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== RX-78-2 Gundam ==
== RX-78-2 Gundam ==

Revision as of 06:46, 23 March 2015

EXVSFB Gundam.png

RX-78-2 Gundam

Pilot: Amuro Ray (UC 0079)

Cost: 2000

Durability: 620

Red Lock Range:

Number of BDs:

MA Mode: No

Equip Change: No

Dustloop Forum: [No Thread]

JP Wiki:Gundam Gundam (Combos and Tactics)

Common Nicknames: Gundam, RX78

JP Shorthand: 初代

Introduction

The Gundam of all Gundams - the origin of the mecha series sensation, and long-time staple of the Gundam VS game series. In the same way that Gundam is the foundation for the anime series, Gundam can also be seen as a foundational suit of the EXVS incarnation of the VS series. Gundam carries essentially all of the fundamental armaments and attacks that other suits in the game employ, and its gameplay is strongly tied to the fundamental gameplay theory of the game. While being essentially a "basic" suit of the game, it uses its tools and performs its role quite well actually, and so can be considered a solid suit for learning how to play the game.


Terminology

Particularly for differentiation between AC (which is normally a suit's assist button, but here is Javelin) and BC (which is normally a different special attack, but here is your two assists, but also used for a totally different melee cancel), for identifying the various charge levels of AC, and for differentiating between the two different assists, the following terminology will be heavily employed in this wiki page:

  • [AC]: JV1~3 (javelin, charge levels 1~3)
  • [BC]: GT (Guntank) and CF (Core Fighter)
Changes from EXVS
  • [CSa]: Range decreased.
  • [AC]: Motion hastened.
  • [BC]: Core Fighter assist added to neutral-BC and Guntank assist moved to directional-BC. Reload type changed. Guntank's performance decreased.
  • 4/6B: Vertical guidance decreased.
  • 2B: Attack motion changed and hastened.
  • BD8B: Attack changed. Former attack moved to ~BC melee cancel route.
  • EX Attack: First stage's Down value 0.9→0.0

There are some other various changes but across the board performance has been somewhat nerfed from EXVS - most notably Guntank's performance which was previously extremely strong.

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 7 70 1 ammo/3s 2.0 Cost-standard BR

Has Amuro's unique behind-the-back shooting instead of turn-around

[CSa] Super Napalm -- 95 2s 2.0 Throws a grenade then shoots it, causing explosion
[AB] Sub Hyper Bazooka 3 85/99 4s 2.0+0.5
[AC] Beam Javelin -- 90

130

190

0.25

0.50

0.75s?

2.0

2.5

3.0

Stuns, and slows at higher ranks
[5BC]

[4/6/2/8BC]

Sleggar Core Fighter Assist

Hayato Guntank Assist

2 100?

35-126

17s 3.0+1.0

1.8x2

Sleggar fires Core Fighter's MG then crashes into target

Hayato fires 2 rounds from the Guntank's 180mm cannons.

Melee

(Input)

Name Total Damage Total Proration Total Down Reach Notes
5BBB Beam Saber 173 53% 3.0 ?? Standard neutral melee attack.
5BB~8B →Power Strike 205 >50% 3.5 3-Stage, 4hit attack derivation.
4/6BB Hyper Hammer 170 62% 2.6 2-Stage, 3hit attack.
8B Stab 90 75% 2.5
2B Melee Counter 80 80% 1.7 --
BD8B Double Beam Sabers 186 53% 3.2
~BC →Trample (90) (-18%) (1.0) -- Bounced Down

Further cancels into →BR

Cancel Routes

[A] BR→BZ, GT/CF

[AB] BZ→GT/CF

Melee→BC→BR (which can then again →BZ, GT/CF)

Ranged Moveset Details

Overview

Gundam is equipped with most fundamental of armaments in a beam rifle, bazooka, and shooting assists, in addition to its Gundam Javelin and Super Napalm armaments.

BR→BZ is a fundamental attack method in the game for Downing enemies, and Guntank should be employed to allow you to mix up your own shooting vectors. The Gundam Javelin can be employed in a variety of situations, such as punishing vertical landings, snaring enemies with its slow-footed debuff, and simply adding damage in close-range combat.

