Shin Kindouesenkai GundamW: GundamWing - Endless Duel Fighting/Netplay Guide By the Fire Starter (blackstarseed@yahoo.ca) Version 1.3 Final 1/3/03 Disclaimer ---------- This Guide may be distributed, reproduced, copied, folded, spindled or cited, so long as you credit me and don't change the text. If you don't like the way I write, feel free to create your own guide - all I ask is that you respect my intellectual property and investment of time! This Guide may NOT be distributed for profit, under penalty of, uh... death, or something. Thanks. This guide, despite the way it looks, is completely original, NOT a copy of Jacob Poon's moves list. All rights reserved. ---------- NOTICE! ---------- This is the FINAL update of the FAQ. Any future attempt to contribute will probably be meaningless. However, if you do wish to contact me (and feel it's meaningful to do so), here's the contacts: E-mail: blackstarseed@yahoo.ca AIM: Darkdude3 ---------- TABLE OF CONTENTS ---------- I. FAQ (OF GAME, OF ANIME, AND OF FUTURE) II. FIGHTING SYSTEM III. MOVES LIST IV. NETPLAY GUIDE V. CODES VI. REVISION HISTORY VII. SPECIAL THANKS (AND NO-THANKS) -------------------- Ia. Frequently Asked Questions on this Game (and Gundam itself) -------------------- ---------- A. So, what's the Big Deal about Gundam Wing? ---------- I say, "If you don't know, how did you find this, and why bother reading it?" There are three things that set the anime Shin Kidoesenki (New Mobile Report) Gundam W apart from the rest of the Kidou Senshi (Mobile Suit) Gundam legacy: 1. It ran under the title, "New Mobile Report Gundam W," for starters. 2. Matsumoto Yeiji, creator of the KSG series was not involved at all (or very little) in the creation of this series. 3. It was set in a second timeline, the Timeline of After Colony (AC) (after the colonies were born, I believe), the same time line as "Kidou Buto Den G Gundam." (Mobile Fighting Legend) (Actually, this is not true. G Gundam came from the timeline of FC (Fighting Century), and the year is FC 60. Thanks to Majin GeoDooD on this correction!) The saga was first created in 1995 CE, and was set in the year AC 195 (funny, it actually looks like and sounds like CE 1995). The story begins with five pilots attacking Earth to avenge against the plots of the AFUESA (Armed Forces of the United EarthSphere Alliance) against the colonies, to which OZ and the Romafeller Foundation then took over Earth AND the Space Colonies, and then the Colonies' White Fang takes the colonies over and tries to destroy the Earth, to which it begins a struggle for the Gundam pilots on who to shoot. There was also a manga series (as with most anime series). To this line, there were four "seasons" to the manga. The first is directly in relation to the one anime season of SKGW, then there were two more between the beginning of 1996 (the end of SKGW anime) and somewhere in 1997 (before Endless Waltz). These two series, I believe, evolve the Kai Gundams at the end of the first "season" to something much more advanced than they were before. This brings us to the final "season," and the anime movie, "Shin Kindoesenkai Gundam Wing: Endless Waltz." In this, the truth about Operation: Meteor, the thing that the Gundams were assigned to do, is exposed: Its real intent was use the Gundams unlike the Earth Federation, aka an evil way. A proposed space colony was supposed to threaten Earth, and the Gundams would pin down the Earthlings during that time. Unfortunately, that didn't help an Earthling shoot down the true Trowa Barton, who was EVIL like DR. EVIL. No-name with a weirdo haircut starts the launch of the Gundams almost immediately. After a close call, the Gundams (and Zechs and Noin) save the day once again from a bitch (who was actually a little girl claiming to be the daughter of Treize Kushrenada). Two other series in this saga (there may be more, e-mail me for that!) have been created based from this: SKGW: Battle of the Pacifists (set in the year AC 196, other information unknown), and SKGW: G-Unit (the return of Heero and the team, set in the year following the original). In 1999, BEI, an English translator for Japanese anime (like Pioneer), started dubbing SKGW (which was placed under the title "Mobile Suit Gundam Wing," which is completely wrong), and completed it in early 2000. After BEI made an agreement with then Time Warner, SKGW began to be publicly broadcast on the cable channel Cartoon Network, specifically under its anime block, Toonami (on weekdays 4-7 PM) (rumor [and ads] said that there would be an uncut version on at Toonami's Midnight Run block, but that rumor is false). The movie Gundam Wing: Endless Waltz was released in America on November 10, 2000, at the start of the second Toonami Movie run. Gundam Wing: Endless Duel was created (and released) around mid-season, when Epyon and Wing Zero were introduced, but the other four Kai Gundams weren't completed (Kai meaning advanced from the oringinal, e.g. Deathscythe-Hell, Wing Zero, etc.). As of late, Cartoon Network has supposedly ceased running the Gundam series on the main weekday block, though its Midnight Run block on Saturday (now called Toonami Adult Swim) is currently running Gundam Side Story 0083: Stardust Memory, which many in the anime world believe was the best Gundam series. ---------- B. What's the big deal about Gundam Wing: Endless Duel? I see no difference between it and Street Fighter Alpha 2. ---------- Gundam Wing: Endless Duel (from now on, I'll call it GWED) was created in 1996 by the Japanese company Natsume, in conjunction with its creators and owners (Sunrise Studios, TV Asashi, Sotsu Agency, and Bandai). What makes it different from Street Fighter Alpha 2 for the Super Famicom is quite frankly based on the view of the game: 1. GWED uses a slightly modified version of the fighting system based from the Dragon Ball Z: Super Butoden series that Natsume also created, which is modded from SF2T. SFA2 used the SFA fighting system, which focuses a bit more on flair than the SF2T system. 2. Unlike SFA2, GWED had repeats of tunes for two of the eight stages, one stage is used for two Gundams, and had no voices. 3. The sprite-movement GI for GWED is extremely different from any other game (excluding some other Gundam fighting games). See Jacob Poon's moves list for more details. Another thing that makes GWED extremely different from SFA2 is the way the game is created. Gundam Wing: Endless Duel is as of the emulator zSNES v. 0.715 (possibly, I don't know for sure, but it works from v. 0.800) emulatable because of no special chips or anything, and because of SKGW's dubbing, the sudden interest of the show brought forth the sudden rise in interest towards the game. Street Fighter Alpha 2 uses a special chip called the SDD-1 chip (a massive compression chip) that was only recently emulated through the creation of graphics packs by DeJap Translations. Just an answer from your neighborhood emulation freak! C'mon, I know you're playing the game on an emulator; otherwise, you wouldn't be reading this FAQ, or be in this console section! Don't worry, we all do. ---------- C. Why isn't Deathscythe-Hell/Sandrock Kai/Altron (Alto-Long)/Heavyarms Kai/Tallgeese II in the game? ---------- Note: I felt like adding this. The reason why the Kai model Gundams, as they're called, are not in the game is because they were created later in the anime series. The game itself would've taken longer to dev and finish, and by that time, nobody would have cared, or by then, Endless Waltz was out with even newer models (which brings a Zen question: How did the new models come to be? Besides, they showed them in the Battle of Libra, when in fact those models in the series were the Kai Models). If you looked at it from the manga perspective, you'd be saying, "What models?" The reason I say that is the Gundams in the Shin Kindousenkai Gundam W: GundamWing manga, the Gundams were much like that of the dragon in Azel Panzer Dragoon RPG (aka, Panzer Dragoon Saga): They gradually changed over the period of the mangas through part modification/addition/removal, to the point where they reached their final and truest forms, which is known in the anime as the Custom Models. Update: If you do want to see them in action, on the other hand, I do believe you can try Gundam: The Battle Masters 2 for the Playstation, which is being released in NA as Gundam: Batttle Assault 2. -------------------- Ib. THE FUTURE AS I SEE IT (well, of this FAQ) -------------------- ----------- 1. What is the current status of the FAQ? ----------- As of this update, I will cease updating this FAQ. Any future update seems unlikely, save MAYBE a minute update, nothing realistic. ----------- 2. Why cease? ----------- It was over two years ago I started this FAQ. Two years can change you dramatically. Here are less vague reasons: 1. It's pretty complete to begin with. I don't think any further updates are necessary. And, though not to deter from the other FAQs (which are great FAQs), this is one of the most complete FAQs on the game. 2. I've other things to do. I'm a writer, a student, and a guitarist. This is one of the things that I've been wanting to finish for a while, so I could move on to more important things. 3. I've wanted to do some other FAQs. I'm hoping to make a Tony Hawk's Pro Skater 4 FAQ for the PS2 soon. But I'm not sure, as I can be incredibly lazy at times. 4. The game's popularity has declined for a long time. It sometimes makes an appearance on the Message Board Top 10 at GameFAQs, but that's it. With the decline of the series' popularity came the declining popularity of this game. I don't see many people playing that anymore. ---------- 3. Will there be any chance that you will update this FAQ afterward? ---------- Prolly not. However, if enough backlog accumulates in my mailbox that I have little choice, then there will be a Fans update. But there's only a 20% chance of that happening. -------------------- II. Fighting in the Game -------------------- Fighting System Button layout: sp=Strong Punch=X wp=Weak Punch=Y sW=Strong Weapon=A wW=Weak Weapon=B k=any key p=any punch W=any weapon Positionings: QCT=Quarter Circle Toward (d, dt, t) QCA=Quarter Circle Away (d, da, a) TDD=Inverted QCT (t, d, dt) c=crouching (hold d) G=Ground-only Suffixes: V=Vernier. You use the vernier in the situation where it's mentioned. Only written in combos. See below A=Air-based. More useful when done in the air. C=Counter. Can be used as a counterattack. AA=Anti-air. Whether it be surface-to-air or while in the air, it can be used to smack the bird...err, Kindou Senshi...err, Mobile Suit, from the sky. IT=In throwing distance (aka, close range). --------- Verniers! --------- YES INDEED! Don't mean to exclaim it, it's just vernier is just about as fun to say as "arse" (don't deny it, "arse" is fun to say, isn't it?). Anyway, vernier is a fun thing to use as well, for it is your jet pack. To use it for a super jump, press 2k, or u+2k (no, not u2). You'll get a nice boost in the air, and a good way to annoy cheap opponents. Now, to vernier (or hover), simply hold d after the super jump before you hit the ground. What good use is it? Well, here's some: 1. A good way to save your ass from cheap opponents. 