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Gundam Musou 2 - Dynasty Warriors: Gundam 2
Pilot and MS Stats - Ver. MSN04
LordKarasuman/Shokatshin
2009
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This Guide (Copyright 2009) was composed by LordKarasuman/Shokatshin.
This Guide may not be altered in any way without my consent, and may
not be distributed without the proper credit attributed. This Guide may
be distributed, but not sold.
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Index
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0. Version History {statverh}
1. Introduction {statintd}
2. Legend {statlegd}
3. Pilot Stats {statpils}
4. MS Stats {statmobs}
5. Individual Pilot Information {statinpi}
6. Individual MS Information (Incomplete) {statimsi}
God Gundam {godg}
Nu Gundam {nugu}
Strike Freedom {stfr}
Sazabi {szbi}
Master Gundam {magu}
Zeta Gundam {zegu}
Hyaku Shiki {100s}
Qubeley Mk. II Black {qubl}
Qubeley {quwh}
Turn-A Gundam {taan}
Gundam F91 {gf91}
Infinite Justice {inju}
Char's Zaku II {zach}
Wing Gundam Zero {wigu}
V2 Gundam {v2gu}
Qubeley Mk. II Red {qure}
Destiny Gundam {degu}
Gundam Epyon {koy1}
Musha Gundam Mk. II {mum2}
The O {theo}
Musha Gundam {mugu}
ZZ Gundam {zzgu}
Byalant {blnt}
Gundam Mk. II Black {gm2b}
Zeong {msn2}
Gundam {rx78}
Hambrabi {hbri}
Turn X {koy2}
Char's Z'Gok {czgk}
Re-GZ {regz}
Palace Athene {plat}
Bolinoak Sammahn {blsm}
Gundam Mk. II {gm2w}
Bound Doc {bddc}
Bawoo {bw01}
Guncannon {gncn}
Gottralatan {gttl}
Jagd Doga Gyunei {jdgy}
Jagd Doga Quess {jdqu}
MP Qubeley {qump}
Geara Doga Rezin {gdre}
Char's Gelgoog {chge}
Ridden's Gelgoog {rige}
Gyan {vase}
Gaza D {gazd}
MP Bawoo Axis {bw02}
Barzam {brzm}
Rick Dias {ridi}
MP Bawoo Glemy {bw03}
Gelgoog {mpge}
Gouf Flight Type {gfft}
Geara Doga {gdmp}
Jegan {jgan}
Gaza C {gazc}
Gouf {rral}
Z'Gok {mzgk}
Nemo {slum}
Marasai {mrsi}
Dom {btri}
GM II {jim2}
Hizack {hzck}
Ball {coff}
Zaku Tank {zatk}
Zaku II {zaii}
GM Command {jimc}
GM {jim1}
7. Tier List {stattili}
8. Special Thanks {statspta}
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|0. Version History {statverh}+
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0 to 80%
1/23/09: Started this guide.
1/24-27/09: Various edits.
1/28/09: Fixed the Nemo's Mobility, changing it from the original 830
to the corrected 330 as per srwzwiki.
1/29-30/09: Continued edits.
1/31/09: Fixed some mistakes on Char's Zaku II.
2/1-28/09: Continued edits.
Ver. Zeong: 2/28/09.
3/1-5/09: Fixed several errors, not the least of which was accidentally
listing the regular Gelgoog as a Class 2.
3/5/09: Added a preliminary Tier List.
Ver. CAZII (Char's Zaku-II): 3/05/09.
3/6/09: Finished up adding to the Individual MS Information entries for
Class 2 mechs.
Ver. YMS14 (Char's Gelgoog): 3/07/09.
3/08-21/09: Scant start on Class 1 entries in Individual MS
Information, and adjusted Tier List as per dicussion on forums.
Ver. Gamma (Rick Dias): 3/22/09.
Ver. Gamma (Rick Dias) edit: 3/24/09. wodash pointed out some errors to
me.
3/24-4/12/09: Added more to the Individual MS Information section, as
well as updating the Tier List section per discussion on forums.
Ver. MSM7S (Char's Z'Gok): 4/12/09.
8/19/09: Finally went back to working on this, adding o the Individual
MS Information section and updating the Tier List a little more.
Ver. ZZAru (Zero Ze Aru): 8/19/09.
8/20-23/09: Added several minor things, including tags to make access to
certain sections of the guide easier, as per more modern FAQs/guides on
GameFAQs nowadays.
Ver. 100-S (Hyaku Shiki): 8/24/09.
8/27/09: Revision of Re-GZ and Ridden's Gelgoog subsections. Added to
Char's Gelgoog subsection. Adjustment of tier list section.
Ver. Delta (Delta Gundam): 8/28/09.
9/2/09: Added to The-O's subsection in Individual MS Information.
Adjusted the tier list.
Ver. RX78C (RX-78 Gundam Char Custom): 9/2/09.
9/3-6/09: Added to the Musha Mk. II's section in Individual MS
Information. Adjusted the tier list.
Ver. MSN04 (Sazabi): 9/6/09.
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|1. Introduction {statintd}+
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This guide is an attempt to organize data collected on the internet
about the selectable Pilots and Mobile Suits in Gundam Musou 2 to make
comparisons between the massive selection of them easier.
The vast majority of original data is taken from srwzwiki.
Translations of each stat name from Japanese to English are taken from
Osiris and BlackKite at the KOEIWarriors forum.
For a more general FAQ, please look up BlackKite's on GameFAQs or the
srwzwiki if you understand Japanese. While this guide will touch on
the movesets of characters, a better analysis can be provided by
wodash at KOEI Warriors.
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|2. Legend {statlegd}+
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Fht: Fight ability, determines most melee weaponry strength
Sht: Shot strength, determines most long-ranged weaponry strength
Def: Defense, determines ability to take hits
Arm: Armor, determines life bar length
Mob: Mobility, determines dash speed
Thr: Thruster output, determines ability to sustain dash
Total: Total stat points
Mo: Moveset
1 - indicates an S6C6 moveset
2 - indicates an S4C4 moveset
3 - indicates an S8C1 moveset
3* - indicates an S8C2 moveset, counts as Class 3 for certain missions
S = Number of square presses in a square-only attack string
C = Number of different triangle charge attacks
Additionally, some Class 2 mechs have C1s that cannot be used three
consecutive times, neither can they stun enemy aces. They also benefit
a little more from Instant Hero. They are:
Z'Gok
MP Qubeley
MP Bawoo Glemmy
MP Bawoo Axis
Nemo
Jegan
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|3. Pilot Stats {statpils}+
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Pilots: In order of Total Stat Points
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: :
Name - Fht - Sht - Def - Total
==============================================
Amuro Ray - 258 - 300 - 259 - 817
Usso Ewin - 280 - 277 - 260 - 817
Master Asia - 300 - 219 - 280 - 799
Char Aznable - 298 - 259 - 240 - 797
Kamille Bidan - 280 - 297 - 220 - 797
Heero Yuy - 239 - 280 - 278 - 797
Haman Karn - 259 - 298 - 239 - 796
Domon Kasshu - 300 - 198 - 298 - 796
Judau Ashta - 258 - 277 - 260 - 795
Kira Yamato - 259 - 299 - 237 - 795
Milliardo Peacefraft - 275 - 259 - 257 - 791
Athrun Zala - 277 - 258 - 256 - 791
Paptimus Scirocco - 278 - 279 - 219 - 776
Loran Cehack - 238 - 237 - 300 - 775
Seabook Arno - 257 - 278 - 238 - 773
Jerid Messa - 234 - 239 - 298 - 771
Shinn Asuka - 276 - 256 - 235 - 767
Yazan Gable - 274 - 257 - 234 - 765
Dozle Zabi - 272 - 217 - 274 - 763
Ramba Ral - 273 - 233 - 253 - 759
Elpeo Puru - 220 - 276 - 260 - 756
Roux Louka - 236 - 240 - 277 - 753
Puru Two - 256 - 260 - 237 - 753
Gym Ghingnham - 278 - 216 - 255 - 749
Emma Sheen - 220 - 250 - 278 - 748
Katejina Loos - 254 - 220 - 274 - 748
Sleggar Law - 217 - 273 - 254 - 744
Four Murasame - 250 - 275 - 218 - 743
Quess Paraya - 251 - 274 - 217 - 742
Reccoa Londe - 218 - 240 - 275 - 733
Rosamia Badam - 271 - 251 - 198 - 720
Cecily Fairchild - 233 - 254 - 233 - 720
Hayato Kobayashi - 230 - 218 - 270 - 718
Glemy Toto - 231 - 250 - 233 - 714
Kai Shiden - 200 - 254 - 252 - 706
Sarah Zabiarov - 232 - 273 - 199 - 704
Lunamaria Hawke - 219 - 253 - 232 - 704
Gyunei Guss - 252 - 250 - 200 - 702
Lacus Clyne - 180 - 271 - 251 - 702
M'Quve - 255 - 215 - 230 - 700
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Pilots: In order of Fight ability
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: :
Name - Fht - Sht - Def - Total
==============================================
Master Asia - 300 - 219 - 280 - 799
Domon Kasshu - 300 - 198 - 298 - 796
Char Aznable - 298 - 259 - 240 - 797
Usso Ewin - 280 - 277 - 260 - 817
Kamille Bidan - 280 - 297 - 220 - 797
Paptimus Scirocco - 278 - 279 - 219 - 776
Gym Ghingnham - 278 - 216 - 255 - 749
Athrun Zala - 277 - 258 - 256 - 791
Shinn Asuka - 276 - 256 - 235 - 767
Milliardo Peacefraft - 275 - 259 - 257 - 791
Yazan Gable - 274 - 257 - 234 - 765
Ramba Ral - 273 - 233 - 253 - 759
Dozle Zabi - 272 - 217 - 274 - 763
Rosamia Badam - 271 - 251 - 198 - 720
Haman Karn - 259 - 298 - 239 - 796
Kira Yamato - 259 - 299 - 237 - 795
Amuro Ray - 258 - 300 - 259 - 817
Judau Ashta - 258 - 277 - 260 - 795
Seabook Arno - 257 - 278 - 238 - 773
Puru Two - 256 - 260 - 237 - 753
M'Quve - 255 - 215 - 230 - 700
Katejina Loos - 254 - 220 - 274 - 748
Gyunei Guss - 252 - 250 - 200 - 702
Quess Paraya - 251 - 274 - 217 - 742
Four Murasame - 250 - 275 - 218 - 743
Heero Yuy - 239 - 280 - 278 - 797
Loran Cehack - 238 - 237 - 300 - 775
Roux Louka - 236 - 240 - 277 - 753
Jerid Messa - 234 - 239 - 298 - 771
Cecily Fairchild - 233 - 254 - 233 - 720
Sarah Zabiarov - 232 - 273 - 199 - 704
Glemy Toto - 231 - 250 - 233 - 714
Hayato Kobayashi - 230 - 218 - 270 - 718
Elpeo Puru - 220 - 276 - 260 - 756
Emma Sheen - 220 - 250 - 278 - 748
Lunamaria Hawke - 219 - 253 - 232 - 704
Reccoa Londe - 218 - 240 - 275 - 733
Sleggar Law - 217 - 273 - 254 - 744
Kai Shiden - 200 - 254 - 252 - 706
Lacus Clyne - 180 - 271 - 251 - 702
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Pilots: In order of Shot strength
=
: :
Name - Fht - Sht - Def - Total
==============================================
Amuro Ray - 258 - 300 - 259 - 817
Kira Yamato - 259 - 299 - 237 - 795
Haman Karn - 259 - 298 - 239 - 796
Kamille Bidan - 280 - 297 - 220 - 797
Heero Yuy - 239 - 280 - 278 - 797
Paptimus Scirocco - 278 - 279 - 219 - 776
Seabook Arno - 257 - 278 - 238 - 773
Usso Ewin - 280 - 277 - 260 - 817
Judau Ashta - 258 - 277 - 260 - 795
Elpeo Puru - 220 - 276 - 260 - 756
Four Murasame - 250 - 275 - 218 - 743
Quess Paraya - 251 - 274 - 217 - 742
Sleggar Law - 217 - 273 - 254 - 744
Sarah Zabiarov - 232 - 273 - 199 - 704
Lacus Clyne - 180 - 271 - 251 - 702
Puru Two - 256 - 260 - 237 - 753
Char Aznable - 298 - 259 - 240 - 797
Milliardo Peacefraft - 275 - 259 - 257 - 791
Athrun Zala - 277 - 258 - 256 - 791
Yazan Gable - 274 - 257 - 234 - 765
Shinn Asuka - 276 - 256 - 235 - 767
Cecily Fairchild - 233 - 254 - 233 - 720
Kai Shiden - 200 - 254 - 252 - 706
Lunamaria Hawke - 219 - 253 - 232 - 704
Rosamia Badam - 271 - 251 - 198 - 720
Emma Sheen - 220 - 250 - 278 - 748
Glemy Toto - 231 - 250 - 233 - 714
Gyunei Guss - 252 - 250 - 200 - 702
Roux Louka - 236 - 240 - 277 - 753
Reccoa Londe - 218 - 240 - 275 - 733
Jerid Messa - 234 - 239 - 298 - 771
Loran Cehack - 238 - 237 - 300 - 775
Ramba Ral - 273 - 233 - 253 - 759
Katejina Loos - 254 - 220 - 274 - 748
Master Asia - 300 - 219 - 280 - 799
Hayato Kobayashi - 230 - 218 - 270 - 718
Dozle Zabi - 272 - 217 - 274 - 763
Gym Ghingnham - 278 - 216 - 255 - 749
M'Quve - 255 - 215 - 230 - 700
Domon Kasshu - 300 - 198 - 298 - 796
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Pilots: In order of Defense
=
: :
Name - Fht - Sht - Def - Total
==============================================
Loran Cehack - 238 - 237 - 300 - 775
Domon Kasshu - 300 - 198 - 298 - 796
Jerid Messa - 234 - 239 - 298 - 771
Master Asia - 300 - 219 - 280 - 799
Heero Yuy - 239 - 280 - 278 - 797
Emma Sheen - 220 - 250 - 278 - 748
Roux Louka - 236 - 240 - 277 - 753
Reccoa Londe - 218 - 240 - 275 - 733
Dozle Zabi - 272 - 217 - 274 - 763
Katejina Loos - 254 - 220 - 274 - 748
Hayato Kobayashi - 230 - 218 - 270 - 718
Usso Ewin - 280 - 277 - 260 - 817
Judau Ashta - 258 - 277 - 260 - 795
Elpeo Puru - 220 - 276 - 260 - 756
Amuro Ray - 258 - 300 - 259 - 817
Milliardo Peacefraft - 275 - 259 - 257 - 791
Athrun Zala - 277 - 258 - 256 - 791
Gym Ghingnham - 278 - 216 - 255 - 749
Sleggar Law - 217 - 273 - 254 - 744
Ramba Ral - 273 - 233 - 253 - 759
Kai Shiden - 200 - 254 - 252 - 706
Lacus Clyne - 180 - 271 - 251 - 702
Char Aznable - 298 - 259 - 240 - 797
Haman Karn - 259 - 298 - 239 - 796