[A] Main - Beam Rifle (BR)

The standard for 2k BR properties.

It has a particularly interesting property in its “Newtype” behind-the-back firing rather than turn-around firing. Has fast startup speed, but because of its Vernier boost consumption you still want to make it a common practice to use the BR in a front-firing manner.

[CSa] - Super Napalm

Throws a napalm bomb into the distance, then shoots it with the beam rifle. The explosion spreads instantly, but the width has been narrowed some so it’s not as effective for intercepting a rushing enemy. Causes Vernier. The best way to get the biggest effect out of this is to use it from a combo or on an enemy that is currently in midair spin. It’s definitely a close range tool, and takes some practice to learn how to use it best. The explosion causes a stun effect, but it doesn’t last very long at all. In green lock the attack carries some amount of inertia…(something about CF) (something about GT) (something about red-lock range)

The bomb itself unexploded has its own amount of priority, does 10 damage, -5% proration, 0.1 Down, and a stagger effect. Slow travel speed though. This applies for the pre-explosion BR as well which does 65 damage, -35% proration, 2.5 Down, and a different stagger effect.

In summary, the amount of time and Vernier the attack takes needs to be considered. If you want to economize BR you should use Sub to do it, using this attack mostly only in closer range situations.

[AB] Sub - Hyper Bazooka (BZ)

Similar to BR, the standard for BZ weapons in the game. Easy to use, good guidance, fast startup, and can even be canceled into from the Newtype BR firing. When canceling from [A] the damage is reduced but it allows you to save some boost, get a weak stun, or a quick launched Down. (something about BDC and combos). Has a limited effective range (just short of red lock range).

[AC] Special Shooting - Beam Javelin (JV1~3)

Throws the beam javelin. Charges two additional levels by continuing to hold BC, at the cost of vernier until you release the javelin, and also being unable to move until you throw it.

Beam Javelin Properties
Charge Level Damage Proration Down Notes
JV1 90 70% 2.0 Weak Stun
JV2 140 70% 2.5 Weak Stun + 3s? slow-footed
JV3 190 70% 3.0 Weak Stun + 6s? slow-footed

It's startup and trajectory are somewhat dull, so you can't expect to hit with it the same as BR or BZ armaments. But, it's infinite ammo, it does 90 damage with just the first stage, has strong muzzle correction, and a wide priority. It also can hit multiple people (though it will only skewer/slow one). The javelin travels in a parabolic arc; it won't reach enemies higher than a certain amount, but depending on red-lock range you can still hit a person that is rising to escape (distance is roughly the range of your BR or BZ plus a little more). The javelin has basically no left/right guidance but it has strong downward-direction guidance on an axis, and so you can use it very effectively for chasing enemy free-falls.

The scenarios in which you want to use JV are fundamentally:

  • Punishing freefalls or vertical rises (particularly amekyan freefalls)
  • Close range after hitting with GT or BZ
  • After the melee~BC derivation.

[BC] Special Melee - Core Fighter (CF)/Guntank (GT) Assists

Assist summons slightly carry over your intertia. Very quick appearance with little rigidity, so you can't BDC them. You can summon CF while GT is currently deployed and vice-versa.

[5BC] - Core Fighter

Sleggar appears firing the CF's Vulcan guns before crashing into the enemy and exploding (a la Big Zam's final stand). Best used from middle range, fires 5 bullets each from right and left sides (10 total). Depending on distance, CF will fire this barrage a maximum of 3 times (so final total 30 bullets). The vulcan shots have essentially no guidance while CF itself has some degree of guidance. CF itself has priority and health and will be destroyed if hit by an attack. CF's impact is decently strong and does a light launched Down, so you should try as best you can to use it such that it can crash into the opponent. It's spawn point is in front of Gundam, so it can be used to a small degree to fend off melee-range opponents by surprise.


[4/6/8/2BC] - Guntank

Hayato appears in front of Gundam and fires 2 rounds from its two 180mm cannons (4 shells total). It's guidance is not canceled by enemy side-stepping as per usual, and it adjusts its muzzle correction between the two blasts. Best used for assaulting enemies at critical/empty boost, or are mid-fall.

