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Newtype Andy
June 19, 2012, 3:29 PM
Aside from being into Gundam, I am also into fighting games and the fighting game community. Naturally, I enjoy me some GBA2! I wonder if anyone else here played or even still plays this beast? :D

GNzaku0023
June 19, 2012, 11:25 PM
Oh man I used to rock that game!!!! Epyon and heavyarms were my favorites!

OlNems
June 22, 2012, 6:57 PM
funny now that you mention it I still have my copy, used to stink at it though... :P


http://www.youtube.com/watch?v=t1A6baXq30A

Exia
June 22, 2012, 6:58 PM
Used to play it. I unlocked everything, I loved playing as the Devil Gundam or Epyon. I could also kick some ass in the Ball too.

Newtype Andy
July 24, 2012, 3:36 AM
Going to be posting some random stuff about this game in case anyone interested stumbles in here, including videos. You'll quickly learn how much I love this game, haha! I'll start with a tier list of the cast. This is really just my own personal list of which MS I think are the the best or worst or wherever I have placed them, and isn't factual or concrete necessarily, just based on what I know and have experienced.

Ban
Devil (Dark)
Psycho mkIII

S
Rose
Epyon
Deathscythe Hell
Wing Zero
RX-78
God (Burning)

A
Hydra
Dragon
Nu
Master
Sandrock
Bolt
Sazabi
Char's Zaku II-S

B
Neue Ziel
Heavyarms
Full Armor ZZ
Altron
Tallgeese III
Hygogg
Zaku II

C
Maxter
Zeong
GP02A
Quin Mantha

D
Big Zam
Acguy

Ball
Ball

Newtype Andy
July 24, 2012, 3:38 AM
Now for a tier list of all the MS in the order of health (armor) values they have from highest to lowest.

Boss +
Big Zam
Psycho mkIII

Boss
Devil (Dark)
Neue Ziel

SS
GP02A
Full Armor ZZ

S
Hydra
Quin Mantha
Nu
Sazabi

A+
God (Burning)

A (Benchmark)
Bolt
Dragon
Maxter
Rose
Master
Heavyarms
Sandrock
Deathscythe Hell
Altron
Tallgeese III
Epyon
Zeong

B
RX-78
Zaku II

C
Wing Zero
Char's Zaku II-S
Hygogg

D
Acguy

Fail
Ball

Newtype Andy
July 24, 2012, 3:47 AM
MS guides by me!

RX-78

COMMAND NORMALS (SKILL MOVES)

Trample - (in air) dwn+HK
Causes hard knock down. Hit box allows for cross-ups. Interestingly quite similar to Doctor Doom's j.S in UMvC3, one of the main differences being that it doesn't travel indefinitely to the ground. After so many active frames, the attack will cease and RX-78 will continue to fall. If you are very high, the attack does eventually recover, and you are able to perform actions again. If you fly past your opponent and perform a Trample, RX-78 will turn around and dive in the opposite direction, back towards the opponent. The other major distinction is that RX-78's Trample is completely safe on block, recovering fast enough for you to perform another action or air block. Any successful Trample will set up a Gundam Hammer, or whatever you please. This attack is obviously very useful.


SPECIAL MOVES (ATTACK COMMANDS)

Beam Rifle - QCF+P
This is RX-78's ammo special. The LP version fires a single shot that costs 40 ammo points. The HP version fires three shots and costs 120 ammo points. Usable on the ground or from the air, It fires particle beams that consume any of your opponent's solid-state projectiles that get in its path. Each shot does respectable damage. I find myself mostly using the LP version, as the HP version doesn't continue to track well after the first shot, causing misses and wasted ammo. The first shot tracks very well and has a very wide range of possible shot angles. Beam Rifle can be used to end combos, but I feel that there are better ways to finish your combos, and I personally prefer to use LP Beam Rifle for random harassment or to punish solid projectiles. I generally only use the HP version if I need a full screen punish, especially while airborne, but these situations shouldn't come up often. Safe on block.

Shield Uppercut - twd, dwn, twd+P
I generally avoid using this special. Slow start-up and excessive forward movement keep it from being too effective as anti-air. It does have a few niche uses because it actually has upper body invincibility during its start-up. This allows it to beat out some attacks cleanly (Rose's Kick & Saber for example) if you can react quickly enough. It also has some use in ending combos, but it's not anything I try to integrate into my game plan often. It hits four times, the last hit and only the last hit causes a hard knock down. This special is horribly unsafe if guarded. Not a true dragon punch motion, you actually need to hit the directions I've listed.

