b>b>b                     Damage: 334
4b>SDC>b>b>b>a                    Damage: 329


Comment: Aile Strike is a member of the (A)RFG group, an all-around balance 
type unit. While maintaining the same BD performance as Rouge and F. Im, Aile 
Strike's melee moves got a little bit slower.

Nothing major has changed for Aile. Even though the melee attacks seem slower 
now, they deal a bit more damage too. But that's pretty neglectable, and I'd 
rather have the speed back. Although the infamous draining move 4/6b>a is no 
more, I'd still work around the 4/6b set as my main damage source. The 8b kick
is still for countering melee, except it's slower now. What confuses me the 
most is the special melee. Just what the hell have they done to it? Not only 
is it slower now, but the second hit is so unbelievably easy to miss on a 
regular basis that it's not even funny. Fortunately, the damage and tracking 
are still decent.

Overall, Aile is okay for a 450. But if you're into balance type units, you'd
probably be better off choosing the other members in the ARFG family. What a
shame, Aile was my best 450 in RvZ 1.


--------------------------------
GAT-X105E+AQM/E-X09S Strike Noir
--------------------------------
Cost:450  HP:630  Shield: X  Transformable: X  Default Pilot: Sven Cal Bayang

Main weapon:    BR(Shorty)(80)    Damage: 108 Reload time:   7    sec/all
Sub weapon(R1): Linear Gun(6)     Damage: 125 Reload time:   8    sec/all
ac(L2):         BR(Shorty)(80)    Damage: 131 Reload time:   8    sec/all
CS:                               Damage: 156 
MCS:                              Damage: 119

nb set:                 3 hits    Damage: 209
4/6b set:               2 hits    Damage: 181
8b set:             Multi-hits    Damage: 136
bc(R2) set:         Multi-hits    Damage: 171

Originated Combo:

b>b>2b                            Damage: 191
b>b>2b>ab                         Damage: 233
bc(do nothing)                    Damage: 164
bc>b>ab                           Damage: 211
bc>a x n                          Damage: 241
(BMG cancel/Railgun cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 290
b==b==bc>b>ab                     Damage: 290
b>b==b>b>b                        Damage: 300
b==b==b==4b>b                     Damage: 301

4b==4b==bc>b>ab                   Damage: 302
4b==4b==4b==bc>b                  Damage: 305
4b==4b==4b==4b>b                  Damage: 307
4b==4b==bc>a x n                  Damage: 308


RUSH Combo:

b>4b>b>b>b                        Damage: 300
b>4b>b>4b>4b                      Damage: 303

4b>b>4b>b>ab                      Damage: 270
4b>8b                             Damage: 290
4b>b>b>4b>4b                      Damage: 305


POWER Combo:

CS                                Damage: 273
nb set>a x n                      Damage: 320
4/6b set>a x n                    Damage: 306
b>b>2b                            Damage: 307
b>b>2b>ab                         Damage: 322
bc(do nothing)                    Damage: 287
bc>b>ab                           Damage: 314
bc>a x n                          Damage: 324

b>b>SDC>bc>a x n                  Damage: 339


Comment: Strike Noir (Noir for short), along with Launcher Strike, are the two 
most broken units in the game. They are often banned from the tournaments in 
Japan and Hong Kong. And if you'd like some attention on yourself, try the 
Noir+LS combo with someone in the arcades. You'll get as many stares as you 
want.

The main reason that Noir's so broken is its special shooting. You can press 
left or right and do a 4/6 ac, where Noir will fire its Shorty BR cartwheel 
style, spinning to the left or right. This move is very powerful in terms of 
tracking ability. Since every single one of the shots redirect itself to where
the target is, that makes it very hard to dodge. Combined with GH and cheap 
turtling style, it is beyond broken.

The same can be said for Noir's CS. The shots just keep coming at you that 
pretty much forces you to keep dodging until it's over. Along with a solid 
moveset and a decent sub weapon that downs the opponent, Noir's got everything
you need. Also, Noir's the only 450 that has a MCS. So you can do some CSC, or
even MCSC occasionally. 

As mentioned above, Noir has a pretty solid moveset. Besides the standard-type 
nb and 4/6b set, both the 8b kick and the bc set has insane tracking. The 
combo 8b>CS works wonders against players, and bc can be used in several 
situations as well including stalling and saving your partner.

To play against a Noir combo, you will not want to leave Noir alone and GH you
like no tomorrow. Try to stay close, and watch out for its cartwheel as it can 
be used even without any boost left. So a lot of times when you THINK it has 
run out of boost and is about to land, Noir can actually just escape with the 
ac. 

However, if the Noir player is stupid enough to pull off the cartwheel right in
front of you, here's your chance. Don't hestitate to move in with your melee 
attacks. The 4/6b usually works pretty well against it thanks to the curve. 
Other than that, it all comes down to personal skills, teamwork, and to a 
certain degree, pure luck.


-------------------
GSX-401FW Stargazer
-------------------
Cost:450  HP:630  Shield: O  Transformable: X  Default Pilot: Sol & Selene

Main weapon:    Flash Mine-set(4) Damage: 161 Reload time:   1    sec/all
Sub weapon(R1): Beam Pistol(3)    Damage: 124 Reload time:   7    sec/all
ac(L2):         Flash Mine- detonate

nb set:                 3 hits    Damage: 190
4/6b set:               1 hit     Damage: 120
8b set:                 1 hit     Damage: 100
bc(R2) set:         Multi-hits    Damage: 150 (Down)

Originated Combo:

None.


SPEED Combo:

b==b==b>b>b                       Damage: 253
b==b==b>b==4b                     Damage: 270
b==b>b==4b=88=4b                  Damage: 308


RUSH Combo:

b>b>4b>ab                         Damage: 229


POWER Combo:

a                                 Damage: 282
nb set                            Damage: 307
bc set                            Damage: 263

Comment:


------------------------------------------------------------------------------
4d. Tier 420
------------------------------------------------------------------------------


The tier 420 units are the partners for the 560s. As a mid-low tier unit, your
job would be supporting your partner up close, but avoid 1 on 1 situations. 
With proper teamwork, 560+420 is the most favorable combo in the game in my 
opinion.


----------------------------------
GAT-04+AQM/E-A4E1 Jet Windam (Neo)
----------------------------------
Cost:420  HP:450  Shield: O  Transformable: X  Default Pilot: Neo Roanoke

Main weapon:    Beam Rifle(4)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Shield Missle(2)  Damage: 103 Reload time:   7.66 sec/all
ac(L2):         Wurger(4)         Damage: 142 Reload time:   8    sec/all

nb set:                 2 hits    Damage: 195
4/6b set:               2 hits    Damage: 175
8b set:                 1 hit     Damage: 120
bc(R2) set:         Multi-hits    Damage: 183 (Down)

Originated Combo:

b>bc                              Damage: 210 (Down)
(BRC where applicable)


SPEED Combo:

b==b==b==b>bc                     Damage: 265
b==b>b==a                         Damage: 278
b==b==b>b=88=8b                   Damage: 303
b==b==b>b==a                      Damage: 305
b==b==b==b>b                      Damage: 308

4b==4b==4b==b>b                   Damage: 308


RUSH Combo:

b>4b>b>8b>a                       Damage: 297
b>4b>b>4b>4b                      Damage: 306
b>4b>b>b>8b                       Damage: 307

4b>b>4b>8b>a                      Damage: 297
4b>b>4b>b>8b                      Damage: 307
4b>b>4b>b>b                       Damage: 309


POWER Combo:

nb set>a                          Damage: 312
b>bc                              Damage: 314
4/6b set>a                        Damage: 305
bc set                            Damage: 305

b>SDC>bc                          Damage: 305
b>SDC>b>bc                        Damage: 312
b>SDC>4b>b>a                      Damage: 315
b>SDC>b>b>a                       Damage: 321


Comment:


----------------------------
MVF-M11C Murasame (Waltfeld)
----------------------------
Cost:420  HP:540  Shield: O  Transformable: O  Default Pilot: Andrew Waltfeld

Main weapon:    Beam Rifle(6)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Vulcan(60)        Damage: 3   Reload time:   5.33 sec/all
ac(L2):         Hayate(8)         Damage: 133 Reload time:   7    sec/all

nb set:                 4 hits    Damage: 223
4/6b set:           Multi-hits    Damage: 176
8b set:                 2 hits    Damage: 136
bc(R2) set:             6 hits    Damage: 202
MA b set:           Kamikaze!!    Damage: ---

Originated Combo:

b>b>b>8b                          Damage: 252 (238)
bc set>8b                         Damage: 225 (213)
(BRC where applicable)


SPEED Combo:

b==b>b>b                          Damage: 264
b>b==bc                           Damage: 292

4b==4b==4b>b                      Damage: 279
4b==4b==4b==4b>b                  Damage: 304
4b==4b==4b==4b==8b                Damage: 307
4b==4b==4b==bc                    Damage: 308

bc(5 hits)x 3==bc                 Damage: 303
bc(5 hits)x 3==bc(4 hits)==bc     Damage: 329!?

(8b=44=)x 5                       Damage: 180


RUSH Combo:

b>bc>8b                           Damage: 269
(b>bc 1 hit)x 4>n                 Damage: 281               
b>b>bc                            Damage: 292
b>4b>b>4b>4b                      Damage: 297
b>4b>b>bc                         Damage: 304
(b>bc 1 hit)x 4>8b                Damage: 304

4b>b>4b>b>8b                      Damage: 293
4b>b>4b>bc                        Damage: 306
4b>bc(5 hits)>4b>bc               Damage: 307


POWER Combo:

nb set>a                          Damage: 321
nb set>8b                         Damage: 328 (323)
4b set>a                          Damage: 303
bc set>8b                         Damage: 319 (315)

b>b>>SDC>8b                       Damage: 307
b>b>SDC>bc                        Damage: 327
4b>SDC>nb set                     Damage: 327
4b>SDC>bc>8b                      Damage: 333 (324)


Comment: Waltfeld's Murasame is nicknamed ''Torasame''. Tora in Japanese means
Tiger, as in ''Sabaku no Tora'', the Desert Tiger. It's basically just the 
upgrade version of the original Murasame, with more ammo, better overall MA 
and BD performance, and a more damaging moveset.

As the only transformable 420, Torasame is pretty well-balanced. It has a 
standard BR, vulcan, and the Hayate missles, which are INSANELY tracking in MA 
mode. The missles are also GH-able, making it ideal as a match-starting attack.

Melee-wise, Torasame's got an awesome moveset. The nb set executes fast, does 
good damage, and can be chained with a 8b. The 8b would most likely be a 
ground hit if your target doesn't flip recover. Even though it doesn't do 
significantly more damage than just b>b>b>a, the 8b dash reduces the chances
of you being interrupted by the other player. 

The 4/6b comes out very fast with a nice curve. Also, the second hit (poke) 
has a surprisingly high priority. If you know you're getting counterattacked 
after you miss the first hit, it doesn't hurt to pull off the second hit and 
gamble with it. I've seen it many times that the poke just crashes the 
incoming melee and saves the player, just like the case with Freedom's 4/6b 
set.

The 8b issen is pretty fast too, and it can BRC, unlike the normal Murasame. 
Note that the hitbox is concentrated on the right side ONLY. Also, keep in 
mind that even though it looks like there's only 1 hit, it's actually a 
grinding attack that contains 2 hits. So don't BRC too early as it will 
cut the damage from 136 to 100. Furthermore, in SPEED mode, it will ALWAYS be 
1 hit only, making the 8b x 5 move even weaker than it already is. When trying
to pull it off, the most stable way would be 44 (step to the left) cancel 
since, as mentioned above, the hitbox is concentrated on the right side.

The special melee shield bash is VERY tracking, and it has a low 
down value count, which helps out combo-wise. However, it takes a while to 
execute the whole set. Also, it can be chained with a 8b afterwards.

Finally, the MA melee, Kamikaze!! When doing the barrel roll, the Torasame 
itself has NO attacking ability. Rather, you're given the opportunity to shoot
out any range weapons you like, be it BR, vulcan, or missles, consecutively.
This move will automatically redirect you towards your target no matter which 
way you were going. Thanks to this, it's great for saving your partner, or do
sneak attacks. However if you miss, there's hell to pay as you'll be WIDE open
for any counterattacks. Do not blindingly abuse this move.

Overall, Torasame has a lot of potential as a 420. That being said, you'll 
have to be comfortable with its MA mode, as part of Torasame's games depend 
on it. If you aren't, choose something like Duel or Strike BR instead.


----------------------
ZGMF-2000 GOUF Ignited
----------------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Draupnir(40)      Damage: 97  Reload time:   8 sec/all
Sub weapon(R1): Slayer Whip       Damage: 147
ac(L2):         Slayer Whip(bind) Damage: 20-85 

nb set:                 3 hits    Damage: 218
4/6b set:           Multi-hits    Damage: 175
8b set:                 1 hit     Damage: 130
bc(R2) set:         Multi-hits    Damage: 191 (Down)

Originated Combo:

You can chain a combo after binding your opponent by pressing the melee button 
and any direction key. By pressing the melee button only, you can electrify 
your target multiple times before letting him fall down.

b>b>b>ab                          Damage: 224

4b>b>ab                           Damage: 179

ac(maximum hits)>2b(pull)>b>b>b   Damage: 261+
(BMG cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 279
b>b==b>b==8b                      Damage: 303

4b==4b==4b==4b>b                  Damage: 277
4b==4b==b>b>b                     Damage: 303
4b==4b==b>b==8b                   Damage: 305
4b==4b==4b==4b==8b                Damage: 307

bc(1 hit)x 5                      Damage: 277
bc(1 hit)x 3==bc                  Damage: 282


RUSH Combo:

b>b>4b>b>8b                       Damage: 301
b>4b>b>b>8b                       Damage: 304

4b>b>4b>bc                        Damage: 263
4b>b>4b>b>8b                      Damage: 299
4b>b>b>4b>8b                      Damage: 305


POWER Combo:

b>b>b>ab                          Damage: 318
4b>b>ab                           Damage: 303
bc set                            Damage: 307
ac(maximum hits)>2b(pull)>b>b>b   Damage: 331+

b>b>SDC>4b>b                      Damage: 312
b>b>SDC>b>b>b                     Damage: 332


Comment: GOUF is a mid-close range monster thanks to its slayer whip. Its 
range weapon is beam machingun (BMG), which, even though doesn't seem like 
much, is good enough for GOUF. 

