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GBA2 Character Movelist

 

07-06-21 02:19 PM
EX Palen is Offline
| ID: 1391670 | 10559 Words

EX Palen
Spanish Davideo7
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Mobile Suit Gundam is clearly one of the longest-lasting animes of all time through its varying iterations. Every few years, new spin-offs introduce more advanced robots and weaponry, as well as increased battle capabilities. And of course, this means the character roster keeps expanding with each release, both in terms of machinery and pilots.

In this sequel, we indeed see a shift towards the new spin-offs released after the prequel saw the light, though of course the classic heroes are always a mainstay in any worthy videogame. In total, 30 characters are gathered here, though in reality one of them is actually a “clone” and thus this guide will cover only 29 entries.

BASICS

Like any one-on-one fighting game, the characters have their own attacks, stats and gauges. The first one will be analyzed in detail below, the second one doesn’t have much to say if it wasn’t for a few exceptions, but the third one is indeed important.

There are four gauges to pay attention to. First off are the health bars, which are normally three and of different colors so the player can follow its remaining health. Below them the remaining gauges can be seen. The three “1” close to the edge of the screen is the Mega Special gauge, meaning the suit has access to up to three attacks of such kind in the battle. The light blue thin bars are the boost gauge, contrary to the prequel here each time you thrust in any direction you automatically consume one of these. Finally, the “500” seen underneath said thin bars is the Energy gauge, which is used by certain attacks of each suit and once it runs out said attacks are left unavailable (the attack goes through but doesn’t have “ammunition” to rely on and so it fails).

Beyond this information, all we need to add are the commands. As any fighting game, the moves are triggered by combining buttons and directions. This time, however, to make things easier I’ll simply go with directions rather than using expressions like half circle and so on, basically because through my experience sometimes it’s better to go one button at a time rather than wanting to pull off the combo quickly. These are the symbols that will go after the attack’s name (sometimes improvised by me depending on what they are, sometimes “officially” named).

-forward, back, down, up: these will be the directions used, no shortenings or whatever.
-Square: Weak Punch.
-Triangle: Heavy Punch.
-X: Weak Kick.
-Circle: Heavy Kick.
-Punch and Kick: These signal whether an attack is performed with any of the punch or kick buttons. Most of the time makes no difference which one is used, exceptions will be listed (specially in attacks which are energy-consuming).
-Mega Specials: this one-of-a-kind attack is always performed the same way, with down, forward and any two attack buttons pressed at the same time. A special animation before the attack commences will let the players know a mega special is about to be unleashed.
-(C): Means the attack consumes energy, the exact amount will of course be listed.
-(G): Means the attack can only be performed on the ground, not while jumping or boosting.
-(U): Means the attack is unblockable. The MC will also shout the phrase “You can’t defend” whenever such an attack is unleashed (only one exception exists, though).

With this out of the way, time to get into business!

Bolt Gundam

We start off with the Russian entry, signified both by its cossack attack as well as its focus on melee attacks, seen on its lack of weapons. It only has a standard Vulcan gun on its head which isn’t capable of much, and beyond that it only uses beam emitters located in its gauntlets, otherwise it entirely relies on brute force and melee attacks. It does have, however, the Graviton Hammer, a flail-like hammer with a dense round sphere stored on its left shoulder.

Don’t be fooled by its focus on melee attacks, this suit can also attack from a safe distance.

Vulcan Gun: down, forward + punch (C)
12/24 shots, 5 energy each. Average damage, long lasting burst
Graviton Hammer: down, back + punch (G)
Launches its hammer forward, not great damage but excellent reach
Double Beam Punch: forward, down, back + punch (G,U)
Plunges its punches forward covered in energy. Doesn’t advance much, so short range, but more than decent damage for a single hit
Slam Throw: forward, down, forward + punch (G)
Only works up close, decent damage but the rest of attacks are more useful
Crush Tackle: forward, down, forward + kick (G)
Charges forward with its shoulder, up to six hits and decent damage, also has excellent reach

Heavy Hammer: Triangle (G)
A north-south drive with both hands that knocks down the opponent, heavy hit
Straight Punch: forward + Triangle (G)
Three hits, decent reach but not so average damage
Dash Shot Kick: forward + Circle (G)
Longer dash than standard Circle, has massive reach and deals decent damage
Heavy Press: down + Circle (in the air)
Basic attack using its weight, heavy hit
Cossack Kicks: down + X
Two hits, quite decent damage and also advances forward a little
Windmill Punch: Triangle (in the air)
Flies higher when performing this attack, three hits for decent damage


Mega Special - Gaia Crusher
Sends a shockwave after hard hitting the ground with its fists. Easy to avoid for being ground-level, but can deliver heavy damage at any distance.

Gundam Heavy Arms Custom

From a melee-oriented mech to its absolute opposite. This bad guy is loaded with weapons, so much so that the standard Vulcan Gun mounted on its head is not used at all. It mainly uses its double gatling gun, but it also has a chest Vulcan and several missile launchers all over its body, which may have different effects. It relies so little in melee attacks that it barely has any.

Double Gattling Guns: down, forward + punch (C)
10/20 shots, 5 energy each. Average damage, long lasting burst
Anti-air Shot: forward, down, forward + punch (G)
Dashes forward aiming low so the opponent is destabilized and mid-air, then shoots a barrage from its guns. Doesn’t need the dash to connect to shoot. Decent damage.
Spark Missile: forward, down, back + punch (G,U)
Shoots a couple of energy-charged missiles that explode at mid screen. Several hits, but damage is low.
Homing Missiles: down, back + punch
Shoots several (red) missiles from its legs. Capable of high damage
Backflip: down, back + kick
Movement attack, can connect with any regular air attack as it retreats back a little

Short Range Missile: back + Square
Shots two missiles from its shoulders that explode shortly after launch.
Anti-Air Missiles: Square (also on air)
Same attack as before, but the missiles now travel all the way through the screen, also aiming slightly higher.
Chest Vulcan: Triangle (also on air)
Shoots a barrage from its chest, in a similar manner to most primary energy attacks of other suits
Ground Burst: down + Triangle
Same attack as before, but aiming low
Double Press: down + Triangle (on air)
Performs a double swing with its weapon arms, knocks down the opponent
Ground torpedoes: down + Square
Two missiles shot in a parabolic trajectory, shots four if done on air which scatter to cover almost the whole screen and ensure a hit


Mega Special - Full Fire
Like the name implies, shoots from both its guns, its chest vulcan and all missile launchers on its body. Aims at almost all directions, so it’s sure to land some hits, and several of them can cause heavy damage.


Zeong

Time for sort of a classic, the first of the “recycled” characters from the prequel. Zeong has no legs, meaning the kick attacks instead unleash two rocket thrusters. It stays hovering around, meaning it still has the same flight capabilities as any other mech. Its arms are extendable, and it also has cannons on its fingertips as well as on its chest and head, as seen in his mega special.

This is the first out of three mechs piloted by Char Aznable, a recurring antagonist/protagonist of the series in its initial spinoffs. Chronologically speaking, this is his second suit, and also one of the least used as it could only be used once due to being incomplete (hence its lack of legs) and used “out of desperation” by Char to enter the battlefield.

Hand Beam: down, forward + punch (C)
8/16 shots, 10 energy each. Shot from its fingers, four shots each time. Decent damage
Punch Rush: down, back + punch
First hit must connect to unleash the full attack. Short range, but severe damage of nearly half a life bar
Energy Blast: forward, down, back + punch (U)
Covers its hand in energy and swings it vertically like a sword. Severe damage just like before

Vertical Punch: back + Triangle (G)
Aims upwards, so only hits enemies jumping or flying directly over it. An unexpected trump card, but not very useful in most situations
Sweep Punch: down + Triangle (in the air)
Extends its punch and performs a semi-circle downwards. Deals just one hit, but decent damage for its reach


Mega Special - Psycommu Attack
Unleashes its fists while it fires several shots from its mouth. The shots deal very little damage, the bulk is done with the flying fists. Capable of depleting more than a full health bar if combining both, so better perform it at mid range at most.


Quin Mantha

Another returning character, and this time with a shift. The Quin Mantha is bigger than most other suits, which means it has increased range and attack, almost making it kind of a sub-boss. However, it seems its defense hasn’t been modified that much, which coupled with its height mean it can take on most attacks that would miss regular-sized suits.

The Quin Mantha equips several particle guns, most notably on its palms and on its shoulders (only one of the last is visible at a time). It also sports a massive beam saber, and is equipped with a set of funnels which are noticeably more powerful than average. This gives it an incredible advantage at long range, while its greater reach due to its size means its melee attacks area force to be reckoned with.

Beam Launcher: down, forward + punch (C)
3/6 shots, 20 energy each. High consumption, but deals severe damage. One round of 3 shots with each palm
Beam Shower: down, back + punch
Jumps slightly and shoots a scatter shot from its shoulder
Funnel Dispatch: back, down, forward + punch
Dispatches four small funnels, which remain flying around it
Funnel Attack (after funnel dispatch): down, forward + punch
Two shots from each funnel, meaning eight hits total. Severe combined damage
Beam Saber: forward, down, back + punch (U)
Standard attack but backhand, great range and severe damage
Upwards Throw: forward, down, forward + punch
Performed up close. Severe damage, but has better choices given its range

Tackle: forward + Circle
Moves forward a bit in a semi-crouched stance. Deals severe damage in a single hit
Triple Punch: Triangle
First attacks with its left punch, then with both at the same time. Depletes more than half a life bar
Elbow Drop: forward + Triangle
Performed with both its arms, decent range without moving and more than decent damage
Body Press: down + Triangle (in the air)
Dives down belly first, hitting with any part of its massive body. Decent damage


Mega Special - Mega Beam Cannon
Shoots several beams from its shoulder. Works somewhat like an scatter shot, so needs to be performed quite close to the enemy for all the hits to connect, even more due to its greater than average height. Capable of depleting almost an entire health bar if all hits connect

Neue Ziel

The first of two Mobile Armors in the game, much bigger than mobile suits. This one is special in that it’s constantly flying, meaning it can move in all directions and reach everywhere on the screen, making it deadly. Its superior stats are absolutely boss-like, though its great power also comes with drawbacks that compensate such excess.

First of all, while the Neue Ziel shows five health bars instead of three, they’re apparently of a lower capacity. This is made in order for the Neue Ziel to overheat more often and quickly, leaving it open for attacks. It’s unable to block too, and only when overheating does it flinch, meaning this guy will always be taking attacks head on and more or less surviving them while retaliating. As for weaponry, it uses its claw-arms for melee attacks, while it utilizes its missile launchers as well as its hand cannons for long range, saving its massive mega particle cannon for its mega special attack. And while being a Mobile Armor it can’t turn back, the Neue Ziel achieves this with the Rushing Tackle attack, said attack won’t be triggered if the opponent is behind, the armor will simply blast through the screen and reappear facing its opponent once more.

This is the first out of two suits piloted by Anavel Gato, making it the only character to pilot both types of suit. He obtained this spatial mech in the latter part of his appearance, having first piloted a stolen mobile suit we’ll see below.

Hand Lasers: down, forward + punch (C)
3/6 shots, 10 energy each, heavily damaging
Homing Missiles: down, back + punch
Three small missiles are shot, not very damaging
Hand Beam Saber: forward, back, down + punch (U)
Extends a special arm to do an upwards swing. Doesn’t hit up-close for being slightly separated from the body
Rushing Tackle: down, forward + kick
Even though it doesn’t have great range, it can deplete way more than half a life bar

Mega Special - Mega Particle Cannon
Launched in a scatter trajectory, starts horizontally then moves down and then goes up. Extremely damaging, but unable to land most hits for its trajectory and its size.


Dragon Gundam

Back to the modern fighters, here we see the Chinese entry, clearly because of its dragon motif as well as its fighting pose. Utilizing a variant of Shaolin martial arts for melee attacks, it also has its dragon-shaped flamethrowers covering its hands for long range attacks. It also has stored several poles of energy which can create a beam flag and be combined into a laser spear.