2. Gives you a bit of extra time to plan your next attack. Speaking of which... 3. It gets you on the offensive. 4. It annoys your opponent even more. 5. Because Mobile Suits are sluggish in comparison to today's fighting fit humans, it serves as a sort of "jump-in-deep" to start a combo, or get into the offensive by two-in-one the vernier to a special. What if you fluke the special or fail to pull of something in time after doing a vernier, or even forget to vernier, yet still want to get on the offensive? Well, if you're strong enough, fast enough, and smart enough, you could win-Ben-...oops, got a little carried away there. If you're fast enough, before you hit the ground, press 2k again, and you'll do a second super jump. However, you can't vernier this one, or do another super jump, otherwise it would be a dogfight from then on. ADVICE: THE SECRET IS IN THE VERNIER. USE THIS POWER!!!! ABUSE IT! DO WHATEVER YOU WANT WITH....damn, got carried away again. --------- Power (Supers and Specials) --------- The Gundam series, in a way, takes a page from its big blast rival, Toriyama Akira's Dragon Ball series. Well, electronically. The power system is sort of based on Dragon Ball Z Super Butoden fighting games for the same console (the SFC), which uses a Ki system. Specials and supers take up power on your mobile suit, so in order to control it (and be a little more realistic), Natsume implemented a power system. Here's how it works: At the start of each match, both players start at 300 Power Units (PU!). Every time a player uses a special, 100 PU is deducted. Every time a player uses a Super Move, 200 PU is deducted. The amount of power used in a Vulcan is dependent on the number of bullets. To regain this power, you can either: 1. Use anything that hits your opponent (yep, even all the specials and supers regain some power). 2. Block attacks. 3. Did I mention to use normal attacks, which don't use any power? Note: Weak specials cost 0 PU, so they make fond uses. Sometimes, they're almost as powerful as the strong specials. --------- Throws --------- Throwing your opponent is very fun, indeed. To do so, get close to your opponent, or IT, and press f|b+p. A weak throw smashes your opponent to the ground. The strong version sends him flying. In certain cases (like Heavyarms), you can nail a combo when you throw your opponent towards a wall using a normal attack not known to you. There are also specials that work as throws, which can be comboed into and out of. --------- Vulcans(!) --------- One of the great things about this game is the idea of the vulcans. Vulcans are little bullets that fire at a certain distance. To use them, press p when the you see the lock-on window, and they will fire as far as the lock-on window is. The problem is, the farthest they will go is to that window. Opponents canj easily dodge that by backing away. However, it is useful, for makes up for cheap damage. You can make the vulcan anti-air by press cp. ---------- III. MOVES LIST ---------- (Mobile Suit Name on screen) (Full Name) (Model Number) (Weapons) (Statistics from game) (Description of Pilot) (Description of Mobile Suit) Move Setup: [First specials, then Super{s}] Move name (I made these up) Authenticity of the move (aka, "Did it come from the anime?") Keys to perform it Number of hits when it connects (S/W) Description of move Comments on move Misc.: AI pattern (the AI can sometimes have a pattern of fighting depending on certain conditions. If a Mobile Suit does, I'll mention it) (Combos, with execution and number of hits) The Good Things about the Mobile Suit The Bad Things about the Mobile Suit Strategy to use against COM version Grade So, without further ado, the Mobile Suits: Team Gundam ----------- WING Wing Gundam Gundam Model No. 01 Weapons: 1x Green Beam Sword (Uses Right Arm) 1x Buster Rifle 1x Wing Shield (can be used as a club or spearhead) 2x Vulcan Cannon (attached near the head) Stats: FGT: 130 WEP: 140 SPD: 150 POW: 120 ARM: 130 Pilot: Heero Yui (code name, real name unknown). The "Heero" of the story. Strangely, I wouldn't be surprised if that guy was 15 or something, because by episode 8, he hits the emotional stage of puberty ^^. This guy both likes and wants to kill Relina Dorian (Peacecraft), and he seems to be much like a loner, only focusing on his mission in the early part of this series. He pretty much is the loner in the first half of the series, only joining with the team in one episode. More info with Wing Zero. Description: The Wing Gundam is what this series is named from. This Gundam is one of the few Gundams that I know of that can convert into a fighter jet, ala Voltron. EDIT: I take that back. Ala Robotech, Voltron, Macross, Transformers, etc. Colors: P=Blue Armor, S=Purple Armor Unique Thing: The ability to pull a real uppercut while standing. To do so, tap sp. Specials: Buster Shot Duh! He uses it all the time during the time he has it! QCT+k 3/1 Des: Wing grabs his Buster Rifle and shoots some slow-moving Buster Shots. In the strong version, he fires 3 shots that are remeninscent of Mega Man X's Level 3 Charged X Buster in X2 and X3 (maybe X4?). The weak is similar to the Level 1. Comments: Useful if your opponent doesn't jump too much. Shield Upper It might've been an attack, I'm not too sure. GTDD+k 4/2 Des: Wing jumps in the air and spears his opponent with his shield. Strong version adds a sword slash. Comments: Useful for airborne opponents, especially Tallgeese. But, it often is the move executed when you screw up on your Super Move, and it also screws up your timing. Charge and Slash The weak version actually came from Episode 8: Party Night (aka, Nervous Breakdown, Hormone Burst, etc. ^^) GQCA+k 3/1 Des: Wing charges with his shield, sparing his opponent. Strong version adds two slashes from his sword. Comment: This move is similar to Ryu's Hurricane, but it wastes energy, and one miss will equal no hits at all. Don't use it too much. Super: Buster Beam Of course it is, you dimwit! QCTx2+k 6-10 Des: Wing fires two beams from his Buster Rifle. Comments: Good, especially because it is one of the few supers that can be done in the air. Super: Wing Mode! Take a guess. GQCAx2+k 9 (3 for each swoop) Des: Transformers! Wing jumps up in the air and disappears from the screen, then goes into Wing Mode (aka, Bird Mode) and swoops by three times, spearing the opponent (Heero never used his shield this much...). His horizontal flying area is the place where he stood when you executed his move, and he stays flying in that area, never scrolling the position off the screen. You can move him up or down when he is in Wing mode. During flight, he is invulnerable to attack, and is unblockable. Comments: Almost useless. He is invulnerable, but you can't combo the move, and it can be easily avoidable (super jump). Along with that, you can find his position, and launch your own super when he lands. It would've been better if he was controllable or if the attack could be done in the air (so that if you position it right, you'll be able to hit your opponent all the time), but you can't. The only time that it would be great is to impress your friend (I said FRIEND, not GIRLFRIEND. Do that, and you're a complete loser AND ejit). Combos: Jump and Annoy: SJ, (when in reach) sW, (immediately when on ground) csp, rlr (1+1+1+1=4) Weak Kick to Buster Shot: cwp x3, cwp (2-in-1), df+f+k (3+1+1/3=5/7) Up against The Wall: (when op. is in air and corner) TDD+sp, cwp x3, cwW, sW, QCA+sw (10, unverified) Long-Range Killer: QCT+sW, wk, QCT x2+sW (18, unverified) Flying Charge: sp, TDD+sp Abandon: QCT+sp, (enemy knocked to the end of screen) wp, sp, QCTx2+sp Silencer: wp, wW, TDD+sp Shutdown: wW, cwW, TDD+sp Sweep: wpx3, cwpx2, csp Sweeper: cwpx4, csp Air Dance: wW, sp, (when in hori. range) QCA+sp Air Dance Mark II: cwW, sp, (when in hori. range) QCA+sp Omega Sword: wW, cwW, sW, csW Marksmanship: (at Vulcan range) wp, sp, QCT+sp, QCTx2+sp The Good: A very versatile fighter. Fast-moving. Your all-around fighter. An invulnerable Super. The only Gundam who I've been able to pull a two-in-one combo (well, actually, I just discovered it) The Bad Pathetic Super. Combos aren't easy to execute. Sometimes easy-to-avoid Special. Strategy against him: What ever you do, don't stay close to him for too long, for he will use his ENCKD combo, and it will be constant. He often uses the weak version of the Buster Shot during the round, and will use his Shield Charge once per round. Keep your distance from him, and when you're close, try and throw him. Grade: He's quite decent, but notably weak, probably overshadowed by Wing Zero. B-. A note by Juuanagou317: I noticed that Wing's Super Buster Rifle seems stronger than Wing Zero's. Try it in Vs. mode and see for yourself. Clarification on above note by SkyViperX: There's a variation in power. Wing's Buster Beam is more powerful at long range, while Wing Zero's Zero Buster Beam is more powerful at close range. DEATHSCYTHE Gundam Deathscythe Gundam Model No. 02 Weapons: Beam Scythe x1 Crash Shield x1 (can be used as a drill and a knife) (Thanks to Killer B for the correction) Vulcan Cannon x2 Hyper Jammer x1 (it causes the "teleport" effect. Stats: FGT: 140 WEP: 120 SPD: 160 POW: 120 ARM: 120 Pilot: Duo Maxwell. "PRAISE THE LORD AND THE HOLY GOSPEL! THE GREAT GOD OF DEATH IS BACK!" He's a guy you gotta love. He pretty much does comic relief in this series. He is obviously one of the strangest people you'll ever meet: He was at first raised by an Orphan Gang, where he hung around the leader until his death, and thus called himself Duo. He was later raised in the Maxwell Church, thus Maxwell. (Thanks, Caelestis Zero) Though his foster parents was a nun and a priest, he breaks the seventh Commandment hundreds of times with his Gundam, to which he talks to much like Caligua did with statues. He himself gains a