As mentioned above, its whip is simply awesome. Basic ab is a verticle strike 
that has good reach, and does decent damage. When combined with right or left
direction, you'll be able to do a horizontal sweep from the corresponding 
direction. This is GREAT for catching steps and even Step Cancels. However, it 
does not have as much reach as the vertical strike. Well, it's only fair. You 
can also chain the whip after the nb set or the 4/6b set.

The binding whip is great for saving partner and catching openings such as 
out-of-angle shooting. And it also works wonders as a melee counter. Obviously,
no melee has a higher priority than the whip. You can also use it to tie up a 
player that's in SEED mode, wasting his precious time by zapping him.

Pure melee-wise, GOUF's moveset is pretty standard. Nothing extraordinarily 
good or bad. Its bc is also a whip move, and it covers quite an area too.
In comparison to Heine's GOUF, the MP GOUF has less HP, less BMG ammo, less 
damaging moveset, and a worse overall BD performance. However, its bc whip, in
my opinion, is superior. It's short and sweet, plus it downs the target. 

One other major difference is, the MP GOUF cannot tie up the target AFTER the 
melee moves, namely nb and 4/6b set. So it doesn't have as many combos and/or 
draining moves as Heine's GOUF. You can, however, still chain the BMG and 
shorten the recovery time after your attacks.

Overall, GOUF's a great choice for those melee players who would like a little 
something something for range games too. As a 420, its BD duration is terrible,
so boost management is essential. Also, the BMG firing rate isn't as good 
either compared to Heine's GOUF, so watch out for the recovery time.


--------------------------------
ZGMF-1000/A1 Gunner ZAKU Warrior
--------------------------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: Dearka Elsman

Main weapon:    Orthros(2)        Damage: 145 Recharge time: 3.34 sec/ammo
Sub weapon(R1): Grenade(4)        Damage: 84  Reload time:   8    sec/all
bc(R2):         Granade(4)        Damage: 84  Reload time:   8    sec/all
CS:             Orthros(keep)     Damage: 254 

nb set:                 1 hit     Damage: 130
4/6b set:               1 hit     Damage: 110
8b set:                 1 hit     Damage: 120

Originated Combo:

ab>a                              Damage: 148
(Main weapon cancel where applicable)


SPEED Combo:

(b=88=)x 4==a                     Damage: 301
(Possible only when opponent's higher than you)


RUSH Combo:

b>8b>a                            Damage: 236


POWER Combo:

a                                 Damage: 254
CS                                Damage: 329
b>a                               Damage: 293
4b>a                              Damage: 302 (258)
8b>a                              Damage: 303


Comment:


----------------------
ZGMF-1000 ZAKU Warrior
----------------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Beam Rifle(6)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Grenade(4)        Damage: 92  Reload time:   8    sec/all

nb set:                 4 hits    Damage: 222
4/6b set:               2 hits    Damage: 171
8b set:                 1 hit     Damage: 120
bc(R2) set:             1 hit     Damage: 140

Originated Combo:

None. (BRC where applicable)


SPEED Combo:

b>b==b>b>b>b                      Damage: 283
b>b==b>b>b==8b                    Damage: 297
b>b==4b==4b==4b==8b               Damage: 307
b>b==4b==4b==4b==bc               Damage: 310

4b==4b==b>b>b>a                   Damage: 290
4b==4b==4b==4b>b                  Damage: 305
4b==4b==4b==b>b==8b               Damage: 309
4b==4b==4b==b>b==bc               Damage: 312


RUSH Combo:

b>4b>b>4b>4b                      Damage: 285
b>4b>b>b>4b>4b                    Damage: 304
b>4b>b>b>b>8b                     Damage: 304

4b>b>4b>b>b>b                     Damage: 279
4b>b>4b>b>bc                      Damage: 302
4b>b>b>b>8b>a                     Damage: 302
4b>b>4b>b>b>bc                    Damage: 308
4b>b>b>b>8b>bc                    Damage: 308


POWER Combo:

nb set>a                          Damage: 321
4/6b set>a                        Damage: 307

b>b>SDC>b>b>b>b                   Damage: 326


Comment: A balanced unit from the 420 tier. This unit can be used as a support
unit with its 6 BR ammo and hand grenade, or as offense with its 8b and 4/6b 
melee attacks. It's a mass production unit so it lacks the speed and mobility.
So this unit would be best used in a co-op strategy (don't do 1 vs 1).

The biggest weakness would be...it is too ''balance''. It lacks any speciality
that makes it stand above the other 420s units. The ZAKU Warrior has really 
poor BD speed and turning abilities. Its nb melee set is also awfully slow 
compared to the GuAIZ Commander Type. Do not use this melee unless the other 
opponent is somewhere far away, and you are 100% sure that you won't get 
interrupted.

Overall, the ZAKU Warrior is a simple unit without any particular points that
stand out. I recommend using this unit as bait while your partner goes in for 
the attack. Avoid aerial battles using this unit if possible. Try to ''snipe''
the opponent with your sub weapon. It has a good 4/6b melee, and sometimes 
the 8b tackle will catch the opponent off guard.


----------------
TMF/A-803 LaGOWE
----------------
Cost:420  HP:580  Shield: X  Transformable: X  Default Pilot: Andrew Waltfeld

Main weapon:    Beam Cannon(16)   Damage: 102 Recharge time: 3    sec/ammo
Sub weapon(R1): Beam Cannon x8(16)Damage: 141 Recharge time: 3    sec/ammo

nb set:                 4 hits    Damage: 221
4/6b set:               2 hits    Damage: 147
8b set:             Multi-hits    Damage: 126 (Down)
2b set:                 2 hits    Damage: 117
bc(R2) set:             2 hits    Damage: 155

Originated Combo:

None. (Main weapon cancel where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 260
b==b==b>b>b                       Damage: 266
b==b==b==4b>b                     Damage: 273

4b==b>b>b>b                       Damage: 260
4b==4b==4b==4b>b                  Damage: 273
4b==4b==4b==4b==a                 Damage: 274


RUSH Combo:

b>4b>b>b>b                        Damage: 266
b>4b>b>4b>4b                      Damage: 273

4b>b>b>b>b                        Damage: 260


POWER Combo:

nb set                            Damage: 318
4/6b set>a                        Damage: 266
bc set                            Damage: 271

b>SDC>b>b>b>b                     Damage: 323


Comment:


-------------
ZGMF-515 CGUE
-------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: Rau Le Creuset

Main weapon:    Machine Gun(80)   Damage: 97  Reload time: 10     sec/all
Sub weapon(R1): Vulcan System(30) Damage: 139 Reload time: 10     sec/all

nb set:                 3 hits    Damage: 218
4/6b set:               2 hits    Damage: 172
8b set:                 1 hit     Damage: 100
bc(R2) set:         Multi-hits    Damage: 231

Originated Combo:

b>b>8b                            Damage: 192
(Machine gun cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 304
b==b==b==4b>b                     Damage: 305
b==b=88=bc                        Damage: 306

4b==4b==4b==4b==8b                Damage: 265
4b==4b==4b==4b>b                  Damage: 267
4b==4b==bc                        Damage: 291

bc(2 hits)==bc(3 hits)            Damage: 314
bc(1 hit)x 3==4b>b                Damage: 317
bc(2 hits)x 2==8b                 Damage: 318


RUSH Combo:

b>bc>b>bc>b                       Damage: 303
b>bc>b>bc(2 hits)                 Damage: 306
b>4b>bc(2 hits)>8b                Damage: 306

4b>bc(2 hits)>4b>4b               Damage: 309

bc>b>bc>b>bc                      Damage: 307
bc>b>bc>b>8b                      Damage: 310
bc>b>bc(3 hits)                   Damage: 310
bc(2 hits)>b>bc(2 hits)           Damage: 311


POWER Combo:

nb set>a                          Damage: 319
4/6b set>a                        Damage: 302
b>b>8b>a                          Damage: 310
bc set                            Damage: 321

b>b>SDC>b>b>b                     Damage: 319


Comment: CGUE is one of the old units that has been improved drastically. 
In RvZ 1, CGUE was overshadowed by the other 420s due to its rather awkward 
machine gun, which had soso firing rate, and a sub-par shooting angle. However,
things have changed a lot.

CGUE's machine gun is now very threatening. Its tracking ability got buffed big
time, and it can stun the target with TWO bullets. The sub vulcan system is 
also improved quite a lot. It stuns just as easily as the main weapon, and it 
downs the opponent with 5 bullets. The redirecting ability is terrifying at 
mid-range, making it ideal for catching landings. On top of that, recovery 
time for both weapons have been shortened noticeably.

CGUE's melee moveset is pretty decent. The most reliable attack, in my opinion,
would be its 8b, the kick. It has a priority that can rival with the 560s', 
and it sends your opponent flying, giving you a chance to regroup with your 560
partner. Other than that, the rest of the moveset stays up to the level, with 
some of them buffed by a few points. Its bc, the rolling attack, is somewhat 
unstable. The last hit misses a lot if you're not well-positioned for it, and 
it WILL leave you wide open if that happens. So, be careful when you use that.

Overall, CGUE is now on par with the other 420s. However, if you're not really 
comfortable with using MG, you're still not going to get anywhere with this 
unit. Try to keep your machine gun attacks short and clean, preferably 2 to 3 
bullets at a time to keep your opponents on the move, and really unleash it 
when you see a clear opening. Stay close to your 560 partner, and let him do 
the real heavy work. Just concentrate on stunning and creating openings for 
him. On a side note, you might want to watch out for friendly fire when using 
CGUE.


--------------------------
ZGMF-600 GuAIZ (Commander)
--------------------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: Rau Le Creuset

Main weapon:    Beam Rifle(4)        Damage: 95  Recharge time: 5.33 sec/ammo
Sub weapon(R1): Extensional Arrestor Damage: 50

nb set:                 4 hits    Damage: 229
4/6b set:               2 hits    Damage: 170
8b set:                 3 hits    Damage: 147
bc(R2) set:             7 hits    Damage: 208

Originated Combo:

Melee sets can be chained after the sub anchor.
(BRC where applicable)


SPEED Combo:

b==b>b>b>b                        Damage: 258
b==4b==4b==4b>b                   Damage: 294

4b==b>b>b>b                       Damage: 273
4b==4b==4b>b>a                    Damage: 282
4b==4b==4b==4b>b                  Damage: 302


RUSH Combo:

b>4b>b>4b>4b                      Damage: 280

4b>b>4b>bc(2 hits)                Damage: 268
4b>b>b>b>b                        Damage: 273
4b>b>b>4b>4b                      Damage: 277


POWER Combo:

nb set>a                          Damage: 322
4/6b set>a                        Damage: 307
8b set>a                          Damage: 282
bc set                            Damage: 313

b>SDC>b>b>b>b                     Damage: 325


Comment:


--------------------
GAT-X102 Duel Gundam
--------------------
Cost:420  HP:570  Shield: O  Transformable: X  Default Pilot: Yzak Joule

Main weapon:    Beam Rifle(5)      Damage: 100 Recharge time: 5   sec/ammo
Sub weapon(R1): Grenade Launcher(1)Damage: 152 Reload time:   6.5 sec/all

nb set:                 4 hits    Damage: 213
4/6b set:               1 hit     Damage: 135
8b set:             Multi-hits    Damage: 182
bc(R2) set:         Multi-hits    Damage: 121

Originated Combo:

None. (BRC/Grenade cancel where applicable)


SPEED Combo:

b==b==b==b==4b                    Damage: 301
b==b==b==8b(2 hits)               Damage: 302
b>b==b>b==4b                      Damage: 305
b==b>b>b==4b                      Damage: 305
b>b>b==b==4b                      Damage: 305
b>b>b==8b(2 hits)==4b             Damage: 309

4b==4b==4b==4b==a                 Damage: 222
4b==4b==4b==4b==4b                Damage: 228


RUSH Combo:

b>b>8b(1 hit)>b>4b                Damage: 285
b>b>bc(1 hit)>b>b>bc(1 hit)>ab    Damage: 294
b>b>bc(1 hit)>b>b>4b              Damage: 306
b>b>bc(1 hit)>b>b>bc(1 hit)>4b    Damage: 308

(bc>b)x 3>bc>4b                   Damage: 286
(bc>b loops can be done by pressing bc repeatedly)


POWER Combo:

ab                                Damage: 266
nb set>a                          Damage: 318
4/6b set>a                        Damage: 263
4/6b set>ab                       Damage: 273 (255)
8b set>a                          Damage: 309

b>SDC>b>b>b>b                     Damage: 322
b>SDC>8b set>a                    Damage: 324


Comment: Duel was seriously underrated because of Strike BR. It's actually a 
very stable 420 with standard BR and a damaging moveset. With Strike BR being 
nerfed, we're beginning to see more and more Duel in the arcades.

For range weapons, Duel has 5 shots of BR and a Grenade Launcher which is 
GH-able. The recovery time for the grenade has been shortened, but the tracking
ability has also been toned down. However, with the help from GH, it can still 
be quite sneaky. Also, not that it matters a lot or anything, Duel's BR is the 
only one among all 420s that deals full 100 damage. 

Melee-wise, Duel's moves are very practical. The nb, 4/6b, and 8b are all very 
useful in their own ways. nb set has decent reach, damage, and it keeps Duel 
moving the whole time. The 4/6b>a is Duel's most reliable combo. It's short 
and sweet, plus it sends the opponent flying. The 8b, although short in reach, 
comes out very fast. It works pretty well against steps and SC in close range.
The special melee is the attack with the least practicability although it does
add some surprise elements in PvP. 

Overall, Duel is one of the most stable and beginner-friendly 420s in the game.
With some basic teamwork, you'll do just fine in every situation.


