Sie sind auf Seite 1von 209

Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus: FAQ/Move List by DDT213 Version 1.

00, Last Updated 2007-01-11 View/Download Original File Hosted by Game FAQs Return to Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus (PS2) FA Qs & Guides Liked this FAQ? Click here to recommend this item to other users. abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyza ============================================================= Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II PLUS ============================================================= In-depth gameplay FAQ v1.00 Note: This guide will be focused on all the gameplay basics and every unit's abilities in the game. However, information outside regular gameplay mode, such as PLUS mode, Challenge mode and whatnot will not be provided here. This guide is written by DDT213 of the GameFAQs. It may NOT be placed on any site other than the GameFAQs itself under any circumstances. News Update: Jan. 03, 07 -(Thanks to VitaLemon) Comment for Chaos added -(Thanks to Jazinus) The config. mix-up for L1 and L2 corrected -Tier 420 added -Term ''Down Value'' added -(Thanks to omegaweapon15) Freedom and S. Aka's comments updated Jan. 05, 07 -Section 4 divided into 7 parts, 4a-4g, for easier references -S. Aka's comment updated -Tier 280 added -(Thanks to VitaLemon) Comment for ZAKU Warrior added -RUSH combo for F. Im, S. Im, Strike Rouge, and Sword Strike updated -(Thanks to ZGMFX10Amod00) Mix-up b/w 2b and bc in F. Im's comment corrected -(Thanks to ZGMFX10Amod00) Comment for Dearka's Blaze ZAKU added Jan. 07, 07 -Tier 270 added -(Thanks to Giruet) Comment for Abyss added -(Thanks to ZGMFX10Amod00) Comment for ASSH added -Menu translation, Unlockables, and FAQ sections added -(Thanks to omegaweapon15) Comment for Nukedam added Almost done now...just one more tier to go and it'll be finished. Also, I'd like to give a shout-out to Nyushin from the message board for consolidating the scattered info in my topic and turned it into a formal FAQ while I was tied up with my Finals. Thanks again, Nyushin! Jan. 11, 07 (v 1.00) -Tier 200 added -(Thanks to g0th1k4) Comment for Buster added Finally...the FAQ is complete!! Since school started already, unless someone

holds a considerable amount of info regarding to the rest of the comments, possible mistakes in the FAQ, or would like to contribute his own sections, I am probably not going to bother with more updates anytime soon. This is it. Alright, happy gaming everybody! ============================================================================== Table of Contents ============================================================================== 0. Introdution 1. Menu Translation 2. Basic Gameplay 2a. On-Screen Visibles 2b. Controls / Button Config. 2c. Battle Gauge / Cost System 2d. Awaken System 3. Terms 3a. Arcade Control Shorthands 3b. Other Technical Terms and Shorthands 4. Units Info / Combo List 4a. Tier 590 4b. Tier 560 4c. Tier 450 4d. Tier 420 4e. Tier 280 4f. Tier 270 4g. Tier 200 5. Tactics 5a. Beginner Must-Knows 5b. The Melee Moves 5c. Team Combos 6. Unlockables 7. FAQ 8. Credits and Special Thanks ============================================================================== 0. Introduction ============================================================================== For those who don't already know, this game, Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II PLUS (RvZ 2 for short), is an action game series developed by Capcom. The official JP release of this game was on December 7, 2006, roughly a year apart from its prequel release. In addition to the arcade style gameplay, RvZ 2 also provides several other options such as PLUS mode (probably many player's greatest interest of getting this game), which, to a certain extent, reconstructs the most epic battles from the original show in simple action style.

Since this is a sequel, it has everything from RvZ 1, minus some glitches and gameplay unbalances. And of course for those VS series old-timers, this game is definitely worth checking out. ============================================================================== 1. Menu Translation ============================================================================== Main menu: =VS mode =Arcade mode =PLUS mode =Challenge mode =Gallery =Option =VS mode settings: -Stage -BGM -Timer -Battle gauge -Damage LV -Boost gauge -Awakening duration -Awakening gauge fill rate =PLUS mode: -Start fresh -Continue -Triangle: Character data -Start: Menu -R1 / L1: Character cursor -R2: Zoom in / out (Character data) -Character level -Trust level -Result / Mission select count -Winning % / Friend-Foe -R1: MS list -L1: Character list / Special commands list =Gallery: -Character list -Movie list -Art work list -Sound list

=Option: -Game settings -Button settings -Screen adjustment -Ranking -Save / Load (Game settings) -Difficulty level (For Arcade mode only) -Damage level (Goes both ways) -Timer -Boost gauge -Awakening duration -Awakening gauge fill rate -Sound (Stereo / Mono) -SE -BGM -Voice ============================================================================== 2. Basic Gameplay ============================================================================== This section covers the basics about this game including the systems, controls, and other fundamentals that you will most likely want to know if you just start playing. Of course, everything will be explained slowly and thoroughly, so hopefully you do not miss anything essential because of confusion. -----------------------------------------------------------------------------2a. On-Screen Visibles -----------------------------------------------------------------------------You can see a lot of things on your screen. Knowing what each and every one of them means is very important. -Radar: You can locate your radar on the upperhand coner of your screen. The blue part indicates the field; the red line and area indicate the boundary. The blue arrow marks where the player is. Your ally will be shown as green dot, and your enemies will be shown as red dots. -Battle Gauge: You can see a circular-shaped bar consist of two colours, blue, and red. That's the battle gauge. Whichever team that empties the bar on the other side first wins. -Timer: Inside the battle gauge bars is the timer. When the time runs out, if you are against the CPU, you automatically fail the stage. If you are playing against the player(s), it's considered a draw, and both teams lose. -HP: On the bottom left corner just above your character's name, there is the HP. -Awaken Gauge: Right next to your HP lies the Awaken gauge. It is divided into two parts. You can activate it when it is over half full, where the bar will be flashing.

-Awakening Type: It is below the Awaken Gauge. There are 3 types, RUSH, SPEED, and POWER. They are shown in green, blue, and yellow respectively. -Boost Gauge: The blue bar right next to your Awaken gauge is the boost gauge. It replenishes automatically when you land. When it is empty, you will NOT be able to move your unit through regular means. When you run out of boost in the air, you will be forced to land. -Ammunition: It is shown on the bottom right corner on the screen with numbers. When you are out of ammo, the slot will turn red, and you will not be able to attack with that weapon. -Lock Ons: Your target will be shown as a circle. When both you and your ally lock onto the same target, there will be a triangle frame outside the original circle. Also, a red lock means the target is inside the effective range, where as a green lock means the opposite. However, you can still hit the target with a green lock, just not as easily since your weapon would have less tracking ability. -Arrows: Whenever you are locked on by anyone on the opposite team, there will be a yellow arrow telling you where they are. When the arrow turns red and start flashing, it means an attack is on its way coming from that direction. Note that it does NOT necessarily mean someone is attacking from that direction since some weapons can sneak up on you from multiple directions. Getting familiar with all the numbers and signals is very easy, but also very important. It helps you make your decisions during the battles. -----------------------------------------------------------------------------2b. Controls / Button Config. -----------------------------------------------------------------------------This section should help you learn how to control your units. -Walk: You can move your unit to any direction by simply pressing the corresponding keys on your D-pad. This would be considered walking, one of the ways to relocate yourself without comsuming anything. Of course, some units hover instead of walking. It's basically the same thing. -Step: When you quickly tap any direction key twice, you can move from one point to another in a swift motion. You can control the length of a step by holding the direction key with different amount of time. Doing a step will consume some of your Boost Gauge, and of course, you cannot perform a step when your gauge is empty. Also, this move can be done in mid-air too. -Jump: By pressing the jump button once, you will be able to boost straight up until you let go of the button. Jumping will consume your Boost Gauge until you stop. Once again, you cannot jump when you have an empty gauge. -Boost Dash: By quickly tapping the jump button twice when you are in the air, you can perform a Boost Dash. Your suit will be moving very fast compared to walking. However, it also consumes the Boost Gauge very quickly as a price for the high speed. To maintain a Boost Dash, you can either hold the jump button, or hold the direction key after you start moving. It is NOT needed to do both. -Transform: Some units are capable of transforming into a mobile armor. To transform, simply boost up+hold the jump button, and then quickly tap any

direction key twice. To maintain MA mode, you can either hold the jump button, or the direction key. It is NOT needed to do both. Furthermore, you can still boost up while in MA mode by simply pressing the jump button. -Block: Units with a shield can block. Simply press direction keys down and up quickly, and your unit will be in the blocking stance. Some units have attacks as blocking moves. This well be explained later on. -Flip Recover: When being hit and sent flying by an attack, as long as you are not down yet, you will be given the option to do a flip recover by pressing any of the attack buttons or the boost (jump) button. To use different weapons to attack, sometimes a combination of two buttons are required. So here's the button configuration of the default settings... -Circle: Search -Triangle: Melee -Cross: Jump -Square: Shoot -R1: Sub weapon / Melee+Shoot -L1: Command -R2: Special Melee / Melee+Jump -L2: Special Shoot / Shoot+Jump -R3: Awakening / Shoot+Melee+Jump -L3: Special Command (PLUS mode only) -Vibration -----------------------------------------------------------------------------2c. Battle Gauge / Cost System -----------------------------------------------------------------------------In this game, victory or defeat is decided by the battle gauge, which has a total of 1000 points. When a suit is destroyed, the gauge goes down according to how much it costs. Each unit has its own cost. The better they are, the more they cost. There are 7 tiers in the cost system. -590: Destiny Legend Strike Freedom Infinite Justice -560: Akatsuki (Oowashi) Akatsuki (Shiranui) Freedom Justice Providence Zamza-Zah Gells-Ghe -450: Force Impulse Sword Impulse Blast Impulse

Savior Chaos Gaia Gaia (Waltfeld) Abyss Strike Rouge DOM GOUF Ignited (Yzak) GOUF Ignited (Heine) Slash ZAKU Phantom Blaze ZAKU Phantom (Dearka) Blaze ZAKU Phantom (Heine) Blaze ZAKU Phantom (Rey) Gunner ZAKU Warrior (Lunamaria) Calamity Forbidden Raider Duel AS Buster Blitz Aegis Launcher Strike Sword Strike Aile Strike Strike Noir Stargazer -420: Jet Windam (Neo) Murasame (Waltfeld) GOUF Ignited Gunner ZAKU Warrior ZAKU Warrior LaGOWE CGUE GuAIZ (Commander) Duel Strike (Bazooka) Strike (Beam Rifle) -280: Windam (Jet Striker) Windam (Missle) Murasame GuAIZ R ZnO DINN (Commander) BuCUE (Railcannon) BuCUE (Missle Pod) GINN HM 2 GINN (Missle) -270: Dagger L (Jet Striker) Dagger L (Cannon) Dark Dagger L Strike Dagger

M1 Astray GuAIZ ASSH (Black) ASSH BABI DINN GINN (Machine gun) GINN (Bazooka) GINN (Heavy Ion Cannon) GINN (Long Range Recon.) -200: GINN OCHER GINN WASP Proto GINN GOOhN GAZuOOT ZuOOT ZAKU Warrior (LIVE Concert) Say you are using the Force Impulse, which is a 450 unit. So, everytime you die, it takes off 450 points off your gauge. It will be over for your team when you die the third time since 450x3=1350>1000. Note that if you are playing solo, your CPU ally will only cost half of the original cost. For example, a CPU Murasame will only cost 140 instead of the original 280. -----------------------------------------------------------------------------2d. Awaken System -----------------------------------------------------------------------------The Awakening bar on the screen is devided into 2 parts. You can choose to activate it when it reaches 50%, or wait until it's 100% full. There is no difference between 50% and 100% except for the duration, so don't bother saving it to 100% for a greater effect. It just doesn't work that way. You have 3 kinds of Awakening abilities to choose from this time, and here is what they can do in common right when you activate them. -Ammo refill -Booster gauge refill -Automatic flip-recover ONLY when being flinched/staggered, or down'd. Now onto their unique effects and what they look like: RUSH (bleary aura all over the unit) -Insane reload speed (basically unlimited ammo) -Shortened recovery time for shooting, making it possible to shoot consecutively -Allows you to connect your attacks freely. -Damage received is reduced by 25% Comment: Our old Awakening from the prequel. Some of the bonus such as speed

up and defence up have been nerfed. Now we only get 25% protection instead of the 50%, and there is very little to no change in speed when activated. However, the reloading rate has gone up like crazy, and now it is impossible to run out of ammo since everything reloads almost instantly. With the presence of other two Awakening types, RUSH is pretty much useless for mid-high tier units. It just does not offer as much in my opinion, especially in PvP. That being said, it might still be a good choice for low-tier units mainly because of the defence bonus and infinite ammo. To form a chain of combo using RUSH, you're looking at something like this: ''Melee-->Side Melee-->Melee x 3''. POWER (Concentrated glowing from the center of the unit) -Damage delivered is increased by 75% -Won't be flinched/staggered before reaching the Down value limit, which is 5 -Speed down. (Yes, it's a side effect) -Second-impact % adjustment is ignored. Whenever you're attacked consecutively, the latter attacks will be weakened for balancing purpose. For example, two consecutive BR will only deal 150 (100+50) dmg normally, but if you're in POWER, the damage you'll recieve is 200 (100+100). In other words, the second shot is NOT weakend. (Another side effect) Comment: POWER is a double-edge sword. When used properly, it could turn the tide of a battle with one single strike. But it can also lead you to your downfall when the timing is off. That being said, POWER always works wonders against the CPU, since the AI does not know how to take advantage of the side effects we have. As to PvP, it really depends. Only a handful of units are truely compatible with POWER in my opinion. For those opportunists out there, this might be the one for you. I also suggest arcade players who would like to use POWER on a regular basis learn how to SEED Cancel, and master the timing for 50% SEED Awakening since it is no use to save it up to 100%. SPEED (scattered light chip around the unit, kinda look like Destiny's Wings of Light) -BD, walking, and stepping speed in greatly increased/attack and landing recovery time is reduced -Allows you to step (on the ground only) even with an empty booster gauge -Allows you to cancel out your attacks with a step or a jump (some attacks such as a Charge Shot can NOT be canceled out when you're in the middle of it, however, you CAN reduce the recovery time afterwards, or stop it BEFORE firing it.) Comment: THE most used type. Ever. In arcades, I can safely say that more than 80% of the players would choose this as their Awakening type. No matter what your unit is, SPEED simply gives you too much of an advantage that will just overpower your opponents. Simply put, this is a very good choice for PvP. However, the CPU doesn't seem to buy it. The fakes and whatnot will not necessarily get you an opening against the computer. That being said, SPEED is just broken. To form a chain of combo with SPEED, you are looking at something like this: ''Melee-->Jump-->Melee-->Jump-->Melee x 3''. You can also use step

instead of jump in most situations. ============================================================================== 3. Terms ============================================================================== For convenience purposes, arcade players have developed shorthands to express all the commands and attacks. Since there are 4 buttons on an arcade machine, they are refered as letter a, b, c, and d. The directions are refered as 2, 4, 6, and 8 corresponding with the number pad on a keyboard. -----------------------------------------------------------------------------3a. Arcade Control Shorthands -----------------------------------------------------------------------------a= Shoot (Square) b= Melee (Triangle) c= Boost (Cross) d= Search (Circle) ab= Sub weapon, shown as Sub weapon 1 (R1) ac= Special shoot, shown as Sub weapon 2 (L2) bc= Special melee (R2) Units with melee have different kinds of moves b= Neutral melee (also can be refered as nb) 4/6b= Side melee (4b will look the same as 6b. They just move in from different sides) 8b= Foward melee bc= Special melee *MAb= Mobile Armor melee (MA like Savior doesn't have a MAb. When you do melee in MA mode, they come out just like in MS mode) *2b= Back meelee (Not many suits have a 2b. If it doesn't, using 2b will be the same as using nb) *ccb= BD melee (Not many suits have ccb. If it doesn't, using ccb will be the same as using nb) -----------------------------------------------------------------------------3b. Other Technical Terms and Shorthands ------------------------------------------------------------------------------

-BD= Boost Dash. It is done by quickly tapping the boost button twice when you are in mid-air. Some people also call it cc because of the arcade control. -CS= Charge Shot. It's done by holding the corresponding button(s) until the weapon bar flashes MAX, then releasing it. Only a certain amount of units have this. -MCS= Multi-lock Charge Shot. It allows you to attack 2 targets with one attack. The charging part is the same as a normal CS. When it flashes MAX, change target, then release it. Only a few units have this. SF, Legend, and Noir. -CSC= Charge Shot Cancel. It's done by releasing a CS after an attack. You can CSC to perform a combo, or to save yourself from missing a melee. For example: Duel AS's bc>CS. -QC= Quick Charge. QC means firing a CS right after a normal shot. Hold down the button until the bar is 80%-90% full. Release it, and quickly it hold it again and charge the bar to 100%. What happens is, when you first release the button and prees+hold it again, a regular shot is fired. After that, you'll be able to fire your CS immediately after that shot since you're just charging from 90% to 100% instead of from 0% to 100%. This is used to catch steps or anyone who tries to melee you when you are recovering from your first shot. (Buster also had a glitch with this in RvZ 1 where it could fire a curving CS which has insane accuracy. Because of that, some people called this QG, as in Quick Gureto, instead of QC.) -SC= Step Cancel. It's done by 44/66c--->4/6c--->4/6c--->4/6c... This trick shortens the recovery time of stepping allowing you to quickly move to a direction without having to finish a step. In RvZ 1, SC used to let your unit stay in the air longer, but now in this game it eats up a lot of booster. So abusing it is not recommended since it will do you more harm than good. -JC= Jump Cancel. Unlike SC, JC just means you jump out of an attack, which is only doable in SPEED of course. -BRC= Beam Rifle Cancel. When you chain in a BR during or after a melee combo, it's a BRC. BRC % adjustment is greatly decreased in this game compared to the prequel, which makes draining move such as 4/6b>a a LOT weaker than before. With everybody trying to drain everybody else in the previous game, this is a good change in terms of balancing. -GH= Green Homing. When the target is out of your weapon's effective range, it is shown on your screen as a green lock instead of a red lock. Usually with that range, most weapons have little to no tracking ability on that target. However with GH, you're now able to track your green-lock target as if it was a red-lock target. The way to do proper GH is... 1. Fire the weapon 2. Immediately change target right before the shot actually comes out, and that shot will be a GH'd shot. Not every weapon can be used with GH. Only missles, Bazooka, Plasma cannons, railguns...etc. are GH-able. -Draining: Some attacks will leave the target standing instead of sending them flying. When a player does this on purpose, it is considered draining. Example from the prequel: the infamous 4/6b>a by the Strikes, and Justice's b>b>a. Also, when connecting BRs, if you purposefully stop firing after the second shot, it is considered draining too.

As mentioned above, draining has been weakened since the BRC % got toned down drastically. That being said, you can still find players using it with SPEED or POWER activated. There is still some use for this. -SEED Cancel: SEED Cancel is done by pressing abc (SEED Awakening) ALMOST simultaneously, in a swift motion like a-->bc. The purpose of doing this is to guarantee the damage you can do with Awakening. Example: Akatsuki (Oowashi) b>b>a-->bc (aka SEED Cancel)>b>b>b>CS Your unit will be able to return to its original stance after the first b>b, thus allowing you to start up a whole new combo b>b>b>CS with POWER activated. You only have a split-second window between the a and bc. Too early, the first part of the combo will just finish up without going into the second part. Too late, the BR comes out and ruins your combo. -300+ Adjustment: For balancing purpose, any damage dealt over 300 will be modified to 1/5 of the original. Example: Buster's CS deals 260 dmg normally. When in POWER, 260x1.75=455. 455-300=155. So the extra 155 is divided by 5, which is 31. 31+300=331, the FINAL damage output. -Second Impact Adjustment: Whenever you are attacked consecutively, the latter attacks will be weakened for balancing purpose. For example, two consecutive BR will only deal 150 (100+50) instead of 200 (100+100). -Priority: When two melee attacks clash together around the same time, the one with higher priority will run the other one over unconditionally. In this game, IJ's 8b has the highest priority among all, followed closely by Justice's. -Down Value: This is the factor that determines when you will be downed by a series of attacks. The limit is 5. When it reaches the limit, the target will go down no matter what. Generally, the melee attack has a DV of 1 for EACH hit, not including the grinding moves. Standard BR has a DV of 2, MG/BMG has a DV of 0.6 per bullet, Duel AS's railcannon has a DV of 4, and most Gunner-type's main weapon plasma cannon has a DV of 5. Example: BR-->BR-->BR = 2+2+2 = 6. So 3 BR shots will down any target. Knowing the Down Value of your weapon helps you deciding which move to use. Remember, the most damaging SET is NOT always the best choice in a SERIES of attack. Rather, the most damaging single-blow would most likely be the one with the best damage output in said situation. ============================================================================== 4. Units Info / Combo List ============================================================================== This section is all about the units in the game, mainly the combos and their stats. Shorthands are used here, so if you are still not familiar with those, use the shorthand sections for references. Also, == and =JC= are step and jump canceling in SPEED mode. SDC means SEED Cancel. I will NOT include any BRC combos as originated combo. Instead, I will just put down BRC where applicable as a general tag. Also, some SPEED combo requires stepping to a certain direction. When that happens, =22=, =44=, =66=, and =88= will be used specifically instead of the usual ==.

-----------------------------------------------------------------------------4a. Tier 590 -----------------------------------------------------------------------------As the highest tier in the game (not counting the vs mode-only units), your job, besides playing well, is to protect your ally, assuming you are not going overcost. Don't rush off when the match starts. Trust me, your 280 partner will NOT be able to keep up. If you are constantly being ganged up on, it's normal. Don't ask your partner questions like ''Where were you?'' or ''Why are you dying so fast??'' without reviewing your own performance first. -----------------------ZGMF-X42S Destiny Gundam -----------------------Cost:590 HP:720 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Sub weapon(R1): CS: ac(L2): Beam Rifle(5) Vulcan(60) Beam Cannon Flash Edge 2 Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 105 Recharge time: 5.33 sec/ammo 4 Reload time: 5.6 sec/all 175 (Down) 97(45) 255 (Down) 212 170 (Down) 222 (Down) 231

nb set: 4 hits 4/6b set: 3 hits 8b set: Multi-hits 2b set: Multi-hits bc(R2) set: Multi-hits Originated Combo:

b>b>b>(0.5 sec pause)>bc Damage: 271 4/6b>b>bc Damage: 247 (BRC/CSC/Boomerang cancel where applicable) SPEED Combo: b>b==bc(full) b>b==b>b=bc b==b>b==bc(full) 4b==4b==4b==4b==bc 4b==4b==4b==bc(full) RUSH Combo: b>4b>b>4b>bc b>4b>b>b>bc b>b>4b>b>bc 4b>b>4b>b>bc 4b>b>b>4b>bc POWER Combo: Damage: 302 Damage: 304 Damage: 304 Damage: 302 Damage: 304 Damage: 304 Damage: 306 Damage: 312 Damage: 302 Damage: 310

CS b>b>b>bc(full) 8b 4b>b>bc(full) 2b bc(full)

Damage: Damage: Damage: Damage: Damage: Damage:

302 334 298 326 317 320

Comment: The melee overlord. With an amazing melee moveset and the fastest BD speed to boost, Destiny has proved itself worthy as the title Gundam. Since it doesn't have as many BR ammo, utilizing the boomerang and CS is obviously needed. Also, Destiny's BD is quite short compared to the other 590s, so you will need some good boost management too. For Destiny's attacks, its nb set kinda takes too long to execute, with or without the Palma Fiocina combo. 4/6b on the other hand is very fast, damaging, and practical at the same time. 8b comes out REALLY fast if you have the sword drawn out already beforehand, and it ranks 3rd in Priority. Also, You can increase the damage output of the Palma Fiocina by rapidly pressing the melee button after grabbing the enemy. I'd also like to mention that Destiny has the best vulcan in the game, along with O. Aka, since it can actually STUN the enemy when the full round hits. Aside from that, Destiny's 8b can be used as a melee decoy since its recovery time is insanely short. And thanks to its crazy reach and thrust speed, you can actually relocate yourself with the 8b itself, free of boost. -----------------------ZGMF-X666S Legend Gundam -----------------------Cost:590 HP:700 Shield: O Transformable: X Default Pilot: Rey Za Burrel Main weapon: Sub weapon(R1): ac(L2): bc(R2): CS: MCS: nb set: 4/6b set: 8b set: ccb set: Originated Combo: None. (BRC/CSC cancel where applicable) SPEED Combo: b==b==b>b b==b==b==b==8b b==b==b==b>b 4b=b=b>b> 4b==4b==4b==4b==8b 4b==b==b==b>b Damage: 309 Damage: 315 Damage: 319 Damage: 305 Damage: 307 Damage: 317 Beam Rifle(6) DRAGOON(16) DRAGOON(16) DRAGOON Spikes Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 105 40 118 20 157 130 219 190 130 198 Recharge time: 6.66 sec/ammo Recharge time: 2.33 sec/ammo Recharge time: 2.33 sec/ammo (down)

2 hits 2 hits 1 hit Multi-hits

RUSH Combo: b>4b>b>4b>b (b>ab)x3>b>b 4b>b>4b>b>b POWER Combo: 8b>a nb set>a 4/6b set>a ccb set b>SDC>b>b> Damage: Damage: Damage: Damage: 281 321 311 310 Damage: 301 Damage: 319 Damage: 316

Damage: 327

Comment: Legend relies heavily on the DRAGOONs. If you want to use Legend, you will have to learn how to do Step-DRAGOON so you can keep spamming them. Once you master that, Legend is one powerful 590 with lots of great qualities. To a certain degree, Legend's BR ammo is even more lacking than Destiny thanks to that ridiculous recharging rate. However, the presence of DRAGOON+Spike more than makes up for it. Plus, Legend has a very solid melee moveset. Melee-wise, Legend's attacks are short and sweet. Its 4/6b kick is also rather fast with a pretty good Priority and damage. 8b, the Legend Kick, ranks 4th in priority, and does 160 damage with the 8b>a combo. Combined with its crazy-ass DRAGOONs, Legend is no doubt a top tier unit for 1 on 1. Some people wonder why use Legend when you can choose Providence with a cheaper price. The answer is simple. Legend beats Prov. in the DRAGOON department in almost every way. The ammo, recharge rate, and the help from the Spikes...etc. Besides, Legend DOES have the natural unit advantages, that is the overall BD performance. As to the DRAGOON Controls... -sub: deploy 1 by 1 (press ac to attack) -sub+direction: send out 1 by 1 to the corresponding directions -ac: deploy all (press ac again to shoot all) -ac+direction: send out all (attack automatically) ------------------------------ZGMF-X20A Strike Freedom Gundam ------------------------------Cost:590 HP:700 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifles(10) Sub weapon(R1): HiMAT Full Burst ac(L2): Super DRAGOON(14) CS: Combined Long Rifle MCS: Beam Rifle x2 nb set: 4/6b set: 8b set: bc(R2) set: ccb (aka Issen): 4 3 2 4 2 hits hits hits hits hits Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 105 Recharge time: 4.66 sec/ammo 249 Reload time: 13.5 sec/all 118 Recharge time: 3.35 sec/ammo 160 132 250 192 151 181 145

Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b>b>b>b b==b==b==Sub b==b==b==b==CS b==b==ccb==CS 4b==b>b>b>==CS 4b==b==b==b==CS Damage: Damage: Damage: Damage: 288 297 304 305

Damage: 279 Damage: 301

ccb==ccb==ccb (aka Triple Issen) Damage: 264 ccb==ccb==CS Damage: 293 RUSH Combo: b>SDC>b>b>b>b 4b>b>b>b>b POWER Combo: CS Sub ccb>BR 4/6b set>a nb set>a bc set>a 4b>SDC>Sub ccb>SDC>4b>b Damage: Damage: Damage: Damage: Damage: Damage: 280 327 305 310 328 308 Damage: 288 Damage: 266

Damage: 321 Damage: 309

Comment: SF has an outstanding BD performance (top 3 in each category), and 10 shots of BR to go with that, which makes it very easy to get the hang of, even for beginners. It also has a fast and damaging CS, and Super DRAGOON to further increase its range game. On top of that, SF has the widest shooting angle in the game thanks to its dual beam rifles. The MCS in my opinion, is quite uselss, unless you CSC with it. Melee-wise, its Issen is beyond broken, especially combined with the DRAGOONs. Other than that, SF has got a very well-balanced melee moveset. Therefore, you are not limited to playing range games at all. SF can also be very threatening up close. For those who don't already know, DRAGOON-Issen is abused by many SF players, and it is quite difficult to counter when used properly. However, the deploying/releasing time for the DRAGOONs are VERY slow compared to all the others. So, make use of the buildings and create chances for yourself to deploy them. See Legend for DRAGOON control, but only the all-out parts apply. ---------------------------------

ZGMF-X19A Infinite Justice Gundam --------------------------------Cost:590 HP:700 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(8) Sub weapon(R1): Fatum-01 ac(L2): Shining Edge CS: CS (without lifter): nb set: 4/6b set: 8b set: 8b (without lifter): 2b set: bc(R2) set: ccb set: MA b set: Originated Combo: b>b>8b b>b>b>b>2b>8b 4/6b>8b 4/6b>bc>b Damage: 200 Damage: 296 Damage: 151 (Down) Damage: 218 5 3 1 1 1 2 3 5 hits hits hit hit hit hits hits hits Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 105 Recharge time: 5.33 sec/ammo 126 73 (40) 145 50 240 213 150 70 10 186 206 162

(BRC/CSC/LFC/boomerang cancel where applicable) LFC (Lifter Cancel) Damage list: b>LFC b>b>LFC b>b>b>LFC b>b>b>b(1 hit)>LFC b>b>b>b(2 hits)>LFC 4/6b>LFC 4/6b>b>LFC SPEED Combo: b==4b>bc==bc>b b>b==b>b==8b 4b>bc==4b>bc>b 4b>bc==4b>bc==8b 4b>bc==bc==bc==8b bc==bc==bc==bc==8b bc==bc==bc==bc (draining) RUSH Combo: b>bc>4b>bc>8b 4b>b>b>b>8b 4b>bc4b>bc>8b Damage: 312 Damage: 304 Damage: 310 Damage: 304 Damage: 307 Damage: 304 Damage: 310 Damage: 318 Damage: 326 Damage: 301 Damage: Damage: Damage: Damage: Damage: 123 177 232 252 263

Damage: 112 Damage: 167

bc>b>bc>b>bc POWER Combo: 8b b>b>b>b>2b>8b nb set>a 4/6b set>a 4b>bc>b>a bc set>a ccb set>a b>b>SDC>4b>bc>b 4b>SDC>b>b>b>b>a 4b>b>SDC>4b>bc>b

Damage: 301

Damage: Damage: Damage: Damage: Damage: Damage: Damage:

263 344 333 320 327 316 314

Damage: 332 Damage: 336 Damage: 330

Comment: When in MA mode, Infinite Justice is the No. 1 in overall BD performance. It has the longest duration, speed comparable to the Destiny's, and an godly turning ability. It's no doubt one of the best MAs in the game. Along with a very damaging melee moveset, and 8 BR shots, IJ is pretty much suitable in any kind of situation. One thing unique about IJ is that it can chain in the lifter freely into its nb and 4/6b combo, pushing your target far away. The MA sub is also quite sneaky. IJ also has the most damaging non-SEED combo in the game, and a very powerful SPEED combo. However, most of its melee moves are simply too long, and the thrust speed isn't so impressive either. Your most reliable attack would be its 8b. Although it might not be as good as Justice's 8b in overall ability, IJ's 8b ranks the 1st in Priority. And thanks to that, you can run over every other melee in the game. It also has a decent thrust speed+tracking ability, and deals 150 damage in just one singe hit. Other than its 8b, recommended combos for nb would be b>b>b>b(2hits)>a, which does 263 dmg (Down); 4/6b>8b for quick down, and 4/6b>bc>b>a for high damage. Whether to send out your lifter or not is really up to you. I personally don't feel like dealing with the speed sacrafice though. Also, IJ's 4/6b is capable of acting as a melee decoy. Furthermore, when you detach IJ's lifter, you have slight control over which direction it's approaching your target from. It'll give your opponent a hard time dodging it if you read his movement correctly and make the lifter go from that way. Overall, IJ is very versatile as a 590, and it can protect its partner pretty well. Mixing up your games with the MA mode and getting familiar with what each combo can do would be your first step towards mastering IJ. -----------------------------------------------------------------------------4b. Tier 560 -----------------------------------------------------------------------------The 560s are actually not that far behind from the 590s. One major difference is that the 560 unit gets to have a 420 as its partner, which is WAY better than any 280 or 270, naturally. In my opinion, 560+420 combo is still the most

favorable one as the 420 teammate could hold his own against a 450, and it's far superior over the 280 and 270s. That being said, it still all comes down to personal skills and teamwork. ---------------------------------ORB-01 Akatsuki (Oowashi sky pack) ---------------------------------Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Cagalli Yula Athha Main weapon: Beam Rifle(8) Sub weapon(R1): Vulcan(60) CS: Beam Cannon nb set: 3 hits 4/6b set: 3 hits 8b set: Multi-hits 2b set: 1 hit bc(R2): Yata no Kagami, anit-beam Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b==b>b>b>a b>b=88=b>b=88=2b b>b>=88=b>b>b==2b 4b==4b==4b==4b==BR 4b==4b==b>b>b==2b RUSH Combo: b>4b>b>b>b>2b 4b>b>4b>b>2b 4b>ab>4b>ab>b>b>b>2b POWER Combo: 8b CS 4/6b set>a nb set>a b>b>SDC>b>b>b>CS b>SDC>b>b>b>CS Damage: Damage: Damage: Damage: 265 302 317 322 Damage: 302 Damage: 293 Damage: 303 Damage: 302 Damage: 302 Damage: 305 Damage: 305 Damage: 306 Damage: 105 Recharge time: 4.66 sec/ammo Damage: 4 Reload time: 5.6 sec/all Damage: 178 Damage: 234 Damage: 215 Damage: 151 Damage: 120 reflection system.

Damage: 340 Damage: 331

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

O. Aka's Yata no Kagami reflects any beam-based attack in the game to whoever you are currently locking onto. There is no ammo for that. Instead, it eats up your boost gauge. It automatically deactivates onece you run out of boost. You can also combine it with the beam cannon and form a CSC combo, or simply use it to dodge a landing BR. Melee-wise, O. Aka's everything you need. Its 4/6b is very tracking and damaging, as well as its 8b. 2b is good for countering melee attacks if you like doing that. In terms of priority, 8b still is the highest. Also, just like Destiny, O. Aka has the best vulcan in the game as it can STUN your target if all 12 bullets hit. ------------------------------------ORB-01 Akatsuki (Shiranui space pack) ------------------------------------Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Mwu La Flaga Main weapon: Beam Rifle(8) Sub weapon(R1): DRAGOON (Barrier) ac(L2): DRAGOON(14) CS: nb set: Multi-hits 4/6b set: 2 hits 8b set: 2 hits 2b set: 1 hit bc(R2): Yata no Kagami, anit-beam Originated Combo: None. (BRC/CSC where applicable) SPEED combo: b==b==b>b>b b==b==b==b==8b b==b==b==b>b>8b 4b x 5 4b==4b==4b==4b==2b 4b==4b==4b==4b==8b RUSH Combo: b>b>4b>b>2b b>4b>b>b>b b>4b>b>4b>8b 4b>b>4b>b>2b POWER Combo: nb set 4/6b set b>b>a (draining) b>b>b(1hit)>a (draining) Damage: Damage: Damage: Damage: 334 308 292 306 Damage: 287 Damage: 297 Damage: 305 Damage: 302 Damage: 302 Damage: 308 Damage: 313 Damage: 276 Damage: 305 Damage: 307 Damage: Damage: Damage: Damage: 105 --118 156 Recharge time: 4.5 sec/ammo Reload time: 30 sec/all Recharge time: 3.35 sec/ammo (Down)

Damage: 241 (Down) Damage: 194 (Down) Damage: 130 Damage: 120 reflection system.

b>SDC>b>b>b

Damage: 329

Comment: Akatsuki Shiranui space pack (S. Aka for short) and O. Aka are actually quite different in playing style. Unlike O. Aka, S. Aka's BD speed is rather low even though the duration is on par with the other 560s. S. Aka's only has 7 DRAGOON units in total, but its deploying time is THE fastest among all. There is literally no recovery time afterwards, thus allowing you to spam any move that involves DRAGOON. Just like O. Aka, S. Aka also has Yata no Kagami, which can reflect any beam weapons too. However, the activation time is set to a certain period, meaning once you activate it, there is no way to go back unless a certain amount of time has passed. This is a major minus in my opinion. Of course, you can save yourself with CSC anytime, but that's another story. Melee-wise, S. Aka's nb and 4/6b both down the target. nb set has a great reach and tracking ability, as well as good damage output. You can also pull off a very damaing draining move b>b>b(1 hit)>a with S. Aka, given that you do not get interrupted. S. Aka's 8b kick has good priority and decent tracking. But it is just TOO slow to be practical. 2b is the exactly the same as O. Aka, which is good for countering melee. Among all the moves, I'd work around the nb set most of the time. The DRAGOON barrier can withstand 100 damage, so that's pretty much 1 free shot right there. I would not count on my partner to use it on me though as I find it more effective for him to just use them on other things. The barrier is for your partner, not yourself. The only time you'll see a S. Aka with the barrier around itself is when its partner is also a S. Aka. Also, for the DRAGOON command, see Legend. Again, only the all-out parts apply since S. Aka cannot send them out 1 by 1. Overall, I would say S. Aka is for the rather experienced players. -----------------------ZGMF-X10A Freedom Gundam -----------------------Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifle(8) Damage: 105 Recharge time: 4.66 sec/ammo Sub weapon(R1): Balaena(2) Damage: 138 Reload time: 3 sec/all CS: HiMAT Full Burst Damage: 249 nb set: 4/6b set: 8b set: bc(R2) set: ccb (aka Issen): Originated Combo: b>b>b>8b 4/6b>8b 8b>8b (BRC/CSC where applicable) SPEED Combo: Damage: 252 Damage: 179 Damage: 179 3 2 1 2 1 hits hits hit hits hit Damage: Damage: Damage: Damage: Damage: 228 190 135 138 120

b==b==b>b>b b==b>b==4b>b b==b>b==4b==8b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b ccb x 5 (Issen x5) RUSH Combo: b>4b>bc>8b>8b b>4b>bc>4b>4b b>b>4b>8b>8b POWER Combo: CS nb set>a 4/6b set>a b>b>b>8b 4/6b>8b 8b>8b>CS b>SDC>b>b>b>8b

Damage: 305 Damage: 309 Damage: 310 Damage: 303 Damage: 303 Damage: 216

Damage: 286 Damage: 299 Damage: 306

Damage: Damage: Damage: Damage: Damage: Damage:

327 324 310 329 301 314

Damage: 337

Comment: Great BD performance, sufficient BR, insane tracking plasma cannon, combined with the improved melee moveset, Freedom is still easily one of the top tier suit in the game. A standard BR and that crazy Balaena is all Freedom needs for long range games. The travelling speed and tracking ability of the Balaena has been buffed, and now it's even scarier than before. Also with the help from GH, the Balaena can pose a threat right from the beginning of the match. The Full Burst Attack is still pretty useless in my opinion. Besides occasional CSC, I don't think it's worth the risk at all. Melee-wise, Freedom's moves got buffed big time! nb set>a is still good; 4/6b deals 25 more damage compared to the prequel, and it still has that beautiful curve that seems to be coming at you even faster than before. 8b got buffed by 50 points, but the following Issen and BRC are both weakend, so it evens out. 8b>8b still deals 179 damage, and 8b>a now deals 158 (10 pts less). The Issen is still good even though it was slightly nerfed. The bc is useful to counter most of the melee attacks. As a 560, Freedom pretty much goes with anything. We can still see a lot of Freedom combos in the arcades. -----------------------ZGMF-X09A Justice Gundam -----------------------Cost:560 HP:680 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(8) Sub weapon(R1): Fatum-00 Damage: 105 Recharge time: 4.66 sec/ammo Damage: 130

ac(L2): Beam Boomerangs CS: CS (without lifter): nb set: 4/6b set: 8b set: 8b (without lifter): bc(R2) set: MA b set: Originated Combo: 4/6b>8b 4/6b>b>bc (BRC/CSC where applicable) SPEED Combo: b>b==b>b==8b b==b==b==b==8b b==b==b>b>b==8b RUSH Combo: b>4b>bc>8b 4b>bc>8b POWER Combo: nb set>a 4/6b>8b 4/6b set 4/6b set>bc 8b b>b>SDC>b>b>b b>b>SDC>4b>8b b>b>SDC>8b 3 2 1 1 1 1 hits hits hit hit hit hit

Damage: 60 (30) Damage: 145 Damage: 50 Damage: Damage: Damage: Damage: Damage: Damage: 239 180 150 70 120 120

Damage: 171 (Down) Damage: 221

Damage: 296 Damage: 311 Damage: 312

Damage: 312 (295) Damage: 302 (244)

Damage: Damage: Damage: Damage: Damage:

326 299 303 317 263

Damage: 326 Damage: 310 Damage: 305

Comment: Justice, the most powerful suit in the prequel in my opinion, still got games. Although its infamous b>b>a has been weakened, Justice's soul melee 8b still kicks ass. While maintaining the BD performance from the prequel, the addition of MA mode for the Justice isn't really helping a lot although it does have a pretty good duration. For the melee moves, its nb set takes a bit longer than it used to, and the recovery time after the bc attack has been increased. So maybe it's better to just use 4/6b>8b for a quick down instead of the 4/6b>b>bc now? You can shorten the bc with a CSC, but it still takes a while. Overall, Justice can still hold his own, but it kinda pales in comparison to the others like Freedom and O. Akatsuki. Of course, it's still a good idea to work around the 8b, which seems to have gotten even better this time around.