Dragon Fire: down, forward + punch (C)
6 shots, 15 energy each. Very disperse in all directions so not many hits unless it’s up close. Only attack of its kind to not have a stronger version
Dragon Flame: down, back + punch
Exhales a stream of fire at short range. Decent damage despite that handicap.
Feilong Attack: forward, down, back + punch (G,U)
Thrusts forward with its laser spear, decent range and damage
Feilong Drop: forward, down, back + punch (in the air, U)
Drops vertically from the air with its laser spear. Decent damage which increases with the altitude the attack is performed at
Feilong Flag: down, forward + kick (G)
Launches a projectile upwards, which turns into three flags being hoisted when landing. Not very damaging, though it has decent range
Flying Kick: forward, down, forward + kick (G)
Coils back to spring diagonally forward, can launch the opponent high into the air for more than decent damage but hard to connect

Dragon Punch: forward + Triangle (G)
Thrusts its arms straight forward, decent reach and damage
Stomping: down + Circle (in the air)
Drops vertically down after performing a pirouette, decent damage

Mega Special - Shin Ryuusei Kochouken
Tackles the opponent while flying with flame-produced wings on its back that showcase its accessing its full power. Depletes a bit more than half a life bar


Gundam Sandrock

This Gundam was built the classic way, equipping it with two large curved blades which slightly resemble wings when stored on its back, instead of relying in heavy weaponry. Still, since the blades can be thrown, this suit has also decent capabilities at long range besides its obvious advantage in hand-to-hand combat.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each. Does very little damage
Shotel Slice: down, back + punch
Shoots a circular energy blade. With weak punch the blade deals a single hit but covers the whole screen, with strong punch it deals more hits and damage but vanishes mid-screen, halving its range.
Shotel Throw: forward, down, forward + punch (G)
Shoots the same circular blade but in a parabolic trajectory, capable of hitting up close or mid-range. Like before, weak punch deals a single hit while strong punch deals several hits
Shotel Hunt: forward, down, back + punch (G,U)
Instead of slashing, jumps forward with the curved blades on its back for longer reach. Decent damage
Shotel Carnival: down, back + kick (G)
Attacks with its curved blades on both hands while it advances. Strong kick has the attack lasting twice as much, meaning more damage
Blazer End: X or Circle (Mid-Shotel Carnival)
Finishing attack to knock down the opponent
Shotel Flip: down, forward + kick
Performs a front double somersault, decent damage and knocks down the opponent. Only attack to not have a stronger version among its wide arsenal

Heavy Hammer: Triangle (also on air)
An up-down swing with both its arms that knocks down the opponent. Standard damage

Mega Special - Earth Slash
Shoots two laser slashes with a swing of its curved blades. Delivers little damage but covers the whole screen.


Sazabi

Time for another classic, piloted by a returning character. This suit is well-equipped for both long range and hand-to-hand combat. Besides its main beam rifle it also has a scattering mega particle cannon built into it and it’s also equipped with a set of funnels. It also equips a beam tomahawk as its main combat weapon, contrary to most other characters which use sabers.

This is the second suit piloted by Char Aznable, though chronologically it’s his last, as can be seen by his character portrait depicting a much more mature pilot. This suit was specifically built for him as he returned to his antagonistic ways, and as shown from its extensive weaponry, was designed to be a front leader.

Beam Shot Rifle: down, forward + punch (C)
3/5 shots, 30 energy each, can be done on air. Shoots them in a scatter shot rather than straight. Nice damage if all hits can connect
Beam Axe: forward, down, back + punch (G,U)
Standard unblockable attack, but uses an axe instead of a sword and performs two consecutive slashes, though doesn’t deal increased damage despite the greater range
Funnel Dispatch: back, down, forward + punch
Dispatches three funnels, bigger than standard, which float around it.
Funnel Attack (after funnel dispatch): down, forward + punch
Two shots from each funnel means six total hits. Not bad damage.
Spin Kick: down, back + kick
Performs a front somersault on the spot to knock down the enemy.

Hover Slide Kick: down + Circle (G)
Dashes a bit forward for a low kick that knocks down the opponent
Arrowback Kick: down + Circle (on air)
Drops diagonally backwards, so it’s only helpful when you jump or fly past the enemy.

Mega Special - Beam Shot Flush
Shoots a scatter shot from the scattering mega particle cannon on its skirt armor. Can deliver a lot of hits up close, but depletes a bit more than half a life bar at most.


Acguy

This small guy shouldn’t fool you by its size. It’s extremely agile in terms of running and such, and it’s also well equipped. Both its arms are equipped with Iron Nails, a claw-like melee weapon of devastating damage, and it also has a machine gun mounted on its right arm.

The Acguy’s strength relies on keeping itself moving, and with it evading incoming attacks and getting out of sight of the enemy suits. It can be quite painful to face given its agility, but the very limited number of attacks it has can make it predictable on the long run.

Acguy Machine Gun: down, forward + punch (C)
4/8 shots, 10 energy each, not very damaging
Jump Uppercut: forward, down, forward + punch
Performs the traditional uppercut seen in fighting videogames. Standard damage
Claw Rush: down, back + punch
Extends its arm and a retractable claw to attack. Decent damage
Drill Claw: forward, down, back + punch (U)
Extends its claws and jumps forward. Medium reach despite its small size, and heavy damage

Dropping Knee: down + X (in the air)
Drops faster than usual to hit with its knee, but deals very little damage
Scorpion Kick: forward + Circle
An acrobatic attack that doesn’t deal more damage than standard

Mega Special - Acguy Rolling Maximum
Rolls around in the ground, covering twice the screen length. Easily avoidable, and also not very damaging.

Big Zam

The second Mobile Armor of the game, and the only other one included. This one looks a bit more grotesque, with heavy legs but no arms whatsoever, though it makes up for it with extreme weaponry at its disposal.

The Big Zam has four bars of health, though again they’re of a lower capacity so it overheats more often and leaves a chance for a counterattack. It never flinches when attacked and it’s unable to block or turn back, though the latter is hardly an issue with this bad guy. It has increased defense, possibly adduced to its size and mass, and speaking of the latter its so excessive that the thrusters are barely able to lift it off from the ground, most suits can jump further than this guy can fly.

Now, for its weaponry. Its main weapon is a large Mega Particle Cannon mounted on its front, it also has a set of homing missiles capable of being fired from the lower part of its torso, and more importantly several lasers lined up along its torso so it can fire at almost any direction. Each of this attacks delivers heavy damage, which coupled with its overwhelming presence makes it a force to be reckoned with.

Homing Missiles: down, forward + punch (C)
5 shots, 10 energy each. Extreme damage. Same attack with weak and strong punch, so very overpowered.
Air lasers: Triangle
Five scattering lasers that aim diagonally upwards. Kind of useless, very rarely will an enemy be above its head.
Ground Lasers: Square
Two lasers aiming diagonally down. Delivers heavy damage
Walking Attack: Hold forward
Simply by walking towards the target is as if it kicked it. No joke, the damage is so heavy you can defeat an undamaged enemy in 10 steps
Backwards Kick: back + X
Useful since it can’t turn back, but damage is not great
Boost Tackle: down + Circle
Doesn’t move too much, but its massive weight means the hit is quite heavy.
Heavy Stomp: Circle (in the air)
Dives down to stomp its enemy with both feet. Very decent damage, though this guy will rarely be in the air
Jumping Knee: down + Triangle
Jumps a bit forward for decent damage. Strange attack, rarely used given its arsenal

Mega Special - Mega Particle Cannon
Unveils its frontal cannon to shoot a massive beam. Delivers a ton of hits and depletes more than a full health bar

Burning Gundam

Back to modern times and we see the protagonist of the Gundam G spinoff (it was originally called God Gundam in Japanese, giving the anime its name). As a modern entry, more on the special attacks it can perform thanks to its skilled pilot rather than its weaponry or raw power.

Indeed, its only weapons are the standard head mounted vulcans and of course the beam sabers. Other than that, both its melee and ranged attacks rely on the special attacks performed by Domon Kasshu, its pilot. Overall the Burning Gundam is a very nice fighter capable of fighting at almost all distances, but of course in a more anime-style compared to the older models which are more military-oriented, just like the previous series were too.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each, does very little damage
Burning Finger: down, back + punch
Charges forward with its fist turned into a fireball, deals decent damage but only short range
Tenkyoken: back, down, forward + punch
Short range projectile attack. Thrown like a Hadouken, instead of being fired from a weapon. Can overpower energy-consuming shots
Burning Finger Sword: forward, down, back + punch (G,U)
Standard unblockable attack, but with a slight jump forward for wider range
Burning Finger Uppercut: forward, down, forward + punch (G)
Needs first hit up close to connect, from then on same as Burning Finger but diagonally upwards. Decent damage, but hampered for having to be up close
Heat End: back, down, forward, back + punch (G)
Performed like a throw, so must be used up close, very decent damage
Thrust Knee: down, back + kick
Movement attack, dashes forward in a crouching pose but can be chained with any standing attack

Knee Kick: down + X (in the air)
Drops slightly diagonally, standard damage
High Kick: down + Circle (in the air)
Aims a bit higher, standard damage

Mega Special - Sekiha Tenkyoken
Turned into a mega particle cannon-like beam, delivers a lot of hits but damage is barely over half a life bar

Wing Gundam

This is quite a curious case. While the name is indeed familiar from the prequel, it isn’t exactly the same model. This one is its ancestor, which is fitting given its actually real wings when its successor wouldn’t really have any. And what a great change this was, because this suit is beastly.

Let’s start with its weaponry. Obviously the main feature is its twin buster rifle, which can be separated into two copies for a dual wield. It also sports the classic head vulcans as well as a saber sword. Contrary to other fighters, the Wing Gundam actually has several attacks involving its weapons, making it a great long-range fighter. Other than that, it uses its wings to boost its melee prowess and also somewhat its flight capabilities.

Machine Cannon: down, forward + punch (C)
6/12 hits, 5 energy each, can be done on air. Shot from its head rather than main weapon. Not very damaging
Twin Buster Rifle: down, back + punch
Separates its rifle into two and fires simultaneous beams. Decent damage
Charged Scatter Shot: back, down, forward + punch
Charges a shot in front of it, which then scatters. Can damage the opponent up close when charging. Still, the damage is very low however it’s used.
Beam Saber: forward, down, back + punch (G,U)
Instead of the standard slash, this attack performs a frontal stab, granting it longer range. Damage is quite nice
Rising Bird Tackle: forward, down, forward + kick
Ascends vertically while cloaked in its wings. Doesn’t deliver heavy damage
Bird Tackle: down, back + kick
Dives forward, again cloaked in its wings. Decent damage for a single hit that knocks down the opponent

Hovering: down (while in the air)
Softens the fall by gliding with its wings
Buster rifle: triangle
Single shot, travels very slowly. Can be performed standing, crouching or in the air.

Mega Special - Final Twin Buster Rifle
Shoots a beam reminiscent of mega particle cannons from its main weapon diagonally downwards as it flies. Delivers a ton of hits, but damage is barely half a life bar. Wing Gundam flies higher as it shoots the beam, take this into account.

Gundam RX78-2

Back to basics with this one, as we’re presented with the very first titular Gundam of the series, the legendary RX78-2. The one that started it all clearly shows its age when paired against suits created for spinoffs that premiered nearly 20 years after the first anime aired, but nonetheless it deserves its spot in games like this.

It has quite the weaponry for an ancient legend. Its main beam rifle is of course outdated but still pretty much deadly. It also sports the Gundam Hammer, a massive spiked ball attached to a chain, the now-trademark beam saber and also a beam javelin, making it one of the few if not the only suit with more than one unblockable weapon at its disposal.

Beam Rifle: down, forward + punch (C)
1/3 shots, 40 energy each, can be done on air. Highly consuming, but the damage when shooting more than once is worth it
Hammer Punch: back, down, forward + punch (G)
Extends its hammer forward, leaving it out for a while to further damage its opponent. Nice damage and reach
Beam Saber Plunge: down, back + punch (G,U)
Jumps slightly before plummeting diagonally down, shorter range and less damage than the standard unblockable attack
Beam Saber: forward, down, back + punch (G,U)
Standard up-down swing, damage is still below the rest of its kind
Gundam Javelin: forward, down, back + punch (in the air,U)
Aims diagonally down and only the tip does damage, so hard to aim properly. Damage is the same as the rest of its unblockable attacks
Head Vulcans: forward, back, forward + punch (G)
Short range projectile attack, very low damage
Charged Shield Uppercut: forward, down, forward + punch (G)
Jumps diagonally forward for decent damage

Arrow Kick: down + Circle (in the air)
Dives down diagonally, standard damage and knocks out the opponent
Rising Kick: down + Circle
Jumps forward to deliver a knee kick, standard damage

Mega Special - Gundam Hammer
Quite simple, just a swing of its hammer. Medium to long range, but capable of depleting a full health bar

Hygogg

This strange-looking suit sports a wider reach than usual thanks to its long arms, and also displays great agility with its thrusters. It is also quite loaded with armament, so mastering this guy can make it a mainstay in any worthy team.

The Hygogg is equipped with a gatling gun on its arm, and counts with torpedoes stored on “capsules” on its head. It can also produce a beam saber from its palm. Other than that, it relies on its greater reach and melee attacks, which are not to be underestimated.

Hand Machine Gun: down, forward + punch (C)
4/8 shots, 10 energy each, standard damage
Homing Missiles: down, back + punch
Launched from one of the “capsules” on its back, decent damage though not very advanced homing capabilities
Hand Burners: forward, down, back + punch (U)
Extends its arm with a beam saber erupting from its palm, then retracts it while damaging the opponent for very decent damage
Jumping Tackle: down, forward + kick
Jumps diagonally a decent distance for equally decent damage despite not knocking down the opponent

Tackle: forward + Circle
Moves forward a bit in a crouching position, standard damage
Arrow Kick: circle (in the air)
Drops diagonally down, standard damage

Mega Special - Hell Burner Rush
Extends its arms several times. Very little damage for a super, medium reach and doesn’t knock down the opponent despite sending it slightly flying.