Beam Saber (unblockable) - HCB+P
RX-78's standard unblockable attack. Damage, start-up, range, recovery--it is average in every way. The saber sweeps in a forward arc from above the suit's head, netting up to 3 hits. Can potentially anti-air, as the first active frames are directly above.

Gundam Javelin (unblockable) - (in air) HCB+P
RX-78 has an aerial unblockable attack, and this would be it. The start-up is about the same as Beam Saber, but Javelin thrusts a javelin (go figure) downwards at a 45 degree angle. The attack does 3 hits, all active hit boxes in the same spot. RX-78 descends very little during the entire special. I find this to be useful for stopping my jump trajectory with an unblockable attack. It's also fun to use to hit knocked down opponents. When timed right, repeated use of this special from high up buys enough time for your thrusters to recharge, allowing you to stay airborne indefinitely. Obviously useful.

Helmet Hit (unblockable) - QCB+P
RX-78 lifts slightly and comes down and forward with the beam saber in a stabbing fashion, hitting up to 4 times. When it comes to actually hitting the opponent, this is probably the most useful of RX-78's unblockables. The start-up is slightly faster than the standard Beam Saber, and the horizontal range is much better, moving forward about half-screen. This attack is great for meaty pressure, forcing your opponent to dodge/shield. It's also worth noting that the rising start-up of this special can cause some low attacks to whiff under it!

Vulcans - back, twd+P (rapid tap)
Tapping punch rapidly once executing this special greatly prolongs the attack. Vulcans have very short range, but RX-78 sweeps them up and down to cover a decent area in front of you. I like to use this special to pressure knocked down opponents, doing minor damage while they are downed, and it lasts long enough to force opponents to block and eat the chip on wake-up. Safe on block.

Hammer Punch - HCF+P
RX-78 swings the Gundam Hammer (not to be confused with the super) straight forward, stopping just short of full-screen status. This special has very niche uses, but I wouldn't call it useless. There are 4 hits, the final hit being quite delayed, occurring while the hammer falls to the ground. Some opponent's with lacking ranged attacks can have difficulty punishing this on block because the delayed final hit. However, some opponents can punish it, even on hit! You really have to learn what this works against, and keep it in your pocket for those times you need a long range punish but you don't want to super (enemy low on current life bar) or use ammo. It's also worth noting that Hammer Punch can block nearly any projectiles or beams during active frames.


SUPER (MEGA SPECIAL ATTACK)

Gundam Hammer - QCF + any two attack buttons
Wow! RX-78 swings the Gundam Hammer in a large sweeping arc from above it over to the ground in front of it. This super does only a single hit for massive damage to targets in the danger zone, causing a hard knock down and potentially combos into itself. Invincible start-up, which is actually somewhat uncommon in this game, but the invincibility wears out before it will hit a grounded opponent. There is a minimum range, keeping suits that are too close safe (the chain has no hit box), as well as a maximum range, but the hit box is rather large. Gundam Hammer is easily one of the better supers in the game, and is one of RX-78's strongest aspects. The start-up is incredibly fast. The damage is well above average. It's just awesome! It's very easy to tag onto the end of many different combos. It's fairly easy to use as a reaction punish to many things your opponents may do. As mentioned earlier, you get a free Gundam Hammer opportunity from any successful Trample. Gundam Hammer as anti-air is certainly an option. Even if the damage is set very low through handi-cap, a naked Gundam Hammer will go through an entire health bar on all but the most heavily-armored opponents. An interesting way to use this super is with an option select. Using s.HP or cr.HP, which are both decent poking tools, and buffering Gundam Hammer, you can option select for massive damage! Both versions of HP can only be super-cancelled on hit. On block, you needn't worry about wasting a super. Gundam Hammer is even fast enough to swat opponents trying to get out of their knock down with flight recovery. It's been called cheap a few times.