--------------------------ZGMF-X13A Providence Gundam --------------------------Cost:560 HP:680 Shield: O Transformable: X Default Pilot: Rau Le Creuset Main weapon: Beam Rifle(10) Damage: 105 Recharge time: 5.33 sec/ammo Sub weapon(R1): DRAGOON(15) Damage: 40 Recharge time: 2.33 sec/ammo ac(L2): DRAGOON(15) Damage: 118 Recharge time: 2.33 sec/ammo (Down) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BRC where applicable) SPEED Combo: b==b==b>b==8b b==b==b==b==8b b==b==b>b>b b==b==b==4b>b RUSH Combo: (b>ab)x2>b>b>8b (b>ab)x2>b>b>b (b>ab)x3>4b>4b POWER Combo: nb set>a 4b>b>a bc set 8b>a b>SDC>b>b>b Damage: Damage: Damage: Damage: 326 311 315 265 Damage: Damage: Damage: Damage: 304 306 307 308 3 hits 2 hits 1 hit Multi-hits Damage: Damage: Damage: Damage: 236 194 120 215 (Down)

Damage: 304 Damage: 307 Damage: 308

Damage: 331

Comment: Providence, my favorite 560 from the prequel is still just as good. Unlike Legend, Prov. has plenty enough of BR to go around, and a pretty solid melee moveset to back up. Even though Legend outclasses Prov. in the DRAGOON department, Prov. is still well capable for drowning the oppoenent with them. Melee-wise, Prov. has the 4/6b, and a single hitter does good damage too. 8b, simple 8b>a can take away good as well. standard-type moveset, 3 hits for nb, 2 hits for for 8b. nb set has a GREAT reach and tracking, and it the Saitama Kikku, still literally kicks ass. A 150+ of HP in 1 second. And the priority is pretty

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

Overall, Prov,'s playing style is lot like Legend's. Abuse the DRAGOONs and wait for your chances. Because of that, mastering Step-DRAGOON is essential for Prov. too. ------------------YMAF-X6BD Zamza-Zah ------------------Cost:560 HP:800 Shield: O/X Transformable: X Default Pilot: EA Nameless Main weapon: Gamzatov(6) Damage: 204 Recharge time: 5 Sub weapon(R1): Damage: 312 Reload time: 4 ac(L2): Deflector Shield Reload time: 20 CS: Gamzatov roatate Damage: 384 (Down) nb set: 4/6b set: 8b set: bc(R2): Multi-hit Damage: 1 hit Damage: Multi-hit Damage: Deflector Shield(front) : 245 150 181 Blocking sec/ammo sec/all sec/all

Originated Combo: None. SPEED Combo: b (keep pressing the button)>Activates Awaken and JC just before you are about to throw the opponent out, then grab him again. Rince and repeat, and you will be able to do this in a total of 7 times. Damage: 439 RUSH Combo: Same manuever as SPEED combo. Just replace the JC with an ac, and you can perform the same combo. POWER Combo: CS a nb set 4/6b set 8b set Damage: Damage: Damage: Damage: Damage: 492 312 326 263 304

Comment: Fun unit. Bombastic destruction power. -----------------YMAG-X7F Gells-Ghe -----------------Cost:560 HP:750 Shield: O/X Transformable: X Default Pilot: EA Nameless Main weapon: Beam Rifles(10) Sub weapon(R1): Snipe Mode(40) ac(L2): CS: Damage: Damage: Damage: Damage: 100 Recharge time: 5 143 Reload time: 12 123 Reload time: 12 175 sec/ammo sec/all sec/all

nb set: 4/6b set: 8b set: bc(R2):

2 hits 2 hits Multi-hits Reflector Shield

Damage: Damage: Damage: :

100 147 149 Block

Originated Combo: b>8b b>b>8b (BRC/CSC where applicable) SPEED Combo: 4b(1 hit)x4==8b 4b(1 hit)x3==4b(2 hits) 4b(1 hit)x4=(step)=ab RUSH Combo: a x 3 4b(1 hit)>b>b>8b POWER Combo: CS b>8b b>b>8b Damage: 289 Damage: 311 Damage: 318 it's no where near as use it to keep your enemy very high priority. The good combo, please let me Damage: 185 Damage: 236 Damage: 300 Damage: 301 Damage: 304 Damage: 202 (Down) Damage: 221 (Down)

Comment: Gells-Ghe is more agile than Zamza-Zah, but destructive. Snipe mode is fun and very tracking, so away. Once they get close, front melee. Its 8b has a lack of RUSH combo surprises me. If anyone knows any know.

-----------------------------------------------------------------------------4c. Tier 450 -----------------------------------------------------------------------------The 450s are considered the mid-tier units. 450 x 2 combo is the one in the game. However, that also means you need teamwork more combos, since you will both be naturally behind when facing high course, the chances of one of you being constantly picked on are others too. most balanced than any other tier suits. Of lower than the

-----------------------------ZGMF-X56S Force Impulse Gundam -----------------------------Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Beam Rifle(7) Sub weapon(R1): Vulcan(60) Damage: 95 Recharge time: 5 sec/ammo Damage: 3 Reload time: 5.33 sec/all

nb set: 4/6b set: 8b set: bc(R2) set: 2b set: Originated Combo: b>b>8b b>b>a(x1-3) 2b>bc (BRC where applicable) SPEED Combo: b==b>b>b>b b==b==b==b==bc 4b==b>b>b>b 4b==4b==4b==2b>bc 4b==4b==4b==4b>b 4b==4b==4b==4b==bc

4 2 2 1 1

hits hits hits hit hit

Damage: Damage: Damage: Damage: Damage:

241 185 150 150 50

Damage: 168 Damage: 180 Damage: 183

Damage: 283 Damage: 304 Damage: Damage: Damage: Damage: 293 307 308 311

8b(1 hit)==4b==4b==4b>b 8b(1 hit)==4b==4b==4b==bc (2b=88=)x3=88=2b>bc RUSH Combo: b>4b>b>4b>4b b>4b>b>4b>bc 4b>b>4b>8b(2 hits) (4b>ab)x 3>8b(2 hits) 4b>b>4b>b>bc (4b>ab)x 3>2b>bc (4b>ab)x 3>4b>4b POWER Combo: 2b>bc nb set>a 4/6b set>a 8b bc 4b>SDC>b>b>b>b

Damage: 292 Damage: 302 Damage: 254

Damage: 304 Damage: 307 Damage: Damage: Damage: Damage: Damage: 295 303 307 308 310

Damage: Damage: Damage: Damage: Damage:

304 326 312 263 263

Damage: 333

Comment: Force Impulse (F. Im for short) is a member of the AR(F)G group, an all-around balance type suit. It has good BD performance, as well as sufficient BR and a well-balanced melee moveset that makes it suitable in any situation. Melee-wise, most of F. Im's attacks got buffed. The nb set deals 40 points more than before, and the last hit won't miss as much anymore. Aside from the damage increase, its priority, tracking, thrust, and reach has also been

improved. The downside is that the whole set still takes a little bit too much time, so b>b>8b>a is another option. The 4/6b set got buffed too in terms of damage and % adjustment, which helps out combo-wise. The 8b is still F. Im's best friend. One command, 2 hits, and it moves you to another point after the attack, simply awesome. The 2b got severely nerfed in terms of damage, tracking, and reach making the combo 2b>bc very optional now. The bc attack got buffed by 30 points, and the reach and tracking ability have gone up as well...good for countering melee. Overall, Force Impulse is improved quite a lot. There is no specific strategy for it since you've got everything you need in a good suit. -----------------------------ZGMF-X56S Sword Impulse Gundam -----------------------------Cost:450 HP:650 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Flash Edge Damage: 63 (25) Sub weapon(R1): Vulcan(60) Damage: 3 Reload time: ac(L2): Beam Rifle x3(3) Damage: 124 Reload time: nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>bc Damage: 216 bc>8b Damage: 208 (b>bc>8b) Damage: 248 (Boomerang Cancel where applicable) SPEED Combo: 4b==4b==8b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b 4b==4b==4b==4b (draining) RUSH Combo: 4b>b>4b>b>8b 4b>b>b>4b>8b (4b>ab)x 3>4b>4b (4b>ab)x 4>8b POWER Combo: nb set>a b>bc>8b 4/6b set>a 8b>a 4b>SDC>bc>8b 4b>SDC>b>b>b(2 hits) Damage: Damage: Damage: Damage: 330 326 311 270 Damage: Damage: Damage: Damage: 315 320 322 325 Damage: Damage: Damage: Damage: 295 320 325 300 4 hits 2 hits 1 hit Multi-hits Damage: Damage: Damage: Damage: 250 196 150 174 5.33 sec/all 3 sec/all

Damage: 326 Damage: 340

Comment: Sword Impulse (S. Im for short) focuses on close-range fight. Since it's a melee suit, it has one of the fastest BD speed, and a short duration. S. Im has a great moveset. The nb set takes some time to execute, but you can use b>bc>8b to avoid being interrupted. The 4/6b set got buffed by 10 points, and the thrust speed has increased as well. The first hit also has a pretty good priority and a short recovery time. It's S. Im's best choice for catching steps and small openings. The 8b deals 150 damage in 1 hit, which is 30 points more than it used to. It also comes out a little bit faster than before while maintaining the same level of priority. S. Im's bc, one of the cheapest attack from the prequel, has been weakend by 77 points, from 251 to 174. However, it still has a very good tracking ability as well as a short recovery time. And of course, the new combo bc>8b somewhat compensate for the damage loss. Overall, S. Im's a very threatening melee unit. Use the boomerang to create openings for youself, and connect BRx3 if it's mid range or melee if it's close range. Other than that, don't hesitate to clash your melee with the others', since most of S. Im's melee has pretty good priorities. One thing to watch out for is your boost gauge. Avoid unnecessary BD, and don't get aggravated and go after everyone you see. There's not much you can do once you run out of boost. -----------------------------ZGMF-X56S Blast Impulse Gundam -----------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Shinn Asuka Main weapon: Sub weapon(R1): melee: ac(L2): CS: bc(R2) set: Originated Combo: b>a Damage: ab>a Damage: ac>a Damage: ac>bc Damage: (main weapon cancel where applicable) SPEED Combo: bc(1 hit)x4==a ac==bc(1 hit)x2==bc(2 hits)==a RUSH Combo: -Damage: 307 Damage: 302 243 260 205 201 Kerberos(6) Missle x8(16) Missle x2(16) Defiant(1) Kerberos(sweep) 5 hits Damage: Damage: Damage: Damage: Damage: 191 129 102 40 260 Recharge Reload Reload Reload time: time: time: time: 4.66 6 6 6.66 sec/ammo sec/all sec/all sec/all

Damage: 207

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

Comment: With the most powerful main weapon in the game, two kinds of missles and a sweeping CS, the Blast Impulse (B. Im for short) excels in range fight. B. Im has changed quite a lot from the prequel. Most of its melee moves are taken out, and the 8b move is now its special melee. B. Im's main weapon is the most powerful one among all gunner-type units. Even if you only hit with 1 side of the shot, it still deals 140 damage. However, the recovery time is HUGE. You do not want to abuse it in mid-close range since it leaves you wide open. Instead, use the melee missles and the javelin to create openings, and then connect your main weapon afterwards. The sub missle is great in mid range as it covers quite an area, and you could also connect the main weapon afterwards. B. Im's only real melee attack is its bc where it pokes the opponent with the javelin multiple times. The attack has great tracking ability even though the thrust speed is pretty low. Also, the priority is surprisinly high. Also, it's a good idea to pay attention to your boost gauge. As a gunner-type 450, B. Im's BD duration is terrible. Combined with an okay speed, you might have trouble keeping up with the other 450s. -----------------------ZGMF-X23S Savior Gundam -----------------------Cost:450 HP:550 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(6) Sub weapon(R1): Amfortas(4) CS: Amfortas(sweep) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BRC/sub weapon cancel where applicable) SPEED Combo: b>b==4b>b==a b==b==b>b>b b==b>b==4b>b (4b=88=)x3>4b>b RUSH Combo: Damage: 300 Damage: 301 Damage: 303 Damage: 304 3 hits 2 hits Multi-hits 4 hits Damage: 100 Recharge time: 5 Damage: 142 Recharge time: 10 Damage: 260 Damage: Damage: Damage: Damage: 224 180 138 188 sec/ammo sec/ammo

b>8b(1 hit)>b>b>b 4b>bc(2 hits)>4b>4b POWER Combo: CS nb set>ab 4/6b set>ab bc set>ab b>SDC>bc

Damage: 285 Damage: 302

Damage: Damage: Damage: Damage:

332 320 312 314

Damage: 313

Comment: Savior has dropped a tier from 560 to 450, but it's still a very good suit. Its MA mode is simply awesome. Speed, duration, and turning ability are all top-tier. Also, the fact that it can fire its plasma cannon while in MA mode already makes it one of the best supporting unit in the game. Melee-wise, Savior has a solid moveset. The nb set does good damage. The 4/6b set has an amazing curve, and a short recovery time which makes it suitable for melee decoy. The tracking and damage are also pretty good. The 8b has insane tracking ability, as well as a pretty good priority. Its reach is also incredible, but the attack itself comes out a bit slower than most 8b. Since Savior does not have a MA melee, it's capable of quickly sneaking up on the target and melee it without having to transform back. This is a huge plus when it comes to PvP. However, an MA is an MA. It's still vulnerable to pretty much any melee attack with decent tracking. So, getting familiar with the transforming is very important. Overall, Savior is more or less a hit-n-run unit. Since it only has 550 HP, reckless moves can only lead you to a quick death. Also, Savior's BD performance in MS mode is pretty crappy, so you'll find yourself constantly flying around in MA mode. Therefore, a team formation should be maintained at all time. You do not want to float around and find yourself isolated. In my opinion, this unit is for the more experienced players. ---------------------ZGMF-X24S Chaos Gundam ---------------------Cost:450 HP:600 Shield: O Transformable: O Default Pilot: Sting Oakley Main weapon: Sub weapon(R1): ac(L2): CS: nb set: 4/6b set: 8b set: bc(R2) set: MA b set: Originated Combo: b>b>8b Damage: 214 Beam Rifle(7) Weapon Pod(4) Firefly(8) Callidus Kai 2 hits 2 hits 1 hit Multi-hits Multi-hits Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 100 Recharge time: 6 30 Recharge time: 6 116 Reload time: 8 145 164 180 135 152 133 (Down) sec/ammo sec/ammo sec/all

(BRC/CSC where applicable) SPEED Combo: b==b==b>b>8b b==b>b==b>b b>b=88=b>b=88=8b b==b==b>b=88=8b 4b==4b==4b==4b>b 4b==4b==b>b=88=8b 4b==4b==4b==4b==CS RUSH Combo: b>4b>b>4b>8b b>4b>b>b>8b 4b>b>4b>b>8b 4b>SDC>4b>b>b>8b POWER Combo: b>b>8b b>b>8b>CS 4/6b set>a bc set>CS Damage: Damage: Damage: Damage: 315 325 307 303 Damage: 305 Damage: 307 Damage: 305 Damage: 309 Damage: Damage: Damage: Damage: 295 301 304 305

Damage: 306 Damage: 309 Damage: 310

Comment: Chaos has high mobility that can rival with the ARFG family. It has a standard 7 BR ammo and a CS that can cancel fast after a melee attack. Also, this unit has ''pods'' which no other 450 cost unit does. Most combos used with this suit would be b>b>a, 8b>CSC, and the high priority (within the Chaos move set) 4/6b combo. Some can say Chaos is a balanced unit with good range and melee capabilities. But this unit has its flaws. For one, it has too many weapons. Missles, Pods, BR, Pod BR, MA mode...etc. Many people wouldn't know what to use in different situations. So, the best strategy would be to try to confuse your opponent or draw their attention to you while your partner support you with different kinds of attacks. Compared to the other 450 suits, this one is a bit ''technical''. Another fatal flaw would be the pods. By sending out the pods you will decrease Chaos' BR speed and durtaion. So when you use the pods, try to stay on the ground and avoid aerial battles. If you are not confident with using the pods, I would recommend you to use another 450 unit. Overall, Chaos is a very balanced unit to use. Its BD speed and duration can be on par with F. Impulse (assuming you don't send out the pods). It can also transform to MA mode, but when fighting against higher tier units, this unit lacks the required mobility. --------------------ZGMF-X88S Gaia Gundam

--------------------Cost:450 HP:600 Shield: O Transformable: O Default Pilot: Stella Loussier Main weapon: Beam Rifle(7) Sub weapon(R1): Vulcan(60) CS: Beam Assault Cannon nb set: 4/6b set: 8b set: bc(R2) set: 2b set: MA b set: Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b>b==b>b>b(1 hit)==8b b==b>b>b(full)==8b RUSH Combo: 4b>b>b>b(3 hits)>8b POWER Combo: 4/6b set>a bc set nb set>a 2b set MA b b>SDC>nb set>a Damage: Damage: Damage: Damage: Damage: 308 310 322 277 277 Damage: 270 Damage: 264 Damage: 270 5 hits 4 hits 1 hit Multi-hits Multi-hits Multi-hits Damage: 100 Recharge time: 5 sec/ammo Damage: 3 Reload time: 5.33 sec/all Damage: 84-->143-->175 (Down) Damage: Damage: Damage: Damage: Damage: Damage: 218 184 120 195 (Down) 159 (Down) 159 (Down)

Damage: 324

Comment: Gaia is a member of the ARF(G) group, a transformable all-around balance suit. It shares the same characteristics with the other members, but its BD performance in MS mode is a little bit behind as a price of being transformable. Gaia's MA is easily one of the best next to IJ and Savior. Aside from having good speed, duration, and turning ability, its MA melee is THE best among all in my opinion, which makes the MA Gaia very formidable. It's quite difficult to dodge it thanks to the insane hitbox created by those two beam blades, and the priority is very good too. Furthermore, given the right distance, it is possible to chain the MA BR into a MA melee. Gaia Both fool very also has 2 sets of melee moves that can be used as decoys, nb and 4/6b. can dodge pretty much right after the first hit, and it's pretty easy to other players with them. The 4/6b also has a great curve and thrust speed, useful for catching steps and small openings.

However, since the first hits are so fast, they deal crappy damage (both 30), making it impossible for Gaia to break 300 for RUSH and SPEED without draining.

You also don't want to get interrupted early during a combo, as most of the damage is concentrated on the last parts, namely the uppercut and the swirling. Other than those, its 8b is pretty fast and 2b is good for countering melee. Overall, Gaia's playing style is pretty similar to the other members of the ARFG, with an awesome MA to boost. This is my favorite 450 for both proper, and improper reasons. -------------------------------ZGMF-X88S Gaia Gundam (Waltfeld) -------------------------------Cost:450 HP:500 Shield: O Transformable: O Default Pilot: Andrew Waltfeld Main weapon: Beam Rifle(7) Sub weapon(R1): Vulcan(60) ac(L2): Beam Assault Cannon(12) nb set: 4/6b set: 8b set: bc(R2) set: 2b set: MA b set: Originated Combo: b>b>b>8b(full)>b (BRC where applicable) SPEED Combo: b==b>b>b>b b>b==b>b==a 4b==b>b>b>b 4b==4b==4b==4b==a 4b==b>b>b>8b(3 hits)==a RUSH Combo: 4b>b>b>b>b POWER Combo: b>b>b>8b>b>a 4/6b set>a bc set>a 2b set MA b Damage: Damage: Damage: Damage: Damage: 329 313 305 277 277 Damage: 260 Damage: 250 Damage: 254 Damage: 260 Damage: 273 Damage: 289 Damage: 251 4 hits 3 hits Multi-hits 4 hits Multi-hits Multi-hits Damage: 100 Recharge time: 5 sec/ammo Damage: 3 Reload time: 5.33 sec/all Damage: 76 Recharge time: 3 sec/ammo Damage: Damage: Damage: Damage: Damage: Damage: 219 200 137 169 159 (Down) 159 (Down)

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

crazy-ass b>b>b>8b>b>a 10-hit combo. Another advantage that red Gaia has over the black one is, it can shoot the assault cannon while in MA mode so it does not consume the normal BR ammo. Furthermore, red Gaia's nb is capable of doing melee fakes just like Gaia's. But also because of this, the red Gaia's doomed not to have any SPEED or RUSH combos over 300 damage either since the first hit deals crappy damage. Overall, even though it only has 500 HP, which is the least among all 450s, I am actually very interested to see its potential in PvP. Shame that it's PS2 exclusive. Oh well~ ---------------------ZGMF-X31S Abyss Gundam ---------------------Cost:450 HP:630 Shield: O Transformable: O Default Pilot: Auel Nieder Main weapon: Railgun(20) Sub weapon(R1): ac(L2): Torpedo(12) MA Sub weapon(R1): Balaena Kai(4) nb set: 4/6b set: 8b set: 2b set: bc(R2) set: MA b set: Originated Combo: b>b(2 hits)>8b Damage: 229 b>2b Damage: 185 (2b>a x 1-3) Damage: 120+??? (Main weapon cancel where applicable) SPEED Combo: b==b==b==8b b==b==b==4b(2 hits) b==b==b==b==8b b==b==b==b==2b b==b==b==b==ab 4b(1 hit)==b==b==b==8b RUSH Combo: b>4b>b>b>b 4b>b>4b>b>8b 4b>b>4b>b>2b POWER Combo: sub nb set>8b>a Damage: 80-300 Damage: 327 Damage: 300 Damage: 310 Damage: 310 Damage: Damage: Damage: Damage: Damage: 302 308 313 313 316 3 hits 2 hits 1 hit 1 hit Multi-hits Multi-hits Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 110 175 148 109 189 157 120 120 178 178 Reload time: Recharge time: Reload time: Recharge time: 6 10 5.66 10 sec/all sec/ammo sec/all sec/ammo

Damage: 313

b>2b bc set

Damage: 306 Damage: 302

Comment: The cross between a multipurpose unit and a support unit, the Abyss has lots of GH-able weapons as well as a melee moveset that revolves around its 8b. Although you CAN multipurpose with this unit, I like to play it as a support unit mainly because of its GH-able torpedoes and semi-full burst. Its melee is mainly for self-defence since it's not as strong in that department as the ARFG group, and the only set I'd depend upon is the 8b, and maybe b>b>8b if I have enough time. Abyss' MA mode is really weird too. The main weapon, instead of shooting out front, comes out from the back (fart cannon), which is a pain to aim since you never want to be running in a straight line. I'd rather rely on its torpedoes, which have a godly amount of tracking ability when released in MA mode. Yes, there's the Balaena Kai as well, but since it darws on its sub weapon ammo, I'd rather save it for MS mode. And I also find its MA melee to be pretty much useless unless you want to stay in the air longer, such as dodging a landing BR. Main weakness with Abyss? Its rather large body makes it a tiny bit easier for that BR to clip you in those shoulders. Also, when you launch its torpedoes or semi-full burst and miss, you'll be eating a shot. Another problem is that the semi-full burst is rather unstable on damage output. It requires you to hit with as many beams as you can, so launching it at point black range won't net you nearly as much damage as say...launching it at mid-range. Overall, I'd say the Abyss is for players with transition style who like to play it mid-range to mid-long...both acting offensive and supporting, as it can really punish bad steps with its sub weapon, and catch people off guard by GH its torpedoes or sub weapon. ------------------MBF-02 Strike Rouge ------------------Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Cagalli Yula Athha Main weapon: Beam Rifle(7) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.33 sec/all nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>8b b>8b>bc>b b>b>8b (BRC where applicable) SPEED Combo: 4b==4b==b>b>8b Damage: 302 Damage: 99 Damage: 235 Damage: 205 3 hits 2 hits 6 hits Multi-hits Damage: Damage: Damage: Damage: 190 170 215 244

4b==4b==4b==4b>b 4b==4b==4b==bc>b bc==bc==bc==bc>b RUSH Combo: b>8b>b>b>b (4b>ab)x 2>b>b>b (4b>ab)x 3>4b>4b 4b>8b>bc(full 1st hit)>4b>4b POWER Combo: b>8b>bc>b 8b set>a bc set>a 4/6b set>a bc>SDC>bc>b

Damage: 304 Damage: 313 Damage: 317

Damage: 283 Damage: 300 Damage: 307 Damage: 313

Damage: Damage: Damage: Damage:

322 318 329 304

Damage: 342

Comment: Strike Rouge (Rouge for short) is a member of the A(R)FG group, an all-around balance type unit. It has good BD performance, as well as sufficient BR and a well-balanced melee moveset that makes it suitable in any kind of situation. Although the infamous draining move 4/6b>a is pretty useless now, Rouge's soul melee is still the 4/6b. It's very fast, tracking, and the damamge has been increased from 142 to 170. Rouge's other attacks more or less maintain their calibre. However, you can now chain the special melee, bc, after the b>8b combo, which is definitely a plus. Also, its nb is still capable of doing melee decoys. Furthermore, Rouge's special melee is improved in terms of tracking, and the second hit won't miss as much as it used to. Overall, Rouge is still a very good choice for 450, and it also makes a great teammate. ---------------------ZGMF-XX09T DOM Trooper ---------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Hilda Harken Main weapon: Giga Launcher-BZ(10) Damage: 111 Reload time: 5 sec/all Sub weapon(R1): Giga Launcher-BMG(40)Damage: 99 Reload time: 5 sec/all ac(L2): Screaming Nimbus (Beam Barrier) Reload time: 40 sec/all nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BZC where applicable) 3 hits 2 hits Multi-hits 2 hits Damage: Damage: Damage: Damage: 232 184 132 (Down) 140

SPEED Combo: b==b==b>b>b b>b=JC=b>b>b b>b=JC=b>b=JC=bc 4b==4b==b>b>b RUSH Combo: b>4b>b>4b>bc b>4b>b>b>b b>b>ac>b>b>b b>b>ac>b>b>bc 4b>b>4b>b>bc POWER Combo: nb set>a 4/6b set>a b>SDC>b>b>b>a Damage: 328 Damage: 308 Damage: 334 Damage: Damage: Damage: Damage: 302 303 305 306 Damage: 303 Damage: 305 Damage: 306 Damage: 303

Damage: 302

Comment: DOM has the longest BD duration among all MS. It hovers on the ground instead of flying, so it's actually quite difficult to catch its landings. Combined with the 1-hit-down bazooka, DOM can be the safest unit in the game. However, DOM's Giga Launcher has quite a recovery time, both the BZ and BR. Especially the bazooka, DOM literally has to put it down each time after firing it, and it can leave you WIDE open for melee if you're not careful with the range. The same can be said for its sub, although it's not as serious as the BZ. Simply put, NEVER ''turn and shoot'' unless you're 100% you're going to hit, or prepare to pay the price. Melee-wise, DOM's melee moves do decent damage and everything else is pretty much average EXCEPT for the recovery time. Again, DOM has this annoying pose of putting its saber back whether you hit or not, and it really stops being cute after a while. The Screaming Nimbus blocks any beam-based attacks coming from the front. It covers about 150 degrees. Note that you WILL get hit on the side, and it does not block weapons like railguns and machine guns...etc. Also, to manually deactivate it, you have to block. Otherwise, you can only either wait for it to run out, or wait for you to get stunned. Overall, DOM usually acts as a supporting unit, downing oppoenent and creating 2 on 1 chances for the team with the bazooka. However as mentioned above, the recovery time can bury you if you're not careful with it. In my opinion, this is more or less for the experienced players. ----------------------------ZGMF-2000 GOUF Ignited (Yzak) ----------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Yzak Joule

Main weapon: Draupnir(40) Damage: 97 Reload time: Sub weapon(R1): Slayer Whip(front)Damage: 134/Block (Down) ac(L2): Slayer Whip(bind) Damage: 20-111 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: 3 2 1 4 hits hits hit hits Damage: Damage: Damage: Damage: 233 (Down) 181 140 215 (Down)

7.66 sec/all

You can chain a combo after binding your opponent by pressing the melee button and any direction key. By pressing the melee button only, you can electrify your target multiple times before letting him fall down. ac(maximum hits)>2b(pull)>b>b>b 4b>ac(maximum hits)>2b(pull)>b>b>b b>b>ac(maximum hits)>4b>b ab(1 hit)>ac(maximum hits)>4b>b (BMG cancel where applicable) SPEED Combo: b==b==b>b>b b>b==b>b==8b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b RUSH Combo: b>4b>b>4b>8b b>b>4b>b>8b 4b>b>4b>b>8b POWER Combo: nb set 4/6b set bc set ac(maximum hits)>2b(pull)>b>b>b 4b>ac(maximum hits)>2b>b>b>b Damage: Damage: Damage: Damage: Damage: 322 304 316 345 348 Damage: 306 Damage: 308 Damage: 306 Damage: 274 Damage: 309 Damage: 307 Damage: 309 Damage: Damage: Damage: Damage: 300+308 309 268

Comment: Yazk's GOUF is pretty similar with Heine's GOUF in playing style. However, it does not have a direct whipping attack as its sub weapon is a semi blocking move (Raider's 8b style). Whether that's a good thing or not is a matter of opinion. Yazk's GOUF still has the binding whip, which can form powerful combos once you get the hang of it. Other than the whip, it has a pretty solid moveset. The nb set downs the target; 8b has GREAT reach and tracking; and the bc is somewhat useful against SPEED, just like the other GOUF's. Overall, this is a good semi-melee suit, with a little bit more range games. This is one of the PS2 exclusive units that I would like to see in arcades too.

What a shame... ------------------------------ZGMF-X2000 GOUF Ignited (Heine) ------------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Heine Westenfluss Main weapon: Draupnir(50) Damage: 97 Reload time: Sub weapon(R1): Slayer Whip Damage: 160 ac(L2): Slayer Whip(bind) Damage: 20-111 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: You can chain a combo after binding your opponent by pressing the melee button and any direction key. By pressing the melee button only, you can electrify your target multiple times before letting him fall down. b>b>b>ab b>b>ac(maximum hits)>4b>b 4b>b>ab 4b>ac(maximum hits)>2b(pull)>b>b>b ac(maximum hits)>2b(pull)>b>b>b (BMG cancel where applicable) SPEED Combo: b==b==b>b>b b>b==b>b>b 4b==4b==4b==4b>b 4b==4b==b>b>b RUSH Combo b>4b>b>4b>4b b>4b>b>b>b 4b>b>4b>4b>ab 4b>b>b>4b>4b POWER Combo: sub nb set>ab 4/6b set>ab b>b>ac(maximum hits)>4b>b 4b>ac(maximum hits)>2b(pull)>b>b>b ac(maximum hits)>2b(pull)>b>b>b b>b>SDC>b>b>b Damage: Damage: Damage: Damage: Damage: Damage: 280 322 315 357 356 341 Damage: 302 Damage: 304 Damage: 283 Damage: 306 Damage: 302 Damage: 306 Damage: 306 Damage: 306 Damage: 235 Damage: 309 Damage: 211 Damage: 308 Damage: 300 3 hits 2 hits Multi-hits 4 hits Damage: Damage: Damage: Damage: 228 176 140 (Down) 210 8 sec/all

Damage: 337

Comment: Heine's GOUF is a mid-close range monster thanks to its slayer whip. Its range weapon is beam machingun (BMG), which, even though doesn't seem like much, is good enough for GOUF. As mentioned above, its whip is simply awesome. Basic ab is a verticle strike that has good reach, and does decent damage. When combined with right or left direction, you'll be able to do a horizontal sweep from the corresponding direction. This is GREAT for catching steps and even Step Cancels. However, it does not have as much reach as the vertical strike. Well, it's only fair. You can also chain the whip after the nb set or the 4/6b set. My recommended combo would be 4/6b>b>ab. Without any additional zapping, it does over 200 damage in a relatively short amount of time. The binding whip is great for saving partner and catching openings such as out-of-angle shooting. And it also works wonders as a melee counter. Obviously, no melee has a higher priority than the whip. You can also use it to tie up a player that's in SEED mode, wasting his precious time by zapping him. Pure melee-wise, GOUF's moveset is pretty standard. Nothing extraordinarily good or bad. Its bc is also a whip move, and it covers quite an area too. Overall, GOUF's a great choice for those melee players who would like a little something something for range games too. I feel that its potential really shines through in PvP. -----------------------------ZGMF-1001/K Slash ZAKU Phantom -----------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Beam Rifle(3) Sub weapon(R1): Hydra(40) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>b>bc (BRC where applicable) SPEED Combo: b==b==b>b>b b==b==b==4b>b 4b==4b==4b>b 4b==4b==4b==4b==4b (all JC) 4b==4b==b>b>b 4b==4b==4b==bc 4b==4b==4b==4b>b RUSH Combo: Damage: 305 Damage: 305 Damage: Damage: Damage: Damage: Damage: 301 304 311 313 313 Damage: 253 3 hits 2 hits Multi-hits 2 hits Damage: 100 Recharge time: 6.66 sec/ammo Damage: 125 Reload time: 10 sec/all Damage: Damage: Damage: Damage: 233 185 149 (Down) 184

b>4b>b>b>b b>4b>b>4b>4b 4b>b>4b>b>4b 4b>b>b>bc POWER Combo: 8b nb set>a b>b>bc 4/6 set>a bc set 4b>SDC>4b>b>a 4b>SDC>b>b>bc

Damage: 307 Damage: 307 Damage: 295 Damage: 303

Damage: Damage: Damage: Damage: Damage:

261 324 329 313 305

Damage: 320 Damage: 339

Comment: Slash ZAKU is one of the few melee-oriented units that has a standard beam rifle. Compared to the prequel, every single one of its melee move has improved in terms of damage. Some also execute way faster than they used to. Combined with a speed comparable to the ARFG members, it's one scary suit. Since Slash ZAKU only has 3 BR shots with a terrible recharging rate, you'll obviously rely on its melee most of the time. However, don't forget the Hydra gatling cannon which works wonders on catching landings and mid range fight. One major difference from the prequel is that you can now sweep the gatling while firing from 6 shots to all 40 shots at a time. This is Slash's precious alternative for BR in range games. Melee-wise, Slash ZAKU's soul melee is 4/6b set. Not only is it fast and damaging, the reach and tracking are pretty good too. Its 8b is still awesome. Great reach and tracking, with insane priority, and it downs the opponent. The nb set takes less time now, but it's still a bit too long. The additional combo b>b>bc also leaves you open for attacks as the bc itself has a pretty long recovery time. Use them with caution. Overall, Slash ZAKU can be just as productive as any other melee units in the game. So if you're looking for a melee suit and then some, this is the one. --------------------------------------ZGMF-1001/M Blaze ZAKU Phantom (Dearka) --------------------------------------Cost:450 HP:550 Shield: O Transformable: X Default Pilot: Dearka Elsman Main weapon: Sub weapon(R1): ac(L2): CS: bc(R2): nb set: 4/6b set: 8b set: Originated Combo: None. (BRC/CSC where applicable) Beam Rifle(5) Damage: Firebee(8) Damage: Main Weapon Reload Firebee Damage: Beam Rifle x3(5) Damage: 1 hit 1 hit 1 hit 95 Reload time: 44+ Reload time: 160 (Down) 148 (Down) Manually 5.66 sec/all

Damage: 135 Damage: 120 Damage: 125

SPEED Combo: (4b=88=)x5 RUSH Combo: -POWER Combo: CS 4/6b>a 4/6b>CS 4b>SDC>4b>a Damage: 279 Damage: 273 Damage: 293 Damage: 291 Damage: 277

Comment: A decent 450 that relies more on range combat. The strategy is to reload your BR as much as possible (for example: reload when your enemy is down or targetting someone else). Also, since all of its melee attacks are one-hit, you will need to be accurate with them...since you won't be able to bluff with it. Otherwise, it plays generally like Rey's Blaze ZAKU. -------------------------------------ZGMF-1001/M Blaze ZAKU Phantom (Heine) -------------------------------------Cost:450 HP:550 Shield: O Transformable: X Default Pilot: Heine Westenfluss Main weapon: Beam Rifle(5) Sub weapon(R1): Firebee(8) ac(L2): Beam Tomahawk nb set: 4/6b set: 8b set: bc(R2): Originated Combo: None. (BRC/Boomerang cancel where applicable) SPEED Combo: b==b==b>b>b b==b==b==4b>b 4b==4b==4b==4b==8b 4b==4b==4b==4b>b 4b==8b==8b==4b>b (all =88=) 4b==8b==8b==8b==8b (all =88=) RUSH Combo: Damage: 305 Damage: 308 Damage: Damage: Damage: Damage: 306 308 330 339 3 hits 2 hits 1 hit Guard Damage: 95 Recharge time: 5.66 sec/ammo Damage: 44+ Reload time: 5.66 sec/all Damage: 110(60) Damage: Damage: Damage: : 226 185 120 Block

b>b>4b>b>8b b>4b>b>4b>8b b>4b>b>4b>4b 4b>b>4b>b>8b POWER Combo: nb set>a 4/6b set>a 4b>SDC>4b>b>a b>b>SDC>4b>b>a b>SDC>ac(2 hits)>4b>b Comment:

Damage: 303 Damage: 306 Damage: 308 Damage: 306

Damage: 324 Damage: 307 Damage: 318 Damage: 320 Damage: 328

-----------------------------ZGMF-1001/M Blaze ZAKU Phantom -----------------------------Cost:450 HP:550 Shield: O Transformable: X Default Pilot: Rey Za Burrel Main weapon: Beam Rifle(5) Sub weapon(R1): Firebee(8) CS: Firebee nb set: 4/6b set: 8b set: bc(R2): Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b>b==4b>b b==b==b>b>b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b RUSH Combo: b>4b>b>4b>b b>4b>b>4b>4b b>4b>b>4b>8b 4b>8b>4b>8b>a 4b>8b>4b>8b>4b 4b>b>4b>b>4b 4b>b>8b>b>8b Damage: 277 Damage: 308 Damage: 308 Damage: Damage: Damage: Damage: 278 278 278 304 Damage: 304 Damage: 306 Damage: 308 Damage: 308 3 hits 2 hits 1 hit Multi-hits Damage: 95 Recharge time: 5 sec/ammo Damage: 44+ Reload time: 5.66 sec/all Damage: 160 (Down) Damage: Damage: Damage: Damage: 228 185 130 185 (Down)

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

Damage: 330

Comment: Blaze ZAKU excels in mid-range fight with its Firebee. With only 550 HP, it's a good idea to stay close to your partner and support him with the missles. There are two kinds of missles, sub for spread-out, and CS for concentrated. Both are usefull in their own ways, be it catching landing, stepping, or saving your partner. They're also great alternatives for the beam rifle, which you only have 5 shots of. The CS can also be used in CSC and surprise your opponent somtimes. However, don't rely too much on it since it does not come out THAT fast. Melee-wise, Blaze ZAKU's moveset is pretty decent. Personally, I'd most likely work around the 4/6b set, and 8b>a combo since they're both pretty fast and tracking. The nb set takes much less time to execute now compared to the prequel, and its reach and damage are both up to the level. Overall, Blaze ZAKU is somewhat a supporting type unit with a good melee moveset to protect itself. Get familiar with the missles, and you'll be fine. -------------------------------------------ZGMF-1000/A1 Gunner ZAKU Warrior (Lunamaria) -------------------------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Lunamaria Hawke Main weapon: Sub weapon(R1): bc(R2): ac(L2): CS: nb set: 4/6b set: 8b set: Originated Combo: ab>a Damage: 162 ac>a Damage: 183 (Main weapon cancel where applicable) SPEED Combo: b==b==b==b>b b==b==b>b==a RUSH Combo: Damage: 227 Damage: 240 Orthros(3) Grenade(8) Granade(8) Granades x4 (8) Orthros(sweep) 2 hits 1 hit 1 hit Damage: Damage: Damage: Damage: Damage: 150 95 92 122 255 Recharge time: Reload time: Reload time: Reload time: 5 8 8 8 sec/ammo sec/all sec/all sec/all

Damage: 174 Damage: 110 Damage: 120

b>b>4b>b>8b b>b>4b>8b>a b>SDC>b>b>a POWER Combo: a CS b>b>a 4b>a b>SDC>b>b>a

Damage: 239 Damage: 249 Damage: 229

Damage: Damage: Damage: Damage:

263 327 315 295

Damage: 312

Comment: Luna ZAKU has been bumped up a tier from 420 to 450 for many reasons. It absolutely sucked in the prequel compared to the other 420s since whatever it does leaves it vulnerable for counterattacks. However, things have changed. First and most importantly, the recovery shortened drastically. Combined with the type units, it's very threatening. Also, increased as well with its recovery time ab>a is one of Luna ZAKU's basic combo. time for its main weapon has been fastest firing speed of all gunner the range for the grenades has been shortened. Given the right distance,

Luna ZAKU can also throw 4 grenades at the same time, which is great for catching landings. However, it eats up ammo faster, and it's almost impossible to connect main weapon afterwards. Melee-wise, its 4/6b is pretty fast, and surprisingly, has a VERY good priority. That makes the combo 4/6b>a much more practical than b>b>a, which takes forever to execute. The 8b is slow but tracking, and bc is the same as sub weapon grenade. Overall, Luna ZAKU makes a great supporting unit. Take advantage of the fast main weapon and grenades to create openings and 2 on 1 chances for the team. -----------------------GAT-X131 Calamity Gundam -----------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Orga Sabnak Main weapon: Sub weapon(R1): Melee: bc(R2): Kaefer Zwei(50) Scylla+Schlag Todesblock(8) Scylla+Schlag Damage: Damage: Damage: Damage: 99 222 111 257 Reload Reload Reload Reload time: time: time: time: 5 6.66 4.66 6.66 sec/all sec/all sec/all sec/all

Originated Combo: None. SPEED Combo: None.