Hydra Gundam

The “boss” Gundam, so to speak, created to be a high speed fighter. It indeed displays enormous agility and flight capabilities, but is its armament which should really instigate fear into its opponents.

The Buster Gun attached to its right shoulder is capable of firing quickly, and its shoulder claw extensions can also fire lasers of their own. It of course sports a beam saber, and more importantly, it has a special shield which blocks projectile attacks, meaning it has increased means of defense against its competitors.

Beam Cannon: down, forward + punch (C)
2/5 shots, 15 energy each. Average damage, though quick to pull out.
Double Hydra Laser: down, back + punch (G)
Shoots two twin laser beams from its shoulder extensions, decent damage.
Beam Saber Double Slash: forward, down, back + punch (U)
Performs an upwards swing immediately followed by the standard downwards swing. Augmented damage for the double movement, which is also quicker than other unblockable attacks seen

Flip Kick: forward + Circle
Performs a front somersault standing on its shoulder extensions, decent damage but doesn’t knock down the opponent
Arrow Kick: Circle (in the air)
Drops down diagonally, decent damage but doesn’t knock down the opponent

Mega Special - Hydra Punch Rush
Performs a kinetic combo, where it delivers several punches and kicks to end with an upwards vertical slash from its unblockable beam sword. Can deplete almost a full health bar if all hits connect

Gundam Maxter

Back to modern times and we see the American entry, of course with a boxing motif (because the Heavy Arms was already taken xD). Despite America usually being represented with heavy bulk, great power and massive long range weaponry, this guy is actually an agile fighter capable of kicking every other fighter’s ass.

Its main weapon are twin magnums mounted on its hips, as if it was the wild west. It has no other long range weapon other than some of its special attacks, focusing entirely on melee attacks with its boxing-like manners. It can take off the armor on its shoulders to use as gloves for some attacks as well. To think that the American entry would be one of the more agile and focusing on several soft hits instead of hitting big, is quite a surprise.

Twin Magnums: down, forward + punch (C)
6/10 shots, 5 energy each. Shot from standing position in the ground, shot like a cowboy in the air. Not great damage in any way
Burning Punch: down, back + punch (G)
Strong punch does a crouched step forward before releasing the attack, giving it wider range. Heavy damage in any way
Ultra Magnum: forward, down, back + punch (G,U)
Takes off its shoulder armor to thrust it forward with its fists. Great reach and damage is quite decent too
Cyclone Punch: forward, down, forward + punch (G)
Summons an energy stream from the ground, weak punch is up close while strong punch is at a distance. Low damage in any way
Double Step: down, back + kick
Movement attack, advances crouched which can then be connected to any standing attack
Forward Dash: forward, down, forward + kick
Movement attack to become airborne, can then connect with any jumping attack

Step Up: forward + Circle (G)
Same attack as standard but with a previous crouched step and longer uppercut, which throws the opponent high into the air
Straight punch: Back + Triangle
After a short jump back, thrusts its fist forwards for great reach, but standard damage
Forward Tackle: Circle (in the air)
Shoulder tackle forward as it drops down to the ground, can be aimed downwards with Down + Circle. Heavy damage if all hits connect, which also saves it from falling to the ground and be left open for attacks

Mega Special - Machine Gun Punch
Takes off its shoulder armor to deliver a series of punches. Depletes a bit more than half a health bar, and the punches act as close-ranged projectiles for slightly wider range

Gundam Deathscythe

Another suit whose name kinda… suits it. Equipped with a beam scythe as its main weapon, it’s obvious to think this guy will specialize in melee attacks, which are given unblockable status due to its weapon. Despite that, it isn’t all that broken as one could think.

It only includes the standard Vulcan guns mounted on its head for long range attacks, everything else relies on its scythe. It still has another long range attack, but otherwise it’s a melee fighter focusing in close combat, where it shines with deadly precision.

Vulcan Guns: forward, down + punch (C)
5/10 hits, 2 energy each, can be done on air. Very low damage from not being a primary weapon
Scissor Up: forward, down, forward + punch (G,U)
An upwards slash with an extended blade, delivers heavy damage
Beam Sickle: down, back + punch
Launches two rotating beam bullets that slowly cover more than half the screen
Flying Kick: down, forward + kick
Jumps forward to kick the opponent upon making contact, knocks it down and delivers decent damage
Cloaked Teleport: down, back + kick
Movement attack, vanishes to reappear closer or farther from the opponent depending on the chosen direction

Scythe Swing Down: Triangle (U)
A standard downwards swing of its beam scythe, standard damage but above average reach
Scythe Swing Up: down + Triangle (U)
An upwards swing while crouched, once again decent reach but standard damage
Air Scythe Swing: Triangle (in the air,U)
Like the standing version, but less damaging for some weird reason
Sliding Kick: Down + Circle
Slides for almost half the screen to deliver a low kick that knocks down the opponent, though damage is only standard
Knee Bash: Circle (in the air)
Activates its thrusters to charge forward with its knee. Standard damage and knocks down the opponent


Mega Special - Hell Scissors (U)
Launches its scythe spinning forward to travel the whole screen, like a powered up and unblockable version of beam sickle. Doesn’t deliver heavy damage, but being unblockable gives it an edge because it’s hard to avoid such a big projectile

Zaku II-S / Zaku II

We’ve seen the legendary protagonist that started it all, but of course it had a rival to beat. This rival was the Zaku II, a common archenemy found in several Gundam iterations which formed the basis of the rival armies for most of the series beginning.

The Zaku is equipped with a machine gun as its primary weapon, though it also has cracker grenades as an optional weapon and of course the heat tomahawk, probably an ancestor to the more advanced beam sabers we’d see later on after its usage by the RX78-2. It’s to be noted that the Zaku II is quite agile, even if it doesn’t have that many attacks at its disposal.

The Zaku II-S uses a different slot, but it’s simply an enhanced Zaku with the characteristic color scheme of its equally legendary pilot: Char Aznable. It’s noticeably faster and more agile, and it seemingly deals a bit more damage on its attacks, probably to reflect its status as a commander type over the regular Zaku.

Zaku Machine Gun: down, forward + punch (C)
5/10 shots, 10 energy each, can be done on air, standard damage
Cracker Grenades: down, back + punch
Short range projectile attack, three grenades that explode shortly after launch. Decent damage and kind of protects from incoming projectiles
Heat Hawk: forward, down, back + punch (U)
Standard unblockable attack, but uses an axe instead of a sword. Damage is also standard
Rising Tackle: down, forward + kick
A diagonally upwards tackle with the help of its thrusters, decent damage

Shoulder Tackle: forward + Circle (G)
Moves forward a bit in a crouching position, standard damage

Mega Special - Cracker Special
A more powerful and continuous version of the standard attack. Delivers a lot of hits, but not as much damage.


GPO2A – Physalis

Here we see the first attempt at making a Gundam with excessive power. The Physalis is not only bigger than usual, sporting a big shield, it also has armament which could bring down an entire fleet by itself.

The Physalis equips a nuclear bazooka. Yep, nuclear. That alone should tell you just how powerful the weapon is. Other than that, it equips the regular beam saber, and of course sports its trademark shield which can also be used for damaging purposes. Its agility is greatly hampered, so better stay at a distance attacking with the bazooka and using the shield when close.

It’s the second and last mobile suit piloted by Anavel Gato in the game. He seized this suit for evil purposes given its extreme power, but ultimately lost it in battle and switched to something even more extreme, the Neue Ziel. Surely not someone to take defeats easily, huh?

Hyper Bazooka: down, forward + punch (C)
1/2 shots, 30 energy each. Highly consuming and damaging
Bazooka Rain: down, back + punch (G)
Shoots upwards, and then scatters into several mini-shots that rain down upon the opponent, dealing severe damage despite a short charging time. Can also be used as anti-air, in which case delivers all hits and thus reduces a full health bar
Beam Saber: forward, down, back + punch (G,U)
Performs a semicircle using an upwards swing, depletes almost half a life bar
Shield Buster: down, forward + kick
Ascends vertically charging with its shield, severe damage

Shield Smash: forward + Triangle (G)
A downwards swing of its shield, standard damage
Shield Tackle: down + X (G)
Moves forward a bit while crouched, standard damage
Shield Turn: down + Triangle (in the air)
A downwards swing of its shield, nice damage

Mega Special - Atomic Bazooka
Shoots upwards to create a massive explosion in the air that lasts for a few seconds. Won’t hit an opposing suit of average size, so while it does deliver nice damage it will hardly connect enough hits

Gundam Epyon

While we’ve already seen mobile suits with apparently no main long-range weapons at their disposal, this is actually the first entry to not feature any such weapon at all. Designed to be used for a classic dueling combat instead of coward long-range attacks, the Epyon has no energy gauge and relies entirely on different melee attacks.

As such, the Epyon’s armament relies on the classic beam saber and a heat rod installed on its left forearm. While up close it’s a pretty capable fighter, but if the opponent is at enough distance there’s basically nothing this suit can do.

Torpedo Rush: down, forward + punch
Thrusts forward as if in a full body tackle. Doesn’t deal much damage, even with the added hit of the energy shield it creates as it charges the attack
Rising Wing: down, back + punch
Rises vertically extending its wings, knocks down the opponent and delivers nice damage
Beam Saber: forward, down, back + punch (G,U)
Performs an upwards swing, also jumping forward to cover a wider range. Deals standard damage, but knocks down the opponent
Flying Knee: down, back + kick
Movement attack, a medium jump forward. Can connect with any aerial attack

Heat Rod Stab: forward + Triangle
Extends its whip-like sword straight forward, standard damage and reach
Epyon Claw: forward + Square
Attacks with its wrist claw, only works up-close and deals very little damage

Mega Special - Beam Saber Rush (U)
Performs three saber attacks: an upwards swing, the standard downwards and then its signature upwards while jumping, the only time it moves from the spot. All three are unblockable, and since it covers a wide range it allows for several hits, though damage stays relatively low for a super with less than half a life bar. As its signature attack does, this super knocks down the enemy

Gundam Rose

Keeping on the national motifs, here we see the representative of France. It’s an elegant mobile suit with a penchant for fencing, a nod to the French elites of classic times. To further emphasize its elegancy, it was given a shield designed as a cape of sorts.

The Rose’s main weapon is its sword, which it utilizes for a variety of attacks. It’s not entirely made of energy, in fact it’s a regular sword which can be energized to boost its cutting capabilities. It also features funnels, an incredible number of them, and of course has the standard Vulcan guns on its head which pale in comparison to its other weapons.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each, deals very little damage
Lightning Shoot: down, back + punch
Launches a laser barrier very slowly forward, acting as a shield that blocks projectile attacks. Probably the only non-damaging attack that doesn’t involve a tactical movement for a surprise attack
Kick & Saber: back, down, forward + punch
Advances with thrusts of its sword and finishes off the opponent, knocking it down. Damage is standard despite it’s reach and numerous hits
Saber Rondo: forward, down, back + punch (G,U)
Thrusts its saber forward, giving it very long range. Great damage, but not even half a bar
Saber Rise: forward, down, forward + punch
Uppercut with its saber, jumps quite high but damage is very low
Saber Lunge: Square or Triangle (mid Saber Rise)
Thrusts forward in a similar manner to its unblockable attack, damage is still very low despite its aerial reach
Funnel Dispatch: back, down, forward + kick
Dispatches three funnels from a compartment on its back, they’re somewhat rose-shaped and stay close to the suit’s front rather than float around in different positions
Funnel Attack (after funnel dispatch): down, forward + Circle
Two shots each funnel, meaning six in total. Damage is very low, and there’s a bit of lag between each round of shots

Step Up: forward + Triangle (G)
Same as standard attack but with a forward thrust before it, increasing its reach and damage
Rose Arrow: Circle (in the air)
Drops down diagonally, standard damage
Wind slash: Triangle (in the air)
Short range projectile attack, can be aimed downwards or upwards with the control stick

Mega Special - Rose Hurricane
Creates a hurricane of what seems to be its funnels right in front of it, so close range. Can deplete more than half a life bar if all hits connect

Gundam Altron Shenlong Nataku

Another suit shaped more for close combat. Quite similar to the Chinese representative we’ve seen before, this one is less graceful but has a bit more raw power, though also less armament as it focuses more on close combat.