Seabook Arno - 257 - 278 - 238 - 773
Kira Yamato - 259 - 299 - 237 - 795
Puru Two - 256 - 260 - 237 - 753
Shinn Asuka - 276 - 256 - 235 - 767
Yazan Gable - 274 - 257 - 234 - 765
Cecily Fairchild - 233 - 254 - 233 - 720
Glemy Toto - 231 - 250 - 233 - 714
Lunamaria Hawke - 219 - 253 - 232 - 704
M'Quve - 255 - 215 - 230 - 700
Kamille Bidan - 280 - 297 - 220 - 797
Paptimus Scirocco - 278 - 279 - 219 - 776
Four Murasame - 250 - 275 - 218 - 743
Quess Paraya - 251 - 274 - 217 - 742
Gyunei Guss - 252 - 250 - 200 - 702
Sarah Zabiarov - 232 - 273 - 199 - 704
Rosamia Badam - 271 - 251 - 198 - 720
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|4. MS Stats {statmobs}+
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MS: In order of Total Stat Points
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: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
=
MS: In order of Fight ability
=
: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
=
MS: In order of Shot Strength
=
: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
=
MS: In order of Defense
=
: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
=
MS: In order of Armor
=
: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
=
MS: In order of Mobility
=
: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
=
MS: In order of Thruster output
=
: :
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
=
MS: In order of Class
=
::
Name - Fht - Sht - Def - Arm - Mob - Thru - Total - Cl
=======================================================================
God Gundam - 700 - 580 - 660 - 950 - 600 - 1000 - 4490 - 1
Nu Gundam - 677 - 680 - 620 - 900 - 600 - 900 - 4377 - 1
Strike Freedom - 636 - 700 - 658 - 890 - 550 - 900 - 4334 - 1
Sazabi - 680 - 640 - 660 - 1000 - 500 - 850 - 4330 - 1
Master Gundam - 700 - 600 - 620 - 950 - 550 - 900 - 4320 - 1
Zeta Gundam - 620 - 700 - 640 - 800 - 600 - 950 - 4310 - 1
Hyaku Shiki - 660 - 657 - 600 - 850 - 500 - 995 - 4262 - 1
Qubeley Mk. II Black - 600 - 698 - 598 - 845 - 600 - 900 - 4241 - 1
Qubeley - 600 - 700 - 640 - 845 - 600 - 850 - 4235 - 1
Turn-A Gundam - 640 - 637 - 700 - 1000 - 400 - 850 - 4227 - 1
Gundam F91 - 660 - 680 - 620 - 750 - 550 - 950 - 4210 - 1
Infinite Justice - 660 - 620 - 680 - 850 - 500 - 900 - 4210 - 1
Char's Zaku II - 700 - 597 - 599 - 750 - 550 - 1000 - 4196 - 1
Wing Gundam Zero - 600 - 700 - 697 - 795 - 500 - 900 - 4192 - 1
V2 Gundam - 680 - 677 - 640 - 950 - 400 - 800 - 4147 - 1
Qubeley Mk. II Red - 620 - 680 - 640 - 800 - 550 - 850 - 4140 - 1
Destiny Gundam - 698 - 620 - 620 - 800 - 450 - 950 - 4138 - 1
Gundam Epyon - 680 - 576 - 679 - 850 - 500 - 850 - 4135 - 1
Musha Gundam Mk. II - 698 - 580 - 700 - 900 - 450 - 800 - 4128 - 1
The O - 660 - 620 - 659 - 950 - 350 - 850 - 4089 - 1
Musha Gundam - 700 - 579 - 700 - 900 - 400 - 800 - 4079 - 1
ZZ Gundam - 640 - 658 - 680 - 1000 - 350 - 750 - 4078 - 1
Gundam Mk. II Black - 640 - 658 - 638 - 800 - 500 - 800 - 4036 - 1
Gundam - 638 - 660 - 678 - 850 - 400 - 800 - 4026 - 1
Gundam Mk. II - 620 - 678 - 680 - 785 - 450 - 750 - 3963 - 1
Char's Gelgoog - 660 - 640 - 658 - 750 - 450 - 750 - 3908 - 1
Byalant - 615 - 658 - 616 - 740 - 490 - 935 - 4053 - 2
Zeong - 597 - 676 - 598 - 790 - 490 - 885 - 4036 - 2
Hambrabi - 618 - 618 - 618 - 790 - 540 - 840 - 4024 - 2
Turn X - 678 - 638 - 676 - 790 - 440 - 790 - 4012 - 2
Char's Z'Gok - 638 - 596 - 656 - 880 - 490 - 740 - 4000 - 2
Re-GZ - 636 - 638 - 598 - 840 - 390 - 880 - 3982 - 2
Palace Athene - 598 - 676 - 698 - 880 - 350 - 875 - 3977 - 2
Bolinoak Sammahn - 654 - 598 - 654 - 880 - 300 - 880 - 3966 - 2
Bound Doc - 638 - 619 - 636 - 790 - 440 - 840 - 3962 - 2
Bawoo - 634 - 616 - 634 - 840 - 390 - 840 - 3954 - 2
Guncannon - 595 - 656 - 676 - 840 - 390 - 790 - 3947 - 2
Gottralatan - 658 - 618 - 618 - 940 - 350 - 740 - 3924 - 2
Jagd Doga Gyunei - 618 - 658 - 618 - 740 - 490 - 790 - 3914 - 2
Jagd Doga Quess - 618 - 638 - 638 - 840 - 390 - 790 - 3914 - 2
MP Qubeley - 580 - 636 - 600 - 835 - 430 - 830 - 3911 - 2
Ridden's Gelgoog - 656 - 638 - 656 - 740 - 440 - 740 - 3870 - 2
MP Bawoo Axis - 616 - 598 - 632 - 800 - 380 - 785 - 3811 - 2
MP Bawoo Glemy - 616 - 598 - 612 - 735 - 430 - 785 - 3776 - 2
Jegan - 598 - 596 - 596 - 750 - 340 - 775 - 3720 - 2
Z'Gok - 634 - 578 - 612 - 690 - 380 - 730 - 3624 - 2
Nemo - 596 - 635 - 596 - 680 - 330 - 780 - 3616 - 2
Gyan - 638 - 614 - 594 - 840 - 380 - 775 - 3841 - 3
Gaza D - 578 - 634 - 614 - 785 - 390 - 830 - 3831 - 3
Geara Doga Rezin - 636 - 640 - 614 - 835 - 450 - 735 - 3911 - 3
Barzam - 634 - 578 - 636 - 750 - 380 - 830 - 3808 - 3
Rick Dias - 598 - 636 - 634 - 835 - 300 - 785 - 3788 - 3
Gelgoog - 618 - 612 - 614 - 730 - 380 - 775 - 3729 - 3
Gouf Flight Type - 592 - 611 - 572 - 730 - 390 - 830 - 3725 - 3
Geara Doga - 636 - 600 - 616 - 835 - 300 - 735 - 3722 - 3
Gaza C - 578 - 612 - 578 - 785 - 340 - 775 - 3668 - 3
Gouf - 636 - 576 - 612 - 780 - 330 - 690 - 3624 - 3*
Marasai - 616 - 594 - 594 - 735 - 340 - 730 - 3609 - 3
Dom - 614 - 613 - 632 - 725 - 290 - 730 - 3604 - 3
GM II - 594 - 614 - 574 - 785 - 340 - 690 - 3597 - 3
Hizack - 614 - 580 - 594 - 690 - 380 - 735 - 3593 - 3
Ball - 576 - 594 - 576 - 680 - 440 - 725 - 3591 - 3
Zaku Tank - 576 - 576 - 592 - 825 - 330 - 680 - 3579 - 3
Zaku II - 612 - 578 - 572 - 775 - 330 - 685 - 3552 - 3
GM Command - 593 - 596 - 590 - 780 - 290 - 680 - 3529 - 3
GM - 592 - 612 - 572 - 725 - 280 - 685 - 3466 - 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|5. Individual Pilot Information {statinpi}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Amuro Ray - Mobile Suit Gundam
Total: 817
Total Rank: 1st out of 29
Fight: 258/300
Fight Rank: 13th out of 34
Shot: 300/300
Shot Rank: 1st out of 33
Defense: 259/300
Defense Rank: 10th out of 33
========================
Usso Ewin - Victory Gundam
Total: 817
Total Rank: 1st out of 29
Fight: 280/300
Fht Rank: 3rd out of 34
Shot: 277/300
Sht Rank: 8th out of 33
Defense: 260/300
Defense Rank: 9th out of 33
========================
Master Asia - G Gundam
Total: 799
Total Rank: 2nd out of 29
Fighht: 300/300
Fighht Rank: 1st out of 34
Shot: 219/300
Shot Rank: 28th out of 33
Defense: 280/300
Defense Rank: 3rd out of 33
========================
Char Aznable - Mobile Suit Gundam
Total: 797
Total Rank: 3rd out of 29
Fight: 300/300
Fight Rank: 1st out of 34
Shot: 259/300
Shot Rank: 15th out of 33
Defense: 240/300
Defense Rank: 18th out of 33
========================
Kamille Bidan - Zeta Gundam
Total: 797
Total Rank: 3rd out of 29
Fight: 280/300
Fight Rank: 3rd out of 34
Shot: 297/300
Shot Rank: 4th out of 33
Defense: 220/300
Defense Rank: 27th out of 33
========================
Heero Yuy - Gundam Wing
Total: 797
Total Rank: 3rd out of 29
Fight: 239/300
Fight Rank: 21st out of 34
Shot: 280/300
Shot Rank: 5th out of 33
Defense: 278/300
Defense Rank: 4th out of 33
========================
Haman Karn - Zeta Gundam
Total: 796
Total Rank: 4th out of 29
Fight: 259/300
Fight Rank: 12th out of 34
Shot: 298/300
Shot Rank: 3rd out of 33
Defense: 239/300
Defense Rank: 19th out of 33
========================
Domon Kasshu - G Gundam
Total: 796
Total Rank: 4th out of 29
Fight: 300/300
Fight Rank: 1st out of 34
Shot: 198/300
Shot Rank: 33rd out of 33
Defense: 298/300
Defense Rank: 2nd out of 33
========================
Judau Ashta - ZZ Gundam
Total: 795
Total Rank: 5th out of 29
Fight: 258/300
Fight Rank: 13th out of 34
Shot: 277/300
Shot Rank: 8th out of 33
Defense: 260/300
Defense Rank: 9th out of 33
========================
Kira Yamato - Gundam SEED
Total: 795
Total Rank: 5th out of 29
Fight: 259/300
Fight Rank: 12th out of 34
Shot: 299/300
Shot Rank: 2nd out of 33
Defense: 237/300
Defense Rank: 21st out of 33
=========================
Milliardo Peacecraft - Gundam Wing
Total: 791
Total Rank: 6th out of 29
Fight: 275/300
Fight Rank: 7th out of 34
Shot: 259/300
Shot Rank: 15th out of 33
Defense: 257/300
Defense Rank: 11th out of 33
=========================
Athrun Zala - Gundam SEED
Total: 791
Total Rank: 6th out of 29
Fight: 277/300
Fight Rank: 5th out of 34
Shot: 258/300
Shot Rank: 16th out of 33
Defense: 256/300
Defense Rank: 12th out of 33
==========================
Paptimus Scirocco - Zeta Gundam
Total: 776
Total Rank: 7th out of 29
Fight: 278/300
Fight Rank: 4th out of 34
Shot: 279/300
Shot Rank: 6th out of 34
Defense: 219/300
Defense Rank: 28th out of 34
==========================
Loran Cehack - Turn-A Gundam
Total: 775
Total Rank: 8th out of 29
Fight: 238/300
Fight Rank: 21st out of 34
Shot: 237/300
Shot Rank: 25th out of 33
Defense: 300/300
Defense Rank: 1st out of 33
==========================
Seabook Arno - Gundam F91
Total: 773
Total Rank: 9th out of 29
Fight: 257/300
Fight Rank: 14th out of 34
Shot: 278/300
Shot Rank: 9th out of 33
Defense: 238/300
Defense Rank: 20 out of 33
==========================
Jerid Messa - Zeta Gundam
Total: 771
Total Rank: 10th out of 29
Fight: 257/300
Fight Rank: 14th out of 34
Shot: 239/300
Shot Rank: 24th out of 33
Defense: 298/300
Defense Rank: 2nd out of 33
==========================
Shinn Asuka - Gundam SEED Destiny
Total: 767
Total Rank: 11th out of 29
Fight: 276/300
Fight Rank: 6th out of 34
Shot: 256/300
Shot Rank: 18th out of 33
Defense: 235/300
Defense Rank: 22nd out of 33
==========================
Yazan Gable - Zeta Gundam
Total: 765
Total Rank: 12th out of 29
Fight: 274/300
Fight Rank: 8th out of 34
Shot: 257/300
Shot Rank: 17th out of 33
Defense: 234/300
Defense Rank: 23rd out of 33
==========================
Dozle Zabi - Mobile Suit Gundam
Total: 763
Total Rank: 13th out of 29
Fight: 272/300
Fight Rank: 10th out of 34
Shot: 217/300
Shot Rank: 30th out of 33
Defense: 274/300
Defense Rank: 7th out of 33
==========================
Ramba Ral - Mobile Suit Gundam
Total: 759
Total Rank: 14th out of 29
Fight: 273/300
Fight Rank: 9th out of 34
Shot: 233/300
Shot Rank: 26th ot of 33
Defense: 253/300
Defense Rank: 15th out of 33
==========================
Elpeo Puru - ZZ Gundam
Total: 756
Total Rank: 15th out of 29
Fight: 220/300
Fight Rank: 29th out of 33
Shot: 276/300
Shot Rank: 9th out of 33
Defense: 260/300
Defense Rank: 9th out of 33
==========================
Roux Louka - ZZ Gundam
Total: 753
Total Rank: 16th out of 29
Fight: 236/300
Fight Rank: 13th out of 34
Shot: 240/300
Shot Rank: 23rd out of 33
Defense: 277/300
Defense Rank: 5th out of 33
==========================
Puru Two - ZZ Gundam
Total: 753
Total Rank: 16th out of 29
Fight: 256/300
Fight Rank: 15th out of 34
Shot: 260/300
Shot Rank: 14th out of 33
Defense: 237/300
Defense Rank: 21st out of 33
==========================
Gym Ghingnham - Turn-A Gundam
Total: 749
Total Rank: 17th out of 29
Fight: 278/300
Fight Rank: 4th out of 34
Shot: 216/300
Shot Rank: 31st out of 33
Defense: 255/300
Defense Rank: 13th out of 33
==========================
Emma Sheen - Zeta Gundam
Total: 748
Total Rank: 18th out of 29
Fight: 220/300
Fight Rank: 29th out of 34
Sht: 250/300
Sht Rank: 22nd out of 33
Defense: 278/300
Defense Rank: 4th out of 33
==========================
Katejina Loos - Victory Gundam
Total: 748
Total Rank: 18th out of 29
Fight: 254/300
Fight Rank: 17th out of 34
Shot: 220/300
Shot Rank: 27th out of 33
Defense: 274/300
Defense Rank: 7th out of 33
==========================
Sleggar Law - Mobile Suit Gundam
Total: 744
Total Rank: 19th out of 29
Fight: 217/300
Fight Rank: 32nd out of 34
Shot: 273/300
Shot Rank: 12th out of 33
Defense: 254/300
Defense Rank: 14th out of 33
==========================
Four Murasame - Zeta Gundam
Total: 743
Total Rank: 20th out of 29
Fight: 250/300
Fight Rank: 20th out of 34
Shot: 275/300
Shot Rank: 10th out of 33
Defense: 218/300
Defense Rank: 29th out of 33
==========================
Quess Paraya - Char's Counterattack
Total: 742
Total Rank: 21st out of 29
Fight: 251/300
Fight Rank: 19th out of 34
Shot: 274/300
Shot Rank: 11th out of 33
Defense: 217/300