--------------------------------
GAT-X105 Strike Gundam (Bazooka)
--------------------------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: Kira Yamato

Main weapon:    Bazooka(10)       Damage: 111 Reload time:   5    sec/all
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.66 sec/all

nb set:                 3 hits    Damage: 205
4/6b set:               2 hits    Damage: 171
8b set:                 2 hits    Damage: 156
bc(R2) set:             2 hits    Damage: 177

4/6b set without knife  2 hits    Damage: 151
8b set without knife    2 hits    Damage: 156

Originated Combo:

b>b>bc                            Damage: 186
b>b>8b                            Damage: 168
(BZC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 287
b==4b==4b==4b>b                   Damage: 294
b==4b==4b==bc                     Damage: 300
b==bc(1 hit)x 4                   Damage: 308
b==bc(1 hit)x 2==bc(2 hits)       Damage: 312

4b==4b==4b==4b>b                  Damage: 294
4b==4b==4b==bc                    Damage: 300
4b==bc(1 hit)x 4                  Damage: 308
4b==bc(1 hit)x 2==bc(2 hits)      Damage: 312

bc(1 hit)x3==bc(2 hits)           Damage: 318


RUSH Combo:

b>4b>b>b>b                        Damage: 286
b>4b>b>4b>4b                      Damage: 295
(b>ab)x2>b>b>b                    Damage: 297
b>bc(1 hit)>b>bc(2 hits)          Damage: 306

(4b>ab)x3>4b>4b                   Damage: 301
4b>b>b>4b>4b                      Damage: 302
4b>bc(1 hit)>4b>bc(2 hits)        Damage: 306

bc>b>bc>b>bc                      Damage: 303
(bc>ab)x3>bc(2 hits)              Damage: 319


POWER Combo:

nb set>a                          Damage: 315
b>b>bc>a                          Damage: 308
b>b>8b>a                          Damage: 305
4/6b set>a                        Damage: 303
bc set>a                          Damage: 312

b>b>SDC>b>b>b                     Damage: 329


Comment: Strike Bazooka's (Strike BZ for short) only difference from Strike BR
is the main weapon. Other than that, they share exactly the same moveset.

However, since BZ's recovery time is much longer that BR's, you'll need to 
watch out in mid-close range. Of course, BZ has a better tracking ability. You
will have some advantage when there's a difference in altitude between you and
your opponent, as the height and curve will throw a lot of players off balance.

Melee-wise, Strike's moveset is pretty standard. The combos b>b>bc and b>b>8b 
are both pretty optional since the nb set itself executes fast enough as it 
is. Strike's soul melee would definitely be the 4/6b set. It's insanely fast 
and capable of doing fake melee, which is a big plus in PvP.

One thing unique about Strike's melee is that you can execute the 4/6b and 8b 
set with or without the knives out. They come out differently, and the damage 
is different as well. This actually benefits Strike BZ more than BR, as BZ 
needs all the time it can save.

Overall, Strike is an all-around balance type suit. BZ is a bit harder to get 
the hang of. So if you aren't really comfortable with that, choose BR instead.
Same with all the other 420s, stay close to your 560 teammate, and avoid 
unnecessary 1 on 1 confrontations with other higher tier units since you'd be 
naturally behind on overall BD performance.


-----------------------------------
GAT-X105 Strike Gundam (Beam Rifle)
-----------------------------------
Cost:420  HP:580  Shield: O  Transformable: X  Default Pilot: Kira Yamato

Main weapon:    Beam Rifle(5)     Damage: 95  Recharge time: 5    sec/ammo
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.66 sec/all

nb set:                 3 hits    Damage: 205
4/6b set:               2 hits    Damage: 171
8b set:                 2 hits    Damage: 156
bc(R2) set:             2 hits    Damage: 177

4/6b set without knife  2 hits    Damage: 151
8b set without knife    2 hits    Damage: 156

Originated Combo:

b>b>bc                            Damage: 186
b>b>8b                            Damage: 168
(BRC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 287
b==4b==4b==4b>b                   Damage: 294
b==4b==4b==bc                     Damage: 300
b==bc(1 hit)x 4                   Damage: 308
b==bc(1 hit)x 2==bc(2 hits)       Damage: 312

4b==4b==4b==4b>b                  Damage: 294
4b==4b==4b==bc                    Damage: 300
4b==bc(1 hit)x 4                  Damage: 308
4b==bc(1 hit)x 2==bc(2 hits)      Damage: 312

bc(1 hit)x3==bc(2 hits)           Damage: 318


RUSH Combo:

b>4b>b>b>b                        Damage: 286
b>4b>b>4b>4b                      Damage: 295
(b>ab)x2>b>b>b                    Damage: 297
b>bc(1 hit)>b>bc(2 hits)          Damage: 306

(4b>ab)x3>4b>4b                   Damage: 301
4b>b>b>4b>4b                      Damage: 302
4b>bc(1 hit)>4b>bc(2 hits)        Damage: 306

bc>b>bc>b>bc                      Damage: 303
(bc>ab)x3>bc(2 hits)              Damage: 319


POWER Combo:

nb set>a                          Damage: 315
b>b>bc>a                          Damage: 308
b>b>8b>a                          Damage: 305
4/6b set>a                        Damage: 303
bc set>a                          Damage: 312

b>b>SDC>b>b>b                     Damage: 329


Comment: Strike Beam Rifle (Strike BR for short) and Strike BZ's difference is
purely on the main weapon. Other than that, they shard exactly the same 
moveset.

Strike BR was THE most abusable 420 in the prequel thanks to its insane BR 
recharging time. However, it has been increased from 3.36 to 5 sec, making it 
more balanced for the other 420s. Also, because of the reduction in BRC, the 
infamous draining move 4/6b>a is no more.

Melee-wise, Strike's moveset is pretty standard. The combos b>b>bc and b>b>8b 
are both pretty optional since the nb set itself executes fast enough as it 
is. Strike's soul melee would still be the 4/6b set. Even without the draining 
move, it's still very fast, and capable of doing fake melee, which is a big 
plus in PvP.

One thing unique about Strike's melee is that you can execute the 4/6b and 8b 
set with or without the knives out. They come out differently, and the damage 
is different as well. This actually benefits Strike BZ more than BR, as BZ 
needs all the time it can save.

Overall, Strike is an all-around balance type suit. BR is very easy to use, 
and you won't have any problems with it even if you just start playing. 
Same with all the other 420s, stay close to your 560 teammate, and avoid 
unnecessary 1 on 1 confrontations with other higher tier units since you'd be 
naturally behind on overall BD performance. Even though being weakened 
considerably, Strike BR is still one of the most stable 420s in the game, and 
it is still making its share of appearances in the arcades.


------------------------------------------------------------------------------
4e. Tier 280
------------------------------------------------------------------------------


The tier 280 units are usually the 590s' teammates. As a 280... 

Don't rush recklessly without your partner. Rather, stay about 3-5 units 
behind, and support your 590 partner with whatever you got. Remember, if you
die too fast as a small suit, it'll put a LOT of pressure on your partner, and
affect his performance as a 590, which is what really matters for the team.
Stay calm and play rather conservatively. When it's time to move in, you'll 
know. General rule for low tier units, avoid unnecessary confrontations with 
the high tier suits.


---------------------------
GAT-04 Windam (Jet Striker)
---------------------------
Cost:280  HP:500  Shield: O Transformable: X Default Pilot: EA Nameless

Main weapon:    Beam Rifle(5)     Damage: 90  Recharge time: 5.33 sec/ammo
Sub weapon(R1): Todesschrecken(60)Damage: 3   Reload time:   5.33 sec/all
ac(L2):         Drache(8)         Damage: 135 Reload time:   6    sec/all

nb set:                 2 hits    Damage: 195
4/6b set:               2 hits    Damage: 166
8b set:                 1 hit     Damage: 120
bc(R2) set:         Multi-hits    Damage: 137

Originated Combo:

None. (BRC where applicable)


SPEED Combo:

b==b==4b>b>a                      Damage: 286
b==b==4b>b==a                     Damage: 297
b==b==b>b>a                       Damage: 303
b==b==b>b==a                      Damage: 305
b==b==b==b==8b                    Damage: 306
b==b==b==b>b                      Damage: 309

4b==4b==4b>b>a                    Damage: 286
4b==4b==b>b>a                     Damage: 303
4b==4b==4b==4b>b                  Damage: 304
4b==4b==4b==4b==8b                Damage: 306
4b==4b==4b==b>b                   Damage: 309


RUSH Combo:

b>4b>b>4b>b                       Damage: 277
b>4b>b>4b>4b                      Damage: 304
b>4b>b>4b>8b                      Damage: 306
b>4b>b>b>8b                       Damage: 307
(b>ab)x 3>b>b                     Damage: 311
(b>bc)x 3>b>b                     Damage: 330
(b>bc loops can be done by pressing bc repeatedly)

4b>b>4b>4b>a                      Damage: 286
4b>b>4b>b>8b                      Damage: 306
4b>b>4b>b>b                       Damage: 309
(4b>ab)x 3>b>b                    Damage: 311
4b>bc>b>bc>b>bc>b>b               Damage: 330
(b>bc loops can be done by pressing bc repeatedly)


POWER Combo:

nb set>a                          Damage: 315
4/6b set>a                        Damage: 305

b>SDC>4b>b>a                      Damage: 314
b>SDC>b>b>a                       Damage: 324


Comment: Jet Windam is an all-around balance type suit that has a VERY good BD
duration comparable to the 560s. Combined with a standard BR, vulcan, and the 
missles which have insane tracking ability, it's one of the most stable, and 
beginner friendly 280. 

Under normal circumstances, 280 would be the ideal partner for the 590 tier, 
and Jet Windam is just so stable that it pretty much goes with everything. 
Thanks to its ridiculously long BD, Jet Windam does not have any of those 
boost management problems that you might encounter when using a somewhat more 
specialized unit. That is a big plus for new players who have not gotten a firm
grip on the boost system yet.

As for the weapons, BR and vulcan combo is always nice. The missles are simply
awesome. The tracking ability is just crazy, be it on the same level, air to 
surface, or surface to air. It's great for saving your partners and catching 
landings in mid range. However, you might want to watch out for friendly fire
as sometimes they just track too much. Also, its recovery time is a bit long.
The missles are GH-able of course, making it an ideal match starting attack. 

Melee-wise, Jet Windam's moveset is nothing extraordinary. Usually, you'd be 
using nb set>a for clear openings, and 4/6b set>a for basic BR countering. 
The 4/6b set is your best move in my opinion. It has a nice curve, decent 
priority, and does pretty good damage. However, Jet Windam does not have any 
move with good thrust speed. They're all slow, even the 8b. The reach is also 
average at best. Therefore, it is not recommended to go after small openings 
too much such as catching steps with 4/6b unless you really know your stuff. 

Furthermore, even though Jet Windam excels in aerial battles thanks to the 
long boost gauge, its walking and stepping abilities are just downright 
TERRIBLE. In other words, some melee attacks that you would easily dodge with 
other units, you would not, with Jet Windam. That's one of the many reasons 
why you should avoid 1 on 1 situations against the big suits, especially the 
ones with fast and wide melee attacks that can get you even when you have 
already tried to step out of the way.

Overall, Jet Windam is a very good choice for 280, as it is quite easy to use. 
However, don't forgot a 280 is a 280. The general rules still apply. It'll be 
a great help for your partner if you can outlast the others. 


----------------------
GAT-04 Windam (Missle)
----------------------
Cost:280  HP:560  Shield: O Transformable: X Default Pilot: EA Nameless

Main weapon:    Shield Missle(12) Damage: 81  Reload time:   5    sec/all
Sub weapon(R1): Todesschrecken(60)Damage: 3   Reload time:   5.33 sec/all
Melee:          Nuke(2)           Damage: 307 Reload time:   15   sec/all

(Nuke's shock wave deals about 100-221 damage)

Originated Combo:

None.


SPEED Combo:

--


RUSH Combo:

--


POWER Combo:

a x2                              Damage: 199
b                                 Damage: 352
b (shock wave)                    Damage: 141


Comment: This MS has a specific role as a support unit, because it lacks any 
melee attacks. Besides the nukes, the other two weapons are used to help you 
land an explosion. The shield missles down the opponent after 2 hits, so your
opponent will have to get up next to or in an explosion. The Todesschrecken is 
used against human players in 2 on 2 matches as a distraction. When a human 
player sees a red arrow coming from an offscreen Windam, they'd check if it's 
a nuke. A mix between vulcan and the actual nukes would cause the opponent to 
switch targets enough for your partner to find an opening.

There're several other ways to raise the chances for nuke to hit:
1) Launch the nuke while in the air. Having a nuke explode on the ground in 
one area is better than having it fly offscreen. When using the nuke on a 
down'd opponent, it is not recommended that you do it standing because the 
missle would just go through the yellow target. Ideally, you want to be right 
on top of the target (blind spot), but the perfect distance is hard to achieve
and will take some practice.

2) Have your partner target the same unit. It's best you let your partner down
the target for you. Chances are, your partner has a melee attack that can do 
that.

3) Use GH. This Windam's lock range is huge, but it's possible to GH with it.
It'd be the best that you do this with a bar of RUSH available. Keep boosting
straight up, and when you run out, activate RUSH and keep flying upwards. At 
the peak, all targets should be green now. Keep launching nukes using GH. You 
should be able to send down 3 to 4 nukes with GH this way.

4) Hit buildings. This does two things. One, it clears out obstacles that your
opponent can use to hide from your nukes. And two, it can hit the target 
behind the building if they think it's just another stream of vulcans coming 
from you (If you were mixing up nukes with vulcans as mentioned above).

Never use a nuke without your partner knowing. Hitting your ally is a huge 
disadvantage. Firstly, they take unnecessary damage. Secondly, it downs your 
ally, having them to go through the trouble getting up. And Finally, it resets
any momentum your ally had over the intended target.

Overall, this Windam depends on teamwork a lot more than the other supporting 
units. If your partner is a Nukedam, it is best that you stick around the same
area as him. The opposing players will always try to hit the Nukedam when he
is about to launch the nukes. It's your job to occupy the target that is not
down. Ideal partner for Nukedam would be the tier 590/560.