Besides the standard Vulcan guns on its head, the Altron includes two heavy extendable claws on its forearms as well as a double-headed beam spear instead of the traditional beam saber. This clearly indicates that this suit was intended for heavy damage up close, though its extendable claws also give it a decent reach to attack from a distance.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each. Does little damage
Dragon Fang: down, back + punch
Extends its claw forward, knocks the opponent down while delivering nice damage
Beam Glaive Dive: forward, down, back + punch (G,U)
Summons a double-headed spear, then jumps and slashes while landing. Must be done up close. Damage is not great, and of course reach is null
Beam Glaive Assault: forward, down, forward + punch (G,U)
Performs a standard uppercut, if it connects it performs an aerial Dragon Fang for more damage. Still, while it does knock down the opponent, damage stays somewhat standard
Guard Jump: down, back + kick
Movement attack where it jumps forward, can be connected with any aerial attack

Long Punch: forward + Triangle (G)
Extends its claw forward, standard damage and medium reach

Mega Special - Altron Claw
Extends its claws three times: first one, then the other and lastly both at the same time, which means the opponent must block three attacks in quick succession. Doesn’t deal a lot of damage, though, but range stays decent

Nu Gundam

An evolution of the original Gundam, partly designed as well by its now experienced pilot. While it trades a bit of variety for more offensive might, the Nu Gundam is a classic heavy hitter with an equal dose of long range and close combat attacks.

Besides the standard beam rifle, which is already powerful on its own, the Nu Gundam equips the traditional beam saber and a unique quirk of its own. We’ve seen other suits equip funnels, but in the Nu Gundam’s case the funnels are actually very big and can also be used for physical attacks as they’re attached to the suit itself instead of “sheathed”. The drawback to this increased might is that the Nu Gundam has no Mega Special attack, just like in the prequel (the original Gundam did receive a Mega Special in this sequel).

As mentioned at the beginning, this is the second suit piloted by the legendary Amuro Ray, now much more mature and with extensive experience as a pilot. This suit was used to battle Char Aznable once again in his Sazabi, as we can see from the more mature character portraits.

Beam Rifle: down, forward + punch (C)
1/3 shots, 40 energy each, can be done on air. Severe damage, but of course has the drawback of high consumption
Beam Saber: forward, down, back + punch (G,U)
Standard unblockable attack, with slightly greater range than usual and above standard damage
Funnel Dispatch: back, down, forward + punch
Deploys three funnels attached to its back, they’re very big but they aren’t destroyable like the other funnels
Funnel Attack (after funnel dispatch): down, forward + punch
Single shot for each funnel, meaning three total shots. Contrary to other attacks, these funnels do not close in on the enemy and stay besides the suit, and so their beam can sometimes miss against standard-sized enemies. They also deal severe damage, nearly half a life bar
Jumping Knee: down, forward + kick
A simple jump like an uppercut but attacking with its knee instead. Standard damage and doesn’t knock out the opponent.

Full Armor ZZ Gundam

As the name implies, this evolution of the ZZ Gundam is heavily armored, though that extra armor came loaded with more weapons as well. This made the ZZ Gundam a very powerful suit, though indeed its mobility appears to be somewhat hampered due to the added bulk.

The twin rifle built into its right forearm already lets us witness a glimpse of its powerful arsenal. It also equips the standard beam saber, a missile launcher on its back and, uniquely to suits of this size, a particle cannon built in its waist, though its effectiveness is of course reduced because of the suit’s energy output.

Mega Beam Cannon: forward, down + punch (C)
1/3 shots, 50 energy each. Highly consuming, and while damage is high it isn’t severe
Missile Barrage: down, back + punch
Shoots missiles from its back. They have vague homing capabilities. Damage isn’t great even when all make impact.
Beam Saber: forward, down, back + punch (U)
Standard downwards attack, damage is nice and range is above average
Knee Lift Shot: down, forward + kick (C)
2 shots, 50 energy each. First hit, performed up-close with the knee, must connect for the rifle to shoot. Damage is quite heavy, more than half a life bar, but once again heavily consuming

Particle Cannon: Circle
Shoots a small particle cannon beam for little damage. Can be done on air for same effects while still firing straight.
Guard Punch: Back + punch
Strikes vertically and almost without range, so unless the enemy is jumping or flying right above your head it won’t connect

Mega Special - Hyper Mega Particle Cannon
A bigger and more powerful version of the standard attack. Deals a lot of hits but not that much damage, strangely it can deal noticeably more damage with gauge-consuming attacks

Dark Gundam

Here we have an in between a mobile suit and a mobile armor. As such, it has properties of both while also countering some of their weaknesses. It’s heavily armored and equipped, with several weapons at its disposal as well as several attacks, giving it the highest variety in the whole game.

The Dark Gundam, originally called Devil Gundam for reasons I won’t specify here, has increased defense and doesn’t flinch when hit, just like a mobile armor. It also has no energy gauge, for it wasn’t meant as a war weapon like the others. It still has several abilities at its disposal, like missiles and lasers all over its body. Combined with its close combat attacks, the Dark Gundam is definitely a force to be reckoned with at all distances.

Lightning Web: down, forward + punch (G)
Shoots an electric web at mid range, capable of damaging the opponent and also shielding against projectiles
Punch Assault: forward, down, forward + punch (G)
A punch rush performed right in front of it. Deals great damage, almost half a life bar
Tri Laser: down, back + punch (G)
Shoots three particle cannon-like lasers from its torso in a scatter shot manner for standard damage, though only the bigger opponents will take all the hits
Twin Lasers: forward, down, back + punch (G,U)
Shoots twin lasers from its palms that cover the whole screen, depleting half a life bar if all hits connect, which only happens against big opponents as it aims relatively high. Clearly the cheapest and most overpowered unblockable attack
Lightning Shell: forward, down, forward + kick (G)
Shields from projectiles, and can also be used for up close attacks though damage is low

Metal Worms: X (G)
Summons two small metal worms to attack the opponent at close range, damage is low. Range can be increased with Forward + X, summoning the worms far from the suit. When crouched, the same small worms are summoned in an upwards trajectory.
Heavy Metal Worm: Circle (G)
Summons a big metal worm to attack the opponent which can cover the whole screen, damage is still low. When crouched, the worm performs a parabola at close range but can knock down the opponent.
Double Hammer: Triangle (G)
Performs a double swing hammer punch with both its arms, knocks down the opponent while dealing nice damage
Crouched Tackle: down + Triangle (just Triangle on air)
Moves slightly forward, charging with all its big body. Damage is very decent, and can knock down the opponent
Particle Cannon: Circle (in the air)
Shoots a beam from its left foot aiming downwards, standard damage
Missile Launch: X (in the air)
Launches a couple of missiles from its feet homing at the opponent, while they deliver a few hits damage is low

Mega Special - Triple Gundam Head
Summons three massive metal worms to attack the opponent diagonally from the ground. The name comes from the fact these worms have their head shaped like Gundam. Can deplete a full health bar if all hits connect, which is a bit hard since each worm has its own trajectory

Master Gundam

One last entry in the world representatives, this time for Hong Kong. The Master Gundam is again a suit which maximizes its pilot’s skills rather than having weapons of its own. This basically makes the Master Gundam a martial arts fighter like we’d see in any other videogame rather than being war-oriented like many previous entries.

Lacking weapons, the Master Gundam has no energy gauge. Besides its limbs and energy-enhanced attacks, the only other noticeable feature are its “wings”, which can form a massive shield that protects the entire suit from any damage. These abilities mean the Master Gundam will always be launching attacks one after one, while also having an impenetrable defense of its own, making it a very dangerous foe to face.

Darkness Finger: down, forward + punch (G)
Extends its right hand forward, capable of inflicting severe damage due to its reach
Tenkyoken: back, down, forward + punch
Shoots a fiery projectile from its palms. Travels slowly and covers a short distance. Damage is above standard
Darkness Wave: forward, down, back + punch (G,U)
Forms a blade extending its palm forward. Nice reach and severe damage
Rising Tenkyoken: forward, down, forward + punch (G)
Shoots the Tenkyoken to the ground, which then bounces diagonally up. No other change from a standard Tenkyoken
Master Block: down, back + punch
Protects itself with its wings, effectively nullifying damage from any attack or projectile shot at it
Horizontal Kick: down, forward + kick (G)
Flies forward with its leg extended, great damage and even greater reach
Flying Stomp Kick: down, back + kick (G)
Flies upwards a bit, then drops diagonally and deals a barrage of kicks, the last of which knocks the opponent down. Depletes almost half a life bar if it connects

Standing Trip: back + circle (G)
Knocks down the opponent with a simple kick to its legs, despite its simpleness the damage is not that low
Trample: down + Circle (in the air)
Downwards arrow kick, knocks down the opponent and deals nice damage
Continuous Punch: Square (repeatedly)
An infinite rush of punches, dealing standard damage. Can also be performed crouched, though the rush turns one handed and aiming low
Multiple Fists: Triangle (in the air)
Performs a barrage of punches while stopping its fall, nice damage like the above but doesn’t knock out the opponent this time
Distant Crusher: down + Triangle
Extends its left hand forward, decent damage and reach

Mega Special - Sekiha Tenkyoken
A more powerful version that shoots a mega particle cannon-like beam. Delivers lots of hits and depletes a bit more than half a life bar

Tallgeese III

The Tallgeese III was supposed to be used by Treize, as it was an evolution of his previous model, but it wasn’t finished in time. As it wasn’t built by Treize himself, the Tallgeese does include a long range weapon which has been optimized and has also increased offensive might.

Its main weapon is attached to its shoulder, meaning its right hand is free during the course of a battle. It is unique in that it can have a double configuration with different properties, making it a versatile and powerful weapon. Besides that, it includes a heat rod and of course a beam saber. The combination of raw power and long range attacks makes the Tallgeese very balanced in all aspects and dangerous at all distances.

Mega Cannon: down, forward + punch (C)
1/3 shots, 35 energy each. Low damaging for such a high consumption
Heat Rod: down, back + punch (G)
Extends its whip forward on the ground, then quickly raises it. Nice damage and reach
Beam Saber: forward, down, back + punch (G,U)
Standard downwards swing, with a slight move forward before slashing added for wider range. Damage remains standard
Flying Tackle: forward, down, forward + punch
Tackles with its shoulder and goes rather diagonally instead of fully straight. While damage isn’t very great it does knock down the opponent
Mega Cannon Plus: down, forward + kick (C)
1/3 shots, 45 energy each. Fires a different kind of “bullet” from the same weapon, and now each shot is also multi-hit, which explains the higher consumption. Damage has also been raised a bit to go along.
Flying Tackle Cannon: forward, down, forward + kick
Jumps forward, and if it connects, it shoots three beams from its cannon as it retreats back. Standard damage, but thankfully it doesn’t consume energy.

Arrow Kick: X (in the air)
Drops diagonally down, damage is not great
Hammer Knuckle: down + Triangle (in the air)
Drops vertically to smash the opponent with its drill, damage isn’t very great but knocks down the opponent

Mega Special - Mega Canon Max Mode
Its canon transforms to shoot a mega particle cannon-like beam. Depletes half a life bar

Ball

Every game has some sort of bluff character, and in this case such “honor” befalls over Ball. It’s basically a worker pod which has been given a weapon, like if it was an armored infantry unit. Of course, it lacks offensive power and doesn’t have many attacks, and it’s not like its small size will be of any help.

Besides its big beam rifle, the Ball only incorporates construction equipment as its weapons, like a jackhammer. It also lacks a Mega Special, as it’s not battle oriented. Good luck winning a fight with this little guy, that’s basically the toughest challenge in this game.

Beam Cannon: down, forward + punch (C)
1/3 shots, 100 energy each. Great damage, but absurdly high consumption
Jackhammer: down, back + punch
Pulls out a jackhammer to attack at close range. Decent damage
Rising Spin: down, back + kick
Rotates its rifle as it jumps forward. Quite nice reach, though not very damaging

Hammer Down: Triangle (in the air)
Pulls out a hammer and strikes the opponent. Damage isn’t very great but knocks down the opponent
Ball Drop: Circle (in the air)
Drops down heavily, though damage isn’t great

Psycho Gundam

Saving the best for last, though in this case probably the most broken besides Dark Gundam. Despite its gargantuan size it’s still a mobile suit, though of course it presents some drawbacks.

Its weight makes its thrusters less useful, and also can’t dash. Its movement is also slow. On the other hand, it has heavily increased defense and doesn’t flinch when hit. Of course, it also has increased reach and raw power. This mighty combination is what makes the Psycho Gundam so broken, though it’s been apparently toned down a bit from the prequel.

As for its weaponry, the cannons on its shoulder are excessively powerful. Its beam saber is also very huge, and saving the best for last, it has mega particle cannons scattered all across its body.

Shoulder Cannons: down, forward + punch (C)
6/10 shots, 10 energy each. Quite damaging, but also relatively slow to pull off
Beam Saber: back, down, forward + punch (U)
Forms a sword from its wristband and performs an upwards slash. Wide range and devastating damage, slightly more than half a life bar
Grab: down, back + punch (G)
Must be used up close. Grabs the foe and kicks them away with its knee. Heavily damaging, over half a life bar
Giant Uppercut: forward, down, forward + punch (G)
Standard jumping uppercut, though damage is simply excessive: can almost deplete a full health bar if all hits connect

Falling Fists: down + Triangle (in the air)
Falls down fists first, can stuck itself if it fails but if it connects deals decent damage

Mega Special - Mega Cannon Scatter Shot
Shoots a beam from all its cannons, starting from the bottom and going up. Last hits are sure to miss most of the time, but still lands heavy damage, over half a life bar with ease
Mobile Suit Gundam is clearly one of the longest-lasting animes of all time through its varying iterations. Every few years, new spin-offs introduce more advanced robots and weaponry, as well as increased battle capabilities. And of course, this means the character roster keeps expanding with each release, both in terms of machinery and pilots.