Defense Rank: 30th out of 33
==========================
Reccoa Londe - Zeta Gundam
Total: 733
Total Rank: 22nd out of 29
Fight: 218/300
Fight Rank: 31st out of 34
Shot: 240/300
Shot Rank: 23rd out of 33
Defense: 275/300
Defense Rank: 6th out of 33
==========================
Rosamia Badam - Zeta Gundam
Total: 720
Total Rank: 23rd out of 29
Fight: 271/300
Fight Rank: 11th out of 34
Shot: 251/300
Shot Rank: 21st out of 33
Defense: 198/300
Defense Rank: 33rd out of 33
==========================
Cecily Fairchild - Gundam F91
Total: 720
Total Rank: 23rd out of 29
Fight: 233/300
Fight Rank: 25th out of 34
Shot: 254/300
Shot Rank: 19th out of 33
Defense: 233/300
Defense Rank: 24th out of 33
==========================
Hayato Kobayashi - Mobile Suit Gundam
Total: 718
Total Rank: 24th out of 29
Fight: 230/300
Fight Rank: 28th out of 34
Shot: 218/300
Shot Rank: 29th out of 33
Defense: 270/300
Defense Rank: 8th out of 33
==========================
Glemy Toto - ZZ Gundam
Total: 714
Total Rank: 25th out of 29
Fight: 231/300
Fight Rank: 27th out of 34
Shot: 250/300
Shot Rank: 22nd out of 33
Defense: 233/300
Defense Rank: 24th out of 33
==========================
Kai Shiden - Mobile Suit Gundam
Total: 706
Total Rank: 26th out of 29
Fight: 200/300
Fight Rank: 33rd out of 34
Shot: 254/300
Shot Rank: 19th out of 33
Defense: 252/300
Defense Rank: 16th out of 33
==========================
Sarah Zabiarov - Zeta Gundam
Total: 704
Total Rank: 27th out of 29
Fight: 232/300
Fight Rank: 26th out of 34
Shot: 273/300
Shot Rank: 12th out of 33
Defense: 199/300
Defense Rank: 32d out of 33
==========================
Lunamaria Hawke - Gundam SEED Destiny
Total: 704
Total Rank: 27th out of 29
Fight: 219/300
Fight Rank: 30th out of 34
Shot: 253/300
Shot Rank: 20th out of 33
Defense: 232/300
Defense Rank: 25th out of 33
==========================
Gyunei Guss - Char's Counterattack
Total: 702
Total Rank: 28th out of 29
Fight: 252/300
Fight Rank: 18th out of 34
Shot: 250/300
Shot Rank: 22nd out of 33
Defense: 200/300
Defense Rank: 31st out of 33
==========================
Lacus Clyne - Gundam SEED
Total: 702
Total Rank: 28th out of 29
Fight: 180/300
Fight Rank: 34th out of 34
Shot: 271/300
Shot Rank: 13th out of 33
Defense: 251/300
Defense Rank: 17th out of 33
==========================
M'Quve - Mobile Suit Gundam
Total: 700
Total Rank: 29th out of 29
Fight: 255/300
Fight Rank: 16th out of 34
Shot: 215/300
Shot Rank: 32nd out of 33
Defense: 230/300
Defense Rank: 26th out of 33
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|6. Individual MS Information {statimsi}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
God Gundam - G Gundam {godg}
Class: 1
Fight: 700/700
Shot: 580/700
Defense: 660/700
Armor: 950/1000
Mobility: 600/600
Thruster: 1000/1000
Total: 4490
Comments:
BAKUNETSU! GOD FINGER!
God Gundam is a pretty hard Mobile Suit to use, for one reason: range.
You'll find that the beginning hits of your square string are so
frustratingly short that you'll get hit out of it by enemy aces.
Thankfully, the God Gundam gets much better as it gains more moves.
The C5 is excellent against aces even if it's a bit hard to aim.
The C6 is wonderful versus crowds if you can get Hard Strike with it to
insta-kill enemy grunts.
The Combination SP does incredible damage in one hit against anything
that it lands on instantaneously, so you don't have to worry about an
enemy escaping your juggle. However, that isn't its main selling point.
It also creates two "clones" of the God Gundam that start out
positioned in front of you, imitating your every move. This has its own
applications, not the least of which is solving your range problems.
==========================
Nu Gundam - Char's Counterattack {nugu}
Class: 1
Fight: 677/700
Shot: 680/700
Defense: 620/700
Armor: 900/1000
Mobility: 600/600
Thruster: 900/1000
Total: 4377
Comments:
Newtype only.
I'll show you how the Nu Gundam pushes a goddamned rock.
Being on the covers of both Gundam Musou 2 and its overseas release as
Dynasty Warriors: Gundam 2, you'd expect the Nu Gundam to be as top
as its billing. Well, given its array of abilities, you'd be right.
The square string isn't anything spectacular, especially considering
that it can be short-ranged at times.
The C1 is a beam rifle, the staple of nearly all Mobile Suits.
The C2 is a guardbreaking slash! Make use of this on aces when needed.
The C3 fires a pair of missiles... honestly, this is one of the Nu
Gundam's low points for me, as I find myself using everything else in
most situations.
The C4 is where things start to become interesting. On the surface,
this murders entire groups of grunt Mobile Suits. Shotgunning an ace
or an MA, and it can be very powerful. A fantastic charge attack to
start with.
The C5 is a rising saber slash. Useful for starting an air combo, or as
a tool against an ace when you have...
The C6 up. This thing, a Fin Funnel Barrier produced by the Nu's
trademark funnels, can decimate surrounding grunts and aces upon the
initial 'casting' time as the funnels bring the barrier up, and makes
aces up to gold-hyper mode a non-factor as it constantly hits them out
of everything short of an L1 recovery. A funnel-using attack or the
intrinsic timer of the barrier will disable the Fin Funnel Barrier
eventually, but it really is useful.
The square dash attack could be better. I mean, it starts with a punch,
yeesh.
The dashing charge attack seems powerful, but you'll have trouble
landing it to continue an aircombo because of the start up time of the
second hit.
The Ground SP uses the funnels to constantly fire out beam after beam
in an area surrounding the Nu Gundam. The damage isn't bad on this.
The Air SP makes use of a Hyper Bazooka. It can reach enemies just
fine, but the damage could be better.
The Combination SP is a constant stream of strong left-right slashes
with slight forward movement. Better than it looks because the damage
can be quite impressive, though it's not much to look at.
In sum, the Nu Gundam is easily one of the best Mobile Suits in the
game because of a combination of its C2, C4, and C6. The C2 is nice
for aces, the C4 is wonderful against crowds, and the C6 can do an
incredible amount of damage over a very short period of time regardless
of what the Nu Gundam is facing.
==========================
Strike Freedom - Gundam SEED {stfr}
Class: 1
Fight: 636/700
Shot: 700/700
Defense: 658/700
Armor: 890/1000
Mobility: 550/600
Thruster: 900/1000
Total: 4334
Comments:
The Air SP is something that several players will swear by, given that
it's a continuous beam attack that does solid damage even from using a
single SP bar. As well, it's also easy to combo into from a C5's dash
cancel.
==========================
Sazabi - Char's Counterattack {szbi}
Class: 1
Fight: 680/700
Shot: 640/700
Defense: 660/700
Armor: 1000/1000
Mobility: 550/600
Thruster: 850/1000
Total: 4330
Comments:
Newtype only.
It would be my hollow victory if you were in a second-class Mobile Suit.
It's depressing just how much worse the Sazabi is, compared to its
counterpart the Nu Gundam. With meh charge attacks, a square string
that's easy to interrupt, and SP attacks that leave much to be
desired, the Sazabi has only a handful of gimmicks going for it.
The C3 is one of the Sazabi's best tools. An unblockable attack, the
Sazabi stabs forward. With the enemy impaled on its saber like a pike,
several funnels all shoot simultaneously at them. As a Shot attack with
high damage, it benefits greatly from Snipe, Impulse, and Delta Drive.
The C6 sends out several funnels that fire crisscrossing lasers in a
sizable area before the Sazabi. It could have been an excellent crowd
clearer, but it simply does not come out very fast, a fact that is
compounded by it being the last charge in the Sazabi's moveset. A poor
man's Zeong C4, in other words.
==========================
Master Gundam - G Gundam {magu}
Class: 1
Fight: 700/700
Shot: 600/700
Defense: 620/700
Armor: 950/1000
Mobility: 550/600
Thruster: 900/1000
Total: 4320
Comments:
YOU CAN CALL ME SUPER ASIA!
As the chosen Mobile Fighter of Master Asia, the Master Gundam has come
a long way from how it was in the first Dynasty Warriors: Gundam.
The C5 is a rapid set of multiple upward kicks, and serves as an ace
killer if you can get it to land; especially with Hard Strike. However,
it's easy for an enemy to retaliate if you miss it.
The C6 is both a crowd-killing weapon and an anti-ace attack; this is
due to the AI's weird reaction to it. For some reason, aces refuse to
try and block it in spite of the startup time present. Furthermore, the
attack has the Master Gundam pulling the enemy in with a scarf before
the shockwave-- this makes it easier for the Master to go into air
combos.
The aircombos are a specialty of Master Gundam's. With the range of the
scarf and the pull-in capability of its dashing charge attack, you can
keep a rewarding combo going so long as you've got the finesse.
==========================
Zeta Gundam - Zeta Gundam {zegu}
Class: 1
Fight: 620/700
Shot: 700/700
Defense: 640/700
Armor: 800/1000
Mobility: 600/600
Thruster: 950/1000
Total: 4320
Comments:
Transformable suit.
BEAM CONFUSE!
One of the most versatile Mobile Suits in the game, the Zeta Gundam
combines excellent aircomboing with an array of useful attacks and an
MA transformation that makes it easy to move around the map.
The aircombo capability of the Zeta is a notch above the rest due to
its dashing charge attack helping to pull enemies back into range.
==========================
Hyaku Shiki - Zeta Gundam {100s}
Class: 1
Fight: 660/700
Shot: 657/700
Defense: 600/700
Armor: 850/1000
Mobility: 500/600
Thruster: 995/1000
Total: 4262
Comments:
==========================
Qubeley Mk. II Black - ZZ Gundam {qubl}
Class: 1
Fight: 600/700
Shot: 698/700
Defense: 598/700
Armor: 845/1000
Mobility: 600/600
Thruster: 900/1000
Total: 4241
Comments:
Newtype only.
==========================
Qubeley - Zeta Gundam {quwh}
Class: 1
Fight: 600/700
Shot: 700/700
Defense: 640/700
Armor: 845/1000
Mobility: 600/600
Thruster: 850/1000
Total: 4235
Comments:
Newtype only.
THIS WILL BE YOUR GRAVE.
Haman's personal suit, the trademark white-and-pink Qubeley that
defeated Char's Hyaku Shiki at the end of Zeta Gundam (and battled with
the ZZ Gundam with far less success) ends up being a very solid, top
tier MS in GM2. Not only does it have quick, rapid attacks with high
priority that tend to be a hallmark of the better suits of the game,
but its potential for Impulse abuse bring it to even higher heights.
The square string for the Qubeley, while a little short on the range,
can be compensated for with either the Counter attachment or through
proper angling, because it is otherwise VERY fast and tends to beat out
lots of other Mobile Suits, notable exceptions being Epyon and Infinite
Justice. Exploit this fact.
The C1 is a handbeam; nothing different from other Mobile Suits.
The C2 has the Qubeley doing a spin while firing off lasers in all
directions. Probably not bad as a panic attack in response to too much
pressure, especially since it's a C2, but keep in mind the range is
shorter than you'd think.
The C3 is a simultaneous throw of both the Qubeley's beam sabers. Great
range and width, making it pretty good for crowd control, but its main
use is as a guardbreak with good recovery.
The C4 has the Qubeley sending off lasers in every direction; MUCH
greater range than the C2, making it excellent for crowds. For that
reason, it's also useful for SP gain.
The C5 is amazing. After jumping off, the Qubeley sends off a
concentrated spray of lasers. With Impulse and Snipe, this can do a
whopping 50+% damage to an enemy ace, even on Hard difficulty Extra
Missions. Factor in the fact that it can then be followed smoothly with
the Qubeley's air combos, and you truly have a monster here.