girlfriend, an OZ Mobile Suit pilot by the name of Hildy (think of her as a cross between Lieutenent Noin and Luhna from Lunar: The Silver Star), to whom he lives with for a few episodes, then leaves to finish his job, while she helps TG by getting information on Libra and giving to them in episode 45, almost sacrificing her life. In "Endless Waltz," he helps Heero in stopping the "Meteor" colony from truly acheiving the goal of "Operation: Meteor" (the Gundams' intended mission) then botches over 50 Scorpio Mobile Suits without slaying a single pilot on his spiffy Deathscythe-Hell Custom (you go, Duo!). Des: Deathscythe is the Gundam whose name means what it is: Its scythe can be deadly at times. In this game, this Gundam has the only move that was taken from its Kai model, Deathscythe-Hell (like Wing Zero, except Wing Zero). Speaking of Deathscythe-Hell, that model is probably the nastiest model of the Kai models, especially because of its armor that can change into an "Angel-Wing" vernier (actually, it looks like football pads...any relation to Maxter from G-Gundam? ^_^). A thought: With the Angel-Wing Armor/Vernier on Deathscythe Hell/Custom, one must think, should he had said that he was the more reasonable "Shinitenshi," the Angel of Death? Just a thought as I watch "Dogma." Color scheme: P-Navy (or black) armor; S-Purple Armor. Unique Thing: When you dash, he either teleports or becomes invisible, making you invincible for the duration of the dash. However, your shadow is still seen, so it seems a bit useless. Clarification from Deathscythe HELLO: With the dash/teleport, you cannot be hurt by Vulcans and very rarely (requires expert timing), dodge attacks. From FarFREEK: But I would like to make it up to you by telling you about DeathScythe's teleport. He is not actually teleporting. If you watched the early episodes you'll remember Duo has a knack for surprise attacks, the teleport is based on that, and is meant to make up for his lack of a great super attack. Further clarification from Son of Bhaal, amongst others who I've seem to have forgotten in the midst of other emails (sorry! Please email so I can recredit you): The teleport effect comes from an electronic jamming device, called a "hyper jammer," which renders him invisble on any electronic device that can detect him. Spinning Scythe Depends on whether or not you mean vertically. If so, no, if not, yes, it was always in there. TDD+k 6/3 Des: Deathscythe whirls in the air toward the opponent, spinning his scythe towards the target, juggling him in the air if it hits. Comments: Nice move, except I wish it were QCT instead of TDD. Drill Shield In the first episode introduction of Deathscythe, he had done this special. I saw him do that lots of times with Deathscythe-Hell. QCT+k 5+x/3 (x=the number of hits you add to it) Des: Deathscythe throws his shield, which flies like a drill, hitting the target multiple times. Strong version adds teleporting to close range, so you can attack him while the drill drills. Comments: Great move, especially when you need to gain extra hits. Super: Super Spinning Scythe Might have been the way the Deathscythe-Hell did Spinning Scythe back in episode 3x (it was in the thirties, the episode when Wufei and Duo escape the Lunar Base. email me if you know! you'll get credit!). GQCTx2+k 10-15 Des: A more horizontal version of Spinning Scythe with critical feedback, looking much like this guy's critical when he uses his weapon. Comment: Long live Magus! This move does owe him the respect he needs, for it is a great move, especially at long range. Combos: Illusion Kick (opener for combos): Dash, sp Buster Slash: (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13) (Thanks, HyperBlissey) Shinigami Renzo: cwW, sW, QCT+sp, rlr x y (y=infinite times) Shinigami no Kehai: QCT+sp, wp, cwW, sW, rlr x y Deadly Roulettes: QCT+sp, sW, csW, QCTx2+sp Death Becomes Me: wp, wW, QCT+sp, cwW, csW, QCTx2+sp Quick Charge: (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp Quick Charge Minor: (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW The Good: Can teleport. Has a teleporting special. Easy-to-execute air throw. The Bad Weak strength. Teleporting can be tracked. Strategy against him: Whatever you do, ALWAYS KEEP YOUR DISTANCE, AND NEVER PULL A JUMP ATTACK. He does his Spinning Scythe every time. He'll use the weak version of Drill Shield often. Strangely, he rarely uses his super. Use projectiles and vulcans, and strike low if you have to get close. Grade: His teleporter, his defense, and juggler special outweigh his speed and strength. Still, there are better choices. B HEAVYARMS Gundam Heavy Arms (or Heavyarms) Gundam Model No. 03 Weapons: Gatling Gun x1 (Doubles as a club) 5-Cannon missile launcher x2 (under the breast armor, which might've been useful for breast-feeding...^^) 3-Launcher Missile Pack x4, attached to "thighs" and "calves" (However, they aren't used in this game) Retractable Army Knife x1 (sorry, no detachable arm to use a beam sabre) Vulcan Rail Cannons x2 (actually, they're just Vulcan Cannons, but with firepower like this, I just had to) Stats: FGT: 110 WEP: 160 SPD: 110 POW: 140 ARM: 140 Pilot: Trowa Barton, aka Triton Bloom. An orphan that joined the circus when he arrived on earth, this guy is the philosopher type, and the main advisor to the team individually. However, he is the only man on the team to attempt suicide with self-detonation of his Gundam (Catherine Bloom saves him, and he owes the debt later on) (why I said he's only one, I dunno, because Guillermo Varela clarifies that practically every Gundam has self-detonated (except Shenlong, it was destroyed), and reminded me of Heero's famous suicide attempt in Episode 9, which prolly passed my mind). He "betrays" Team Gundam to join OZ (actually, he was intent on helping Team Gundam by sabotaging OZ). Plus, as with every dramatic story, he becomes the amnesiac; this time, it becomes one to which he is afraid of the past. Strangely, the Zero System heals him when he pilots Wing Zero. He should've been leader when Heero was out on his own duty...In "Endless Waltz," he once again "betrays" the Gundams by joining the Meteor army (or is it Mariemeia?) and stopping the "Meteor" colony (what was the name of it?). However, he almost gets hurt by Wufei when he joins. Des: Jacob Poon, the author of the current Moves List, says the Gundam reminds him of the `70s comic book series Mazinger, with the idea of breast shooters. Little did he realize that many people did not know that such a comic book series existed. So here's my comments: Okay, this Gundam is nuts. He has enough power to take over a small country, even with a good army (well, then again, any Gundam could, with Gundarium). This could also destroy the American Armed Forces in two rounds ^^. This could be Dubya's favorite weapon (actually, I'd think it would be Deathscythe... o_0), and he would act like Reagan if he found out about them (spare me a sniper rifle in this matter). Also, with thousands of bullets and about a hundred missiles attached, he's the hands-down winner against Metal Gears Rex and Ray in a 2-vs.-1 match, and sure to make the power-hungry leader happy. Colors: P-Red Armor, S-Purple Armor (the colors are similar to that of Heavyarms Custom) Unique things: 1. He fires the most Vulcan bullets, making it possible to counter any Vulcan attack. 2. He has a real uppercut: cwp. 3. If timed correctly, you can double kick after a regular throw. Rail Gatling Fire Duh! GQCT+k 7/3? Des: The gatling gun fires several bullets at a higher velocity than the Vulcan Cannons. Comments: Great move! Problem is, you can't fire in the air (at least from what I've seen) and it feels like he's gonna fire more. Homing Missiles (or, "Something to Get Off Your Chest" ^^) At the speed the anime's missiles was going, no. TDD+k 2/1 Des: Heavyarms launches two very-slow-moving missiles from his chest. It either moves upward or downward, depending on whether or not the target is in the air. Comment: One of the worst moves I've known in this game. It's way too slow, and never hits correctly. Worse, if you mess up on the Super, this is what you get. Grab and Blow (No, don't think of that as a sick joke!!!) Never seen it. Besides, it would be hard to pull it off. (in close) QCA+k None (it's a special throw) Des: Heavyarms bear-hugs then lifts his opponent in the air. He then opens his chest and fires missiles simultaneously. A special throw. Comments: Its a great way to annoy your opponent, but it doesn't have decent damage. Special Throws don't do much for you. Super: Explosive! Somehow, that is his purpose... QCTx2+k 10-15 Des: Explosions abound when Heavyarms unleashes something from his chest that takes up half the screen. Comments: Not a good super. It hits well, but the effects aren't too devastating, and the range is limited. Combos: Up and Down: (While in the air) AsW, Asp, (when on the ground) cwp, Ssp (2+1+1+1=5) Push-up Smackdown: wp, cwp, sp Barrage: (Vulcan Range) wp, sp, QCT+sp Merciless Barrage: (Vulcan Range) wp, sp, QCTx2+sp Stun-Shot: wpx3, wW, QCT+sp Death Barrage: (opponent in corner, Vulcan Range) TDD+sp, wp, sp, QCTx2+sp Stab Smash: wp, cwp, (in close) wW, sp The Good Wicked powerful on its a level of weaponry. Lots of weapons to use (like a mech!) Powerful throw. Its Cannon Strike (tap sp) hits for large damage. The Bad Slow. Strategy Against Him: Stay close, for you'll be hearing a lot of buzzes from his Gatling Gun at any distance, specifically from long range. Never use your Vulcan against him, for he'll counter and it will always hit you. He doesn't block too much, so use projectiles or combos when you can. He'll use his Super once, maybe twice per round, but is easy to avoid, so there isn't much to shout about. Also, stay on the ground if he uses his missiles; and either dash forward if it's done in the air, or jump over them when it's done on the ground. Grade: His power and good speed surpasses his shortcomings, though I wish there was a better super for him, with the power he has. He's the only normal Gundam (save for Wing Zero) that I've been able to beat Epyon with in the beginning. A- SANDROCK Gundam Sandrock Model No. 04 Weapons: Gundarium-refined Heat Shotels x2 (Can be heated for a better slice) Uzi-3 Sub-Railgun x1 (can fire in multiple directions) Vulcan Cannons x2 Stats: FGT: 120 WEP: 120 SPD: 110 POW: 150 ARM: 160 Pilot: Quatre Raberba Winner (First, his surname ain't Arabic! Second, if his name's Winner, why wasn't he the leader the entire time?). Quatre, much like