-----------------
MVF-M11C Murasame
-----------------
Cost:280  HP:500  Shield: O  Transformable: O  Default Pilot: Baba

Main weapon:    Beam Rifle(6)     Damage: 90  Recharge time: 5    sec/ammo
Sub weapon(R1): Vulcan(60)        Damage: 3   Reload time:   5.33 sec/all
ac(L2):         Hayate(4)         Damage: 133 Reload time:   7    sec/all

nb set:                 3 hits    Damage: 176
4/6b set:           Multi-hits    Damage: 166
8b set:                 2 hits    Damage: 128
bc(R2) set:             2 hits    Damage: 155 (Down)
MA b set:           Kamikaze!!    Damage: ---

Originated Combo:

b>b>bc                            Damage: 210
(BRC where applicable)

SPEED Combo:

b==b>b(1 hit)==8b=44=8b           Damage: 243
b>b>b(2 hits)==8b                 Damage: 243
b==b==b>b(2 hits)                 Damage: 259
b==4b==4b==4b>b                   Damage: 302

4b==4b==b>b(2 hits)               Damage: 280
4b==4b==4b==4b>b                  Damage: 304

(8b=44=)x 5                       Damage: 180


RUSH Combo:

b>b(2 hits)>8b(2 hits)            Damage: 214
b>4b>b>b(2 hits)                  Damage: 269
b>4b>b>4b>4b                      Damage: 300

4b>b>b(2 hits)>8b                 Damage: 252
4b>b>4b>b>8b                      Damage: 275
4b>b>4b>b>b                       Damage: 276


POWER Combo:

nb set>a                          Damage: 308
b>b>bc>a                          Damage: 315
4/6b set>a                        Damage: 302
bc set                            Damage: 273

4b>SDC>b>b>bc                     Damage: 323


Comment: Murasame is an all-around balance type unit. It's also the only 280 
that can transform into MA mode. A big part of Murasame's game depends on it 
actually.

For range weapons, BR and vulcan combo is always nice. The Hayate missles are 
VERY tracking in MA mode. Take advantage of that, and drop down some presents
while gliding high in the air. The missles are GH-able, so it's ideal as a 
match opening attack, whether in MS or MA mode.

Melee-wise, Murasame's melee moveset is pretty good in my opinion as a 280. 
The nb set executes fast, and it can be chained with special melee, forming 
the combo b>b>bc>a. The 4/6b set also comes out pretty fast with a nice curve.
The 8b issen and bc kick can both catch your opponent off guard from time to 
time. The bc is mainly used to counter melee and catch landings. Combined with
the MA mode, you can sneak up on your opponent by screwing up his camera angle
from above.

The 8b slash, even though looking like a single-hitter, actually contains 2 
hits. But since you can't BRC after anyway, normally it wouldn't matter that 
much. Do keep in mind though that in SPEED mode, it'll always be only 1 hit,
making the flashy combo Issen x 5 even weaker than it already is. Also, the 
hitbox is concentrated on the right side.

Finally, the MA melee, Kamikaze!! When doing the barrel roll, the Murasame 
itself has NO attacking ability. Rather, you're given the opportunity to shoot
out any range weapons you like, be it BR, vulcan, or missles, consecutively.
This move will automatically redirect you towards your target no matter which 
way you were going. Thanks to this, it's great for saving your partner, or do
sneak attacks. However if you miss, there's hell to pay as you'll be WIDE open
for any counterattacks. Do not blindingly abuse this move.

Murasame's weakness would be its horrible BD performance in MS mode, which 
includes speed, duration, and turning ability. They're all pretty bad, so 
getting used to its MA mode is very essential for Murasame.

Overall, Murasame is good, but a bit hard to get used to if you're not 
comfortable with the MA mode. In that case, choose something like Jet Windam 
instead for more stability. Compared to Jet Windam, Murasame has a much better 
stepping ability, and a more aggressive moveset. Most of Murasame's melee are 
WAY faster in thrust speed, making Murasame more threatening in close range.
However, as mentioned above, Windam's overall BD is just plain superior. 
Which one to choose? I'd recommend Murasame to the more experienced players, 
and Jet Windam for the beginners.


-----------------
ZGMF-601R GuAIZ R
-----------------
Cost:280  HP:530  Shield: O  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Beam Rifle(5)     Damage: 90  Recharge time: 5    sec/ammo
Sub weapon(R1): Pollux IX(4)      Damage: 125 Reload time:   5    sec/all

nb set:                 3 hits    Damage: 209
4/6b set:               2 hits    Damage: 160
8b set:                 1 hit     Damage: 110
bc(R2) set:         Multi-hits    Damage: 220 (Down)

Originated Combo:

None. (BRC/Railgun cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 291
b>b=JC=b>b>b                      Damage: 300
b>b=JC=b>b==8b                    Damage: 300
b>b=JC=b>b=JC=ab                  Damage: 303

4b==4b==b>b>b                     Damage: 301
4b==4b==4b==4b>b                  Damage: 301
4b==4b==4b==4b==8b                Damage: 301
4b==4b==bc(1 hit)==b>b>b          Damage: 305
4b==4b==4b==4b==bc(1 hit)==ab     Damage: 308


RUSH Combo:

b>4b>b>4b>4b                      Damage: 291
b>4b>b>4b>8b                      Damage: 291
b>4b>b>b>8b                       Damage: 296
b>4b>b>b>b                        Damage: 296
b>4b>b>4b>bc(1 hit)>8b            Damage: 305

4b>b>4b>b>8b                      Damage: 292
4b>b>b>4b>4b                      Damage: 301
4b>b>4b>b>bc(1 hit)>8b            Damage: 305
4b>bc>4b>bc>4b>4b                 Damage: 305


POWER Combo:

nb set>ab                         Damage: 316
4/6b set>ab                       Damage: 305
bc set                            Damage: 317

b>b>SDC>b>b>ab                    Damage: 319
b>b>SDC>b>b>b                     Damage: 329
b>b>SDC>4b>b>ab                   Damage: 329


Comment:


---------
UMF-5 ZnO
---------
Cost:280  HP:640  Shield: X  Transformable: X  Default Pilot: Marco Morassim

Main weapon:Phonon Maser Cannon(8)Damage: 101 Recharge time: 5    sec/ammo
Sub weapon(R1):    Missle(12)     Damage: 134 Reload time:   7    sec/all

nb set:                 3 hits    Damage: 223
4/6b set:           Multi-hits    Damage: 203
8b set:                 1 hit     Damage: 140
2b set:                 1 hit     Damage: 180
bc(R2) set:             4 hits    Damage: 282

Originated Combo:

b>b>8b                            Damage: 242
bc>8b                             Damage: 185
(Main weapon cancel where applicable)


SPEED Combo:

b==b==b==b (draining)             Damage: 310
b==b==b>b>b                       Damage: 316
b==b==b>b>8b                      Damage: 320
b==4b==b>b>8b                     Damage: 322
b==b==b==4b>b>a                   Damage: 325
b==b==b==b==8b                    Damage: 332
b==4b==4b==4b==8b                 Damage: 338

4b==4b==4b==4b (draining)         Damage: 315
4b==4b==b>b>8b                    Damage: 324
4b==4b==4b==4b>b>a                Damage: 332
4b==4b==4b==4b==8b                Damage: 340


RUSH Combo:

b>4b>b>8b                         Damage: 319
b>4b>b>b>8b                       Damage: 322
b>4b>b>4b>4b                      Damage: 327
b>4b>b>4b>8b                      Damage: 336

4b>b>b>4b>4b                      Damage: 310
4b>b>4b>b>4b                      Damage: 330
4b>b>4b>b>8b                      Damage: 336


POWER Combo:

nb set>a                          Damage: 320
b>b>8b                            Damage: 325
4/6b set>a                        Damage: 315
2b                                Damage: 303
bc set>a                          Damage: 341
bc>8b                             Damage: 304

b>b>SDC>b>b>8b                    Damage: 311


Comment: ZnO has dropped a tier from 420 to 280, but it doesn't seem to have 
gotten any weaker than it used to be. As a 420, ZnO was solid. As a 280, Zno 
is very formidable.

ZnO's phonon maser high energy cannon covers a huge hitbox comparable to 
Forbidden's main weapon, so it's very easy to hit. The missles got improved 
quite a lot in terms of tracking ability and recovery time. It's also GH-able,
so you can spam them in the beginning of the match.

ZnO's melee moves are very threatening. The nb set has INSANE reach as well as 
a very good thrust speed and damage. The same can be said for the 4/6b set, 
plus a nice curve to go with it. Also, the fact that their first hits deal 90 
and 100 points damage respectively gives ZnO a set of very powerful draining 
moves in SPEED with simply nb x 4, or 4/6b x 4. These two are ZnO's best moves
in my opinion.

Its 8b comes out rather slowly compared to the average 8b, but the priority is
very good. The special melee deals crazy damage even though it does not have 
much reach, and it takes quite some time to finish the whole set. Use it for 
clear openings.

You probably can see its major problem while using ZnO; it's WAY TOO BIG. 
ZnO's huge body will make it an easy target for your oppoennt. Luckily, you do 
have 640 HP, which is 80-150 points more than the other 280s. Amazing, isn't 
it? Another problem ZnO has would be its terrible BD speed and duration. You 
should avoid aerial battles and just stay on the ground. Fortunately, ZnO's 
stepping ability is pretty good.

Finally, ZnO's last flaw: its ridiculous shooting angle. It's so awkward that 
you'll be forced to do a lot of ''turn and shoot'' if you're not careful with 
it. Also, thanks to the way it BDs, you might find yourself constantly out of 
the shooting angle. So, watch out for that.

Overall, ZnO is a fun unit, and it can be very good in PvP too if you know how
to take advantage of its crazy melee. However, boost management and the bad
shooting angle can give you a hard time at first. Once you get used to them, 
you're good to go.


------------------------
AMF-101 DINN (Commander)
------------------------
Cost:280  HP:490  Shield: X  Transformable: X  Default Pilot: Rau Le Creuset

Main weapon:    Machine Gun(90)   Damage: 97  Reload time:   10   sec/all
Sub weapon(R1): Shotgun(3)        Damage: 97  Reload time:   6.66 sec/all
ac(L2):         Missle(4)         Damage: 130 Reload time:   7.5  sec/all

nb set:                 2 hits    Damage: 186
4/6b set:               2 hits    Damage: 133
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 120

Originated Combo:

b>8b                              Damage: 167
(Machine gun cancel/Shotgun cancel where applicable)


SPEED Combo:

b==b==b>b>a                       Damage: 304
b==b==b==4b(2 hits)               Damage: 304
b==b==b==b>8b                     Damage: 310
b==b==b==b>b                      Damage: 314
b==b==b==b==bc                    Damage: 314

4b(1 hit) x3==4b(2 hits)          Damage: 290
4b(1 hit)==b==b==4b(2 hits)       Damage: 301 
4b(1 hit)==b==b==b>b              Damage: 312


RUSH Combo:

b>4b>b>4b(2 hits)                 Damage: 302
b>4b>b>4b>bc                      Damage: 310

4b>b>4b>b>b                       Damage: 310
4b>b>4b>b>bc                      Damage: 310


POWER Combo:

nb set>ab                         Damage: 313
b>8b>a                            Damage: 298

b>SDC>b>b>ab                      Damage: 325


Comment: The Commander DINN has the longest BD duration among all 280s. It's 
even comparable to the 590s. Combined with a decent speed, DINN excels in 
aerial battles.

The machine gun and shotgun are rather unstable when it comes to stunning 
opponents. Fortunately, DINN has a pretty good shooting angle for the MG, and 
the shotgun's redirecting ability is also quite nice. The missles are DINN's 
best range weapon in my opinion. Combined with its insane booster, you can 
mess up your opponent's camera angle from above, and send down the missles for
sneak attacks. The missles are VERY tracking, and GH-able too. The recovery 
time is slightly shortened compared to the prequel, but the ammo count has 
dropped from 12 to 4.

Commander DINN's melee moves are all kicks and tackle with average everything
EXCEPT the special melee's priority. It's ridiculously high that it can run 
over a lot of melee attacks. However the timing is a bit hard to get used to. 
Other than that, the nb set is used most of the time for clear openings.

Overall, Commander DINN's more of a range unit. Its melee moveset is really 
nothing to write home about, so try not to make too many hasty moves. Follow 
the general rules for 280s, and support your partner with the missles and MG. 
Take full advantage of your long boost gauge and be patient. You'll probably 
have the upperhand in that department over any random unit anyway, why not 
wait, or rather, FORCE them to show an opening first? Remember you're a 280. 
No one will blame you for playing a little bit more conservatively.