The C6 is great for clearing crowds. While it takes more time to get
to this section of its combo string as opposed to the C4, I find you
can get much more mileage out of this using the Armor Gain than with
the C4.
The square dash attack is actually rather short-ranged. I prefer going
into it from a dash cancelled C2, C3, or C5.
The dashing charge attack is a forward stab that actually lasts quite
a long time; many Mobile Suits have the problem that they'll get
interrupted or their air combos will be recovered from. With enough
timing, the Qubeley's rather lengthy saber stab (both in the attack
range and the actual time it's out) can make the chances of these
occuring close to zero without any other fancy tricks.
The Ground SP is not bad. There's about a 60/40 chance that the enemy
will recover out of it, and you can reduce that chance with some
positioning, but otherwise you'll be relying more on the Qubeley's
C#'s or the Air SP for dealing with foes.
The Air SP is great. While it CAN be used against aces when set up
against them right, its main use is to deal with hordes of lesser
enemies. Not only can you wade through them, but you can also gain
substantial amounts of life through Armor Gain.
The Combination SP, I'm actually kind of iffy about. Like the Ground SP,
I find that the enemy has a relatively easy time recovering out of it,
so even though it looks fancy and cool, I wouldn't bother wasting a
Skill slot for it.
==========================
Turn-A Gundam - Turn-A Gundam {taan}
Class: 1
Fight: 640/700
Shot: 637/700
Defense: 700/700
Armor: 1000/1000
Mobility: 400/600
Thruster: 850/1000
Total: 4227
Comments:
GEKKOCHOU DE ARIMASU!
Being the only Mobile Suit in the game with both the highest Defense
and the highest Armor, Turn-A remains the a veritable defensive tank.
However, it's got several new tricks that turn it from a high-defense
Mobile Suit that allows for a lot of mistakes, to a top tier monster.
The square string for the Turn-A is one of the best among Class 1's,
and the big reason why it was still useful in the face of mechs like
the Wing Zero in the first game. Consisting of wide, sweeping strikes,
you can wade through crowds easily with this.
The C1 is a beam rifle, as usual.
The C2 is a SHORYUKEN uppercut. Comes out pretty fast and you can go
into an aircombo easily with it, though Turn-A isn't exactly a comboing
machine.
The C3 throws two grenades. Awkward as it was in the first game, though
it guardbreaks.
The C4 has the Turn-A shooting a consistent beam from its rifle,
sweeping the beam 180 degrees in front of it. The damage could be
better, though it works to get pressure from the front away from you.
The C5 is a jump into a multi-beam attack from the chest, similar to
the Qubeley's C5. Great for aces, you can get even more damage off of
it with the right attachments.
The C6 improves upon the Turn-A's crowd-centric capabilities, using two
Hyper Hammers to swing around it before performing an overhead smash.
The damage is fantastic, and I find myself using it on both crowds and
aces.
The square dash attack is a fine way of rushing in at enemies
considering its coverage.
The dashing charge attack comes out a bit slow-- you'll need to figure
out the right way to time it against aces if you want to use it in a
continuous aircombo.
The Ground SP is eh. While it uses a Hyper Hammer to swing around in
a fashion similar to the C6, the damage isn't as much as I'd like.
The Air SP is the Moonlight Butterfly! Except this time, it's not the
last part of a multi-tiered SP, and it's way easier to control. Moving
at a slower speed, enemies will stick onto those wings of pure
destructive force, allowing you to destroy aces and entire fields with
it. Also, Armor Gain can be put to great use with it.
The Combination SP, a nuke stored inside the Turn A and thrown at the
enemy, is what brings the Turn A from A+ to S tier. There aren't many
SP attacks that can simultaneously:
1) Do incredible damage
2) Cover an area as large as some fields
3) and whose tail-end damage will start filling up SP bar so you can
repeat it soon after having used it.
If you want to use it against aces, make sure they are near a large
group of enemies, because...
1) If it lands, and you have Impulse and Snipe on, the CSP will do
HUGE damage as the enemy ace bounces off the sparks created by
surroudning grunts.
2) If it doesn't land, who cares? The CSP will still likely regain your
health with Armor Gain, and it'll probably even be ready for use
again due to tail-end SP gain. Just position, annnd THROW.
==========================
Gundam F91 – Gundam F91 {gf91}
Class: 1
Fight: 660/700
Shot: 680/700
Defense: 620/700
Armor: 750/1000
Mobility: 550/600
Thruster: 950/1000
Total: 4210
Comments:
==========================
Infinite Justice – Gundam SEED Destiny {inju}
Class: 1
Fight: 660/700
Shot: 620/700
Defense: 680/700
Armor: 850/1000
Mobility: 500/600
Thruster: 900/1000
Total: 4210
Comments:
A very easy-to-use Mobile Suit while starting out, the Infinite Justice
nonetheless has its flaws. While it has excellent aircombos, it lacks a
guardbreaker or unblockable-- that's a pretty serious flaw going into
Extra Missions, and forces you to waste an attachment.
==========================
Char's Zaku II – Mobile Suit Gundam {zach}
Class: 1
Fight: 700/700
Shot: 597/700
Defense: 599/700
Armor: 750/1000
Mobility: 550/1000
Thruster: 1000/1000
Total: 4196
Comments:
Char's Zaku II has short range in its square string, but it has a
myriad of attacks that allow it to cause a lot of damage to a single
ace in a shorter period of time than many other Mobile Suits. Not bad
for a mere Zaku II.
==========================
Wing Gundam Zero – Gundam Wing {wigu}
Class: 1
Fight: 600/700
Shot: 700/700
Defense: 697/700
Armor: 795/1000
Mobility: 500/600
Thruster: 900/1000
Total: 4192
Comments:
Transformable suit.
==========================
V2 Gundam – Victory Gundam {v2gu}
Class: 1
Fight: 680/700
Shot: 677/700
Defense: 640/700
Armor: 950/1000
Mobility: 400/600
Thruster: 800/1000
Total: 4147
Comments:
==========================
Qubeley Mk. II Red – ZZ Gundam {qure}
Class: 1
Fight: 620/700
Shot: 680/700
Defense: 640/700
Armor: 800/1000
Mobility: 550/600
Thruster: 850/1000
Total: 4140
Comments:
Newtype only.
==========================
Destiny Gundam – Gundam SEED Destiny {degu}
Class: 1
Fight: 698/700
Shot: 620/700
Defense: 620/700
Armor: 800/1000
Mobility: 450/600
Thruster: 950/1000
Total: 4138
Comments:
==========================
Gundam Epyon – Gundam Wing {koy1}
Class: 1
Fight: 680/700
Shot: 576/700
Defense: 679/700
Armor: 850/1000
Mobility: 500/600
Thruster: 850/1000
Total: 4138
Comments:
Transformable suit.
==========================
Musha Gundam Mk. II {mum2}
Class: 1
Fight: 698/700
Shot: 580/700
Defense: 700/700
Armor: 900/1000
Mobility: 450/600
Thruster: 800/1000
Total: 4128
Comments:
The Musha Gundam Mk. II's first appearance wasn't in this game; it was
actually in a Special Edition version of Gundam Musou 1 that was
released only in Japan for the PS2. As the brother of the Musha Gundam,
Mk. II served as a strategist and eventually opposed Musha in its
storyline. Afterwards, the Mk. II lamented that it would've liked to be
piloted by a woman. This is why, after you've gotten the mail that
randomizes people's equipped Mobile Suits, you'll often see the Mk. II
being piloted by female pilots in DW:G2/GM2.
Mk. II has the advantage of having very devastasting air combos, but
its true strength comes from building up meter in order to perform its
insane GSP and ASP attacks. Both are incredibly damaging, especially
with Heat Up amongst other skills. But first, let's discuss Mk. II's
basic moveset.
The square string is actually kind of short-ranged, even though the
Mk. II is a hulking beast of a machine. Remember this when you're going
up against aces.
The C1 is a rifle shot. Nothing special here... though I prefer the
Tanegashima-ish thing that original Musha has going on.
The C2 is a very fast guardbreak involving the Mk. II swinging the both
katanas upwards; this is then followed by a kick. Because this comes out
so fast that the enemy can't dodge it, abuse it when you're close.
The C3 is an unblockable attack wherein the Mk. II does a naginata
thrust, impaling the enemy, before spinning them around and flinging
them away. Somewhat useful, but it's harder to follow up with an airombo
from it than from the C2.
The C4 sends out a wave of force; useful for building meter if there are
only grunts around.
The C5 has the Mk. II kicking down with its heel, followed by a jumping
knee. The first part of this guardbreaks, and like the C2, you can
aircombo smoothly from it.
The C6 is two nginata swings; one fast side swing, followed by a ground
slam. Useful as a panic button if you're already almost this far along
in your square string, and it should guardbreak easily as well.
The dashing square string is set of one-two, left-right katana swings
followed by a spin slash. Effective priority, comes out fast, and has
extra hits to it.
The dashing charge attack has the Mk. II firing out its rifle; besides
having good prioirity, damage, and recovery, the shot fired out has a
good enough radius for building meter as an alternative to the C4 and
C6.
The Ground SP has the Mk. II thrusting forward rapidly with both
katanas. There are so many hits to this that it can be anywhere from
50 hits with only one bar filled, to 100+ hits if you slap on High
Tension. Practically designed to be used with Heat Up.
The Air SP is also pretty amazing. Although there are fewer hits, the
damage is also very good and it can cover a long distance and mow
through fields as a result.
The Combination SP is probably the Mk. II's low point. A bunch of slow,
wide swings with the naginata that ends with one powerful, yet still
slow swing, you're better off abusing the GSP and ASP instead.
==========================
The O – Zeta Gundam {theo}
Class: 1
Fight: 660/700
Shot: 620/700
Defense: 659/700
Armor: 950/1000
Mobility: 350/600
Thruster: 850/1000
Total: 4089
Comments:
THE-O, UGOKE! THE-O! NAZE UGOKAN!?
What The-O lacks in speed, it makes up for with Super Armor. A monster
of a Mobile Suit in both power and appearance, it can also go
uninterrupted in attacking due to Super Armor that allows it to power
through hits without flinching from an enemy attack.
Combined with some excellent Charge attacks that includes a solid
unblockable, Scirocco's final suit can be a force to be reckoned with.
The-O's square string has it swerving around alot; be sure not to go off
course when aiming for an ace. Otherwise, it's pretty damaging and has
a good radius.
The C1 is a beam rifle shot. Who didn't see that coming?
The C2 is a kick, followed by a saber slash; an alternative to the
C3, though unlike the C3, it's only a guardbreak. Pretty useful IMO if
you want to mix things up.
The C3 is great; not only is it an unblockable that comes out fast,
making it your best tool for aces, but its second hit is pretty wide,
which can keep grunts trying to attack at bay. Furthermore, it's easy
to dash cancel from it and at least do one loop of an aircombo.
The C4 is actually not that good. Being a subpar tool of use against
crowds since GM1/DW:G1, I prefer to use the new C6 for them instead, as
the rifle beam spray is a little too awkward and short-ranged.
The C5 is a bunch of slashes. This is neither a guardbreak or an
unblockable, so its use is dubious to me, though you can follow it up
with an aircombo easily.
The C6 sends out a wide, long-ranged wave with The-O's sabers. Excellent
for crowds, be glad when you have this as this will be your choice
move against a lot of enemies if you're not using the square dash
attacks or the CSP.
The square dash attacks are a useful tool for building meter from a mob
of enemy grunt MS. Also, the full three hits of this will be your best
bet for doing an aircombo because...
The square dash charge is very, VERY hard to connect with. With a
lengthy start-up time and an awkward hitbox that's aimed downward,
you'll often miss and then get attacked by a recovering ace in higher
difficulties.
The Ground SP is actually not very good. The enemy has a tendency to
recover out of it and the damage could be better.
The Air SP, I'm not a big fan of either. Again, the enemy will probably
recover out of it.
The Combination SP is a much different story. The-O takes out four beam
rifles and starts spamming beams all over the place. The attack has
an amazing range and radius, and can even be used reliably against
enemies trying to recover. It possesses good damage and is amazing when
used in conjunction with Armor Gain, gaining you a lot of life when
utilized on the rightly sized crowd.
Most of all, do not forget to abuse the Super Armor. It activates the
moment you start attacking with square, and one hit before getting
interrupted is *all* you need most of the time.
==========================
Musha Gundam {mugu}
Class: 1
Fight: 700/700
Shot: 579/700
Defense: 700/700
Armor: 900/1000
Mobility: 400/600
Thruster: 800/1000
Total: 4079
Comments:
CONGRATULATIONS, MY SWORD OF PROSPERITY. THIS PLANET SHALL NOW FALL TO
THE EARTH.
A true powerhouse of GM1, and now GM2. With a square string that
possesses laughably good damage and priority, and a host of different
Charge attacks that include a guardbreaker and an unblockable, and a
truly broken Ground SP, Musha is unquestionably an S Tier mecha.
==========================
ZZ Gundam – ZZ Gundam {zzgu}
Class: 1
Fight: 640/700
Shot: 658/700
Defense: 680/700
Armor: 1000/1000
Mobility: 350/600
Thruster: 750/1000
Total: 4078
Comments:
Transformable suit.
==========================
Byalant – Zeta Gundam {blnt}
Class: 2
Fight: 615/700
Shot: 658/700
Defense: 616/700
Armor: 740/1000
Mobility: 490/600
Thruster: 935/1000
Total: 4053
Comments:
Where the Zeong's response times make you feel like you Action Replay'd
an AI-only suit, JR's Gelgoog and other Class 2s are merely borrowed
movesets, and new final villain suits like the Turn X simply feel like
they were shafted...
The Byalant will truly seem like an unfinished Class 1 suit. The
awkward end of its square string and the C2 that seems like it's
supposed to continue into some fancy auto air combo nonsense accentuate
this feeling perfectly.
Regardless, the Byalant is nothing to scoff at. With wide, sweeping
strikes for its square string and relatively useful charge attacks,
it holds its own as a Class 2.
The C1 is basic beam shooting-- not bad for the purpose of keeping
distance against aces or continuing an air combo.
The C2 is a strange charge attack that launches the enemy, but because
the Byalant flies up as well, you can't really follow up with anything
except a dash cancel most of the time.