In this sequel, we indeed see a shift towards the new spin-offs released after the prequel saw the light, though of course the classic heroes are always a mainstay in any worthy videogame. In total, 30 characters are gathered here, though in reality one of them is actually a “clone” and thus this guide will cover only 29 entries.

BASICS

Like any one-on-one fighting game, the characters have their own attacks, stats and gauges. The first one will be analyzed in detail below, the second one doesn’t have much to say if it wasn’t for a few exceptions, but the third one is indeed important.

There are four gauges to pay attention to. First off are the health bars, which are normally three and of different colors so the player can follow its remaining health. Below them the remaining gauges can be seen. The three “1” close to the edge of the screen is the Mega Special gauge, meaning the suit has access to up to three attacks of such kind in the battle. The light blue thin bars are the boost gauge, contrary to the prequel here each time you thrust in any direction you automatically consume one of these. Finally, the “500” seen underneath said thin bars is the Energy gauge, which is used by certain attacks of each suit and once it runs out said attacks are left unavailable (the attack goes through but doesn’t have “ammunition” to rely on and so it fails).

Beyond this information, all we need to add are the commands. As any fighting game, the moves are triggered by combining buttons and directions. This time, however, to make things easier I’ll simply go with directions rather than using expressions like half circle and so on, basically because through my experience sometimes it’s better to go one button at a time rather than wanting to pull off the combo quickly. These are the symbols that will go after the attack’s name (sometimes improvised by me depending on what they are, sometimes “officially” named).

-forward, back, down, up: these will be the directions used, no shortenings or whatever.
-Square: Weak Punch.
-Triangle: Heavy Punch.
-X: Weak Kick.
-Circle: Heavy Kick.
-Punch and Kick: These signal whether an attack is performed with any of the punch or kick buttons. Most of the time makes no difference which one is used, exceptions will be listed (specially in attacks which are energy-consuming).
-Mega Specials: this one-of-a-kind attack is always performed the same way, with down, forward and any two attack buttons pressed at the same time. A special animation before the attack commences will let the players know a mega special is about to be unleashed.
-(C): Means the attack consumes energy, the exact amount will of course be listed.
-(G): Means the attack can only be performed on the ground, not while jumping or boosting.
-(U): Means the attack is unblockable. The MC will also shout the phrase “You can’t defend” whenever such an attack is unleashed (only one exception exists, though).

With this out of the way, time to get into business!

Bolt Gundam

We start off with the Russian entry, signified both by its cossack attack as well as its focus on melee attacks, seen on its lack of weapons. It only has a standard Vulcan gun on its head which isn’t capable of much, and beyond that it only uses beam emitters located in its gauntlets, otherwise it entirely relies on brute force and melee attacks. It does have, however, the Graviton Hammer, a flail-like hammer with a dense round sphere stored on its left shoulder.

Don’t be fooled by its focus on melee attacks, this suit can also attack from a safe distance.

Vulcan Gun: down, forward + punch (C)
12/24 shots, 5 energy each. Average damage, long lasting burst
Graviton Hammer: down, back + punch (G)
Launches its hammer forward, not great damage but excellent reach
Double Beam Punch: forward, down, back + punch (G,U)
Plunges its punches forward covered in energy. Doesn’t advance much, so short range, but more than decent damage for a single hit
Slam Throw: forward, down, forward + punch (G)
Only works up close, decent damage but the rest of attacks are more useful
Crush Tackle: forward, down, forward + kick (G)
Charges forward with its shoulder, up to six hits and decent damage, also has excellent reach

Heavy Hammer: Triangle (G)
A north-south drive with both hands that knocks down the opponent, heavy hit
Straight Punch: forward + Triangle (G)
Three hits, decent reach but not so average damage
Dash Shot Kick: forward + Circle (G)
Longer dash than standard Circle, has massive reach and deals decent damage
Heavy Press: down + Circle (in the air)
Basic attack using its weight, heavy hit
Cossack Kicks: down + X
Two hits, quite decent damage and also advances forward a little
Windmill Punch: Triangle (in the air)
Flies higher when performing this attack, three hits for decent damage


Mega Special - Gaia Crusher
Sends a shockwave after hard hitting the ground with its fists. Easy to avoid for being ground-level, but can deliver heavy damage at any distance.

Gundam Heavy Arms Custom

From a melee-oriented mech to its absolute opposite. This bad guy is loaded with weapons, so much so that the standard Vulcan Gun mounted on its head is not used at all. It mainly uses its double gatling gun, but it also has a chest Vulcan and several missile launchers all over its body, which may have different effects. It relies so little in melee attacks that it barely has any.

Double Gattling Guns: down, forward + punch (C)
10/20 shots, 5 energy each. Average damage, long lasting burst
Anti-air Shot: forward, down, forward + punch (G)
Dashes forward aiming low so the opponent is destabilized and mid-air, then shoots a barrage from its guns. Doesn’t need the dash to connect to shoot. Decent damage.
Spark Missile: forward, down, back + punch (G,U)
Shoots a couple of energy-charged missiles that explode at mid screen. Several hits, but damage is low.
Homing Missiles: down, back + punch
Shoots several (red) missiles from its legs. Capable of high damage
Backflip: down, back + kick
Movement attack, can connect with any regular air attack as it retreats back a little

Short Range Missile: back + Square
Shots two missiles from its shoulders that explode shortly after launch.
Anti-Air Missiles: Square (also on air)
Same attack as before, but the missiles now travel all the way through the screen, also aiming slightly higher.
Chest Vulcan: Triangle (also on air)
Shoots a barrage from its chest, in a similar manner to most primary energy attacks of other suits
Ground Burst: down + Triangle
Same attack as before, but aiming low
Double Press: down + Triangle (on air)
Performs a double swing with its weapon arms, knocks down the opponent
Ground torpedoes: down + Square
Two missiles shot in a parabolic trajectory, shots four if done on air which scatter to cover almost the whole screen and ensure a hit


Mega Special - Full Fire
Like the name implies, shoots from both its guns, its chest vulcan and all missile launchers on its body. Aims at almost all directions, so it’s sure to land some hits, and several of them can cause heavy damage.


Zeong

Time for sort of a classic, the first of the “recycled” characters from the prequel. Zeong has no legs, meaning the kick attacks instead unleash two rocket thrusters. It stays hovering around, meaning it still has the same flight capabilities as any other mech. Its arms are extendable, and it also has cannons on its fingertips as well as on its chest and head, as seen in his mega special.

This is the first out of three mechs piloted by Char Aznable, a recurring antagonist/protagonist of the series in its initial spinoffs. Chronologically speaking, this is his second suit, and also one of the least used as it could only be used once due to being incomplete (hence its lack of legs) and used “out of desperation” by Char to enter the battlefield.

Hand Beam: down, forward + punch (C)
8/16 shots, 10 energy each. Shot from its fingers, four shots each time. Decent damage
Punch Rush: down, back + punch
First hit must connect to unleash the full attack. Short range, but severe damage of nearly half a life bar
Energy Blast: forward, down, back + punch (U)
Covers its hand in energy and swings it vertically like a sword. Severe damage just like before

Vertical Punch: back + Triangle (G)
Aims upwards, so only hits enemies jumping or flying directly over it. An unexpected trump card, but not very useful in most situations
Sweep Punch: down + Triangle (in the air)
Extends its punch and performs a semi-circle downwards. Deals just one hit, but decent damage for its reach


Mega Special - Psycommu Attack
Unleashes its fists while it fires several shots from its mouth. The shots deal very little damage, the bulk is done with the flying fists. Capable of depleting more than a full health bar if combining both, so better perform it at mid range at most.


Quin Mantha

Another returning character, and this time with a shift. The Quin Mantha is bigger than most other suits, which means it has increased range and attack, almost making it kind of a sub-boss. However, it seems its defense hasn’t been modified that much, which coupled with its height mean it can take on most attacks that would miss regular-sized suits.

The Quin Mantha equips several particle guns, most notably on its palms and on its shoulders (only one of the last is visible at a time). It also sports a massive beam saber, and is equipped with a set of funnels which are noticeably more powerful than average. This gives it an incredible advantage at long range, while its greater reach due to its size means its melee attacks area force to be reckoned with.

Beam Launcher: down, forward + punch (C)
3/6 shots, 20 energy each. High consumption, but deals severe damage. One round of 3 shots with each palm
Beam Shower: down, back + punch
Jumps slightly and shoots a scatter shot from its shoulder
Funnel Dispatch: back, down, forward + punch
Dispatches four small funnels, which remain flying around it
Funnel Attack (after funnel dispatch): down, forward + punch
Two shots from each funnel, meaning eight hits total. Severe combined damage
Beam Saber: forward, down, back + punch (U)
Standard attack but backhand, great range and severe damage
Upwards Throw: forward, down, forward + punch
Performed up close. Severe damage, but has better choices given its range

Tackle: forward + Circle
Moves forward a bit in a semi-crouched stance. Deals severe damage in a single hit
Triple Punch: Triangle
First attacks with its left punch, then with both at the same time. Depletes more than half a life bar
Elbow Drop: forward + Triangle
Performed with both its arms, decent range without moving and more than decent damage
Body Press: down + Triangle (in the air)
Dives down belly first, hitting with any part of its massive body. Decent damage


Mega Special - Mega Beam Cannon
Shoots several beams from its shoulder. Works somewhat like an scatter shot, so needs to be performed quite close to the enemy for all the hits to connect, even more due to its greater than average height. Capable of depleting almost an entire health bar if all hits connect

Neue Ziel

The first of two Mobile Armors in the game, much bigger than mobile suits. This one is special in that it’s constantly flying, meaning it can move in all directions and reach everywhere on the screen, making it deadly. Its superior stats are absolutely boss-like, though its great power also comes with drawbacks that compensate such excess.

First of all, while the Neue Ziel shows five health bars instead of three, they’re apparently of a lower capacity. This is made in order for the Neue Ziel to overheat more often and quickly, leaving it open for attacks. It’s unable to block too, and only when overheating does it flinch, meaning this guy will always be taking attacks head on and more or less surviving them while retaliating. As for weaponry, it uses its claw-arms for melee attacks, while it utilizes its missile launchers as well as its hand cannons for long range, saving its massive mega particle cannon for its mega special attack. And while being a Mobile Armor it can’t turn back, the Neue Ziel achieves this with the Rushing Tackle attack, said attack won’t be triggered if the opponent is behind, the armor will simply blast through the screen and reappear facing its opponent once more.

This is the first out of two suits piloted by Anavel Gato, making it the only character to pilot both types of suit. He obtained this spatial mech in the latter part of his appearance, having first piloted a stolen mobile suit we’ll see below.

Hand Lasers: down, forward + punch (C)
3/6 shots, 10 energy each, heavily damaging
Homing Missiles: down, back + punch
Three small missiles are shot, not very damaging
Hand Beam Saber: forward, back, down + punch (U)
Extends a special arm to do an upwards swing. Doesn’t hit up-close for being slightly separated from the body
Rushing Tackle: down, forward + kick
Even though it doesn’t have great range, it can deplete way more than half a life bar

Mega Special - Mega Particle Cannon
Launched in a scatter trajectory, starts horizontally then moves down and then goes up. Extremely damaging, but unable to land most hits for its trajectory and its size.


Dragon Gundam

Back to the modern fighters, here we see the Chinese entry, clearly because of its dragon motif as well as its fighting pose. Utilizing a variant of Shaolin martial arts for melee attacks, it also has its dragon-shaped flamethrowers covering its hands for long range attacks. It also has stored several poles of energy which can create a beam flag and be combined into a laser spear.