like his father, who is one of the richest Arabs on Earth (and the colonies), is a pacifist. However, he never told his father that he was a Gundam pilot until it was too late. His reasoning to care about people is better than Duo's, and sometimes becomes too caring for his own good. In deep anger, his father tried to stop OZ from ruining his colony by rejecting the Romafeller Foundation's offer of using his mine for the manufacturing of Mobile Suits, but his colony's people (he was actually leader) became frustrated, because they WANTED OZ to protect them. With that, he gets killed later on. Quatre gets severely depressed, and at the time of publication of this game, he had just used the Zero System on Wing Zero against Heero and Trowa. He lost his depression immediately afterward. In the end of the series, he masters the Zero System, and leads Team Gundam (excluding Heero) to defeat his opponent, who was also using the Zero System, the bitchy Dororthy Catalonia. Oh yeah, and on Earth, he wears weird goggles when using his Gundam, even though he doesn't need them. (Blue Tide points out that the googles symbolise leadership in the Magnuarcs. It poses a similarity to when Luke was ungoggled as he led Rogue Squadron in the Battle of the Death Star in "A New Hope.") Des: Of all the Mobile Suits, this one is the most bizarre of them all. He's the only one without a beam weapon (except Heavyarms, which has something realistic), instead having 2 huge scimitars. His head and body look like a lady draping her head with an veil wearing bushido armor. Add to that the pilot is blonde and white (Muslims are black and light brown (a bit darker than hispanics though...)), his Magnuarc compadres wear fezs (fezs were from Morocco, NOT Saudi Arabia), the comrades' ladies look like Persian belly dancers; and you could say the Japanese are pretty stupid and make irrational stereotrpes that BEI should realize when they dub these things. Well, then again, you can't blame them; they are a seriously isolated society, you know ;). Colors: P=Grey Armor, S=Brown Armor Unique Thing: The only thing I know of is that he has the only special that you can perform using normal attacks (see combos). Has the only Super that can do twenty hits. Flying Sword There are several episodes, including the first episode, in which he does a SIMILAR attack, though not the same attack as the aforementioned. QCT+k 3/7 Des: Much like Zero's (from Mega Man X2-6, Mega Man Zero) Charged Beam Sabre, Sandrock slices his heated shotel downward, sending a sword-like projectile towards his opponent. Acts like Deathscythe's Throwing Shield. Comments: A decent move, but it's too slow and predictable. Dice and Slice Combo Didn't see this one either. QCA+k 4/1 Des: Sandrock uses his shotels to slice and dice. Weak version is a dash and one strong slice. Strong version adds another slice plus both scimitars stabbing downward. Des: The third most-worthless move in history. Hell, you can do this with normal attacks! Avoid using this. Power Bomb I haven't seen this one either. Hell, none of them at all seem familiar! TDD+W 5/2 Des: Sandrock grabs his target and pounces him to the floor. Strong version adds two headbutts. Comment: Not bad, for a special throw anyway. Strong version provides good damage. Super: Magnuarc Raid QCTx2+k 7-20! Des: Sandrock fires his Uzi-3, and Magnuarcs behind him use theirs as well, sending fire in multiple directions. It's the perferred weapon of many Magnuarcs; don't leave home without it! Comments: I will say, this is a great super in the game. It's hard to block, and the only Super for a regular character that can do twenty hits! Nasty! Only problem is, it doesn't cancel. Damn! Combos: Assault and Support: TDD+wW, QCTx2sW (5+12=17) Requiem of Thunder: QCT+sp, wp, sp RockBreaker: wpx3, wW, TDD+sp Last Showdown: (Vulcan Range) wp, sp, QCT+sp, QCTx2+sp Armed Assault Pouncer: QCTx2+sp, cwpx3, sp, TDD+sW (Thanks to Jinseid0 for the combo!) The Good: Shotels make several hits when used both weak and strong. Only normal Super that can hit 20 hits, which completely blocks Epyon's super. The Bad: Damage is not even halfway decent. Not much else to hoot about. Super doesn't cancel Strategy against him: At first, Sandrock will be a slow mover. However, he'll tend to stay close to you, which can be annoying. Keep a bit of a distance and fire his ass off, but don't go too far away from him and fire, for he'll block-dash a lot more often than Wing. He relies on his Flying Sword special alot during battle. He is likely to use his super more than once per round, so keep your guard. Grade: His Super is killer, but the rest of him is only so-so. B-/C+ SHENLONG Gundam Shen Long Model No. 05 Weapons: Beam Blaive x1 Retractable Dragon Claw x1 (works as a claw, an extending punching glove, and can shoot a huge amount of fire) Vulcan Cannon x2 Stats: FGT: 160 WEP: 110 SPD: 130 POW: 140 ARM: 120 Pilot: Chang Wufei (Sunrise Studios could've done Zheng [same thing as Chang] to make his name a bit more interesting...but then again, that's being Communist). Strangely, you RARELY (and I mean RARELY) see this guy smile at all during the series. Seems like his marriage with Nataku went the wrong way, sadly...she died while fighting with him in her own mobile suit. He's the loner of the group, and though he's worked in pairs with everyone (except Quatre), he mostly works alone. It seems as if he feels like he's at the bottom of everything. He thinks of everybody as insane except himself, disapproves of pacisfism (though he is a Confucianist), and can find no purpose at all. He really hates women. However, he is insane (humanity IS insane, so he's normal), especially when constantly refers to his Gundam by his dead wife's name. However, he clearly understands the situations he gets himself into, and could make a better leader than Quatre, or possibly even Heero. Late in the series, he is triple-crossed by Zechs Marquise, OZ, and White Fang when his home colony, named Ultron, is self-destructed by its leaders, who is also Wufei's only family, the Long clan. He seriously loses his mind, and fights like hell before he's picked up by Heero. He also has a problem with Treize Kushrenada, leader of the Romafeller Foundation, after fighting in a duel in which he loses (the actual reason is explained in the Operation Zero manga: Treize literally killed Nataku, so the fight is in the name of vengeance). In Endless Waltz, he turns evil, and...well, you'll have to find out for yourself ;). The only time I've seen him smile was after he tries Wing Zero and when he is with Commander Sally Po (did I neglect to mention that he has a thing for her?). A further note Description: This Gundam model Series is the only Series that goes through three complete name changes: Shen Long (Original, named after his master), Altron (Kai, named after his colony) (and no, it's NOT "Voltron"), and Nataku (Custom, what he calls his Gundam when he uses them). Not only does it look a bit like the Dragon Gundam from G Gundam, it fights like it too -_-. Colors: P-Blue main armor, Red and Gold Plate; S-Green main armor, Red and Gold Plate. Unique Things: Its CsW makes for an outstanding air-to-surface or mid-air counter. All W attacks make for at least two hits. Dragon Throw (or the Real Dragon Punch) Of course! The Claw ain't there for looks, you know. QCT+k 2 (Throw added)/2 Des: Shen Long extends his dragon claw to mid-range. Weak version is basically hitting the opponent two times. Strong version hits the opponent two times, grabs them, then throws them to the other side. Des: This is the best special throw, and the weak version does some good damage as well. Problem is, it doesn't go very far (only half the screen). Still, a very good special. Rapid-Lancing! Half of it is seen in the ending credits, the other half is not seen at all, but you have a sense that it would. TDD+k 6/3 Des: Shen Long spins his lance above his head, then rapidly stabs his opponent. Comments: This move is probably the best special in the game. For one, he lunges forward when he attacks. Second, he does a good amount of hits for both versions. Third, it's lightning quick. Finally, the weak version has probably the most damage and the highest power recovery of all the specials in this game. Add to that that there is some good animation done on it, and you got a badass special. Super: Dragon Hang Fire? Or Shinkuu-Hadouken? Saw it constantly. QCTx2+k 6(!)-10(!!) Des: Shen Long's hand turns into a dragon's head, breathing fire at his opponent for two seconds. Comment: The super holds out some decent damage, but it could be stronger, especially since it's coming from a good Gundam. Can't be comboed into for some odd reason. Combos: ENC Claw: Cwp x4, (two in one on the last Cwp) motion dt+t+sk (4+3/6=7/10) Ya Bitch! Combo: (in close, ground) wW, cwW, QCT+sk, cwW, cwp, QCT x2+k Dragon Dark Fire: wpx4, wW, cwW, QCTx2+sp Dragon Dark Bite: wpx4, wW, QCT+sp Dragon Dark Bite Mark II: wpx4, wW, cwW, QCT+sp Slam: wpx3, wW, sp Triple Thrust: wW, cwW, sW The Good All weapons have at least two hits. The best special known. Fast. The Bad Strength comes from combos. Little Strength otherwise. Defense is a bit mediocre if anything. Weak Super. Strategy against him: Of all the Mobile Suits, this has the weakest AI. He's so easy to beat, which doesn't serve him justice. He does do lots of combos, but rarely does he go into the air. Attack from the air, and he'll bite the dust. Grade: A-/C. If you're a combo or speed person (which most are with SF-based games), a person who tends to stay close to your opponent, or like style, you'll love this Gundam. If not, or you're a SF newbie or a complete newbie to this game, then he's not the Gundam for you. The Romafeller Foundation (OZ) TALLGEESE OZ Mobile Suit Tallgeese Weapons: OZ Beam Sword x2 (Second used only in certain situations) OZ Dober Gun x1 Peacecraft Shield x1 (Well, at least I think it is) (Used as a club as well) Vulcan Gun x1 (yep, these OZ Mobile Suits don't have Vulcan Cannons attached to their necks, unlike their Aries and Taurus counterparts) Stats: FGT: 100 WEP: 110 SPD: 150 POW: 130 ARM: 120 Pilot: Colonel Zechs Marquise (aka, Milliardo Peacecraft. The American version pronounces his name Millyardo, which is both the stupidest name I've heard of, and the most unreasonable replacement for Milliardo. Besides, it didn't need to be >:(.) This man, a Peacecraft, masks himself and uses the name to protect his identity, for he comes from a pacifist family. Early on, to avenge for his family's