The C3 is an interesting, guardbreaking attack in which the Byalant
fires two lasers; one from each hand, one aimed behind it, and the
other aimed at whoever you're fighting. It has slight tracking
problems, but it's otherwise pretty effective. The laser aimed at the
back can actually help in getting the C3 to register for a dash cancel
assuming your target blocks or you miss your target entirely.
The C4... NO BLANKA, NOT THE HEADBITE! Seriously, it's a roll that has
uses for both groups and aces. It has a noticable tracking problem,
though.
The SP attack is very powerful for both aces and groups, though the
former might have an easier time blocking this than it does with other
SP attacks. The Byalant does two spins whilst boosting up into the air,
with beams stretching out from its shoulders cutting through the enemy.
It can do incredible damage if you've got the enemy against the wall.
The square dash attack is wider than you'd expect for a thrust, but
otherwise you have slight aiming and tracking problems with it.
==========================
Gundam Mk. II Black – Zeta Gundam {gm2b}
Class: 1
Fight: 640/700
Shot: 658/700
Defense: 638/700
Armor: 800/1000
Mobility: 500/600
Thruster: 800/1000
Total: 4036
Comments:
==========================
Zeong – Mobile Suit Gundam {msn2}
Class: 2
Fight: 597/700
Shot: 676/700
Defense: 598/700
Armor: 790/1000
Mobility: 490/600
Thruster: 885/1000
Total: 4036
Comments:
The Zeong can only equip three attachments.
Space only.
Legs? JO DAN JA ARIMASEN! The Zeong is at 100% capability!
The Zeong is one of the more impressive Class 2 mobile suits in the
game. While it has arguably some of the most awkward square string
attacks, all four of its triangle charge attacks are useful.
The C1 is basic shooting, which is always useful for both ace fights
and as a way to continue air combos.
The C2 is nice for getting melee pressure off of you in a pinch because
it's a C2 with a 360 degree attack radius. With the right attachments,
it can do fantastic damage against crowds and aces as well, though I
recommend using it on the latter with Hard Strike and during when an
enemy has powered-down status.
The C3 will be your bread and butter for aces, and oh boy is it good.
It has problems with tracking and doesn't recover fast enough for the
Zeong to follow up with a regular combo, I'll admit, but it has some
amazing properties, regardless.
1) It moves the Zeong very far forward which allows it to hit the enemy
at a distance they don't expect. Whether you're getting them on
approach or you're forcing them to block with S1-2, it oftentimes
WILL hit.
2) When it does, it has great damage with the relevant Charge
attack-improving attachment.
3) You're usually in a sweetspot for doing the most damage for your SP
attack if you decide to let loose after landing it.
The C4 is something you'll love to land, even though actually GETTING
it to can be problematic. The reason for this is because it is THE
example of a crowd clearer. Possessing enough of a radius to
effectively clear smaller fields with one use, there are many Class
1 suits that could only dream of having a charge attack like this.
The square dash attack can get lots of enemies if you can grasp its
controls. In other words, it's not a bad way to build SP meter. Keep in
mind that the recovery is very lengthy, and therefore *unsafe* when
used improperly.
The single SP attack that the Zeong can use is its crowning
achievement. Not only is its range and width incredibly wide, but it
can do massive damage thanks in no small part to its impressive shot
stat. Want to clear a field? Just a small bit of effort in
positioning and you can wipe out more than forty at a time. Need to
take out an ace? Either use a C3 for guardbreak or wait for them to
get close, then when the opportunity rears its head, unload the SP
attack in their faces.
The one thing that players may have a problem with is the recovery
time of the Zeong. Everything from an L1 backflip to finishing up a
dash attack will feel a bit longer than it does for most other suits.
While you might feel taken aback by this ("WTF? I thought the AI was
just being unresponsive! There's actual lag time in there!?"), don't
worry. It might take a bit of adjustment, but I assure you, it's all
worth it. Literally the only thing holding the Zeong back from being
one of the best suits in the game is the fact that it's space-only,
as it has a combination of incredibly powerful Shot-based attacks
and unexpectedly effective Fight-based melee.
==========================
Gundam – Mobile Suit Gundam {rx78}
Class: 1
Fight: 638/700
Shot: 660/700
Defense: 678/700
Armor: 850/1000
Mobility: 400/600
Thruster: 800/1000
Total: 4026
Comments:
==========================
Hambrabi – Zeta Gundam {hbri}
Class: 2
Fight: 618/700
Shot: 618/700
Defense: 618/700
Armor: 790/1000
Mobility: 540/600
Thruster: 840/1000
Total: 4024
Comments:
Transformable suit.
Want a not-terrible suit that has good movement? Give the Hambrabi
some consideration, as it possesses an MA transformation that'll let
you move around easily and its attacks are pretty effective as well.
The C1 is basic rifle shooting. For keeping your distance or a
crude way of trying to continue an air combo.
The C2 is a guardbreaking headstomp. The fact that it comes out fast
is a plus.
The C3 is one of the Hambrabi's way of dealing with groups. A solid
covering attack with its whip; however, the range may not be enough for
you.
The C4 is a spin with the beam bayonet of the Hambrabi's rifle,
followed by a stab. Very useful for crowds.
The SP attack is a Hambrabi Crash. Honestly, it's nothing special, just
a single hit.
The dash attack is the same thing-- one hit. Not much to it, either.
==========================
Turn X – Turn-A Gundam {koy2}
Class: 2
Fight: 678/700
Shot: 638/700
Defense: 676/700
Armor: 790/1000
Mobility: 440/600
Thruster: 790/1000
Total: 4012
Comments:
GEKKOCHOU DE ARU!
If there was a mobile suit I was looking forward to that was not the
the Zeong, it's the Turn X. If there's a discussion about what's the
strongest mobile suit throughout all of Gundam, the Turn X (and its
brother, the Turn A) inevitably become part of the discussion. In this
game, it possesses all three of its signature attacks: the Shining
Finger, the Bloody Siege, and the Moonlight Butterfly.
Previously, I'd believed the Turn X to be a low-mid tier Suit, but after
having come back to this game, I find that the Turn X has the potential
to be easy to use and virtually 100% safe, something that might not be
immediately obvious to people first trying to use it.
Its square string is pretty good once you get it going. Wide strikes
and solid strength make it usable against crowds, and the final hit is
relatively strong and sends out a wave.
The C1 is beam shooting, which is basic stuff.
The C2 is a single, large beam fired from its back. While this seems to
be merely sub-par at first, note how fast it fires. Combined with the
quick recovery time, the deceptively useful width, and its compatibility
with Impulse, you can tear a line through a crowd of enemy MS AND fill
your SP bar to full in one shot. In the middle of a fight with another
ace, you need only a little time to use it, and can use an SP to keep
them from hitting you or even dash away once you've used it.
The C3 is more blatantly awesome. SHINING FINGAH! Ahem. Turn X's Shining
Finger isn't a mere guardbreak, it's an unblockable. You'll like it
against single aces, though it does have tracking problems so be careful
of using it against an ace within a group. It should be noted that Hard
difficulty Extra Mission aces ALWAYS recover and then dash away after
landing the Shining Finger directly, so long as you don't bother to dash
cancel afterwards. Because this is such an easily predicted response,
it's very easy to keep landing the C3 virtually 100% of the time,
especially if you isolate the enemy ace from any surrounding grunts.
The C4 is the Bloody Siege! All arms detach, smack around the enemy in
front of you, then open fire at the same time. However, it is EXTREMELY
unsafe to use; while it is capable of doing much better damage than
the C3, it can be interrupted because there is a large enough startup
time for any enemy to recover from being hit by your S3 and smack you
out of it. Only use it after having won a deadlock.
The SP attack is the Moonlight Butterfly. However, it's a bit toned
down in comparison to the Turn A's. Instead of flying forward, the
Turn X remains stationary. This isn't to say that it's bad, no-- the
range isn't bad and it's both strong enough to wipe out a crowd and
visually impressive. Slap High Tension (and maybe Fault of the Youth /
Beginner's Faux Pas while you're at it) and it starts doing respectable
damage towards aces, too. However, its true selling points are:
1) If you've got Armor Gain on a Rank 3 / Rank 4 part, you get to enjoy
healing to full on even very low life, with minimal effort required
for positioning against a group of enemies
2) The length at which the Moonlight Butterfly lasts with High Tension
is so ridiculously long for a Class 2 SP that, if you use it before
any dangerous, similarly long enemy SP attacks (Zeta's CPU-only
Waverider Crash and Strike Freedom's Ground SP come to mind) that
even if the enemy manages to get their's off, you can wait it out
with the Moonlight Butterfly.
3) The Moonlight Butterly keeps enemies in place. This is a perfect
situation for your co-op partner, being an easy setup for anything
else that their MS can unleash.
4) As a point of comparison, while other Mobile Suits also have SP
attacks that may last long enough to avoid other SPs, they are
either Class 1's or the Gottrlatan.
a) Class 1's have to spend their entire SP bar simply to avoid
something. Furthermore, it's possible for many of them to initiate
a deadlock. Moonlight Butterfly almost never prompts a deadlock
upon use; while deadlocks are usually preferred by most players
because you can profit greatly from an enemy ace's powered down
status, LOSING deadlocks can also be *fatal*. In other words, Turn
X trades damage for safety.
b) The Gottrlatan's SP requires aiming, and if you fail to land it
properly, the enemy easily recovers out. Turn X's Moonlight
Butterfly, on the other hand, is simpler to use and harder to
recover from.
The square dash attack has the Turn X throwing forward its detachable
parts from its body. It's pretty strong for a dash attack, but the
recovery time is so incredibly long, that the only other attack that
really comes close is the Zeong's dash attack. Use this only on
post-captured field enemy MS.
The speed of the C2, the predictability of AI behavior after using the
C3, and the safety provided by the Moonlight Butterfly make it so the
Turn X has quite an easy time going through even the hardest missions.
Where other suits are top tier simply partly because they can attain a
massive damage output, Turn X is there entirely because it can keep
damage from happening to it in the first place.
==========================
Char's Z'Gok – Mobile Suit Gundam {czgk}
Class: 2
Fight: 638/700
Shot: 596/700
Defense: 656/700
Armor: 880/1000
Mobility: 490/600
Thruster: 740/1000
Total: 4000
Comments:
Ground only.
Hoo-boy. In my opinion, this suit is the second worst in the game,
outdone in the "sucky" department only by the regular Z'Gok. For a
mech that gave me a ton of trouble in the first game, it was really
disappointing to finally play this game.
The square string is a bunch of attacks whose range is so short that
it would make the Bound Doc blush.
The C1 is beams from the hand; basically the same as other MSes, and
the fact that it has something on par with other mechs is one of its
few bright points!
The C2... sucks.
The C3... also sucks, but it guardbreaks. Eh.
The C4... is actually almost ok. If it were on ANY other Mobile Suit, it
would actually be a pretty nifty addition. For Char's Z'Gok, it is just
about the only thing that makes it useful. RISKY as hell to use, but
you can actually get some pretty good damage off of it; however, it
absolutely REQUIRES Impulse and Snipe. In order to use it, you need to
be constantly putting distance between yourself and the enemy. It's a
VERY irritating chore to do after a while.
The SP attack has... average damage, though it's barely good enough
for a line of crowds. While it fires two beams, the first does not
combo into the second. Thankfully, Char's Z'Gok has laughable time
between the first and second beam that you can adjust your aim.
In short, pick something else if and when you can help it.
==========================
Re-GZ – Char’s Counterattack {regz}
Class: 2
Fight: 636/700
Shot: 638/700
Defense: 598/700
Armor: 840/1000
Mobility: 390/600
Thruster: 880/1000
Total: 3982
Comments:
The Refined Gundam Zeta is markedly different from moveset borrowing
mechs like Ridden's Gelgoog in that, while it has enough to show
exactly where it's coming from in terms of moves (The Zeta), it's also
distinct enough on its own to feel like a different mobile suit
entirely. For instance, if the original Zeta Gundam had the Re-GZ's
broken C2, it would be unquestionably top tier; but alas, it does not.
The square attack is really good, if only for the final hit which is a
quick 180 degree slash that comes out quickly and has knockback. A very
easy-to-use crowd clearing weapon, I'd say.
The C1 is basic distance-creating beam shootan, pew pew.
The C2 is fun-- rocket attack! Also, it is HILARIOUSLY broken. Just slap
Impulse and Snipe (mostly it's Impulse doing the work) on it, and you
are suddenly in control of an automatic God Tier MS because it'll
suddenly start doing massive damage. Greater than 1/3rd of an Extra
Mission ace's lifebar potentially, though it's virtually death
incarnate for everything else too, whether they be a crowd of grunts or
a Mobile Armor. For aces, simply use it upon approach; the timing of
this should be easy to handle, and once you fire it off, you'll see
one of these things happen:
The AI won't dodge, and will take the hits
The AI will dash forward and try to hit you out of it-- fails and
gets hit
The AI will try to dodge with a dash, but fail and get hit
The AI will successfully dodge to the side
The AI will dash forward and try to hit you out of it-- succeeds
The first three behaviors happen often once you get the timing down;
even if you get hit, you can simply SP out of enemy attack. Since you
get three SPs on a full SP bar and the Re-GZ's SP attack allows for
repositioning, it's really quite convenient.
The C3 is the one-two 180 degree kick taken from the Zeta Gundam, right
down to the guardbreaking capabilities. It isn't bad for getting
pressure from the front off of you, either.
The C4 is a 180 degree saber swipe followed by rockets. Useful for
crowds and solid damage against aces before you're able to do C2 abuse.
The square dash attack is nice because it's a speedy slash with
knockback.
The SP is the Waverider Crash-- or I guess it would be the BWS Crash in
the Re-GZ's case. It's good for crowds, and does okay damage on aces
and MAs, but again gets overshadowed by the C2.
==========================
Palace Athene – Zeta Gundam {plat}
Class: 2
Fight: 598/700
Shot: 676/700
Defense: 698/700
Armor: 880/1000
Mobility: 350/600
Thruster: 875/1000
Total: 3977
Comments:
The Palace Athene is a rather slow unit, in terms of both basic
movement and moveset. With rather short melee attacks within its
square string and the few charge attacks that have it, it's a unit
that's intended to be lumbering artillery.
The square string, again, is short range. I guess it isn't as bad as
the Bound Doc, but you'll very quickly realize that what it can do
with its beam saber is not its main appeal.
The C1 is your basic beam shooting, though considering the Palace
Athene's range, air combos may be frustrating to perform.