NOTES

-cr.HK is actually RX-78's overhead, which has rather slow start-up and is unsafe on block, but can be chained into and out of.
-cr.HP is RX-78's sweep.
-s.HK launches far on hit.
-s.LK launches low on hit. Chains into cr.HK.
-j.LK remains active indefinitely until you land. It starts up fastest of RX-78's air normals. It also affects RX-78's collision boxes, sometimes causing some very ambiguous jump-in situations.
-j.HK can be used to anti-air, the hit box starts above RX-78's head.


COMBO APPENDIX

1.) cr.LP, s.LK, cr.HK, j.LP, j.HP, Trample, land, Gundam Hammer
This is RX-78's standard bread and butter combo. While Gundam Hammer is the only way to end it as a true combo, impossible to escape via thruster recovery, there are other follow-up possibilities that can be used if the opponent has too little health for the super to be worthwhile, supers have all been exhausted, or they simply opt to remain in the knock down state. One option is run, cr.LK, cr.HP, after which you have a bit of extra time advantage to do as you please. Another option is run, Vulcans, which is a better option if you basically want to try to force them to block on wake-up. You could also forward jump with Gundam Javelin for some damage and style points, delay slightly for meaty unblockable.

2.) cr.LP, cr.LP, cr.LK, cr.HP xx Gundam Hammer
This simplified combo into super can be used in place of RX-78's more advanced combos while you're still getting the hang of the character, or in match-ups where combo 1 doesn't connect properly (Hygogg for example). The damage is lower, but not by much!

3.) s.HP/cr.HP xx Gundam Hammer
A very easy to use option select to turn good poking tools into massive damage! On block, neither version of HP can be super cancelled.

4.) j.LP, j.HP, j.HK
A simple and effective air-to-air combo for moderate damage. Trample in place of j.HK can sometimes work depending on positioning, but I wouldn't call it reliable.

5.) Gundam Hammer, run, Gundam Hammer, run, Gundam Hammer
This combo is super effective (yes, that was a pun) for pissing off the other guy. Running in between supers isn't always necessary. I wouldn't recommend using this sequence after any extended combo unless it will win the fight, but by itself, or after s.HP/cr.HP/Trample, it does too much damage. Way too much...


STRENGTHS

-incredible super
-Trample
-large move list with a lot of utility
-capable of permanent air time using Gundam Javelin and thrusters
-fairly strong pokes
-versatile and effective from virtually any range or position
-solid ground game and competent air game
-particle beam-based ammo attack
-multiple situational unblockables
-strong combos and damage
-no terrible match-ups

WEAKNESSES

-weak high-low game (slow overhead, lackluster low-hitting attacks)
-weak/unreliable anti-air game
-difficulty dealing with solid rush down/pressure, no real "get off me" tools.
-lower armor

Newtype Andy
July 24, 2012, 3:50 AM
NU GUNDAM

COMMAND NORMALS (SKILL MOVES)

N/A


SPECIAL MOVES (ATTACK COMMANDS)

Beam Rifle - QCF+P
This is Nu Gundam's ammo special. The LP version fires a single shot that costs 40 ammo points. The HP version fires three shots and costs 120 ammo points. Usable on the ground or from the air, It fires particle beams that consume any of your opponent's solid-state projectiles that get in its path. Each shot does respectable damage--slightly more damage per beam than RX-78's, and the start-up of Nu's Beam Rifle is also faster than that of RX-78's. I find myself mostly using the LP version, as the HP version doesn't continue to track well after the first shot, causing misses and wasted ammo. Nu's cone of possible shot angles is noticeably more limited than RX-78's (for example). LP Beam Rifle harassment is certainly viable for Nu, and the HP version is very good damage to punish from long range. Safe on block.

Jumping Knee - QCF+K
Nu Gundam jumps up and slightly forward, striking with a rising knee attack. Usable from the ground or while in the air, Jumping Knee has several frames of start-up invincibility and begins fairly quickly, making it a very solid attack to use as a general anti-air, or while being pressured predictably. On hit, Jumping Knee slightly lifts the opponent off of the ground, and the recovery is cancelable while airborne, allowing for follow-up hits. On the downside, Jumping Knee does not cause a knockdown. It is also very unsafe if guarded.

Beam Saber (unblockable) - HCB+P
A standard unblockable attack. While the start-up and recovery of this attack are average, the saber's length and damage are slightly improved. The saber sweeps in a forward arc from above the suit's head, netting up to 3 hits. Can potentially anti-air, as the first active frames are directly above.