RUSH Combo: BMGx9 POWER Combo: Bazooka Sub(Scylla only) Sub (All) bc Damage: Damage: Damage: Damage: 194 210 317 330 Damage: 172

Comment: Calamity has been improved quite a lot. As a range suit, Calamity's more or less a supporting unit. Although its main weapon is the BMG, most players use the BZ way more often. Fortunately, Calamity's bazooka shooting angle as been increased, so you won't be doing a lot of stop and shoot anymore. Another improvement is on the sub weapon and special melee, that is the Scylla and Schlag combo shootings. While maintaining the damage, the recovery time has been shortened noticeably. Calamity's weakness is its horrible BD duration. You should avoid unnecessary BDs and don't go after someone who's clearly out of your boost gauge's league. Also, since it does not have any real melee attack, you'll be forced to shoot all the time. Know your weapons' shooting angles, and don't make any hasty attack in mid-close range leaving yourself vulnerable for melee attacks. Overall, Calamity can be just as productive as any other range units in the game in my opinion. ------------------------GAT-X252 Forbidden Gundam ------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Shani Andras Main weapon: Eckzahn(14) Sub weapon(R1): Hresvelgr(2) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (Railgun cancel where applicable) SPEED Combo: b==b==ab b==b==b==bc b==b==b==b>b b==b==b==b==4b b==b==b==b (draining) RUSH Combo: Damage: Damage: Damage: Damage: Damage: 297 303 315 315 305 2 hits 1 hit 2 hits Multi-hits Damage: 103 Reload time: 5 Damage: 150 Recharge time: 10 Damage: Damage: Damage: Damage: 216 140 146 165 (Down) sec/all sec/ammo

b>4b>8b>ab b>8b(pause)>b>4b>a b>8b(pause)>b>8b(pause)>b b>8b(pause)>b>8b(pause)>4b 4b>8b(pause)>4b>8b(pause)>4b 4b>8b(pause)>b>4b>b POWER Combo: ab nb set>a 4/6b>a bc b>SDC>b>b>a

Damage: Damage: Damage: Damage:

272 306 306 310

Damage: 257 Damage: 279

Damage: Damage: Damage: Damage:

262 318 296 289

Damage: 325

Comment: Forbidden pretty much stays the same as the prequel. It has an overall BD performance on the same level as the ARFG members, good range weapons, and some nasty melee attacks to go with it. Its main weapon is the Eckzahn railgun, which deals about the same damage as a standard BR if both shots hit. However, you might find yourself constantly landing only 1 shot of the railgun because they're pretty spread-out. In that case, it deals a crappy 58 dammge. It's high percentage, but low stability. The plasma induction cannon still tracks like crazy. You can curve the shot manually by pressing 4/6 and make the shot bend that way. Combined with GH, you can expect a show from it. It's great for saving partner and catching landings. Melee-wise, Forbidden's moveset is short and sweet. The most useful ones would be the nb set, and the 4/6b set. The nb has great reach, and does 200+ damage with just 2 hits. The 4/6b is Forbibdden's best friend. The combo 4/6b>a deals 169 damage justl like that. The attack comes out pretty fast with a nice curve. Also, it has a VERY good priority as well as tracking ability. Abuse it. The other two melee attacks are rather useless in my opinion. Special melee can down the opponent, but it's very unstable. Sometimes you'll need to connect a railgun shot to really get the down effect, since it's pretty hard to land all the hits with the bc itself. The 8b just seems average at best. Overall, Forbidden has maintained its calibre as a 450. It's a great choice of alternative for those who like balance-type units, and want something different than just standard beam rifle and vulcans. On a side note, I'd also like to mention that Forbidden's shield block is the best in the game, as it pretty much covers itself up, even on the sides too. ---------------------GAT-X370 Raider Gundam ---------------------Cost:450 HP:630 Shield: O/X Transformable: X Default Pilot: Clotho Buer Main weapon: Machine Gun(120) Damage: 126 Reload time: 6.66 sec/all Sub weapon(R1): Zorn(2) Damage: 150 Recharge time: 10 sec/ammo ac(L2): Mjolnir Damage: 150

nb set: 4/6b set: 8b set: bc(R2) set: MA b set: Originated Combo:

3 2 3 1 1

hits hits hits hit hit

Damage: Damage: Damage: Damage: Damage:

224 152 133/Block (Down) 120 80

b>b>ac Damage: b>b>b>ac Damage: 4/6b>ac Damage: 4/6b>b>ac Damage: (Machine gun cancel where applicable) SPEED Combo: b==b==b>b>b b==b==b>b==ac b==4b==4b==4b==ac (all JC) 4b==4b==4b>b>ac 4b==4b==4b==4b==ac (all JC) RUSH Combo: b>4b>b>ac 4b>b>4b>b>ac 4b>b>4b>b>bc 4b>b>4b>bc>ac POWER Combo: ab ac nb set>ac b>b>ac 4/6b set>ac 4/6b>ac b>b>SDC>ab Damage: Damage: Damage: Damage: Damage: Damage:

187 235 156 182

Damage: 301 Damage: 303 Damage: 315 Damage: 301 Damage: 319

Damage: 243 Damage: 301 Damage: 307 Damage: 308

263 263 325 305 304 274

Damage: 305

Comment: Raider, one of the most difficult 450s in the prequel, has been improved quite a lot. In RvZ 1, Raider suffered from mandatory transformation. Thanks to its ridiculously long transforming, it gave Raider players a hard time. Just being able to do regular BD like everybody else now is a BIG plus already. Also, the damage outputs for its machine gun and hammer have also been buffed. Since the hammer is now the special shooting, Raider gets a nice little tackle move for its special melee. Its reach is short, but speed and priority are both pretty good, making it an ideal move for countering melee!? Of course, one of the best things about Raider is its semi-blocking 8b. With everybody using SPEED awakening, this move has been proved to be quite useful

against those aggressive players who will try to melee you with every chance they get. It also downs the opponent if you manage to land all 3 hits. Combined with forward step (cancel), it could come in handy from time to time. Overall, Raider is now usable to everyone. Take advantage of the hammer attack, and occasionally pull out a 8b to throw your opponent off balance. This is one interesting unit. ----------------------------------GAT-X102 Duel Gundam Assault Shroud ----------------------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Beam Rifle(6) Sub weapon(R1): Missle Pod CS: Shiva nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>bc b>b>8b (BRC/CSC where applicable) SPEED Combo: b==8b(5 hits)==b>b b==b==b==b>b b==b==8b(1 hit)==b==b>b 4b==4b==bc(3 hits) 4b==4b==4b==4b==4b 4b==4b==4b==4b>b 4b==8b(5 hits)==4b==CS 8b(5 hits)==8b(4 hits)==CS bc(1 hit)==4b==4b==4b==CS bc(1 hit)==4b==8b(5 hits)==CS RUSH Combo: b>8b(full 1st hit)>CS b>8b(5 hits)>b>b (4b>8b)x n 4b>8b(full 1st hit)>CS POWER Combo: b>SEED>b b>b>8b Damage: 301 Damage: 323 Damage: 294 Damage: 307 Damage: 280+ Damage: 294 Damage: 309 Damage: 310 Damage: 314 Damage: Damage: Damage: Damage: 264 277 303 309 Damage: 213 Damage: 225 2 hits 2 hits Multi-hits 3 hits Damage: 100 Recharge time: 5 Damage: 119 Reload time: 6 Damage: 140 Damage: Damage: Damage: Damage: 200 181 232 161 sec/ammo sec/all

Damage: 305 Damage: 287 Damage: 290

b>bc>CS 4/6b set>CS bc>CS 8b(full 1st hit)>CS

Damage: Damage: Damage: Damage:

326 308 309 332

Comment: Duel AS, one of the most broken 450 in the prequel, is more balanced this time around. With the weakend CSC, its infamous bc>CS deals considerably less damage now. However, Duel AS's melee moves got improved in terms of damage and tracking ability. Its nb set now deals 200 damage, and the old combos b>b>8b and b>bc are still there. 4/6b set is buffed by 30 points and the tracking seems to have improved as well. The spinning bc itself still has very nice reach, tracking, and damage. The sub weapon missles now come out even faster, and the CS railgun itself is just as deadly as before. They are both great for catching landings and saving your partner. Duel AS's major weakness is its speed. With a BD duration as good as the ARFG members, the speed, on the other hand, is pretty bad. On top of that, AS's turning ability sucks too. So you might have a hard time catching up with the MAs and other high tier units. Overall, Duel AS seems even heavier and slower than before. However the playing style stays the same. Mix up your games with the CS, and back up your melee attacks with it. ---------------------GAT-X103 Buster Gundam ---------------------Cost:450 HP:630 Shield: X Transformable: X Default Pilot: Dearka Elsman Main weapon: Sub weapon(R1): ac(L2): bc(R2): Melee: CS a (main): CS b (melee): Beam Rifle(5) Missle x 12(12) Missle x 4(12) Missle x 4(12) Gun Launcher(3) Damage: Damage: Damage: Damage: Damage: Damage: Damage: 100 160 119 119 90 260 250 Recharge time: Reload time: Reload time: Reload time: Reload time: 4.66 6 6 6 6 sec/ammo sec/all sec/all sec/all sec/all

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

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

Missle(bc)>CS(main) Combo

Missle Missle Missle Missle

x1>CS x2>CS x3>CS x4>CS

Damage: Damage: Damage: Damage:

231 207 189 176

SPEED Combo: -RUSH Combo: -POWER Combo: CS(main) CS(melee) a>CS(melee) CS(main)>CS(melee) Damage: Damage: Damage: Damage: 331 329 339 365+-

Comment: This unit is mainly used as a support unit with the help from those missles and two kinds of CS. For the main weapon Charge Shot (CS a), even though it cannot curve like LS, Savior, or B. Im's, the traveling speed is the fastest in the game. A known combo for Buster is b>CS a, that is, stunning your opponent with shotgun, then unleashing the main weapon CS to deal more damage. This combo could be somehow dangerous since the shotgun isn't really stable when it comes to stunning the target. And, while you're releasing the CS, there's a good chance that you'll get interrupted by the target's teammate since you can't move an inch, and since you were trying to stun with the shotgun, you must be pretty close. The melee Charge Shot (CS b) is improved in terms of range, recovery time, and firing rate. The combo a>CS b is safer due to the fact that you have the BR at your disposal, and the CS doesn't take as much time to execute. This combo is recommended. Furthermore, the shotgun CS can be chained after the main CS, creating the combo CS a>CS b, which can do some crazy damage. The missles can also be used to catch your opponent off guard, thus giving you more chances to land them big CS after they got hit, or forced to dodge your missles. ''bc>CS a'' is used when you're currently charged on main weapon, and ''ac>CS b''is used when the shotgun CS is in play. Aside from not having any real melee attack, Buster's main weakness is its crappy BD performance. Although the duration has been increased noticeably, it is still quite short compared to the others. It'll take some serious practice before you can really use Buster well in PvP. --------------------GAT-X207 Blitz Gundam --------------------Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Nicol Amalfi Main weapon: Beam Rifle(5) Sub weapon(R1): Lancer Darts(3) Damage: 105 Recharge time: 5 Damage: 58 Reload time: 6 sec/ammo sec/all

ac(L2): bc(R2): nb set: 4/6b set: 8b set:

Gleipnir Mirage Colloid 2 hits Multi-hits 3 hits

Damage: 10 Damage: --Damage: 148 Damage: 130 Damage: 145

Originated Combo: b>b>8b ab>ac>b>b>8b (BRC where applicable) SPEED Combo: b==b==b>b>8b b==b==b==b==8b(1 hit)==4b b==b==b==b>b==4b b==b==b==b==ab==a RUSH Combo: (b>bc)x3>8b(2 hits)>4b>a (b>bc)x4>8b(1 hit)>4b (b>bc)x3>b>b>bc>a ab>(b>bc)x4>bc>a POWER Combo: b>b>8b>a ab>ac>b>b>8b 8b>a b>SDC>ab>b>b>8b Damage: 320 Damage: 326 Damage: 285 Damage: 333 Damage: 296 Damage: 296 Damage: 304 Damage: 298 Damage: Damage: Damage: Damage: 294 296 302 303 Damage: 223 Damage: 245

Comment: Blitz is slightly improved in this game. It still does not have any abusable move, but it's pretty well-balanced. Blitz is somewhat melee-oriented. Even though the melee moves may not seem all that powerful, they're all useful in their own ways. Compared to RvZ 1, both the nb set and the 8b have been buffed by several points, so your basic combo is still the b>b>8b, with the help of BR and the lancer darts. The 4/6b is still good for catching steps, and its priority seems to have gone up as well. However, Blitz lacks melee with good reach, so you'll be forced to close in on your opponent constantly. Fortunately, the Mirage Colloid helps out a lot. In terms of defence, it can be used on covering landings and stalling opponents in SEED awaken state...etc. Offensively, you can foward step and run around your opponent in point blank range forcing him to make a mistake, such as shooting out of angle, or melee attacking you recklessly. If he opts to ignore you, do not hesitate to make a move and melee him from behind. One thing you need to watch out while in MC mode is Green Homing. Unfortunately, GH still works against MC, so there's a good chance that you'll get hit by a GH'd shot that comes out of nowhere. And of course, the damage you

recieve while in MC mode is doubled. Overall, Blitz's playing style tilts towards melee. In PvP, it's one of the best 450s for 1 on 1 situations in my opinions. --------------------GAT-X303 Aegis Gundam --------------------Cost:450 HP:630 Shield: O Transformable: O Default Pilot: Athrun Zala Main weapon: Beam Rifle(7) Sub weapon(R1): Scylla(3) MA main: Scylla(3) nb set: 4/6b set: 8b set: bc(R2) set: MA b set: Originated Combo: b>8b>b b>b>8b>b (BRC where applicable) SPEED Combo: b==b>b>b>b b==b==b==8b>b b==b==b==4b>b b==4b==4b==4b>b 4b==4b==4b==4b>b 4b==4b==4b==bc>b>b>b>a RUSH Combo: b>4b>8b>4b>4b 4b>8b>4b>8b>4b 4b>8b>4b>8b>8b 8b>4b>8b>4b>4b POWER Combo: ab nb set>a 4/6b set>a 8b set>a bc set b>b>SDC>4b>b>a Damage: Damage: Damage: Damage: Damage: 303 324 309 280 318 Damage: 301 Damage: 261 Damage: 289 Damage: 279 Damage: Damage: Damage: Damage: 274 284 299 303 Damage: 202 Damage: 186 4 hits 2 hits 2 hits Multi-hits Multi-hits Damage: 100 Recharge time: 5 Damage: 179 Recharge time: 10 Damage: 130 Recharge time: 10 Damage: Damage: Damage: Damage: Damage: 235 176 160 50-222 (Down) 139 (Down) sec/ammo sec/ammo sec/ammo

Damage: 306 Damage: 312

Damage: 312

Comment: ----------------------------------------GAT-X105+AQM/E-X03 Launcher Strike Gundam ----------------------------------------Cost:450 HP:630 Shield: X Transformable: X Default Pilot: Kira Yamato Main weapon: Agni(1) Sub weapon(R1): Igelstellung(80) Melee: Gun Launcher(6) bc(R2): Anti-Ship Vulcan(80) CS: Agni(sweep) Originated Combo: b(1 hit)>a b(2 hits)>a b(2 hits)>bc SPEED Combo: -RUSH Combo: -POWER Combo: a b>a b>SEED>a Damage: 302 Damage: 305 Damage: 245 Damage: 185 Damage: 185 Damage: 130 Damage: Damage: Damage: Damage: Damage: 175 3 104 126 255 Reload Reload Reload Reload time: time: time: time: 2 5.33 5 5.33 sec/all sec/all sec/all sec/all

Comment: Launcher Strike (LS for short), along with Strike Noir, are the two most broken units in the game. They are often banned from the tournaments in Japan and Hong Kong. There's a good reason for that...its Anti-ship vulcan!! Yes, it's just THAT cheap. First of all, it's been buffed by 40+ points, but that's nothing compared to what they've done with the tracking ability. It literally follows wherever you go, and it can easily stun you with just 3 bullets. Once you get stunned, the rest comes in and downs you after 8 hits. Also, the recovery time for this attack is unfairly short making LS VERY difficult to hit. Thanks to this, LS can do a little trick called vulcan landing, which can shorten the supposed landing recovery time considerably. To do this, simply fire a few bullets before you land until you barely hit the ground. Then stop immediately, and you will be able to start stepping right away. Aside from the broken shoulder vulcan, the missles still track like crazy. Of course, the recovery time has, once again, been shortened. Now it's possible to fire missles one set after another without taking a break. The damage has also gone up slightly. The main weapon Agni, deals the same damage as before, but the recovery time is MUCH shorter than it used to be. That being said, it's still LS's slowest

attack with the longest recovery time. But then again, most players don't even fire Agni unless they are sure it'll hit, such as after the missles...etc. Since LS's too broken, I'd like to offer a As said before, the most threatening thing which is mounted on its right shoulder. So side (your left), and use 6b instead of 4b on it. few tips for playing against it. about LS is its shoulder vulcan, try to stay away from LS's right if you're planning on making a move

Also, LS's shoulder vulcan is pretty useless against you once you gain enough altitude. In the contrary, it can be your worst nightmare if you let LS attack from a higher place. That being said, it's pretty inevitable since a good LS player will most likely try to foward SC and jump down on you to block your escaping path. So just try to keep a safe distance and hope for the best. Other than that, even though LS's attacks have insanely short recovery time, it's STILL recovery time. So, go 2 on 1 against it, and do some crossfire with BRs. Even though your attacks might not land on LS, at least don't let it have enough time to attack you. Since LS's every attack except for the head vulcan will stop it from moving, it's hard for him to get away. Finally, you should always watch out for LS's GH attacks. The Agni and missles are tracking enough already. With the help from GH, they can hit you on the most unexpected moments. And when they do, we're talking about at least 150+ damage here. So, be careful. -------------------------------------GAT-X105+AQM/E-X02 Sword Strike Gundam -------------------------------------Cost:450 HP:650 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Midas Messer Damage: 91 (50) Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: ac(L2): Panzer Eisen Damage: 10 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>8b>b b>8b>a>BD>8b b>8b>a>4b set b>b>b>a>8b 4b(2 4b(1 4b(1 4b(1 hits)>a>8b hit)>a>4b set hit)>a>b>8b>a>8b hit)>a>nb set Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 205 223 267 283 240 240 256 275 4 hits 3 hits 1 hit Multi-hits Damage: Damage: Damage: Damage: 255 209 140 221 (Down) 5.33 sec/all

Anchor>any combo set (Boomerang cancel where applicable) SPEED Combo: b==b>b>b>b Damage: 300

b>b==b>b>b>b b>8b==b>8b==b>8b==8b b==b==b==b>8b==8b b==b==b>b>b==8b b>b>b==4b(2 hits)==8b 4b(2 hits)==4b set 4b(2 hits)==4(2 hits)==8b

Damage: Damage: Damage: Damage: Damage:

304 309 312 314 314

Damage: 300 Damage: 306

8b x 5 Damage: 369 (possible only when oppoent's in POWER or above you in the air) RUSH Combo: b>8b>b>8b b>b>b>4b(2 hits)>8b (4b>ab)x 2>4b(2 hits)>8b 4b(2 hits)>8b>b>8b 8b>b>8b>b>8b POWER Combo: nb set>a 4/6b set>a bc set b>8b>b b>8b>a>BD>8b b>8b>a>4b set b>b>b>a>8b 4b(2 hits)>a>8b 4b(1 hit)>a>4b set 4b(1 hit)>a>b>8b>a>8b 4b(1 hit)>a>nb set b>b>b>SDC>b>8b>b 4b(2 hits)>SDC>8b Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 330 316 319 312 318 334 339 324 324 330 336 Damage: 301 Damage: 314 Damage: 305 Damage: 321 Damage: 338

Damage: 335 Damage: 307

Comment: Sword Strike (SS for short) pretty much stays on the same level as before. Most melee moves got buffed by a few points, but the range of its boomerang got decreased. This melee unit has no range weapons at all other than the head vulcans. Fortunately, its melee moveset is crazy. The nb set is as powerful as Destiny's with a great reach and tracking ability; the 4/6b execute very fast with a nice priority on the first hit; and the bc downs the opponent. Also, the whole nb set takes much less time to execute now, which is always a good thing. However, the 8b, while still decent, is not as fast as it used to be. The thrust speed got nerfed noticeably that its usefulness against steps has gone down a level. It still has a high priority and good damage for a single-hitter of course. Overall, Sword Strike is still a good melee unit although I can't say that I'm happy with the weakened boomerang and 8b. Because those were, in my opinion, the best qualities that SS had. And they just killed a part of SS by changing

them. Oh well, maybe I'm just too picky. ------------------------------------GAT-X105+AQM/E-X01 Aile Strike Gundam ------------------------------------Cost:450 HP:600 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifle(7) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.33 sec/all nb set: 4/6b set: 8b set: bc(R2) set: ccb set: Originated Combo: b>8b b>8b>a x 1-3 b>b>8b (BRC where applicable) SPEED Combo: b==b==b>b>b b>8b=88=b>b>b 4b==4b==4b==4b>b 4b==4b==b>b>b RUSH Combo: b>4b>b>8b>a b>4b>b>b>b b>4b>b>4b>4b 4b>b>4b>b>bc 4b>b>b>8b>bc 4b>ab>4b>b>b>b (4b>ab)x 3>4b>4b POWER Combo: nb set>a 4/6b set>a b>8b>a x 1-2 b>b>8b b>b>SDC>b>b>b 4b>SDC>b>b>b>a Damage: Damage: Damage: Damage: 320 303 310/315 293 Damage: 290 Damage: 301 Damage: 302 Damage: Damage: Damage: Damage: 275 285 304 308 Damage: 300 Damage: 310 Damage: 304 Damage: 306 Damage: 146 Damage: 199/214 Damage: 167 (Down) 3 2 1 2 1 hits hits hit hits hit Damage: Damage: Damage: Damage: Damage: 219 171 50 158 80

Damage: 334 Damage: 329

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

Nothing major has changed for Aile. Even though the melee attacks seem slower now, they deal a bit more damage too. But that's pretty neglectable, and I'd rather have the speed back. Although the infamous draining move 4/6b>a is no more, I'd still work around the 4/6b set as my main damage source. The 8b kick is still for countering melee, except it's slower now. What confuses me the most is the special melee. Just what the hell have they done to it? Not only is it slower now, but the second hit is so unbelievably easy to miss on a regular basis that it's not even funny. Fortunately, the damage and tracking are still decent. Overall, Aile is okay for a 450. But if you're into balance type units, you'd probably be better off choosing the other members in the ARFG family. What a shame, Aile was my best 450 in RvZ 1. -------------------------------GAT-X105E+AQM/E-X09S Strike Noir -------------------------------Cost:450 HP:630 Shield: X Transformable: X Default Pilot: Sven Cal Bayang Main weapon: BR(Shorty)(80) Sub weapon(R1): Linear Gun(6) ac(L2): BR(Shorty)(80) CS: MCS: nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>b>2b b>b>2b>ab bc(do nothing) bc>b>ab bc>a x n (BMG cancel/Railgun cancel where SPEED Combo: b==b==b>b>b b==b==bc>b>ab b>b==b>b>b b==b==b==4b>b 4b==4b==bc>b>ab 4b==4b==4b==bc>b 4b==4b==4b==4b>b 4b==4b==bc>a x n RUSH Combo: b>4b>b>b>b b>4b>b>4b>4b Damage: 300 Damage: 303 Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 290 290 300 301 302 305 307 308 Damage: 191 Damage: 233 Damage: 164 Damage: 211 Damage: 241 applicable) 3 hits 2 hits Multi-hits Multi-hits Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 108 Reload time: 125 Reload time: 131 Reload time: 156 119 209 181 136 171 7 8 8 sec/all sec/all sec/all

4b>b>4b>b>ab 4b>8b 4b>b>b>4b>4b POWER Combo: CS nb set>a x n 4/6b set>a x n b>b>2b b>b>2b>ab bc(do nothing) bc>b>ab bc>a x n b>b>SDC>bc>a x n

Damage: 270 Damage: 290 Damage: 305

Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage:

273 320 306 307 322 287 314 324

Damage: 339

Comment: Strike Noir (Noir for short), along with Launcher Strike, are the two most broken units in the game. They are often banned from the tournaments in Japan and Hong Kong. And if you'd like some attention on yourself, try the Noir+LS combo with someone in the arcades. You'll get as many stares as you want. The main reason that Noir's so broken is its special shooting. You can press left or right and do a 4/6 ac, where Noir will fire its Shorty BR cartwheel style, spinning to the left or right. This move is very powerful in terms of tracking ability. Since every single one of the shots redirect itself to where the target is, that makes it very hard to dodge. Combined with GH and cheap turtling style, it is beyond broken. The same can be said for Noir's CS. The shots just keep coming at you that pretty much forces you to keep dodging until it's over. Along with a solid moveset and a decent sub weapon that downs the opponent, Noir's got everything you need. Also, Noir's the only 450 that has a MCS. So you can do some CSC, or even MCSC occasionally. As mentioned above, Noir has a pretty solid moveset. Besides the standard-type nb and 4/6b set, both the 8b kick and the bc set has insane tracking. The combo 8b>CS works wonders against players, and bc can be used in several situations as well including stalling and saving your partner. To play like no be used run out ac. against a Noir combo, you will not want to leave Noir alone and GH you tomorrow. Try to stay close, and watch out for its cartwheel as it can even without any boost left. So a lot of times when you THINK it has of boost and is about to land, Noir can actually just escape with the

However, if the Noir player is stupid enough to pull off the cartwheel right in front of you, here's your chance. Don't hestitate to move in with your melee attacks. The 4/6b usually works pretty well against it thanks to the curve. Other than that, it all comes down to personal skills, teamwork, and to a certain degree, pure luck. ------------------GSX-401FW Stargazer ------------------Cost:450 HP:630 Shield: O Transformable: X Default Pilot: Sol & Selene

Main weapon: Flash Mine-set(4) Damage: 161 Reload time: Sub weapon(R1): Beam Pistol(3) Damage: 124 Reload time: ac(L2): Flash Mine- detonate nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. SPEED Combo: b==b==b>b>b b==b==b>b==4b b==b>b==4b=88=4b RUSH Combo: b>b>4b>ab POWER Combo: a nb set bc set Comment: Damage: 282 Damage: 307 Damage: 263 Damage: 229 Damage: 253 Damage: 270 Damage: 308 3 hits 1 hit 1 hit Multi-hits Damage: Damage: Damage: Damage: 190 120 100 150 (Down)

1 7

sec/all sec/all

-----------------------------------------------------------------------------4d. Tier 420 -----------------------------------------------------------------------------The tier 420 units are the partners for the 560s. As a mid-low tier unit, your job would be supporting your partner up close, but avoid 1 on 1 situations. With proper teamwork, 560+420 is the most favorable combo in the game in my opinion. ---------------------------------GAT-04+AQM/E-A4E1 Jet Windam (Neo) ---------------------------------Cost:420 HP:450 Shield: O Transformable: X Default Pilot: Neo Roanoke Main weapon: Beam Rifle(4) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Shield Missle(2) Damage: 103 Reload time: 7.66 sec/all ac(L2): Wurger(4) Damage: 142 Reload time: 8 sec/all nb set: 4/6b set: 8b set: bc(R2) set: 2 hits 2 hits 1 hit Multi-hits Damage: Damage: Damage: Damage: 195 175 120 183 (Down)

Originated Combo: b>bc (BRC where applicable) SPEED Combo: b==b==b==b>bc b==b>b==a b==b==b>b=88=8b b==b==b>b==a b==b==b==b>b 4b==4b==4b==b>b RUSH Combo: b>4b>b>8b>a b>4b>b>4b>4b b>4b>b>b>8b 4b>b>4b>8b>a 4b>b>4b>b>8b 4b>b>4b>b>b POWER Combo: nb set>a b>bc 4/6b set>a bc set b>SDC>bc b>SDC>b>bc b>SDC>4b>b>a b>SDC>b>b>a Comment: ---------------------------MVF-M11C Murasame (Waltfeld) ---------------------------Cost:420 HP:540 Shield: O Transformable: O Default Pilot: Andrew Waltfeld Main weapon: Beam Rifle(6) Sub weapon(R1): Vulcan(60) ac(L2): Hayate(8) nb set: 4/6b set: 8b set: bc(R2) set: MA b set: 4 hits Multi-hits 2 hits 6 hits Kamikaze!! Damage: 95 Recharge time: 5 sec/ammo Damage: 3 Reload time: 5.33 sec/all Damage: 133 Reload time: 7 sec/all Damage: Damage: Damage: Damage: Damage: 223 176 136 202 --Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 312 314 305 305 305 312 315 321 Damage: 297 Damage: 306 Damage: 307 Damage: 297 Damage: 307 Damage: 309 Damage: Damage: Damage: Damage: Damage: 265 278 303 305 308 Damage: 210 (Down)

Damage: 308

Originated Combo: b>b>b>8b bc set>8b (BRC where applicable) SPEED Combo: b==b>b>b b>b==bc 4b==4b==4b>b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b 4b==4b==4b==bc bc(5 hits)x 3==bc bc(5 hits)x 3==bc(4 hits)==bc (8b=44=)x 5 RUSH Combo: b>bc>8b (b>bc 1 hit)x 4>n b>b>bc b>4b>b>4b>4b b>4b>b>bc (b>bc 1 hit)x 4>8b 4b>b>4b>b>8b 4b>b>4b>bc 4b>bc(5 hits)>4b>bc POWER Combo: nb nb 4b bc set>a set>8b set>a set>8b Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 321 328 (323) 303 319 (315) 307 327 327 333 (324) Damage: Damage: Damage: Damage: Damage: Damage: 269 281 292 297 304 304 Damage: 264 Damage: 292 Damage: Damage: Damage: Damage: 279 304 307 308 Damage: 252 (238) Damage: 225 (213)

Damage: 303 Damage: 329!? Damage: 180

Damage: 293 Damage: 306 Damage: 307

b>b>>SDC>8b b>b>SDC>bc 4b>SDC>nb set 4b>SDC>bc>8b

Comment: Waltfeld's Murasame is nicknamed ''Torasame''. Tora in Japanese means Tiger, as in ''Sabaku no Tora'', the Desert Tiger. It's basically just the upgrade version of the original Murasame, with more ammo, better overall MA and BD performance, and a more damaging moveset. As the only transformable 420, Torasame is pretty well-balanced. It has a standard BR, vulcan, and the Hayate missles, which are INSANELY tracking in MA mode. The missles are also GH-able, making it ideal as a match-starting attack. Melee-wise, Torasame's got an awesome moveset. The nb set executes fast, does

good damage, and can be chained with a 8b. The 8b would most likely be a ground hit if your target doesn't flip recover. Even though it doesn't do significantly more damage than just b>b>b>a, the 8b dash reduces the chances of you being interrupted by the other player. The 4/6b comes out very fast with a nice curve. Also, the second hit (poke) has a surprisingly high priority. If you know you're getting counterattacked after you miss the first hit, it doesn't hurt to pull off the second hit and gamble with it. I've seen it many times that the poke just crashes the incoming melee and saves the player, just like the case with Freedom's 4/6b set. The 8b issen is pretty fast too, and it can BRC, unlike the normal Murasame. Note that the hitbox is concentrated on the right side ONLY. Also, keep in mind that even though it looks like there's only 1 hit, it's actually a grinding attack that contains 2 hits. So don't BRC too early as it will cut the damage from 136 to 100. Furthermore, in SPEED mode, it will ALWAYS be 1 hit only, making the 8b x 5 move even weaker than it already is. When trying to pull it off, the most stable way would be 44 (step to the left) cancel since, as mentioned above, the hitbox is concentrated on the right side. The special melee shield bash is VERY tracking, and it has a low down value count, which helps out combo-wise. However, it takes a while to execute the whole set. Also, it can be chained with a 8b afterwards. Finally, the MA melee, Kamikaze!! When doing the barrel roll, the Torasame itself has NO attacking ability. Rather, you're given the opportunity to shoot out any range weapons you like, be it BR, vulcan, or missles, consecutively. This move will automatically redirect you towards your target no matter which way you were going. Thanks to this, it's great for saving your partner, or do sneak attacks. However if you miss, there's hell to pay as you'll be WIDE open for any counterattacks. Do not blindingly abuse this move. Overall, Torasame has a lot of potential as a 420. That being said, you'll have to be comfortable with its MA mode, as part of Torasame's games depend on it. If you aren't, choose something like Duel or Strike BR instead. ---------------------ZGMF-2000 GOUF Ignited ---------------------Cost:420 HP:580 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Draupnir(40) Damage: 97 Reload time: Sub weapon(R1): Slayer Whip Damage: 147 ac(L2): Slayer Whip(bind) Damage: 20-85 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: You can chain a combo after binding your opponent by pressing the melee button and any direction key. By pressing the melee button only, you can electrify your target multiple times before letting him fall down. b>b>b>ab Damage: 224 3 hits Multi-hits 1 hit Multi-hits Damage: Damage: Damage: Damage: 218 175 130 191 (Down) 8 sec/all

4b>b>ab ac(maximum hits)>2b(pull)>b>b>b (BMG cancel where applicable) SPEED Combo: b==b==b>b>b b>b==b>b==8b 4b==4b==4b==4b>b 4b==4b==b>b>b 4b==4b==b>b==8b 4b==4b==4b==4b==8b bc(1 hit)x 5 bc(1 hit)x 3==bc RUSH Combo: b>b>4b>b>8b b>4b>b>b>8b 4b>b>4b>bc 4b>b>4b>b>8b 4b>b>b>4b>8b POWER Combo: b>b>b>ab 4b>b>ab bc set ac(maximum hits)>2b(pull)>b>b>b b>b>SDC>4b>b b>b>SDC>b>b>b

Damage: 179 Damage: 261+

Damage: 279 Damage: 303 Damage: Damage: Damage: Damage: 277 303 305 307

Damage: 277 Damage: 282

Damage: 301 Damage: 304 Damage: 263 Damage: 299 Damage: 305

Damage: Damage: Damage: Damage:

318 303 307 331+

Damage: 312 Damage: 332

Comment: GOUF is a mid-close range monster thanks to its slayer whip. Its range weapon is beam machingun (BMG), which, even though doesn't seem like much, is good enough for GOUF. As mentioned above, its whip is simply awesome. Basic ab is a verticle strike that has good reach, and does decent damage. When combined with right or left direction, you'll be able to do a horizontal sweep from the corresponding direction. This is GREAT for catching steps and even Step Cancels. However, it does not have as much reach as the vertical strike. Well, it's only fair. You can also chain the whip after the nb set or the 4/6b set. The binding whip is great for saving partner and catching openings such as out-of-angle shooting. And it also works wonders as a melee counter. Obviously, no melee has a higher priority than the whip. You can also use it to tie up a player that's in SEED mode, wasting his precious time by zapping him. Pure melee-wise, GOUF's moveset is pretty standard. Nothing extraordinarily good or bad. Its bc is also a whip move, and it covers quite an area too. In comparison to Heine's GOUF, the MP GOUF has less HP, less BMG ammo, less

damaging moveset, and a worse overall BD performance. However, its bc whip, in my opinion, is superior. It's short and sweet, plus it downs the target. One other major difference is, the MP GOUF cannot tie up the target AFTER the melee moves, namely nb and 4/6b set. So it doesn't have as many combos and/or draining moves as Heine's GOUF. You can, however, still chain the BMG and shorten the recovery time after your attacks. Overall, GOUF's a great choice for those melee players who would like a little something something for range games too. As a 420, its BD duration is terrible, so boost management is essential. Also, the BMG firing rate isn't as good either compared to Heine's GOUF, so watch out for the recovery time. -------------------------------ZGMF-1000/A1 Gunner ZAKU Warrior -------------------------------Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Dearka Elsman Main weapon: Sub weapon(R1): bc(R2): CS: nb set: 4/6b set: 8b set: Originated Combo: ab>a Damage: 148 (Main weapon cancel where applicable) SPEED Combo: (b=88=)x 4==a Damage: 301 (Possible only when opponent's higher than you) RUSH Combo: b>8b>a POWER Combo: a CS b>a 4b>a 8b>a Comment: ---------------------ZGMF-1000 ZAKU Warrior ---------------------Damage: Damage: Damage: Damage: Damage: 254 329 293 302 (258) 303 Damage: 236 Orthros(2) Grenade(4) Granade(4) Orthros(keep) 1 hit 1 hit 1 hit Damage: Damage: Damage: Damage: 145 Recharge time: 3.34 sec/ammo 84 Reload time: 8 sec/all 84 Reload time: 8 sec/all 254

Damage: 130 Damage: 110 Damage: 120

Cost:420 HP:580 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(6) Sub weapon(R1): Grenade(4) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BRC where applicable) SPEED Combo: b>b==b>b>b>b b>b==b>b>b==8b b>b==4b==4b==4b==8b b>b==4b==4b==4b==bc 4b==4b==b>b>b>a 4b==4b==4b==4b>b 4b==4b==4b==b>b==8b 4b==4b==4b==b>b==bc RUSH Combo: b>4b>b>4b>4b b>4b>b>b>4b>4b b>4b>b>b>b>8b 4b>b>4b>b>b>b 4b>b>4b>b>bc 4b>b>b>b>8b>a 4b>b>4b>b>b>bc 4b>b>b>b>8b>bc POWER Combo: nb set>a 4/6b set>a b>b>SDC>b>b>b>b Damage: 321 Damage: 307 Damage: 326 Damage: 285 Damage: 304 Damage: 304 Damage: Damage: Damage: Damage: Damage: 279 302 302 308 308 Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 283 297 307 310 290 305 309 312 4 2 1 1 hits hits hit hit Damage: 95 Recharge time: 5 Damage: 92 Reload time: 8 Damage: Damage: Damage: Damage: 222 171 120 140 sec/ammo sec/all

Comment: A balanced unit from the 420 tier. This unit can be used as a support unit with its 6 BR ammo and hand grenade, or as offense with its 8b and 4/6b melee attacks. It's a mass production unit so it lacks the speed and mobility. So this unit would be best used in a co-op strategy (don't do 1 vs 1). The biggest weakness would be...it is too ''balance''. It lacks any speciality that makes it stand above the other 420s units. The ZAKU Warrior has really poor BD speed and turning abilities. Its nb melee set is also awfully slow compared to the GuAIZ Commander Type. Do not use this melee unless the other opponent is somewhere far away, and you are 100% sure that you won't get interrupted.

Overall, the ZAKU Warrior is a simple unit without any particular points that stand out. I recommend using this unit as bait while your partner goes in for the attack. Avoid aerial battles using this unit if possible. Try to ''snipe'' the opponent with your sub weapon. It has a good 4/6b melee, and sometimes the 8b tackle will catch the opponent off guard. ---------------TMF/A-803 LaGOWE ---------------Cost:420 HP:580 Shield: X Transformable: X Default Pilot: Andrew Waltfeld Main weapon: Beam Cannon(16) Damage: 102 Recharge time: 3 Sub weapon(R1): Beam Cannon x8(16)Damage: 141 Recharge time: 3 nb set: 4/6b set: 8b set: 2b set: bc(R2) set: Originated Combo: None. (Main weapon cancel where applicable) SPEED Combo: b==b>b>b>b b==b==b>b>b b==b==b==4b>b 4b==b>b>b>b 4b==4b==4b==4b>b 4b==4b==4b==4b==a RUSH Combo: b>4b>b>b>b b>4b>b>4b>4b 4b>b>b>b>b POWER Combo: nb set 4/6b set>a bc set b>SDC>b>b>b>b Comment: ------------ZGMF-515 CGUE Damage: 318 Damage: 266 Damage: 271 Damage: 323 Damage: 266 Damage: 273 Damage: 260 Damage: 260 Damage: 266 Damage: 273 Damage: 260 Damage: 273 Damage: 274 4 hits 2 hits Multi-hits 2 hits 2 hits Damage: Damage: Damage: Damage: Damage: 221 147 126 (Down) 117 155 sec/ammo sec/ammo

------------Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Rau Le Creuset Main weapon: Machine Gun(80) Damage: 97 Reload time: 10 Sub weapon(R1): Vulcan System(30) Damage: 139 Reload time: 10 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>b>8b Damage: 192 (Machine gun cancel where applicable) SPEED Combo: b==b==b>b>b b==b==b==4b>b b==b=88=bc 4b==4b==4b==4b==8b 4b==4b==4b==4b>b 4b==4b==bc bc(2 hits)==bc(3 hits) bc(1 hit)x 3==4b>b bc(2 hits)x 2==8b RUSH Combo: b>bc>b>bc>b b>bc>b>bc(2 hits) b>4b>bc(2 hits)>8b 4b>bc(2 hits)>4b>4b bc>b>bc>b>bc bc>b>bc>b>8b bc>b>bc(3 hits) bc(2 hits)>b>bc(2 hits) POWER Combo: nb set>a 4/6b set>a b>b>8b>a bc set b>b>SDC>b>b>b Damage: Damage: Damage: Damage: 319 302 310 321 Damage: 303 Damage: 306 Damage: 306 Damage: 309 Damage: Damage: Damage: Damage: 307 310 310 311 Damage: 304 Damage: 305 Damage: 306 Damage: 265 Damage: 267 Damage: 291 Damage: 314 Damage: 317 Damage: 318 3 hits 2 hits 1 hit Multi-hits Damage: Damage: Damage: Damage: 218 172 100 231 sec/all sec/all

Damage: 319

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

CGUE's machine gun is now very threatening. Its tracking ability got buffed big time, and it can stun the target with TWO bullets. The sub vulcan system is also improved quite a lot. It stuns just as easily as the main weapon, and it downs the opponent with 5 bullets. The redirecting ability is terrifying at mid-range, making it ideal for catching landings. On top of that, recovery time for both weapons have been shortened noticeably. CGUE's melee moveset is pretty decent. The most reliable attack, in my opinion, would be its 8b, the kick. It has a priority that can rival with the 560s', and it sends your opponent flying, giving you a chance to regroup with your 560 partner. Other than that, the rest of the moveset stays up to the level, with some of them buffed by a few points. Its bc, the rolling attack, is somewhat unstable. The last hit misses a lot if you're not well-positioned for it, and it WILL leave you wide open if that happens. So, be careful when you use that. Overall, CGUE is now on par with the other 420s. However, if you're not really comfortable with using MG, you're still not going to get anywhere with this unit. Try to keep your machine gun attacks short and clean, preferably 2 to 3 bullets at a time to keep your opponents on the move, and really unleash it when you see a clear opening. Stay close to your 560 partner, and let him do the real heavy work. Just concentrate on stunning and creating openings for him. On a side note, you might want to watch out for friendly fire when using CGUE. -------------------------ZGMF-600 GuAIZ (Commander) -------------------------Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Rau Le Creuset Main weapon: Beam Rifle(4) Damage: 95 Recharge time: 5.33 sec/ammo Sub weapon(R1): Extensional Arrestor Damage: 50 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: Melee sets can be chained after the sub anchor. (BRC where applicable) SPEED Combo: b==b>b>b>b b==4b==4b==4b>b 4b==b>b>b>b 4b==4b==4b>b>a 4b==4b==4b==4b>b RUSH Combo: b>4b>b>4b>4b 4b>b>4b>bc(2 hits) Damage: 280 Damage: 268 Damage: 258 Damage: 294 Damage: 273 Damage: 282 Damage: 302 4 2 3 7 hits hits hits hits Damage: Damage: Damage: Damage: 229 170 147 208

4b>b>b>b>b 4b>b>b>4b>4b POWER Combo: nb set>a 4/6b set>a 8b set>a bc set b>SDC>b>b>b>b Comment:

Damage: 273 Damage: 277

Damage: Damage: Damage: Damage:

322 307 282 313

Damage: 325

-------------------GAT-X102 Duel Gundam -------------------Cost:420 HP:570 Shield: O Transformable: X Default Pilot: Yzak Joule Main weapon: Beam Rifle(5) Damage: 100 Recharge time: 5 sec/ammo Sub weapon(R1): Grenade Launcher(1)Damage: 152 Reload time: 6.5 sec/all nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BRC/Grenade cancel where applicable) SPEED Combo: b==b==b==b==4b b==b==b==8b(2 hits) b>b==b>b==4b b==b>b>b==4b b>b>b==b==4b b>b>b==8b(2 hits)==4b 4b==4b==4b==4b==a 4b==4b==4b==4b==4b RUSH Combo: b>b>8b(1 b>b>bc(1 b>b>bc(1 b>b>bc(1 hit)>b>4b hit)>b>b>bc(1 hit)>ab hit)>b>b>4b hit)>b>b>bc(1 hit)>4b Damage: Damage: Damage: Damage: 285 294 306 308 Damage: Damage: Damage: Damage: Damage: Damage: 301 302 305 305 305 309 4 hits 1 hit Multi-hits Multi-hits Damage: Damage: Damage: Damage: 213 135 182 121

Damage: 222 Damage: 228

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

ab nb set>a 4/6b set>a 4/6b set>ab 8b set>a b>SDC>b>b>b>b b>SDC>8b set>a

Damage: Damage: Damage: Damage: Damage:

266 318 263 273 (255) 309

Damage: 322 Damage: 324

Comment: Duel was seriously underrated because of Strike BR. It's actually a very stable 420 with standard BR and a damaging moveset. With Strike BR being nerfed, we're beginning to see more and more Duel in the arcades. For range weapons, Duel has 5 shots of BR and a Grenade Launcher which is GH-able. The recovery time for the grenade has been shortened, but the tracking ability has also been toned down. However, with the help from GH, it can still be quite sneaky. Also, not that it matters a lot or anything, Duel's BR is the only one among all 420s that deals full 100 damage. Melee-wise, Duel's moves are very practical. The nb, 4/6b, and 8b are all very useful in their own ways. nb set has decent reach, damage, and it keeps Duel moving the whole time. The 4/6b>a is Duel's most reliable combo. It's short and sweet, plus it sends the opponent flying. The 8b, although short in reach, comes out very fast. It works pretty well against steps and SC in close range. The special melee is the attack with the least practicability although it does add some surprise elements in PvP. Overall, Duel is one of the most stable and beginner-friendly 420s in the game. With some basic teamwork, you'll do just fine in every situation. -------------------------------GAT-X105 Strike Gundam (Bazooka) -------------------------------Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Bazooka(10) Damage: 111 Reload time: Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: nb set: 4/6b set: 8b set: bc(R2) set: 3 2 2 2 hits hits hits hits Damage: Damage: Damage: Damage: 205 171 156 177 5 sec/all 5.66 sec/all

4/6b set without knife 2 hits 8b set without knife 2 hits Originated Combo: b>b>bc b>b>8b (BZC where applicable) SPEED Combo: b==b==b>b>b b==4b==4b==4b>b

Damage: 151 Damage: 156

Damage: 186 Damage: 168

Damage: 287 Damage: 294

b==4b==4b==bc b==bc(1 hit)x 4 b==bc(1 hit)x 2==bc(2 hits) 4b==4b==4b==4b>b 4b==4b==4b==bc 4b==bc(1 hit)x 4 4b==bc(1 hit)x 2==bc(2 hits) bc(1 hit)x3==bc(2 hits) RUSH Combo: b>4b>b>b>b b>4b>b>4b>4b (b>ab)x2>b>b>b b>bc(1 hit)>b>bc(2 hits) (4b>ab)x3>4b>4b 4b>b>b>4b>4b 4b>bc(1 hit)>4b>bc(2 hits) bc>b>bc>b>bc (bc>ab)x3>bc(2 hits) POWER Combo: nb set>a b>b>bc>a b>b>8b>a 4/6b set>a bc set>a b>b>SDC>b>b>b

Damage: 300 Damage: 308 Damage: 312 Damage: Damage: Damage: Damage: 294 300 308 312

Damage: 318

Damage: Damage: Damage: Damage:

286 295 297 306

Damage: 301 Damage: 302 Damage: 306 Damage: 303 Damage: 319

Damage: Damage: Damage: Damage: Damage:

315 308 305 303 312

Damage: 329

Comment: Strike Bazooka's (Strike BZ for short) only difference from Strike BR is the main weapon. Other than that, they share exactly the same moveset. However, since BZ's recovery time is much longer that BR's, you'll need to watch out in mid-close range. Of course, BZ has a better tracking ability. You will have some advantage when there's a difference in altitude between you and your opponent, as the height and curve will throw a lot of players off balance. Melee-wise, Strike's moveset is pretty standard. The combos b>b>bc and b>b>8b are both pretty optional since the nb set itself executes fast enough as it is. Strike's soul melee would definitely be the 4/6b set. It's insanely fast and capable of doing fake melee, which is a big plus in PvP. One thing unique about Strike's melee is that you can execute the 4/6b and 8b set with or without the knives out. They come out differently, and the damage is different as well. This actually benefits Strike BZ more than BR, as BZ needs all the time it can save. Overall, Strike is an all-around balance type suit. BZ is a bit harder to get the hang of. So if you aren't really comfortable with that, choose BR instead. Same with all the other 420s, stay close to your 560 teammate, and avoid unnecessary 1 on 1 confrontations with other higher tier units since you'd be

naturally behind on overall BD performance. ----------------------------------GAT-X105 Strike Gundam (Beam Rifle) ----------------------------------Cost:420 HP:580 Shield: O Transformable: X Default Pilot: Kira Yamato Main weapon: Beam Rifle(5) Damage: 95 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all nb set: 4/6b set: 8b set: bc(R2) set: 3 2 2 2 hits hits hits hits Damage: Damage: Damage: Damage: 205 171 156 177

4/6b set without knife 2 hits 8b set without knife 2 hits Originated Combo: b>b>bc b>b>8b (BRC where applicable) SPEED Combo: b==b==b>b>b b==4b==4b==4b>b b==4b==4b==bc b==bc(1 hit)x 4 b==bc(1 hit)x 2==bc(2 hits) 4b==4b==4b==4b>b 4b==4b==4b==bc 4b==bc(1 hit)x 4 4b==bc(1 hit)x 2==bc(2 hits) bc(1 hit)x3==bc(2 hits) RUSH Combo: b>4b>b>b>b b>4b>b>4b>4b (b>ab)x2>b>b>b b>bc(1 hit)>b>bc(2 hits) (4b>ab)x3>4b>4b 4b>b>b>4b>4b 4b>bc(1 hit)>4b>bc(2 hits) bc>b>bc>b>bc (bc>ab)x3>bc(2 hits) POWER Combo: nb set>a

Damage: 151 Damage: 156

Damage: 186 Damage: 168

Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage:

287 294 300 308 312 294 300 308 312

Damage: 318

Damage: Damage: Damage: Damage:

286 295 297 306

Damage: 301 Damage: 302 Damage: 306 Damage: 303 Damage: 319

Damage: 315

b>b>bc>a b>b>8b>a 4/6b set>a bc set>a b>b>SDC>b>b>b

Damage: Damage: Damage: Damage:

308 305 303 312

Damage: 329

Comment: Strike Beam Rifle (Strike BR for short) and Strike BZ's difference is purely on the main weapon. Other than that, they shard exactly the same moveset. Strike BR was THE most abusable 420 in the prequel thanks to its insane BR recharging time. However, it has been increased from 3.36 to 5 sec, making it more balanced for the other 420s. Also, because of the reduction in BRC, the infamous draining move 4/6b>a is no more. Melee-wise, Strike's moveset is pretty standard. The combos b>b>bc and b>b>8b are both pretty optional since the nb set itself executes fast enough as it is. Strike's soul melee would still be the 4/6b set. Even without the draining move, it's still very fast, and capable of doing fake melee, which is a big plus in PvP. One thing unique about Strike's melee is that you can execute the 4/6b and 8b set with or without the knives out. They come out differently, and the damage is different as well. This actually benefits Strike BZ more than BR, as BZ needs all the time it can save. Overall, Strike is an all-around balance type suit. BR is very easy to use, and you won't have any problems with it even if you just start playing. Same with all the other 420s, stay close to your 560 teammate, and avoid unnecessary 1 on 1 confrontations with other higher tier units since you'd be naturally behind on overall BD performance. Even though being weakened considerably, Strike BR is still one of the most stable 420s in the game, and it is still making its share of appearances in the arcades. -----------------------------------------------------------------------------4e. Tier 280 -----------------------------------------------------------------------------The tier 280 units are usually the 590s' teammates. As a 280... Don't rush recklessly without your partner. Rather, stay about 3-5 units behind, and support your 590 partner with whatever you got. Remember, if you die too fast as a small suit, it'll put a LOT of pressure on your partner, and affect his performance as a 590, which is what really matters for the team. Stay calm and play rather conservatively. When it's time to move in, you'll know. General rule for low tier units, avoid unnecessary confrontations with the high tier suits. --------------------------GAT-04 Windam (Jet Striker) --------------------------Cost:280 HP:500 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Rifle(5) Damage: 90 Recharge time: 5.33 sec/ammo Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: 5.33 sec/all

ac(L2): nb set: 4/6b set: 8b set: bc(R2) set:

Drache(8) 2 hits 2 hits 1 hit Multi-hits

Damage: 135 Reload time: Damage: Damage: Damage: Damage: 195 166 120 137

sec/all

Originated Combo: None. (BRC where applicable) SPEED Combo: b==b==4b>b>a b==b==4b>b==a b==b==b>b>a b==b==b>b==a b==b==b==b==8b b==b==b==b>b 4b==4b==4b>b>a 4b==4b==b>b>a 4b==4b==4b==4b>b 4b==4b==4b==4b==8b 4b==4b==4b==b>b RUSH Combo: b>4b>b>4b>b Damage: 277 b>4b>b>4b>4b Damage: 304 b>4b>b>4b>8b Damage: 306 b>4b>b>b>8b Damage: 307 (b>ab)x 3>b>b Damage: 311 (b>bc)x 3>b>b Damage: 330 (b>bc loops can be done by pressing bc repeatedly) 4b>b>4b>4b>a Damage: 286 4b>b>4b>b>8b Damage: 306 4b>b>4b>b>b Damage: 309 (4b>ab)x 3>b>b Damage: 311 4b>bc>b>bc>b>bc>b>b Damage: 330 (b>bc loops can be done by pressing bc repeatedly) POWER Combo: nb set>a 4/6b set>a b>SDC>4b>b>a b>SDC>b>b>a Damage: 315 Damage: 305 Damage: 314 Damage: 324 Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 286 297 303 305 306 309 286 303 304 306 309

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

Under normal circumstances, 280 would be the ideal partner for the 590 tier, and Jet Windam is just so stable that it pretty much goes with everything. Thanks to its ridiculously long BD, Jet Windam does not have any of those boost management problems that you might encounter when using a somewhat more specialized unit. That is a big plus for new players who have not gotten a firm grip on the boost system yet. As for the weapons, BR and vulcan combo is always nice. The missles are simply awesome. The tracking ability is just crazy, be it on the same level, air to surface, or surface to air. It's great for saving your partners and catching landings in mid range. However, you might want to watch out for friendly fire as sometimes they just track too much. Also, its recovery time is a bit long. The missles are GH-able of course, making it an ideal match starting attack. Melee-wise, Jet Windam's moveset is nothing extraordinary. Usually, you'd be using nb set>a for clear openings, and 4/6b set>a for basic BR countering. The 4/6b set is your best move in my opinion. It has a nice curve, decent priority, and does pretty good damage. However, Jet Windam does not have any move with good thrust speed. They're all slow, even the 8b. The reach is also average at best. Therefore, it is not recommended to go after small openings too much such as catching steps with 4/6b unless you really know your stuff. Furthermore, even though Jet Windam excels in aerial battles thanks to the long boost gauge, its walking and stepping abilities are just downright TERRIBLE. In other words, some melee attacks that you would easily dodge with other units, you would not, with Jet Windam. That's one of the many reasons why you should avoid 1 on 1 situations against the big suits, especially the ones with fast and wide melee attacks that can get you even when you have already tried to step out of the way. Overall, Jet Windam is a very good choice for 280, as it is quite easy to use. However, don't forgot a 280 is a 280. The general rules still apply. It'll be a great help for your partner if you can outlast the others. ---------------------GAT-04 Windam (Missle) ---------------------Cost:280 HP:560 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Shield Missle(12) Damage: 81 Reload time: Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: Melee: Nuke(2) Damage: 307 Reload time: (Nuke's shock wave deals about 100-221 damage) Originated Combo: None. SPEED Combo: -RUSH Combo: -5 sec/all 5.33 sec/all 15 sec/all

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

Comment: This MS has a specific role as a support unit, because it lacks any melee attacks. Besides the nukes, the other two weapons are used to help you land an explosion. The shield missles down the opponent after 2 hits, so your opponent will have to get up next to or in an explosion. The Todesschrecken is used against human players in 2 on 2 matches as a distraction. When a human player sees a red arrow coming from an offscreen Windam, they'd check if it's a nuke. A mix between vulcan and the actual nukes would cause the opponent to switch targets enough for your partner to find an opening. There're several other ways to raise the chances for nuke to hit: 1) Launch the nuke while in the air. Having a nuke explode on the ground in one area is better than having it fly offscreen. When using the nuke on a down'd opponent, it is not recommended that you do it standing because the missle would just go through the yellow target. Ideally, you want to be right on top of the target (blind spot), but the perfect distance is hard to achieve and will take some practice. 2) Have your partner target the same unit. It's best you let your partner down the target for you. Chances are, your partner has a melee attack that can do that. 3) Use GH. This Windam's lock range is huge, but it's possible to GH with it. It'd be the best that you do this with a bar of RUSH available. Keep boosting straight up, and when you run out, activate RUSH and keep flying upwards. At the peak, all targets should be green now. Keep launching nukes using GH. You should be able to send down 3 to 4 nukes with GH this way. 4) Hit buildings. This does two things. One, it clears out obstacles that your opponent can use to hide from your nukes. And two, it can hit the target behind the building if they think it's just another stream of vulcans coming from you (If you were mixing up nukes with vulcans as mentioned above). Never use a nuke without your partner knowing. Hitting your ally is a huge disadvantage. Firstly, they take unnecessary damage. Secondly, it downs your ally, having them to go through the trouble getting up. And Finally, it resets any momentum your ally had over the intended target. Overall, this Windam depends on teamwork a lot more than the other supporting units. If your partner is a Nukedam, it is best that you stick around the same area as him. The opposing players will always try to hit the Nukedam when he is about to launch the nukes. It's your job to occupy the target that is not down. Ideal partner for Nukedam would be the tier 590/560. ----------------MVF-M11C Murasame ----------------Cost:280 HP:500 Shield: O Transformable: O Default Pilot: Baba Main weapon: Beam Rifle(6) Sub weapon(R1): Vulcan(60) ac(L2): Hayate(4) Damage: 90 Recharge time: 5 sec/ammo Damage: 3 Reload time: 5.33 sec/all Damage: 133 Reload time: 7 sec/all

nb set: 4/6b set: 8b set: bc(R2) set: MA b set: Originated Combo:

3 hits Multi-hits 2 hits 2 hits Kamikaze!!

Damage: Damage: Damage: Damage: Damage:

176 166 128 155 (Down) ---

b>b>bc (BRC where applicable) SPEED Combo: b==b>b(1 hit)==8b=44=8b b>b>b(2 hits)==8b b==b==b>b(2 hits) b==4b==4b==4b>b 4b==4b==b>b(2 hits) 4b==4b==4b==4b>b (8b=44=)x 5 RUSH Combo: b>b(2 hits)>8b(2 hits) b>4b>b>b(2 hits) b>4b>b>4b>4b 4b>b>b(2 hits)>8b 4b>b>4b>b>8b 4b>b>4b>b>b POWER Combo: nb set>a b>b>bc>a 4/6b set>a bc set 4b>SDC>b>b>bc

Damage: 210

Damage: Damage: Damage: Damage:

243 243 259 302

Damage: 280 Damage: 304 Damage: 180

Damage: 214 Damage: 269 Damage: 300 Damage: 252 Damage: 275 Damage: 276

Damage: Damage: Damage: Damage:

308 315 302 273

Damage: 323

Comment: Murasame is an all-around balance type unit. It's also the only 280 that can transform into MA mode. A big part of Murasame's game depends on it actually. For range weapons, BR and vulcan combo is always nice. The Hayate missles are VERY tracking in MA mode. Take advantage of that, and drop down some presents while gliding high in the air. The missles are GH-able, so it's ideal as a match opening attack, whether in MS or MA mode. Melee-wise, Murasame's melee moveset is pretty good in my opinion as a 280. The nb set executes fast, and it can be chained with special melee, forming the combo b>b>bc>a. The 4/6b set also comes out pretty fast with a nice curve. The 8b issen and bc kick can both catch your opponent off guard from time to time. The bc is mainly used to counter melee and catch landings. Combined with

the MA mode, you can sneak up on your opponent by screwing up his camera angle from above. The 8b slash, even though looking like a single-hitter, actually contains 2 hits. But since you can't BRC after anyway, normally it wouldn't matter that much. Do keep in mind though that in SPEED mode, it'll always be only 1 hit, making the flashy combo Issen x 5 even weaker than it already is. Also, the hitbox is concentrated on the right side. Finally, the MA melee, Kamikaze!! When doing the barrel roll, the Murasame itself has NO attacking ability. Rather, you're given the opportunity to shoot out any range weapons you like, be it BR, vulcan, or missles, consecutively. This move will automatically redirect you towards your target no matter which way you were going. Thanks to this, it's great for saving your partner, or do sneak attacks. However if you miss, there's hell to pay as you'll be WIDE open for any counterattacks. Do not blindingly abuse this move. Murasame's weakness would be its horrible BD performance in MS mode, which includes speed, duration, and turning ability. They're all pretty bad, so getting used to its MA mode is very essential for Murasame. Overall, Murasame is good, but a bit hard to get used to if you're not comfortable with the MA mode. In that case, choose something like Jet Windam instead for more stability. Compared to Jet Windam, Murasame has a much better stepping ability, and a more aggressive moveset. Most of Murasame's melee are WAY faster in thrust speed, making Murasame more threatening in close range. However, as mentioned above, Windam's overall BD is just plain superior. Which one to choose? I'd recommend Murasame to the more experienced players, and Jet Windam for the beginners. ----------------ZGMF-601R GuAIZ R ----------------Cost:280 HP:530 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(5) Sub weapon(R1): Pollux IX(4) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BRC/Railgun cancel where applicable) SPEED Combo: b==b==b>b>b b>b=JC=b>b>b b>b=JC=b>b==8b b>b=JC=b>b=JC=ab 4b==4b==b>b>b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b 4b==4b==bc(1 hit)==b>b>b Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 291 300 300 303 301 301 301 305 3 hits 2 hits 1 hit Multi-hits Damage: 90 Recharge time: 5 Damage: 125 Reload time: 5 Damage: Damage: Damage: Damage: 209 160 110 220 (Down) sec/ammo sec/all

4b==4b==4b==4b==bc(1 hit)==ab RUSH Combo: b>4b>b>4b>4b b>4b>b>4b>8b b>4b>b>b>8b b>4b>b>b>b b>4b>b>4b>bc(1 hit)>8b 4b>b>4b>b>8b 4b>b>b>4b>4b 4b>b>4b>b>bc(1 hit)>8b 4b>bc>4b>bc>4b>4b POWER Combo: nb set>ab 4/6b set>ab bc set b>b>SDC>b>b>ab b>b>SDC>b>b>b b>b>SDC>4b>b>ab Comment:

Damage: 308

Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage:

291 291 296 296 305 292 301 305 305

Damage: 316 Damage: 305 Damage: 317 Damage: 319 Damage: 329 Damage: 329

--------UMF-5 ZnO --------Cost:280 HP:640 Shield: X Transformable: X Default Pilot: Marco Morassim Main weapon:Phonon Maser Cannon(8)Damage: 101 Recharge time: 5 Sub weapon(R1): Missle(12) Damage: 134 Reload time: 7 nb set: 4/6b set: 8b set: 2b set: bc(R2) set: Originated Combo: b>b>8b Damage: 242 bc>8b Damage: 185 (Main weapon cancel where applicable) SPEED Combo: b==b==b==b (draining) b==b==b>b>b b==b==b>b>8b b==4b==b>b>8b b==b==b==4b>b>a b==b==b==b==8b Damage: Damage: Damage: Damage: Damage: Damage: 310 316 320 322 325 332 3 hits Multi-hits 1 hit 1 hit 4 hits Damage: Damage: Damage: Damage: Damage: 223 203 140 180 282 sec/ammo sec/all

b==4b==4b==4b==8b 4b==4b==4b==4b (draining) 4b==4b==b>b>8b 4b==4b==4b==4b>b>a 4b==4b==4b==4b==8b RUSH Combo: b>4b>b>8b b>4b>b>b>8b b>4b>b>4b>4b b>4b>b>4b>8b 4b>b>b>4b>4b 4b>b>4b>b>4b 4b>b>4b>b>8b POWER Combo: nb set>a b>b>8b 4/6b set>a 2b bc set>a bc>8b b>b>SDC>b>b>8b

Damage: 338 Damage: Damage: Damage: Damage: 315 324 332 340

Damage: Damage: Damage: Damage:

319 322 327 336

Damage: 310 Damage: 330 Damage: 336

Damage: Damage: Damage: Damage: Damage: Damage:

320 325 315 303 341 304

Damage: 311

Comment: ZnO has dropped a tier from 420 to 280, but it doesn't seem to have gotten any weaker than it used to be. As a 420, ZnO was solid. As a 280, Zno is very formidable. ZnO's phonon maser high energy cannon covers a huge hitbox comparable to Forbidden's main weapon, so it's very easy to hit. The missles got improved quite a lot in terms of tracking ability and recovery time. It's also GH-able, so you can spam them in the beginning of the match. ZnO's melee moves are very threatening. The nb set has INSANE reach as well as a very good thrust speed and damage. The same can be said for the 4/6b set, plus a nice curve to go with it. Also, the fact that their first hits deal 90 and 100 points damage respectively gives ZnO a set of very powerful draining moves in SPEED with simply nb x 4, or 4/6b x 4. These two are ZnO's best moves in my opinion. Its 8b comes out rather slowly compared to the average 8b, but the priority is very good. The special melee deals crazy damage even though it does not have much reach, and it takes quite some time to finish the whole set. Use it for clear openings. You probably can see its major problem while using ZnO; it's WAY TOO BIG. ZnO's huge body will make it an easy target for your oppoennt. Luckily, you do have 640 HP, which is 80-150 points more than the other 280s. Amazing, isn't it? Another problem ZnO has would be its terrible BD speed and duration. You should avoid aerial battles and just stay on the ground. Fortunately, ZnO's stepping ability is pretty good.

Finally, ZnO's last you'll be forced to it. Also, thanks to the shooting angle.

flaw: its ridiculous shooting angle. It's so awkward that do a lot of ''turn and shoot'' if you're not careful with the way it BDs, you might find yourself constantly out of So, watch out for that.

Overall, ZnO is a fun unit, and it can be very good in PvP too if you know how to take advantage of its crazy melee. However, boost management and the bad shooting angle can give you a hard time at first. Once you get used to them, you're good to go. -----------------------AMF-101 DINN (Commander) -----------------------Cost:280 HP:490 Shield: X Transformable: X Default Pilot: Rau Le Creuset Main weapon: Machine Gun(90) Sub weapon(R1): Shotgun(3) ac(L2): Missle(4) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>8b Damage: 167 (Machine gun cancel/Shotgun cancel where applicable) SPEED Combo: b==b==b>b>a b==b==b==4b(2 hits) b==b==b==b>8b b==b==b==b>b b==b==b==b==bc 4b(1 hit) x3==4b(2 hits) 4b(1 hit)==b==b==4b(2 hits) 4b(1 hit)==b==b==b>b RUSH Combo: b>4b>b>4b(2 hits) b>4b>b>4b>bc 4b>b>4b>b>b 4b>b>4b>b>bc POWER Combo: nb set>ab b>8b>a b>SDC>b>b>ab Damage: 313 Damage: 298 Damage: 325 Damage: 302 Damage: 310 Damage: 310 Damage: 310 Damage: Damage: Damage: Damage: Damage: 304 304 310 314 314 2 2 1 1 hits hits hit hit Damage: 97 Reload time: Damage: 97 Reload time: Damage: 130 Reload time: Damage: Damage: Damage: Damage: 186 133 100 120 10 sec/all 6.66 sec/all 7.5 sec/all

Damage: 290 Damage: 301 Damage: 312

Comment: The Commander DINN has the longest BD duration among all 280s. It's even comparable to the 590s. Combined with a decent speed, DINN excels in aerial battles. The machine gun and shotgun are rather unstable when it comes to stunning opponents. Fortunately, DINN has a pretty good shooting angle for the MG, and the shotgun's redirecting ability is also quite nice. The missles are DINN's best range weapon in my opinion. Combined with its insane booster, you can mess up your opponent's camera angle from above, and send down the missles for sneak attacks. The missles are VERY tracking, and GH-able too. The recovery time is slightly shortened compared to the prequel, but the ammo count has dropped from 12 to 4. Commander DINN's melee moves are all kicks and tackle with average everything EXCEPT the special melee's priority. It's ridiculously high that it can run over a lot of melee attacks. However the timing is a bit hard to get used to. Other than that, the nb set is used most of the time for clear openings. Overall, Commander DINN's more of a range unit. Its melee moveset is really nothing to write home about, so try not to make too many hasty moves. Follow the general rules for 280s, and support your partner with the missles and MG. Take full advantage of your long boost gauge and be patient. You'll probably have the upperhand in that department over any random unit anyway, why not wait, or rather, FORCE them to show an opening first? Remember you're a 280. No one will blame you for playing a little bit more conservatively. ---------------------------TMF/A-802 BuCUE (Railcannon) ---------------------------Cost:280 HP:500 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Railcannon(20) Damage: 89 Recharge time: 3 Sub weapon(R1): Railcannon x6(20) Damage: 127 Recharge time: 3 nb set: 4/6b set: 8b set: 2b set: bc(R2) set: Originated Combo: None. (Railcannon cancel where applicable) SPEED Combo: b==b==b==b>b b==2b>b=88=b>b b==b==b==b==4b b==b==b==bc(2 hits) RUSH Combo: b>2b>b>2b>4b 2b>b>2b>b>4b Damage: 271 Damage: 280 Damage: Damage: Damage: Damage: 277 277 281 285 2 1 1 2 2 hits hit hit hits hits Damage: Damage: Damage: Damage: Damage: 174 125 100 117 198 sec/ammo sec/ammo

POWER Combo: nb set>a 2b set>a bc set>a b>SDC>b>b>a 2b>b>SDC>b>b>a Comment: ---------------------------TMF/A-802 BuCUE (Missle Pod) ---------------------------Cost:280 HP:500 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Missle x2(24) Sub weapon(R1): Missle x8(24) ac(L2): Missle x8(24) nb set: 4/6b set: 8b set: 2b set: bc(R2) set: Originated Combo: None. (Missle cancel where applicable) SPEED Combo: b==b==b==b>b b==2b>b=88=b>b b==b==b==b==4b b==b==b==bc(2 hits) RUSH Combo: b>2b>b>2b>4b 2b>b>2b>b>4b POWER Combo: nb set>a 2b set>a bc set>a b>SDC>b>b>a 2b>b>SDC>b>b>a Damage: 302 Damage: 259 Damage: 310 Damage: 306 Damage: 312 Damage: 271 Damage: 280 Damage: Damage: Damage: Damage: 277 277 281 285 2 1 1 2 2 hits hit hit hits hits Damage: 97 Reload time: Damage: 131 Reload time: Damage: 110 Reload time: Damage: Damage: Damage: Damage: Damage: 174 125 100 117 198 7 7 7 sec/all sec/all sec/all Damage: 302 Damage: 276 Damage: 310 Damage: 306 Damage: 312

Comment: -------------------------------------ZGMF-1017M2 GINN High Maneuver Type II -------------------------------------Cost:280 HP:530 Shield: O Transformable: X Default Pilot: Sato Main weapon: CS: nb set: 4/6b set: 8b set: ccb set: bc(R2) set: Sub weapon(R1): Originated Combo: None. (BRC/CSC where applicable) SPEED Combo: b==b>b b==b==b==b (draining) b==b==b>b b==b==b==4b>b b==b==b==b>b b==b==b==b==8b 4b==b==b==b (draining) 4b==b==b>b 4b==4b==4b==4b>b 4b==b==b==b>b RUSH Combo: b>4b>b>4b>4b b>4b>b>b>8b b>4b>b>4b>8b 4b>b>4b>4b 4b>b>4b>8b 4b>b>4b>4b>8b 4b>b>4b>b>b 4b>b>4b>b>8b POWER Combo: nb set>a 4/6b set>a ab set>a bc set>a b>SDC>b>b>a Damage: Damage: Damage: Damage: 315 303 345 345 Damage: 313 Damage: 313 Damage: 315 Damage: Damage: Damage: Damage: Damage: 294 301 307 315 315 Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 277 301 308 317 323 323 282 305 305 318 Beam Carbine(3) Beam Carbine x3 2 hits 2 hits 1 hit Multi-hits 3 hits 3 hits Damage: 85 Recharge time: 8.33 sec/ammo Damage: 120 Damage: Damage: Damage: Damage: Damage: Damage: 205 171 130 140 (Down) 288 288

Damage: 328

Comment: GINN HM 2 is the only melee unit in tier 280. Its moveset is simply awesome. Even though it's a melee unit, it still has 3 shots of BR and a CS that you can use for range battles. Keep in mind though that its BR has THE slowest recharging rate in the game, about 8.33 second per ammo, and the CS is just below average. So, try not to waste your ammo on some petty ground shot BRC. Also, the gun<---->sword changing time are quite slow. Watch out for that. Simply put, GINN HM 2's range ability is very minimal. So it all comes down to its melee. As mentioned above, GINN HM 2 is a monster in close range. The nb set executes very fast, and it's got quite a reach and thrust speed to go with it. The damage is great too, over 200 pts in 2 hits. The same can be said for the 4/6b set, and it comes with a very nice curve too, which makes it great for catching steps and countering BR. Other than those, GINN HM 2's ccb can down the opponent, making it ideal for regrouping and countering POWER. It also covers a surprisingly big hitbox. Now onto GINN HM 2's most frightening move, the 8b. This move is truely scary. It's a single straight poke that's got everything you need in a 8b. Tracking, good damage, priority as high as Legend's 8b kick, and a pretty good reach. However, what makes this move really abusable is its INSANE thrust speed. Seriously, it's SO fast that sometimes when you finally see it, you've already been hit. It works wonders in pretty much every situation, especially for catching BD and step/SC. DO abuse this move when you're in close range. One thing unique about GINN HM 2 is that it has a counterattack stance. The only difference between using the sub (R1) and the special melee (R2) is the duration for the stance, which is about 0.5 and 1.5 second respectively. This move is used to counter any melee attacks that come at you. You can perform a 3-hit combo by pressing the melee button after countering. The whole set plus the BRC deals a whooping 300 points of damage. In real PvP match, with a bit of reading on your opponent, you might be able to pull this off on an aggressive SPEED user and totally waste his SEED Awaken. If you're good enough to put up the shield and block, why not give this a try? GINN HM 2 has a pretty good stepping ability and a decent speed for a 280, but its BD duration is just utter crap. Aviod aerial battles and stay closely to your teammate because once you drift apart, it's hard for you to get back to him without taking some punishments. Overall, GINN HM 2's potential really shines through in PvP. In the right hands, this is THE best 280 in my opinion. It's also my favorite low-tier unit. To use it effectively, good boost management and melee timing are essential. If you're not a melee player, don't choose this unit. You could end up dying without accomplishing anything. Rather, go for something more stable such as Jet Windam or the GuAIZ R. ----------------------ZGMF-1017 GINN (Missle) ----------------------Cost:280 HP:500 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Missle(4) Damage: 127 Reload time: Sub weapon(R1): Leg Missle x3(6) Damage: 109 Reload time: nb set: 2 hits Damage: 165 5 4 sec/all sec/all

4/6b set: 8b set: bc(R2) set: Originated Combo:

1 hit 1 hit 1 hit

Damage: 115 Damage: 100 Damage: 100

None. (Missle cancel where applicable) SPEED Combo: b==b==b==b==4b b==b==b==b>b RUSH Combo: b>4b>8b>a b>SDC>b>b>a b>SDC>b>4b>8b>a POWER Combo: a nb set>a b>SDC>b>b>a Comment: -----------------------------------------------------------------------------4f. Tier 270 -----------------------------------------------------------------------------The tier 270 units are either used to partner a 590, or a lot of times, with a 450 so it can die twice. If it's with a 590 teammate, follow the general rules for tier 280 and play more conservatively. When partnering with a 450, however, you'll need to play a little more aggressively than you should be, which can be a problem for the rather inexperienced players. If you're planning to work a 270 into your team combo, be prepared to face some predicaments either way as you'll be naturally behind most of the time. -----------------------------------------GAT-02L2+AQM/E-A4E1 Dagger L (Jet Striker) -----------------------------------------Cost:270 HP:420 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Carbine(4) Damage: 90 Recharge time: 5.33 sec/ammo Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: 5.5 sec/all ac(L2): Rocket Pods(12) Damage: 139 Reload time: 7 sec/all nb set: 4/6b set: 3 hits 3 hits Damage: 184 Damage: 154 Damage: 221 Damage: 302 Damage: 305 Damage: 179 Damage: 199 Damage: 202 Damage: 211 Damage: 232

8b set: bc(R2) set: Originated Combo:

Multi-hits Multi-hits

Damage: 112 (Down) Damage: 164

b>8b (BRC where applicable) SPEED Combo: b==b==b==b>8b b==b==b==b>b b==b==b==b(1 hit)==b>b b==bc==bc==bc 4b==b==b==b>b 4b==bc==bc==bc bc==bc==8b bc==bc==bc==8b bc==bc==bc==bc RUSH Combo: b(1 hit)>4b>b(1 hit)>4b>b>b b(1 hit)>4b>b(1 hit)>4b>b>bc b>4b>b(1 hit)>4b>b>b b>ab>(bc>ab) x5>bc 4b>b>4b>b>b 4b>ab>(bc>ab) x5>bc (bc>ab)x 6>bc POWER Combo: nb set>a 4/6b set>a bc set>a b>SDC>b>b>a

Damage: 155 (Down)

Damage: Damage: Damage: Damage:

262 307 311 315

Damage: 305 Damage: 315 Damage: 304 Damage: 314 Damage: 316

Damage: Damage: Damage: Damage:

303 305 308 313

Damage: 303 Damage: 313 Damage: 313

Damage: 307 Damage: 302 Damage: 313 Damage: 315

Comment: The Jet Dagger is an all-around blanace type 270, with a VERY good BD performance. Its speed and BD duration are comparable to the 560s, making it very good at aerial battles. Jet Dagger's range weapons include BR, vulcan, and unguided rocket pods, which work pretty much like Jet Windam's missles, with less tracking ability as well as less recovery time. They're good for catching landings in mid-range. Jet Dagger's melee moveset is pretty average for a 270. The nb set has great reach, but it's kinda slow. Use it for clear openings. The 8b drilling attack is slow too, but its tracking and priority are both pretty good. Jet Dagger's most reliable attack would be its 4/6b set. It executes fast, has a very good thrust speed, and the first hit's got quite a coverage; kinda resembles Gaia's 4/6b set. If you just HAVE to make a risky move, go with this one.

The major weakness that Jet Dagger has would be its paper thin armor. 420 HP means you can't afford to take the second set of melee. Also, even though it's got a BD advantage over the others, Jet Dagger suffers from horrible stepping ability. Combined with the low HP, it is not recommended to go head-on with a big unit without the help from your teammate, especially against those melee monsters. Overall, Jet Dagger is a pretty decent 270. Follow the general rules for small units, and play conservatively. Also, don't go trigger happy. You don't want to force yourself into an awkward situation where you have to constantly rely on close range combat since you're out of ammo. -----------------------------------GAT-02L2+AQM/E-M11 Dagger L (Cannon) -----------------------------------Cost:270 HP:450 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Carbine(4) Sub weapon(R1): Doppelhorn(10) ac(L2): Stiletto(2) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BRC/Cannon cancel where applicable) SPEED Combo: bc==bc==bc==bc bc==bc==bc==4b bc==bc==bc==ab bc==bc==bc==b RUSH Combo: 8b(1 hit)>4b>b>4b>b 8b(1 hit)>b>4b>b>4b bc>b>bc>b bc(1 hit)>b>4b>b>ab (bc(1 hit)>4b) x3>ab (bc(1 hit)>4b) x3>b bc(1 hit)>4b>b>4b>b>4b bc(1 hit)>b>4b>b>4b>b POWER Combo: b>ab 4b>ab ac>bc>a Damage: 272 Damage: 305 Damage: 319 Damage: 325 Damage: 326 Damage: Damage: Damage: Damage: Damage: Damage: 324 326 335 339 349 351 Damage: Damage: Damage: Damage: 316 319 319 320 1 hit 1 hit Multi-hits Multi-hits Damage: 90 Recharge time: 7 sec/ammo Damage: 125 Reload time: 5.5 sec/all Damage: 39 Reload time: 5 sec/all Damage: Damage: Damage: Damage: 120 110 112 (Down) 164

bc>SDC>bc>a Comment:

Damage: 325

---------------------GAT-02L2 Dark Dagger L ---------------------Cost:270 HP:420 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Bazooka(8) Damage: 111 Reload time: Sub weapon(R1): Todesschrecken(60)Damage: 3 Reload time: ac(L2): Stiletto(2) Damage: 39 Reload time: nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (BZC where applicable) SPEED Combo: 8b(1 hit)==8b(1 hit)==8b==b (8b(1 hit)) x3==8b 8b(1 hit)==8b(1 hit)==8b==bc (8b(1 hit)) x4==bc (8b(1 hit)) x4==ac==bc RUSH Combo: 8b(2 hits)>b>8b(2 hits) 8b(2 hits)>b>bc>b 8b(2 hits)>b>4b>bc (8b>ab) x2>8b(2 hits)>bc (8b>ab) x4>bc POWER Combo: 8b set>a ac>8b set>a Comment: -------------------GAT-01 Strike Dagger -------------------Cost:270 HP:500 Shield: O Transformable: X Default Pilot: EA Nameless Main weapon: Beam Rifle(6) Damage: 90 Recharge time: 4.33 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all Damage: 303 Damage: 312 Damage: Damage: Damage: Damage: Damage: 263 271 286 300 304 Damage: Damage: Damage: Damage: Damage: 290 295 295 302 306 1 1 2 1 hit hit hits hit Damage: Damage: Damage: Damage: 120 110 171 140 5 sec/all 5.5 sec/all 5 sec/all

nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo:

3 hits 1 hit Multi-hits 1 hit

Damage: Damage: Damage: Damage:

176 115 110 140

b>b>8b (BRC where applicable) SPEED Combo: b==b==b>b>b b==b==b>b==bc b==b==b==b==8b (8b(1 hit)) x3==8b RUSH Combo: (b>ab) x2>b>b>b (b>ab) x2>b>b>8b b>bc>4b b>8b(1 hit)>b>bc>4b POWER Combo: nb set>a b>b>SDC>b>b>b

Damage: 146 (Down)

Damage: 239 Damage: 250 Damage: 270 Damage: 165

Damage: Damage: Damage: Damage:

244+ 255+ 281 (228) 301 (264)

Damage: 305 Damage: 303

Comment: Just like M1 Astray and GuAIZ, Strike Dagger has dropped a tier from 280 to 270. However, not much else has changed. It's still a pretty standard unit that's easy to use. Strike Dagger's best qualities as a 270 are, the high HP and plentiful BR. 500 HP is the best in tier 270, and 4.33 sec/ammo is the fastest recharging rate in the game (even faster than SF). Combined with 6 ammo, it rarely runs out. Sounds great, doesnt it? Well, it all stops here. Strike Dagger's melee moveset is pretty ordinary, be it the damage, thrust speed, or priority. Nothing really stands out. The nb set does average damage, but it takes too long. And the last hit is ridiculously easy to miss or get interrupted. The 4/6b side slash is somewhat decent in thrust speed and can be pretty useful at catching landings. The 8b drilling attack has nice tracking and reach, but the damage is still terrible, even after being buffed by a few points. It also has a HUGE recover time. The bc is good for countering melee, but again, the recovery time is unbearable. One other major problem for Strike Dagger is its mobility. Both the BD speed and duration are pretty bad, and its stepping ability is sub-par as well. Combined with the long melee recovery time, you can't help but feel that Strike Dagger is quite logy. Overall, Strike Dagger is pretty stable and balanced for a 270, but you might have some trouble keeping up with the others. It's not really a bad choice for

beginners though. ---------------MBF-M1 M1 Astray ---------------Cost:270 HP:430 Shield: O Transformable: X Default Pilot: Asagi Caldwell Main weapon: Beam Rifle(6) Damage: 90 Recharge time: 5 sec/ammo Sub weapon(R1): Igelstellung(60) Damage: 3 Reload time: 5.66 sec/all nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>b>8b bc>8b (BRC where applicable) SPEED Combo: b==b==b>b>b b==b==b==4b(2 hits) b==bc==bc==bc==8b b==4b==4b==4b(2 hits) 4b==4b==4b==4b (draining) 4b==4b==b>b>8b 4b==4b==b>b>b 4b==4b==4b==4b(2 hits) 4b==4b==4b==4b==8b bc x5 bc==bc==bc==bc>8b RUSH Combo: b>4b>b>b>b b>4b>b>4b(2 hits) b>4b>b>4b>8b b>4b>bc>4b>8b b>ab>4b>ab>4b>ab>4b(2 hits) 4b>b>b>4b(2 hits) 4b>b>4b>b>4b 4b>b>4b>bc>8b (4b>ab) x3>4b(2 hits) (4b>ab) x3>bc>8b bc>8b>bc>8b>bc (bc>ab) x3>bc>8b POWER Combo: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 282 293 302 305 309 285 295 307 316 318 Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 244 254 274 306 301 301 305 314 318 Damage: 161 Damage: 161 3 2 1 1 hits hits hit hit Damage: Damage: Damage: Damage: 180 157 100 80

Damage: 265 Damage: 272

Damage: 250 Damage: 279

nb set>a b>b>8b>a 4/6b set>a bc>8b>a bc>SDC>bc>8b>a b>b>SDC>b>b>b

Damage: Damage: Damage: Damage:

306 301 291 301

Damage: 310 Damage: 312

Comment: M1 Astray, the best 280 in the prequel in my opinion, has dropped a tier from 280 t0 270. Other than having 100 points lower HP, M1's moveset got slightly nerfed as well. That being said, it is still pretty easy to use. Even though being a balance type with BR and vulcan, M1 somewhat tilts towards melee. The nb set is quite decent in terms of damage and thrust speed. The reach might be a bit short though, so use it for clear openings. The whole set itself executes pretty fast and it keeps M1 moving forward as it is, the combo b>b>8b is pretty optional. M1's 4/6b is good for countering BR since it has a nice curve as well as a good thrust speed and reach. However, even though it's a 2-hit attack, there's only 1 command for it, meaning you'll be forced to execute the whole set no matter what. So, be accurate with it. The 8b set got nerfed the most. Aside from dealing 20 points less damage, the hitbox is much smaller now. However, it still has its nice reach, tracking ability, and a short recovery time. It's still very much usable. The bc shield uppercut is still good. Even the attack comes out very fast, and it has great alternative for small openings since than that of the 4/6b set. The combo bc>8b practical in PvP. though it doesn't have much reach, a pretty good priority. This is a its recovery time is much shorter does good damage as well...very

M1's major weakness, other than having low HP, is the BD duration. Stay on the ground, and avoid going after the big suits. Fortunately, M1's step ability is decent. Also, M1's lock-on range can be a little short compared to the others. Without any GH-able weapons to boost, you don't have a lot of options in long range. Overall, M1's a pretty balanced 270. Stay close to your teammate and support him with BR and sometimes melee moves with short recovery time, namely 8b and bc, depending on the range. You shouldn't have any trouble using it since it's quite easy to get the hang of. -------------ZGMF-600 GuAIZ -------------Cost:270 HP:480 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(3) Damage: 90 Recharge time: 5.33 sec/ammo Sub weapon(R1): Extensional Arrestor Damage: 50 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: 3 hits 2 hits 3 hits Multi-hits Damage: Damage: Damage: Damage: 190 150 140 167 (133)

Melee sets can be chained after the sub anchor. (BRC where applicable) SPEED Combo: b==b==b==4b>b b==b==b>b>b b>b==b>b>b 4b==4b==4b==4b>b 4b==4b==b>b>b 4b==b>b==4b>b RUSH Combo: b>b>4b>4b>a b>4b>b>4b>4b b>4b>b>b>b 4b>b>4b>4b>a 4b>b>b>4b>4b POWER Combo: nb set>a 4/6b set>a bc set>a b>b>SDC>b>b>b b>b>SDC>4b>b>a 4b>SDC>bc set>a Comment: ---------------------UMF/SSO-3 ASSH (Black) ---------------------Cost:270 HP:400 Shield: X Transformable: O Default Pilot: ZAFT Nameless Main weapon: Machine Gun(80) Damage: 100 Reload time: 10 sec/all Sub weapon(R1): Beam Cannon(16) Damage: 128 Recharge time: 2.66 sec/ammo ac(L2): Missle Launcher(8)Damage: 105 Reload time: 4 sec/all nb set: 4/6b set: 8b set: bc(R2) set: MA b set: Originated Combo: None. (Machine gun/Beam cannon cancel where applicable) SPEED Combo: 3 hits 3 hits Multi-hits Multi-hits Multi-hits Damage: Damage: Damage: Damage: Damage: 203 164 116 (Down) 233 (Down) *Counter stance* 139 (Down) Damage: 303 Damage: 295 Damage: 296 Damage: 319 Damage: 312 Damage: 305 Damage: 242 Damage: 243 Damage: 248 Damage: 229 Damage: 252 Damage: 248 Damage: 253 Damage: 263 Damage: 233 Damage: 243 Damage: 252

b==b==b>b>b b==4b==b>b>b 4b==4b==4b>b 4b==4b==4b==b>b 4b==4b==b>b>b RUSH Combo: b>b>4b>4b b>4b>b>b>b 4b>b>4b>4b 4b>b>b>4b>4b POWER Combo: nb set>a 4/6b set>a bc set b>SDC>b>b>b>a Comment:

Damage: 284 Damage: 294 Damage: 268 Damage: 277 Damage: 301

Damage: 243 Damage: 294 Damage: 260 Damage: 260

Damage: 314 Damage: 300 Damage: 322 Damage: 320

-------------UMF/SSO-3 ASSH -------------Cost:270 HP:460 Shield: X Transformable: O Default Pilot: ZAFT Nameless Main weapon: Machine Gun(80) Damage: 97 Reload time: 10 sec/all Sub weapon(R1): Beam Cannon(16) Damage: 110 Recharge time: 2.66 sec/ammo ac(L2): Missle Launcher(8)Damage: 105 Reload time: 4 sec/all nb set: 4/6b set: 8b set: bc(R2) set: MA b set: Originated Combo: None. (Machine gun/Beam cannon cancel where applicable) SPEED Combo: b==b==b>b>ab b==b>b=88=b>b b==b==b==4b>b b==b==b==b==8b b==b==b==b>b 4b==4b==4b==4b>b 4b==4b==4b==b>b Damage: Damage: Damage: Damage: Damage: 290 299 (270) 301 303 307 2 hits 2 hits 1 hit 2 hits Multi-hits Damage: Damage: Damage: Damage: Damage: 181 151 100 157 139 (Down)

Damage: 278 Damage: 301

4b==b==b==b>b RUSH Combo: b>4b>b>4b>b b>4b>b>4b>8b b>4b>b>4b>4b b>4b>b>bc b>4b>b>b>8b 4b>b>4b>b>8b 4b>b>4b>bc 4b>b>4b>b>b POWER Combo: nb set>ab 4/6b set>a bc set b>SDC>b>b>ab

Damage: 305

Damage: Damage: Damage: Damage: Damage:

260 293 296 301 301

Damage: 292 Damage: 292 Damage: 303

Damage: 308+ Damage: 275+ Damage: 274 Damage: 316

Comment: The infamous MS that got OMGWTFH4X'd by Kira. Surprisingly, this unit is the exact opposite of its show self. Having the longest side step in the game, the player can abuse this and run circles around the opponent. Combined with its machine guns and beam cannons, this unit can be deadly if played by the right hands. The strategy here is to abuse the long side step and spam your machine gun. Use the beam cannon only when you know you will hit for sure, becuase it leaves you wide open; the same goes for its melee attacks. The missles are not recommended unless you are really far away or in MA mode. However, since ASSH heavily rely on its long side step, you can easily surprise your enemies (especially when they're human players) by using MA attacks, like the MA melee. One major weakness ASSH has is its the horrible BD duration. It's the shortest in the game. You start a new BD, next thing you know, you're landing already. It's so pathetic you should never boost dash unless you don't have a choice. The MA mode, on the other hand, is pretty decent in every category. Use the MA mode to relocate yourself instead of using BD. Overall, ASSH's got quite some potential in PvP. Abuse long steps and avoid BD, and you should do just fine. It also has a considerable advantage in the water. However, players that choose sea maps on purpose WILL be considered cheap. So think twice before you do that in the arcades. -----------AMA-953 BABI -----------Cost:270 HP:430 Shield: X Transformable: O Default Pilot: ZAFT Nameless Main weapon: Beam Rifle(4) Sub weapon(R1): Missle x8(16) ac(L2): Missle x2(16) Damage: 85 Recharge time: 5 Damage: 108 Reload time: 6 Damage: 95 Reload time: 6 sec/ammo sec/all sec/all

bc(R2): Melee: CS a (main): CS b (melee):

Missle x2(16) Gunlauncher(2) Ardor (short) Ardor (keep)

Damage: Damage: Damage: Damage:

95 Reload time: 120 Reload time: 120 200

6 5

sec/all sec/all

Originated Combo: a>CS a>CS b>CS b>CS a>CS CS b b (melee) a (main) a (main) b (melee) b (melee)>CS a (main) (melee)>CS a (main) Damage: Damage: Damage: Damage: Damage: Damage: 155 155 *QC* 149+ 142+ *QC* 213+ 300

Missle>CS Combo: bc>CS a (main) ac>CS b (melee) SPEED Combo: -RUSH Combo: -POWER Combo: a>CS a>CS b>CS b>CS a>CS CS b b (melee) a (main) a (main) b (melee) b (melee)>CS a (main) (melee)>CS a (main) Damage: Damage: Damage: Damage: Damage: Damage: 271 271 *QC* 262 249 *QC* 315 345 Damage: 130 Damage: 102

Comment: -----------AMF-101 DINN -----------Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Marco Morassim Main weapon: Machine Gun(80) Sub weapon(R1): Shotgun(2) ac(L2): Missle(4) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>8b Damage: 147 2 1 1 1 hits hit hit hit Damage: 97 Reload time: Damage: 97 Reload time: Damage: 130 Reload time: Damage: Damage: Damage: Damage: 167 120 90 120 10 sec/all 6.66 sec/all 7.5 sec/all

(Machine gun/Shotgun cancel where applicable) SPEED Combo: b==b==b==b==8b b==b==b==b>b b==b==b==b==bc b==b==b==b==4b RUSH Combo: MG x9 b>8b>a b>4b>a POWER Combo: nb set>ab b>SDC>b>b>ab Damage: 304 Damage: 315 Damage: 168 Damage: 150 Damage: 186 Damage: Damage: Damage: Damage: 301 304 306 306

Comment: DINN excels in range and aerial battles. It has an exceptionally long BD duration comparable to the 590s. The machine gun and shotgun are rather unstable when it comes to stunning opponents. Fortunately, DINN has a pretty good shooting angle for the MG, and the shotgun's redirecting ability is also quite nice. The missles are DINN's best range weapon in my opinion. Combined with its insane booster, you can mess up your opponent's camera angle from above, and send down the missles for sneak attacks. The missles are VERY tracking, and GH-able too. DINN's melee moves are all kicks and tackle with average everything EXCEPT for the special melee's priority. It's ridiculously high that it can run over a lot of melee attacks. However the timing is a bit hard to get used to. DINN's most useful melee move, in my opinion, is the 4/6b set. It's wide, fast, and does good damage as a single-hitter. Overall, DINN's more of a range unit. Its melee moveset is really nothing to write home about, so try not to make too many hasty moves. Follow the general rules for 280s, and support your partner with the missles and MG. Take full advantage of your long boost gauge and be patient. You'll probably have the upperhand in that department over any random unit anyway, why not wait, or rather, FORCE them to show an opening first? Remember, no one will blame a small suit for playing a bit more conservatively. ---------------------------ZGMF-1017 GINN (Machine gun) ---------------------------Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Machine Gun(80) Sub weapon(R1): Machine Gun(80) nb set: 4/6b set: 3 hits 2 hits Damage: 97 Reload time: Damage: 134 Reload time: Damage: 193 Damage: 145 10 10 sec/all sec/all

8b set: bc(R2) set: Originated Combo:

1 hit 1 hit

Damage: 70 Damage: 120

You can BD right away after the special melee, and chain any combo set. BDC means BD cancel. bc>BDC>b>b>b Damage: bc>BDC>4b>b Damage: bc>BDC>8b Damage: bc>BDC>ab Damage: (Machine gun cancel where applicable) SPEED Combo: b>b==b>b>b b==b==b==4b>b b==b==b>b>b b==b==bc==4b>b 4b==4b==4b==4b>b 4b==4b==b>b>b RUSH Combo: b>4b>b>b>bc b>4b>b>4b>4b b>4b>b>b>b b>bc>b>b>b 4b>b>4b>b>bc 4b>b>bc>4b>4b POWER Combo: nb set>a bc>BDC>b>b>b>a bc>BDC>4b>b>a bc>BDC>8b>a bc>BDC>ab b>b>SDC>b>b>b Comment: -----------------------ZGMF-1017 GINN (Bazooka) -----------------------Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Bazooka(9) Sub weapon(R1): Bazooka x2(9) nb set: 2 hits Damage: 111 Reload time: Damage: 167 Reload time: Damage: 175 6 6 sec/all sec/all Damage: Damage: Damage: Damage: Damage: 310 323 315 288 304 Damage: Damage: Damage: Damage: 234 234 246 262 Damage: Damage: Damage: Damage: 234 243 255 268 232 208 163 184

Damage: 214 Damage: 236

Damage: 233 Damage: 258

Dmaage: 310

4/6b set: 8b set: bc(R2) set: Originated Combo:

1 hit 1 hit 1 hit

Damage: 115 Damage: 100 Damage: 100

None. (BZC where applicable) SPEED Combo: b==b==b==b==8b b==b==b==b==4b b==b==b==b>b (4b=88=) x5 RUSH Combo: b>bc>8b b>4b>8b>4b>8b 4b>8b>4b>8b>4b 8b>4b>8b>4b>8b POWER Combo: ab nb set>a b>SDC>b>b>a Comment: --------------------------------ZGMF-1017 GINN (Heavy Ion Cannon) --------------------------------Cost:270 HP:450 Shield: X Transformable: X Default Pilot: Miguel Aiman Main weapon: Ion Cannon(4) Damage: 115 Recharge time: 5 Sub weapon(R1): Ion Cannon-keep(4)Damage: 186 Recharge time: 5 nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (Ion cannon cancel where applicable) SPEED Combo: b==b==b==b==8b Damage: 235 2 1 1 1 hits hit hit hit Damage: Damage: Damage: Damage: 175 115 100 100 sec/ammo sec/ammo Damage: 292 Damage: 305 Damage: 310 Damage: 197 Damage: 216 Damage: 199 Damage: 202 Damage: 235 Damage: 248 Damage: 270 Damage: 206

b==b==b==b==4b b==b==b==b>b RUSH Combo: a x2 b>bc>8b b>SDC>b>b>a POWER Combo: ab nb set>a b>SDC>b>b>a Comment:

Damage: 248 Damage: 270

Damage: 149 Damage: 197 Damage: 219

Damage: 309 Damage: 306 Damage: 320

-----------------------------------------------ZGMF-LRR704B GINN Long Range Reconnaissance Type -----------------------------------------------Cost:270 HP:480 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Sniper Rifle(10) Damage: 100 Reload time: Sub weapon(R1): Sniping Mode(10) Damage: 90 Reload time: nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (Sniper rifle cancel where applicable) SPEED Combo: b==b==b==bc b==b==b==b>b b==b==b==b==bc RUSH Combo: b>8b>ab>a b>SDC>b>8b>a POWER Combo: ab x2 nb set>a bc set b>SDC>b>b>a Damage: 277 Damage: 290 Damage: 263 Damage: 304 Damage: 169 Damage: 196 Damage: 248 Damage: 253 Damage: 278 2 1 1 1 hits hit hit hit Damage: Damage: Damage: Damage: 157 120 100 150 (Down) 6.5 sec/all 6.5 sec/all

Comment: Ahh...the Recon. GINN, my favorite 270 from the prequel. It pretty much stays the same as before with some minor changes. The sniper rifle shot travels really fast, and it does 100 points damage just like a standard BR. However, the recovery time is much longer. NEVER fire it in mid range against a big suit unless you know you can get him for sure. Vets can eat you alive with melee if you're not careful with the recovery time. The sniping mode has been buffed in terms of tracking, by A LOT! This would be good in mid-long range to catch people off guard. You can press ab again or simply press jump to cancel out the sniping stance. There has been a slight change made on the Down Value count, from 2 to 2.5. So now you can down the target with just 2 hits instead of 3. That's a good change for Recon. GINN. Don't abuse this though as there IS quite a recovery time afterwards. Recon. GINN's melee moves are just horrible. They're slow, short in reach, and the damage is below average as well. Just don't bother with it. If you REALLY want to melee, 8b>a is your friend. Bottomline, don't do too much close combat. Recon. GINN's BD performance is pretty bad too. That includes speed, duration, and turning ability. Its stepping ability sucks just as bad as the Jet Windam. So don't make any hasty move without your partner around. Overall, Recon. GINN is a fun unit. As to whether it's usable or not in PvP, well, if you're used to all the disadvantages it has, sure, why not? Recon. GINN's best quality would be the high Down Value on its main weapon. A simple crossfire from a standard BR and the rifle can down the opponent just like that (2 + 3 = 5). So just focus on connecting shots with your teammate, and create as many 2 on 1 situations as possible by downing the other opponent. -----------------------------------------------------------------------------4g. Tier 200 -----------------------------------------------------------------------------Tier 200 is the bottom tier in the game. It's either the partner for the 590s, for a 590 + 200 x 2 combo, or the 280s for a 280 x 2 + 200 x 2 combo. Either would be pretty hard on the 200s, so it's not recommended for inexperienced players. However, I've also seen vets getting as many as a 14 winning-streak with a DINN (280) + GINN OCHER (200) combo. So, yeah...when you're that good, none of this really matters. However, it does not change the fact that the 200s are all naturally behind on unit abilities. Don't expect as much out of the units as you should be out of yourself. -----------------TMF/S-3 GINN OCHER -----------------Cost:200 HP:420 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Machine Gun(70) Damage: 97 Reload time: Sub weapon(R1): Smoke Dispenser(3)Damage: 20 Reload time: nb set: 4/6b set: 3 hits 2 hits Damage: 150 Damage: 127 10 7 sec/all sec/all

8b set: bc(R2) set: Originated Combo:

1 hit 1 hit

Damage: 100 Damage: 100

ab>b>b>b Damage: 164 (Machine gun cancel where applicable) SPEED Combo: b==b==b>b>b b>b==b>b>b b==b==b==4b>b b==b>b==4b>b b>b==b>b==8b b==b==b==b==8b 4b==4b==b>b>b 4b==4b==4b==4b>b 4b==4b==4b==4b==8b ab==4b==4b==4b>b ab==b==b==b==8b RUSH Combo: b>4b>b>b>b b>4b>b>4b>4b b>4b>b>4b>8b 4b>b>4b>b>b 4b>b>b>4b>4b 4b>b>4b>b>8b POWER Combo: nb set>a ab>nb set>a b>b>SDC>b>b>b Comment: -----------------UWMF/S-1 GINN WASP -----------------Cost:200 HP:420 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Torpedo(12) Sub weapon(R1): Torpedo x4(12) nb set: 4/6b set: 8b set: bc(R2) set: 3 2 1 1 hits hits hit hit Damage: 98 Reload time: Damage: 124 Reload time: Damage: Damage: Damage: Damage: 173 137 80 120 7 7 sec/all sec/all Damage: 271+ Damage: 293+ Damage: 308 Damage: 236 Damage: 256 Damage: 273 Damage: 231 Damage: 256 Damage: 273 Damage: Damage: Damage: Damage: Damage: Damage: 236 236 256 256 273 273

Damage: 236 Damage: 256 Damage: 273 Damage: 226 Damage: 243

Originated Combo: bc>BDC>b>b>b Damage: 220 (Torpedo cancel where applicable) SPEED Combo: b>b==b>b>b b==b==b==4b>b b==b==b>b>b b==4b==4b==4b>b b==4b==4b==4b=88=bc Damage: Damage: Damage: Damage: Damage: 200 206 218 244 270

4b==4b==4b==4b>b Damage: 265 4b==4b==4b==4b==bc Damage: 290 4b==4b==4b==bc==bc Damage: 302 (All using =88= for higher stability) RUSH Combo: b>4b>b>4b>4b b>4b>b>b>b b>4b>b>4b>bc 4b>b>b>4b>4b 4b>b>4b>b>8b 4b>b>4b>b>bc Damage: 226 Damage: 237 Damage: 251 Damage: 217 Damage: 219 Damage: 253

bc>b>bc>b>bc Damage: 249 (The loop can be done by pressing bc repeatedly) POWER Combo: nb set>a 4/6b set>a bc>a b>b>SDC>b>b>b b>SDC>b>b>b>a Damage: 303 Damage: 254 Damage: 271 Damage: 298 Damage: 306

Comment: GINN WASP Type is quite easy to use. But it's not really that good in PvP, not even as a 200. The torpedo is all GINN WASP has. It deals decent damage, but the traveling speed is really low. You might have trouble connecting shots because of that. Also, since it's a shell weapon, pretty much every other weapon in the game can just penetrate right through it. It's not particularly a good weapon, but there's not much you can do about it. Use the sub to catch landings instead since you fire 4 shots at once. Watch out for the recovery time and your ammo though. WASP's melee isn't bad for a 200, but most moves are not fast enough for any situations other than clear openings. Your best bet would be the 8b, headbutt. It does rather low damage, but the rest is all good. It comes out pretty fast with a decent reach and a good priority. This is the only move you might have

a chance to catch your opponent off guard with. So abuse this if you're unfortunate enough to get caught in a stepping battle against a big suit. Overall, WASP really struggles against players. If you really want to use a 200 in PvP, go with GINN OCHER, which in my opinion, is the best 200 in the tier. WASP gets advantages in the water, but players who choose sea maps on purpose WILL be considered cheap. So think twice before you do that in the arcades. -----------------YMF-01B Proto GINN -----------------Cost:200 HP:420 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Machine Gun(40) Sub weapon(R1): Machine Gun(40) ac(L2): Reload nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: None. (Machine gun cancel where applicable) SPEED Combo: b==b==b==b==bc b==b==b==b>b ac x n RUSH Combo: a x9 b>bc>a b>b>8b POWER Combo: ab nb set>a b>SDC>b>b>a Comment: -----------UMF-4A GOOhN -----------Cost:200 HP:390 Shield: X Transformable: X Default Pilot: ZAFT Nameless Main weapon: Torpedo(12) Damage: 94 Reload time: 7 sec/all Damage: 222 Damage: 281+ Damage: 300+ Damage: 167 Damage: 152 Damage: 172 Damage: 215 Damage: 223 Damage: 0 *looks hilarious* 2 2 1 1 hits hits hit hit Damage: 97 Reload time: Manually Damage: 127 Reload time: Manually Damage: --- *Reloads machine gun* Damage: Damage: Damage: Damage: 155 105 100 120

Sub weapon(R1): P.M. Energy Cannon Damage: 116 Reload time: 7 CS: Missle Damage: 137 (Down) nb set: 4/6b set: 8b set: bc(R2) set: Originated Combo: b>8b Damage: 186 (CSC/Torpedo cancel where applicable) SPEED Combo: b==b==b==b>b b==b==b==b==CS b==b==b==b>8b b==b==b==b==8b RUSH Combo: b>4b>ab b>8b>CS b>8b>4b b>SDC>b>8b>a POWER Combo: CS b>8b>CS bc set>CS b>SDC>b>8b>CS Comment: Damage: 240 Damage: 317 Damage: 304 Damage: 328 Damage: Damage: Damage: Damage: 211 219 228 271 Damage: Damage: Damage: Damage: 305 311 313 314 2 2 1 1 hits hits hit hit Damage: Damage: Damage: Damage: 138 110 120 160

sec/all

--------------TFA-4DE GAZuOOT --------------Cost:200 HP:430 Shield: X Transformable: O/X Default Pilot: ZAFT Nameless Main weapon: Sub weapon(R1): Melee: CS: bc(R2): -Tank ModeMain weapon: Sub weapon(R1): Melee: CS: Falcone(4) Machine Gun(100) Machine Gun(100) Dual Beam Cannon Tank Mode Falcone(4) Machine Gun(100) Machine Gun(100) Dual Beam Cannon Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 90 98 98 123 --90 98 98 123 Reload time: Reload time: Reload time: (Down) (Transform) Reload time: Reload time: Reload time: (Down) 4 5 5 sec/all sec/all sec/all

4 5 5

sec/all sec/all sec/all

Originated Combo:

None. (CSC where applicable) SPEED Combo: -RUSH Combo: -POWER Combo: CS a>CS b/ab>CS Comment: ----------TFA-2 ZuOOT ----------Cost:200 HP:430 Shield: X Transformable: O/X Default Pilot: ZAFT Nameless Main weapon: Sub weapon(R1): Melee: bc(R2): Barrel Cannon(10) Barrel Cannon(4) Machine Gun(50) Tank Mode Damage: Damage: Damage: Damage: 70 106 95 --Recharge time: 5 sec/ammo Reload time: 5.66 sec/all Reload time: 5.66 sec/all (Transform) Damage: 215 Damage: 262 *QC* Damage: 314

-Tank ModeMain weapon: Barrel Cannon(10) Damage: 100 Recharge time: 2.33 sec/ammo Sub weapon(R1): Barrel Cannon(4) Damage: 106 Reload time: 2.83 sec/all Melee: Machine Gun(50) Damage: 95 Reload time: 4 sec/all Originated Combo: None. SPEED Combo: -RUSH Combo: -POWER Combo: a x2 (Tank Mode) b ab Damage: 175 Damage: 166 Damage: 184

Comment: ------------------------------------ZGMF-1000 ZAKU Warrior (LIVE Concert) ------------------------------------Cost:200 HP:420 Shield: O Transformable: X Default Pilot: ZAFT Nameless Main weapon: Sub weapon(R1): ac(L2): bc(R2): nb set: 4/6b set: 8b set: Originated Combo: None. (Hand grenade cancel where applicable) SPEED Combo: a==a==a==b b=88=b 8b=88=8b 8b=88=b bc x n RUSH Combo: 8b>b 8b>b>a POWER Combo: b>a a>b>a Comment: ============================================================================== 5. Tactics ============================================================================== This section is about the common strategies and techniques. I am not a very good player myself, so I will just lay out some general rules and a few tips for those who are interested in some PvP actions in the future. Quickly taking a look at this section just might save you some money and embarrassment when you are out there PvP for the first time. Damage: 253+Damage: 287+- *conditional* Damage: 163 Damage: 230+- *conditional* Damage: 164+Damage: 193 Damage: 149 Damage: 163 Damage: 0 *looks hilarious* Hand Grenade(20) Hand Grenade x3(20) Hand Grenade x4(20) Lacus Clyne LIVE! 1 hit 1 hits 1 hit Damage: Damage: Damage: Damage: 88+ 71+ 64+ --Reload time: Reload time: Reload time: (Starts Quiet 6 6 6 Night sec/all sec/all sec/all C.E.73)

Damage: 130 Damage: 110 Damage: 100

-----------------------------------------------------------------------------5a. Beginner Must-Knows -----------------------------------------------------------------------------Ever wondered why you just can't seem to hit some certain players when their attacks keep landing on you one after another? Here are some tips to keep that from happening. 1. Cost I have lost count on how many time I have seen people doing overcost or undercost for no apparant reasons. And they were all saying ''What? so fast?'' after losing like they did not see it coming at all. 2. Know your enemy and know yourself. Before you start any match with anyone, it doesn't hurt to spend a few seconds to take a look at your opponent's choice of unit. Think about their strengths and weaknesses, and how you are going to handle them with what you have. Just a few seconds would be fine since it's all you got anyways. It may not help out a lot, but at least it helps lowering the chance of unexpected misplay. A few things you should pay attention to... -Is he faster or slower than me? -Does he have a longer BD or I do? -Does he have a CS that I should watch out for (possible CSC)? -Is he capable of doing melee fakes? (Strike, Gaia, Rouge, Destiny...etc) -Does he have any fast and abusable melee moves? -Does he have any high-tracking weapons that are GH-able? Keep those in mind, and maybe, just maybe, you will be able to work them into your advantages. Besides, some things are very obvious. Don't be the idiot who keeps rushing in, getting close and personal with a Sword Impulse when it clearly far outranks you in that department. 3. Shooting angles and timing. Every weapon has a unique shooting angle, so don't force one out just because you THINK you might be able to get him. When you use a range weapon out of its effective shooting angle, it CAN be as bad as missing a melee, and you know what happens next. 4. Range weapon recovery time. Weapons such as Bazooka and Recon. Ginn's Rifle have incredibly longer recovery time compared to the others even though they might not look that way. Well, they do. Not just those two, every range weapon has a recovery time, even the BR. And vets can eat you alive if you have a habit of spamming shots even in close range. 5. Keep your cool If you are going to win, there is no need for hastiness. If your opponents are simply too good, rushing in like an idiot certainly won't help. -----------------------------------------------------------------------------5b. The Melee Moves

-----------------------------------------------------------------------------Some might think that melee moves are just moves that deal different damage, with different poses. However, there is actually a lot more to that. Even though each unit has its own unique melee moveset, the general rules will never change. -Neutral melee (nb): In most cases, neutral melee sets deal the highest damage, longest to execute the whole set. They usually have decent thrust speed, and average priorities to go with that. This for any clear openings including counterattacks and saving -Side melee (4/6b): Compared to melee moves type units. considering the neutral melee (which is most likely a 3 or even 4 hitter), side are usually a 2-hitter, or even just a single blow for some range Therefore they deal about 30-40 less damage, which is still good, it does not take you as long to finish the whole set. but also takes the reach, average move would be ideal your partner...etc.

Also, one of the best things about side melee is, it curves and attacks from the sides. So, with proper timing and a little bit of reading on your opponent, this can be used to dodge a BR or any other range attacks without having to side step first, and therefore allowing you to counterattack a split-second earlier. Due to the same reason, 4/6b's curve can save you from those forced landings when you're out of boost. It could be dangerous, but it's certainly worth a try since you don't have many options left in that kind of situations anyway. -Front melee (8b): Front melee usually have great reach, INSANE thrust speed, and good tracking ability too. On top of that, most 8b have the highest priorities compared to the rest, making them the best choices for clashing. The single-blow types such as IJ's and Legend's usually do lower damage, from 100-150, while the grinding types like O. Aka's and Destiny's 8b can do around 150-170. -Special melee (bc): There are many types when it comes to special melee. The ones like Justice's, Duel's, and F. Impulse's are great for countering melee. The others such as Aile Stirke's and Gaia's are very tracking and constantly moving. We also have all the other types like Duel AS's rolling attack, which is good for basically any situations, and Chaos' transforming bc, which has an INSANE priority, even higher than most of the 8b. Some units also have 2b and ccb (aka Issen in Freedom/SF's case) that can really surprise your opponents. You should learn what each move can do and mix up your games. -Melee Decoys: It's basically a psychological game. Because of human nature, most players just feel so compelled to melee back when the opponent misses his melee because well, it IS high profit and low risk. But, there are some melee attacks that simply has too little reocery time afterwards that it is possible to dodge even AFTER missing the attack.

Here is a list of attacks that are possible decoys. Go after them ONLY if you know it will be fast enough. Otherwise, just shoot them. -IJ's 4/6b -Strike(420)'s 4/6b -Rouge's nb -Rouge's 4/6b and 4/6b>b -Destiny's 8b -Gaia's nb -Gaia's 4/6b -Abyss's 8b -Savior's 4/6b When you see someone slashing thin air with an attack, but stop right after the first hit, watch out, that could be fake. If you want to counter with your melee, wait for them to execute the second hit, or even after they finish the whole combo. (In Rouge's case, it is still dangerous after the whole 4/6b set) -----------------------------------------------------------------------------5c. Team Combos -----------------------------------------------------------------------------As mentioned above, you have 1000 points for your battle gauge. With the given tiers in the game, here are some ideal combos including the overcost ones. 590(x1)+590(--) 590(--)+450(x2) 590(x1)+280/270(x1) 590(x1)+200(x2) 560(x1)+420(x1) 560(x1)+200(x2) 450(x1)+450(x1) 450(x1)+270(x2) 420(x1)+280(x2) 280(x2)+200(x2) Some combos do offer low-tier suits second deaths, which might look like they have some advantages over the others. But remember, there is a difference between playing the game, and playing the cost. ============================================================================== 6. Unlockables ============================================================================== You can unlock several units and Routes by beating the Arcade mode ## times. The difficulty doesn't matter, and the choices of your pilot, unit, and Route don't matter either. You should be able to unlock everything after 11 runs of Arcade mode. 1: 2: 3: 4: 5: 6: Route G Route H Blaze ZAKU Phantom (Heine) Gells-Ghe GOUF Ignited (Yzak) Blaze ZAKU Phantom (Dearka)

7: 8: 9: 10: 11:

Zamza-Zah ASSH (Black) Gaia (Waltfeld) Stargazer Route I

Remember to save after you've unlocked them, or you will have to do it all over again next time. ============================================================================== 7. FAQ ============================================================================== -Are Blu Duel and Verde Buster in the game? A: No, they're not. -How do I transform into MA mode? A: Quickly tap any direction key twice while holding the boost button. -How do I block? A: Press down then up quickly. -Is there a difference between a regular shield and an energy shield? A: No. It's just visual effect. -Will my shield break if I block too much? A: No. All shields are indestructible. -What kind of attacks can I block? A: Anything. As long as it's within your shield's effective coverage, nothing is unblockable. -How do I do that fly-by attack with Freedom and Strike Freedom? A: It's their BD melee (ccb). -Sometimes when I try to do the BD melee, other moves come out. Why's that? A: When performing a BD melee attack, there should be no direction key involved. Let go of the lever, and use the boost button instead to maintain your BD. -How do I do that ''attack-two-targets-at-once'' move with Strike Freedom? A: It's the MCS. -Can Strike Freedom use its Full Burst attack with the DRAGOONs? A: No. The closest thing would be using the Full Burst attack right after firing the DRAGOONs. There is NO single command for it. -How do I use IJ's anchor? A: Back melee, 2b. -How do I ride on the lifter for Justice and IJ? A: Transform into MA mode. -How do I get a Destiny rank / FAITH badge, and get into an EX phase? A: By playing well. Ususally, if you don't die, and get most of the KOs, you will get one. -Sometimes when I get a Destiny rank, I don't get a FAITH badge. Why's that? A: You're playing the random Routes. They do not have EX phases even if you

manage to get a Destiny rank. -How do I get into stage 10, aka Final Plus? A: By getting 5 FAITH badges IN TOTAL for the team. -How do I self-destruct with Aegis? A: You can't, unless you're playing PLUS mode. -Why do I keep getting killed by the comp? Is there a trick to beat the CPU? Don't tell me I suck. A: No, there is not. You suck. Get some practice or deal with it. -I don't understand your FAQ. Why can't you write it in plain language? The numbers and letters confuse me. A: Why don't you write one? The numbers and letters are confusing? Repeat grade school or deal with it. ============================================================================== 8. Credits and Special Thanks ============================================================================== Credits go to -JP wiki for some references. -VitaLemon for several comments. -Jazinus for correcting a fatal error on the unit layout. -ZGMFX10Amod00 for several comments. -Giruet for Abyss comment. -omegaweapon15 for Nukedam comment. -g0th1k4 for Buster comment. Special Thanks to -GameFAQs for hosting this FAQ. -Bandai and Capcom for the great game. -Nyushin for turning my old topic into a formal FAQ while I was busy. -Arcade buddies for the heavy gaming right from the beginning. Terrence, Alan, Tommy, Ivan, Sam, Eric, Paul, Sherman, and Bruce. You guys are great! -Other arcade players from the message board for sharing your thoughts for the past few months. omegaweapon15, g0th1k4, applehands, zidanet129, monk12345, Sakuyachan, Jazinus, and anyone I might have missed just now. -astrys for uniting the board and keeping it alive and entertaining. -----------------------------------------------------------------------------Copyright 2007 William Hu

All Rights Reserved Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus: FAQ/Move List by DDT213 Version 1.00, Last Updated 2007-01-11 View/Download Original File Hosted by Game FAQs Return to Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus (PS2) FA Qs & Guides

Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus: FAQ by Nyushin Version 1.0, Last Updated 2006-12-07 View/Download Original File Hosted by GameF AQs Return to Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus (PS2) FA Qs & Guides Liked this FAQ? Click here to recommend this item to other users. ============================================== Gundam Seed Destiny - Renpou Vs Zahuto II Plus ============================================== CONSOLIDATED FAQ, v1.0 Introduction Following on from the recent Japanese release of this game on the PS2, there has been a great deal of activity in the GameFAQs message board regarding the same questions over and over. This is mainly because whilst there is a great deal of info floating around, it is not consolidated into an FAQ. This FAQ is really just a collection of the writings by other people. I owe this to: DDT213 (More will be added later) This FAQ is a bit of a slapdash job, mainly cut and paste from the forums. If anyone would like to download, edit it and clean it up - particularly the formatting - then that's fine with me, as I won't have the time. We really need an English Wiki. Make sure you credit the source, and remember, it ISN'T me. Things this FAQ still needs: Complete list of mobile suits/armours and characters Combo list for main mobile suits More general gameplay advice In depth Mobile suit guides, ideally for Impulse, Strike, Destiny, Legend, Strike Freedom, Freedom, Justice, Infinite Justice, Providence, the Akatsuki's and the rest of the major cast's suits Strategy guides; such as winning as and beating melee heavy suits, winning as and beating range heavy suits, strategies for two-man teams, etc OK, now onto the FAQ proper. ================ Contents: ================ 1.0 Game introduction:

2.0 3.0 4.0 5.0 6.0 7.0 8.0

Menu Translation Controls/Button Settings (default) Arcade Notation -Awakening If you understand Japanese Unlockables FAQ

--------------------1.0 Game introduction: --------------------First off, in case you haven't played the first game, here is how it works. In a regular stage, you're trying to decrease CPU's battle gauge to 0 before they do yours. Each unit has its own cost, and the better they are, the higher they cost. You get 1000 points in total for your battle guage, as shown in the unit selecting screen. Also, your CPU ally will only cost 1/2 of the original points. In a Target stage, your winning condition will always be destroying the target. -------------------------2.0 Menu Translation -------------------------Main menu -VS mode -Arcade mode -PLUS mode -Challenge mode -Gallery -Option -VS mode settings -Stage -BGM -Timer -Battle gauge -Damage LV -Booster gauge -Awakening duration -Awakening gauge fill rate. -PLUS mode -Start fresh -Continue -Triangle: Character data -Start: Menu -L1/R1: Character cursor -R2: Zoom in/out (Character data) -Level -Trust level

-Result/Mission select count -Winning %/Friendly-Foe -R1= MS list -L1= Character list/Special commands list -Gallery -Character list -Movie list -Art work list -Sound list -Option -Game settings -Button settings -Screen adjustment -Ranking -Save/Load (Game settings) -Difficulty level -Damage level -Timer -Booster gauge -Awakening duration -Awakening gauge fill rate -Sound (Stereo/Mono) -SE -BGM -Voice ---------------------------------3.0 Controls/Button Settings (default) ----------------------------------Circle: Change target -Triangle: Melee attack -Cross: Jump -Square: Shoot -R1: Sub weapon/Melee+Shoot -L1: Command (Give orders to your teammate) -R2: Special Melee/Melee+Jump -L2: Special Shoot/Shoot+Jump -R3: Awakening/Shoot+Melee+Jump -L3: Special Command (PLUS mode only) -Vibration (Start=confirm, Select=default) -----------------------------4.0 Arcade Notation -----------------------------For convenience purposes, arcade players have developed shorthands to express the commands and attacks. Since there are only 4 buttons on an arcade machine (not including the Start button), they are refered as letter a, b, c, and d. The directions are refered as 2, 4, 6, and 8 corresponding with the number pad on a keyboard.

a= Shoot b= Melee c= Boost d= Search ab= Sub weapon (shown as Sub weapon 1) ac= Special shoot (shown as Sub weapon 2) bc= Special melee Units with melee have different kinds of moves... b= Neutral melee (also can be refered as ''nb'') 4/6b= Side melee (4b will look the same as 6b. They just move in from different sides) 8b= Foward melee MAb= Mobile Armor melee (MA like Savior doesn't have a MAb. When you do melee in MA mode, they come out just like in MS mode) *2b= Back meelee (Not many suits have a 2b. If it doesn't, using 2b will be the same as using nb) *ccb= BD melee (Not many suits have ccb. If it doesn't, using ccb will be the same as using nb) -BD= Boost Dash. It's done by quickly tapping the boost button twice when you're in mid-air. Some people also call it ''cc''... -CS= Charge Shot. It's done by holding the corresponding button(s) until the weapon bar flashes MAX, then releasing it. Only a certain amount of units have this. -MCS= Multi-lock Charge Shot. It allows you to attack 2 targets with one attack. The charging part is the same as a normal CS. When it flashes MAX, change target, then release it. Only a few units have this. SF, Legend, and Noir. -CSC= Charge Shot Cancel. It's done by releasing a CS after an attack. You can CSC to perform a combo, or to save yourself from missing a melee. For example: Duel AS ''bc>CS''. -QC= Quick Charge. QC means firing a CS right after a normal shot. Hold down the button until the bar is 80%~90% full. Release it, and quickly it hold it again and charge the bar to 100%. What happens is, when you first release the button and prees+hold it again, a regular shot is fired. After that, you'll be able to fire your CS immediately after that shot since you're just charging from 90% to 100% instead of from 0% to 100%. This is used to catch steps or anyone who tries to melee you when you're recovering from your first shot. (Buster also had a glitch with this in AvZ 1 where it could fire a curving CS which has insane accuracy. Because of that, some ppl called this ''QG'', as in

''Quick Gureto'', instead of QC.) -SC= Step Cancel. It's done by 44/66c--->4/6c--->4/6c--->4/6c... This trick shortens the recovery time of stepping allowing you to quickly move to a direction without having to finish a step. In AvZ 1, SC used to let your unit stay in the air longer, but now in this game it eats up a lot of booster. So abusing it is not recommended since it'll do you more harm than good. -JC= Jump Cancel. Unlike SC, JC just means you jump out of an attack, which is only doable in SPEED of course. -BRC= Beam Rifle Cancel. When you chain in a BR during or after a melee combo, it's a BRC. BRC % adjustment is greatly decreased in this game compared to the prequel, which makes draining move such as 4/6b>a a LOT weaker than before. With everybody trying to drain everybody else in the previous game, this is a good change in terms of balancing. -GH= Green Homing. When the target is out of your weapon's effective range, it's shown on your screen as a green lock instead of a red lock. Usually with that range, most weapons have little to no tracking ability on that target. However with GH, you're now able to track your green-lock target as if he's a red-lock target. The way to do proper GH is...1. Fire the shot 2. Immediately change target right before the shot actually comes out, and that shot will be a GH'd shot. Not every weapon can be used with GH. Only missles, Bazooka, Plasma cannons, railguns...etc. are GH-able. Why do some players try to pull off GH even on red-lock targets?? It's one of the followings... -He's plain stupid and/or doesn't know what GH really means. -He's trying to get a sucker shot in. <---(most likely) -He's simply checking the other target in advance. <---(this too) -Nasty habit that he can't get rid off. -He's being an ostrich (as long as I don't see the target I'm actually firing at, he won't counterattack me. EVAR!!) Over-abusing GH even when not needed (red-lock) can get you in troubles sometimes. I've seen many players getting own'd because they're too slow to react to what's RIGHT IN FRONT OF HIM while busy attacking it with unnecessary GH maneuver. ----------------5.0 -Awakening ----------------The Awakening bar on the screen is devided into 2 parts. You can choose to activate it when it reaches 50%, or wait until it's 100% full. There's no difference between 50% and 100% except for the duration, so don't bother saving it to 100% for a ''greater effect''...it just doesn't work like that. You have 3 kinds of Awakening abilities to choose from this time, and here's what they can do in common right when you activate them. -Ammo refill -Booster gauge refill -Automatic flip-escape ONLY when being flinched/staggered, or down'd. Now onto their unique effects and what they look like... RUSH (bleary lights all over the unit)

-Insane reload speed (basically unlimited ammo) -Shortened recovery time for shooting, making it possible to shoot consecutively -Allows you to connect your attacks freely. (Ex: 4b>b>4b>b>a) -Damage received is reduced by 25% POWER (Concentrated glowing from the center of the unit) -Damage delivered is increased by 75% -Won't be flinched/staggered before reaching the Down point limit, which is 5 -Speed down. (Yes, it's a side effect) -Second-impact % adjustment is ignored. Whenever you're attacked consecutively, the latter attacks will be weakened for balancing purpose. For example, 2 consecutive BR will only deal 150 (100+50) dmg normally, but if you're in POWER, the damage you'll recieve is 200 (100+100). In other words, the 2nd shot is NOT weakend. (Another side effect) SPEED (scattered light chip around the unit, kinda look like Destiny's Wings of Light) -BD, walking, and stepping speed in greatly increased/attack and landing recovery time is reduced -Allows you to step (on the ground only) even with an empty booster gauge -Allows you to cancel out your attacks with a step or a jump (some attacks such as a Charge Shot can NOT be canceled out when you're in the middle of it, however, you CAN reduce the recovery time afterwards, or stop it BEFORE firing it.) To form a combo with SPEED, you're looking at something like this...''b>JC>b>JC>b>b>b''. -------------------------6.0 If you understand Japanese -------------------------There are two wikis for the game, both with copious amounts of info. However they're both in Japanese and do not translate well using online tools. These are: http://www8.atwiki.jp/destiny/pages/542.html http://www12.atwiki.jp/destiny_rvsz2plus/pages/1.html If you can read Japanese you should check them out. ------------------------7.0 Unlockables ------------------------You unlock units+Routes by beating the Arcade mode ## times. The difficulty doesn't matter, and the choice of your pilot/unit/route don't matter either. You should be able to unlock everything after 11 runs of Arcade mode. 1: Route G

2: Route H 3: Blaze Zaku (Heine) 4: Gells-Ghe 5: Gouf Ignited (Izak) 6: Blaze Zaku (Dearka) 7: Zamza-Zah 8: MP Black ASSH 9: Red Gaia (Waltfeld) 10: Stargazer 11: Route I --------------------8.0 FAQ ---------------------How do I transform into MA mode? A: 22/44/66/88 while holding the boost button. -How do I do Strike Freedom's shooting-with-2-guns attack? A: SF's MCS. See above. -Does Strike Freedom have a Full Burst attack with Dragoons? A: NO. The closest thing you can do is fire the Full Burst attack right after firing the Dragoons. There's no single command for it. -How do I do that cool fly-by attack for Strike Freedom/Freedom? A: ccb/BD b. Also, for other suits, try 8b. -Why can't my MA transform back right away sometimes? A: When you shoot in MA mode, it increases the time that you stay in MA mode by a short second. -How do I get a badge/get into EX phase? A: By playing well. Usually, if you don't die, and take most of the KOs, you'll get one. -How do I get into stage 10, aka Final Plus? A: By having 5 Faith badges in total, and no continues of course. -Why do I keep getting killed by the comp? Is there a trick to beat the CPU? Don't say I suck. A: No there is not. You suck. Play better or deal with it. Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus: FAQ by Nyushin Version 1.0, Last Updated 2006-12-07 View/Download Original File Hosted by GameF AQs Return to Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus (PS2) FA Qs & Guides

Naruto Shippuden: Ultimate Ninja 5: FAQ by des Version: 1.0 | Last Updated: 2008-03-24 | View/Download Original File Hosted by Return to Naruto Shippuden: Ultimate Ninja 5 (PS2) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users.

Naruto Shippuuden: Narutimate Accel 2 GAME FAQ Created by des326 Version 1.00 (03/24/08) ============================================================================== IMPORTANT NOTICE ============================================================================== With version 1.0 I made a fundamental change to the FAQ. Now the japanese language is supported which should make some things much easier. You have to do one thing to display the FAQ correctly now. You need to open it with a browser and set the correct encoding. You can do this the following way: View -> Character Encoding -> Japanese (Shift_JIS) in your browser. ============================================================================== Table of Contents ============================================================================== 1. 2. 3. 4. 5. Introduction.......................[c01] General Game Information...........[c02] Frequently Asked Questions.........[c03] Menu Translations..................[c04] Master Mode........................[c05] 5.0 Controls......................[c050] 5.1 Map...........................[c051] 5.2 Menu..........................[c052] 5.3 Savepoints....................[c053] 5.4 Character Upgrading...........[c054] 5.5 Walkthrough...................[c055] 5.5.1 Save Gaara Arc..........[c0551] 5.5.2 Sasuke Rescue Arc 2.....[c0552] 5.6 Clone Fights..................[c056] 5.7 Memory Book...................[c057] 5.8 Quests........................[c058] 5.8.1 Special Quests..........[c0581] 5.8.2 Social Quest............[c0582] 5.8.3 Jutsu Quests............[c0583] 5.8.4 Additional Quests.......[c0581] 5.09 Customizable Jutsus...........[c059] 5.10 Item List.....................[c0510] 6. Versus Mode........................[c06] 6.1 Controls.......................[c061] 6.2 Menus..........................[c062] 6.3 Items..........................[c063] 6.4 Special Items..................[c064] 6.5 Character Selection............[c065] 6.6 Stages.........................[c066] 6.7 Ougi System....................[c067] 6.7.1 Taunts...................[c0671] 6.7.2 Awakenings...............[c0672] 6.7.3 Ougi Types...............[c0673] 6.7.4 Team Ougis...............[c0674] 6.8 Jutsus.........................[c068] 6.8.1 Clashable Jutsus.........[c0681] 6.8.2 Team Jutsus..............[c0682] 6.8.3 Custom Jutsus............[c0683] 6.9 Movesets.......................[c069] 7. Training Mode......................[c07]

8. 9. 10. 11. 12.