The C2 has the Palace Athene firing its beam cannon several times to
perform a 180 degree spread attack. Good for crowds, though while it
might look useful on aces, it's too slow-- it'll usually get blocked.
Can take out a lot of grunt MS if you've got Impulse and Snipe, too.
The C3 fires three successive missiles. Not bad against aces, and while
it DOES guardbreak, you have to make sure the last missile hits.
The C4 is a wide spread of beams shot from the Palace Athene's
shoulders. Excellent width and potentially massive damage with Impulse,
Snipe, and Zero Shot, watch the sparks fly when the enemy gets close
enough. There are two ways to use it:
1) Use it up close, perhaps (but not necessarily always) using Counter
then following up with it. Though it has a horribly long startup
time, there's actually a rather high chance of an enemy ace failing
to block or avoid it.
2) Use it upon approach, intentionally whiffing S1-S3 until you can
fire it off. The range of distance at which you'll do effective
damage against an enemy ace is quite lenient, so this is a pretty
simple thing to do. Also, the enemy has tendency of failing to
block/dash away.
Oh, and as tends to be the case with attacks that send out a wall of
beams, this heals a ton of life with Armor Gain.
The SP opens up with an attack similar to the C4, followed by 8
missiles. One thing not many people notice is that the projectiles are
affected by whatever skills and attachments you've got equipped, making
it even more effective than it looks. Then, there's the fact that it
can REPLENISH ITS OWN SP BAR, so long as there is a mob of enemies that
are a certain distance away. It's also self-replenishing in the "Armor
Gain" sense of the term.
The square dash attack is nothing to write home about.
==========================
Bolinoak Sammahn – Zeta Gundam {blsm}
Class: 2
Fight: 654/700
Shot: 598/700
Defense: 654/700
Armor: 880/1000
Mobility: 300/600
Thruster: 880/1000
Total: 3966
In the entry just above this one, I mention that the Palace Athene has
short ranged melee attacks. Well, I'd say the Bolinoak Sammahn has it
worse-- its melee range is HORRID. In addition, it has somewhat of a
problem with crowds if you're not doing SP attacks. However, it DOES
have the saving grace of being highly damaging when its melee attacks
DO hit.
The square string is very short ranged. I can't say this enough.
The C1 is your usual shooting charge. Useful for continuing combos
and such.
The C2 is not something I find myself using much, to be honest.
The C3 is Bolinoak Sammahn's guardbreaking attack. Pretty basic, and
damaging if it lands.
The C4 is an attack in which the Bolinoak Sammahn spins at the enemy,
hands outstretched and grasping its melee weapons. Does excellent
damage.
The SP attack will be your weapon of choice against crowds, especially
if you have Serene Mind, the skill that replenishes SP bar
automatically. You'll have to look into BlackKite's FAQ for more
details on that.
The square dash attack... I'm a big fan of it, personally. While it
might seem awkward to use at first, it can potentially hit a lot of
enemies and has passable damage in terms of dealing with grunts.
==========================
Gundam Mk. II – Zeta Gundam {gm2w}
Class: 1
Fight: 620/700
Shot: 678/700
Defense: 680/700
Armor: 785/1000
Mobility: 450/600
Thruster: 750/1000
Total: 3963
Comments
==========================
Bound Doc – Zeta Gundam {bddc}
Class: 2
Fight: 638/700
Shot: 619/700
Defense: 636/700
Armor: 790/1000
Mobility: 440/600
Thruster: 840/1000
Total: 3962
Comments:
Transformable suit.
The Bound Doc is one of the tallest mobile suits you can use in this
game, if not THE tallest. Ironically, its range is also one of the most
pitiful.
The square string is offender #1. While attacks like the Bound Doc's
third string attack (a 360 degree) might be useful with better range,
you'll find that you're still hitting thin air unless you get in really
close.
The C1 is a beam shot like most everyone else. It gets a pass.
The C2 is offender #2. Again, with better range it would be nice, but
no, that kick will do NOTHING for crowds despite how it hits in a 360
degree angle.
The C3 is offender #3. A guardbreak that comes out so fast that an
enemy ace could only HOPE to get you in a clash? Sign me up! But oh
wait... range.
The C4 is the final offender #4. A moving 360 degree attack that hits
twice? But its range is, once again, CRAP.
The SP attack! Finally, something that's actually very good without
needing skills. Excellent damage and range, it's powerful for both
aces and grunts alike.
The square dash attack... even THIS feels the effects of the Bound
Doc's bad range even though you're closing on it. Though it hits pretty
hard.
What does the Bound Doc need, then? It requires Magnetic High, a skill
that will pull enemies into your range. Once you've got it, you'll find
that the Bound Doc's charge attacks are a lot more impressive. Before
that, though, good luck using it.
==========================
Bawoo – Zeta Gundam {bw01}
Class: 2
Fight: 634/700
Shot: 616/700
Defense: 634/700
Armor: 840/1000
Mobility: 390/600
Thruster: 840/1000
Total: 3954
Comments:
Glemmy Toto's personal suit, the Bawoo is rather easy to use. While I
prefer Ridden's Gelgoog and the Byalant when I'm not satisfied with a
Class 1, this isn't so bad an MS either.
The square string starts out somewhat short range, though it certainly
feels better than suits like the Guncannon and the Bound Doc. The
second half of its square string involves the beam saber. It's mostly
standard stuff here.
The C1 is beam rifle shooting, as usual.
The C2 is a fast attack with its shield. Damage isn't bad, but it's
meh for crowds and I prefer the C3 for aces.
The C3 is a roundhouse that guardbreaks. Because of its fast speed, I'd
say it's great for aces.
The C4 has the Bawoo fire three simultaneous beam shots. Excellent
damage and has enough of a width that it'll tear through a line of
enemies in front of you proper.
The SP attack is a shoulder slam followed by a detached, exploding leg.
The explosion of the leg has a passable radius for crowds and otherwise
does good damage.
==========================
Guncannon – Mobile Suit Gundam {gncn}
Class: 2
Fight: 595/700
Shot: 656/700
Defense: 676/700
Armor: 840/1000
Mobility: 390/600
Thruster: 790/1000
Total: 3947
Comments:
The Guncannon! A heavy armored unit that Amuro admitted he preferred
over the regular Gundam in some side iteration of the original series,
this MS is not for newbies due to its short square string range.
However, its damage is pretty incredible regardless.
The square string is full of VERY short range attacks, comparable to
the Bound Doc. Clearly not the high point of the MS.
The C1 is pretty basic, as well. Just a beam rifle for closing in or
keeping distance.
The C2 is an attack with the Guncannon's leg... which really doesn't
do much better than the square string in terms of range.
The C3! It guardbreaks, fires in an arc in front of the Guncannon, and
does excellent damage. Good for fighting crowds at range, too.
The C4 is wonderful as well. Though you might have trouble getting it
out, it's impressive against crowds lined up in front of you or
positioned very close to you, especially since it fires twice.
The SP attack is what makes the Guncannon truly impressive. Three
great, consecutive blasts from the cannons, it will put the hurting on
any MA or MS because of a massive, intrinsic damage modifier.
==========================
Gottralatan – Victory Gundam {gttl}
Class: 2
Fight: 658/700
Shot: 618/700
Defense: 618/700
Armor: 940/1000
Mobility: 350/600
Thruster: 740/1000
Total: 3924
Comments:
The Gottrlatan is like the Turn X-- a final villain mech that was done
somewhat halfassedly by Koei by being given a lesser moveset. But is
Katejina’s last MS still good aside from that? Hmm.
The square string is rather short range, so it might be a struggle to
use at first. Though it doesn't handle quite as badly as the Bound Doc.
The C1 is a beam rifle, no surprises there.
The C2 is a forward whip with the Gottrlatan’s head fin. Funny looking,
but actually quite useful because it guardbreaks; could use better
range though.
The C3 is something I really want to like. A long combo consisting of
one-two-one-two swipes followed by a thrust, you might be able to get
good damage out of it assuming you equip the proper attachments and
skills, but the C4 also does a good job laying the pain on aces while
also being useful for crowds.
The C4 is one of the high points of the Gottrlatan. Involving a very
damaging, spinning kick on a handstand followed by a thrust, this move
is great for bunched up grunts and enemy aces alike.
The SP attack is a continuous laser similar in vein to the kind the
kind that ZZ Gundam uses. Very useful for crowds, though if you want to
land it on aces, you have to get them in the initial SP stun or
otherwise make sure they’re open or preoccupied if you want it to land.
This might just be me, but I think the Gottrlatan’s SP attack does more
damage if you sort of adjust the laser left-right-left-right repeatedly
over the same target. Additionally, this can recover plenty of life
back if you have the Armor Gain attachment on.
It’s a close range fighter, but its range isn’t completely frustrating
like the Bound Doc. Furthermore, it has very nice damage. I’d certainly
consider giving it a look in the future.
==========================
Jagd Doga Gyunei – Char’s Counterattack {jdgy}
Class: 2
Fight: 618/700
Shot: 658/700
Defense: 618/700
Armor: 740/1000
Mobility: 490/600
Thruster: 790/1000
Total: 3914
Comments:
Newtype only.
The Sazabi is... a disappointing Mobile Suit. Yes, that needs repeating
for how true it is. However, the Jagd Dogas are lucky in that they have
basically everything that makes the Sazabi good, which makes them a
nice choice for new pilots who are also simultaneously Newtypes.
The square string consists of relatively wide saber swings, though it's
exactly as slow as the Sazabi's.
The C1 is a beam rifle, which should be expected.
The C2 is a tri-beam shot. Higher damage than you'd expect, it's nice
for taking out small groups of enemies in a pinch, as well as taking
out low difficulty aces. However, expect high difficult/hyper mode aces
to evade this often.
The C3 is one of the great things about the Sazabi, and of course is
something that the Jagd Doga borrows. An unblockable stab followed by a
funnel assault as your opponent is held up like a body on a pike, the
damage on this is great. Put the Impulse skill on it and you'll be
obliterating aces left and right.
The C4 is a rising slash into a downward slash. It's your crowd weapon,
so abuse it when needed.
The square dash attack is a rather pathetic looking kick.
The SP attack has the Jagd Doga sending out downward-firing funnels
lined up in a curve at the area in front of the Jagd Doga. This attack
is rather underwhelming for how it looks visually, unfortunately.
==========================
Jagd Doga Quess – Char’s Counterattack {jdqu}
Class: 2
Fight: 618/700
Shot: 638/700
Defense: 638/700
Armor: 840/1000
Mobility: 390/600
Thruster: 790/1000
Total: 3914
Comments:
Newtype only.
Most of what was said in Gyunei's entry applies to Quess's Jagd Doga,
except for two things. One is minor-- Quess's version has different
stats. But more importantly...
The C1 fires a LOT of beams. This can be very useful with the right
attachments and skills, though it's really a niche use.
==========================
MP Qubeley – ZZ Gundam {qump}
Class: 2
Fight: 580/700
Shot: 636/700
Defense: 600/700
Armor: 835/1000
Mobility: 430/600
Thruster: 830/1000
Total: 3911
Comments:
Newtype only.
It seems Koei loves giving us Qubeleys to play. Here we have the Mass
Produced Qubeley variant, which I'd say isn't quite as awesome compared
to the units that it's based off of, though it's still pretty good.
The square string is what you'd expect from the regular Qubeleys,
reaching up to S4. That said, it comes out as fast as you'd expect, so
abuse the speed of it when needed.
The C1 is a handbeam, though it only fires that handbeam once. wodash
has stated that it's enough to mark the MP Qubeley as something of a
Class 3.
The C2 is a spin-- the actual spin itself does no damage, but the 360
firing of lasers does. Not bad for crowds that are very close, and it
comes out faster than the C4 if you're in a pinch.
The C3 is a guardbreaking throw of both sabers. Long range to ensure it
hits, average damage, and guardbreak will make this a staple against
aces.
The C4 sends out funnels to shoot out from the MP Qubeley's position in
a 360 degree surrounding area. Very good for groups, and does solid
damage against MAs up close.
The SP attack is also not bad for groups, though it's little more than
an improved version of the C4.
==========================
Geara Doga Rezin – Char’s Counterattack {gdre}
Class: 3
Fight: 636/700
Shot: 640/700
Defense: 614/700
Armor: 835/1000
Mobility: 450/600
Thruster: 735/1000
Total: 3911
Comments:
==========================
Char's Gelgoog – Mobile Suit Gundam {chge}
Class: 1
Fight: 660/700
Shot: 640/700
Defense: 658/700
Armor: 750/1000
Mobility: 450/600
Thruster: 750/1000
Total: 3908
Comments:
Char's Gelgoog was the last legged Mobile Suit to fight Amuro before
their final battle at A Baoa Qu; most will remember how Char narrowly
avoided killing Sayla, before Amuro took the advantage and Lalah Sune
was forced to take a deathblow meant for him. So how does this storied
machine hold up?
It's very good, actually. Despite having the worst Ground SP in the
game and having none of the BS of other high tier units (Impulse abuse,
Ridiculously strong CSPs, etc.) Char's Gelgoog is instead very
well-rounded, having few serious flaws and many strong points.
The square string makes use of wide, sweeping strikes with solid
priority.
The C1 is a beam rifle shot; nothing we haven't seen before.
The C2 is, functionally speaking, a muted version of Ridden's Gelgoog.
Where Ridden's C2 will throw out the shield like a boomerang, Char's
version will instead throw his naginata. While this C2 can be abused
similar to Ridden's (see the entry for Ridden's Gelgoog for more
details), Char's Gelgoog notably has more startup and recovery, so it's
not exactly the same. Still, this will be your tool of choice against
mobs of enemies, an MA, or approaching aces (when you aren't using the
C3 for the latter).
The C3 will be a staple for you; an unblockable spear thrust, it's MUCH
easier to control than other unblockables (like the Sazabi's sword
thrust or Turn X's Shining Finger) and, once it lands, if you wait
until Char's Gelgoog has thrown the target into the floor, the AI is
"stunned" and will not recover out of your first aircombo sequence.
That is to say, if you dash canceled into the first two hits of the
dashing square string and finished with dashing charge, most enemy
Mobile Suits will be unable to interrupt or recover.
The C4 is the spinning naginata rush; but keep in mind that while it
looks cool and is somewhat viable against crowds of MS in lower
difficulty stages, you'll find yourself getting interrupted out of it
too much later on.