Funnel Dispatch - HCF+P
Nu Gundam readies three of its signature fin funnels. Funnel Dispatch is usable on the ground or in the air. These funnels are very unique in that they are completely indestructible, and they have the ability to completely deflect any and all projectile attacks they come into contact with! Fin funnels will persist indefinitely until Funnel Attack is used. In addition, they follow Nu Gundam everywhere it goes, with only minor delay, and will even compress their formation while crouching! It is best to use Funnel Dispatch as a cancel after a cr.HP sweep, or from the relative safety of the air. While fin funnels are active, the Beam Rifle special move is no longer possible, and is replaced by Funnel Attack, sharing the same command.

Funnel Attack - QCF+P (while fin funnels are dispatched)
Previously dispatched fin funnels match your opponent's altitude and fire three horizontal beam shots at them. This can be used while on the ground, or from the air. Fin funnels don't cost ammo, so liberal use of this attack is generally encouraged. Funnel Attack can be executed with either LP or HP to essentially the same effect, but it's important to keep in mind that Nu Gundam will also still attack with the punch associated with the button used if possible. This special move has a lot of uses. Start-up frames, recovery frames, block stun, hit stun, even while knocked down, you can attack with the fin funnels at any time without exception! It has combo potential, it can be used to cover your Beam Saber start-up, and it makes for an excellent harassment tool. Unfortunately, because the beams fired from the fin funnels only travel horizontally, it's not uncommon for a beam (or two!) to miss completely against smaller mobile suits.

Vernier Mode - QCF+thruster
For Nu, I don't personally see much of any significant use for this. Catching runaways is a task better left to fin funnels, and it doesn't seem to open up any new combo options for Nu. It does provide armor against attacks as long as they don't have knock down or launcher properties, but you cannot block attacks! During Vernier Mode, it is possible to dodge up to 3 times. Lasts approximately 5 seconds, requires full thruster gauge.


SUPER (MEGA SPECIAL ATTACK)

N/A


NOTES

-s.LK is actually a low-hitting attack.
-s.HK, cr.HK, and j.HK all deflect projectiles and have no hittable box on the fin funnels.
-s.HK and j.HK launches low on any or all of the three hits.
-s.HP launches slightly away on hit.
-cr.HP is a sweep, and is Nu Gundam's only knock down attack.
-j.LK remains active indefinitely until you land, and it starts up the fastest of Nu's air normals.
-Nu Gundam's forward run is thruster-improved.


COMBO APPENDIX

1.) s.LK, s.LP, s.HP, s.HK
This very simple combo starts with a fast, low-hitting attack and is actually Nu's bread and butter combo while fin funnels aren't active. It might be short, but the damage isn't that bad. Omit the s.LK if confirming from your jab pressure.

2.) cr.LP, cr.HP xx Funnel Dispatch
This sweep combo is not useful for damage, as it really doesn't do any significant amount. It does, however, knock your opponent down, readies your fin funnels and leaves you with a few frames of advantage.

3.) Jumping Knee, j.HP xx Funnel Dispatch
A combo using a successful Jumping Knee attack to ready your fin funnels. This leaves you at minor frame disadvantage, but the j.HP will swat your opponent quite a distance away from you. Any would-be successful attempts made to attack you can be thwarted one way or another with your new fin funnels. Against some medium-sized or larger opponents, you can substitute Funnel Dispatch with j.HK and buffer Funnel Attack into the j.HP in situations where you already have funnels available.

4.) j.LK, j.HP xx Funnel Dispatch
A very standard, simple and effective air-to-air combo for moderate damage, also readies your fin funnels. If fin funnels are already active, you can substitute j.LK for Funnel Attack (j.LP), and add a j.HK at the end for significant extra damage.

5.) cr.LP, s.LP, Funnel Attack (s.LP), s.HP, s.HK
Requires active fin funnels. High damage can be achieved easily with the use of Nu's fin funnels within the basic chain sequence. The s.LP is still an important part of the chain, so you must use the LP button when using Funnel Attack in this combo.

6.) Funnel Attack (s.LP) xx Jumping Knee, j.HP, j.HK
Requires active fin funnels. This combo doesn't start from a low attack, nor does it serve to hit-confirm for the fin funnels, but the damage output is noticeably higher than that of combo 5. Great for punishment!