Unlockables........................[c08] Codebreaker / Armax Codes..........[c09] Version History....................[c10] Copyright..........................[c11] Credits / Thanks...................[c12]

Use Crtl + F to jump to the topics. For example: Crtl + F and type [xyz] ============================================================================== 1. Introduction [c01] ============================================================================== Hi there, this FAQ is all about the newest Shippuden game for the PS2. I hope it will savely guide you trough the game and help you with any problem you might encounter while playing this game. If you feel like there is something missing, or an explanation isnt straight enough or maybe I totally left out an important information, then feel free to contact me under: desfaqhelp@googlemail.com [Please don't forget to insert the game name] Please remember I don't speak japanese myself so I might not use the right terms for everything. Thanks for all comments and happy reading -des ============================================================================== 2. General Game Information [c02] ============================================================================== Shortinformation: Title: Japanese: Release: Developer: Publisher: System: Players: Price: Controls: Website: Naruto Shippuuden: Narutimate Accel 2 NARUTO-???- ??? ???????????2 12/20/2007 Cyberconnect2 Namco/Bandai PS2 1-2 6800 YEN PS2 Controller http://www.cc2.co.jp/narutoA2/index.html http://www.bandaigames.channel.or.jp/list/ps2_naruto_accel2/

Narutimate Accel 2 marks already the 5th installment in this famous series for the PS2. Previously known as Narutimate Hero (or Ultimate Ninja outside of Japan) it went trough a little name change to underline that its about what happens to our favourite ninja after the time skip. Narutimate Accel 2 starts where its predecessor left of. Which means it starts with Sakura and Chiyo encountering Sasori and Naruto and Kakashi facing off with Deidara. This games storyline ends after Naruto and Sasuke finally meet the first time after the time skip in Orochimarus hideout. It includes a total of 62 characters and xx stages in versus mode. The Master Mode was once again improved with 3 man cell gameplay using their special abilities The fighting engine itself was also changed with a new system called "Narukun" Narukon gives you the chance to select a certain partner before the fight who will help you while fighting. Selecting the right partner will give you the chance for special team based Jutsus and Ougis. ============================================================================== 3. Frequently Asked Questions [c03] ==============================================================================

This section is just for questions that pop up on the forums multiple times a day or people mailed be about too many times. So if you have a problem try checking this section first, maybe one of your problems can be answered really fast without checking the whole FAQ. Also before mailing me please check this section, your question might be in here too. 1. Are Hidan,Kakuzu, Team Hebi or Pain in this game? No they are not because the game ends after the second Sasuke rescue arc. 2. How to disable the Assist/Team Mechanics Thats not possible at all. 3. So whats new in this game? 10 new characters and a lot of updated old characters. New characters are Sai, Yamato, Sasori True Form, Chiyo with puppets, TS Ino, TS Shino, TS Kiba, TS Hinata, TS Chouji, TS Sasuke. Updated characters are Orochimaru Kabuto, Naruto (4TK) and many more. Also there is a new Assist-System along with Team Jutsus and Ougis. 4. How do I unlock the last 3 assists and characters? You have to complete the missions Investigating the Darkness 1-3 to get new clones stanting around in Orochimarus Hideout. These are special quest and they only show up after you have done some Social and Jutsu Quest. 5. When will this come out in [insert your country here]? Currently there is no release date for outside ouf Japan. Since the PS2 is at the end of its lifespan it might be that these games will never come out in other countries. 6. How can I play Sasuke in Master Mode? Equip Sasuke's Kunai to Naruto. Its the item with +2 to all stats. When you get into a fight Naruto will be replaced by Sasuke. 7. How can I play this game? Not much to say, just check the following link: http://www.shishi-rendan.com/index.php?module=import 8. How do I open the door in Orochimarus Hideout? Do quest and one of the later ones will be to get to key and enter there. 9. My quest [..] doesnt't work and the characters aren't there. 1. Complete Master Mode 2. You need to complete other quests (Jutsu,Special or Social ones). 3. A character of your team is involved into the mission, remove all characters from your team. 4. You already have a active quest, check your notebook under the second options, if you can access it you have another active quest. 10. How to change characters in Master Mode?

Go to Tsunades Office and talk with Shizune. She will let you change or remove your team members. ============================================================================== 4. Menu Translation [c04] ============================================================================== Here you'll find translations for most of the menus you might see in the game. =============================== Title Screen =============================== New Game Load Game =============================== Main Menu =============================== Master Mode Free Battle Practice Shop *Figurines *Videos *Soundfiles for Characters *Game Music Collection *Character specific things *Videos *Sound player Options 1. Difficulty 1-5 (3 Standard) 2. Button Configuration 3. Screen positioning 4. Sound Configuration 5. Reset to default settings ============================================================================== 5. Master Mode [c05] ============================================================================== The Master Mode of Narutimate Accel 2 is quite the same from its predecessor. However the game feeling has changed. Naruto does have a new fighting style, you can finally boost your character stats. You also can select a variety of partners to suppport you in the battle and even play with them. The Master Mode Story goes from Naruto coming back to Konoha until the face off with Sasuke at the end of the second Sasuke Rescue Arc ============================================================================== 5.0 Controls [c050] ============================================================================== Left Stick Right Stick Square [] Triangle /\ Circle O Cross X Start Select Movement Move camera Throw shurikens Use special ability Attack Jump Opens the menu Map On/Off

L1 L2 R1 R2 R3

Goes into ego perspective Zoom Change playable character Defend (in battle) Activate Kyuubi or Sharingan Mode (in battle)

============================================================================== 5.1 Map [c051] ============================================================================== If you press START you get to the options. There is a rolled out scroll which will show you the game map. This is a simplified version of the map you will see in the game. I will use the numbers and names in my FAQ for better guidiance. [30]-(31)-[32]-(33) || (29) || (28)-(27) || (18) (21) (34)-[26] || || || (17) (20)-[22]-(23)-[24]-(25) [8]-(6)-(5)-(4) || || | | | [16] (19) (9) (7) [3] || || | / | (15)-(14)-[13]-(12)-------------(11)-(10) (2)(1) #01 #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #21 #22 #23 #24 #25 #26 #27 #28 #29 #30 Training Grounds Forest of Death Training Road Dark Green Knoll Konoha Highway Konoha Tea Street Hokage Highway Konoha Gates Konoha Plains Konoha Knoll Konoha Forest Wind Country Forest Overlapping Deserts Silent Wasteland Wide Desert Hidden Sand's Gates Hidden Sand's Main Street Hidden Sand's Kage Area Hot Sand Wasteland Sand Cloud Desert Sand Cave Wind Country Canyon River Country Border Seal Forest Area Akatsuki Hideout Deidara Persecution Road River Country Forest

#31 Bridge of Heaven and Earth #32 #33 Orochimarus Hideout #34 Akatsuki Cave ============================================================================== 5.2 Menu [c052] ============================================================================== Here you can access various information. To get into the menu press START. To leave it X. O is accepting. ========================= Bag - Items ========================= A list of all items devided into 4 tabs. If you dont have items of a certain type the tab will be grey, if you have items it will be white. 1. 2. 3. 4. Recovery Items Equipment Free Battle Items Jutsu Scrolls

========================= Scrolls - Character/Team settings ========================= Here you can make a lot of settings for you team. In the first menu you can select the character. It will bring you to a screen with 3 options. 1. Stat Upgrade 2. Equip Special Item 3. Check Jutsu In the stat upgrade section you can increase the following 5 stats of your character. Stats: 1. Health 2. Chakra 3. Power 4. Defence 5. Speed ========================= Rolled out green scroll - Map ========================= This is your overview map. If you don't know where to go check here because it always highlights the area you have to go to. ========================= Small Green Book - Notebook ========================= 1. Main Story Recap 2. Active Quests *Active Side-Quests *Active Storyline Quests

*Active Jutsu Quests 3. Completed Quests *Completed Side-Quests *Completed Storyline Quests *Completed Jutsu Quests 4. List of Learned Jutsus 5. Controls *Movement Controls *Battle Controls 6. Game Statistics *Battles Fought *Bandits Killed *Side-Quests Cleared *Boxes Broken *Steps Taken ========================= Room - Training Area ========================= You practice your moves against an infinite HP Kakashi.. Press START to exit a lesson. If you want to leave the mode press X in the lesson overview. ========================= Green Book - Clone List ========================= A list of all clone characters you defeated. ========================= White Book - Memory Book List ========================= You can collect 20 glowing pages of a memory book for quest. This menu shows you which ones you have collected already. ========================= Green Door - Exit ========================= Here you can exit Master Mode. ============================================================================== 5.3 Savepoints [c053] ============================================================================== When you start the Master Mode there is no option in the menu to save. In order to do this you'll need to find a save point. Save points are marked with green dots with a white outline on the map. You can find them all around the world. The save point will give you the following options. 1. Save 2. Teleport [after you beat Master Mode] 3. Exit After saving you will be asked if you want to continue playing or leave the game. The standard selected options that you want to continue playing. If you don't want to take the top option to leave the game

After beating Master Mode a new option at the save point will unlock. This one enables you to teleport between saves points. When you do so you'll get to the overview map. All big blue dots mark the places you can warp too. Teleporting has one requirement. You need to aquire/buy a certain scroll. This one can either be found in boxes along RPG Mode or be bought in Shops. This scroll is read and almost at the bottom of the shop. In the Konoha shop it costs 5000 RYO and in the Sand Village shop 4500 RYO. ============================================================================== 5.4 Character Upgrading [c054] ============================================================================== In Narutimate Accel 2 Master Mode you're able to increase the stats of your characters and also to equip items to your characters along with upgrading the level of your Jutsus. The maximum level for your characters is LVL 50 and the maximum for stats is 50 too. If you want to upgrade a character you need to find the right menu first. When you're in Master Mode press START to get into the menu. Now choose the the icon with the 4 scrolls (Green-Orange-Yellow-Blue). You will see your team members. If you choose one of them another screen with will pop up. Which should look like the following scheme. __________________________________________ | | | | Character Icon | Stats Health X+X | | | Chakra X+X Power X+X | | 1. Stats | Defence X+X Speed X+X | | 2. Equipment | Current EXP xxxxxxx | | 3. Jutsus |________________________| |_________________| Sensei Character Icon | | | Stat 1 Stat 2 | | Jutsu 1 Lv. 1 | Stat 3 Stat 4 | | Jutsu 1 Lv. 2 |________________________| | Jutsu 1 Lv. 3 | Equipped Item: Name | |_________________|________________________| The X stands for your current character stat. The "x" is you current EXP. ================================== How do I upgrade my character now? ================================== This is very easy. Just select the stats menu. Another screen pops up which means the following (translated). [Health] [Chakra] [Power] [Defence] [Speed] < < < < < [Number] [Number] [Number] [Number] [Number] > > > > > [Number] [Number] [Number] [Number] [Number]

The first column are the stat names. The second column are you current stats and the third column are the points that are needed to increase your character stats by one. If you want to increase one of the stats just select it and press right on the digipad to increase it. At the bottom is a yellow field that tells you how much points you have left for stat increasing, if its too low you can't increase any of the stats. When you're done just hit the big red button at the bottom to confirm the upgrading. If you press /\ Triangle you

can also check how many more points you need to upgrade your Jutsus. ================================== How do I upgrade my Jutsus now? ================================== The Jutsus of the characters get upgraded by reaching certain number of stats. If you choose the third option in the screen I just showed you you can see your three Jutsus and right to it how you need to increase the certain stats to upgrade it to the next level. Example: _______________________________________ | Health 0 | |*Yellow Icon Jutsu 1 Lv. 0 Chakra 5 | | Blue Icon Jutsu 2 Lv. 0 Power 1 | | Red Icon Jutsu 3 Lv. 0 Defence 0 | |____________________________Speed____0_| The * is the selected Jutsu. The right screen shows you that you need 5 more chakra and 1 more power to get the Jutsu to level 1. This is how it works for all Jutsus. ============== Naruto ============== Rasengan: Lv1 Chakra: 5 Lv2 Chakra: 20 Lv3 Chakra: 40 Power: 5 Power: 15 Power: 35

Fuuma no Shuriken: Lv1 Health: 12 Denfence: 12 Lv2 Health: 26 Denfence: 29 Lv3 Health: 38 Denfence: 42 Kagebunshin Lv1 Chakra: Lv2 Chakra: Lv3 Chakra: no Jutsu: 15 Speed: 14 30 Speed: 28 42 Speed: 38

============== Sasuke ============== Chidori: Lv1 available from the start Lv2 available from the start Lv3 Chakra: 35 Power: 38 Shuriken Lv1 available from the start Lv2 available from the start Lv3 Defence: 35 Speed: 38 ============== Sakura ==============

Rock Punch: Lv1 Chakra: 6 Power: 5 Lv2 Chakra: 16 Power: 16 Lv3 Chakra: 39 Power: 37 Healing Jutsu: Lv1 Health: 8 Defence: 7 Lv2 Health: 28 Defence: 26 Lv3 Health: ? Defence: ? ============== Kakashi ============== Summon Pakkun: Lv1 available from the start Lv2 Chakra: 27 Defence: 25 Lv3 Chakra: Defence: Summon Dog Pack: Lv1 available from the start Lv2 Health: 25 Speed: 28 Lv3 Health: ? Speed: ? ============== Neji ============== Byakugan: Lv1 available from the start Lv2 Health: 22 Chakra: 24 Lv3 Health: 32 Chakra: 35 ============== Sai ============== Ink Lv1 Lv2 Lv3 Ink Lv1 Lv2 Lv3 Painting: available Power: 27 Power: 38 Bird: from the start Defence: 27 Defence: 38

Painting: Mice: Chakra: 15 Speed: 15 Chakra: 30 Speed: 30 Chakra: ? Speed: ?

============================ Sensei Characters ============================ You can choose a extra Team Member that won't walk along with you but who will give extra stats. ============== Shizune ============== Health +2 Chakra +6

?? ??

+3 +3

============== Asuma ============== Power +10 ?? +4 ============== Kurenai ============== Chakra +10 Power +4 ============== Yamato ============== Power +4 ? +10 ============== Rock Lee ============== ?? +13 ============== Tenten ============== Chakra +4 Power +3 ?? +6 ============== Gai ============== Health +10 Power +4 ============== Shikamaru ============== Health +1 Power +4 ?? +4 ?? +4 ============== Chouji ============== Health +8 Chakra +2

Power +3 ============== Ino ============== Chakra +3 Power +2 ?? +4 ?? +4 ============== Kiba ============== Power +4 ?? +9 ============== Shino ============== Health +5 Chakra +5 ?? +3 ============== Hinata ============== Chakra +9 ?? +4 ============================================================================== 5.5 Story Walkthrough [c055] ============================================================================== This time there is no fictional filler story as in Narutimate Accel 1. This game features the first 2 arcs of the part 2 manga. ============================================================================== 5.5.1 Save Gaara Arc [c0551] ============================================================================== [Intro] Just like in the start of the Shippuuden Anime we see Naruto finally meeting up with Sasuke. The scene ends with Sasuke trying to stab Naruto. The scene changes and we see Naruto and Jiraiya coming home to Konoha. While Naruto checks out the town he meets up with Sakura for the first time since he left Konoha. After you have finished talking with everyone you will have to get to Tsunades Hokage Office. Its located at the Hokage Highway [07] so quickly head there. If not sure with the map yet you have to take the way north and the right way on the next map. In Tsunades Office you will meet up with Shikamaru and Temari. While talking Kakashi will show up and wants to challange you with again with the good old Bell Training. When you're able to move your next target will be the Training Grounds [01]. Go back to the intersection you came from and take the other way this time, on the next maps just go right and then left to reach the

Training Grounds. When you enter Kakashi will challenge you and a Versus Mode Fight will start. Naruto (sup: Sakura) vs Kakashi (Gives 1000 RYO) Conditions: 1. Win the fight 2. Now that you have gotten the bells leave the map. A man will stop you and explain a few things to you about the symbols some people have above their heads. At the moment you can't leave the map. Walk to the Savepoint to see a little glowing thing. Collect it and return to the man and talk with him. Now you're finished head back to the Konoha Gate area [08] and meet up with Iruka. While eating some good ramen he will tell you some new news about your friend Gaara. The scene now changes to Sasori and Deidara entering the Sand Village. Deidara will encounter Gaara on top of a building in the village and a new fight will start. Gaara vs Deidara (Gives 2000 RYO) Conditions: 1. Win the fight 2. Opponent has increased attack Gaara will win but Deidara uses one of his spiders finish to get Gaara and take him with him. Now you're playing Kankuro who tries to save Gaara. Run straight to leave the town. On the first Sandfield a countdown will start. You only have 3 minutes to reach the Akatsuki Team. They are located in the Sand Cloud Desert [20] which can be reached by taking the only exit of the next map and then just the top right exit on your minimap in the next area. After that just run the only way to get to a huge desert area. There should be big red dot now in the top right so get there to meet with the Akatsukis. Kankuro will try everything to save Gaara and a new fight will begin. Kankuro vs Sasori Hiruko (Gives 2000 RYO) Conditions: 1. Win the fight 2. Opponent has increased defense Kankuro will pass out by poison and the Akatsukis will take Gaara. You're back playing Naruto now. Next station is the Hokage Office [07] for you. Before you can enter it some text will pop up but just enter the Office after that. Jiraiya will be there and challange you. Naruto vs Jiraiya (Gives 3000 RYO) Conditions: 1. Win the fight 2. After the fight it turns out that it were just Bunshins. Tsunade will talk a bit more with you and then you should leave the office. When you leave Naruto will think about something and meet Sakura and then you're back at the Gate. Head back the Hokage Office [07] again now to get the message that Gaara was captured. Now its time to get to the Sand Village [18]. This will be a long way but its pretty simply always go straight and you should get there after a while. On one of the maps some harder bandits will fight you but that shouldn't be a big problem.

When you're there a red dot will mark your final destination at the end of the streets. When you're ready after the talking get to the shop which is marked with a red dot to get a little quest. When you're read its time to get back to the desert. On the second map at the outskirts you will meet a merchant who is threatened by some bandits. Its your turn now to get away with them. After winning the fight you're back in town, get back to your team now. After a new talking sequence go to the Gate [49] to meet with Chiyo. A scene will pop in where we see Team Gai leaving Konoha to support Team 7. Now leave the Sand Village and walk into the desert until a FMV appears. [FMV] We see how Gaaras Tailed Beast gets extracted by Akatsuki Another time we change to Team Gai which will be encountered by Kisame. Gai vs Kisame (Gives 2000 RYO) Conditions: 1. Win the fight 2. Walk to the next way and get to the top right exit of the minimap now. When you try to leave a short talk with Chiyo will start. There is a wounded man now near the big stones only a bit away from you. He is marked with a red dot so get there quickly. He will tell you something and a 5 minute countdown is going to start. Don't worry that is much more that needed. You only have to get to the center of the map to find another wounded man. When you're finished you'll be right back to the exit of the map so just continue your way now until Itachi will cross you way. Naruto vs Itachi (Gives 2000 RYO) Conditions: 1. Win the fight 2. 3. We see Naruto getting caputred in Itachis Genjutsu. Kakashi vs Itachi (Gives 3000 RYO) Conditions: 1. Win the fight 2. After finding out that it wasnt the real Itachi and seeing the long sequence with Gaara just continue your way until the next sequence starts. After a lot more talking we see Team Gai in front of the Akatsuki Hideout trying to get away with the stone. Team 7 joins in they notice that there are seals that protect the entrance. You're playing with Neji now who can see the seals with his Byakugan. There are 4 seals you have to destroy. The locations of the seals are in every corner of the map. You have to hit them with a Kunai to trigger the fight. Some of them are high at the walls or or high at a tree so you have to switch to the ego perspective with L1 to shoot at the seals. Top Left Corner Gai vs Gai (Gives 1000 RYO) Conditions: 1. Win the fight Bottom Left Corner

Tenten vs Tenten (Gives 1000 RYO) Conditions: 1. Win the fight Top Right Corner Lee vs Lee (Gives 1000 RYO) Conditions: 1. Win the fight Bottom Right Corner Neji vs Neji (Gives 5000 RYO) Conditions: 1. Win the fight After the final clone Kakashi lifts the last seal on the stone of the entrance and Sakura smashes it. Enter the cave to trigger the next event. Sasori and Deidara will be waiting for you, Deidara tries to escape with Gaara on one of his claybirds and Naruto will follow him which is the next fight in line. Conditions: 1. Win the fight Naruto vs Deidara (Gives 3000 RYO) Conditions: 1. Win the fight 2. Kakashi will come to support you and Deidara tries to escape. Naruto once again can't hold back and will follow him. In the meantime Sakura has to deal with Sasori. Sakura (sup Chiyo) vs Sasori (Gives 3000 RYO) Conditions: 1. Win the fight 2. Sakura smashes Sasori into a will and he will reveal his ture form. changes back to Kakashi and Naruto who have to follow Deidara. Look the clay spiders because they can get pretty annoying. You have set of 3 minutes to reach the end of the route to meet with Deidara. At time Sakura and Chiyo have to deal with Sasoris true form. Puppet Chiyo (sup Sasori) vs Sasori True Form (Gives 3000 RYO) Conditions: 1. Win the fight 2. Now Sasori is going to reveal his final form. Sakura vs Sasori Final Form (Gives 3000 RYO) Conditions: 1. Win the fight 2. Opponent has increased attack 3. Opponent has increased speed Since the fight is over we go back to Naruto who has to face of with Deidara a last time for now. Kakashi vs Deidara (Gives 3000 RYO) Conditions: 1. Win the fight The scene out for timeframe the same

2. Naruto vs Deidara (Gives 5000 RYO) Conditions: 1. Win the fight 2. 3. 4. First arc ends here. ============================================================================== 5.5.2 Sasuke Rescue Arc 2 [c0552] ============================================================================== The Teams get back from the big fight but there is time to rest yet! Go straight Konoha Highway [05] to meet with Team Kurenai. When you're done talking head to Tsunades Office [07]. When you're finished with talking go back to the Gate [08] to meet Kurenai with her Team. You have to get to the desert to meet there with them. However it will be a bit tricky this time because you're not allowed to take any damage. Neither from enemy encounters nor traps somewhere so try to avoid them as good as possible or you have to start from the beginning all over. When you arrive at the first desert area head to the red dot to meet with the team, finally you're done. No go back to the Hokage Office, when you enter the area a cutscene will start. [FMV] Sai attacks Shikamaru, Chouji and Naruto. Naruto vs Sai (Gives 5000 RYO) Conditions: 1. Win the fight 2. After the fight enter Tsunades Office to find out that Sai is your new team member along with your new leader Yamato. Return to the Gate [08] to find out about your new mission. Next target is the Akatsuki Cave so lets go there. When you enter the first desert area your mission will change and you have to go to the Sand Village. Walk to the last street map [18] and get in touch with the guy waiting for you at the red dot. After the talk you're playing on your own again so just leave this street area to trigger the next side quest. Your mission will be to fight a few bandits in the Sand Cave [21] so quickly head there. When you're there finish the group off, they shouldn't be a big problem and head back to where you came from. Note that there the number of bandits running around now has increased so if you don't like fighting be careful. When you get back to the guy who gave you the mission you have to fight another group of bandits. Now you're really finished and after some more talk with everyone you can start to the Heaven and Earth Bridge [29]. On the way there you will get to the Akatsuki Cave and Yamato is going to challange you. Naruto vs Yamato (Gives 5000 RYO) Conditions: 1. Win the fight 2. 3. Now just follow the way to the cave to get another discussion with your team.

After this is done enter the cave. When you're able to move again run straight to the Seal on the wall. Two clones will of Naruto and Sakura will show up. Naruto (sup: Sai) vs Sakura (Gives 5000 RYO) Conditions: 1. Win the fight 2. Yamato (sup: Sakura) vs Naruto (Gives 5000 RYO) Conditions: 1. Win the fight Then just follow the way you followed Deidara earlier, when you come to the intersection take the right way and follow the way over the two maps to get to the bridge. Yamato will impersonate Sasori and meets with Kabuto . Orochimaru shows up too and they both get on Yamato. Yamato vs Kabuto (Gives 5000 RYO) Conditions: 1. Win the fight 2. Naruto with 4 Tails vs Orochimaru (Gives 8000 RYO) Conditions: 1. Win the fight 2. 3. Opponent has increased speed 4. Opponent has increased attack After the fight Sai will betray you and go with Orochimaru. Now you're alone with Sakura in your team. Just follow the bridge to the next map and go to the red dot to meet with Yamatos Wood Bunshin. Yamato (sup: Naruto) vs Orochimaru (Gives 8000 RYO) Conditions: 1. Win the fight Sakura vs Kabuto (Gives 8000 RYO) Conditions: 1. Win the fight 2. Opponent has increased attack 3. Opponent has increased speed Finally you're able to enter Orochimarus Hideout. Walk straith to the center of the room to meet up with Sai. Naruto vs Sai (Gives 8000 RYO) Conditions: 1. Win the fight 2. Opponent has increased attack 3. Opponent has increased speed Now continue your way to the next hall. Enter the first room on the right and grab the key from the chest in the room. After that head to big door at the end of hall way and enter it to meet with Sasuke. Naruto (sup: Sai) vs Sasuke (Gives 10000 RYO) Conditions: 1. Win the fight

2. Enemy has increased attack 3. Enemy has increased speed Naruto (sup: Sakura) vs Sasuke (Gives 10000 RYO) Conditions: 1. 2. 3. 4. Win the fightgreen Naruto is in Akai Chakra Mode Opponent has increased speed Opponent has increased attack

After finishing him your done with the story. ============================================================================== 5.6 Clone Fights [c056] ============================================================================== When play through the game you will see a of lot characters standing around with gray Konoha symbols above their head. You can fight these npcs to get the them for Versus Mode (if you haven't started with a savegame from a previous game) and unlock assist characters. The list will show you where you can find each of them. Not all Clones are there from the beginning, so if a special one you're not there when you start just check back later after you finished some other clones. Note: 5 Clones cannot be found until you clear Sasukes part in Master Mode along with going with Naruto through all the rooms. After that you can find 4 new clones (marked with * behind the names in my list) near and in Orochimarus Hideout. After you got those the final clone of the 4th Hokage will stand on the Hokage Office in Konoha. Explanation: [NR][Map][Character][Reward][vague location(on the minimap)] #01 #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #21 #22 #23 #24 #25 #26 #27 [07] [04] [11] [23] [24] [20] [06] [20] [25] [19] [04] [01] [27] [28] [22] [22] [18] [21] [14] [16] [34] [31] [29] [27] [31] [34] [07] Naruto Sakura Sai Kakashi Neji Rock Lee Tenten Gai Shikamaru Chouji Ino Asuma Kiba Shino Hinata Kurenai Gaara Kankuro Temari Chiyo Chiyo Puppets Itachi Kisame Deidara Sasori Hiruko Sasori Real Jiraiya [3000 [3000 [3000 [4000 [4000 [3000 [3000 [4000 [3000 [3000 [3000 [3000 [3000 [3000 [2000 [4000 [5000 [4000 [4000 [4000 [5000 [5000 [5000 [5000 [4000 [5000 [3000 RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] RYO] top of the building center of the map near iruka right side of center center center near the center pit in front of the shop near center pit near entrance center right near entrance near the center center left center left edge center left center north sand village top of the building center left center left near the entrance center middle of bridge middle of map center middle of bridge center Tsunades Office

#28 #29 #30 #31 #32 #33 #34 #35 #36 #37 #38 #39 #40 #41 #42 #43 #44 #45 #46 #47 #48 #49 #50 #51 #52 #53 #54 #55 #56 #57 #58 #59 #60 #61 #62

[07] [02] [11] [33] [32] [33] [08] [33] [06] [07] [03] [15] [10] [05] [05] [12] [12] [09] [09] [08] [02] [07] [11] [01] [07] [12] [17] [18] [32] [29] [25] [24] [19] [26] [26]

Tsunade Shizune Yamato Orochimaru* Kabuto* Sasuke* PTS Naruto PTS Sasuke* PTS Sakura PTS Neji PTS Rock Lee PTS Tenten PTS Shikamaru PTS Chouji PTS Ino PTS Kiba PTS Shino PTS Hinata Hanabi Konohamaru Anko Nidaime Shodaime Sandaime 4th Hokage** PTS Gaara PTS Kankuro PTS Temari Kimimaro Sakon Tayuya Kidomaru Jirobo Zabusa Haku

[5000 RYO] - top of the Hokage Office [4000 RYO] - near the entrance [4000 RYO] - near entrance [5000 RYO] - last room of hideout [4000 RYO] - near hideout entrance [5000 RYO] - first room of hideout dungeon [2000 RYO] - right from entrance [2000 RYO] - first room in the hideout [2000 RYO] - right from entrance [2000 RYO] - near the entrance [2000 RYO] - near the intersection [3000 RYO] - left side of the map [2000 RYO] - near entrance [2000 RYO] - near entrance [2000 RYO] - on the plateau [2000 RYO] - right in the forest [2000 RYO] - center right in the forest [2000 RYO] - near the entrance [5000 RYO] - next to entrance [1000 RYO] - near the center [3000 RYO] - near the entrance on a plateau [5000 RYO] - next to office entrance [5000 RYO] - right entrance [5000 RYO] - memorial stone [10000 RYO] - top of hokage office [3000 RYO] - near the savepoint [2000 RYO] - near the savepoint [2000 RYO] - near the savepoint [3000 RYO] - top of map [2000 RYO] - entrance of map [2000 RYO] - exit of map [2000 RYO] - on a plateau near the entrance [2000 RYO] - near entrance [4000 RYO] - right from entrance [3000 RYO] - right from entrance

============================================================================== 5.7 Memory Book Pages [c057] ============================================================================== Shortly after you have started the story of the game a guy will stop you and give you a little quest to find pages of his Memory Book he lost. You have to find these and bring them back to him. [NR][Map][vague location(on the minimap)] #01 You get this automatic while playing through the game #02 You get this automatic while playing through the game #03 [06] Right side of the shop #04 [11] Entrance of the map #05 [13] In the pit near the savepoint #06 [16] right before entering #07 [17] middle/left of the street map #08 [18] sand village bridge #09 [20] near a huge rock at the top left exit #10 [23] center #11 [24] near the center on the plateau #12 [24] near exit #13 [25] near the exit #14 [26] right near hideout entrance #15 [28] near a tree

After this page you have to get back to the man. If you forgot where he is, you can find him at the Training Road [03]. Tsunade will appear and tell you to check for more pages between the Akatsuki Hideout and Orochimarus Base. #16 #17 #18 #19 #20 [27] [29] [30] [31] [32] near the top exit down in the grounds on one of the stone pillars near the save near the exit center near a tree

============================================================================== 5.8 Quests [c058] ============================================================================== Besides the storyline there are many more things to do in Master Mode. One thing are the many Quests. You will find 4 kinds of quests. 1. 2. 3. 4. Special Quests Social Quest [Yellow Handshake Symbol] Jutsu Quests [Green Scroll Symbol] Additional Quests [Grey Konoha Symbol]

Not every quest is availble from the start and especially the Special Quests require you to to complete some Social Quests first. ============================================================================== 5.8.1 Special Quests [c0581] ============================================================================== You will get these after you have done some Social and Jutsu Quests. ============================================================================== Quest #01 Bonds of a Parent and Child ============================================================================== Location : Sakura at the Hokage Highway [07]. Reward : Naruto Doll Mission : First you have to enter the Hokage Office and talk with Tsunade. When you're done leave the office and a few people will stand near the office. Talk to them to get new informations. After that head to the Dark Green Knoll area [04] where Iruka usually stands. A little girl will stand near him now. Talk to her and when she has finished talk to her another time. Blue items will appear around the area. You have to get the one that is farthest behind Iruka. (If you're not sure check the Kanji name for the item but don't collect it and talk to the girl again to check the highlighted part if its the same as the item). Bring the item to the girl when you have the right one. Now she will ask you some questions, the right answers are 2-3-3. Now you only need to get back to the parents to finish the mission. ============================================================================== Quest #02 Investigating the Darkness 1 ============================================================================== Location : Tsunade at the Hokage Highway [07] in her office. Reward : Nothing Mission : At the entrance of Konoha will be a delivery man who will hand over a letter to Naruto. Go to Tsunade in her office [07] and she will

order you to investigate at Orichmarus Hideout. Form a team and head to Orochimarus base [33]. When you're there Naruto will talk about how the place stences evil, and he's got a bad feeling. Keep on your way to the last room with the snake head. Get the key and head back to Tsunade. When you give her the key Sasukes part of the Master Mode will start. ============================================================================== Quest #03 Investigating the Darkness 2 ============================================================================== After finishing quite a few mission there will be a new one where you can play as Sasuke in the RPG Mode. You'll have to complete 19 rooms to finish this mission. I will only note the way to get to the exit. You can find some chests with items in the rooms but most of them are not really worth getting. How to use the maps: e x X s entrance exit savepoint seals/switches

============================================================================== Room #01 ============================================================================== _x_ | ___| | | |___ | X| | | |_e_| Just walk to the exit. ============================================================================== Room #02 ============================================================================== _x_ | | | |__________ | | |___ __ | | | | | ___| | |___| | | |___ | | | | | |_e_| Just walk to the exit. ============================================================================== Room #03 | |___ | | ___|

============================================================================== _x_ ___ | | | s | | |____| | | | |________ | | |_______ | | | ________| | | ____| |_______ | | |___ ________| | | | | |_e_| Run to the the seal (s) to open the door, then leave. ============================================================================== Room #04 ============================================================================== _________ x | _______|____ | ____ |s2 |====| | | | |___ |====| | | | | |====| | | | ___| |xxxx|s1 |____| | | | |_______ ___| | | |____ ____| | | | | |_e_| When you enter the room head straight forward to s1 to lower the bridge with the seal then go the left way to the room with the second seal (s2) to open the door that blocks the exit. Leave now. ============================================================================== Room #05 ============================================================================== ___ | | _______| | | | | ___ | | | | | ___ | | |_x_| | | | | ___| |___| | | | |___________ | | | | | |_e_|

Get straight to the exit, there are explodings tags on your way so watch out. ============================================================================== Room #06 ============================================================================== ___________ | | _x_ ___ | ___ | | | | | | | | | | | |_e_| | | | | | | | | | |___________| |___ | | |_______ ___________ | | | | | |_s2| | | | | |_s1| First go to s1 to open the door to the elevator, then go to s2. You have to break the wall to get to s2, just activate the elevator and leave. ============================================================================== Room #07 ============================================================================== ___ | s2| ___| |________ | | ____________|___ | e | | | |________________ |___| |___ | | |s1__________ | | | | | |_e_| Just walk you way to s2, you will see s1 on the way but ignore it. After smashing the wall and getting s2 activated you can leave the room. ============================================================================== Room #08 ============================================================================== ___________ ____________ | | | | |___ ___| |________ | | | | | | |_________________| |___ | | |__________s2 s1______ | | | | | | | |_x_| | | ____________| | | | | _______ |________ | | | | |_e_| |_____________|

Just go to s1 to lower the bridge and leave. ============================================================================== Room #09 ============================================================================== _x_ | | | | _____| | | | | |_____

| | | | | | _________|_____ _____| _e_ |s |XXXXX| | | | | |XXXXX| |____________| | | | |____________________________________| Just go to the seal and activate it to lower the bridge, then leave. ============================================================================== Room #10 ============================================================================== ___ | s4| | | | | _____________ _____| |____________ | | | | |____ ____ |___| ____________ | | | | | |s3______ ___| ___|__x_| | | | | | | ___ | | | | | s1| | | ____| |____| |___| |____ |s2 | |______________ ____________| | X| | | |_e_| Some stuff to do. Head to s1 first. After you have activated ti just get your way to s2 to enable it. Head to s3 now, almost done. Just get s4 activated to leave this room. ============================================================================== Room #11 ============================================================================== _x_ ________ | | | | | | |____ | | | | | | |________________| ____| | | |____________________ |

| | ____________________|s1 | | | | ____________________| | | | | _e_ | | | | | |____________________| | | | |____________________________| Easy going, smash the wall on your way, activate s1 and head to the exit. Note: From here on you will need Chidori LVL 3 to smash the walls.If you don't have it yet you won't get further in this room. ============================================================================== Room #12 ============================================================================== ___ | s2| __________| | | | |_______ ___| ___ | | | s1| | |______________| | | | |_______ ___ __| | |XXX| | ___| |XXX| |_______ | |XXX| | | ____|XXX|_______ | | |XXX| x | | | ___________| |XXX| | | | | | | | |__________ _______| |_e_| | | |_s3| First activate the seal at s1. Now head right to s2 to activate the elevator. Only s3 is missing to open the door and your change to leave is there. ============================================================================== Room #13 ============================================================================== ______________ | | |___ ______| | | | |___________________ _x_ | | | | | ___ |___| | | | | s1 | | | | _______| | | | s2| | | | | | _______ | | |___ | | | | | | | | |___| |___ | | | | |

|_e_|

|___|

Not much to do, just get to s1 to lower the bridge and leave. ============================================================================== Room #14 ============================================================================== _x _| | __| |_____ | _| |s3 | |__|X| |X| | |_ |X| |__ ___ | |X| s2| | s1|X| |X| | | |X| |X| | | |X| _| | | |X| |X| | | | |_____ ____| | | |_e_| First take the left way to change the way the band moves. Then take the other way to activate s2 and s3. These will open the door for the band and lower the bridge so that you can exit this room. Note:From here on you will need Shuriken LVL 3 to smash the walls.If you don't have it yet you won't get further in this room. ============================================================================== Room #15 ============================================================================== ___________________________ | | ____| _____ s5_ ___| x |XXXXX| |XXX| | |_______|XXXXX|__ |XXX| |______ | s4 |XXXXXXXX| |XXX| | ___| |XXXXXXXX| |XXX| __ | | |XXX| |XX| | |_______ ___ |XXX|_s6|XX|___| | |XXX| | _______|__|XXX|__ ___ | | |XX| s3|XX| | | | |___ |XX| |XX| | |______| | |XX| |XX| | ___| |XX| |XX| |__________ | | |____________________ _______| | | ________________| | |X s1 s2 | | ____________ |___ | | | | |_e_| |________|

Just follow the way and activate s1 and s2 to lower the bridges. Then get to s3 to open one of the doors. Next activate s4,s5 and s6 to open all missing doors to the exit. ============================================================================== Room #16 ============================================================================== _______ x | |___ | _________________| | | | _______| ___| | | | _____________________| | | ____| |____________________ | | | ________ |____ | | | | | |____ |_________________ | | | | | |________| |_e_| Just get to the exit. ============================================================================== Room #17 ============================================================================== _x | | | | __ __ | | __ | |______| |__| |__| |___| |__ | | |____________ __________________| | | __ __ | | ____________| |__| |__| |___| | | | |__ __ __ _______________| | | | | | | |__| | | |__| |_e_| __ Pretty easy stage, ignore all everything and just get to the exit. ============================================================================== Room #18 ============================================================================== ___________ x |_____ |_______ ______| _______| | | s2 | ______| ______| | | |___ ___|__________________ | |XXX| | | |XXX|___ _______ | | |XXXXXXX| |XXXXXXX| |

|XXX| |XXX| | |XXX| |XXX| | |XXX| |XXX| | |XXX|____s1____|XXX| | | |XXXXXX| | |________ |XXXXXX| ___| | | |_____ ______| | | |___| Take the right way first to get to the s1 first (you need Shuriken Lvl 3). You have to smash a wall to get in there.After enabling the switch just go you way to the exit. You will have to activate the bridge at s2. ============================================================================== Room #19 ============================================================================== _ _______________ |s3| |_ _____ ___x _| |_________ | | |_| |_ ______ | | |** ___ | |XXXXXX| |__| |__| s2| |_|______ _______| __| ___| |s1 |_ ______ _ _ |___ |_| __ | | | | | ______________| ____| | |_| |__| | |_________ __ | __|_____ __| | | | | _| |XXXXX| | | | |_| __| _ XX| | |_| |__ |X| ____| |__ __| | | |e| First get all your way to s1 to activate the elevator. Activate s2 there and then head to s3 and activate it. Now head to the exit. Note: shortly before you leave, there is a hidden room at "**". You migh need to activate a search ability to see it. Use Rasengan to open it and activate it to lower the last bridge in this room. You will get a Jutsu Scroll in the treasure box. ============================================================================== Room #20 ============================================================================== ___ _| x |_ | | |_ _| | | | | | | | | _| |_ _| |_ | | | |

| | | ___|

|___ | | | X| |_e_|

___|

Finally the last room. Just go straight until a cutscene with Orochimaru and Kabuto appears. You will have to do a boss fight against Orochimaru. Chidori helps here greatly.After you finished the boss it turns out it was a fake and and not the real Orochimaru. Here ends his story and you will switch back to Naruto. ============================================================================== Quest #04 Investigating the Darkness 3 ============================================================================== Location : Tsunade in her office [07]. Reward : Sasuke's Kunai Mission : Right after you have done Sasukes part of the Master Mode Tsunade will tell you to form a team consisting of Naruto, Sakura, Sai and Yamato as their sensei. Get back to Orochimarus Hideout and enter the infamous locked door, it will be unlocked from now on. You'll have to get through all rooms another time. At the last room you have to fight a group of really strong bandits. When you have finshed them go to the end of the room to receive Sasukes kunai. This ends the missions. Note 1: Some people seem to have problems opening the door. They get a message that the door was unlocked but still can't enter it. If this happens to you try to get back to Tsunade and she might give you something, then go back to the Hideout. Note 2: Sasukes Kunai enables you to use Sasuke as character in Master Mode. Equip this item to Naruto and whenever you enter a fight you will play as Sasuke. ============================================================================== Quest #05 Naruto and Tsunade's Incident Filled Journey ============================================================================== Location : Tsunade in her office [07]. Reward : Desert Rose Mission : After you have done some missions Tsunade will give you the mission once you enter her office. When you got it just walk to the Sand village, teleports will be disabled. On the way there she will interrupt you with a few talking sessions. When you arrive at the Sand village go to the last street area to meet with 2 people standing around there. Tsunade will order you to get to get to the desert and organize a item for her. Leave the village and go to the Overlapping Deserts Area [13] and check the upper right pit for a flower. When you walk back to the Sand village and you will see that the number of bandits has increased so you will have to do a few fights. Bring the item to Tsunade and afterwards head with her to the Akatsuki Cave [26] and enter it. Tsunade will talk a bit more and then you have to get the medicine she dropped. You can find it at the west part of the river. Go back and give the item to her. Some more talk will happen and when you're outside of the Akatsuki Hideout a ninja from Konoha will tell Tsunade that she is needed back home and she will leave. Mission is over now.

============================================================================== Quest #06 United Front ============================================================================== Location : Tsunade in her office [07]. Reward : Wind Scroll Mission : This will be the last mission of the game. You have to finish all other missions before you can do this one! Talk to Kakashi and he will join your team and then you have to get to Tsunades office. When you finished talking to her get to the Sand Village Gate [16]. Talk with Baki and then head to the Overlapping Deserts [13] where Kiba and Kankuro will be waiting for you. They want you to find a bomb so pick it up next to the savepoint and then go back to Baki. You will be ordered ordered to head to the huge desert. On the way there collect all the bombs that are scattered all over the maps. When you arrive at the Sand Cloud Desert you'll meet up with Temari and Shikamaru. After talking to them bandits will appear at map [19] so go there and defeat them in the timelimit. Now head to the Sand Cave [21] and you'll meet Shikamaru with some bandits so just defeat them. Now get back to the Sand Village, when you reach it another countdown will start and you have to collect the bombs on the way to the Kazekage tower. Get on the roof of the building and fight the strongest bandits of the game. After you have finished them the quest will be over and Master Mode complete. ============================================================================== 5.8.2 Social Quest [c0582] ============================================================================== These missions are can be gotten by people who have a yellow handshake symbol above their head. The numbers for the missions are made up, however thats the order they turned up for me. The first missions should be available from the start, others show up after clearing missions. ============================================================================== Mission #01 Lost Child ============================================================================== Location : Old woman at the Konoha Gate [08] near the savepoint. Reward : Golden Lucky Charm Mission : The old woman wants you to find her grand kid. Its pretty easy to find. You only have to go to the Hokage Highway [07] and the boy will stand near the entrance where Jiraiya stands too. He got the hand symbol above his head so should be easy to find. Talk to him and the missions is done. ============================================================================== Mission #02 Icha Icha Delivery ============================================================================== Location : Jiraiya at the Hokage Highway [07] near the entrance. Reward : Genin's Clothes Mission : You will have to bring a book to the Training Grounds [01]. The only problem is that on the way you will encounter fans of Jiraiyas book series. Since you're carrying an autographed copy of one of his books they'll try to steal the book from you when bump into them so stay out of their way. If you get caught by them you have to start all over again, so its better to stay out of their way. Get to the Training Grounds and talk with Ebizu near the tree logs to complete the mission.