death when they were attacked by the UESA, Lightning Baron (his first code name) returns to the Sant Kingdom and regains control of it by using the Tallgeese to defeat it (though he suffers a heart attack the first time he uses it). He was renamed Lightning Count; however, OZ then tried to slit his throat, when they believed he was helpping the Gundams by rebuilding Gundam 01 (Wing). In fact, he was rebuilding 01, but it was only for one purpose: To fight Heero Yui, in a duel that would last the entire series. More info with Epyon. Des: This Mobile Suit, which looks like the Master Gundam from G Gundam (save for the head), is the only one that has only slight name changes and improvements over each other (Tallgeese, Tallgeese II, Tallgeese III). In fact, they all look the same. Another thing is, unlike the other Mobile Suits, it stuck with one pilot when it had pilot changes (I: Zechs Marquise, II: Treize Kushrenada, III: Zechs Marquise). It's supposedly the fastest Mobile Suit (faster than the Gundams), thanks to its vernier. Color Scheme: P=Whitey's, S=Bluish-Purple Unique Things: He has the highest super jump, making it easy for him to tower over opponents. He has the longest vernier: Three seconds. It makes him an air-based opponent. OZ Dober Shot What else would you expect? QCTx2 4/1 Des: Tallgeese uses the Dober Gun attached to his right arm to fire buster shots. Comments: The projectiles are actually faster than Wing's Buster Shots, and get more damage. Very useful. Tall Knee The rest he didn't do. TDD+k 1/1 Des: Tallgeese does a fast rising knee butt (thus the name "Tall Knee"...you didn't get it, did you? :( ). Comments: It's fast and hits hard, but if you miss, you'll be vulnerable to attack. Mobile Power Bomb/Backbreaker TGQCA+k 2/2 Des: Tallgeese grabs his opponent in the air for one hit, a throw for the other. Weak version does a backbreaker, strong version does a power bomb. Comments: A decent special throw. Super: Sword Beam QCTx2+k 6-8 Des: Is Zechs linked to Link from the Zelda series? (^^) It would make sense with this super. He does a "whirling-blade"-like attack that sends a wave that takes up the entire screen. Comments: Though it is weak, it's the only super on a normal character that you'll always sustain damage (though you can block it). Useful when your opponent is air-based (wait a minute, the Suit you're using IS the ONLY air-based person! Damn! ^^). Combos ENC KD: Swp x2, Sf+sp ENC Combo: Swp x2, SsW Shot Blaster: (Vulcan Range) wp, sp, QCT+sp, QCTx2+sp Antarctic Smash: wpx2, wW, QCT+sp AI Pattern (I think this happens on all OZ Mobile Suits): Stand at far end of the screen, and Tallgeese will do this attack pattern (or something similar) if you stay there: Vulcan, Vulcan, Super Jump+Weak OZ Dober Shot, Super Jump+Weak OZ Dober Shot, repeat. The Good Highest jumper. Highest Vernier. Longest lasting vernier (three seconds!). More control on the vernier A bit more powerful than Wing. An always-hits super. The Bad Tallgeese=Tall Mobile Suit=Big Target. This will cause problems, as crouching blocks won't be your best defense. Most standing attacks will hit. Sluggish, both on the ground and with attacks. The low kick (f+sp) is really annoying, especially if you are comboing. Strategy against him: This guy loves flying. Nab him BEFORE he takes the air. Stay in close, for it won't help him get any higher than the ground (Shenlong will be great for this job). If he does hit the air, have somebody there to bring him down, specifically during an AI Pattern (Vayeate is perfect for this one). Keep him down on the ground, and he'll be easy to beat, though sometimes he'll use the Sword Wave and his power bomb. Grade: Tallgeese is a powerful fighter, but has setbacks that degrade his abilities. Still, that doesn't mean you should use him. You'll definitely like him if you are an air person. B VAYEATE OZ Mobile Doll Prototype Vayeate Prototype No. 1 Weapons: Beam Cannon x1 (used as a club and shield as well) OZ Vulcan Gun x1 Stats: FGT: 110 WEP: 160 SPD: 125 POW: 110 ARM: 130 Pilot: Lady Middie Une (aka, Colonel Une). The person with most bizarre name, she was the main bitch for half the series. She assassinates Mr. Dorian (aka, Dorland, another bad name change), Relina's foster father, who was part of the Peace Division of UESA. She acts like an Army colonel early on, trying every damn thing she could do to destroy the Gundams. However, she seriously has a split personality: One side of her (with her hair in a bun and with glasses) is like a crazy general, more like in permanent PMS mode, taking every chance in making sure she is considered the leader. The other side (normal hair, no glasses), however, acts like a woman: Very solemn, very calm, a passionate persion, who can have nervous breakdowns. The way it is controlled is with the glasses (it's proven through episode 3x). Her feminine side breaks through in the end, and she saves the Gundam pilots, for she also believed that war is of honor, not of power (at this point, the Virgo Mobile Dolls were being manufactured at the Lunar Base). She also loves Treize Kushrenada, and would be willing to sacrifice her life in honor of "His Excellency, Master Treize" (this is seen in episode 35 (again) and episode 47). She DOESN'T, however, pilot the Vayeate. All she piloted was a Space Leo Mobile suit and the Second Wing Gundam. In "Endless Waltz," she tries to stop the true "Operation Meteor" from becoming the end of peace on Earth, yet saves the mad bitch Mariemeia Barton-Kushrenada, who was brainwashed by one of her uncles. Description of Vayeate: This Mobile Suit was a prototype for a new type of Mobile Suit. The test pilot was Trowa Barton, who "betrayed" Team Gundam to spy on OZ. The first Vayeate was destroyed by Quatre on Wing Zero, who was losing it from the Zero System. Vayeate's data on Trowa's style was saved, however, and implanted into the second, which was somewhat of a Mobile Doll. It was destroyed by Duo on Deathscythe-Hell. When this suit was combined in the manufacturing process with the Mercurius, it became the Virgo Mobile Doll. Colors: P-Blue; S-Green Unique Thing: Vayeate uses her Beam Cannon for: 1. sW, 2. wW, 3. sp, 4. Blocking. What a one-(wo)man army (s)he is. Pulse Buster Of course, of course! QCT+k 3/1 Des: Vayeate actually fires a beam shot from her beam cannon. Comment: A bit slower than OZ Buster, it deals some good damage, though. Semi-Rising Knee Nope, but it wouldn't be in the anime anyway, since she's based in space ;). GTDD+k 2/1 Des: Vayeate does a rising knee similar to Tallgeese's, but stops at mid point, so as to finish off with a combo or something of some sort. Comments: This move is nice for finishing combos, but not good as a stand-alone. Super: Vayeate Beam On the Virgos, I saw it easily, but it wasn't on Vayeate alone. QCTx2+k 7-10 Des: Vayeate fires an actual beam from her beam cannon, which expands at a gradual rate. Comments: This super is great for the "my-opponent-was-just-about-to-jump-when-I-did-my-super-and-I-missed" scenario. It actually is like RVR02 Vangrance's full-craw super Vulcan from Thunder Force V (especially in Brigadine's Shield mode): If the main beam misses, the other parts of the beam may still hit your target. A decent super. Combos: ENC KD: cwp x3, csp ENC Combo: cwp x3, SsW Rising Combo: ENC, TDD+wk, AsW (4+1+1=6) AI Pattern: See above with Tallgeese, only instead the pattern is: Vulcan, Vulcan (or SwW), AsW, AsW. The Good Like Gundam Heavyarms, lots of projectiles. A spread Super. Powerful attacks. The Bad Mostly of strength, meaning little defense and speed. Strategy against her: Always get to her back, for she becomes powerless the moment she isn't looking at you. Also, stay close, and use throws and close specials (once again, Shenlong is useful here), for that area doesn't much of use for her. Grading On certain Mobile Suits, Vayeate is a bit useful. Otherwise she ain't that great, even for OZ standards. B/C+ MERCURIUS OZ Mobile Doll Prototype Mercurius Prototype No. 1 Weapons: Shield Sword x1 (that's what it seems to be) PURANEITODEiFUeNSAA x10 (geez, Sunrise Studios, couldn't you just say "Electric Hockey Pucks?") (Translates to "Planet Defensors," but I still like hockey pucks) (works as a force field and a whip) OZ Vulcan Gun x1 Stats: FGT: 150 WEP: 100 SPD: 125 POW: 130 ARM: 130 Pilot: Lieutenant Lucresia Noin (It's said to be Lu-CRAY-ziuh, not Lu-CRE-sha). She is quite a decent pilot for a Mobile Suit. She somewhat represents OZ. (Blue Tide points out that Noin is Italian, and is merely doing the job for Zechs' love) Strangely, she falls for Zechs, who was part of the Sant Kingdom's leading family, and supports his sister, Relina, like a bodyguard. She supported the temporarily-independent Sant Kingdom to its end. She can keep her head up, and she's willing to lead a team. Problem is, she sometimes sounds like, mmmm, a pleading masochist (case in point: The episode where Noin, Quatre, and Heero head to space [email me if you know the number or name]) (must be the voice-acting). Still, she stuck Zechs to the end of series, and in the movie, "Endless Waltz." However, she DID NOT pilot Mercurius. She piloted an Aries Mobile Suit in the first half of the series, and a white Space Leo customised to use on Earth in the second half and in "Endless Waltz." (Many have specified to me that it wasn't a Space Leo, but a Space Taurus, though that doesn't seem to make sense either, for the Tauruses were the UESA mechs in the beginning) Description of Mobile Suit: Mercurius was the second OZ Mobile Doll prototype, first piloted by Heero Yui (whose flight data was saved and restored later on), then by Quatre Raberba Winner. This, when combined with the Vayeate, became the OZ Virgo Mobile Doll. It was mostly made for defense, but its versatility is far greater than Vayeate's. The first was self-detonated by Quatre, the second (a Mobile Doll with Heero's flight data) was destroyed by Deathscythe-Hell. Colors: P-Red; S-Gold. Unique Thing: Has two shields: A normal (which can turn into a Sword) and a hockey puck shield (see below). Mercurius Finger! I've actually seen Heero use this move in "Heero vs. Quatre." TDD+k 3/2 Des: Mercurius uses her hockey pucks as some sort of thrust as she charges towards her opponent with her Beam Shield Sword. Comments: It sort of looks like Shining Gundam's "Shining Finger" from G Gundam. A good special, with some decent distance. Also a nice combo starter. Problem is, this special is really the only offensive special you can do alone with her. The Shield with Thousands of Names It was its main purpose. What do you think? QCA+k 0 Des: Mercurius does some work on electricity by activating a force field using her hockey pucks. Comments: This is the second-best overall and the only defensive special. It is invulnerable to everything except throws. Plus, a nice special comes with it. The only disadvantage is the constant drainage. Puck Attack Either Quatre or Heero used it during the 2-episode mess between them. QCT+k (can only perform when force field is on) 4/1 (unless in-close) Des: Mercurius sends the hockey puck to something useful: Her target. The weak version sends the four pucks towards the four compass directions. The strong version actually homes in on the target. Comments: Excellent move with good damage. However, DON'T USE THE WEAK VERSION. It's pathetic. Super: Plasma Shocker Didn't see it. GQCTx2+k 7-10 Des: The (place name here) unleash their true power, as Mercurius jumps into the air, and transfers its electrical power from these pucks to the shield, sending out an electric burst that spans (almost) the entire screen. The way it is shaped is similar to one of those lightning shows you see at certain science museums (e.g., Boston and I think Toronto) or the shape of your hair when you put your hands on one of those electric balls. Comments: Great damage, a nice launcher too. One HUGE problem though: Lag time. There's at least half of a second of lag time, leaving the target three options: 1. Quickly block. 