STRENGTHS

-fin funnels
-excellent projectile defense
-good anti-air
-very strong pokes
-effective from virtually any range
-solid ground game and competent air game
-particle beam-based ammo attack
-thrusted run
-decently damaging combos
-easy execution
-no terrible match-ups
-higher armor

WEAKNESSES

-no super
-no overhead attack
-only knock down attack is cr.HP
-fin funnel dependency

Newtype Andy
July 24, 2012, 3:57 AM
ALTRON GUNDAM

COMMAND NORMALS (SKILL MOVES)

Long Punch - twd+HP
This ground-only command normal is an excellent poking tool. It's safe on block, and reaches very far! On hit, Long Punch is often best cancelled into Vulcan or Trident Assault. These won't combo, but they will keep the pressure on, and might even net you some extra damage! Avoid trying to use this on opponents that are close-in, as there is no hit box immediately next to Altron!


SPECIAL MOVES (ATTACK COMMANDS)

Vulcan - QCF+P
The LP version costs 25 ammo and fires 5 shots, while the HP version costs 50 ammo, firing 10 shots. Can be used on the ground or in the air. Altron's Vulcans do negligible amounts of damage, and track about as well as most Vulcans in the game. They can be used for safe chip damage, or pestering opponents at great distance, but it's not unreasonable to go entire fights without using them. It is okay to use them liberally, however, as they have low ammo consumption. Be aware that ranged beam attacks will cut right through Vulcan shots! Safe on block.

Dragon Fang - QCB+P
This special attack does up to 4 hits, the last of which causes a hard knock down. Dragon Fang can be used on the ground or in the air. Unlike the Long Punch command normal, it's technically unsafe on block, but it is difficult or sometimes impossible for many enemy suits to punish when used at a proper distance. A successful Dragon Fang can oftentimes set up an Altron Claw super, but mid-screen this can require precision running, especially if Dragon Fang was performed in the air. Altron Claw isn't always possible, or worthwhile for that matter, depending on spacing, and is best reserved for a cornered opponent to ensure the most hits possible. Dragon Fang can allow Altron to remain in the air indefinitely.

Dragon Punch - twd, dwn, twd+P
Altron uppercuts with one of its claws, then extends the other claw for additional hits. This attack has 5 hits, the last of which causes a hard knockdown. Dragon Punch can be used to anti-air in some situations. The hit box is pretty good, but there is no invincibility on start-up to speak of, so you can rule out trying to use it as a reversal. Dragon Punch is best used within a combo, and the knock down it rewards can be easily followed up with Altron Claw with a little bit of running. Avoid throwing it out randomly of course, because it's horribly unsafe if guarded. Not a true dragon punch motion, you actually need to hit the directions listed.

Guard Jump - QCB+K
Altron blocks attacks while leaping towards or away from the opponent. The LK version of this special move leaps backwards, while the HK version leaps forwards, and both can be used on the ground or in the air, so you might also find use for it as an extra mobility option while airborne. Guard Jump is a very interesting special that doesn't attack the opponent itself, but you can cancel it with an attack of your own. During the quick start-up Altron is still vulnerable, and yes, there is also a vulnerable recovery period if you did not cancel Guard Jump with an attack! LK Guard Jump has very little use, but it can sometimes be a safer way to try to create more distance from an opponent, as the blocking will be active sooner than you would be able to block after thrusting, and it leaps back much further than jumping back while blocking normally. The HK version can be used to quickly and safely attempt to approach your opponent, and is Altron's fastest method of attacking with a high attack. A successful hit from a HK Guard jump can be converted into a full combo for decent damage. Any attacks guarded during Guard Jump will halt your momentum, however, so its use is lessened against zoning enemies.

Helmet Hit (unblockable) - HCB+P
Altron readies the beam trident, jumps straight up to thruster height and descends with an unblockable attack, hitting up to 5 times. This unblockable special often goes mostly over-looked, but I consider it to be one of the better unblockables in the game. Altron has numerous ways of causing a hard knock down, and Helmet Hit is a wonderful, specialized tool against opponents who like to try to use thruster recovery to get out of the knock down and back in the fight quickly. This is especially true when you've cornered them. The start-up is slower than average for an unblockable, but Altron will physically block your opponent from escaping, and attack them immediately after. If timed properly to be truly meaty for a normal wake-up, it can be very difficult to dodge and punish, as the dodge must be frame-perfect on wake-up. This timing takes a little practice, but isn't too difficult. So that leaves them with having to use thruster recovery away (which can still be a small victory for the Altron player), or using an invincible start-up reversal, something many enemies simply don't have. Using back thruster recovery means they've either cornered themselves, or they may have used at least 2 bars of thruster gauge to attempt to get over and away from you. You will still be able to chase and pressure them easily.