Dragon Fire: down, forward + punch (C)
6 shots, 15 energy each. Very disperse in all directions so not many hits unless it’s up close. Only attack of its kind to not have a stronger version
Dragon Flame: down, back + punch
Exhales a stream of fire at short range. Decent damage despite that handicap.
Feilong Attack: forward, down, back + punch (G,U)
Thrusts forward with its laser spear, decent range and damage
Feilong Drop: forward, down, back + punch (in the air, U)
Drops vertically from the air with its laser spear. Decent damage which increases with the altitude the attack is performed at
Feilong Flag: down, forward + kick (G)
Launches a projectile upwards, which turns into three flags being hoisted when landing. Not very damaging, though it has decent range
Flying Kick: forward, down, forward + kick (G)
Coils back to spring diagonally forward, can launch the opponent high into the air for more than decent damage but hard to connect

Dragon Punch: forward + Triangle (G)
Thrusts its arms straight forward, decent reach and damage
Stomping: down + Circle (in the air)
Drops vertically down after performing a pirouette, decent damage

Mega Special - Shin Ryuusei Kochouken
Tackles the opponent while flying with flame-produced wings on its back that showcase its accessing its full power. Depletes a bit more than half a life bar


Gundam Sandrock

This Gundam was built the classic way, equipping it with two large curved blades which slightly resemble wings when stored on its back, instead of relying in heavy weaponry. Still, since the blades can be thrown, this suit has also decent capabilities at long range besides its obvious advantage in hand-to-hand combat.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each. Does very little damage
Shotel Slice: down, back + punch
Shoots a circular energy blade. With weak punch the blade deals a single hit but covers the whole screen, with strong punch it deals more hits and damage but vanishes mid-screen, halving its range.
Shotel Throw: forward, down, forward + punch (G)
Shoots the same circular blade but in a parabolic trajectory, capable of hitting up close or mid-range. Like before, weak punch deals a single hit while strong punch deals several hits
Shotel Hunt: forward, down, back + punch (G,U)
Instead of slashing, jumps forward with the curved blades on its back for longer reach. Decent damage
Shotel Carnival: down, back + kick (G)
Attacks with its curved blades on both hands while it advances. Strong kick has the attack lasting twice as much, meaning more damage
Blazer End: X or Circle (Mid-Shotel Carnival)
Finishing attack to knock down the opponent
Shotel Flip: down, forward + kick
Performs a front double somersault, decent damage and knocks down the opponent. Only attack to not have a stronger version among its wide arsenal

Heavy Hammer: Triangle (also on air)
An up-down swing with both its arms that knocks down the opponent. Standard damage

Mega Special - Earth Slash
Shoots two laser slashes with a swing of its curved blades. Delivers little damage but covers the whole screen.


Sazabi

Time for another classic, piloted by a returning character. This suit is well-equipped for both long range and hand-to-hand combat. Besides its main beam rifle it also has a scattering mega particle cannon built into it and it’s also equipped with a set of funnels. It also equips a beam tomahawk as its main combat weapon, contrary to most other characters which use sabers.

This is the second suit piloted by Char Aznable, though chronologically it’s his last, as can be seen by his character portrait depicting a much more mature pilot. This suit was specifically built for him as he returned to his antagonistic ways, and as shown from its extensive weaponry, was designed to be a front leader.

Beam Shot Rifle: down, forward + punch (C)
3/5 shots, 30 energy each, can be done on air. Shoots them in a scatter shot rather than straight. Nice damage if all hits can connect
Beam Axe: forward, down, back + punch (G,U)
Standard unblockable attack, but uses an axe instead of a sword and performs two consecutive slashes, though doesn’t deal increased damage despite the greater range
Funnel Dispatch: back, down, forward + punch
Dispatches three funnels, bigger than standard, which float around it.
Funnel Attack (after funnel dispatch): down, forward + punch
Two shots from each funnel means six total hits. Not bad damage.
Spin Kick: down, back + kick
Performs a front somersault on the spot to knock down the enemy.

Hover Slide Kick: down + Circle (G)
Dashes a bit forward for a low kick that knocks down the opponent
Arrowback Kick: down + Circle (on air)
Drops diagonally backwards, so it’s only helpful when you jump or fly past the enemy.

Mega Special - Beam Shot Flush
Shoots a scatter shot from the scattering mega particle cannon on its skirt armor. Can deliver a lot of hits up close, but depletes a bit more than half a life bar at most.


Acguy

This small guy shouldn’t fool you by its size. It’s extremely agile in terms of running and such, and it’s also well equipped. Both its arms are equipped with Iron Nails, a claw-like melee weapon of devastating damage, and it also has a machine gun mounted on its right arm.

The Acguy’s strength relies on keeping itself moving, and with it evading incoming attacks and getting out of sight of the enemy suits. It can be quite painful to face given its agility, but the very limited number of attacks it has can make it predictable on the long run.

Acguy Machine Gun: down, forward + punch (C)
4/8 shots, 10 energy each, not very damaging
Jump Uppercut: forward, down, forward + punch
Performs the traditional uppercut seen in fighting videogames. Standard damage
Claw Rush: down, back + punch
Extends its arm and a retractable claw to attack. Decent damage
Drill Claw: forward, down, back + punch (U)
Extends its claws and jumps forward. Medium reach despite its small size, and heavy damage

Dropping Knee: down + X (in the air)
Drops faster than usual to hit with its knee, but deals very little damage
Scorpion Kick: forward + Circle
An acrobatic attack that doesn’t deal more damage than standard

Mega Special - Acguy Rolling Maximum
Rolls around in the ground, covering twice the screen length. Easily avoidable, and also not very damaging.

Big Zam

The second Mobile Armor of the game, and the only other one included. This one looks a bit more grotesque, with heavy legs but no arms whatsoever, though it makes up for it with extreme weaponry at its disposal.

The Big Zam has four bars of health, though again they’re of a lower capacity so it overheats more often and leaves a chance for a counterattack. It never flinches when attacked and it’s unable to block or turn back, though the latter is hardly an issue with this bad guy. It has increased defense, possibly adduced to its size and mass, and speaking of the latter its so excessive that the thrusters are barely able to lift it off from the ground, most suits can jump further than this guy can fly.

Now, for its weaponry. Its main weapon is a large Mega Particle Cannon mounted on its front, it also has a set of homing missiles capable of being fired from the lower part of its torso, and more importantly several lasers lined up along its torso so it can fire at almost any direction. Each of this attacks delivers heavy damage, which coupled with its overwhelming presence makes it a force to be reckoned with.

Homing Missiles: down, forward + punch (C)
5 shots, 10 energy each. Extreme damage. Same attack with weak and strong punch, so very overpowered.
Air lasers: Triangle
Five scattering lasers that aim diagonally upwards. Kind of useless, very rarely will an enemy be above its head.
Ground Lasers: Square
Two lasers aiming diagonally down. Delivers heavy damage
Walking Attack: Hold forward
Simply by walking towards the target is as if it kicked it. No joke, the damage is so heavy you can defeat an undamaged enemy in 10 steps
Backwards Kick: back + X
Useful since it can’t turn back, but damage is not great
Boost Tackle: down + Circle
Doesn’t move too much, but its massive weight means the hit is quite heavy.
Heavy Stomp: Circle (in the air)
Dives down to stomp its enemy with both feet. Very decent damage, though this guy will rarely be in the air
Jumping Knee: down + Triangle
Jumps a bit forward for decent damage. Strange attack, rarely used given its arsenal

Mega Special - Mega Particle Cannon
Unveils its frontal cannon to shoot a massive beam. Delivers a ton of hits and depletes more than a full health bar

Burning Gundam

Back to modern times and we see the protagonist of the Gundam G spinoff (it was originally called God Gundam in Japanese, giving the anime its name). As a modern entry, more on the special attacks it can perform thanks to its skilled pilot rather than its weaponry or raw power.

Indeed, its only weapons are the standard head mounted vulcans and of course the beam sabers. Other than that, both its melee and ranged attacks rely on the special attacks performed by Domon Kasshu, its pilot. Overall the Burning Gundam is a very nice fighter capable of fighting at almost all distances, but of course in a more anime-style compared to the older models which are more military-oriented, just like the previous series were too.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each, does very little damage
Burning Finger: down, back + punch
Charges forward with its fist turned into a fireball, deals decent damage but only short range
Tenkyoken: back, down, forward + punch
Short range projectile attack. Thrown like a Hadouken, instead of being fired from a weapon. Can overpower energy-consuming shots
Burning Finger Sword: forward, down, back + punch (G,U)
Standard unblockable attack, but with a slight jump forward for wider range
Burning Finger Uppercut: forward, down, forward + punch (G)
Needs first hit up close to connect, from then on same as Burning Finger but diagonally upwards. Decent damage, but hampered for having to be up close
Heat End: back, down, forward, back + punch (G)
Performed like a throw, so must be used up close, very decent damage
Thrust Knee: down, back + kick
Movement attack, dashes forward in a crouching pose but can be chained with any standing attack

Knee Kick: down + X (in the air)
Drops slightly diagonally, standard damage
High Kick: down + Circle (in the air)
Aims a bit higher, standard damage

Mega Special - Sekiha Tenkyoken
Turned into a mega particle cannon-like beam, delivers a lot of hits but damage is barely over half a life bar

Wing Gundam

This is quite a curious case. While the name is indeed familiar from the prequel, it isn’t exactly the same model. This one is its ancestor, which is fitting given its actually real wings when its successor wouldn’t really have any. And what a great change this was, because this suit is beastly.

Let’s start with its weaponry. Obviously the main feature is its twin buster rifle, which can be separated into two copies for a dual wield. It also sports the classic head vulcans as well as a saber sword. Contrary to other fighters, the Wing Gundam actually has several attacks involving its weapons, making it a great long-range fighter. Other than that, it uses its wings to boost its melee prowess and also somewhat its flight capabilities.

Machine Cannon: down, forward + punch (C)
6/12 hits, 5 energy each, can be done on air. Shot from its head rather than main weapon. Not very damaging
Twin Buster Rifle: down, back + punch
Separates its rifle into two and fires simultaneous beams. Decent damage
Charged Scatter Shot: back, down, forward + punch
Charges a shot in front of it, which then scatters. Can damage the opponent up close when charging. Still, the damage is very low however it’s used.
Beam Saber: forward, down, back + punch (G,U)
Instead of the standard slash, this attack performs a frontal stab, granting it longer range. Damage is quite nice
Rising Bird Tackle: forward, down, forward + kick
Ascends vertically while cloaked in its wings. Doesn’t deliver heavy damage
Bird Tackle: down, back + kick
Dives forward, again cloaked in its wings. Decent damage for a single hit that knocks down the opponent

Hovering: down (while in the air)
Softens the fall by gliding with its wings
Buster rifle: triangle
Single shot, travels very slowly. Can be performed standing, crouching or in the air.

Mega Special - Final Twin Buster Rifle
Shoots a beam reminiscent of mega particle cannons from its main weapon diagonally downwards as it flies. Delivers a ton of hits, but damage is barely half a life bar. Wing Gundam flies higher as it shoots the beam, take this into account.

Gundam RX78-2

Back to basics with this one, as we’re presented with the very first titular Gundam of the series, the legendary RX78-2. The one that started it all clearly shows its age when paired against suits created for spinoffs that premiered nearly 20 years after the first anime aired, but nonetheless it deserves its spot in games like this.

It has quite the weaponry for an ancient legend. Its main beam rifle is of course outdated but still pretty much deadly. It also sports the Gundam Hammer, a massive spiked ball attached to a chain, the now-trademark beam saber and also a beam javelin, making it one of the few if not the only suit with more than one unblockable weapon at its disposal.

Beam Rifle: down, forward + punch (C)
1/3 shots, 40 energy each, can be done on air. Highly consuming, but the damage when shooting more than once is worth it
Hammer Punch: back, down, forward + punch (G)
Extends its hammer forward, leaving it out for a while to further damage its opponent. Nice damage and reach
Beam Saber Plunge: down, back + punch (G,U)
Jumps slightly before plummeting diagonally down, shorter range and less damage than the standard unblockable attack
Beam Saber: forward, down, back + punch (G,U)
Standard up-down swing, damage is still below the rest of its kind
Gundam Javelin: forward, down, back + punch (in the air,U)
Aims diagonally down and only the tip does damage, so hard to aim properly. Damage is the same as the rest of its unblockable attacks
Head Vulcans: forward, back, forward + punch (G)
Short range projectile attack, very low damage
Charged Shield Uppercut: forward, down, forward + punch (G)
Jumps diagonally forward for decent damage

Arrow Kick: down + Circle (in the air)
Dives down diagonally, standard damage and knocks out the opponent
Rising Kick: down + Circle
Jumps forward to deliver a knee kick, standard damage

Mega Special - Gundam Hammer
Quite simple, just a swing of its hammer. Medium to long range, but capable of depleting a full health bar

Hygogg

This strange-looking suit sports a wider reach than usual thanks to its long arms, and also displays great agility with its thrusters. It is also quite loaded with armament, so mastering this guy can make it a mainstay in any worthy team.

The Hygogg is equipped with a gatling gun on its arm, and counts with torpedoes stored on “capsules” on its head. It can also produce a beam saber from its palm. Other than that, it relies on its greater reach and melee attacks, which are not to be underestimated.

Hand Machine Gun: down, forward + punch (C)
4/8 shots, 10 energy each, standard damage
Homing Missiles: down, back + punch
Launched from one of the “capsules” on its back, decent damage though not very advanced homing capabilities
Hand Burners: forward, down, back + punch (U)
Extends its arm with a beam saber erupting from its palm, then retracts it while damaging the opponent for very decent damage
Jumping Tackle: down, forward + kick
Jumps diagonally a decent distance for equally decent damage despite not knocking down the opponent

Tackle: forward + Circle
Moves forward a bit in a crouching position, standard damage
Arrow Kick: circle (in the air)
Drops diagonally down, standard damage

Mega Special - Hell Burner Rush
Extends its arms several times. Very little damage for a super, medium reach and doesn’t knock down the opponent despite sending it slightly flying.