2. Slip right by you if you're close or dash back to the corner if you're far (remember when I said, "(almost)?" that is why), or 3. Quickly bash you. So, it's not that good for a super. Combos: Sudden Up-Down Repulse: wW, sp, sW, (when opponent is in range) csW Puck Killer: QCA+k, QCT+sW, dash, wp x3, wW, Reverse (?) QCT+wW, TDD+k, QCT x2+sW (25, unverified) Shocking: wW, cwW, TDD+sp Diminish: wW, cwW, sp, (when oppponent is in range) TDD+sp AI Pattern: If you go at a far distance, Mercurius will simply use her vulcan. Moving any closer will result in activating her puck shield or Mercurius Finger. The Good: Versatile. VERY versatile. Good response time (what else would you expect from a Mobile Suit piloted by Heero Yui? ^^). A kick-ass special that makes her invulnerable. Good close-range special. The Bad Only a halfway decent super. I can't think of anything else. Strategy against her: My best strategy is to keep your distance most of the time against Mercurius. Since her power is really from mid- and close range, you must avoid getting close almost all the time. Being in the air is also a good idea as well (Tallgeese is recommended here). However, IF she activates the puck shield, STOP IT AS QUICKLY AS POSSIBLE, which means GETTING CLOSE TO THROW HER. Or at least make her use her puck special. If she pulls off her Super, quickly hit her if you're close, back away if you're far. Grade: Despite a small shortcoming or two, she is the most versatile Mobile Suit in the game, and probably the best. A The Kai Gundams Wing Gundam Zero Gundam Model No. 01Z (or K or 00) Weapons: Beam Sword x1 Zero Shield x1 (has a spear extension on its tip, can be used as a club) Zero Buster Rifle x2 (can be combined into one powerful beam cannon) Vulcan Cannon x3 Stats: FGT: 150 WEP: 150 SPD: 160 POW: 140 ARM: 140 Pilot: Heero Yui. When Heero brings Quatre to his senses, he himself uses the Wing Gundam Zero (aka, Wing Zero) for testing. However, he is brought under the wrath of the Zero System, a system which gives a pilot a better, if not supernatural sense of the battle, and a quicker response time, yet also have side effects of hallucinations, shooting everything in sight (including colonies), and seizure-like symptoms. In response, after leaving the Wing Zero, he and Quatre head back to earth. Upon returning on his own Gundam (Wing) in Luxemborg, he is given Gundam Epyon by Treize Kushrenada, who was isolated by OZ (whether or not Epyon was created by OZ remains to be seen). It was then that Epyon (which also had the Zero System) started showing him a fate: A crossroads that said, "Will you be the hero or will you die?" After recovering Wing Zero, he masters the Zero System and overcomes its wrath. The path that it leads him is to protect the Earthsphere from the White Fang, specifically Milliardo Peacecraft, who's piloting Epyon. Afterward, Heero battles Milliardo in the final battle in the final episode. He somewhat defeats Milliardo (see Epyon for more info), and destroys a part of the Libra that was heading towards Earth to end the series. In Endless Waltz, Heero, now on the Wing Gundam Zero Custom, faces Wufei (on his Gundam, Nataku), then saves earth once again by stopping Mariemeia Kushrenada. Des. of Mobile Suit: This Gundam was the first Gundam under the Zero System, and the one with the most pilots in it. The List, in Order: Quatre Raberba Winner, Heero Yui, an OZ pilot, Duo Maxwell, Zechs Marquise, Heero Yui, Wufei Chang, Trowa Barton, Heero Yui. Its power is assumed under its twin buster rifle, which when combined, creates a beam so powerful, it can destroy a space colony. This Gundam also had amazing advances in its shield (both larger and with a tip that converts into a spear), beam sword (longer and with a nice feedback), and its vernier (similar to the Master Gundam's in G Gundam, with a higher jumping power than Wing). Oh, yeah, and it's a hell of a lot larger than Wing. Color Scheme: P=Blue, Red, and Green Armor; S=Purple, Red, and Orange Armor (his sword is also orange, which is frickin' bizarre. The Dark Side of the Wing? ^_^) (I betcha you didn't get that joke, did you? :p) Unique thing: The Cwp is not a punch, but rather the use of his shield's tip. Thus, his shield is used for both punches. Zero Buster Shot Duh again! QCT+k 6/3 Des: The same thing as the Buster Shot, but he fires shots from both of his Zero Buster Rifles. Weak version fires 3, Strong version fires 6. Comments: This Buster Shot is actually a bit faster and each projectile is a bit more powerful than Wing's. A combo-ender. Zero Shield Upper Didn't see it, though it would be nasty. A GTDD+k 4/2 Des: Wing Zero uses his shield to its fullest with this new version of the Shield Upper, including his tip extension. Comments: A decent anti-air attack, though you should start with that. Also a nice special to end a juggler combo. Diagonal Buster Shot See above, though this shot is more realistic. AA QCT+k 4/2 Des: Wing Zero uses his Zero Buster Rifles at an angle. Comments: A great anti-air, and finally a decent air-to-surface attack. A great way to end a juggler combo. Super: Zero Buster Beam! (or, "John Woo on the Buster Rifles") Yes, but his real power was when they were combined... GQCFx2+k 10-12 Des: Heero Yui goes John Wui! Uh, I mean, Woo... Wing Gundam Zero, like in the anime, sets the word straight on power by charging his Zero Buster Rifles, adjoined like a shield, to full power (with a prismatic effect that lasts a split second), pulls them out, then fires two beams out of each John Woo-style. He then conjoins them and puts them away. Comments: Bust a move! It has style, more hits, and, of course, more power. Too bad you can't do the move in the air. Super: Zero Wing Mode! Umm, yeah...... QCBx2+k 4 for each round Des: What's a Wing Gundam without a transformation to a jet of sorts? That's exactly what this Super is intended to be. It is more powerful than the Wing Mode Super on Wing, and the jet looks weirder. Comments: Though stronger, it's the same thing as Wing Mode. So it's still worthless. See the Wing Mode Super for the rest of my comments. Combos: Hot Shot: cwp, wp, csW, QCA+sp Fallout: cwp, TDD+sp Launch Gunner: cwW, csW, QCA+sp Down Up Down: wp, wW, csW Swords Master: wW, cwW, sW, csW Bancock Rising Kick: wp x3, cwp, csk (thanks to son glenn for the combo!) The Good Quite stronger than Wing, and stronger than Tallgeese. Has the only projectile special that can go surface-to-air. An invulnerable Super. A heavy hitter. The Bad His Supers can't be executed in the air. None of his attacks have more than one hit with one tap. Not much else I could think of. Strategy against Him: Since Wing Zero has more ways of producing a counter before you even attack than Wing, don't expect too much of the same with him. Stick to the ground, for he can hit you hard in the air (DON'T use Tallgeese, in other words). Also, he works best at a distance, so stay close and base your attacks from there (once again, Shen Long can prove to be your friend). Wing Zero will use both Zero Buster Shots to attack when he gets back far enough (he'll even use the regular in the air). If you're in the air, he'll sometimes use the Zero Shield Upper, other times the Diagonal Buster Shot. He has a tendency to use his Zero Buster Beam once per round, and in rare cases, twice. Much like Wing, I haven't seen him in Wing Mode at all while playing this game. Then again; in netplay, either the one with Wing/Zero doesn't know it exists, or they know, but believe it is worthless as well. Grade Wing Zero is much better than its lesser sibling, and with him, it's easy to breese right through Story Mode (though I had a hard time beating Epyon with him). He's very powerful overall, but his combos are a bit weak. Still, one of the best Mobile Suits you can have. A- EPYON Gundam Epyon Gundam Model No. 06 (I believe that's what it is) Weapons: Beam Sabre x1 (strangely, it's connected to Epyon's torso with a cord) Spiked Whip x1 (can be heated to work like a knife, is used on his left arm) Sorry, chief, but no vulcan! He's cheap as it is anyway. Not the last time I'll say that! Stats: FGT: 160 WEP: 140 SPD: 160 POW: 150 ARM: 140 Pilot: Milliardo Peacecraft (aka, Zechs Marquise). After peace had gotten and missed its chance, Zechs once again became Lightning Count, the Anti-OZ Factor. Unfortunately, that didn't last long either, for Tallgeese was finally destroyed. He then piloted Wing Zero for a bit, and wanted the Gundams to join him and the flagship Peacemillion. However, the Zero System overtook him while he faced Wufei on Ultron (who, at that point, was still crazy from his colony's destruction, and that's WITHOUT being hit with the Zero System!). He lost control with himself, but retained his light-heartedness through the time he had Wing Zero until he switched to Epyon after the first Kai duel with Heero (who was on Epyon). Afterward, Zechs, still unable to make any decent decisions thanks to the Zero System, joined the rebellious space army White Fang like an experimental teen. He then got a new goal: Destroy