----------------------------
TMF/A-802 BuCUE (Railcannon)
----------------------------
Cost:280  HP:500  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Railcannon(20)    Damage: 89  Recharge time: 3    sec/ammo
Sub weapon(R1): Railcannon x6(20) Damage: 127 Recharge time: 3    sec/ammo

nb set:                 2 hits    Damage: 174
4/6b set:               1 hit     Damage: 125
8b set:                 1 hit     Damage: 100
2b set:                 2 hits    Damage: 117
bc(R2) set:             2 hits    Damage: 198

Originated Combo:

None. (Railcannon cancel where applicable)


SPEED Combo:

b==b==b==b>b                      Damage: 277
b==2b>b=88=b>b                    Damage: 277
b==b==b==b==4b                    Damage: 281
b==b==b==bc(2 hits)               Damage: 285


RUSH Combo:

b>2b>b>2b>4b                      Damage: 271

2b>b>2b>b>4b                      Damage: 280


POWER Combo:

nb set>a                          Damage: 302
2b set>a                          Damage: 276
bc set>a                          Damage: 310

b>SDC>b>b>a                       Damage: 306
2b>b>SDC>b>b>a                    Damage: 312


Comment:


----------------------------
TMF/A-802 BuCUE (Missle Pod)
----------------------------
Cost:280  HP:500  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Missle x2(24)     Damage: 97  Reload time:   7    sec/all
Sub weapon(R1): Missle x8(24)     Damage: 131 Reload time:   7    sec/all
ac(L2):         Missle x8(24)     Damage: 110 Reload time:   7    sec/all

nb set:                 2 hits    Damage: 174
4/6b set:               1 hit     Damage: 125
8b set:                 1 hit     Damage: 100
2b set:                 2 hits    Damage: 117
bc(R2) set:             2 hits    Damage: 198

Originated Combo:

None. (Missle cancel where applicable)


SPEED Combo:

b==b==b==b>b                      Damage: 277
b==2b>b=88=b>b                    Damage: 277
b==b==b==b==4b                    Damage: 281
b==b==b==bc(2 hits)               Damage: 285


RUSH Combo:

b>2b>b>2b>4b                      Damage: 271

2b>b>2b>b>4b                      Damage: 280


POWER Combo:

nb set>a                          Damage: 302
2b set>a                          Damage: 259
bc set>a                          Damage: 310

b>SDC>b>b>a                       Damage: 306
2b>b>SDC>b>b>a                    Damage: 312


Comment:


--------------------------------------
ZGMF-1017M2 GINN High Maneuver Type II
--------------------------------------
Cost:280  HP:530  Shield: O  Transformable: X  Default Pilot: Sato

Main weapon:    Beam Carbine(3)   Damage: 85  Recharge time: 8.33 sec/ammo
CS:             Beam Carbine x3   Damage: 120 

nb set:                 2 hits    Damage: 205
4/6b set:               2 hits    Damage: 171
8b set:                 1 hit     Damage: 130
ccb set:            Multi-hits    Damage: 140 (Down)
bc(R2) set:             3 hits    Damage: 288
Sub weapon(R1):         3 hits    Damage: 288

Originated Combo:

None. (BRC/CSC where applicable)


SPEED Combo:

b==b>b                            Damage: 277
b==b==b==b (draining)             Damage: 301
b==b==b>b                         Damage: 308
b==b==b==4b>b                     Damage: 317
b==b==b==b>b                      Damage: 323
b==b==b==b==8b                    Damage: 323

4b==b==b==b (draining)            Damage: 282
4b==b==b>b                        Damage: 305
4b==4b==4b==4b>b                  Damage: 305
4b==b==b==b>b                     Damage: 318


RUSH Combo:

b>4b>b>4b>4b                      Damage: 313
b>4b>b>b>8b                       Damage: 313
b>4b>b>4b>8b                      Damage: 315

4b>b>4b>4b                        Damage: 294
4b>b>4b>8b                        Damage: 301
4b>b>4b>4b>8b                     Damage: 307
4b>b>4b>b>b                       Damage: 315
4b>b>4b>b>8b                      Damage: 315


POWER Combo:

nb set>a                          Damage: 315
4/6b set>a                        Damage: 303
ab set>a                          Damage: 345
bc set>a                          Damage: 345

b>SDC>b>b>a                       Damage: 328


Comment: GINN HM 2 is the only melee unit in tier 280. Its moveset is simply 
awesome.

Even though it's a melee unit, it still has 3 shots of BR and a CS that you 
can use for range battles. Keep in mind though that its BR has THE slowest 
recharging rate in the game, about 8.33 second per ammo, and the CS is just 
below average. So, try not to waste your ammo on some petty ground shot BRC.  
Also, the gun<---->sword changing time are quite slow. Watch out for that. 
Simply put, GINN HM 2's range ability is very minimal. So it all comes down to
its melee.

As mentioned above, GINN HM 2 is a monster in close range. The nb set executes
very fast, and it's got quite a reach and thrust speed to go with it. The 
damage is great too, over 200 pts in 2 hits. The same can be said for the 
4/6b set, and it comes with a very nice curve too, which makes it great for 
catching steps and countering BR. Other than those, GINN HM 2's ccb can down 
the opponent, making it ideal for regrouping and countering POWER. It also 
covers a surprisingly big hitbox.

Now onto GINN HM 2's most frightening move, the 8b. This move is truely scary.
It's a single straight poke that's got everything you need in a 8b. Tracking, 
good damage, priority as high as Legend's 8b kick, and a pretty good reach. 
However, what makes this move really abusable is its INSANE thrust speed. 
Seriously, it's SO fast that sometimes when you finally see it, you've already
been hit. It works wonders in pretty much every situation, especially for 
catching BD and step/SC. DO abuse this move when you're in close range.

One thing unique about GINN HM 2 is that it has a counterattack stance. The 
only difference between using the sub (R1) and the special melee (R2) is the 
duration for the stance, which is about 0.5 and 1.5 second respectively. This 
move is used to counter any melee attacks that come at you. You can perform a 
3-hit combo by pressing the melee button after countering. The whole set plus 
the BRC deals a whooping 300 points of damage. In real PvP match, with a bit of
reading on your opponent, you might be able to pull this off on an aggressive 
SPEED user and totally waste his SEED Awaken. If you're good enough to put up 
the shield and block, why not give this a try?

GINN HM 2 has a pretty good stepping ability and a decent speed for a 280, but
its BD duration is just utter crap. Aviod aerial battles and stay closely to 
your teammate because once you drift apart, it's hard for you to get back to 
him without taking some punishments. 

Overall, GINN HM 2's potential really shines through in PvP. In the right 
hands, this is THE best 280 in my opinion. It's also my favorite low-tier unit.
To use it effectively, good boost management and melee timing are essential.
If you're not a melee player, don't choose this unit. You could end up dying 
without accomplishing anything. Rather, go for something more stable such as 
Jet Windam or the GuAIZ R.


-----------------------
ZGMF-1017 GINN (Missle)
-----------------------
Cost:280  HP:500  Shield: X  Transformable: X  Default Pilot: Miguel Aiman

Main weapon:    Missle(4)         Damage: 127 Reload time:   5    sec/all
Sub weapon(R1): Leg Missle x3(6)  Damage: 109 Reload time:   4    sec/all

nb set:                 2 hits    Damage: 165
4/6b set:               1 hit     Damage: 115
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 100

Originated Combo:

None. (Missle cancel where applicable)


SPEED Combo:

b==b==b==b==4b                    Damage: 211
b==b==b==b>b                      Damage: 232


RUSH Combo:

b>4b>8b>a                         Damage: 179
b>SDC>b>b>a                       Damage: 199
b>SDC>b>4b>8b>a                   Damage: 202


POWER Combo:

a                                 Damage: 221
nb set>a                          Damage: 302

b>SDC>b>b>a                       Damage: 305


Comment:


------------------------------------------------------------------------------
4f. Tier 270
------------------------------------------------------------------------------


The tier 270 units are either used to partner a 590, or a lot of times, with 
a 450 so it can die twice.

If it's with a 590 teammate, follow the general rules for tier 280 and play 
more conservatively. When partnering with a 450, however, you'll need to play 
a little more aggressively than you should be, which can be a problem for the 
rather inexperienced players. If you're planning to work a 270 into your team 
combo, be prepared to face some predicaments either way as you'll be naturally
behind most of the time.


------------------------------------------
GAT-02L2+AQM/E-A4E1 Dagger L (Jet Striker)
------------------------------------------
Cost:270  HP:420  Shield: O Transformable: X Default Pilot: EA Nameless

Main weapon:    Beam Carbine(4)   Damage: 90  Recharge time: 5.33 sec/ammo
Sub weapon(R1): Todesschrecken(60)Damage: 3   Reload time:   5.5  sec/all
ac(L2):         Rocket Pods(12)   Damage: 139 Reload time:   7    sec/all

nb set:                 3 hits    Damage: 184
4/6b set:               3 hits    Damage: 154
8b set:             Multi-hits    Damage: 112 (Down)
bc(R2) set:         Multi-hits    Damage: 164

Originated Combo:

b>8b                              Damage: 155 (Down)
(BRC where applicable)


SPEED Combo:

b==b==b==b>8b                     Damage: 262
b==b==b==b>b                      Damage: 307
b==b==b==b(1 hit)==b>b            Damage: 311
b==bc==bc==bc                     Damage: 315

4b==b==b==b>b                     Damage: 305
4b==bc==bc==bc                    Damage: 315

bc==bc==8b                        Damage: 304
bc==bc==bc==8b                    Damage: 314
bc==bc==bc==bc                    Damage: 316


RUSH Combo:

b(1 hit)>4b>b(1 hit)>4b>b>b       Damage: 303
b(1 hit)>4b>b(1 hit)>4b>b>bc      Damage: 305
b>4b>b(1 hit)>4b>b>b              Damage: 308
b>ab>(bc>ab) x5>bc                Damage: 313

4b>b>4b>b>b                       Damage: 303
4b>ab>(bc>ab) x5>bc               Damage: 313

(bc>ab)x 6>bc                     Damage: 313


POWER Combo:

nb set>a                          Damage: 307
4/6b set>a                        Damage: 302
bc set>a                          Damage: 313

b>SDC>b>b>a                       Damage: 315


Comment: The Jet Dagger is an all-around blanace type 270, with a VERY good 
BD performance. Its speed and BD duration are comparable to the 560s, making it
very good at aerial battles.

Jet Dagger's range weapons include BR, vulcan, and unguided rocket pods, which
work pretty much like Jet Windam's missles, with less tracking ability as well
as less recovery time. They're good for catching landings in mid-range.

Jet Dagger's melee moveset is pretty average for a 270. The nb set has great 
reach, but it's kinda slow. Use it for clear openings. The 8b drilling attack 
is slow too, but its tracking and priority are both pretty good. Jet Dagger's 
most reliable attack would be its 4/6b set. It executes fast, has a very good 
thrust speed, and the first hit's got quite a coverage; kinda resembles Gaia's
4/6b set. If you just HAVE to make a risky move, go with this one.

The major weakness that Jet Dagger has would be its paper thin armor. 420 HP 
means you can't afford to take the second set of melee. Also, even though it's
got a BD advantage over the others, Jet Dagger suffers from horrible stepping 
ability. Combined with the low HP, it is not recommended to go head-on with a
big unit without the help from your teammate, especially against those melee 
monsters.

Overall, Jet Dagger is a pretty decent 270. Follow the general rules for small 
units, and play conservatively. Also, don't go trigger happy. You don't want 
to force yourself into an awkward situation where you have to constantly rely 
on close range combat since you're out of ammo.


------------------------------------
GAT-02L2+AQM/E-M11 Dagger L (Cannon)
------------------------------------
Cost:270  HP:450  Shield: O Transformable: X Default Pilot: EA Nameless

Main weapon:    Beam Carbine(4)   Damage: 90  Recharge time: 7    sec/ammo
Sub weapon(R1): Doppelhorn(10)    Damage: 125 Reload time:   5.5  sec/all
ac(L2):         Stiletto(2)       Damage: 39  Reload time:   5    sec/all

nb set:                 1 hit     Damage: 120
4/6b set:               1 hit     Damage: 110
8b set:             Multi-hits    Damage: 112 (Down)
bc(R2) set:         Multi-hits    Damage: 164

Originated Combo:

None. (BRC/Cannon cancel where applicable)


SPEED Combo:

bc==bc==bc==bc                    Damage: 316
bc==bc==bc==4b                    Damage: 319
bc==bc==bc==ab                    Damage: 319
bc==bc==bc==b                     Damage: 320


RUSH Combo:

8b(1 hit)>4b>b>4b>b               Damage: 325
8b(1 hit)>b>4b>b>4b               Damage: 326

bc>b>bc>b                         Damage: 324
bc(1 hit)>b>4b>b>ab               Damage: 326
(bc(1 hit)>4b) x3>ab              Damage: 335
(bc(1 hit)>4b) x3>b               Damage: 339
bc(1 hit)>4b>b>4b>b>4b            Damage: 349
bc(1 hit)>b>4b>b>4b>b             Damage: 351


POWER Combo:

b>ab                              Damage: 272
4b>ab                             Damage: 305
ac>bc>a                           Damage: 319

bc>SDC>bc>a                       Damage: 325


Comment:


----------------------
GAT-02L2 Dark Dagger L
----------------------
Cost:270  HP:420  Shield: O Transformable: X Default Pilot: EA Nameless

Main weapon:    Bazooka(8)        Damage: 111 Reload time:   5    sec/all
Sub weapon(R1): Todesschrecken(60)Damage: 3   Reload time:   5.5  sec/all
ac(L2):         Stiletto(2)       Damage: 39  Reload time:   5    sec/all

nb set:                 1 hit     Damage: 120
4/6b set:               1 hit     Damage: 110
8b set:                 2 hits    Damage: 171
bc(R2) set:             1 hit     Damage: 140

Originated Combo:

None. (BZC where applicable)


SPEED Combo:

8b(1 hit)==8b(1 hit)==8b==b       Damage: 290
(8b(1 hit)) x3==8b                Damage: 295
8b(1 hit)==8b(1 hit)==8b==bc      Damage: 295
(8b(1 hit)) x4==bc                Damage: 302
(8b(1 hit)) x4==ac==bc            Damage: 306


RUSH Combo:

8b(2 hits)>b>8b(2 hits)           Damage: 263
8b(2 hits)>b>bc>b                 Damage: 271
8b(2 hits)>b>4b>bc                Damage: 286
(8b>ab) x2>8b(2 hits)>bc          Damage: 300
(8b>ab) x4>bc                     Damage: 304


POWER Combo:

8b set>a                          Damage: 303
ac>8b set>a                       Damage: 312


Comment:


--------------------
GAT-01 Strike Dagger
--------------------
Cost:270  HP:500  Shield: O Transformable: X Default Pilot: EA Nameless

Main weapon:    Beam Rifle(6)     Damage: 90  Recharge time: 4.33 sec/ammo
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.66 sec/all

nb set:                 3 hits    Damage: 176
4/6b set:               1 hit     Damage: 115
8b set:             Multi-hits    Damage: 110
bc(R2) set:             1 hit     Damage: 140

Originated Combo:

b>b>8b                            Damage: 146 (Down)
(BRC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 239
b==b==b>b==bc                     Damage: 250
b==b==b==b==8b                    Damage: 270

(8b(1 hit)) x3==8b                Damage: 165


RUSH Combo:

(b>ab) x2>b>b>b                   Damage: 244+
(b>ab) x2>b>b>8b                  Damage: 255+
b>bc>4b                           Damage: 281 (228)
b>8b(1 hit)>b>bc>4b               Damage: 301 (264)


POWER Combo:

nb set>a                          Damage: 305

b>b>SDC>b>b>b                     Damage: 303


Comment: Just like M1 Astray and GuAIZ, Strike Dagger has dropped a tier from 
280 to 270. However, not much else has changed. It's still a pretty standard 
unit that's easy to use. 