Hydra Gundam

The “boss” Gundam, so to speak, created to be a high speed fighter. It indeed displays enormous agility and flight capabilities, but is its armament which should really instigate fear into its opponents.

The Buster Gun attached to its right shoulder is capable of firing quickly, and its shoulder claw extensions can also fire lasers of their own. It of course sports a beam saber, and more importantly, it has a special shield which blocks projectile attacks, meaning it has increased means of defense against its competitors.

Beam Cannon: down, forward + punch (C)
2/5 shots, 15 energy each. Average damage, though quick to pull out.
Double Hydra Laser: down, back + punch (G)
Shoots two twin laser beams from its shoulder extensions, decent damage.
Beam Saber Double Slash: forward, down, back + punch (U)
Performs an upwards swing immediately followed by the standard downwards swing. Augmented damage for the double movement, which is also quicker than other unblockable attacks seen

Flip Kick: forward + Circle
Performs a front somersault standing on its shoulder extensions, decent damage but doesn’t knock down the opponent
Arrow Kick: Circle (in the air)
Drops down diagonally, decent damage but doesn’t knock down the opponent

Mega Special - Hydra Punch Rush
Performs a kinetic combo, where it delivers several punches and kicks to end with an upwards vertical slash from its unblockable beam sword. Can deplete almost a full health bar if all hits connect

Gundam Maxter

Back to modern times and we see the American entry, of course with a boxing motif (because the Heavy Arms was already taken xD). Despite America usually being represented with heavy bulk, great power and massive long range weaponry, this guy is actually an agile fighter capable of kicking every other fighter’s ass.

Its main weapon are twin magnums mounted on its hips, as if it was the wild west. It has no other long range weapon other than some of its special attacks, focusing entirely on melee attacks with its boxing-like manners. It can take off the armor on its shoulders to use as gloves for some attacks as well. To think that the American entry would be one of the more agile and focusing on several soft hits instead of hitting big, is quite a surprise.

Twin Magnums: down, forward + punch (C)
6/10 shots, 5 energy each. Shot from standing position in the ground, shot like a cowboy in the air. Not great damage in any way
Burning Punch: down, back + punch (G)
Strong punch does a crouched step forward before releasing the attack, giving it wider range. Heavy damage in any way
Ultra Magnum: forward, down, back + punch (G,U)
Takes off its shoulder armor to thrust it forward with its fists. Great reach and damage is quite decent too
Cyclone Punch: forward, down, forward + punch (G)
Summons an energy stream from the ground, weak punch is up close while strong punch is at a distance. Low damage in any way
Double Step: down, back + kick
Movement attack, advances crouched which can then be connected to any standing attack
Forward Dash: forward, down, forward + kick
Movement attack to become airborne, can then connect with any jumping attack

Step Up: forward + Circle (G)
Same attack as standard but with a previous crouched step and longer uppercut, which throws the opponent high into the air
Straight punch: Back + Triangle
After a short jump back, thrusts its fist forwards for great reach, but standard damage
Forward Tackle: Circle (in the air)
Shoulder tackle forward as it drops down to the ground, can be aimed downwards with Down + Circle. Heavy damage if all hits connect, which also saves it from falling to the ground and be left open for attacks

Mega Special - Machine Gun Punch
Takes off its shoulder armor to deliver a series of punches. Depletes a bit more than half a health bar, and the punches act as close-ranged projectiles for slightly wider range

Gundam Deathscythe

Another suit whose name kinda… suits it. Equipped with a beam scythe as its main weapon, it’s obvious to think this guy will specialize in melee attacks, which are given unblockable status due to its weapon. Despite that, it isn’t all that broken as one could think.

It only includes the standard Vulcan guns mounted on its head for long range attacks, everything else relies on its scythe. It still has another long range attack, but otherwise it’s a melee fighter focusing in close combat, where it shines with deadly precision.

Vulcan Guns: forward, down + punch (C)
5/10 hits, 2 energy each, can be done on air. Very low damage from not being a primary weapon
Scissor Up: forward, down, forward + punch (G,U)
An upwards slash with an extended blade, delivers heavy damage
Beam Sickle: down, back + punch
Launches two rotating beam bullets that slowly cover more than half the screen
Flying Kick: down, forward + kick
Jumps forward to kick the opponent upon making contact, knocks it down and delivers decent damage
Cloaked Teleport: down, back + kick
Movement attack, vanishes to reappear closer or farther from the opponent depending on the chosen direction

Scythe Swing Down: Triangle (U)
A standard downwards swing of its beam scythe, standard damage but above average reach
Scythe Swing Up: down + Triangle (U)
An upwards swing while crouched, once again decent reach but standard damage
Air Scythe Swing: Triangle (in the air,U)
Like the standing version, but less damaging for some weird reason
Sliding Kick: Down + Circle
Slides for almost half the screen to deliver a low kick that knocks down the opponent, though damage is only standard
Knee Bash: Circle (in the air)
Activates its thrusters to charge forward with its knee. Standard damage and knocks down the opponent


Mega Special - Hell Scissors (U)
Launches its scythe spinning forward to travel the whole screen, like a powered up and unblockable version of beam sickle. Doesn’t deliver heavy damage, but being unblockable gives it an edge because it’s hard to avoid such a big projectile

Zaku II-S / Zaku II

We’ve seen the legendary protagonist that started it all, but of course it had a rival to beat. This rival was the Zaku II, a common archenemy found in several Gundam iterations which formed the basis of the rival armies for most of the series beginning.

The Zaku is equipped with a machine gun as its primary weapon, though it also has cracker grenades as an optional weapon and of course the heat tomahawk, probably an ancestor to the more advanced beam sabers we’d see later on after its usage by the RX78-2. It’s to be noted that the Zaku II is quite agile, even if it doesn’t have that many attacks at its disposal.

The Zaku II-S uses a different slot, but it’s simply an enhanced Zaku with the characteristic color scheme of its equally legendary pilot: Char Aznable. It’s noticeably faster and more agile, and it seemingly deals a bit more damage on its attacks, probably to reflect its status as a commander type over the regular Zaku.

Zaku Machine Gun: down, forward + punch (C)
5/10 shots, 10 energy each, can be done on air, standard damage
Cracker Grenades: down, back + punch
Short range projectile attack, three grenades that explode shortly after launch. Decent damage and kind of protects from incoming projectiles
Heat Hawk: forward, down, back + punch (U)
Standard unblockable attack, but uses an axe instead of a sword. Damage is also standard
Rising Tackle: down, forward + kick
A diagonally upwards tackle with the help of its thrusters, decent damage

Shoulder Tackle: forward + Circle (G)
Moves forward a bit in a crouching position, standard damage

Mega Special - Cracker Special
A more powerful and continuous version of the standard attack. Delivers a lot of hits, but not as much damage.


GPO2A – Physalis

Here we see the first attempt at making a Gundam with excessive power. The Physalis is not only bigger than usual, sporting a big shield, it also has armament which could bring down an entire fleet by itself.

The Physalis equips a nuclear bazooka. Yep, nuclear. That alone should tell you just how powerful the weapon is. Other than that, it equips the regular beam saber, and of course sports its trademark shield which can also be used for damaging purposes. Its agility is greatly hampered, so better stay at a distance attacking with the bazooka and using the shield when close.

It’s the second and last mobile suit piloted by Anavel Gato in the game. He seized this suit for evil purposes given its extreme power, but ultimately lost it in battle and switched to something even more extreme, the Neue Ziel. Surely not someone to take defeats easily, huh?

Hyper Bazooka: down, forward + punch (C)
1/2 shots, 30 energy each. Highly consuming and damaging
Bazooka Rain: down, back + punch (G)
Shoots upwards, and then scatters into several mini-shots that rain down upon the opponent, dealing severe damage despite a short charging time. Can also be used as anti-air, in which case delivers all hits and thus reduces a full health bar
Beam Saber: forward, down, back + punch (G,U)
Performs a semicircle using an upwards swing, depletes almost half a life bar
Shield Buster: down, forward + kick
Ascends vertically charging with its shield, severe damage

Shield Smash: forward + Triangle (G)
A downwards swing of its shield, standard damage
Shield Tackle: down + X (G)
Moves forward a bit while crouched, standard damage
Shield Turn: down + Triangle (in the air)
A downwards swing of its shield, nice damage

Mega Special - Atomic Bazooka
Shoots upwards to create a massive explosion in the air that lasts for a few seconds. Won’t hit an opposing suit of average size, so while it does deliver nice damage it will hardly connect enough hits

Gundam Epyon

While we’ve already seen mobile suits with apparently no main long-range weapons at their disposal, this is actually the first entry to not feature any such weapon at all. Designed to be used for a classic dueling combat instead of coward long-range attacks, the Epyon has no energy gauge and relies entirely on different melee attacks.

As such, the Epyon’s armament relies on the classic beam saber and a heat rod installed on its left forearm. While up close it’s a pretty capable fighter, but if the opponent is at enough distance there’s basically nothing this suit can do.

Torpedo Rush: down, forward + punch
Thrusts forward as if in a full body tackle. Doesn’t deal much damage, even with the added hit of the energy shield it creates as it charges the attack
Rising Wing: down, back + punch
Rises vertically extending its wings, knocks down the opponent and delivers nice damage
Beam Saber: forward, down, back + punch (G,U)
Performs an upwards swing, also jumping forward to cover a wider range. Deals standard damage, but knocks down the opponent
Flying Knee: down, back + kick
Movement attack, a medium jump forward. Can connect with any aerial attack

Heat Rod Stab: forward + Triangle
Extends its whip-like sword straight forward, standard damage and reach
Epyon Claw: forward + Square
Attacks with its wrist claw, only works up-close and deals very little damage

Mega Special - Beam Saber Rush (U)
Performs three saber attacks: an upwards swing, the standard downwards and then its signature upwards while jumping, the only time it moves from the spot. All three are unblockable, and since it covers a wide range it allows for several hits, though damage stays relatively low for a super with less than half a life bar. As its signature attack does, this super knocks down the enemy

Gundam Rose

Keeping on the national motifs, here we see the representative of France. It’s an elegant mobile suit with a penchant for fencing, a nod to the French elites of classic times. To further emphasize its elegancy, it was given a shield designed as a cape of sorts.

The Rose’s main weapon is its sword, which it utilizes for a variety of attacks. It’s not entirely made of energy, in fact it’s a regular sword which can be energized to boost its cutting capabilities. It also features funnels, an incredible number of them, and of course has the standard Vulcan guns on its head which pale in comparison to its other weapons.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each, deals very little damage
Lightning Shoot: down, back + punch
Launches a laser barrier very slowly forward, acting as a shield that blocks projectile attacks. Probably the only non-damaging attack that doesn’t involve a tactical movement for a surprise attack
Kick & Saber: back, down, forward + punch
Advances with thrusts of its sword and finishes off the opponent, knocking it down. Damage is standard despite it’s reach and numerous hits
Saber Rondo: forward, down, back + punch (G,U)
Thrusts its saber forward, giving it very long range. Great damage, but not even half a bar
Saber Rise: forward, down, forward + punch
Uppercut with its saber, jumps quite high but damage is very low
Saber Lunge: Square or Triangle (mid Saber Rise)
Thrusts forward in a similar manner to its unblockable attack, damage is still very low despite its aerial reach
Funnel Dispatch: back, down, forward + kick
Dispatches three funnels from a compartment on its back, they’re somewhat rose-shaped and stay close to the suit’s front rather than float around in different positions
Funnel Attack (after funnel dispatch): down, forward + Circle
Two shots each funnel, meaning six in total. Damage is very low, and there’s a bit of lag between each round of shots

Step Up: forward + Triangle (G)
Same as standard attack but with a forward thrust before it, increasing its reach and damage
Rose Arrow: Circle (in the air)
Drops down diagonally, standard damage
Wind slash: Triangle (in the air)
Short range projectile attack, can be aimed downwards or upwards with the control stick

Mega Special - Rose Hurricane
Creates a hurricane of what seems to be its funnels right in front of it, so close range. Can deplete more than half a life bar if all hits connect

Gundam Altron Shenlong Nataku

Another suit shaped more for close combat. Quite similar to the Chinese representative we’ve seen before, this one is less graceful but has a bit more raw power, though also less armament as it focuses more on close combat.

Besides the standard Vulcan guns on its head, the Altron includes two heavy extendable claws on its forearms as well as a double-headed beam spear instead of the traditional beam saber. This clearly indicates that this suit was intended for heavy damage up close, though its extendable claws also give it a decent reach to attack from a distance.