Earth using the Beam Cannon on the OZ Flagship they stole, the Libra. He was still a bit light-hearted, especially towards his sister Relina when they finally meet at Libra. After the Beam Cannon melts down, a new mission: He sends Libra to Earth. It's as if he's gone baasaku, Noin, of all things, keeps him sane (must be the love). He faces two more duels with Heero: First at the attack of the Peacemillion, and then in Episode 49 (Final), "The Final Victor." His heart was not that of evil, but a mix of a pure soldier and a general (the general part thanks to Canis). When he fights on Epyon, he somewhat fights like a hero, but with a smile (weird...). Instead of the whip, he used the Beam Sabre. In episode 49, Epyon's left (whip) arm is cut off by Wing Zero, and Milliardo had no choice but to concede. Then, upon realizing that was he was incredibly stupid in doing what he had done, he tries to become a hero by destroying the reactor in the broken (and falling) section of Libra. Strangely, he didn't bite the dust. In "Endless Waltz," he returns under the codename "Wind Prevailer," and attacks the Meteor Mobile Suits in his new Mobile Suit, the Tallgeese III. Strangely, he didn't kill anyone when he attacked. Description of Epyon: Gundam Model No. 06, named "Epyon," was created by Treize Kushrenada, who was isolated in the OZ compound in Luxemborg. He built in a means to show the true meanings to chivalry, war, and honor; which used to be shown in war until the building of the Mobile Dolls. I don't consider it a Gundam, but if there's proof that it is, think of it as a black sheep of sorts: For one, the head of Epyon has no gold motif. Second, it has no vulcan cannons. Third, it doesn't have the power to use projectiles (the rest do). Finally, back to the head, it has no sign of a silver covering, and the body has no sign of white (just black). Add to that that he has the weirdest wings, and you got a messed-up Gundam. There's a possibility that Epyon was supposed to be used to supress Wing Zero's overwhelming power, for Epyon itself is the strongest Gundam (in game and in anime). This is the boss Mobile Suit you face in "Endless Duel." On a further note on the Description: There is still a bit of debate on whether or not Epyon is indeed a Gundam. Several people have told me it is not a Gundam but an OZ Mobile Suit, noting that it was built by OZ, and had an OZ serial number to it. Several other people have told me that it is indeed a Gundam, for it was designed by the scientists that developed the Gundams, and the alloy that is in its armor is Gundarium, which is the key trait in all Gundams. One person did seem to counter-argue that point, saying that in one of the Side Stories, there were a few Zeon Mobile Suits that had Gundarium forged in the armor, though he has yet to back it. As of late, I've tilted my opinion towards it being a Gundam. Colors: P-Purple (people eater? ;) S-Blue CODE: To play Epyon in VS. and Trial Mode, highlight Tallgeese and press: 4L, 4R, 4(L+R [sequentially, not simultaneously]). This isn't hard to understand, people. To use his second color scheme, hold the start button when you go into vs. mode, BEFORE THE SCREEN OPENS. Unique Things: He has no Vulcans. Has the most worthless special. The ENC is quite different, and, of all the things, the funniest I've seen. Aero Mode When Heero Yui piloted Epyon, yes. When Milliardo piloted, no. QCF+k+(the rest is optional)any direction+(sk)any direction 2/1 Des: Epyon gets an aura around him, then goes into Aero Mode, where he does a charge at his opponent while flying. Press a direction (other than f) just when you hit k, and you will charge at that direction. In the strong version, after the first charge ends, immediately press a DIFFERENT direction to do the second charge in another direction. Comments: If you train with Epyon, it's going to take some time getting used to truly manipulating him with this special. Otherwise, some decent damage with this attack, though I suggest it as a combo ender. Standing Long Jump NOOOOOOOOOOOOOOOOOOOOO! It's too bizzare, anyway. QCA+k no damage Des: Epyon does the weirdest jump in history: A Mobile Suit standing long jump, without a vernier. A feat somewhat. Can be comboed into or start a combo. Comments: This is WORST Special, EVER, of all games based from the SF2T engine. It is worthless, has been put into a Mobile Suit (actually, Gundam) with only ONE other special, does nothing offensive or defensive, and is useful only when you combo (which you can do the same with a vernier). Super: "Hell hath no fury against Epyon's destruction," Homing Fission. 'Course not. He never used projectiles ^^. H GQCFx2+k 7-20(!) Des: Epyon goes Super Saiya-jin! Well, he looks like it in this Super. He jumps in the air, and looking like he's powering up, unleashes a flurry of weird projectiles that home in on the do some serious damage. In reality, it's just the phantoms of the Virgo IIs shooting at the target. Comments: This is THE cheapest Super. 20 hits, 1/4-1/3 of total Health clipped if unblocked, 1/8-1/6 if blocked; what more can you ask for? Combos: Bongo dance (aka, ENC): csW, wW, csW, wW (this can repeat...infinitely o_0) (4) Ya Cheap Bitch! Combo: QCA+wp, QCT+wk or ut, wpx3, sp, wW, csW, cwW, sW, QCTx2k (thanks ChanseyDude) Untimely Whiplash: QCA+wW, wW, cwW, wW, csW, sW, QCT+wW Air Bash: sW, QCT+wW Ground Bash: csW, QCT+wW Grounding Air Bash: csW, sW, QCT+wW Unhealing Wounds: wW, cwW, wW, QCA+wW+wW Quick Reposite: wW, sp Half Moon Quick Reposite: cwW, sp Lifting Smasher: cwW, csW, cwW, sW, QCT+wW Lightning Claw: wW, cwW, csW, cwW, QCA+wW+wW, cwW, sW, QCT+wW Slap Smash: wW, csW, wW, sW, QCT+wW Lightning Paw: wW, csW, cwW, QCA+wW+sW, QCT+wW Grounding Smash: wW, cwW, csW, QCA+wW+wW, cwW, sp Heat Rod Rumble: (when opponent is cornered) QCA+wk, wW x2, cwW, wW, QCA+wk, wW, cwW, csW, sW, QCT+sW, TDD+wW, cwW, wW, cwp (Thanks to Hyper Blissey) Hyper Blissey's Epyon Custom: QCA+wk, wW x2 cwW, wW AI Pattern: This isn't exactly a pattern, but it seems that Epyon really takes on the offensive in the second round. He thrashes like hell, and it happens so that he either wins the battle (if you lose the first round) or take it to the final round to finish you off, so as to make it possible to annoy you. The Good: Fuckin' Strong. Very Quick. Cheap Super. Very cheap. The Bad: The worst Special in history. No true projectile specials. Too Cheap for its own good. Strategy against him: You yourself must be quick on your feet against Epyon. His basis is to stay close and slash and bash his opponent. Much like his pilot, Epyon is lightning-quick, and can attack like a Viking: Attack and defeat the opponent before they even know what hit them. This will be a difficult battle. My best strategy is to get to a position where he can't get to you quick enough to get on the offensive. Get to a distance and fire projectiles. He'll use the strong Aero Mode, so when he begins to charge second time, immediately Vernier. Don't be surprised if he uses the cheapest Super more than once. The only Mobile Suits I've been able beat him with are Wing Zero and Heavyarms. ADVICE (thanks to -KL- for this!): You're gonna need to hold down a alot, for his attacks are gonna make you block the same amount. Grade I'll give three grades: One, for newbies, it's your best friend. Two, for regulars, it's useful against real opponents who are hard, but not that much else. For veterans, only opt against the annoying opponent, and you can simply increase the handicaps. A failure for button mashers as well. A-/B-/F. Update: All right, at the time of original Grading, I didn't have many original opinions on Epyon. Many have spoken since, saying my Grades are pretty BS. I've reassessed since then based on those opinion and a reanalysis of fighting. For newbies, it's good if you're one of those lamer/jock types who doesn't know what he's playing, but otherwise Epyon is quite hard to control. For Vets, if you know how to control him, he's pretty good, though variety is a bit limited. Masters can either love him or hate him. The initial response was surprising for me when I saw all those combos for Epyon. You can be extremely creative with this Mobile Suit if you are good button-masher and can control him. Other Masters might have more trouble, because his control is much different from the other Mobile Suits. Still, he's useful. Final Grade: F(B- for jocks)/B-/A(B+ for other masters) -------------------- IV. NETPLAY (aka, playing with somebody on the other side of the country) -------------------- Recently, the addition of Netplay in zSNES (v 1.12, I think) has new meaning to the words, "Net gaming." It has, out of all the emulators, the fastest possible speed for Netplay, and no future emulator for the next six months will beat it (not even AdriPSX, whose programmer won't respond to my email. So I say to Roor, "Fuck you and your piece of messed-up shit!"). With the emerged popularity of Gundam Wing, it brings me to start a Netplay guide for those who could use it. First, however, I need to go over some basics BEFORE you start playing: Basics: 1. I use zSNES v. 1.36 (\/\/007 :D). USE THIS EMULATOR UNLESS YOU HAVE A CABLE OR DSL MODEM. Snes9x, as of v. 1.33a, has either got a serious problem with their netplay (with auto-latency) or just sucks. 2. If you use zSNES, make sure you take a read on netplay.txt, which is helpful for Netplay problems. 