Strike Dagger's best qualities as a 270 are, the high HP and plentiful BR. 
500 HP is the best in tier 270, and 4.33 sec/ammo is the fastest recharging 
rate in the game (even faster than SF). Combined with 6 ammo, it rarely runs 
out. Sounds great, doesnt it? Well, it all stops here.

Strike Dagger's melee moveset is pretty ordinary, be it the damage, thrust 
speed, or priority. Nothing really stands out. The nb set does average damage,
but it takes too long. And the last hit is ridiculously easy to miss or get 
interrupted. The 4/6b side slash is somewhat decent in thrust speed and can be
pretty useful at catching landings. The 8b drilling attack has nice tracking 
and reach, but the damage is still terrible, even after being buffed by a few 
points. It also has a HUGE recover time. The bc is good for countering melee, 
but again, the recovery time is unbearable.

One other major problem for Strike Dagger is its mobility. Both the BD speed 
and duration are pretty bad, and its stepping ability is sub-par as well. 
Combined with the long melee recovery time, you can't help but feel that 
Strike Dagger is quite logy.

Overall, Strike Dagger is pretty stable and balanced for a 270, but you might 
have some trouble keeping up with the others. It's not really a bad choice for
beginners though.


----------------
MBF-M1 M1 Astray
----------------
Cost:270  HP:430  Shield: O Transformable: X Default Pilot: Asagi Caldwell

Main weapon:    Beam Rifle(6)     Damage: 90  Recharge time: 5    sec/ammo
Sub weapon(R1): Igelstellung(60)  Damage: 3   Reload time:   5.66 sec/all

nb set:                 3 hits    Damage: 180
4/6b set:               2 hits    Damage: 157
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 80

Originated Combo:

b>b>8b                            Damage: 161
bc>8b                             Damage: 161
(BRC where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 244
b==b==b==4b(2 hits)               Damage: 254
b==bc==bc==bc==8b                 Damage: 274
b==4b==4b==4b(2 hits)             Damage: 306

4b==4b==4b==4b (draining)         Damage: 301
4b==4b==b>b>8b                    Damage: 301
4b==4b==b>b>b                     Damage: 305
4b==4b==4b==4b(2 hits)            Damage: 314
4b==4b==4b==4b==8b                Damage: 318

bc x5                             Damage: 265
bc==bc==bc==bc>8b                 Damage: 272


RUSH Combo:

b>4b>b>b>b                        Damage: 282
b>4b>b>4b(2 hits)                 Damage: 293
b>4b>b>4b>8b                      Damage: 302
b>4b>bc>4b>8b                     Damage: 305
b>ab>4b>ab>4b>ab>4b(2 hits)       Damage: 309

4b>b>b>4b(2 hits)                 Damage: 285
4b>b>4b>b>4b                      Damage: 295
4b>b>4b>bc>8b                     Damage: 307
(4b>ab) x3>4b(2 hits)             Damage: 316
(4b>ab) x3>bc>8b                  Damage: 318

bc>8b>bc>8b>bc                    Damage: 250
(bc>ab) x3>bc>8b                  Damage: 279


POWER Combo:

nb set>a                          Damage: 306
b>b>8b>a                          Damage: 301
4/6b set>a                        Damage: 291
bc>8b>a                           Damage: 301

bc>SDC>bc>8b>a                    Damage: 310
b>b>SDC>b>b>b                     Damage: 312


Comment: M1 Astray, the best 280 in the prequel in my opinion, has dropped a 
tier from 280 t0 270. Other than having 100 points lower HP, M1's moveset got 
slightly nerfed as well. That being said, it is still pretty easy to use.

Even though being a balance type with BR and vulcan, M1 somewhat tilts towards
melee. The nb set is quite decent in terms of damage and thrust speed. The 
reach might be a bit short though, so use it for clear openings. The whole set
itself executes pretty fast and it keeps M1 moving forward as it is, the combo
b>b>8b is pretty optional.

M1's 4/6b is good for countering BR since it has a nice curve as well as a 
good thrust speed and reach. However, even though it's a 2-hit attack, there's
only 1 command for it, meaning you'll be forced to execute the whole set no 
matter what. So, be accurate with it. The 8b set got nerfed the most. Aside 
from dealing 20 points less damage, the hitbox is much smaller now. However, 
it still has its nice reach, tracking ability, and a short recovery time. It's
still very much usable.

The bc shield uppercut is still good. Even though it doesn't have much reach, 
the attack comes out very fast, and it has a pretty good priority. This is a 
great alternative for small openings since its recovery time is much shorter 
than that of the 4/6b set. The combo bc>8b does good damage as well...very 
practical in PvP.

M1's major weakness, other than having low HP, is the BD duration. Stay on the
ground, and avoid going after the big suits. Fortunately, M1's step ability is
decent. Also, M1's lock-on range can be a little short compared to the others.
Without any GH-able weapons to boost, you don't have a lot of options in long 
range.

Overall, M1's a pretty balanced 270. Stay close to your teammate and support 
him with BR and sometimes melee moves with short recovery time, namely 8b and 
bc, depending on the range. You shouldn't have any trouble using it since it's
quite easy to get the hang of.


--------------
ZGMF-600 GuAIZ
--------------
Cost:270  HP:480  Shield: O  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Beam Rifle(3)        Damage: 90  Recharge time: 5.33 sec/ammo
Sub weapon(R1): Extensional Arrestor Damage: 50

nb set:                 3 hits    Damage: 190
4/6b set:               2 hits    Damage: 150
8b set:                 3 hits    Damage: 140
bc(R2) set:         Multi-hits    Damage: 167 (133)

Originated Combo:

Melee sets can be chained after the sub anchor.
(BRC where applicable)


SPEED Combo:

b==b==b==4b>b                     Damage: 248
b==b==b>b>b                       Damage: 253
b>b==b>b>b                        Damage: 263

4b==4b==4b==4b>b                  Damage: 233
4b==4b==b>b>b                     Damage: 243
4b==b>b==4b>b                     Damage: 252


RUSH Combo:

b>b>4b>4b>a                       Damage: 242
b>4b>b>4b>4b                      Damage: 243
b>4b>b>b>b                        Damage: 248

4b>b>4b>4b>a                      Damage: 229
4b>b>b>4b>4b                      Damage: 252


POWER Combo:

nb set>a                          Damage: 303
4/6b set>a                        Damage: 295
bc set>a                          Damage: 296

b>b>SDC>b>b>b                     Damage: 319
b>b>SDC>4b>b>a                    Damage: 312
4b>SDC>bc set>a                   Damage: 305


Comment:


----------------------
UMF/SSO-3 ASSH (Black)
----------------------
Cost:270  HP:400  Shield: X Transformable: O Default Pilot: ZAFT Nameless

Main weapon:    Machine Gun(80)   Damage: 100 Reload time:   10   sec/all
Sub weapon(R1): Beam Cannon(16)   Damage: 128 Recharge time: 2.66 sec/ammo
ac(L2):         Missle Launcher(8)Damage: 105 Reload time:   4    sec/all

nb set:                 3 hits    Damage: 203
4/6b set:               3 hits    Damage: 164
8b set:             Multi-hits    Damage: 116 (Down)
bc(R2) set:         Multi-hits    Damage: 233 (Down) *Counter stance*
MA b set:           Multi-hits    Damage: 139 (Down)

Originated Combo:

None. (Machine gun/Beam cannon cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 284
b==4b==b>b>b                      Damage: 294

4b==4b==4b>b                      Damage: 268
4b==4b==4b==b>b                   Damage: 277
4b==4b==b>b>b                     Damage: 301


RUSH Combo:

b>b>4b>4b                         Damage: 243
b>4b>b>b>b                        Damage: 294

4b>b>4b>4b                        Damage: 260
4b>b>b>4b>4b                      Damage: 260


POWER Combo:

nb set>a                          Damage: 314
4/6b set>a                        Damage: 300
bc set                            Damage: 322

b>SDC>b>b>b>a                     Damage: 320


Comment:


--------------
UMF/SSO-3 ASSH
--------------
Cost:270  HP:460  Shield: X Transformable: O Default Pilot: ZAFT Nameless

Main weapon:    Machine Gun(80)   Damage: 97  Reload time:   10   sec/all
Sub weapon(R1): Beam Cannon(16)   Damage: 110 Recharge time: 2.66 sec/ammo
ac(L2):         Missle Launcher(8)Damage: 105 Reload time:   4    sec/all

nb set:                 2 hits    Damage: 181
4/6b set:               2 hits    Damage: 151
8b set:                 1 hit     Damage: 100
bc(R2) set:             2 hits    Damage: 157
MA b set:           Multi-hits    Damage: 139 (Down)

Originated Combo:

None. (Machine gun/Beam cannon cancel where applicable)


SPEED Combo:

b==b==b>b>ab                      Damage: 290
b==b>b=88=b>b                     Damage: 299 (270)
b==b==b==4b>b                     Damage: 301
b==b==b==b==8b                    Damage: 303
b==b==b==b>b                      Damage: 307

4b==4b==4b==4b>b                  Damage: 278
4b==4b==4b==b>b                   Damage: 301
4b==b==b==b>b                     Damage: 305


RUSH Combo:

b>4b>b>4b>b                       Damage: 260
b>4b>b>4b>8b                      Damage: 293
b>4b>b>4b>4b                      Damage: 296
b>4b>b>bc                         Damage: 301
b>4b>b>b>8b                       Damage: 301

4b>b>4b>b>8b                      Damage: 292
4b>b>4b>bc                        Damage: 292
4b>b>4b>b>b                       Damage: 303


POWER Combo:

nb set>ab                         Damage: 308+
4/6b set>a                        Damage: 275+
bc set                            Damage: 274

b>SDC>b>b>ab                      Damage: 316


Comment: The infamous MS that got OMGWTFH4X'd by Kira. Surprisingly, this unit
is the exact opposite of its show self. Having the longest side step in the 
game, the player can abuse this and run circles around the opponent. Combined 
with its machine guns and beam cannons, this unit can be deadly if played by 
the right hands.

The strategy here is to abuse the long side step and spam your machine gun. 
Use the beam cannon only when you know you will hit for sure, becuase it leaves
you wide open; the same goes for its melee attacks. The missles are not 
recommended unless you are really far away or in MA mode.

However, since ASSH heavily rely on its long side step, you can easily surprise
your enemies (especially when they're human players) by using MA attacks, like
the MA melee.

One major weakness ASSH has is its the horrible BD duration. It's the shortest
in the game. You start a new BD, next thing you know, you're landing already. 
It's so pathetic you should never boost dash unless you don't have a choice. 
The MA mode, on the other hand, is pretty decent in every category. Use the 
MA mode to relocate yourself instead of using BD. 

Overall, ASSH's got quite some potential in PvP. Abuse long steps and avoid BD,
and you should do just fine. It also has a considerable advantage in the water.
However, players that choose sea maps on purpose WILL be considered cheap. So 
think twice before you do that in the arcades.


------------
AMA-953 BABI
------------
Cost:270  HP:430  Shield: X Transformable: O Default Pilot: ZAFT Nameless

Main weapon:    Beam Rifle(4)     Damage: 85  Recharge time: 5    sec/ammo
Sub weapon(R1): Missle x8(16)     Damage: 108 Reload time:   6    sec/all
ac(L2):         Missle x2(16)     Damage: 95  Reload time:   6    sec/all
bc(R2):         Missle x2(16)     Damage: 95  Reload time:   6    sec/all
Melee:          Gunlauncher(2)    Damage: 120 Reload time:   5    sec/all
CS a (main):    Ardor (short)     Damage: 120
CS b (melee):   Ardor (keep)      Damage: 200

Originated Combo:

a>CS b (melee)                    Damage: 155
a>CS a (main)                     Damage: 155  *QC*
b>CS a (main)                     Damage: 149+
b>CS b (melee)                    Damage: 142+ *QC*
a>CS b (melee)>CS a (main)        Damage: 213+
CS b (melee)>CS a (main)          Damage: 300

Missle>CS Combo:

bc>CS a (main)                    Damage: 130
ac>CS b (melee)                   Damage: 102


SPEED Combo:

--


RUSH Combo:

--


POWER Combo:

a>CS b (melee)                    Damage: 271
a>CS a (main)                     Damage: 271 *QC*
b>CS a (main)                     Damage: 262
b>CS b (melee)                    Damage: 249 *QC*
a>CS b (melee)>CS a (main)        Damage: 315
CS b (melee)>CS a (main)          Damage: 345


Comment:


------------
AMF-101 DINN
------------
Cost:270  HP:450  Shield: X  Transformable: X  Default Pilot: Marco Morassim

Main weapon:    Machine Gun(80)   Damage: 97  Reload time:   10   sec/all
Sub weapon(R1): Shotgun(2)        Damage: 97  Reload time:   6.66 sec/all
ac(L2):         Missle(4)         Damage: 130 Reload time:   7.5  sec/all

nb set:                 2 hits    Damage: 167
4/6b set:               1 hit     Damage: 120
8b set:                 1 hit     Damage: 90
bc(R2) set:             1 hit     Damage: 120

Originated Combo:

b>8b                              Damage: 147
(Machine gun/Shotgun cancel where applicable)


SPEED Combo:

b==b==b==b==8b                    Damage: 301
b==b==b==b>b                      Damage: 304
b==b==b==b==bc                    Damage: 306
b==b==b==b==4b                    Damage: 306


RUSH Combo:

MG x9                             Damage: 168
b>8b>a                            Damage: 150
b>4b>a                            Damage: 186


POWER Combo:

nb set>ab                         Damage: 304

b>SDC>b>b>ab                      Damage: 315


Comment: DINN excels in range and aerial battles. It has an exceptionally 
long BD duration comparable to the 590s.