Trident Assault (unblockable) - HCB, twd+P
Altron performs three advancing, unblockable swings with the beam trident. After an exceptionally fast start-up, the first and second swings hit 1 time each, then the third swing hits 3 times and causes a hard knock down. Trident Assault will attack full screen provided your opponent doesn't retreat. The swings don't combo, but with this attack being unblockable, it is difficult to hold that against it. Dodging between the swings after being hit by the first one requires nearly or exactly frame-perfect dodging, but it is possible. An invincible start-up reversal can also break off this attack, but is also difficult. Trident Assault can be used in many situations, thanks to its fast start-up. It can even be used for some interesting "un-combos" to potentially squeeze in some extra damage by resetting the combo counter and removing damage scaling, with only minor risk. Also, a successful Trident Assault can be easily followed up by Altron Claw.

Vernier Mode - QCF+thruster
For Altron, Vernier Mode could be used to attempt to catch opponents attempting to remain indefinitely airborne with the life-lead and score a knock down with Dragon Fang or harass them enough to terminate their flight. It does provide armor against attacks as long as they don't have knock down or launcher properties. You cannot block attacks normally while Vernier Mode is active, but Altron is able to use Guard Jumps! During Vernier Mode, it is possible to dodge up to 3 times. Lasts approximately 5 seconds, requires full thruster gauge.


SUPER (MEGA SPECIAL ATTACK)

Altron Claw - QCF + any two attack buttons
Altron attacks with an extended claw doing up to 3 hits, then again with the other arm for up to 3 more hits possible, and once more with both arms simultaneously for up to 5 more hits. None of the hits will cause a knock down. This super unfortunately leaves a lot to be desired. Altron Claw does not combo correctly on standing opponents. On block, it isn't safe, and on hit, it still isn't safe because it's terribly easy for the opponent to dodge and punish successive hits even if they've been hit by the initial attack! Because of these properties, Altron Claw is relegated to being used to add small amounts of damage to the end of knock down combos while the enemy is still in a bouncing state. Do not try to use Altron Claw outside of this niche purpose!


NOTES

-s.HK launches high, can anti-air, and has no hittable box below the shoulders once active
-cr.HP has incredibly fast start-up, sweeps the opponent and reaches nearly full screen
-cr.HK also sweeps, and unlike cr.HP, can be chained into
-j.HK alters jump arc, excellent hit box, can anti-air, launches low


COMBO APPENDIX

1.) cr.LP, cr.LK, cr.HK xx Altron Claw
This is a very simple and reliable entry-level combo.

2.) cr.LP, cr.LK xx Dragon Fang, run, Altron Claw
This combo is slightly more difficult, but is overall an improvement to combo 1. The damage is a bit higher and it will push your opponent into the corner more. Be sure to cancel the cr.LK as quickly as possible for the Dragon Fang to combo.

3.) cr.LP, s.LK, s.HK xx Dragon Punch, run, Altron Claw
This fancier combo does a bit more damage, but won't connect properly against many crouching opponents. Be sure to cancel into Dragon Punch as quickly as possible after the 2nd hit of s.HK, otherwise, the knock down hit of Dragon Punch may whiff!

4.) Trident Assault, Altron Claw
This simple combo is used to add some easy extra damage after a successful Trident Assault.

5.) j.LP, j.LK, j.HK xx Dragon Fang
This combo is great to use during a jump-in or HK Guard Jump. It can also be used for air-to-air situations if you omit the j.LP. Altron Claw to end the combo may be possible mid-screen, but is impractically difficult and best only used on a cornered opponent.