3. Set Max Frame Skip to AT LEAST 3 if you have a 56k modem. Also, set the Latency to either 2, 3, or 5. If you see better results on latency, contact me. --------- Strategising against Your Opponent --------- If you want to win this game against a human opponent, you've got to know who your opponent is. I've dissected the list to three classes: Beginners, Normals, and Masters. Here's the list, and what to do with them. This not only applies to GWED, but to other Capcom-engine-based fighting games as well. Beginner Class: "Cheapies"-These are little kids and trendies, kids who are part of the "popular" group (aged 10-13). They look at fighting games as if platform games, constantly pressing one button. Unfortunately, it works, as the law of fighting games gives them a loop hole of some sort. Sometimes they might go a bit farther as to doing more, like jump in the air or use another button. Either way, they're extremely annoying. If they know the code, they'll likely use Epyon, if not, Wing Zero. Strategy: Stay as far back as possible. Use Tallgeese and his air attacks, if you know them. Use projectiles, for they don't know how to use them yet, and probably never will after you sock them. Real Beginners-Unlike Cheapies, these people at least got an idea of what they're doing in the game. They either just started playing the game, or haven't beaten the game yet. They might mess up on a few shots at specials, may even hit a super once in a while. Strategy: If you're one of these, it might take a while to beat one of your own. If you're a normal, it's not too hard to pelt them. And for those of you who are beginners, don't worry if you lose, it's all part of learning. Normal Class: Average Gamer-This is your average gamer type, who has at least beaten the game once. He attempts to be a jack-of-all-trades, with trying each and every Mobile Suit. His abilities are OK, nearly successful at executing specials perfectly, and okay at executing supers. He isn't Perfect, but he does okay, and won't get beat up too much by fellow average gamers. This considered the base level in which the gamer in this game evolves from. Strategy: Play your first game the way you play Story Mode. Weed out his strategy, and use his weakness to your advantage. But that's if you're an average gamer as well. If you're in the beginner class, it'll take a bit of time. If you're a Master class, you know what to do. Semi-Unimaster-This type is starting to assemble himself around one Mobile Suit, most likely a Gundam, mainly because they have an anime or fight liking. They haven't fully mastered its abilities, but they're getting close. They can really beat up people using their favorites (or Uni), though not as strong versus true Unimasters. They also like to use the secondary color for fun. Basically, their startegy is based on the normal AI of the game. Strategy: Simple: Use my reccomendations for beating the AI version of the Mobile Suit. Master Class: Unimaster-This type is obsessed with one Mobile Suit. They know every move in the book about their favorite. Their strategies are even better than the hard AI. In all, they mastered a single Mobile Suit. And nothing else. Strategy: Two things: Use my strategy with a harder pounce, or force them to use a different Mobile Suit. Button Mashers-These are the combo guys. They tend to lie low, then BAM! you get smashed with a relentless offensive involving combo after combo. They tend to use Shen Long for a Gundam. Strategy: Don't let your guard down. USE THE AWAY BUTTON. ALWAYS. FAQ Writer: This type is a very near master type. He isn't a button mashing type, but he is quite a master at the rest. He understands every single thing about the Mobile Suits, and their abilities, and who to use wisely. His skills are far beyond many. The reason the FAQ Writer is so named is because I'm at this skill level, and wouldn't you be a FAQ Writer at this skill level? Strategy: You're only hope is either a higher handicap or Epyon. True Master: Now this is the best. Think FAQ Writer+Button Masher. A deadly combination, don't you think? Strategy: You're fucked. Unless you're one yourself, so have fun. More will come if you contact me, so PLEASE DO. -------------------- V. CODES! (YES!) -------------------- Sorry, chap, not much to see here. Just a nice Pro Action Replay code: This Pro Action Replay Code gives you unlimited PUs. 7E1B80C0 + 7E1B8110 Thanks to Juunanagou317 for this code. -------------------- VI. Coming Soon... -------------------- Nothing. -------------------- VII. Revision History -------------------- Version 0.5 (12/07/00): "This is a public announcement/this only a test." Name that song! -Moves List: 100% -Fighting System: 40% -Combos: 5% -Bios: 120% (needs condensing) Version 0.95 (01/08/01) "A day late/a buck short/I'm still writing/the report" Name that song cos I like it and don't know what it's called! :D -Implemented the complete Netplay Guide! -Several anime edits! -An overhaul on the Fighting System part. It needed it. -Completely removed any combos because they weren't in at the right time -A list of what's completed so far: -Moves List -Netplay Guide -Near-complete Fighting System -Bios (thank my dad, somewhat) Version 1.0 (1/25/02) "It's been awhile...." It has. Sorry. -Several edits (including moves, to coincide with the Fighting System setup) -Added some combos, finally. -Changed Sandrock's Super's name, to stop offending religious types (which I hate) -Fixed Duo's Bio. -Darkdude3 email address is now permanent. TheTrueAntiLamer is going bye-bye (finally, it deserves to die). -Changed the Special No-Thanks (we all hate M$, and at time this was last updated, I was a bit homophobic. Now, I'm a very open-ended person) Completed: -Moves List -Netplay Guide -Fighting System -Bios -Combos, 5% -FAQ, 80% (I will be adding anime stuff soon) Version 1.1 (3/9/02) "I've seen a few men go/'The Road of The Righteous'/and a few have a traveled/'This Old Lonely Path'" Punk goodness. -Added loads of combos! Thanks goes to DuranSD3! -Minor edits, including info on SFA2 (should've known better, for I frequent DeJap -_-) -Corrected an error involving the G Gundam timeline. Completed: -Moves List -Netplay Guide -Fighting System -Bios -Combos, 90% (I still need combos for Vayeate) -FAQ, 80% (I forgot add that, sorry.) Version 1.2 (4/14/02) "So here I am/Doing everything I can/Holding on to what I am/Feeling I'm a Superman" More punk goodness. I think I did the lyrics wrong, though (It's a Goldfinger song from their album "Hang Up"). -Added some forgotten combos. Oops. -Added a note to verify many of the recent combos added. -Added Question C to the FAQ. -Edits, including finishing question B (it's an enigma that no one picked this one up) and editing the moves to Sandrock (thanks to Sceadu512@aol.com for this correction) -Added a new name to the Special No-Thanks list, FarFREEK. Some people are stupid and don't realise it. Completed: -Moves List -Netplay Guide -Fighting System -Bios -Combos: -List, 95% (Still need Vayeate) -Verification, 0% -FAQ, 90% (I'll keep it at that) Version 1.2a (4/14/02) "I'm too scared/Don't have to guts to say what I think/I'm too scared/To say what I think of you" Even More punk goodness. -FarFREEK has not only apologised, but made up by telling me about DeathScythe's teleport. Thanks for the heads up, and now you've gone from the Special No-Thanks to Special Thanks! I don't suppose BonusKun1120 will be going anywhere, heh heh. -Added a note on Future Additions. Version 1.3 Final (1/3/03) "Nothing left to do/Nothing left to say/All there is left is to go forward/Which I'll do/If just for today." A part of some poem. Things change. -Final Official Update. -Added a Future FAQ to the FAQ. Read for info. -Changed email addresses again. Please update contacts to blackstarseed@yahoo.ca, though I doubt I will make any further attempt to update. -Though this was done long ago, I added a second review on Epyon after several complained of the unfair judgement of my review. This is more fair, I promise. -More combos added. -A lot of information added on Deathscythe, particularly with his teleport move. Thanks to Son of Bhall, Deathscythe HELLO, and all else who contributed. -Removed Special No-Thanks. It's not going to make a difference. -Minor edits everywhere (including Revision History!) -FAQ: COMPLETE! -------------------- VIII. Special Thanks (no particular order) -------------------- DuranSD3 (duransd3@hotmail.com) For all the combos. A massive thank-you to you. HyperBlissey (TheChanseyDude@aol.com) For the never-ending stream of Combos. Epyon Zero (Ashura19941124@aol.com) For the Puck Killer and Long-Range Killer Combos. Thank you, and sorry I couldn't verify them, it was too long ago for me to remember the ZMVs... Hunter_guy_2@hotmail.com For his Shenlong combo. Because of the way he wrote it (which was cool), I wrote it as "Ya Bitch!" Hope you don't mind....:D Robert N. Adams (r118playa@yahoo.com) For several edits. DragonMasters21(@aol.com) For the Quick Charge Minor combo. Son of Bhaal (ClawsofDarkness@aol.com) For the explanation of the Hyper Jammer. Deathscythe HELLO (SuperpuckJ@aol.com) For the uses of Deathscythe's teleport, and the Illusion Kick opener. Alphasmart, Inc. (www.alphasmart.com) For making such a good typing device! (Next time, try to make it so that the space bar doesn't stick). Jacob Poon For his great FAQ (a lot of knowledge came from there, save for anime stuff), the name of Mercurius's puck whip, and information on the dash block and other tricks. Guillermo Varela (guilleelcapovuelve@topmail.com.ar) For the clarification on the self-detanation of the Gundams. Blue Tide (khtan@deakin.edu.au) For Noin's motivations, and Quatre's goggles. Caelestis Zero(@aol.com) For a better explanation of Duo's past. Zeku For his information on the worthlessness of the Wings' Bird Mode Supers. ToastyFrog For the copyright info (got it from his CC FAQ...^^). Tumalu (zechs_marquise@gw.zzn.com) For info on Deathscythe's shield attack, Heavyarms's throw, Sandrock's Super, and other things about the anime and manga. SkyViperX (jason0007s@yahoo.com) For explaining the power variation on Wing and Wing Zero's Buster Beam Supers. -KL- (iamjkl@hotmail.com) For Wing's Jump and Annoy combo and the blocking tip for Epyon, and I believe Lady Une's name. Killer B (killerb255@yahoo.com) For the Crash Shield correction. poe (ej_poe@myself.com) and Epy0n (www.epy0n.com) For information on Epyon. Juunanagou317@aol.com For the Pro Action Replay code. son glenn (Glenn27380@aol.com) For the Bancock Rising Kick combo. Jinseid0(@hotmail.com) For the Armed Assault Pouncer Combo. Sceadu512@aol.com For catching that error on Sandrock. FarFREEK (FarFREEK@aol.com) For the Info on Deathscythe's Teleport, and apologising. (Somehow, I don't think BonusKun1120 will) Bandai For choosing the right developer! Sunrise Studios For making a great saga for the Gundam legacy! And Finally, My Biggest Thanks goes to: zsKnight, _Demo_, Pharos, pagefault, stainless, the Snes9x Crew and several other people that I forgot... For emulating the SNES! Otherwise, I wouldn't have played such a gem! "Hope is a lightbulb that always needs changing." Personal Quote Copyright ©2000-2003, The Fire Starter. Began: 10/10/00 Original finished and released: 12/07/00 Began Edits on v. 0.6: 12/07/00 Began Netplay Guide: 12/27/00 Finished Netplay Guide: 01/05/01 Finished and Released v. 0.95: 01/08/01 Edited, Finished, and Released 0.95a: 2/07/01 Finished and Released v. 1.0: 1/25/02 Finished and Released v. 1.1: 3/9/02 Finished and Released v. 1.2: 4/14/02 Edited and Finished 1.2a: Same Day (heh) Began Final Edits: 8/17/02 Completed FAQ (v. 1.3 Final): 1/6/02