The C5 is not bad, as you can continue into an aircombo from it like
the C3. However, most of the time I prefer the C3. Use this if you've
slapped Counter on, or on a powered-down enemy if you want to spice
things up or something.
The C6 has Char's Gelgoog jumping forward and throwing the naginata out;
it will then spin around it a few times. Just like the C4, you're likely
to get hit out of it, but it feels quite rewarding to just leap into
the fray and send everything flying.
The dashing square string has plenty of width for getting a crowd of
enemies, along with good priority.
The dashing charge attack is a Char Kick, and it has excellent priority
and stays out for quite a while; exploit this, because it makes
continuing an aircombo for Char's Gelgoog very easy. In fact, the only
thing holding Char's Gelgoog back from being a combo machine is having
the lowest Thruster for a Class 1 in the game... You can solve this with
the Minovsky Drive attachment, though.
The Ground SP is terrible. Because it lifts the enemy off the ground,
the enemy can recover away after anywhere from 1-4 hits. Considering
that it's supposed to hit for five times that maximum amount, that's
pretty inexcusable. You need the relevant skill for switching to your
CSP immediately.
The Air SP is probably going to be your preferred weapon before you get
the CSP. It can combo aces, wreck a crowd of enemies, and does good
damage against MAs.
The Combination SP is fantastic, if you can get the hits to land.
Thankfully, they will about 70% of the time; while it's usually bad to
hit enemies into the air, the CSP for Char's Gelgoog seems to hit an
enemy more times when they're airborne than if they're on/close to the
ground. Furthermore, all those hits hurt pretty damned hard, and at
SP Bar Level 3 you can do a ton of serious damage to any Extra Mission
ace. Not to mention it's good vs. grunts if you want to recover life
through Armor Gain.
==========================
Ridden's Gelgoog – Mobile Suit Variations {rige}
Class: 2
Fight: 656/700
Shot: 638/700
Defense: 656/700
Armor: 740/1000
Mobility: 440/600
Thruster: 740/1000
Total: 3870
Comments:
Popular amongst the Japanese for being the suit of a famous sidestory
ace, and popular amongst importers at the onset due to its combination
of useful charge attacks and skills that help in gaining Friendships,
Johnny Ridden's Gelgoog is definitely a good choice for people starting
a new pilot or dissatisfied with their default Class 1 mech(s).
A list of reasons why:
1) 3/4 of its skills are pretty useful for newbies. Pilot Sense makes
it easier to level up, threby making it so that acquiring OTHER
skills is faster. As for Worthy Rival and Charisma, both of these
Friendship-centric skills can make License acquisition (among other
things) a considerably smoother task.
2) It has a relatively simple (and for GM1/DW:G1 players, familiar)
moveset.
3) It is a darkhorse candidate for S tier, if barely, because the C2
can be made into a functionally lite version of the Re-GZ's C2.
The square string for Ridden's Gelgoog makes use of wide, sweeping
strikes with its naginata.
The C1 fires a bazooka shot. Has some problems landing IMO, but it's
otherwise functionally similar to other C1s.
The C2 is an all-purpose move that comes out VERY fast; people will
remember it as the shield throw that served as a staple for Char's
Gelgoog from the first game. It has three hits, and is considered
all-purpose for several reasons:
a) As stated previously, it is a speedy attack. Besides having little
startup time, the fact that it is the C2-- and therefore the
earliest Charge Attack in the moveset other than the C1-- certainly
helps.
b1) On its own, it can kill anything reasonably well: aces, groups,
MAs.
b2) However, with these attachments:
Hard Strike
Cross Drive
Smash Hit
It suddenly becomes capable of a large amount of damage, can
one-hit a nice handful of enemies, and can guardbreak with relative
safety even on Extra Mission enemy aces. Where Smash Hit's ability
to guardbreak makes using certain Charge Attacks a liability
because it triggers an AI's need to dash away or interrupt with an
attack, due to the travel distance of the shield throw, it's
possible to throw it out against an approaching ace. One of several
behaviors will be the result, some of which you might recognize
when using the Re-GZ's C2:
The AI will try to dodge with a dash, but fail and get hit
The AI won't dodge, and will take the hits
The AI will dash forward and try to hit you out of it-- fails and
gets hit
The AI will succesfully dodge to the side
The AI will dash forward and try to hit you out of it-- succeeds
The AI will only have its guard broken-- shield thrown too early
From these, the first three are far more common, meaning most of
the time, the enemy WILL get hit on approach. Even one hit can be
a serious dent in the enemy's life. Afterwards, do NOT bother to
dash cancel-- instead, simply dash backwards... and then shield
throw again. On the rare occasion you DO get hit, just use an SP
attack to escape. It's that easy. As an aside, I'd recommend
Biocomputer and Armor Gain for the other attachments, and use
Fault of the Youth / Beginner's Faux Pas for even more damage.
The C3 are a set of bazooka shots. While it's capable of guardbreaking,
it has HUGE problems landing. In fact, more often than not, you'll find
the ace evading, or even *hitting you out of it* before you can fire off
a shot that can land.
The C4 is the spinning naginata rush! It has pretty good damage and
advancing properties, so before you get the proper attachments that turn
the C2 into a nearly-instant win button, its a viable alternative for
use against either aces or groups of foes. However, in the higher
difficulties, unless you have the rather risky Fighting Instinct skill
on, you will be getting hit out of it very often.
The SP attack is useful for both aces and getting pressure off of you.
While it's only reasonably good for dealing with crowds, it's a nice
ace-fighting weapon when positioned correctly to get a nice portion of
hits in.
The square dash is a basic naginata swing. Better than the forward
smash/stab that other Class 2s have, but it's really nothing to write
home about.
==========================
Gyan – Mobile Suit Gundam {vase}
Class: 3
Fight: 638/700
Shot: 614/700
Defense: 594/700
Armor: 840/1000
Mobility: 380/600
Thruster: 775/1000
Total: 3841
Comments:
The Gyan might feel like one of the biggest disappointments of GM2.
While the Black Tri-Stars' Dom can be excused for being a mainstay of
Zeon's forces, the Gouf received an S8C2 moveset, and Ridden's Gelgoog
and Char's Z'Gok have S4C4 movesets (regardless of how much the latter
sucks), the Gyan seems to have received the short end of the stick.
Sporting only a S8C1 moveset despite being a completely unique, one of
a kind mech in the original MSG, Koei made the strangest move of not
only giving it such a limited moveset, but also making it an
oft-encountered grunt in Mission Mode.
However... I wouldn't count the Gyan out.
The square string is pretty good. Seven swipes followed by a stab-- it
combos smoothly enough and does respectable damage with the proper
skills. On lower difficulty aces, the last hit has a habit of prompting
an enemy ace to not block it.
The square dash attack is a nice enough single swipe. While not quite
180 degrees, it does the job in terms of cleaning up finished fields
and/or gaining SP bar. It has better priority than the Gyan's regular
square string as well, and you'll probably get in more weapon locks
using it.
The C1 fires one missile from the shield. I find this has a slightly
better chance of landing on an ace than a regular beam rifle, though
it might just be me.
The SP attack is where things truly become interesting. The Gyan
initially fires off a volley of missiles aimed to the left, before
hurling a sweep of missiles from left to right in a 180 degree arc.
It's pretty unimpressive at first... But then, when you're in the red
or if you've got High Tension equipped as a skill, this SP attack will
suit your needs both against aces and groups. If you angle the Gyan
rightwards against an ace in front of you, the initial missile volley
that has increased in both missile count and individual damage will put
a dent in any Hyper Ace, moreso if you've also got Instant Hero on. For
groups, the amount of missiles in the arc has increased, and you'll
find yourself more capable of cutting through greater numbers of
grunts. Oh, and have I mentioned its spectacular strength on Mobile
Armors? Up close, two uses of an Overdrive SP attack can bring an MA to
near-death.
In all, the Gyan takes work to become useful, which can be said of any
Class 3. However, you'll probably start seeing the results faster than
its Class 3 peers.
==========================
Gaza D – ZZ Gundam {gazd}
Class: 3
Fight: 578/700
Shot: 634/700
Defense: 615/700
Armor: 785/1000
Mobility: 390/600
Thruster: 830/1000
Total: 3831
Comments:
==========================
MP Bawoo Axis – ZZ Gundam {bw02}
Class: 2
Fight: 616/700
Shot: 598/700
Defense: 632/700
Armor: 800/1000
Mobility: 380/600
Thruster: 785/1000
Total: 3811
Comments:
Very functionally similar to the Bawoo except for one thing-- the SP
attack is different. For the Mass Produced variant used for the Axis
forces under Haman Karn, a version of the C4 is used. Keep in mind
that this SP version seems to have smaller lasers unless used as an
Overdrive or Combination SP. This along with the reduced stats of
this variant is enough to take the Bawoo variant down a notch, though
it still isn't bad.
==========================
Barzam – Zeta Gundam {brzm}
Class: 3
Fight: 634/700
Shot: 578/700
Defense: 636/700
Armor: 750/1000
Mobility: 380/600
Thruster: 830/1000
Total: 3808
Comments:
==========================
Rick Dias – Zeta Gundam {ridi}
Class: 3
Fight: 598/700
Shot: 636/700
Defense: 634/700
Armor: 835/1000
Mobility: 380/600
Thruster: 785/1000
Total: 3788
Comments:
==========================
MP Bawoo Glemy – ZZ Gundam {bw03}
Class: 2
Fight: 616/700
Shot: 598/700
Defense: 612/700
Armor: 735/1000
Mobility: 430/600
Thruster: 785/1000
Total: 3776
Comments:
As is the case with the Axis version, the Bawoo used by Glemmy Toto's
forces has a version of the C4 as its SP attack instead. Along with the
reduced stats, this makes this particular variant of the Bawoo worse
than the original. Still, it's not bad.
==========================
Gelgoog – Mobile Suit Gundam {mpge}
Class: 3
Fight: 618/700
Shot: 612/700
Defense: 614/700
Armor: 730/1000
Mobility: 380/600
Thruster: 775/1000
Total: 3729
Comments:
Most Class 3 MSes have trouble landing either their square string or
their SP attack on more than a few people. Not so for the Gelgoog,
which makes the best of its naginata for the moveset it was given.
The square string is great. Left-right swipes that have good range
and width, you can get through crowds quite easily with it unlike a
lot of other MSes.
The square dash attack is really good as well, having similar width
to it as the square string. However, the recovery time on it is pretty
long, so be careful when using it.
The SP attack is a rising SHORYUKEN naginata spin. Respectable damage
for both crowds and aces.
The one thing that the Gelgoog would probably have problems with are
MAs. If only the Gelgoog could throw its equipment like a boomerang
like the other variants, eh?
==========================
Gouf Flight Type - Zeta Gundam {gfft}
Class: 3
Fight: 592/700
Shot: 611/700
Defense: 572/700
Armor: 730/1000
Mobility: 390/600
Thruster: 830/1000
Total: 3725
Comments:
==========================
Geara Doga - Char's Counterattack {gdmp}
Class: 3
Fight: 636/700
Shot: 600/700
Defense: 616/700
Armor: 835/1000
Mobility: 300/600
Thruster: 735/1000
Total: 3722
Comments:
==========================
Jegan - Char's Counterattack {jgan}
Class: 2
Fight: 598/700
Shot: 596/700
Defense: 596/700
Armor: 750/1000
Mobility: 340/600
Thruster: 775/1000
Total: 3720
Comments:
Despite being one of the grunt designs in Gundam that I truly like, the
Jegan was pushed around a lot in its appearances throughout the
franchise. Well, in Gundam Musou 2, the Jegan's not only lucky enough
to have an S4C4 moveset, but it actually has a pretty good one at that.
The square string isn't bad. Smooth saber swings throughout, with the
Jegan eventually taking out a second saber.
The C1 is an ordinary beam rifle, though it emulates the Class 3 suits
in that it can't fire the beam off three times rapidly.
The C2 is a saber slash followed by a high kick. Covers a useful radius
in front you even if the range is lackluster, I'd recommend using this
to get pressure off of you or as a way to deal with a small group,
especially when dash canceling it.
The C3 is a forward stab. It's a guardbreaker, though getting it to hit
is a little awkward.
The C4 is remniscent of the RX-78 Gundam in that it's a one-two swing.
An effective means of dealing with crowds, though not by any means
fancy.
The square dash attack is nice because, while its radius is only
slightly better than what you'd expect, it comes out very fast, which
means you'll find yourself hitting enemies before they can do anything,
or getting into weapon locks.
The SP attack is a set of missiles! Very good for both groups and aces
because of the damage and explosion radius. Ditto for MAs.
==========================
Gaza C - Zeta Gundam {gazc}
Class: 3
Fight: 578/700
Shot: 612/700
Defense: 578/700
Armor: 785/1000
Mobility: 340/600
Thruster: 775/1000
Total: 3668
Comments:
==========================
Gouf - Mobile Suit Gundam {rral}
Class: 3*
Fight: 636/700
Shot: 576/700
Defense: 612/700
Armor: 780/1000
Mobility: 330/600
Thruster: 690/1000
Total: 3624
Comments:
Ground only.
This Mobile Suit is indeed no Zaku. This Class 3 MS has some key things
that you'd normally expect from Class 2's and up: crowd management
charge attacks, an effective SP attack, and dash cancels. Truly one of
the best among its direct peers.
The square string attacks are about what you'd expect from a Class 3.
Smoothly comboing attacks that actually do pretty good damage over the
course of an eight hit combo.
The C1 is vulcans-- nothing to write home about.
The C2... wait, a C2? Really? Well, considering this is a GOUF, hell
yes there's a C2. A sweep with the Gouf's whip, it can catch many
enemies in its range and you can DASH CANCEL out of it. Incredible,
isn't it?
The SP attack is several sweeping motions with the whip, and it can get
even more enemies multiple times.
If you're looking to ease into using Class 3's, the Gouf is the way to
do it. You're still limited to relatively short range attacks and a
moveset that's even more lessened than Class 2's, but you still also
keep the things that help as well.
==========================
Z'Gok - Mobile Suit Gundam {mzgk}
Class: 2
Fight: 634/700
Shot: 578/700
Defense: 612/700
Armor: 690/1000
Mobility: 380/600
Thruster: 730/1000
Total: 3624
Comments:
Ground only.
... Do yourself a favor and pick something else. It doesn't even have
the luxury of a halfway-usable SP attack like Char's version of the
Z'Gok, instead being a pitiful version of its C4 that can't even make
use of Impulse and Snipe.