Vulcan Guns: down, forward + punch (C)
5/10 shots, 5 energy each. Does little damage
Dragon Fang: down, back + punch
Extends its claw forward, knocks the opponent down while delivering nice damage
Beam Glaive Dive: forward, down, back + punch (G,U)
Summons a double-headed spear, then jumps and slashes while landing. Must be done up close. Damage is not great, and of course reach is null
Beam Glaive Assault: forward, down, forward + punch (G,U)
Performs a standard uppercut, if it connects it performs an aerial Dragon Fang for more damage. Still, while it does knock down the opponent, damage stays somewhat standard
Guard Jump: down, back + kick
Movement attack where it jumps forward, can be connected with any aerial attack

Long Punch: forward + Triangle (G)
Extends its claw forward, standard damage and medium reach

Mega Special - Altron Claw
Extends its claws three times: first one, then the other and lastly both at the same time, which means the opponent must block three attacks in quick succession. Doesn’t deal a lot of damage, though, but range stays decent

Nu Gundam

An evolution of the original Gundam, partly designed as well by its now experienced pilot. While it trades a bit of variety for more offensive might, the Nu Gundam is a classic heavy hitter with an equal dose of long range and close combat attacks.

Besides the standard beam rifle, which is already powerful on its own, the Nu Gundam equips the traditional beam saber and a unique quirk of its own. We’ve seen other suits equip funnels, but in the Nu Gundam’s case the funnels are actually very big and can also be used for physical attacks as they’re attached to the suit itself instead of “sheathed”. The drawback to this increased might is that the Nu Gundam has no Mega Special attack, just like in the prequel (the original Gundam did receive a Mega Special in this sequel).

As mentioned at the beginning, this is the second suit piloted by the legendary Amuro Ray, now much more mature and with extensive experience as a pilot. This suit was used to battle Char Aznable once again in his Sazabi, as we can see from the more mature character portraits.

Beam Rifle: down, forward + punch (C)
1/3 shots, 40 energy each, can be done on air. Severe damage, but of course has the drawback of high consumption
Beam Saber: forward, down, back + punch (G,U)
Standard unblockable attack, with slightly greater range than usual and above standard damage
Funnel Dispatch: back, down, forward + punch
Deploys three funnels attached to its back, they’re very big but they aren’t destroyable like the other funnels
Funnel Attack (after funnel dispatch): down, forward + punch
Single shot for each funnel, meaning three total shots. Contrary to other attacks, these funnels do not close in on the enemy and stay besides the suit, and so their beam can sometimes miss against standard-sized enemies. They also deal severe damage, nearly half a life bar
Jumping Knee: down, forward + kick
A simple jump like an uppercut but attacking with its knee instead. Standard damage and doesn’t knock out the opponent.

Full Armor ZZ Gundam

As the name implies, this evolution of the ZZ Gundam is heavily armored, though that extra armor came loaded with more weapons as well. This made the ZZ Gundam a very powerful suit, though indeed its mobility appears to be somewhat hampered due to the added bulk.

The twin rifle built into its right forearm already lets us witness a glimpse of its powerful arsenal. It also equips the standard beam saber, a missile launcher on its back and, uniquely to suits of this size, a particle cannon built in its waist, though its effectiveness is of course reduced because of the suit’s energy output.

Mega Beam Cannon: forward, down + punch (C)
1/3 shots, 50 energy each. Highly consuming, and while damage is high it isn’t severe
Missile Barrage: down, back + punch
Shoots missiles from its back. They have vague homing capabilities. Damage isn’t great even when all make impact.
Beam Saber: forward, down, back + punch (U)
Standard downwards attack, damage is nice and range is above average
Knee Lift Shot: down, forward + kick (C)
2 shots, 50 energy each. First hit, performed up-close with the knee, must connect for the rifle to shoot. Damage is quite heavy, more than half a life bar, but once again heavily consuming

Particle Cannon: Circle
Shoots a small particle cannon beam for little damage. Can be done on air for same effects while still firing straight.
Guard Punch: Back + punch
Strikes vertically and almost without range, so unless the enemy is jumping or flying right above your head it won’t connect

Mega Special - Hyper Mega Particle Cannon
A bigger and more powerful version of the standard attack. Deals a lot of hits but not that much damage, strangely it can deal noticeably more damage with gauge-consuming attacks

Dark Gundam

Here we have an in between a mobile suit and a mobile armor. As such, it has properties of both while also countering some of their weaknesses. It’s heavily armored and equipped, with several weapons at its disposal as well as several attacks, giving it the highest variety in the whole game.

The Dark Gundam, originally called Devil Gundam for reasons I won’t specify here, has increased defense and doesn’t flinch when hit, just like a mobile armor. It also has no energy gauge, for it wasn’t meant as a war weapon like the others. It still has several abilities at its disposal, like missiles and lasers all over its body. Combined with its close combat attacks, the Dark Gundam is definitely a force to be reckoned with at all distances.

Lightning Web: down, forward + punch (G)
Shoots an electric web at mid range, capable of damaging the opponent and also shielding against projectiles
Punch Assault: forward, down, forward + punch (G)
A punch rush performed right in front of it. Deals great damage, almost half a life bar
Tri Laser: down, back + punch (G)
Shoots three particle cannon-like lasers from its torso in a scatter shot manner for standard damage, though only the bigger opponents will take all the hits
Twin Lasers: forward, down, back + punch (G,U)
Shoots twin lasers from its palms that cover the whole screen, depleting half a life bar if all hits connect, which only happens against big opponents as it aims relatively high. Clearly the cheapest and most overpowered unblockable attack
Lightning Shell: forward, down, forward + kick (G)
Shields from projectiles, and can also be used for up close attacks though damage is low

Metal Worms: X (G)
Summons two small metal worms to attack the opponent at close range, damage is low. Range can be increased with Forward + X, summoning the worms far from the suit. When crouched, the same small worms are summoned in an upwards trajectory.
Heavy Metal Worm: Circle (G)
Summons a big metal worm to attack the opponent which can cover the whole screen, damage is still low. When crouched, the worm performs a parabola at close range but can knock down the opponent.
Double Hammer: Triangle (G)
Performs a double swing hammer punch with both its arms, knocks down the opponent while dealing nice damage
Crouched Tackle: down + Triangle (just Triangle on air)
Moves slightly forward, charging with all its big body. Damage is very decent, and can knock down the opponent
Particle Cannon: Circle (in the air)
Shoots a beam from its left foot aiming downwards, standard damage
Missile Launch: X (in the air)
Launches a couple of missiles from its feet homing at the opponent, while they deliver a few hits damage is low

Mega Special - Triple Gundam Head
Summons three massive metal worms to attack the opponent diagonally from the ground. The name comes from the fact these worms have their head shaped like Gundam. Can deplete a full health bar if all hits connect, which is a bit hard since each worm has its own trajectory

Master Gundam

One last entry in the world representatives, this time for Hong Kong. The Master Gundam is again a suit which maximizes its pilot’s skills rather than having weapons of its own. This basically makes the Master Gundam a martial arts fighter like we’d see in any other videogame rather than being war-oriented like many previous entries.

Lacking weapons, the Master Gundam has no energy gauge. Besides its limbs and energy-enhanced attacks, the only other noticeable feature are its “wings”, which can form a massive shield that protects the entire suit from any damage. These abilities mean the Master Gundam will always be launching attacks one after one, while also having an impenetrable defense of its own, making it a very dangerous foe to face.

Darkness Finger: down, forward + punch (G)
Extends its right hand forward, capable of inflicting severe damage due to its reach
Tenkyoken: back, down, forward + punch
Shoots a fiery projectile from its palms. Travels slowly and covers a short distance. Damage is above standard
Darkness Wave: forward, down, back + punch (G,U)
Forms a blade extending its palm forward. Nice reach and severe damage
Rising Tenkyoken: forward, down, forward + punch (G)
Shoots the Tenkyoken to the ground, which then bounces diagonally up. No other change from a standard Tenkyoken
Master Block: down, back + punch
Protects itself with its wings, effectively nullifying damage from any attack or projectile shot at it
Horizontal Kick: down, forward + kick (G)
Flies forward with its leg extended, great damage and even greater reach
Flying Stomp Kick: down, back + kick (G)
Flies upwards a bit, then drops diagonally and deals a barrage of kicks, the last of which knocks the opponent down. Depletes almost half a life bar if it connects

Standing Trip: back + circle (G)
Knocks down the opponent with a simple kick to its legs, despite its simpleness the damage is not that low
Trample: down + Circle (in the air)
Downwards arrow kick, knocks down the opponent and deals nice damage
Continuous Punch: Square (repeatedly)
An infinite rush of punches, dealing standard damage. Can also be performed crouched, though the rush turns one handed and aiming low
Multiple Fists: Triangle (in the air)
Performs a barrage of punches while stopping its fall, nice damage like the above but doesn’t knock out the opponent this time
Distant Crusher: down + Triangle
Extends its left hand forward, decent damage and reach

Mega Special - Sekiha Tenkyoken
A more powerful version that shoots a mega particle cannon-like beam. Delivers lots of hits and depletes a bit more than half a life bar

Tallgeese III

The Tallgeese III was supposed to be used by Treize, as it was an evolution of his previous model, but it wasn’t finished in time. As it wasn’t built by Treize himself, the Tallgeese does include a long range weapon which has been optimized and has also increased offensive might.

Its main weapon is attached to its shoulder, meaning its right hand is free during the course of a battle. It is unique in that it can have a double configuration with different properties, making it a versatile and powerful weapon. Besides that, it includes a heat rod and of course a beam saber. The combination of raw power and long range attacks makes the Tallgeese very balanced in all aspects and dangerous at all distances.

Mega Cannon: down, forward + punch (C)
1/3 shots, 35 energy each. Low damaging for such a high consumption
Heat Rod: down, back + punch (G)
Extends its whip forward on the ground, then quickly raises it. Nice damage and reach
Beam Saber: forward, down, back + punch (G,U)
Standard downwards swing, with a slight move forward before slashing added for wider range. Damage remains standard
Flying Tackle: forward, down, forward + punch
Tackles with its shoulder and goes rather diagonally instead of fully straight. While damage isn’t very great it does knock down the opponent
Mega Cannon Plus: down, forward + kick (C)
1/3 shots, 45 energy each. Fires a different kind of “bullet” from the same weapon, and now each shot is also multi-hit, which explains the higher consumption. Damage has also been raised a bit to go along.
Flying Tackle Cannon: forward, down, forward + kick
Jumps forward, and if it connects, it shoots three beams from its cannon as it retreats back. Standard damage, but thankfully it doesn’t consume energy.

Arrow Kick: X (in the air)
Drops diagonally down, damage is not great
Hammer Knuckle: down + Triangle (in the air)
Drops vertically to smash the opponent with its drill, damage isn’t very great but knocks down the opponent

Mega Special - Mega Canon Max Mode
Its canon transforms to shoot a mega particle cannon-like beam. Depletes half a life bar

Ball

Every game has some sort of bluff character, and in this case such “honor” befalls over Ball. It’s basically a worker pod which has been given a weapon, like if it was an armored infantry unit. Of course, it lacks offensive power and doesn’t have many attacks, and it’s not like its small size will be of any help.

Besides its big beam rifle, the Ball only incorporates construction equipment as its weapons, like a jackhammer. It also lacks a Mega Special, as it’s not battle oriented. Good luck winning a fight with this little guy, that’s basically the toughest challenge in this game.

Beam Cannon: down, forward + punch (C)
1/3 shots, 100 energy each. Great damage, but absurdly high consumption
Jackhammer: down, back + punch
Pulls out a jackhammer to attack at close range. Decent damage
Rising Spin: down, back + kick
Rotates its rifle as it jumps forward. Quite nice reach, though not very damaging

Hammer Down: Triangle (in the air)
Pulls out a hammer and strikes the opponent. Damage isn’t very great but knocks down the opponent
Ball Drop: Circle (in the air)
Drops down heavily, though damage isn’t great

Psycho Gundam

Saving the best for last, though in this case probably the most broken besides Dark Gundam. Despite its gargantuan size it’s still a mobile suit, though of course it presents some drawbacks.

Its weight makes its thrusters less useful, and also can’t dash. Its movement is also slow. On the other hand, it has heavily increased defense and doesn’t flinch when hit. Of course, it also has increased reach and raw power. This mighty combination is what makes the Psycho Gundam so broken, though it’s been apparently toned down a bit from the prequel.

As for its weaponry, the cannons on its shoulder are excessively powerful. Its beam saber is also very huge, and saving the best for last, it has mega particle cannons scattered all across its body.

Shoulder Cannons: down, forward + punch (C)
6/10 shots, 10 energy each. Quite damaging, but also relatively slow to pull off
Beam Saber: back, down, forward + punch (U)
Forms a sword from its wristband and performs an upwards slash. Wide range and devastating damage, slightly more than half a life bar
Grab: down, back + punch (G)
Must be used up close. Grabs the foe and kicks them away with its knee. Heavily damaging, over half a life bar
Giant Uppercut: forward, down, forward + punch (G)
Standard jumping uppercut, though damage is simply excessive: can almost deplete a full health bar if all hits connect

Falling Fists: down + Triangle (in the air)
Falls down fists first, can stuck itself if it fails but if it connects deals decent damage

Mega Special - Mega Cannon Scatter Shot
Shoots a beam from all its cannons, starting from the bottom and going up. Last hits are sure to miss most of the time, but still lands heavy damage, over half a life bar with ease
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