The machine gun and shotgun are rather unstable when it comes to stunning 
opponents. Fortunately, DINN has a pretty good shooting angle for the MG, and 
the shotgun's redirecting ability is also quite nice. The missles are DINN's 
best range weapon in my opinion. Combined with its insane booster, you can 
mess up your opponent's camera angle from above, and send down the missles for
sneak attacks. The missles are VERY tracking, and GH-able too.

DINN's melee moves are all kicks and tackle with average everything EXCEPT for
the special melee's priority. It's ridiculously high that it can run over a 
lot of melee attacks. However the timing is a bit hard to get used to. DINN's 
most useful melee move, in my opinion, is the 4/6b set. It's wide, fast, and 
does good damage as a single-hitter.

Overall, DINN's more of a range unit. Its melee moveset is really nothing to
write home about, so try not to make too many hasty moves. Follow the general
rules for 280s, and support your partner with the missles and MG. Take full 
advantage of your long boost gauge and be patient. You'll probably have the 
upperhand in that department over any random unit anyway, why not wait, or 
rather, FORCE them to show an opening first? Remember, no one will blame a 
small suit for playing a bit more conservatively.


----------------------------
ZGMF-1017 GINN (Machine gun)
----------------------------
Cost:270  HP:450  Shield: X  Transformable: X  Default Pilot: Miguel Aiman

Main weapon:    Machine Gun(80)   Damage: 97  Reload time:   10   sec/all
Sub weapon(R1): Machine Gun(80)   Damage: 134 Reload time:   10   sec/all

nb set:                 3 hits    Damage: 193
4/6b set:               2 hits    Damage: 145
8b set:                 1 hit     Damage: 70
bc(R2) set:             1 hit     Damage: 120

Originated Combo:

You can BD right away after the special melee, and chain any combo set. BDC 
means BD cancel.

bc>BDC>b>b>b                      Damage: 232
bc>BDC>4b>b                       Damage: 208
bc>BDC>8b                         Damage: 163
bc>BDC>ab                         Damage: 184
(Machine gun cancel where applicable)


SPEED Combo:

b>b==b>b>b                        Damage: 234
b==b==b==4b>b                     Damage: 243
b==b==b>b>b                       Damage: 255
b==b==bc==4b>b                    Damage: 268

4b==4b==4b==4b>b                  Damage: 214
4b==4b==b>b>b                     Damage: 236


RUSH Combo:

b>4b>b>b>bc                       Damage: 234
b>4b>b>4b>4b                      Damage: 234
b>4b>b>b>b                        Damage: 246
b>bc>b>b>b                        Damage: 262

4b>b>4b>b>bc                      Damage: 233
4b>b>bc>4b>4b                     Damage: 258


POWER Combo:

nb set>a                          Damage: 310
bc>BDC>b>b>b>a                    Damage: 323
bc>BDC>4b>b>a                     Damage: 315
bc>BDC>8b>a                       Damage: 288
bc>BDC>ab                         Damage: 304

b>b>SDC>b>b>b                     Dmaage: 310


Comment:


------------------------
ZGMF-1017 GINN (Bazooka)
------------------------
Cost:270  HP:450  Shield: X  Transformable: X  Default Pilot: Miguel Aiman

Main weapon:    Bazooka(9)        Damage: 111 Reload time:   6    sec/all
Sub weapon(R1): Bazooka x2(9)     Damage: 167 Reload time:   6    sec/all

nb set:                 2 hits    Damage: 175
4/6b set:               1 hit     Damage: 115
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 100

Originated Combo:

None. (BZC where applicable)


SPEED Combo:

b==b==b==b==8b                    Damage: 235
b==b==b==b==4b                    Damage: 248
b==b==b==b>b                      Damage: 270

(4b=88=) x5                       Damage: 206


RUSH Combo:

b>bc>8b                           Damage: 197
b>4b>8b>4b>8b                     Damage: 216

4b>8b>4b>8b>4b                    Damage: 199

8b>4b>8b>4b>8b                    Damage: 202


POWER Combo:

ab                                Damage: 292
nb set>a                          Damage: 305

b>SDC>b>b>a                       Damage: 310


Comment:


---------------------------------
ZGMF-1017 GINN (Heavy Ion Cannon)
---------------------------------
Cost:270  HP:450  Shield: X  Transformable: X  Default Pilot: Miguel Aiman

Main weapon:    Ion Cannon(4)     Damage: 115 Recharge time: 5    sec/ammo
Sub weapon(R1): Ion Cannon-keep(4)Damage: 186 Recharge time: 5    sec/ammo

nb set:                 2 hits    Damage: 175
4/6b set:               1 hit     Damage: 115
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 100

Originated Combo:

None. (Ion cannon cancel where applicable)


SPEED Combo:

b==b==b==b==8b                    Damage: 235
b==b==b==b==4b                    Damage: 248
b==b==b==b>b                      Damage: 270


RUSH Combo:

a x2                              Damage: 149
b>bc>8b                           Damage: 197
b>SDC>b>b>a                       Damage: 219


POWER Combo:

ab                                Damage: 309
nb set>a                          Damage: 306

b>SDC>b>b>a                       Damage: 320


Comment:


------------------------------------------------
ZGMF-LRR704B GINN Long Range Reconnaissance Type
------------------------------------------------
Cost:270  HP:480  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Sniper Rifle(10)  Damage: 100 Reload time:   6.5  sec/all
Sub weapon(R1): Sniping Mode(10)  Damage: 90  Reload time:   6.5  sec/all

nb set:                 2 hits    Damage: 157
4/6b set:               1 hit     Damage: 120
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 150 (Down)

Originated Combo:

None. (Sniper rifle cancel where applicable)


SPEED Combo:

b==b==b==bc                       Damage: 248
b==b==b==b>b                      Damage: 253
b==b==b==b==bc                    Damage: 278


RUSH Combo:

b>8b>ab>a                         Damage: 169
b>SDC>b>8b>a                      Damage: 196


POWER Combo:

ab x2                             Damage: 277
nb set>a                          Damage: 290
bc set                            Damage: 263

b>SDC>b>b>a                       Damage: 304


Comment: Ahh...the Recon. GINN, my favorite 270 from the prequel. It pretty 
much stays the same as before with some minor changes.

The sniper rifle shot travels really fast, and it does 100 points damage just 
like a standard BR. However, the recovery time is much longer. NEVER fire it 
in mid range against a big suit unless you know you can get him for sure. Vets
can eat you alive with melee if you're not careful with the recovery time.

The sniping mode has been buffed in terms of tracking, by A LOT! This would be
good in mid-long range to catch people off guard. You can press ab again or 
simply press jump to cancel out the sniping stance. There has been a slight 
change made on the Down Value count, from 2 to 2.5. So now you can down the 
target with just 2 hits instead of 3. That's a good change for Recon. GINN.
Don't abuse this though as there IS quite a recovery time afterwards.

Recon. GINN's melee moves are just horrible. They're slow, short in reach, and
the damage is below average as well. Just don't bother with it. If you REALLY 
want to melee, 8b>a is your friend. Bottomline, don't do too much close combat.

Recon. GINN's BD performance is pretty bad too. That includes speed, duration,
and turning ability. Its stepping ability sucks just as bad as the Jet Windam.
So don't make any hasty move without your partner around.

Overall, Recon. GINN is a fun unit. As to whether it's usable or not in PvP, 
well, if you're used to all the disadvantages it has, sure, why not? Recon. 
GINN's best quality would be the high Down Value on its main weapon. A simple
crossfire from a standard BR and the rifle can down the opponent just like that 
(2 + 3 = 5). So just focus on connecting shots with your teammate, and create 
as many 2 on 1 situations as possible by downing the other opponent. 


------------------------------------------------------------------------------
4g. Tier 200
------------------------------------------------------------------------------


Tier 200 is the bottom tier in the game. It's either the partner for the 590s,
for a 590 + 200 x 2 combo, or the 280s for a 280 x 2 + 200 x 2 combo. Either 
would be pretty hard on the 200s, so it's not recommended for inexperienced 
players. However, I've also seen vets getting as many as a 14 winning-streak 
with a DINN (280) + GINN OCHER (200) combo. So, yeah...when you're that good, 
none of this really matters.

However, it does not change the fact that the 200s are all naturally behind 
on unit abilities. Don't expect as much out of the units as you should be out
of yourself.


------------------
TMF/S-3 GINN OCHER
------------------
Cost:200  HP:420  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Machine Gun(70)   Damage: 97  Reload time:   10   sec/all
Sub weapon(R1): Smoke Dispenser(3)Damage: 20  Reload time:   7    sec/all

nb set:                 3 hits    Damage: 150
4/6b set:               2 hits    Damage: 127
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 100

Originated Combo:

ab>b>b>b                          Damage: 164
(Machine gun cancel where applicable)


SPEED Combo:

b==b==b>b>b                       Damage: 236
b>b==b>b>b                        Damage: 236
b==b==b==4b>b                     Damage: 256
b==b>b==4b>b                      Damage: 256
b>b==b>b==8b                      Damage: 273
b==b==b==b==8b                    Damage: 273

4b==4b==b>b>b                     Damage: 236
4b==4b==4b==4b>b                  Damage: 256
4b==4b==4b==4b==8b                Damage: 273

ab==4b==4b==4b>b                  Damage: 226
ab==b==b==b==8b                   Damage: 243


RUSH Combo:

b>4b>b>b>b                        Damage: 236
b>4b>b>4b>4b                      Damage: 256
b>4b>b>4b>8b                      Damage: 273

4b>b>4b>b>b                       Damage: 231
4b>b>b>4b>4b                      Damage: 256
4b>b>4b>b>8b                      Damage: 273


POWER Combo:

nb set>a                          Damage: 271+
ab>nb set>a                       Damage: 293+

b>b>SDC>b>b>b                     Damage: 308


Comment:


------------------
UWMF/S-1 GINN WASP
------------------
Cost:200  HP:420  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Torpedo(12)       Damage: 98  Reload time:   7    sec/all
Sub weapon(R1): Torpedo x4(12)    Damage: 124 Reload time:   7    sec/all

nb set:                 3 hits    Damage: 173
4/6b set:               2 hits    Damage: 137
8b set:                 1 hit     Damage: 80
bc(R2) set:             1 hit     Damage: 120

Originated Combo:

bc>BDC>b>b>b                      Damage: 220
(Torpedo cancel where applicable)


SPEED Combo:

b>b==b>b>b                        Damage: 200
b==b==b==4b>b                     Damage: 206
b==b==b>b>b                       Damage: 218
b==4b==4b==4b>b                   Damage: 244
b==4b==4b==4b=88=bc               Damage: 270

4b==4b==4b==4b>b                  Damage: 265
4b==4b==4b==4b==bc                Damage: 290
4b==4b==4b==bc==bc                Damage: 302
(All using =88= for higher stability)


RUSH Combo:

b>4b>b>4b>4b                      Damage: 226
b>4b>b>b>b                        Damage: 237
b>4b>b>4b>bc                      Damage: 251

4b>b>b>4b>4b                      Damage: 217
4b>b>4b>b>8b                      Damage: 219
4b>b>4b>b>bc                      Damage: 253

bc>b>bc>b>bc                      Damage: 249
(The loop can be done by pressing bc repeatedly)


POWER Combo:

nb set>a                          Damage: 303
4/6b set>a                        Damage: 254
bc>a                              Damage: 271

b>b>SDC>b>b>b                     Damage: 298
b>SDC>b>b>b>a                     Damage: 306


Comment: GINN WASP Type is quite easy to use. But it's not really that good in
PvP, not even as a 200.

The torpedo is all GINN WASP has. It deals decent damage, but the traveling 
speed is really low. You might have trouble connecting shots because of that.
Also, since it's a shell weapon, pretty much every other weapon in the game 
can just penetrate right through it. It's not particularly a good weapon, but 
there's not much you can do about it. Use the sub to catch landings instead 
since you fire 4 shots at once. Watch out for the recovery time and your ammo 
though.

WASP's melee isn't bad for a 200, but most moves are not fast enough for any 
situations other than clear openings. Your best bet would be the 8b, headbutt.
It does rather low damage, but the rest is all good. It comes out pretty fast 
with a decent reach and a good priority. This is the only move you might have 
a chance to catch your opponent off guard with. So abuse this if you're 
unfortunate enough to get caught in a stepping battle against a big suit.

Overall, WASP really struggles against players. If you really want to use a 200
in PvP, go with GINN OCHER, which in my opinion, is the best 200 in the tier. 
WASP gets advantages in the water, but players who choose sea maps on purpose 
WILL be considered cheap. So think twice before you do that in the arcades.