Melee Moveset Details

=== Overview

5B - Beam Saber

5BBB

Fundamental 3-stage, 3-hit beam saber attack:

5BBB Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Slash 65 85% 1.7 Stagger
2 2 Slash 121 65% 2.0 Stagger
3 3 Slash 173 53% 3.0 Down

Startup, priority, followup, and guidance all excellent. Gundam's core melee attack.


~8B Followup

Gundam tosses aside his shield and strikes twice holding the beam saber with both hands. The first strike is a small launch, the second hit a knockdown:

5BB~8B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Slash 65 85% 1.7 Stagger
2 2 Slash 121 65% 2.0 Stagger
3 3 Upper 165 50% 2.5 Launched Down
4 Knockdown 205 ??% 3.5 Down

The first hit can cancel into JV. Using ~BC head stomp from the third hit instead of using the full combo is the most common practice as it has better cut resistance and does more damage.

4/6BB - Hyper Hammer

Gundam spins the hyper hammer twice before throwing it forward.

4/6B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Hammer Spin 48 90% 1.7 Stagger
2 Hammer Spin 92 80% 2.0 Stagger
2 3 Hammer Throw 170 62% 2.6 Down

Its use is fundamentally different from using 5B...

It has a slightly longer stagger time compared to other typical 4/6B attacks. It's startup is a little slow, but its clash priority is pretty good.

8B - Stab

Originates from the first episode of the original series, the attack by which Amuro defeated one of the two Zakus.

8B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Stab 90 75% 2.5 Down

Startup and priority are even better than 5B - the attacks priority particularly which is incredibly top-class among other 2000 cost suits' similar attacks. It's a 1hit down, but can still be followed up with the ~BC head stomp cancel. Also...

It's one drawback is that it's difficult to produce high-damage combos out of. A strong attack, but don't form the bad habit of neglecting your 5B and 4/6B options in favor of it.

2B - Melee Counter

Originates from Gundams fight with Ramba Ral's Gouf in the tv version. Gundam holds its shield in front of itself, temporarily blocking all ranged attacks (which causes the attack to automatically convert to a normal shield, holding as long as a ranged attack string persists), and counterattacking any melee attacks that land.

2B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 0 Parry 0 0% 0.0 Stun
2 1 Counter 80 80% 1.7 Down

The shield hold consumes a small amount of boost, however it only stays deployed for a small amount of time (rather than normal shield that holds as long as you have boost). You cannot move while holding the shield forward.

The startup speed is slightly reduced from the EXVS version so it's not so easy to put up guard/counterattack melee strikes as they are about to hit you (you have to somewhat premeditate an incoming attack to use it). The counterattack can stun enemies that have Super Armor. Can still be used if in overheat.

BD Melee - Double Beam Sabers

...

Changes from EXVS
BD8B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 RH Slash 65 80% 1.7 Stagger
2 2 RH Slash 121 65% 2.0 Stagger
3 3 LH Stab 186 53% 3.2 Down

Gundam's best followup-capable and rush speed attack. First stage startup is faster than 5B's first stage.

~BC - →Trample

Originates from an iconic scene in which Amuro stepped onto the head of one of the Black Tri Stars' Doms during his fight with them:

→BC Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Head Stomp 90 -18% 1.0 Bounce

Every melee hit except the last hit of 5BBB, the last hit of 5BB~8B, and 2B can cancel into this attack.

The attack can then further cancel into BR (Newtype Shooting), expending 1 BR ammo.

EX Burst

EX Burst quotes

EX Attack

EX Attack quote

Last Shooting

271/250

Melee range attack by which Amuro knocks the opponent high into the sky using beam saber, then performs the iconic Last Shooting.

EX Burst Selection

Gundam has strengths in both Burst types and so your selection strongly rides on your preference of use:

Assault: +8% Damage, +10% Defense

For strengthening your melee damage and reducing your boost consumption while attacking. The lowered proration of Assault Burst pairs notably well with your ~BC head stomp which already does fantastic damage in combos.


Blast: +2% Damage, +20% Defense

Doesn't provide the upfront damage of Assault, but because it lets you step cancel all of Gundam's ranged armaments it allows you to lay down a tenacious barrage of fire with very good boost efficiency.