Note: Ebizu will stand in front of the shop afterwards. You can get rewards (money) for certain tasks from him. ============================================================================== Mission #03 Fighter Challenge ============================================================================== Location : Guy at the Training Road [03] directly at the intersection. Reward : Red Ring Mission : When you talk to him 3 bandits will appear behind him. Simply go to them and defeat them. This should clear the mission. ============================================================================== Mission #04 Fighter Challenge Return Match ============================================================================== Location : Guys at the Forest of Death [02] near the entrance. Reward : Gold Necklace Mission : There will be a group of people when you go a bit north from the entrance. Talk to them to start this mission. A countdown of three minutes will start and 3 dots should appear on the map. You will have to fight 3 groups of bandits. The first is in the middle of the pond, the next one on the plateaus on the top right of the mini map and the other one on the top left. When you're done with the fights the missions is over. ============================================================================== Mission #05 Finding Medicine for Lee ============================================================================== Location : Lee at the Training Grounds [01] near the tree logs. Reward : Hot Blood Band Mission : Lee is complaining about a runny nose and sneezing. He seems to think his alleriges are acting up. Get a thermometer from Sakura at the Hokage Highway [07] near Tsunades Office. Now you need to get back to Lee to talk to him. After that once again back to Sakura. She will ask you something and you have to take the second option. Now one last time back to Lee to finish the mission. ============================================================================== Mission #06 Shi-zune's Herb Lessons ============================================================================== Location : Shizune at the Forest of Death [02] near the pond. Reward : Anbu Clothes Mission : After you talked to her you have to get 4 items. Map: _______________ | 3 | | 2| |4 | | | | | | 1 | | | |_____________| Its just a schematic overview for the map but if you compare it

with your minimap you should be able to find the items. After you got them return to Shizune and talk with her. After that leave the area and a cutscene will appear. Take the second answer and the mission should be done. ============================================================================== Mission #07 Rival Battle ============================================================================== Location : Gai at the Training Grounds [01]. Reward : Extreme Heat Band Mission : Talk to him and when you're done go back to the Konoha Gate [08] and talk with Kakashi there. When you're done head back to Gai. Now you will have to fight Gai. Kakashi vs Gai [Reward 2000 RYO Condition: 1. Win the fight 2. Do 3 Kararimi no Jutsu 3. Finish opponent with Jutsu After that Gai disappears and the mission should be done. ============================================================================== Mission #08 Shuriken Training ============================================================================== Location : Neji/Tenten at the Training Grounds [01] near the tree logs. Reward : Crystal Necklace Mission : Pretty easy mission. After talking you have to avoid any enemy contacts for one minute. The easiest way is to run north when you start. Then go left but stay on the eadge until you get to the memorial stone. This is a safe place until the time is over. ============================================================================== Mission #09 Hinata's Mistake ============================================================================== Note: It seems you need to talk to Kankuro in the Sandvillage and accept his quest before this one will appear. Location : Hinata at Konoha Gate [08]. Reward : Hinata's Health Potion Mission : When you enter the area you will see a bandit that dissapears then. Hinata will spawn and talk with you. Go out from Konoha and take the way to the desert. When you reach the first forest area you'll see Hinata again. A countdown of 3 minutes starts and you have to to to the end of the map to find the bandit boss. After a short talk the mission should be finished. ============================================================================== Mission #10 Diet Spar ============================================================================== Location : Ino at the Konoha Highway [05] near the entrance. Reward : Raging Fire Ninja Weapon Set Mission : Ino needs a diet so go to the Training Grounds [01] and she will wait for you there. Talk to her and a battle will start. ]

Naruto vs Ino [Reward 2000 RYO] Condition: 1. Win the fight 2. Do 6 Kawarimi no Jutsu After you won Sakura shows up to invite Ino to eat. Naruto steps in to save Ino's diet. Naruto vs Sakura [Reward 2000 RYO] Condition: 1. Win the fight. 2. Do 6 Kawarimi no Jutsu 3. Do 3 Oi Uchis After this fight the missions will be over. Oi Uchis: These are the little sequences were you have to push O and you will Kawarimi until someone beats the other one. ( up + O O ) ============================================================================== Mission #11 Ingredient Hunt ============================================================================== Location : Ramen Vendor at the Konoha Gate area [08] Reward : Hurricane Ninja Weapon Set Mission : The ramen guy wants you to find 3 incredients for him. The locations for them can be found here (those items can't be found with searching abilities form characters): 1. Konoha Forest [11] near the center 2. Overlapping Deserts [13] center area near a stone and a cactus 3. Akatsuki Hideout [26] in the river near the center After you got everything head back to the ramen guy to finish this mission. ============================================================================== Mission #12 Finding Lost Item ============================================================================== Location : Kiba at the Konoha Gate area [08] Reward : Streaming Water Ninja Weapon Set Mission : After you have talked to Kiba teleport to the area where you had to disable the seals with Neji earlier in the game, its located at [24]. Go to the northwest corner of the map where a little waterfall is to get the item for Kiba. After that head back to Konoha and talk to the guy who was standing there with Kiba earlier to finish this mission ****deavticates teleportation and search jutsus ============================================================================== Mission #13 Battle of Heaven and Earth Bridge ============================================================================== Location : Shikamaru at the Konoha Gate area [08] Reward : Super Strength Band Mission : Shikamaru is standing near the gates. He will order you to the Heaven and Earth Bridge. Warps will be disabled so you have to walk all the way to the bridge. When you have arrived go to the middle

of the bridge to encounter some bandits. After you've won Shikamaru will instruct you again. Take the exit and enter the bridge again. A cutscene with some bandits will appear. Now you have 3 minutes to get rid of all the bandit groups around the area. After that you see Shikamaru and Temari and the mission will be done. ============================================================================== Mission #14 Red Crystal and Blue Crystal Hunt ============================================================================== Location : Shizune at the Konoha Highway [05] near the office entrance. Reward : Red Crystal Necklace Mission : Go to the office and you will see Shizune standing near the office entrance. Leave the map back to shop area and Shino will have a talk with you and be in your team for the time being. Head back to Shizune to talk again with her. When you're done leave Konoha and run your way to the forest area until a cutscene with some bandits appears. Finish them to retrieve the blue crystal item. Go back to Shizune to give the item to her. Now go to the Konoha Highway [05] to meet a traveling vendor. After talking with him a cutscene with Shino will follow after that you're near the vendor again. Go back to him and you will have to answer questions. The right answers are 3, 1, 2, 3. You're done, just head back to Shizune to finish this mission. ============================================================================== Mission #15 Team Work Duel ============================================================================== Location : Kakashi at the Konoha Highway [05] Reward : Hokage Clothes Mission : This seems to be a friendly competition between the jounin to see which team has the best teamwork.When you talk with Kakashi he will partner you up with Sai. You have to get to the Training Grounds [01]. You will have to fight the best of every team chosen by their team leader. Naruto (sup: Sai) vs Chouji [Reward 2000 RYO] Condition: 1. Win the fight 2. Have at least 30% health left after fight 3. Use your partner at least one time Naruto (sup: Sai) vs Kiba [Reward 2000 RYO] Condition: 1. 2. 3. 4. Win the fight Have at least 30% health left after fight Use your partner at least one time Opponent has increased speed

Naruto (sup: Sai) vs Rock Lee [Reward 3000 RYO] Condition: 1. 2. 3. 4. Win the fight Have at least 50% health left after fight Use your partner at least one time Opponent has increased attack

After that the missions should be finished.

============================================================================== 5.8.3 Jutsu Quests [c0583] ============================================================================== NPC's that offer these missions have a green scroll symbol above their head. ======================== Jutsu #01 Rasengan ======================== Location : Iruka at Konoha Dark Knoll [04] in the center. Reward : Rasengan Jutsu Scroll Mission : Fight 100 opponents and survive. After completing it for the first time you get 3 difficulties for it: Low rank, Medium rank, High rank. ======================== Jutsu #02 Raikiri ======================== Location : Kakashi at Konoha Highway [05] right from the building. Reward : Raikiri Jutsu Scroll Mission : Talk with Kakashi to activate the quest. Then go back to the Konoha Gate [08] and meet with Jiraiya. After talking he will be your 3rd support char. Next target is the Sand Cave [21].When you reach it a cutscene will appear and you have to fight Sakura. You can either choose Naruto or Jiraiya to fight her. Naruto or Jiraiya vs Sakura [Reward 2000 RYO] Condition: 1. Win the fight 2. 3. Now head back to the Konoha Gate to encoutner Shizune who will also fight you. Naruto vs Shizune [Reward 2000 RYO] Condition: 1. Win the fight 2. 3. Finish opponent with Jutsu 4. Opponent has increased strength Head back to the intersection at [05] and Kakashi will talk to you. Turns out that Kakashi is Tsunade and you have to fight her. Naruto vs Tsunade [Reward 3000 RYO] Condition: 1. 2. 3. 4. Win the fight Have at least one bar of chakra left Finish opponent with Rasengan Jutsu Opponent has increased attack

After the fight it turns out this all was a test and the scroll is yours. ======================== Jutsu #03 Hakke Kuushou

======================== Location : Neji and Hinata at the Training Grounds [01]. Reward : Hakke Kuushou Jutsu Scroll Mission : After talking Neji will be in your team and a countdown of 3minutes will start. There will be 3 groups of bandits around the area so finish them off before the countdown ends. After some more talking there will be a countdown of 2 minutes and 30 seconds. Again there will be 3 groups of bandits you have to finish off.When you're done a battle with Gai will start. Hinata vs Gai [Reward 3000 RYO] Condition: 1. 2. 3. 4. Win the fight Do a 15 hit combo [Hinatas down down O makes this easy] Opponent has increased defence Opponent has increased strength

Naruto vs Neji [Reward 3000 RYO] Condition: 1. 2. 3. 4. Win the fight Finish opponent with Ougi Do 3 Kawarimi no Jutsu Opponent has increased defence

After winning the fight you're done with the mission. ======================== Jutsu #04 Tsunade's Leaping Kick ======================== Location : Tsunade at Konoha Highway [05] in her office. Reward : Tenshu Kyaku Jutsu Scroll Mission : When you get into her office Tsunade seems to be depressed. Naruto says you should get Sakura to talk to her. Go to the shop area [06] where Sakura and Chouji just came back from a mission. Chouji will say that sweets always cheer up. Now head to the food vendor, she is standing right at the building on the Konoha Highway map [05]. She will send you to the Sandvillage to get some Sunagakure-Sweet Ice. Head to the Sand village streets [18] to meet a traveling vendor who will give you the ice. Now get leave the town. When you leave a cutscene will appear and you will have 5 minutes to get back to Konoha. To easily get this done, equip the Cloud-running Shoes (reward from collecting all diary pages, it's the item that has a "less than sign" and a "squiggly 7" for its tiny top-right characters).When you enter Konoha another cutscene appears and she will run off after talking. You can find her at the Dark Knoll Area [04] far behind Iruka. She doesn't seem to like sweets so Naruto fights Tsunade so that she'll eat the ice. Naruto/Sakura/Chouji vs Tsunade [3000 RYO] Condition: 1. Win the fight 2. Finish the opponent in 30 seconds. 3. After the fight she does likes it. Welcome to filler hell, Shippuden style. At least you'll get the Jutsu scroll.

======================== Jutsu #05 Ino's Jutsu ======================== Location : Ino at the Konoha Gates [08]. Reward : Karen Shikisai Jutsu Scroll Mission : Ino wants you to find a rare flower. You can find the flower in front of Orochimarus Hideout [32]. When you get there you will see a vendor that is attacked by bandits. Defeat them to save him. He will give a item that you have to bring to Ino. The same vendor will now appear in the Sand Village [17/18] and give you another item. Bring this one once again to Ino to finish the mission. ============================================================================== 5.8.4 Additional Quests [c0581] ============================================================================== You will see these quests at some places. Some of them are not noted down here because you automatically have to do them in Master Mode. Otherwise they can be identified by a grey Konoha Symbol above the head of npc's. ============================================================================== Quest with Tsunade / Jiraiya and Kankuro ============================================================================== Location : Shizune in Tsunades office [07]. Reward : Music Box Equipment Mission : After you got the mission you have to get on top of the office to meet with Tsunade and Jiraiya standing at the look out. They will ask you something along the line of "Do you remember what happen to the Mugen City?"(Story Mode of the Japanese Naruto PSP game)". Now, you have to answer yes or no, answering yes and they will go on to talk about ghost in the tree log area and ask you to check it out. Answering no and they will tell you Sakura need your help in the tree log area. Choose "yes" to go on. Now go the Training Grounds [01], after you reach the log area, the cutscene with the ghost girl should start. She will hand you the broken music box and you have to find Kankuro next. You can find Kankuro in the Sandvillage Streets [17]. He needs to find you 5 parts to repair the broken music box. You can find the parts at the following locations: Note: The items are stored in golden chests! 1. 2. 3. 4. 5. In front of Orochimarus Hideout [32] under a tree Sand Cave [21] a bit right from the entrance River Country Forest [28] near the entrance above,on the plateau Konoha Weapon Shop [06] Forest of Death [02] at the northwest edge of the pond

After you have aquired all the items bring them to Kankuro so that he can fix the music box. After that bring it to a little girl at the Training Grounds [01], a important note here is that Sakura must NOT be in your team. Otherwise the last part won't trigger at all. Congrats the missions should be done now. ============================================================================== Ebizu ============================================================================== After you have finished the Icha Icha Delivery quest Ebizu will stand near the

Itemshop at the Konoha Street [07]. You will reward you with money for completing certain tasks. There will be 5 tabs with missions. 1. 2. 3. 4. 5. 1vs1 Fights [20-30-40-50] Bandits fought [50-100-150-200] Social Quests done [3-6-10-15] Object Destory [100-200-300-400] Steps taken [5000-10000-15000-20000]

============================================================================== Gais Challenges ============================================================================== You can find Gai near the tree logs at the Training Grounds [01]. He will offer you various fights to complete. When you complete all the fights you get the last difficulty that is called "Narutimate" difficulty. When you have entered challanges you will get a screen with 3 options: 1. Challenges 2. Survival 3. Conditions ======================= Challenges ======================= Low Rank: *Academy Students [Hanabi, Konohamru] *Lower Rank Nin A [PTS Hinata, PTS Shino, PTS Kiba] *Lower Rank Nin B [PTS Ino, PTS Chouji, PTS Shikamaru] *Lower Rank Nin C [PTS Sakura, PTS Naruto, PTS Sasuke] *Lower Rank Nin D [PTS Tenten, PTS Rock Lee, PTS Neji] *The Ssand Siblings [PTS Temari, PTS Kankuro, PTS Gaara] Middle Rank: *Hidden Mist [Haku, Zabusa] *New Kurenai Team [Hinata, Shino, Kiba] *New Asuma Team [Ino Chouji, Shikamaru] *New Gai Team [Tenten, Rock Lee, Neji] *New Kakashi Team [Sakura, Sai, Naruto] High Rank: *High Rank Nin A [Anko, Kurenai, Shizune] *High Rank Nin B [Yamato, Asuma, Gai, Kakashi] *Sand Puppeteers [Chiyo, Temair, Kankuro, Gaarak, Chiyo Puppets] *Sound 5 [Jirobo, Kidomaro, Tayuya, Sakon, Kimimaro] *Cursed Team [Kabuto, Sasuke, Orochimaru] Konoha Special: *Sannin [Tsunade, Jiraiya, Orochimaru] *Akatsuki [Sasori Hiruko, Deidara, Sasori Puppets, Kisame, Itachi] *Hokages [Shodaime, Nidaime, Sandaime, Yellow Flash, Tsunade] * [Gaara, Sasuke, Itachi, Yondaime, Naruto 4TK] Missions * [Naruto, Ino, Temari, Tsunade, Yondaime] * [Kankuro, Sasori, Chiyo Puppets, Sasori TF, Sasori Final Form] * [Anko, Kurenau, Asuma, Gai, Kakashi] * [haku hina ts neji ts sasu ts itahci

* [Sasuke, Orochimaru, Kisame, Itachi, Yondaime] ======================= Survival ======================= Choose a character and a support character and beat as many opponents as possible. Taken damage will be taken to the next match. But you get a bit health back every round. ======================= Conditions ======================= Now, when you enter, you will see this : _____________ ______________________________________ | | | | | ???? | | ???????? | |_____________| |______________________________________| _______ ____________________________________________ | | | | | 1 | | ??? | |_______| |____________________________________________| _______ ____________________________________________ | | | | | 2 | | ??? | |_______| |____________________________________________| _______ ____________________________________________ | | | | | 3 | | ??? | |_______| |____________________________________________| __________ ______________ __________________________ | | | | | | | ??? | | | ?? | | |__________|______________| |________|_________________| ______________________ | | | ???????! | |______________________| The top part, above the 1-2-3 chart, reads the one condition you can't change - Win the battle! (obviously) The 3 slots are for additional battle conditions that you wish to challenge yourself with. They are listed further below after the other explanations. Now below the 3 slots are two that are next to each other. The one on the left is where you change the difficulty of the computer during the fight. The one on the right is where you can change the ougi settings : random/command/timing/rotation/button mashing . Ok, then the last one is the button you press when you are ready to continue on to the fight. Now, onto the choices. When you press 'O' on any of the 3 options, a menu comes up, and these will be the options you can choose from in order from the top to the bottom. (If you can not read the kana/kanji on the left side of this list, start at the top of the list on the game start from there)

Conditions: ??? Nothing (No effect) ???????? Win the Battle (This is automatic anyway) 30????????????? Defeat the opponent in 30 counts. 60????????????? Defeat the opponent in 60 counts. ?????????? Defeat by throwing the opponent. ?????????????????? Defeat by throwing the opponent in the air. ????????? Defeat with ougi (any level). ???????????? After getting into awakening mode, defeat with the ougi that comes with the mode. ????????? Defeat with ninjutsu (e.g. - Chidori, Goukakyuu no Jutsu, Rasengan 'but not ougi') ?????????????????? Defeat with support character. ?????????????? Finish battle with at least one bar of chakra left. ?????????????? Finish battle with at least two bars of chakra left. ?????????????? Finish battle with 3 chakra bars left. ????10%?????? Finish battle with at least 10% life. ????30%????? Finish battle with at least 30% life. ????50%????? Finish battle with at least 50% life. ????80%????? Finish battle with at least 80% life. ?????????? Don't miss an attack. ?????????

Don't jump. ????????? Don't use any ninjutsu. ????????? Don't use any ougi. ????????????? Don't guard against any attack from the opponent. ???????????? Don't get hit by an opponent's ougi. ?????????????? Don't receive damage from the enemy. (Guard damage doesn't count. But shuriken/kunai do.) ???????????????? Fight with no support characters. ??????????? Do not attack while on the ground. 1?????????????? Don't stop attacking for more than 1 count. 3?????????????? Don't stop attacking for more than 3 counts. 3????????????? Use substitution (Kawarimi no jutsu) at least 3 times. 6????????????? Use substitution (Kawarimi no jutsu) at least 6 times. 3????????. Rebound at least 3 times. (Rebound is when you recover right off just as you hit the ground or in the air) 3??????????? Give 3 or more additional hits. 6??????????? Give 6 or more additional hits. 3????????????? Use 3 different types of ninja tools during the fight. ????5???????Get a combo of at least 5 hits during the fight. ????10??????? Get a combo of at least 10 hits during the fight. ????15??????? Get a combo of at least 15 hits during the fight. ????20??????? Get a combo of at least 20 hits during the fight.

????25??????? Get a combo of at least 25 hits during the fight. ????30??????? Get a combo of at least 30 hits during the fight. ????35??????? Get a combo of at least 35 hits during the fight. ????40??????? Get a combo of at least 40 hits during the fight. ????45??????? Get a combo of at least 45 hits during the fight. ????50??????? Get a combo of at least 50 hits during the fight. ???????? Completely taunt the opponent during the fight. ??????????? Activate your awakened mode during the fight. ???????????????? This one is tricky. For this one, you have to pull off a team ougi, or the ougi that the team ougi replaces. (e.g. - Naruto's Oodama Rasengan gets replaced when you have Sakura as support, so they are either looking for the team jutsu of Naruto and Sakura or Naruto's Rasengan, or any other combo out there) ?????????? Use a Reversal Ougi during the fight. ?????????? Use an Awakening Ougi during the fight. ?????????????? Call out your support character at least once during the fight. ????????? Fight in a state of slow speed. ??????????F ight in a state of low attack power. ?????????? Fight in a state of low defense power. ?????????? Fight with a low recovery rate. ????????? Fight in a poisoned state. ??????????????? Begin the fight with no chakra. ???????? Fight in a weightless state.

???????????? Fight with opponent in a state of fast speed. ????????????? Fight with opponent in a state of high attack power. ????????????? Fight with opponent in a state of high defense power. ?????????????? Fight with opponent's health gradually recovering. ??????????????? Fight with opponent's chakra gradually recovering. ?????????????????? Fight with opponent's attacks lowering your chakra. ??????????????? Fight with no chakra. (You start with no chakra and have a permanent chakra seal on you) After you select all of the options you want, and you have pressed the confirmation button, continue on, select your character on the character select screen and your support character (if able), then choose your field and continue on to the fight. ============================================================================== 5.9 Customizable Jutsus [c059] ============================================================================== You can aquire a certain number of Customizable Jutsus in Master Mode. The first set consisting of 10 Jutsus can be purchased from a merchan in the Forest of Death for 30.000 each. The other Jutsus can be aquired through completing quests and opening treasure boxes. 01.) Raikiri ?? 02.) Suiton: Suiryuodan no Jutsu ??????? 03.) Chou Kaifuukuyaku ???? 04.) Kagura Shuriken ????? 05.) Shinobi Hana Tori Kabuto ???? 06.) Tsuuga ?? 07.) Doton: Doryou Dango ?????? 08.) Oogumo Otoshi ?????? 09.) Bakumetsu Houjin ???? 10.) Suiton: Suijinheki ????? 11.) Gekimetsu Randa ???? 12.) Doton: Funganhoutai

?????? 13.) Nehanshouja no Jutsu ?????? 14.) Shunchouda ??? 15.) Anki: Bakusen Kunai Dama ???????? 16.) Bakushiki Eisen: Kai ????? 17.) Yoru Houou ??? 18.) Chiyoshigure ???? 19.) Ninpou: Dokugiri ???? 20.) Suiton: Suikousandan no Jutsu ???????? 21.) Katon: Goukakyuu no Jutsu ???????? 22.) Karen Shikisai ??????? 23.) Tenshu Kyaku ????? 24.)Rasengan ??? 25.) Hakke Kuushou ?? ?? ============================================================================== Jutsu Locations ============================================================================== ===================== Buyable Jutsus ===================== The vendor is on a plateau at the left middle edge of the map. 01. 02. 03. 04. 05. 06. 07. 08. 09. 10. Ninpou: Dokugiri Anki: Bakusen Kunai Dama Kagura Shuriken Yoru Houou Hakushiki Eisen: Kai Tsuuga Chou Kaifuukuyaku Suiton: Suijinheki Doton: Doryou Dango Suiton: Suiryuudan no Jutsu

===================== Jutsu Quests ===================== Hakke Kuushou Rasengan Raikiri Karen Shikisai Tenshu Kyaku =====================

Findable Jutsus ===================== Oogumo Otoshi - [12] at the exit of the map Chiyoshigure - [18] north west of the center ON the building Shunchouda - [34] at the left edge near the stone pillars Gekimetsu Randa - Room #15 of Hideout Dungeon, in the middle left branch Bakumetsu Houjin - [21] at the top right on the mini map Doton: Funganhoutai - ?? Nehanshouja no Jutsu - [27] on a hidden plateau right at the intersection Katon: Goukakyuu no Jutsu - Room 19 of Orochimarus Hideout dungeon Shinobi Hana Tori Kabuto - [02] near the Jutsuvendor Suiton: Suikousandan no Jutsu - [22] middle of the road on a plateau ============================================================================== 5.10 Item List [c0510] ============================================================================== This section will probably stay under construction until someone sends me a complete list. Also most people can't read the item names anyway so they have trouble finding them too. *** under construction *** ============================================================================== 6. Versus Mode [c06] ============================================================================== This is the most interesting and fun part of the game. This allows you to play with Naruto characters against each other. Most of the moves and the specials (called Ougis) are made up by CC2 for the game but that doesn't really matter. ============================================================================== 6.1 Controls [c061] ============================================================================== Left Stick - Movement Digipad - Movement Square [] - Throw shurikens Triangle /\ - Special (Ougi) Circle O - Attack Cross X - Jump Start - Opens the menu L1 - Change L2 - Block / KnJ R1 - Call Assist/Partner R2 - Block / KnJ ============================================================================== 6.2 Menus [c062] ============================================================================== Confirmation Screen before the fight [] /\ O X Fight options Jutsu customization [needs to be unlocked] Accept Exit

==============================================================================

Fight options [can be accessed on the last screen before the fight] ============================================================================== Fighting Time - 10/20/.../90/99/Infinite (You can change the fighting time using the D-pad's left and right buttons.) Difficulty - Easy/Medium/Hard/Very Hard/Narutimate (You can change the strength of the COM using the D-pad's left and right buttons.) Item Abundancy - Few-ish/Normal/A lot-ish (You can change the abundancy of items using the D-pad's left and right buttons. If you select "a lot-ish", there will always be items found in midgame for you to use.) Chakra - Normal/Infinte (aka no Reduction of Chakra) (You can change the settings to allow the reduction of chakra whenever a ninjutsu is performed in the battle using the D-pad's left and right buttons.) Ougi - Disabled/Random/Command/Timing/Rotation/Button mashing (You can select the type of "input battle" for the Ougi using the D-pad's left and right buttons) Handicap (You can set the Handicap using the D-pad's left and right buttons. When there are more red markers, 1P has more hit points. On the other hand, having more blue markers will give 2P more hit points.) Options while fighting: 1. 2. 3. 4. 5. 6. Button setup Moves Additonal moves X Jutsu display on/off Leave to main screen Leave to character selection

============================================================================== 6.3 Items [c063] ============================================================================== While fighting you can get various items that will support you while fighting your opponent. ======================== Health Restoration Items ======================== Sweet red-bean soup Med-pack ======================== Chakra Restoration items ======================== Chakra ball Hokage's crystal ball ======================== Weapons

======================== Wind-demon Shuriken: hits multiple times Toad Oil: breaks and creates flames when thrown onto an area Spread-spikes: scatters over the ground Explosive Kunai: explodes on hit, Exploding Seal: Clings onto opponent, explodes after a fixed time Thousand-Shadow Shuriken: throws many shuriken Poison Smoke-bomb: poisons on hit Exploding Card: when thrown, falls to the ground, begins a countdown, then explodes Willpower Charm: Lowers Speed for a period of time Curse Card: Armor-Curse: Lowers Defense for a period of time, Curse Card: Pressure-Points Seal: Disable Chakra restore for a period of time Gamble Ball: Unknown effect from this item (It says that) ======================== Stat boosting items ======================== Cloud-Village Scroll: Can't get hit by shuriken for a period of time Jounin's Shoes: Speed Up and Jump Higher for a period of time Food Pill: Attack Power Up for a period of time Flash-step Scroll: Can move to the back of your opponent Health Pill: Can mold Chakra faster for a period of time Kakashi Doll: Can automatically Kawarimi for a period of time Turtle Shell Pill: Defense Up for a period of time ============================================================================== 6.4 Special Items [c064] ============================================================================== The Shippuuden characters all have special items that have special abilities. The special items are highlighted with a light blue aura/field around them. ============================================================================== Some notes about the special items ============================================================================== 1. Only TS characters have a special item. I haven't tested what happens when a PTS character gets a Special item refill item. 2. A character can have more than one of a special item. I don't know what the maximum is but it's probably 9 special items in one slot. 3. Special items are transferrable. The best example for this is TS Shikamarus which knocks out items. If a character's special item is knocked out of him by this move and Shikamaru gets the item, he will now have one more special item in his stock. 4. If your item slots are full, you cannot have a special item unless you use up one item slot. 5. All times listed are REAL TIME seconds, 2 real time seconds=1 game second. 6. All damage listed applies for a character with Class B defense (TS Naruto) ====================== Types of Special Items ======================

Positive Negative Attack Heal -

Buff Buff Used Adds

- Usually raises a stat - Lowers the enemy's stats for attack purposes to chakra or life

====================== Naruto ====================== Type: Attack Description: Naruto launches a Fuuma Shuriken that splits into three fuuma shuriken in a wide arc. They have weak tracking properties. At point blank range the fuuma causes 9 damage and has 6 hits. At the usual range, if one fuuma hits fully, it causes around 6 damage. ====================== Sakura ====================== Type: Positive Buff Description: Speed, Attack up for 10 seconds ====================== Sai ====================== Type: Heal, Positive Buff Description: Attack up, +5 life. Buff lasts 5 seconds ====================== Kakashi ====================== Type: Heal Description: +10 life, +50 Chakra ====================== Neji ====================== Type: Positive Buff Description: Speed UP. Lasts 5 seconds ====================== Rock Lee ====================== Type: Positive Buff/Negative Buff Description: Speed up to Lee, Speed down to the enemy (if the brick hits.) Both last around 5 seconds ====================== Tenten ====================== Type: Attack Description: Tenten launches a multiple shuriken attack similar to PTS Tenten's Kagura Shuriken. At point blank range it registers as 20

hits and causes 22 damage. ====================== Gai ====================== Type: Positive Buff/Negative Buff Description: Speed up to Gai, Speed down to the enemy (if the brick hits) Both last around 5 seconds ====================== Shikamaru ====================== Type: Attack Description: Shikamaru launches 6 kunai balloons that spread over a wide area. Since the spread of the balloons is random, it is hard to calculate damage dealt. ====================== Chouji ====================== Type: Heal Description: +5 life ====================== Ino ====================== Type: Positive Buff Description: Defense up. Lasts 10 seconds ====================== Asuma ====================== Type: Attack Description: Asuma launches a chakra knife. It completely disregards block (it doesn't guard break, it hits like a clean hit. It sends the opponent in a spin and causes 6 damage. However, the item is deflected and even sent back by awakenings/jutsu that deflect projectiles (Hinata's Protection Dance, Temari's Awakening) and characters with deflect status (H. Sasori, PTS Kankuro). ====================== Kiba ====================== Type: Positive Buff Description: Attack up, lasts 5 seconds ====================== Shino ====================== Type: Negative Buff Description: Shino launches special bugs. Movement speed down. Lasts 5 seconds. Does not affect Awakenings and characters with deflect status. I think it still hits characters with the Invisible

status. ====================== Hinata ====================== Type: Positive Buff Description: Attack up, Defense up. Lasts around 8-10 seconds. ====================== Kurenai ====================== Type: Positive Buff Description: Auto-KnJ status, Invisible status. Lasts 5 seconds. ====================== Gaara ====================== Type: Positive buff Description: Gaara's armor of sand. Deflects most items and special items. Lasts around 10 (?) seconds ====================== Kankuro ====================== Type: Attack Description: Kankuro launches a poison bomb with a large area of effect. The effect lasts 5 seconds and deals 10 damage overall. ====================== Temari ====================== Type: Positive Buff Description: Movement Speed (running, jumping and X-dash) up, Speed up. Lasts 10 seconds. ====================== Chiyo (Taijutsu) ====================== Type: Positive Buff Description: Attack up, Speed up, defense up. Lasts almost 12 (!) seconds ====================== Itachi ====================== Type: Attack Description: Itachi launches multiple kunai that branch out. Optimum range is just about 1.5 to 2 character lengths away, which causes 10-11 damage. If done point blank it misses entrirely. Has properties of normal kinai which means it can be deflected. ====================== Kisame ======================

Type: Positive Buff Description: Attack up, lasts around 5 seconds. ====================== Deidara ====================== Type: Attack Description: Deidara launches 3 birds that spread in a wide arc. They do damage comparable to his normal birds which is, to say the least, pathetic. ====================== Sasori Hiruko ====================== Type: Attack Description: Hiruko does a senbon burst similar to his . At optimal range (2 character lengths away) it does 8 damage. ====================== Puppet Chiyo ====================== Type: Positive Buff Description: Attack up, speed up. Lasts 10 seconds. ====================== Sasori ====================== Type: Attack Description: Sasori launches a burst kunai that causes poison status. The poison status itself lasts around 3-4 seconds, although it causes 22 damage in total when launched at optimal range. ====================== Jiraiya ====================== Type: Attack Description: Jiraiya throws a flame jar with an area of effect that is twice as large as the normal flame jar. It causes 9 damage. I'd like to think that it is improved by Jiraiya's but I can't prove it. ====================== Tsunade ====================== Type: Attack Description: Tsunade's item isn't really special... it's just that she has 3 of them. She has 3 Bombs that could either cause a large explosion, a small explosion, a small poison cloud, and a large poison cloud. So far I haven't seen it turn out as a dud. ====================== Shizune ======================

Type: Attack Description: Shizune launches Tonton in a straight path that trips the enemy. Kinda like that turtle thing in NH2. He vanishes when encountering people with deflect status. ====================== Yamato ====================== Type: Positive Buff Description: Defense up. Lasts about 8 seconds. ====================== Orochimaru ====================== Type: Attack Description: Orochimaru launches around 4-5 snakes which cause poison status if they hit you or if you land on them. As for the way they move, think of them as moving poisonous caltrops. If all snakes hit you they cause 12 damage. Of course deflect status negates them. ====================== Kabuto ====================== Type: Attack/Negative Buff Description: Kabuto launches a mystery ball that could cause any number of negative status effects. As far as I know I've seen Speed Down + Defense Down, Stun Status (similar to the effect of Nehan Shoza no Jutsu) or Poison. Unlike most special items, this one neglects deflect status (except for Sasori because he's a dirty bastard) ====================== Sasuke ====================== Type: Positive Buff Description: Defense Up, Speed Up. Lasts around 8 seconds. ============================================================================== 6.5 Character Selection [c065] ============================================================================== This section is very important this time because it will tell you various information that you might need for your right setup. If you press X on the selection screen a new menu will show up that lets you make some settings: 1P 1P COM COM vs vs vs vs 2P COM 2P COM

Exit Mode ================================= Selection Screen =================================

________________ \ XXXX \ XXXX | Character Icon | | __ ________________/ | 1| Character Name | |__|_ ___ ___ ___ ___| | I | C | O | N | S | |___|___|___|___|___| | I | C | O | N | S | |___|___|___|___|___| / Not the best but thats enough to explain everything. 1. The writing to the right of your character icon. This shows the awakening modes for the character. Red Blue Light Blue Green Yellow Purple connect with a specific Ougi successfully Taunt land a high enough Combo throw enough kunai lose 50% or more health poison /

2. Small number left to the characters name. This is the color for the character and be switched by pressing R1. =================================================== How do I start with the second form of a character? =================================================== If you have unlocked all second forms after completing Master Mode just press R1 at the character selection and accept it to start as the 2nd form. ================================= Selecting your support character ================================= When you browse through your partners you will notice that there appear small colored frogs under the partners. Green Frog with flaming eyes and red writing: Team Ougi Brown Frog with scroll and blue writing: Team Jutsu Blue Frog with yellow writing: Special Partner Attack For Team Ougis and Jutsus just check their sections: 6.7.3 Double Ougis and 6.8.2 Team Jutsus =================================================== What are the 2 options after selecting the partner? =================================================== Those two options are Manual and Auto Suppport. Manual support means you have to call your partner first with R1 and then press R1 another time to initiate a attack. Auto means you only have to press R1 once and your partner will automatically attack.

====================================== What does Special Partner Attack mean? ====================================== Usually all assists have one pre set attack and they will always do the same, however when the special partner attack icon appears they will have a completely different attack. ============================================================================== 6.6 Stages [c066] ============================================================================== Narutimate Accel 2 introduced a new set of 8 stages including a lot of your favourite stages from the previous games which leads to 24 total stages. All of them are unlocked from the start. #01 #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #21 #22 #23 #24 [NA2] [NA1] [NA2] [NA2] [NA1] [NA1] [NA1] [NH3] [NH3] [NH3] [NA2] [NA1] [NH1] [NH2] [NH2] [NH3] [NA1] [NA1] [NA2] [NA2] [NA2] [NA2] [NH2] [NH1] Hidden Leaf Village / Konoha High in the Hidden Sand In front of Akatsukis Hideout Akatsuki Hideout Stream Wasteland Road Bell Training Area Konoha Forest No.44 Training Grounds, Forest of Death Valley of the End Konoha Gate Hidden Sand Gates Great Naruto Bridge Chuunin Selection Exam Grounds Orochimaru Confrontation Moonlit Night's Grasslands Blue Skies' Grasslands Heat-hazed Desert Entrance to Orochimarus Hideout Place in Konoha Orochimarus Hideout Heaven and Earth Bridge Attack on Konoha Tanzaku Town

============================================================================== 6.7 Ougi System [c067] ============================================================================== Nartimate Accel 2 is based on the same Ougi System as its predecessor. Ougis are still preset, you can't customize them and you still have to meet certain requirements to activate each one. Through the new addition of the assist system there is a way to have a special ougi with your partner. But later more on this topic. Note: Just like in Accel there are some ougis that don't have an own video sequence and when you use them you will only change the characters mode and get certain stat boosts like increased speed, attack power or defence. Finally, some ougis will transform the character into a different character. ============================================================================== 6.7.1 Taunts and Taunt Mode [c0671] ==============================================================================

You can taunt an opponent by pressing up on the directional pad. Some character's taunt does nothing, however some can have some positive effect. For example Chouji and Shizunes taunt abilities allows them to recover HP for as long as they are taunting, while other character's taunt lets them go into their taunt mode. Whilst in taunt mode some characters move faster or hits harder, Note that some characters can have more then one taunt mode. The third type of taunt makes your character dispense items, the only 2 character whom i can recall off-hand who do this is Tenten and Konohamaru. The last type of taunt grants a stat booast for a period of time. Example = Jirobo Below is a listing of all the known characters Ougi requirements. ============================================================================== 6.7.2 Awakenings [c0672] ============================================================================== Awakenings where part of the new Ougi System that was introduced with Narutimate Accel 1. The following list stats the mode names for the awakenings along with what they do. ============================================================================== Terminology Notes ============================================================================== Name: Name of the mode. Not a direct translation since I have none. Activation Condition: What it takes to activate the mode Ougi Type: Land an Ougi Kaihou Ougi Type: non-cutscene Ougi Provoke Type: Taunt (I will include taunt duration) Low Health Type: Get to low health (in most, if not all cases, 15%) Tension Type: Get _____ number of consecutive hits Weapon Type: Throw _____ number of weapons Duration: Effect duration. All times are in REAL TIME SECONDS. 2 Real time seconds = 1 game second Effect: What it does Awakening Ougi Level - What ougi level changes upon awakening activation. Also, when I refer to chakra lost, Small Chakra Bar = 1/3 of the whole bar Large Chakra Bar = The entire bar Gameplay Notes: Awakenings can be deactivated by: 1. Landing an Awakening ougi 2. Being Hit by an ougi 3. Awakening time runs out (does not apply to Permanent Awakening effects) Deflect Status - Deflects most items, seals, etc. Does not block Poison, bombs, explosions and some special items. ============================================================================== Timeskip Characters

============================================================================== ================== Naruto ================== Name: Akai Chakra Mode Activation Condition: Low Health Type - Get Naruto to around 15% life or lower Duration: Permanent Effect: Attack up by almost 50%, Defense up by 50%, Movement Speed up, All other stats up Awakening Ougi Level - 2 Name: Four Tail Kyuubi Mode (Great Four Awakening Mode) Activation Condition: Ougi Type - Land Naruto's Level 2 Reversal Ougi Duration: Permanent Effect: Naruto transforms into his 4 Tail Kyuubi Mode. His moveset change entirely. Awakening Ougi Level - 2 ================== Sakura ================== Name: Medical Ninjutsu Mode Activation Condition: Provoke Type - Taunt lasts 2 seconds Duration: 20 seconds Effect: Attack up, Defense up 25%, Movement Speed up, Sakura's Health goes up by 15-16% while draining a total of 1 Small Chakra Bar. Awakening Ougi Level - 2 ================== Sai ================== Name: Rapid Writing Mode Activation Condition: Provoke Type (Taunt Lasts 3 freaking seconds) Ougi Type (Land Sai's Level 2 Reversal Ougi) Duration: 20 seconds Effect: Attack up, Defense up Awakening Ougi Level - 3 Note: Sai writes "Idiot" on the scroll. ================== Kakashi ================== Name: Mangekyou Sharingan Mode Activation Condition: Provoke Type (Taunt Lasts 1 Second) Ougi Type (Land Kakashi's Level 3 Reversal Ougi) Duration: 20 seconds Effect: Life gradually drains to a total of 10%, Chakra Drains by a total of 1 small bar, Attack, Defense and speed slightly up, vvO becomes his Mangekyou Jutsu Awakening Ougi Level - 2 ================== Neji ==================

Name: Byakugan Mode Activation Condition: Ougi Type(Land Neji's Level 3 Reversal Ougi) and Tension Type (30 Hits) Duration: 20 seconds Effect: Attack up, Chakra Charge Speed Up, Chakra Drains with every hit (Takes around 80 hits to drain the entire bar) Awakening Ougi Level - 2 ================== Rock Lee ================== Name: Gates Mode Activation Condition: Provoke Type (Taunt Lasts 2 Seconds) Ougi Type (Land Lee's Level 3 Reversal Ougi) Duration: 20 seconds Effect: All of Lee's stats go up (Attack, Defense, Movement Speed, with Defense just a little bit) >OOO changes into a rushing punch move, OOOO changes into a mutli hit kick move. Lee Will lose 15% life as the mode goes on. No Life Gain. Awakening Ougi Level - 2 ================== Tenten ================== Name: Activation Condition: Weapon Type (39 weapon throws - one [] counts as one,and every weapon thrown in >OO counts as one.The number of times you hit with a weapon doesn't matter, as long as you throw the weapon.) Duration: 20 seconds Effect: Attack, Speed and Defense Up, All O attacks "generate" kunai in some way or another except and her Jutsus, Taunt spawns lesser items (!) Awakening Ougi Level - 2 ================== Gai ================== Name: Gates Mode Activation Condition: Provoke Type (Taunt lasts 2 seconds) Duration: 20 seconds Effect: Attack, Defense, movement speed Up, ^OO changes, OOOO changes into a multipunch move, no life gain, Gai loses 5% life Awakening Ougi Level - 2 Name: Gates Mode (2) Activation Condition: Provoke Type (Taunt lasts 2 seconds) - you must taunt while the previous gates are activated. Duration: 15 seconds from the beginning of the second taunt (times stack) Effect: Attack, Defense up even more, vOO and >OO changes, no life gain, Gai loses a maximum of an additional 5-6% more life making a maximum loseable total of 10-11% Awakening Ougi Level - 2 (doesn't change) ================== Shikamaru ==================

Name: Genius Mode Activation Condition: Provoke Type (Taunt lasts 1 second) and Ougi type (Land Shika's Level 3 reversal ougi) Duration: 20 seconds Effect: Attack, Defense and Speed up, ^O, ground <O and >O changes into Kage Nui moves Awakening Ougi Level - 2 ================== Chouji ================== Name: Giant Mode Activation Condition: Provoke Type (Taunt lasts 2 seconds) Duration: 20 seconds Effect: Chouji grows into this large version of himself. His moveset changes entirely. His attack power and defense goes up. He is also impervious to shuriken (deflect status.) He consmes a total of 1 small bar of chakra. Awakening Ougi Level - 2 ================== Ino ================== Name: Activation Condition: Provoke Type (Taunt Lasts 2 Seconds) Duration: 20 seconds Effect: Attack up, Defense up, Speed up, attacks bounce higher Awakening Ougi Level - 3 ================== Asuma ================== Name: Activation Condition: Tension Type (10 hits) Duration: 20 seconds Effect: Attack up, Defense up, Speed up Awakening Ougi Level - 3 ================== Kiba ================== Name: Activation Condition: Provoke Type (2 second taunt) Duration: 20 seconds Effect: Attack up, Defense up, Movement speed way up, >OO changes,vOO gains an extra hit, gains extra hits Awakening Ougi Level - 3 ================== Shino ================== Name: Activation Condition: Provoke Type (1 second taunt) Duration: 20 seconds Effect: Attack up, Defense up, Speed up, Deflect Status