STRENGTHS

-excellent overall pokes
-jabs are among the best
-j.HK has excellent utility and priority
-extremely fast, long range sweep
-formiddible rushdown
-great unblockables
-capable of permanent air time using Dragon Fang and thrusters
-strong ground and air game
-decent anti-air

WEAKNESSES

-weak full screen offense
-difficulty dealing with solid rush down/pressure, no real "get off me" tools.
-difficulty dealing with solid zoning
-weak combo damage
-solid shell ammo attack
-weak super with no utility

Newtype Andy
July 24, 2012, 4:11 AM
I also know Burning, Master, and Dragon reasonably well, and in the near future I might do something for them once I feel I have them all figured out. In the meantime, I'll list what I use to play the game on emulator in case anyone is interested. I own the actual game of course, and play it on a console more than anything, but when I want to record gameplay or play online via netplay, emulator is the way to go! So here is my emulator setup:

-emulator: ePSXe 1.6
-scph1001 bios (put in the bios folder in your ePSXe directory)
-video plug-in: Pete's OpenGL Driver 1.76
-audio plug-in: P.E.Op.S. DSound Audio Driver 1.9
-cdrom plug-in: mooby2 cd disk image driver 2.8 (if you are going to run a downloaded copy) or Sapu cdrom v1 (if you're going to use your disc)
-netplay plug-in: Cyber Pad 1.4
Unzip those plug-ins and drop all the files in the plugins folder in your ePSXe directory
-Kaillera client SDK v0.9 (drop this in your actual ePSXe directory, not in plugins)

Now for some match videos!

Djpizzaboi (Al) vs. Newtype Andy (Bu)

http://www.youtube.com/watch?v=pE3zVuXDVac&feature=plcp

Djpizzaboi (Al) vs. Newtype Andy (Ma)

http://www.youtube.com/watch?v=mJZsZHUVv1A&feature=plcp

Newtype Andy
July 24, 2012, 4:55 AM
Djpizzaboi (Al) vs. Newtype Andy (Nu)

http://www.youtube.com/watch?v=cfozpywYpnE&feature=plcp

Newtype Andy (Ma) vs. Death Mizark (Bu)

http://www.youtube.com/watch?v=wBnEpeYOQTM&feature=plcp

Newtype Andy
July 24, 2012, 4:58 AM
Now for a tool-assisted combo video to show some of the crazy stuff some MS can do in this game. Keep in mind though that very few things in this video are even remotely practical. Most of it is just for flash.


http://www.youtube.com/watch?v=pngKfNnLx-Y&feature=plcp

That's all I got for now. ;)

Newtype Andy
July 28, 2012, 4:21 AM
Newtype Andy (HA) vs. Djpizzaboi (CZ)

http://www.youtube.com/watch?v=FHlnL5u5ZBc&feature=plcp

Newtype Andy (Sa) vs. Djpizzaboi (CZ)

http://www.youtube.com/watch?v=x-kckCuA2Io&feature=plcp

Newtype Andy
July 31, 2012, 4:47 PM
GBA2 - Newtype Andy (QM) vs. Djpizzaboi (CZ)

http://www.youtube.com/watch?v=AM2owNYlnkA&feature=plcp

GBA2 - Death Mizark (GP) vs. Djpizzaboi (CZ)

http://www.youtube.com/watch?v=gXKCDvQgoq0&feature=plcp

Newtype Andy
July 31, 2012, 4:49 PM
GBA2 - Death Mizark (GP) vs. Djpizzaboi (Al)

http://www.youtube.com/watch?v=hmXF1sqlIEQ&feature=plcp

GBA2 - Death Mizark (GP) vs. Newtype Andy (Dr)

http://www.youtube.com/watch?v=WwJHoVVtdbw&feature=plcp

Newtype Andy
July 31, 2012, 4:50 PM
GBA2 - Death Mizark (GP) vs. Newtype Andy (Bu)

http://www.youtube.com/watch?v=J0h4aIMXpPQ&feature=plcp

GBA2 - Death Mizark (GP) vs. Newtype Andy (QM)

http://www.youtube.com/watch?v=ODNBfU3ROeY&feature=plcp
Check out 7:22 haha!

Newtype Andy
July 31, 2012, 4:50 PM
GBA2 - Death Mizark (GP) vs. Newtype Andy (Mx)

http://www.youtube.com/watch?v=rmPb_BAgnRM&feature=plcp

Newtype Andy
September 6, 2012, 5:37 AM
GBA2 - Heavyarms Infinite (Corner)

http://www.youtube.com/watch?v=QrwfyOv2LtQ