------------------
YMF-01B Proto GINN
------------------
Cost:200  HP:420  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Machine Gun(40)   Damage: 97  Reload time: Manually
Sub weapon(R1): Machine Gun(40)   Damage: 127 Reload time: Manually
ac(L2):         Reload            Damage: --- *Reloads machine gun*

nb set:                 2 hits    Damage: 155
4/6b set:               2 hits    Damage: 105
8b set:                 1 hit     Damage: 100
bc(R2) set:             1 hit     Damage: 120

Originated Combo:

None. (Machine gun cancel where applicable)


SPEED Combo:

b==b==b==b==bc                    Damage: 215
b==b==b==b>b                      Damage: 223
ac x n                            Damage: 0   *looks hilarious*


RUSH Combo:

a x9                              Damage: 167

b>bc>a                            Damage: 152
b>b>8b                            Damage: 172 


POWER Combo:

ab                                Damage: 222
nb set>a                          Damage: 281+

b>SDC>b>b>a                       Damage: 300+


Comment:


------------
UMF-4A GOOhN
------------
Cost:200  HP:390  Shield: X  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Torpedo(12)        Damage: 94  Reload time:  7    sec/all
Sub weapon(R1): P.M. Energy Cannon Damage: 116 Reload time:  7    sec/all
CS:             Missle             Damage: 137 (Down)

nb set:                 2 hits    Damage: 138
4/6b set:               2 hits    Damage: 110
8b set:                 1 hit     Damage: 120
bc(R2) set:             1 hit     Damage: 160

Originated Combo:

b>8b                              Damage: 186
(CSC/Torpedo cancel where applicable)


SPEED Combo:

b==b==b==b>b                      Damage: 305
b==b==b==b==CS                    Damage: 311
b==b==b==b>8b                     Damage: 313
b==b==b==b==8b                    Damage: 314


RUSH Combo:

b>4b>ab                           Damage: 211
b>8b>CS                           Damage: 219
b>8b>4b                           Damage: 228
b>SDC>b>8b>a                      Damage: 271


POWER Combo:

CS                                Damage: 240
b>8b>CS                           Damage: 317
bc set>CS                         Damage: 304

b>SDC>b>8b>CS                     Damage: 328


Comment:


---------------
TFA-4DE GAZuOOT
---------------
Cost:200  HP:430  Shield: X  Transformable: O/X  Default Pilot: ZAFT Nameless

Main weapon:    Falcone(4)        Damage: 90  Reload time:   4    sec/all
Sub weapon(R1): Machine Gun(100)  Damage: 98  Reload time:   5    sec/all
Melee:          Machine Gun(100)  Damage: 98  Reload time:   5    sec/all
CS:             Dual Beam Cannon  Damage: 123 (Down)
bc(R2):         Tank Mode         Damage: --- (Transform)

-Tank Mode-
Main weapon:    Falcone(4)        Damage: 90  Reload time:   4    sec/all
Sub weapon(R1): Machine Gun(100)  Damage: 98  Reload time:   5    sec/all
Melee:          Machine Gun(100)  Damage: 98  Reload time:   5    sec/all
CS:             Dual Beam Cannon  Damage: 123 (Down)

Originated Combo:

None. (CSC where applicable)


SPEED Combo:

--


RUSH Combo:

--


POWER Combo:

CS                                Damage: 215
a>CS                              Damage: 262 *QC*
b/ab>CS                           Damage: 314


Comment:


-----------
TFA-2 ZuOOT
-----------
Cost:200  HP:430  Shield: X  Transformable: O/X  Default Pilot: ZAFT Nameless

Main weapon:    Barrel Cannon(10) Damage: 70  Recharge time: 5    sec/ammo
Sub weapon(R1): Barrel Cannon(4)  Damage: 106 Reload time:   5.66 sec/all
Melee:          Machine Gun(50)   Damage: 95  Reload time:   5.66 sec/all
bc(R2):         Tank Mode         Damage: --- (Transform)

-Tank Mode-
Main weapon:    Barrel Cannon(10) Damage: 100 Recharge time: 2.33 sec/ammo
Sub weapon(R1): Barrel Cannon(4)  Damage: 106 Reload time:   2.83 sec/all
Melee:          Machine Gun(50)   Damage: 95  Reload time:   4    sec/all

Originated Combo:

None.


SPEED Combo:

--


RUSH Combo:

--


POWER Combo:

a x2 (Tank Mode)                  Damage: 175
b                                 Damage: 166
ab                                Damage: 184


Comment:


-------------------------------------
ZGMF-1000 ZAKU Warrior (LIVE Concert)
-------------------------------------
Cost:200  HP:420  Shield: O  Transformable: X  Default Pilot: ZAFT Nameless

Main weapon:    Hand Grenade(20)    Damage: 88+ Reload time:   6    sec/all
Sub weapon(R1): Hand Grenade x3(20) Damage: 71+ Reload time:   6    sec/all
ac(L2):         Hand Grenade x4(20) Damage: 64+ Reload time:   6    sec/all
bc(R2):         Lacus Clyne LIVE!   Damage: --- (Starts Quiet Night C.E.73)

nb set:                 1 hit     Damage: 130
4/6b set:               1 hits    Damage: 110
8b set:                 1 hit     Damage: 100

Originated Combo:

None. (Hand grenade cancel where applicable)


SPEED Combo:

a==a==a==b                        Damage: 164+-

b=88=b                            Damage: 193

8b=88=8b                          Damage: 149
8b=88=b                           Damage: 163

bc x n                            Damage: 0   *looks hilarious*


RUSH Combo:

8b>b                              Damage: 163
8b>b>a                            Damage: 230+- *conditional*


POWER Combo:

b>a                               Damage: 253+-
a>b>a                             Damage: 287+- *conditional*


Comment:


==============================================================================
5. Tactics
==============================================================================


This section is about the common strategies and techniques. I am not a very 
good player myself, so I will just lay out some general rules and a few tips 
for those who are interested in some PvP actions in the future. Quickly taking
a look at this section just might save you some money and embarrassment when 
you are out there PvP for the first time.


------------------------------------------------------------------------------
5a. Beginner Must-Knows
------------------------------------------------------------------------------

Ever wondered why you just can't seem to hit some certain players when their 
attacks keep landing on you one after another? Here are some tips to keep that 
from happening.

1. Cost

I have lost count on how many time I have seen people doing overcost or 
undercost for no apparant reasons. And they were all saying ''What? so fast?''
after losing like they did not see it coming at all.

2. Know your enemy and know yourself.

Before you start any match with anyone, it doesn't hurt to spend a few seconds 
to take a look at your opponent's choice of unit. Think about their strengths 
and weaknesses, and how you are going to handle them with what you have. Just a 
few seconds would be fine since it's all you got anyways. It may not help out 
a lot, but at least it helps lowering the chance of unexpected misplay. A few 
things you should pay attention to...

-Is he faster or slower than me?
-Does he have a longer BD or I do?
-Does he have a CS that I should watch out for (possible CSC)?
-Is he capable of doing melee fakes? (Strike, Gaia, Rouge, Destiny...etc)
-Does he have any fast and abusable melee moves?
-Does he have any high-tracking weapons that are GH-able?

Keep those in mind, and maybe, just maybe, you will be able to work them into 
your advantages. Besides, some things are very obvious. Don't be the idiot who 
keeps rushing in, getting close and personal with a Sword Impulse when it 
clearly far outranks you in that department.

3. Shooting angles and timing.

Every weapon has a unique shooting angle, so don't force one out just because 
you THINK you might be able to get him. When you use a range weapon out of its 
effective shooting angle, it CAN be as bad as missing a melee, and you know 
what happens next.

4. Range weapon recovery time.

Weapons such as Bazooka and Recon. Ginn's Rifle have incredibly longer 
recovery time compared to the others even though they might not look that way. 
Well, they do. Not just those two, every range weapon has a recovery time, even
the BR. And vets can eat you alive if you have a habit of spamming shots even 
in close range. 

5. Keep your cool

If you are going to win, there is no need for hastiness. If your opponents are 
simply too good, rushing in like an idiot certainly won't help.


------------------------------------------------------------------------------
5b. The Melee Moves
------------------------------------------------------------------------------


Some might think that melee moves are just moves that deal different damage, 
with different poses. However, there is actually a lot more to that. Even 
though each unit has its own unique melee moveset, the general rules will never
change. 

-Neutral melee (nb):

In most cases, neutral melee sets deal the highest damage, but also takes the 
longest to execute the whole set. They usually have decent reach, average 
thrust speed, and average priorities to go with that. This move would be ideal 
for any clear openings including counterattacks and saving your partner...etc.

-Side melee (4/6b):

Compared to the neutral melee (which is most likely a 3 or even 4 hitter), side
melee moves are usually a 2-hitter, or even just a single blow for some range 
type units. Therefore they deal about 30-40 less damage, which is still good, 
considering it does not take you as long to finish the whole set. 

Also, one of the best things about side melee is, it curves and attacks from 
the sides. So, with proper timing and a little bit of reading on your opponent,
this can be used to dodge a BR or any other range attacks without having to 
side step first, and therefore allowing you to counterattack a split-second 
earlier. Due to the same reason, 4/6b's curve can save you from those forced 
landings when you're out of boost. It could be dangerous, but it's certainly 
worth a try since you don't have many options left in that kind of situations 
anyway.

-Front melee (8b):

Front melee usually have great reach, INSANE thrust speed, and good tracking 
ability too. On top of that, most 8b have the highest priorities compared to 
the rest, making them the best choices for clashing. The single-blow types such 
as IJ's and Legend's usually do lower damage, from 100-150, while the grinding 
types like O. Aka's and Destiny's 8b can do around 150-170. 

-Special melee (bc):

There are many types when it comes to special melee. The ones like Justice's, 
Duel's, and F. Impulse's are great for countering melee. The others such as 
Aile Stirke's and Gaia's are very tracking and constantly moving. We also have 
all the other types like Duel AS's rolling attack, which is good for basically 
any situations, and Chaos' transforming bc, which has an INSANE priority, even 
higher than most of the 8b.

Some units also have 2b and ccb (aka Issen in Freedom/SF's case) that can 
really surprise your opponents. You should learn what each move can do and mix
up your games.

-Melee Decoys:

It's basically a psychological game. Because of human nature, most players just
feel so compelled to melee back when the opponent misses his melee because 
well, it IS high profit and low risk. But, there are some melee attacks that 
simply has too little reocery time afterwards that it is possible to dodge even 
AFTER missing the attack.

Here is a list of attacks that are possible decoys. Go after them ONLY if you 
know it will be fast enough. Otherwise, just shoot them.

-IJ's 4/6b
-Strike(420)'s 4/6b
-Rouge's nb
-Rouge's 4/6b and 4/6b>b
-Destiny's 8b
-Gaia's nb
-Gaia's 4/6b
-Abyss's 8b
-Savior's 4/6b

When you see someone slashing thin air with an attack, but stop right after the
first hit, watch out, that could be fake. If you want to counter with your 
melee, wait for them to execute the second hit, or even after they finish the 
whole combo. (In Rouge's case, it is still dangerous after the whole 4/6b set)


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5c. Team Combos
------------------------------------------------------------------------------


As mentioned above, you have 1000 points for your battle gauge. With the given 
tiers in the game, here are some ideal combos including the overcost ones. 

590(x1)+590(--)
590(--)+450(x2)

590(x1)+280/270(x1)
590(x1)+200(x2)
560(x1)+420(x1)
560(x1)+200(x2)
450(x1)+450(x1)
450(x1)+270(x2)
420(x1)+280(x2)
280(x2)+200(x2)

Some combos do offer low-tier suits second deaths, which might look like they 
have some advantages over the others. But remember, there is a difference 
between playing the game, and playing the cost.


==============================================================================
6. Unlockables
==============================================================================


You can unlock several units and Routes by beating the Arcade mode ## times. 
The difficulty doesn't matter, and the choices of your pilot, unit, and Route 
don't matter either. You should be able to unlock everything after 11 runs of 
Arcade mode.

1:  Route G
2:  Route H
3:  Blaze ZAKU Phantom (Heine)
4:  Gells-Ghe
5:  GOUF Ignited (Yzak)
6:  Blaze ZAKU Phantom (Dearka)
7:  Zamza-Zah
8:  ASSH (Black)
9:  Gaia (Waltfeld)
10: Stargazer
11: Route I

Remember to save after you've unlocked them, or you will have to do it all 
over again next time.


==============================================================================
7. FAQ
==============================================================================

-Are Blu Duel and Verde Buster in the game?
A: No, they're not.

-How do I transform into MA mode?
A: Quickly tap any direction key twice while holding the boost button.

-How do I block?
A: Press down then up quickly.

-Is there a difference between a regular shield and an energy shield?
A: No. It's just visual effect.

-Will my shield break if I block too much?
A: No. All shields are indestructible.

-What kind of attacks can I block?
A: Anything. As long as it's within your shield's effective coverage, nothing 
is unblockable.

-How do I do that fly-by attack with Freedom and Strike Freedom?
A: It's their BD melee (ccb). 

-Sometimes when I try to do the BD melee, other moves come out. Why's that?
A: When performing a BD melee attack, there should be no direction key 
involved. Let go of the lever, and use the boost button instead to maintain 
your BD.

-How do I do that ''attack-two-targets-at-once'' move with Strike Freedom?
A: It's the MCS.

-Can Strike Freedom use its Full Burst attack with the DRAGOONs?
A: No. The closest thing would be using the Full Burst attack right after 
firing the DRAGOONs. There is NO single command for it.

-How do I use IJ's anchor?
A: Back melee, 2b.

-How do I ride on the lifter for Justice and IJ?
A: Transform into MA mode.

-How do I get a Destiny rank / FAITH badge, and get into an EX phase?
A: By playing well. Ususally, if you don't die, and get most of the KOs, you 
will get one.

-Sometimes when I get a Destiny rank, I don't get a FAITH badge. Why's that?
A: You're playing the random Routes. They do not have EX phases even if you 
manage to get a Destiny rank.

-How do I get into stage 10, aka Final Plus?
A: By getting 5 FAITH badges IN TOTAL for the team.

-How do I self-destruct with Aegis?
A: You can't, unless you're playing PLUS mode.

-Why do I keep getting killed by the comp? Is there a trick to beat the CPU? 
Don't tell me I suck.
A: No, there is not. You suck. Get some practice or deal with it.

-I don't understand your FAQ. Why can't you write it in plain language? The 
numbers and letters confuse me.
A: Why don't you write one? The numbers and letters are confusing? Repeat 
grade school or deal with it.
 

==============================================================================
8. Credits and Special Thanks
==============================================================================


Credits go to

-JP wiki for some references.

-VitaLemon for several comments.

-Jazinus for correcting a fatal error on the unit layout.

-ZGMFX10Amod00 for several comments.

-Giruet for Abyss comment.

-omegaweapon15 for Nukedam comment.

-g0th1k4 for Buster comment.


Special Thanks to

-GameFAQs for hosting this FAQ.

-Bandai and Capcom for the great game.

-Nyushin for turning my old topic into a formal FAQ while I was busy.

-Arcade buddies for the heavy gaming right from the beginning. Terrence, Alan, 
Tommy, Ivan, Sam, Eric, Paul, Sherman, and Bruce. You guys are great!

-Other arcade players from the message board for sharing your thoughts for the 
past few months. omegaweapon15, g0th1k4, applehands, zidanet129, monk12345, 
Sakuyachan, Jazinus, and anyone I might have missed just now.

-astrys for uniting the board and keeping it alive and entertaining.


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Copyright 2007 William Hu
All Rights Reserved

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