Awakening Ougi Level - 3 ================== Hinata ================== Name: Protection Dance Mode Activation Condition: Provoke Type (1 second taunt) Duration: 20 seconds Effect: Attack slightly up, Defense up, deflect status,OOOO becomes a multihit move ala Neji, >OO changes Awakening Ougi Level - 3 Name: Byakugan Activation Condition: Ougi Type (Land Hinata's Level 1 normal ougi) Duration: 20 seconds Effect: Attack, Defense, Speed, Chakra charge speed up, all hits drain chakra Awakening Ougi Level - 3 Note: Hinata cannot go into her Protection Dance Mode while in Byakugan. ================== Kurenai ================== Name: Activation Condition: Provoke Type (1 second taunt) and Ougi Type (Land Kurenai's level 1 Normal ougi) Duration: 20 seconds Effect: Auto knj, attack and speed up, chakra drains by 1 small bar as the mode goes on Awakening Ougi Level - 2 ================== Gaara ================== Name: Kazekage Mode Activation Condition: Provoke Type (2 second Taunt) Duration: 20 seconds Effect: Gaara gets a whole new moveset (most circle moves - he also has no more throw and his jutsu are still the same,) he can now fly around,he gradually loses a total of 1 small bar of chakra and cannot recharge until the mode is over. Awakening Ougi Level - 1 (!!) ================== Kankuro ================== Name: Extreme Puppet Mode Activation Condition: Tension Type (20 hits) Duration: 20 seconds Effect: Attack, Defense, Speed up, vvO becomes a poison cloud type attack Awakening Ougi Level - 2 ================== Temari ================== Name: Wind Dance Mode

Activation Condition: Provoke Type (1 second taunt) Duration: 20 seconds Effect: Deflect status, attack, defense and speed up by 50%, movement speed (jump, xdash) up Awakening Ougi Level - 2 ================== Chiyo ================== Name: Sand Elder mode Activation Condition: Provoke Type (less than 1 second taunt) Duration: Permanent until player taunts again Effect: defense slightly up, OO and <O changes, vO, ^O and >O become counters Awakening Ougi Level - 2 ================== Itachi ================== Name: Tsukuyomi Mode Activation Condition: Provoke Type (1.5 second taunt) Duration: 20 seconds Effect: A bubble about 5 character lengths forms around Itachi; anything inside that bubble is slowed down giving Itachi superior priority over everything. Chakra is gradually drained to a total of 1 small bar, Itachi's life also drains to a total of 21% as the mode goes on. Awakening Ougi Level - 2 ================== Kisame ================== Name: Samehada Mode Activation Condition: Tension Type (15 Hits) Duration: 20 seconds Effect: Attack up, Defense Up, Speed Up, All hits drain chakra Awakening Ougi Level - 2 ================== Deidara ================== Name: Air Raid Mode Activation Condition: Provoke Type (1.5 second taunt) Ougi Type (Land Deidara's Level 1 Normal Ougi) Duration: 20 Seconds Effect: Deidara gains a new moveset (his jutsu do not change) he cannot charge or throw, his chakra gradually drains to a total of one small chakra bar as the mode goes on Awakening Ougi Level - 1 ================== Sasori Hiruko ================== Name: Hidden Poison Mode Activation Condition: Low Health Type (15% health or less) Duration: Permanent Effect: Attack, Defense Up by almost 50%, All clean hits except for some have

added poison effect. Awakening Ougi Level - 2 ================== Chiyo Puppets ================== Name: Doll Craftsmanship Mode Activation Condition: Provoke Type (1 second taunt) Duration: 20 seconds Effect: Attack and defense slightly up, Speed up Awakening Ougi Level - 3 ================== Sasori ================== Name: True Form Sasori Mode Activation Condition: Ougi Type (connect Sasori's Level 2 Reversal Ougi) Duration: Permanent Effect: Sasori Gains an entirely new moveset and transforms into his true puppet form. Awakening Ougi Level - 2 ================== Jiraiya ================== Name: Sannin mode Activation Condition: Provoke Type (1.5 Second Taunt) Duration: 20 seconds Effect: Attack, Defense, Speed up, Movement Speed (Jump, xdash) up, >OO gains more range, vOO gains more range (the frog is larger) Awakening Ougi Level - 3 ================== Tsunade ================== Name: Sannin Mode Activation Condition: Provoke Type (1 second taunt) Duration: 20 seconds Effect: Attack, Defense and Speed up, >O and ^O changes Awakening Ougi Level - 2 Name: Genesis Rebirth Mode Activation Condition: Ougi Type (Land Tsunade's Level 1 Normal Ougi) Duration: 20 seconds Heal phase, 15 seconds weak phase Effect: Tsunade regains full chakra, which drains to nothing gradually while also gradually replenishing a total of 50% life. When she gets into the weak phase all of her stats go down until that mode is over. Awakening Ougi Level - 1 Note: Tsunade's two modes stack together - so you can use sannin mode to counteract the effects of the other mode. ================== Shizune ================== Name:

Activation Condition: Kaihou Ougi Type (Do Shizune's Level 2 Reversal Ougi) Duration: 20 seconds Effect: Attack up, Defense slightly up, speed up, Shizune Heals herself for a total of 35% Life. Her chakra does not drain. Awakening Ougi Level - 3 ================== Yamato ================== Name: Activation Condition: Ougi Type (Land Yamato's Level 2 Reversal Ougi) and Provoke Type (2 second taunt) Duration: 20 Seconds Effect: Attack Up, Defense up, Speed Up Awakening Ougi Level - 3 ================== Orochimaru ================== Name: Sannin mode Activation Condition: Provoke Type (1 second taunt) Duration: 20 seconds Effect: Attack up, Defense up, speed up, movement speed (jump, xdash) up Awakening Ougi Level - 3 ================== Kabuto ================== Name: Activation Condition: Ougi Type (Land Kabuto's level 2 reversal ougi) Duration: 15 seconds Effect: Attack up, Defense slightly up, speed up, Kabuto heals himself gradually to a total of 35% life. His chakra does not drain. Awakening Ougi Level - 3 ================== Sasuke ================== Name: Swift Blade Mode Activation Condition: Ougi Type (Land Sasuke's Level 1 Normal Ougi - NOT his dual Ougi with Orochimaru) Duration: 20 seconds Effect: Attack up, Defense up, speed up slightly, OOO<O no longer bounces. Awakening Ougi Level - 3 Name: Swift Lightning Mode Activation Condition: Ougi Type (Land Sasuke's Level 2 Reversal Ougi) Duration: 20 seconds Effect: Attack up more, Defense up more, Movement Speed (x-dash) and overall running speed up. OOO<O no longer bounces. Awakening Ougi Level - 3 ============================================================================== Pre Timeskip Characters ==============================================================================

================== Naruto ================== Name: Red Chakra Mode Activation Condition: Ougi type (Connect Naruto's Level 1 Normal Ougi) Duration: 10 seconds Effect: Increased attack, attack speed, x-dash speed, running speed and defense; attacks bounce higher; :2: :O: :O: does not bounce unless near wall. Chakra is replenished to full, but Naruto loses all of it once the mode is over. Awakening Ougi Level - 1 (does not change) Name: Kyuubi Mode Activation Condition: Ougi type Connect Naruto's Level 2 Reversal Ougi) Duration: Permanent Effect: Naruto transforms into One Tail Kyuubi Naruto. His entire moveset changes. Rasengan gains greater range and power. Awakening Ougi Level - 2 Note: Naruto surpisingly does not have a Level 3 Ougi. ================== Sasuke ================== Name: Curse Seal Mode Activation Condition: Ougi type (Connect Sasuke's Level 1 Normal Ougi) Duration: 10 seconds Effect: Increased running speed, attack speed, attack, defense, Sassuke gains infinite chakra but loses it all at the end of the mode. Awakening Ougi Level - 1 (does not change) Name: Curse Seal LV.2 Mode Activation Condition: Ougi type (Connect Sasuke's Level 2 Reversal Ougi) Duration: Permanent Effect: Sasuke Transforms into his Level 2 Cursed Seal form. His entire moveset changes. Chidori can now be performed in the air. Awakening Ougi Level - 2 ================== Lee ================== Name: Drunken Fist Mode Activation Condition: Ougi type (connect Lee's Level 2 Normal Ougi) Duration: Permanent Effect: Lee Transforms into his drunken fist mode. His entire moveset changes. Awakening Ougi Level - 2 Name: Eight Gates Mode Activation Condition: Ougi type (Connect Lee's Level 3 Reversal Ougi) Duration: 10 seconds Effect: Attack speed greatly increases, attack, defense and running speed increases. Attacks bounce or spin higher, making some strings unable to connect properly. Lee gains approx 10% life but loses life afterward. Awakening Ougi Level - 2 ==================

Gaara: ================== Name: Possessed Mode Activation Condition: Ougi type (connect Gaara's Level 2 Reversal Ougi) Duration: Permanent Effect: Gaara transforms into Half-Shukaku Gaara; his entire moveset changes Awakening Ougi Level - 2 ================== Shikamaru ================== Name: Wisdom Mode Activation Condition: Ougi type (Connect Shikamaru's Level 2 Awakening Ougi) OR Provoke type (taunt which lasts 1.5 seconds) Duration: 10 seconds Effect: attack, defense, speed, x-dash speed increase Awakening Ougi Level - 2 Note: This is kinda weird. You can extend Shikamaru's Awakening by hitting his awakening ougi (initially activated by taunting). ================== Neji ================== Name: Byakugan Mode Activation Condition: Ougi type (Connect Neji's Level 3 Reversal Ougi) Tension type (Perform a 20 hit combo) Duration: 10 seconds Effect: Attack, speed, defense, chakra regen increase. All attacks drain chakra Awakening Ougi Level - 2 ================== Sakura ================== Name: Rage Mode Activation Condition: Provoke type (taunt which lasts 1 second) Duration: 10 seconds Effect: Attack, speed, x-dash speed, jump height increase. Some attacks bounce higher and launch farther. Awakening Ougi Level - 2 ================== Hinata ================== Name: Byakugan Mode Activation Condition: Ougi type (Connect Hinata's Level 1 Normal Ougi) OR Low health type (get Hinata below 15% health) Duration: 10 seconds (when activated through Ougi) or Permanent (when at low health) Effect: Attack, speed, defense, chakra regen increase.All attacks drain chakra Awakening Ougi Level - 2 ================== Tenten

================== Name: Tool Mode Activation Condition: Ougi type (Connect Tenten's Level 2 Reversal Ougi) Weapon type (throw 25 weapons - one Shuriken counts as one weapon) Duration: 10 seconds Effect: Some items like kunai and seals are deflected, taunt summons more items 3 -> 8, attack, defense, speed up Awakening Ougi Level - 2 ================== Chouji ================== Name: Large Chouji Mode Activation Condition: Ougi type (Connect Chouji's Level 2 Normal Ougi) Duration: 20 seconds Effect: Summons a giant Version of Chouji for battle Name: Super Chouji Mode Activation Condition: Ougi type (Connect Chouji's Level 2 Normal Ougi) Duration: Permanent Effect: Transforms into Butterfly Chouji. His entire moveset changes. Awakening Ougi Level - 2 ================== Ino ================== Name: Profuse Blooming Of Many Flowers Mode Activation Condition: Ougi type (Connect Ino's Level 1 Normal Ougi) Duration: 20 seconds (!) Effect: Attack, speed, defense, x-dash speed up, Awakening Ougi Level - 2 ================== Kiba ================== Name: Soldier Pill Mode Activation Condition: Provoke type (Taunt that lasts 1 second Duration: 10 seconds Effect: Attack up, speed up, x-dash speed up. Some strings will not connect properly due to his increased speed. Awakening Ougi Level - 2 (Summons two headed combi henge Kiba + Akamaru for battle, for a duration of 20 seconds) Note: Akamaru turns red once you activate this mode. Doesn't mean anything but whatever. ================== Shino ================== Name: Beetle Mode Activation Condition: Ougi type (Connect Shino's Level 3 Reversal Ougi)Provoke type (Taunt which lasts 1 second) Duration: 10 seconds Effect: Aattack, speed, defense up, bugs deflect regular kunai and seals (not all; PTS Tenten's :2: :2: :O: can still pass through)

Awakening Ougi Level - 2 ================== Kankurou ================== Name: Puppet Performance Modede Activation Condition: Provoke type (Taunt which lasts 1 second) Duration: 10 seconds Effect: Attack, speed increase Awakening Ougi Level - 2 ================== Temari ================== Name: Dance Of Heaven Mode Activation Condition: Provoke type (Taunt which lasts 1 second) Duration: 10 seconds Effect: Attack, speed increase. Jump height, running speed, x-dash speed increase greatly. Awakening Ougi Level - 2 ================== 3rd hokage ================== Name: Shikifuujin Mode Activation Condition: Ougi type (Connect Sandaime's Level 2 Reversal Ougi) Duration: 10 seconds Effect: All attributes increase, infinite chakra, Sandaime will gradually lose a total of 40% life until the mode ends Awakening Ougi Level - 2 ================== Yellow flash ================== Name: Narutimate Mode Activation Condition: Ougi type (When above 50% health, do /\ O. This is a Level 1 move) Duration: 10 seconds Effect: Speed up Awakening Ougi Level - 2 Name: Flash Mode Activation Condition: Ougi type (While in Narutimate Mode, do /\ O. This is a Level 2 move) Duration: 10 seconds Effect: Speed way up Awakening Ougi Level - 2 (does not change) ================== 1st hokage ================== Name: Hokage Mode Shodai: Ougi type (When below 50% health, do :T: :O:. This is a Level 3 move) Duration: 10 seconds

Effect: All attributes increase Awakening Ougi Level - 2 (Provided you get enough chakra to charge the move, technically this is considered a Level 5 Ougi) ================== 2nd hokage ================== Name: Narutimate Mode Activation Condition: Ougi type (when above 50% health, do /\ O. This is a Level 1 move) Duration: 10 seconds Effect: all attributes increase Awakening Ougi Level - 2 Name: Hokage Mode Activation Condition: Ougi type (while in Narutimate Mode, do /\ O. This is a Level 2 move) Duration: 10 Seconds Effect: all attributes increase even more Awakening Ougi Level - 2 (does not change) ================== Anko ================== Name: Narutimate Mode: Activation Condition: Provoke type (taunt lasts about 1 second and it also heals 10% life and gives protection with the dango stick she throws) OR Ougi Type (Connect Anko's Level 3 Reversal Ougi) Duration: 10 seconds Effect: all attributes up Awakening Ougi Level - 2 Name: Curse seal mode Activation Condition: Ougi type (When fighting Orochimaru, connect ANY of her ougis - her level 1 normal, her level 2 awakening OR her level 3 Reversal) Duration: 10 seconds Effect: All attributes increase; character gets infinite chakra. Health goes down by 10% during this mode and character loses ALL chakra when the mode is over. Awakening Ougi Level - 2 Note: Anko can still go into Narutimate Mode while fighting Orochimaru, simply taunt as normal. However, if you Taunt during Curse Seal mode, Anko will not go into Narutimate Mode; but she will still regain 10% health. ================== Konohamaru corps ================== Name: Narutimate Mode Activation Condition: Ougi type (When above 50% health, do /\ O. This is a Level 1 move.) Duration: 10 seconds Effect: Speed up Awakening Ougi Level - 1 (does not change)

Name: Grandchild Mode Activation Condition: Ougi type (When below 50% health, do /\ O. This is a Level 3 move.) Duration: 10 Seconds Effect: Speed up :2: :2: :O: seems to summon more items, but I could be wrong. Awakening Ougi Level - 2 (Provided you get enough chakra to charge the move, technically this is considered a Level 5 Ougi) ================== Hanabi ================== Name: Narutimate mode Activation Condition: Ougi type (When above 50% health, do /\ O. This is a level 1 move) Duration: 10 seconds Effect: all attributes up Awakening Ougi Level - 2 Name: Byakugan mode Activation Condition: Ougi type (When in Narutimate mode, do /\ O. This is a level 2 move) Duration: 10 seconds Effect: Attack, defense, attack speed up. All attacks drain chakra. For some reason Hanabi's Byakugan does not seem to increase chakra regen rate. Awakening Ougi Level - 2 (Does not change) ================== Haku ================== Name: Frost edge mode Activation Condition: Ougi type (when below 50% health, do /\ O. This is a level 3 move.) Duration: 10 seconds Effect: Attack, defense up,x-dash speed, running speed, aerial attack speed up Awakening Ougi Level - 2 (Provided you get enough chakra to charge the move, technically this is considered a Level 5 Ougi) ================== Zabuza ================== Name: Demon mode Activation Condition: Ougi type (when below 50% health, do /\ O. This is a level 3 move.) Duration: 10 seconds Effect: All attributes up Awakening Ougi Level - 2 (Provided you get enough chakra to charge the move, technically this is considered a Level 5 Ougi) ================== Jiroubou ================== Name: Curse Seal Mode Activation Condition: Ougi type (connect Jiroubou's Level 1 normal ougi)

Duration: 10 seconds Effect: All attributes increase; character gets infinite chakra. Health goes down by 10% during this mode and character loses ALL chakra when the mode is over. Awakening Ougi Level - 1 (does not change) Name: Curse Seal LV.2 Mode Activation Condition: Ougi type (connect Jiroubou's level 2 Reversal ougi) Duration: Permanent Effect: Jiroubou transforms into his level 2 curse seal form. His moveset changes entirely. Awakening Ougi Level - 2 ================== Kidoumaru ================== Name: Curse Seal Mode Activation Condition: Ougi type (connect Kidomaru's Level 1 normal ougi) Duration: 10 seconds Effect: All attributes increase; character gets infinite chakra. Health goes down by 10% during this mode and character loses ALL chakra when the mode is over. Awakening Ougi Level - 1 (does not change) Name: Curse Seal LV.2 Mode Activation Condition: Ougi type (connect Kidomaru's Level 2 reversal ougi) Duration: Permanent Effect: Kidomaru transforms into his level 2 curse seal form. His moveset changes entirely. Awakening Ougi Level - 2 ================== Tayuya ================== Name: Curse Seal Mode Activation Condition: Ougi type (connect Tayuya's Level 1 normal ougi) Duration: 10 seconds Effect: All attributes increase; character gets infinite chakra. Health goes down by 10% during this mode and character loses ALL chakra when the mode is over. Awakening Ougi Level - 1 (does not change) Name: Curse Seal LV.2 Mode Activation Condition: Ougi type (Connect Tayuya's Level 2 reversal ougi) Duration: Permanent Effect: Tayuya transforms into her level 2 curse seal form.Her moveset changes entirely. Awakening Ougi Level - 2 ================== Sakon ================== Name: Curse Seal Mode Activation Condition: Ougi type (connect Sakon's Level 1 normal ougi) Duration: 10 seconds

Effect: All attributes increase; character gets infinite chakra. Health goes down by 10% during this mode and character loses ALL chakra when the mode is over. Awakening Ougi Level - 1 (does not change) Name: Curse Seal LV.2 Mode Activation Condition: Ougi type (connect Sakon's Level 2 reversal ougi) Duration: Permanent Effect: Sakon transforms into his level 2 curse seal form. His moveset changes entirely. Awakening Ougi Level - 2 ================== Kimimaro ================== Name: Curse Seal Mode Activation Condition: Ougi type (connect Kimimaro's Level 1 normal ougi) Duration: 10 seconds Effect: All attributes increase; character gets infinite chakra. Health goes down by 10% during this mode and character loses ALL chakra when the mode is over. Awakening Ougi Level - 1 (does not change) Name: Curse Seal LV.2 Mode Activation Condition: Ougi type (connect Kimimaro's Level 2 reversal ougi) Duration: Permanent Effect: Kimimaro transforms into his level 2 curse seal form. His moveset changes entirely. Awakening Ougi Level - 2 ============================================================================== 6.7.3 Ougi Types [c0673] ============================================================================== There are tree types of ougis in 1. Normal Ougi - Is the ougi you 2. Awakening Ougi - This one can 3. Reversal Ougi - Can mostly be the game: -> 4 types team ougi? start with be activated through certain requirements used after your health is below 50%

Explanation: Ougitype [chakra bars needed/number of the FMV] Example: Awakening Ougi[2/2] means the ougi can be performed after a certain requirement[2 bars of chakra are needed and the seconds FMV is used] ============================================================================== Timeskip Characters ============================================================================== ================== Naruto ================== Normal Ougi[1/1] - Usable from the start Reversal Ougi[2/2] - When health is below 50 % - activated 4 tail mode When in 4 tail mode Awakening Ougi[2/3] - Through Reversal Ougi ================== Sakura ==================

Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[3/3] - When health is below 50 % Team Ougi with Chiyo [1/1] - Usable from the start *replaces Normal Ougi ================== Sai ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/2] - When health is below 50 % activates **** mode ================== Kakashi ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) or after lvl 3 ougi Reversal Ougi[3/3] - When health is below 50 %, activates Canine Mode ================== Neji ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Tension awakening [after a 30 hit combo] or after activating Byakugan Reversal Ougi[3/3] - When health is below 50 %, activates Byakugan ================== Rock Lee ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) or through Reversal Ougi Reversal Ougi[3/3] - When health is below 50 % ================== Tenten ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Tension awakening [after using 25 weapons?] Reversal Ougi[3/3] - When health is below 50 % ================== Gai ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad)* Reversal Ougi[3/3] - When health is below 50 % *after first Taunt awakening is a second Taunt awakening possible ================== Shikamaru ==================

Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[3/3] - When health is below 50 % (Activates Wisdom Mode) ================== Chouji ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[3/2] - When health is below 50 % ================== Ino ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/2] - When health is below 50 % ================== Asuma ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Tension awakening after 10-20hits Reversal Ougi[2/2] - When health is below 50 % ================== Kiba ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/2] - When health is below 50 % ================== Shino ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/2] - When health is below 50 % ================== Hinata ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/2] - When health is below 50 % ================== Kurenai ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/1] - Taunt awakening (hold up on digipad) Reversal Ougi[2/1] - When health is below 50 %

================== Gaara ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - After Taunt, usable when flying (hold up on digipad) Reversal Ougi[3/3] - When health is below 50 % ================== Kankuro ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Tension awakening [after a 20 hit combo] Reversal Ougi[3/3] - When health is below 50 % ================== Temari ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[3/3] - When health is below 50 % ================== Chiyo ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/1] - Taunt awakening (hold up on digipad) Reversal Ougi[3/1] - When health is below 50 % (Inflicts poison) ================== Itachi ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Tsukuyomi Mode Reversal Ougi[3/3] - When health is below 50 % Team Ougi with Kisame [1/1] - Usable from the start *replaces Normal Ougi ================== Kisame ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Tension awakening [perform 20 hits] Reversal Ougi[3/3] - When health is below 50 % Team Ougi with Itachi[1/1] - Usable from the start *replaces Normal Ougi ================== Deidara ================== Normal Ougi[1/1] - Usable from the start Reversal Ougi[3/2] - When health is below 50 % Awakening Ougi[3/3] - When in Bird Mode Team Ougi with Sasori 2[1/1] - Usable from the start *replaces Normal Ougi

================== Sasori Hiruko ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - When health is below 90 % Reversal Ougi[3/3] - When health is below 50 % ================== Chiyo Puppets ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/2] - When health is below 50 % ================== Sasori True Form ================== Normal Ougi[1/1] - Usable from the start Reversal Ougi[2/1] - When health is below 50 % activates Sasoris 3rd form Awakening Ougi[2/2] - Usuable when in Sasoris 3rd form Team Ougi with Deidara[1/1] - Usable from the start *replaces Normal Ougi ================== Jiraiya ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/1] - When health is below 50 % ================== Tsunade ================== Normal Ougi[1/1] - Usable from the start, temporally activates Sannin Mode Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/3] - When health is below 50 % ================== Shizune ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/0] - Activates **** Mode Reversal Ougi[3/2] - When in **** Mode ================== Yamato ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/3] - When health is below 50 % ================== Orochimaru ==================

Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Taunt awakening (hold up on digipad) Reversal Ougi[2/3] - When health is below 50 % Team Ougi with Sasuke[1/1] - Usable from the start *replaces Normal Ougi ================== Kabuto ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[3/2] - Usable when in **** Mode Reversal Ougi[2/2] - When health is below 50 %, activates **** Mode ================== Sasuke ================== Normal Ougi[1/1] - Usable from the start activates **** Mode Awakening Ougi[3/2] - Usable when in **** or Thunderclap Mode Reversal Ougi[2/3] - When health is below 50 %, activates Thunderclap Mode Team Ougi with Orochimaru[1/1] - Usable from the start *replaces Normal Ougi ============================================================================== Pretimeskip Characters ============================================================================== ================== Naruto ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - When health is below 50 %, activates One Tail Naruto One Tail Naruto Reversal Ougi[2/3] - Usable when you enter One Tail Naruto Mode ================== Sasuke ================== Normal Ougi[1/1] - Usable from the start, activates Cursed Seal Mode Awakening Ougi[2/2] - When health is below 50 %, activates Cursed Seal Mode 2 Cursed Seal Mode 2 Sasuke Reversal Ougi[2/3] - Usuable when you enter Cursed Seal Mode 2 ================== Sakura ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[/] - Taunt awakening (hold up on digipad) Rage mode Reversal Ougi[/] - When health is below 50 % ================== Neji ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Tension awakening [perform a 15 hit combo] or after level 3 ougi Reversal Ougi[3/3] - When health is below 50 %, activates Byakugan

================== Rock Lee ================== Normal Ougi[2/0] - Transform into Drunken Lee Awakening Ougi[3/1] - When health is below 50 %, activates Gates Drunken Lee Reversal Ougi[2/2] - Usable when you enter Drunken Lee Mode ================== Tenten ================== Normal Ougi[1/1] - Usable from the start Reversal Ougi[2/2] - When health is below 50 %, acticates Quick Mode Awakening Ougi[2/3] - When in Quick Mode ================== Shikamaru ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Wisdom Mode Reversal Ougi[3/3] - When health is below 50 % ================== Chouji ================== Normal Ougi[2/Summon] - Usable from the start Awakening Ougi[2/1] - When health is below 50 % Butterfly Chouji Reversal Ougi[2/2] - Usable when you enter Butterfly Chouji form ================== Ino ================== Normal Ougi[1/1] - Usable from the start, activates Flower Mode Awakening Ougi[2/2] - Usable when in Flower Mode Reversal Ougi[3/3] - When health is below 50 % ================== Kiba ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/Summon] - Taunt awakening (hold up on digipad) Soldier Pill Mode Reversal Ougi[3/2] - When health is below 50 % ================== Shino ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) or after level 3 ougi Reversal Ougi[3/3] - When health is below 50 %, activates Bug Armour Mode

================== Hinata ================== Normal Ougi[1/1] - Usable from the start, activates Byakugan Awakening Ougi[2/2] - Usable when Byakugan is activated Reversal Ougi[3/3] - When health is below 50 % *Hinata's Byakugan also activates when she is near death ================== Hanabi ================== Normal Ougi[1/0] - Activates Limit Mode Awakening Ougi[2/0] - Usable in Limit Mode, activates Byakugan Reversal Ougi[3/1] - When health is below 50 % ================== Konohamaru ================== Normal Ougi[1/0] - Activates Limit Mode Awakening Ougi[2/1] - Usable when in Grandson Mode Reversal Ougi[3/0] - When health is below 50 %, activates Grandson Mode ================== Anko ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/1] - Taunt awakening (hold up on digipad) Reversal Ougi[3/1] - When health is below 50 % ================== Shodaime ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Usable when in Hokage Mode Reversal Ougi[3/0] - When health is below 50 %, activates Hokage Mode gives full chakra ================== Nidaime ================== Normal Ougi[1/0] - Usable from the start, actiavtes Limit Mode Awakening Ougi[2/0] - Usable when in Limit Mode, activates Hokage Mode Reversal Ougi[3/1] - When health is below 50 % ================== Sandaime ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] -When health is below 50 %, activates Dead Demon Mode Reversal Ougi[2/3] - Usable when in Dead Demon Mode ==================

Yellow Flash ================== Normal Ougi[1/0] - Usable from the start, activates Limit Mode Awakening Ougi[2/0] - Usable when in Limit Mode, activates Hokage Mode Reversal Ougi[3/1] - When health is below 50 % ================== Gaara ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - When health is below 50 %, transform into Shukaku form Shukaku form Reversal Ougi[2/Summon] - Usable when you enter Shukaku form ================== Kankuro ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[3/3] - When health is below 50 % ================== Temari ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Taunt awakening (hold up on digipad) Reversal Ougi[3/3] - When health is below 50 % ================== Kimimaro ================== Normal Ougi[1/1] - Usable from the start, activates cursed seal mode Awakening Ougi[2/2] - When health is below 50 %, activates Cursed Seal Mode 2 Cursed Seal Form 2 Reversal Ougi[2/3] - Usable from the point you enter Cursed Seal Mode 2 ================== Sakon ================== Normal Ougi[1/1] - Usable from the start, activates Cursed Seal Mode Awakening Ougi[2/2] - When health is below 50 %, activates Cursed Seal Mode 2 Cursed Seal Form 2 Reversal Ougi[2/3] - Usable from the point you enter Cursed Seal Mode 2 ================== Tayuya ================== Normal Ougi[1/1] - Usable from the start, activates Cursed Seal Mode Awakening Ougi[2/2] - When health is below 50 %, activates Cursed Seal Mode 2 Cursed Seal Form 2 Reversal Ougi[2/3] - Usable from the point you enter Cursed Seal Mode 2 ==================

Kidomaru ================== Normal Ougi[1/1] - Usable from the start, activates Cursed Seal Mode Awakening Ougi[2/2] - When health is below 50 %, activates Cursed Seal Mode 2 Cursed Seal Form 2 Reversal Ougi[2/3] - Usable from the point you enter Cursed Seal Mode 2 ================== Jirobo ================== Normal Ougi[1/1] - Usable from the start, activates Cursed Seal Mode Awakening Ougi[2/2] - When health is below 50 %, activates Cursed Seal Mode 2 Cursed Seal Form 2 Reversal Ougi[2/3] - Usable from the point you enter Cursed Seal Mode 2 ================== Zabusa ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Usable when in Ghost Mode Reversal Ougi[3/0] - When health is below 50 %, activates Ghost Mode ================== Haku ================== Normal Ougi[1/1] - Usable from the start Awakening Ougi[2/2] - Usable when in Cold Mode Reversal Ougi[3/0] - When health is below 50 %, activates Cold Mode ============================================================================== 6.7.4 Team Ougis [c0674] ============================================================================== If you choose the right combination of your main and his support character you get the chance for a special Team Ougi. It doesn't matter who your main and who you support character is. For example: Main: Itachi Sup: Kisame or Main: Kisame Sup: Itachi will lead to the same Team Ougi. In the character selection screen pairs are marked with a yellow/green frog next to the assist. The Team Ougi replaces your Level 1 Ougi so its the Ougi you start the fight with. If you want to activate it just prest /\ (Triangle). The following list stats what combinations enable the use of a Team Ougi. Itachi Naruto Sasori Sakura Orochimaru Kisame Sakura Deidara Chiyo Sasuke

============================================================================== 6.8 Jutsus [c068] ==============================================================================

============================================================================== 6.8.1 Clashable Jutsu [c0681] ============================================================================== Since Narutimate Hero 3 there is a Jutsuclash system. If two Jutsus [UP UP O] collide a button smashing sequenz will start, the button can change. On the bottom of the screen is bar, here you can see who is winning the clash. But not all Jutsus are clashable!The following list shows what Jutsus can collide. ============================================================================== Timeskip Characters ============================================================================== Naruto 4TK Naruto Sakura Sai Kakashi Neji Rock Lee Tenten Gai Shikamaru Chouji Ino Asuma Kiba Shino Hinata Kurenai Gaara Kankuro Temari Chiyo Itachi Kisame Deidara Sasori Hiruko Chiyo Puppets Sasori TF Jiraiya Tsunade Shizune Yamato Orochimaru Kabuto Sasuke Rasengan None None None Raikiri(from the top or in front it still clashes) Kaiten(tokujutsu) Triple Dynamic Entry None Falcon Punch None None None Hien Kuusen Gatsuga None Chou Kaifukuyaku None None None Kikirimai non cutscene jutsu None Goukyaku no Jutsu, except against tokujutsu None None None None None Rasengan None None None None None Chidori

============================================================================== Pretimeskip Characters ============================================================================== Naruto Sasuke CS2 Sasuke Sakura Neji Rock Lee Tenten Shikamaru Rasengan Chidori Dark Chidori Angry flying punch thing Kaiten(tokujutsu) None None None

Chouji Butterfly Chouji Ino Kiba Shino Hinata Hanabi Konohamaru Anko Shodaime Nidaime Sandaime Yellow Flash Gaara Kankuro Temari Kimimaro CS2 Sakon Tayuya Kidomaru Jirobo Zabusa Haku

Spiked Meat tank(air as well) Butterfly Punch None None None Roukyoushou(tokujutsu) Roukyoushou(tokujutsu) None Bunch of snakes attack None Suijihheki(tokujutsu) Earth Wall(tokujutsu) Rasengan None None Non Cutscene Tornado None Rashoumon None None Rock Throw Suiton:Suirryuuden no jutsu None

============================================================================== 6.8.2 Team Jutsus [c0682] ============================================================================== Team Jutsus along with Tean Ougis is one of the newly introduced features to Narutimate Accel 2.There is a fair amount of Team Jutsus for certain pairings. To see if a certain character is eligible for a Team Jutsu you have to select him and check the symbol left from the partner character. If its a brown frog with a scroll and blue text it shows you that a Team Jutsu is available. Unlike Team Ougis the order is not exchangeable if you want to get a Team Jutsu. Teams: Sasuke - Naruto: Chidori-Rasengan Combo Naruto - Sai Naruto - Gaara Shikamaru - Chouji Tsunade - Jiraiya ============================================================================== 6.8.3 Custom Jutsus [c0683] ============================================================================== While playing Master Mode you can unlock 25 custom Jutsu's. Like in the last 2 games you can equip those to any characters. If you want to know how to get them check out the section in Master Mode. Still here again a list for them. 01.) 02.) 03.) 04.) 05.) 06.) 07.) 08.) 09.) Raikiri Suiton: Suiryuudan no Jutsu Chou Kaifuukuyaku Kagura Shuriken Shinobi Hana Tori Kabuto Tsuuga Doton: Doryou Dango Oogumo Otoshi Bakunetsu Houjin

10.) 11.) 12.) 13.) 14.) 15.) 16.) 17.) 18.) 19.) 20.) 21.) 22.) 23.) 24.) 25.)

Suiton: Suijinheki Gekinetsu Randa Doton: Funganhoutai Nehanshouja no Jutsu Shunchouda Anki: Bakusen Kunai Dama Hakushiki Eisen: Kai Yoru Houou Chiyoshigure Ninpou: Dokugiri Suiton: Suikousandan no Jutsu Katon: Gokakyuu no Jutsu Karen Shikisai Tenshu Kyaku Rasengan Hakke Kuushou

============================================================================== 6.9 Movesets [c069] ============================================================================== Initially I planned on transcribing all the moves from the game, however since someone has done that already I won't put in the complete list another time. You can find the transcrived list from jygting under the following link: http://www.gamefaqs.com/console/ps2/file/943122/51185 Here is basic list of what the moves in general do: < > ^ V O left right up down O-Button and normal attacks for a blow-away attack for a launcher to slam the opponent off the ground for a multi-hit or retreating attack

1. O O O is just a string of jabs 1.1 finish that string with > + O 1.2 finish that string with ^ + O 1.3 finish that string with V + O 1.4 finish that string with < + O 2. 3. 4. 5. < > V ^ + + + + O O O O is a O is O is O is

throw a rushing attack a guard crush a stand-alone launcher

6 In the air 6.1 < + O is an air throw 6.2 O O O is a simple air combo 6.3 + O O O is a climbing combo 6.4 V + O is a diving comb ============================================================================== 7. Training Mode [c07] ============================================================================== Training Mode is almost the same as Versus Mode. But as the name says you can train with your characters. Though there are some differences here. You can't selected the level, there is always a default level set for the training. Also you and your opponent have unlimited health and chakra and you can't die. It's possible to adjust the computer controlled opponent to do or not do several

things. ============================================= Training Options (Yellow Menu Background) ============================================= Health [Full-Middle-Low] Chakra [Normal-Infinite] Support Character [Normal-Infinite] Ougi Input [Ougi - Disabled/Random/Command/Timing/Rotation/Button mashing] Support Mode [Manual-Auto] Items [None-Few-Normal-Many] Show Commands [No-Yes] Show Damages [Yes-No] Commentaries [Yes-No] ============================================= IA SETTING (Green Menu) ============================================= COM Action [controller-COM-nothing-Jump-double-jump] Difficulty [None-Easy-Normal-Hard-Very Hard] Attack none-punch-combo-kunai-x dash-ougi-special Guard [Off-On] Movements [None-Follow] Kawarimi [On-Off] Support [Off-On-On?] ?? ============================================= Ingame Menu ============================================= Button Setup Movelist Basic Button Explanation Help Display On/Off Training Settings ----------------------------Return to Main Menu Return to Character Selection ============================================================================== 8. Unlockables [c08] ============================================================================== You can unlock almost all characters if you have a savegame of a previous title of the Narutimate Hero series (NH3-Accel). ============================ Shippuuden Characters ============================ Chiyo Chiyo with Puppets Itachi Kabuto Kisame Orochimaru Sai Meet Beat Beat Beat Beat Beat Beat her Master (Story) Mode Sasori True Form in Master (Story) Mode with her Itachi in Master (Story) Mode Kabuto in Master (Story) Mode Kisame in Master (Story) Mode Orochimaru in Master (Story) Mode Sai in Master (Story) Mode

Sasori Hiruko Sasori True Form Sasuke Yamato Deidara

Beat Beat Beat Beat Beat

Sasori in Master (Story) Mode Sasori True Form in Master (Story) Mode Sasuke in Master (Story) Mode Sai in Master (Story) Mode Deidara in Master (Story) Mode

============================ Pretimeskip Characters ============================ If you want to unlock these you have to fight the pretimeskip characters as their clone forms in Master Mode. Check the 5.6 Clone Fights [c056] section for further information. ============================ Partner Characters ============================ If you want to unlock these you have to fight the pretimeskip characters as their clone forms in Master Mode. Check the 5.6 Clone Fights [c056] section for further information. ============================ Narutimate Difficulty ============================ Finish all the fights from Gais Challange to unlock the final difficulty. ============================================================================== 9. Codebreaker / Armax Codes [c09] ============================================================================== Ever since there have been gaming consoles ther have been cheat devices to give you some advantages or they helped you getting things you would have never reached by normal playing. Codebreaker and Armax are two really popular devices for the Playstation 2. So if you have one of those these codes provided here might help you. If you have codes that are not listed here feel free to drop me a mail. Important note: I have to add that I don't own Codebreaker or ARMAX so I really can't test or support you with help if you have any trouble with it. ============================================================================== Codebreaker Codes ============================================================================== Mastercode F0100208 0017486B Alt. (M) 90174844 0C059F68 Money 9999999 20C3BD34 0098967F More money and 9999999 both 201F6F24 00000000 Unlock All Characteres /Goodies /BGM /Sound /Movies (Code by touffu)

40C3C500 01010101 40C3C600 FFFFFFFF 40C3C700 FFFFFFFF 40C3C800 FFFFFFFF

00500001 00000000 00500001 00000000 00500001 00000000 00500001 00000000

Small Green Book - Notebook All 44 Main Story Recap (Code by touffu) 00C3D9B4 0000002C All 27 List of Learned Jutsus (Code by touffu) 40C3C290 000C0001 FFFFFFFF 00000000 All Items 99x (Code by touffu) 40C3DE00 003F0001 63636363 00000000 Naruto Stats max (Code by touffu) 20C3DF28 00780078 20C3DF2C 00780078 10C3DF30 00000078 Level 50 /Exp Points 999999 (Code by touffu) 20C3DF1C 0098967F 20C3DF18 0098967F P1 Stats 20C3DF58 20C3DF5C 10C3DF60 max (Code by touffu) 00780078 00780078 00000078

Level 50 /Exp Points 999999 (Code by touffu) 20C3DF4C 0098967F 20C3DF48 0098967F P2 Stats 20C3DF88 20C3DF8C 10C3DF90 max (Code by touffu) 00780078 00780078 00000078

Level 50 /Exp Points 999999 (Code by touffu) 20C3DF7C 0098967F 20C3DF78 0098967F P4 Stats 20C3DFEC 20C3DFE8 10C3DFF0 max (Code by touffu) 00780078 00780078 00000078

Level 50 /Exp Points 999999 (Code by touffu) 20C3DFD8 0098967F 20C3DFDC 0098967F P5 Stats max (Code by touffu) 20C3E01C 00780078

20C3E018 00780078 10C3E020 00000078 Level 50 /Exp Points 999999 (Code by touffu) 20C3E008 0098967F 20C3E00C 0098967F Game Statistics 999999 (Code by touffu) Battles Fought 20C3D984 0001869F Bandits Killed 20C3D988 0001869F Boxes Broken 20C3D994 0001869F Steps Taken 20C3D998 0001869F Naruto Accel2 - Master Mode Bug Version - (Code by bandai kyoto) 40C3D514 00150001 00000001 00000000 * move charactere with cursor, if you want skip story push circle buton. * if you can, save and turn off code. * dont use this code on your save data ! Actived Teleport Option / Disable Enemy (Code by touffu) 10C3D95C 0000FFFF 62/62 List Of Clone Characters You Defeated (Code by touffu) 20C3DB1C FFFFFFFF 20C3DB18 FFFFFFFF 20C3DB38 FFFFFFFF 20C3DB3C FFFFFFFF All Map Area (Code by touffu) 20C3DAE8 FFFFFFFF Memory Book List 20/20 (Code by touffu) 20C3D9E4 000FFFFF ============================================================================== Armax Codes ============================================================================== Master Code TWHF-R4CE-9KKB7 5FNN-YP22-FPARV More money and 9999999 both code NZ5X-NC3A-ZU2NB M07E-VMJ0-3Y6FR Unlock Yellow Flash 6AUG-2MNB-BNEFF 7AZG-AMGP-FDEY2 QZN7-4BTW-MR6QK HF7Y-1P21-9X8YY

DD2H-FF4U-RQYXG 522X-97EZ-GZRPV DD2H-FF4U-RQYXG BAAE-0Y03-AJF3C DD2H-FF4U-RQYXG ============================================================================== 10. Version History [c10] ============================================================================== 0.10 0.20 0.25 0.30 0.50 0.55 0.60 0.65 0.75 0.85 0.86 0.88 1.00 First version with some basic stuff Menu Translations, Master Mode additions, new translations, Stages Clone fights, Memory Book, Master Mode additions, Unlockables Master Mode updates, Social Missions, Challenges, Jutsus, Ougi Types Sasuke Test Power, Ougi Types, Corrections, Translations Quests, Translations, Master Mode, Ougis Ougis, Layout, Items, Translations, Quests Character Selection, Fixing, Quest Updates Error Fixing, Items, updates to various sections Special items, updates to some Master Mode sections Codebreaker Codes, Translations, Corrections Awakenings, Corrections & additions to various sections. Many fixes/additions, Awakenings for the missing characters, Translations

============================================================================== 11. Copyright [c11] ============================================================================== Copyright 2008 des326 This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ can only be posted on this website: http://www.gamefaqs.com ============================================================================== 12. Credits / Thanks [c12] ============================================================================== Cyberconnect2 once again for the Narutimate Hero series!!! <3 Special thanks to: Kylara for bearing 3 months with my weekly annoyance for scans :). Also Xophien, Sai, Kirimi and Tay for helping me with various stuff! Mega big thanks to Kazuki, Murasaki1800 and Olf Himself for the massive help with my FAQ. Without you people my FAQ would have been far less informative and good. hfolkner and the members of shishi-rendan who have done a big job with finding out a lot about the game mechanics, especially the special items and the awakenings.

DivineHobo for the awesome conditions list and getting me to finally insert japanese into my FAQ. Spectaa, TavionFFXI, p1noypr1de, DRAGON ReD, temperance9, Ohoni and Zepher, Tracy for helping me out and all the people sending me corrections, tips and additions. And last but not least you for reading my FAQ! www.shishi-rendan.com - Here you gonna find the pros! www.mangahelpers.com - Best manga place in the net for me :). Naruto Shippuden: Ultimate Ninja 5: FAQ by des Version: 1.0 | Last Updated: 2008-03-24 | View/Download Original File Hosted by Return to Naruto Shippuden: Ultimate Ninja 5 (PS2) FAQs & Guides

Das könnte Ihnen auch gefallen