==========================
Nemo - Zeta Gundam {slum}
Class: 2
Fight: 596/700
Shot: 635/700
Defense: 596/700
Armor: 680/1000
Mobility: 330/600
Thruster: 780/1000
Total: 3616
Comments:
Very similar to Jegan but for one thing-- a different SP attack. While
the Jegan's missile attacks are good for bunched up grunts, the Nemo's
SP attack is a one-hit slash. A little less useful for groups in my
experience, this slash is pretty damn powerful regardless. As wodash
said in a post concerning the Nemo...
"... quoting Yosen sensei: There is no 2nd or 3rd strike in real
fighting! Only one deadly blow!, and Nemo perfectly delivers"
==========================
Marasai - Zeta Gundam {mrsi}
Class: 3
Fight: 616/700
Shot: 594/700
Defense: 594/700
Armor: 735/1000
Mobility: 340/600
Thruster: 730/1000
Total: 3609
Comments:
==========================
Dom - Mobile Suit Gundam {btri}
Class: 3
Fight: 614/700
Shot: 613/700
Defense: 632/700
Armor: 725/1000
Mobility: 290/600
Thruster: 730/1000
Total: 3604
Comments:
I bet a lot of people are tired of the Black Tri-Stars after having
fought them so many times as a random encounter during missions.
However, note that there are a few nice quirks of Doms even though
they're Class 3's:
1) Very good range on S1-S7 of their square string.
2) Their bazooka C1 can affect aces, unlike other Class 3 suits.
==========================
GM II - Zeta Gundam {jim2}
Class: 3
Fight: 594/700
Shot: 614/700
Defense: 574/700
Armor: 785/1000
Mobility: 340/600
Thruster: 690/1000
Total: 3597
Comments:
==========================
Hizack - Zeta Gundam {hzck}
Class: 3
Fight: 614/700
Shot: 580/700
Defense: 594/700
Armor: 690/1000
Mobility: 380/600
Thruster: 735/1000
Total: 3593
Comments:
==========================
Ball - Mobile Suit Gundam {coff}
Class: 3
Fight: 576/700
Shot: 594/700
Defense: 576/700
Armor: 680/1000
Mobility: 440/1000
Thruster: 725/1000
Total: 3591
Comments:
The Ball can only equip three attachments.
Space only.
Don't let the Ball's stats fool you-- it's actually quite effective
compared to it peers.
The square string is average, relatively speaking. Swipe after swipe
with a overhead bash at the end.
The square dash attack is a much more outstanding attack. A simple
roll, it has a surprising amount of width and range and the recovery
time from using it is close to immediate. You can roll at enemies
quickly and easily, and the damage isn't bad either.
The SP attack is great. While its range is terrible, it's capable of
absolutely destroying foes when you get all of its rapid-fire, clawing
hits in.
I will say that it's unfortunate that the Ball is one of the few suits
that can only equip three attachments. I still think it's better than
a majority of other suits, though.
==========================
Zaku Tank - Zeta Gundam {zatk}
Class: 3
Fight: 576/700
Shot: 576/700
Defense: 592/700
Armor: 825/1000
Mobility: 330/600
Thruster: 680/1000
Total: 3579
Comments:
Ground only.
==========================
Zaku II - Mobile Suit Gundam {zaii}
Class: 3
Fight: 612/700
Shot: 578/700
Defense: 572/700
Armor: 775/1000
Mobility: 330/600
Thruster: 685/1000
Total: 3552
Comments:
==========================
GM Command - 0080: War in the Pocket {jimc}
Class: 3
Fight: 593/700
Shot: 596/700
Defense: 590/700
Armor: 780/1000
Mobility: 290/600
Thruster: 680/1000
Total: 3529
Comments:
==========================
GM - Mobile Suit Gundam {jim1}
Class: 3
Fight: 592/700
Shot: 612/700
Defense: 572/700
Armor: 725/1000
Mobility: 280/600
Thruster: 685/1000
Total: 3466
Comments:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|7. Tier List {stattili}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This is an attempt at creating a tier list for all the mobile suits in
the game. Very much a work in progress, and makes use of discussion in
the forums. The most important thing this guide tries to keep in mind
is how well an MS does in Hard, high-bar difficulty missions
(particularly those marked as Extra Missions), assuming optimal
attachments and skills outside of extremely cheesy skills or skill
combinations, such as:
~~Ace Pilot; because any MS even remotely okay at murdering crowds is
going to be able to reach large KO counts and subsequently turn an
Extra Mission into a regular one at around the 1000 KO mark; it's just
a matter of time.
~~Serene Mind; simply dashing or strafing around waiting for your SP
bar to fill does not amount to much of a challenge, tedious as it is.
~~Ace Pilot + DG Cells + Serene Mind; Any Mobile Suit can be strong
with this combination, all it takes is 1000 KOs, and you will be
super-powerful, tank-like monster with constantly recovering health
and SP.
Other skills should also be taken OUT of consideration when it comes to
the PS2 version, simply because of system limitations:
~~Ace Pilot; it's hard to get enough enemies to reach the 1000 KO mark.
~~Moonrace; what makes this exploitable for certain Mobile Suits is
the fact that they can easily destroy dozens of enemy MS along with
doing damage to an ace. Again, it's hard to get a consistent amount of
enemies on the PS2 version, turning this into more of a niche use.
In general...
S-Tier MS: These tend to be either above and beyond being well-rounded
to the point of being outstanding overall, or have unique strengths that
few/no other suits have, or are in possession of an "instant win button"
in the form of an attack that is extremely broken to the point that
it can be used for any situation with great success. Some Mobile Suits
within the S-Tiers even have more than one of these traits.
A-Tier MS: These tend to be above the remainder, having either extremely
high damage output or being incredibly safe. They tend not to have both,
though, but the strengths they ARE in possession of put them a head
above the rest while not making them cheese machines.
B-Tier MS: These tend to either be very average mecha, or they have one
single gimmick that's reasonably useful while being terrible in most
other capacities. Oftentimes, the issue that tends to cripple them are
priority issues, endemic uselessness in a moveset, worthless SP attacks,
lack of outstanding ability in any category, etcetera.
C-Tier MS: These are Class 3 mecha that have very interesting gimmicks
that make them quite good relative to *other* Class 3s, but are
otherwise still not comparable to Class 2s and Class 1s. Instant Hero
is useful, too.
D-Tier MS: These are Class 3 mecha; often they need attachments (such
as Counter) and require SP spam. They need Instant Hero, as well.
F-Tier MS: Z'Gok Tier. These guys are almost irredeemably bad, even
in comparison to D-Tier MS.
Now, the Tier List. The order in which they're listed matters. The /'s
mean that those particular Mobile Suits are so close to each other in
performance that they're in more-or-less tied for that position.
[S+]
God Gundam / Turn-A Gundam
Re-GZ / Palace Athene
Musha Gundam / Musha Mk. II
[S]
Nu Gundam
Qubeley Mk. II Black / Qubeley / Qubeley Mk. II Red
Master Gundam / Char's Gelgoog
[S-]
Zeong
The-O
Turn X
Ridden's Gelgoog
[A+]
Zeta Gundam
Gundam F91
V2 Gundam
Char's Zaku II
Wing Gundam Zero
[A]
Gundam Epyon
Hyaku Shiki / ZZ Gundam
Strike Freedom
Gottrlatan
[B+]
Gundam
Infinite Justice
Gundam Mk. II / Gundam Mk. II Black
Sazabi
Jagd Doga Quess
Jagd Doga Gyunei
[B]
Destiny Gundam
Guncannon
Hambrabi / Bawoo
Byalant / Bolinoak Sammahn / Bound Doc
[B-]
MP Qubeley / MP Bawoo Axis / MP Bawoo Glemmy
Jegan / Nemo
Gouf
[C]
Ball
Gyan
Dom
[D]
Zaku Tank / Gaza D / Gaza C / Gelgoog
GM II
Rick Dias / Marasai
Gouf Flight Type / GM Command / GM
Hizack / Zaku II / Barzam / Geara Doga / Geara Doga Rezin
[F]
Char's Z'Gok
Z'Gok
Now, for a brief overview for why each of the S-Ranked Mobile Suits are
where they are:
=Nu Gundam
+Ace-destroying C6, with or without attachments
+Fast guardbreaking C2
+Anti-crowd, anti-MA C4 that can fill both SP bar and life (with Armor
Gain) to full with one use on a large crowd
=God Gundam
+Highest Fight parameter
+Ace-killing C5 which leads into aircombos
+Fantastic crowd-killing C6
+Combination SP with not only high damage, but also clone images that
solve a lot of God Gundam's range problems
=Turn-A Gundam
+Ridiculous Combination SP nuke attack with not only fantastic damage,
but starts refilling the SP bar on the tail end of the attack depending
on enemy position
+C5 that, with Impulse skill and Snipe attachment, is a lite version
of the Qubeleys' incredible C5
+C6 for crowds and aces, as the AI has trouble avoiding it
+The only MS with the highest Armor AND Defense
=Re-GZ
+C2 with Impulse skill and Snipe attachment make everything an
effortless joke
+Class 2; no license required
=Palace Athene
+C4 with Impulse, Snipe, and Zero Range Shot make short work of
everything, esp. as it has Super Armor that can tank through hits;
heals a ton with Armor Gain too
+SP Attack that's basically a super version of C4, also affected by
Impulse, Snipe, and Zero Range Shot while also self-replenishing the
SP bar ala Turn-A's CSP
+Highest Defense and Shot stats for a Class 2
=Musha Gundam
+Highest Fight parameter
+Guardbreaking C2
+Fantastic crowd-clearing/MA-destroying C4, especially with Magnetic
High
+Ace-murdering C5 that leads effortlessly into air combos
+Unblockable, ace-killing Ground SP
=Musha Mk. II
+Second highest Fight parameter
+Very fast guardbreaking C2
+Effortless air combos off a lot of its stuff
+Guardbreaking, crowd-clearing C6
=Qubeley Mk. II Black / Qubeley / Qubeley Mk. II Red
+C5 that, with Impulse and Snipe, can take out around a fourth of an
enemy ace's life on an Extra Mission if you're lucky, and maybe more
+Air SP that's excellent for gaining Armor back
+High-level Shot parameters
=Char's Gelgoog
+C2 with proper attachments destroys crowds and is a useful anti-ace,
anti-MA tool
+C3 is an excellent unblockable attack that sets up aircombos perfectly
+C4 that cuts through crowds like a lawnmower
+CSP is a powerful, multipurpose attack
=Master Gundam
+Highest Fight parameter
+Ace-killing C5 that leads into aircombos
+C6 that isn't bad in clearing crowds that the AI aces also has
trouble avoiding, which then leads into aircombos
+High damage Combination SP
=Zeong
+SP damage that's capable of great damage against aces, and will
obliterate crowds/MAs with one, maybe two uses if used in conjunction
with Fault of the Youth, Jamming, and Moonrace; also refills itself
depending on enemy position, ala Turn-A's CSP
+C2 that's quick, nice for crowds, and deals respectable damage
against aces with Hard Strike
+C3 that has an extremely solid chance of landing on ace from even
maximum range, and is capable of excellent damage
+C4's risky, but amazing at building meter
+Extremely long range that forces the enemy to block, putting them at
the mercy of either the C3 or the C4
+Class 2; no license required
+Highest Shot parameter for a Class 2
-Tricky maneuverability
=The-O
+The ONLY bulky MS with Super Armor starting from square string; allows
you to power through with ease, making priority a moot point without
having to equip the defense-reducing Fighting Instinct
+Excellent Armor and Defense ratings
+C3 that is an unblockable anti-ace move with a wide second hit for use
against bothersome incoming grunts
+Anti-crowd C6 that will destroy fields
+Excellent CSP
-Damage output somewhat on the low side compared to other S-Tier Class
1 MS
-Aircombos difficult due to bad startup time and awkward hitboxes on
dash charge
=Turn X
+Virtually 100% safe MS because of...
+Extremely fast, quick-recovery C2 that can tear through a crowd
easily and replenish SP bar in full with Impulse
+C3 with good damage and guaranteed safety from enemy ace retaliation
so long as it is not followed up with a Dash Cancel
+SP with modest damage and lengthy enough time to avoid almost ALL
enemy SP attacks, CPU-only or otherwise, especially with High Tension
and Fault of the Youth; the SP can also replenish your armor from red to
full in one use
+Top-level Fight and Defense parameters
+Class 2; no license required
-Damage output is FAR less impressive compared to other S-Tier MS
=Ridden's Gelgoog
+C2 with Hard Strike, Cross Drive, and Smash Hit is an easy-to-use
attack that makes dealing with most enemies a simple feat; slap on Fault
of the Youth / Beginner's Faux Pas for even more damage
+C4 that cuts through crowds like a lawnmower
+Class 2; no license required
-Re-GZ's C2 is MUCH better in terms of damage and safety
-Below average SP
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|8. Special Thanks {statspta}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Special Thanks to...
-srwzwiki for the great majority of information.
-The KoeiWarriors board for its active discussion following the
Japanese release, and especially to
-Osiris
-Richie408
-wodash
-BlackKite
-MSW-07 Omega Gundam
-The GameFAQs Dynasty Warriors: Gundam 2 boards for giving their input
and commentary, and especially to
-draewon/wodash
-Kurama408/Richier408
-ShadowedPhoenix
-Zephyranthes01 (For saying to give Re-GZ another look)
-SilentXenocide
-ForteCantSwim
-cym86
-DarkDragon177
-The PSO SB.
-Koei, for making this game.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Gundam Musou 2 - Dynasty Warriors: Gundam 2
Pilot and MS Stats - Ver. MSN04
LordKarasuman/Shokatshin
2009
LoveChess: The Greek Era Free Full Game
Ludicrous Beta Demo
3 Cards to Dead Time Demo
Strength & Honour 2 Demo
Twin Sector Goes Gold and Demo #2
Men of War: Red Tide Demo
Lineage II Chaotic Throne: Gracia Epilogue Live Client
Lineage II Chaotic Throne: Gracia Final Client (client)
Call of Duty: World at War v1.6 to v1.7 Patch (Worldw.. (patch)
Call of Duty 4: Modern Warfare v1.7 Patch (patch)
Call of Duty 4: Modern Warfare Demo (demo)
Call of Duty 4: Modern Warfare v1.6 Patch (patch)
Cabal Online v460 EU Client (client)
Heroes of Newerth v0.1.30 Client (Windows) (client)