Given that Gundam's HP is in the second rank tier of 2000 cost suits, you will build up EX gauge quite easily.

Info and Tactics

Tactics

RX-78-2 is somewhat like the test bed for most of the other MS in the game - he carries all the core armaments and attacks of the game, and its gameplay strongly adheres to fundamental theory of the game. That's not to say though that Gundam's use of these tools and its overall performance are average - it actually is quite good.


Overall Gundam acts mostly and preferably as a mid-range support unit for a higher cost suit. While Guntank and JV might have long range use, you're robbing yourself of your damage potential and other attacks by not playing in a closer position.


Gundam's ranged game is centered around using standard BR and BR→BZ Down attacks, as well as using Guntank without reservation to punish enemy landings, given the nice reload rates on the armaments. A considerably strength of Gundam is even in overheat using his BR→BZ or BR→JV cancel routes to Down an enemy. A little bit of technique is involved in using the javelin and it's various charge levels well. Notably, cancel proration is not applied if you use JV2 or JV3. If you hit an enemy with BR→BZ and it seems like they do not intend to ukemi recover, by all means you should throw a JV2, providing good damage and making them slow-footed on recovery.


Gundam's melee game centers strongly on its standard 5B string. It's startup is slow, but it can produce combos that deal fiendishly strong damage for a 2k cost suit. Moreover, using the ~BC cancel followup you gain some very good cut resistance in your combos. 8B and BD8B can compenste the slow startup of 5B. However, when playing a rear guard you can't be overzealous for getting strong melee in - 180 damage combo during which you take no damage is better than a potential 280 damage combo that results in you eating a zunda. Your 2B counterattack is very user-friendly, but also pretty easy for an enemy to read and step cancel their current attack and then take advantage of your temporary vulnerability. Using CF or BR→BZ→JV is much more difficult for an enemy to read than some of your melee.


Caution: the one fundamental technique Gundam does not have is any kind of amekyan/freefall cancel to bail himself out of altitude. As important as playing close to the ground is typically in the game for landings and boost recovery, it is that much more vitally important for Gundam to not be caught floundering in the air low on boost.


Don't over-commit yourself to an attack, and don't be caught unprepared - play coolly and consistently and you will get some strong performance out of Gundam.

Partner Considerations

While Gundam is certainly capable of some high top-end damage and laying down a steady barrage of fire, it lacks any sort of burst damage or special technique, so these things should be taken into account when looking for a team partner.

3000 Cost

2500 Cost

2000 Cost

1000 Cost

Combos

Standard Combos

Input Damage Notes
[A] BR Starter
BR>>BR 119 Damage reference
BR>>BR>>BR 147
BR>>BR>>(→)BZ 153(139) Cancel version is funadmental. Conserves BR and boost, and gives a launched forced Down. Using BDC simply raises damage a little.
BR>>BZ>>BZ 164 High fire power but need to be wary of its boost consumption
BR>>BR>>(→)AC 153(139) If you don't have BZ ammo available.
BR>>(→)BZ>>BR 159(130) Fundamental. Final BR hits at the apex of the BZ's launch.
BR>>(→)BZ>>BZ ???(135) Slightly higher fire power and stability than above, but again, beware boost consumption.
BR→BZ→AC 122 Overheat attack string. Using BDC's does 165.
BR→AC>>AC2 161
BR>>5BB~8B→BC 191
BR>>5BB~8B>BR 187
BR>>6B(1hit)→BC>AC2 217
BR>>BD8B→BC(→BR) 161(184) Ends quicker than the full BD8B followup
BR>>BD8B→BC>AC2 206
BR>>BD8BB→BC 183? Ends quicker than the full BD8B followup and has an immediate freefall
BR>>BD8BBB 185
[AB] BZ Starter
BZ>>BZ 156
BZ>>BR→BZ 157
BZ>>6B(1hit)→BC>AC2 220
[AC] JV Starter
JV1>>BR 253?
JV2>>BZ 209 BR does 189
JV3>>BR 239 Forced Down
[BC] CF/GT Starter
GT(1hit)>>BR→BZ 150
GT(2hit)>>BR 168
GT(2hit)>>AC2 210
Input Damage Notes
5B Starter
5B>BR→BZ 145
5B→BC(→BR) 137(181)
5B→BC→BR→JV1 197
5B→BC>BZ 197
5B→BC>JV1 193
5B→BC>5B→BC 216
5B→BC>5BB→BC 233
5B→BC>5BBB 230
5B→BC>5BB~8B 219
5B→BC>6B(1hit)→BC(→BR) 214(238)
5B→BC>6B(1hit)→BC>JV1 245?
5B→BC>6B→BC 230
5B>5B→BC(→BR) 171(201)
5B>5BBB>BR 219
5BB→BC→BR 213
5BB→BC>JV 223
5BB→BC>5B→BC 236
5BB~8B(1hit)→BC→BR 233
5BB~8B(1hit)→BC>JV1 239
4/6B Starter
6B(1hit)>BR→BZ
6B(1hit)→BC(→BR)
6B(1hit)→BC>5B→BC(→BR)
6B(1hit)→BC>6B(1hit)→BC(→BR) 220(251)
6B(1hit)→BC>6B(1hit)→BC>JV1 260
6B(1hit)→BC>6B(1hit)→BC>JV2 282 Normal mode death combo
6B(1hit)→BC>6B(1hit)→BC>JV3 304 Calculated damage. Requires very high altitude.
6B(1hit)→BC>6B→BC 241
6B→BC→BR 208
6B→BC>6B 219
6B>6BB>BR 252
6B>6BB>JV1 ???
8B Starter
8B→BC→BR 198
8B→BC>JV1 209
8B→BC>6B(1hit)→BC 229
8B→BC>6B 209
8B→BC>8B 191
2B Starter
2B>BR→BZ 160 Expediently quick Down
2B>5B→BC→BR 216
2B(stun only)>any other combo
BD8B Starter
BD8B→BC>5BBB 230
BD8B→BC>6B(1hit)→BC(→BR) 214(238)
BD8B→BC>6B(1hit)→BC>JV1 245
BD8B→BC>>BD8B→BC 216
BD8B→BC>>BD8BB 233
BD8BB→BC→BR 213
BD8BB→BC>JV1 223
BD8BBB(1~3hit)→BC→BR 259
BD8BBB(1~3hit)→BC>JV1 283

EX Combos

Input Damage Notes
ABC (EX Attack) 271/250 Damage Reference
[A] BR Starter
BR>>6B(1hit)→BC>6B(1hit)→BC 226/214
[AC] JV Starter
JV3>>6B(1hit)→BC>EX 356/??? Death combo
5B Starter
5B ???/???
4/6B Starter
6B(1hit)→BC>6B(1hit)→BC>EX 319/296
6B(1hit)→BC>6B(1hit)→BC>6B(1hit)→BC 295/279
6B(1hit)→BC>6B(1hit)→BC>JV3 332/313
6B(1hit)→BC>JV3 288/272
BD8B Starter
BD8BBB>6B(1hit)→BC>EX 337/319

Unique Unit Responses

Pre-Battle

Same partner as last time

どこかでお会いしませんでしたか?

Have we met somewhere before?

やあ、またよろしく頼むよ

Hey, nice to see you again.

そうだ…知っている…僕はあなたを知っている…

That's right... I know, I know you...

あなたでしたか、またよろしくです。

It's you again, nice to see you.

よ、よくも味方につけたものですね…

It l-looks like we're becoming friends, doesn't it...

事情はセイラさんから聞きました

I heard about this kind of circumstance from Sayla... (anime reference?)

今は目の前の敵を倒すだけです、頑張りましょう

All we need to do right now is defeat the enemy in front of us, let's do our best.

Partner Responses

Char Gelgoog

アムロ「シャアなのか…?」シャア「ガンダムのパイロットは確か、アムロと言ったな」

Amuro: You're Char, aren't you...

Char: Amuro was the Gundam pilot's name, if I'm not mistaken...

シャア「君の名は何と言う」アムロ「アムロ…アムロ・レイです」

Char: And what is your name?

Amuro: It's Amuro... Amuro Ray.

Zeta Gundam

アムロ「あなたがZガンダムのパイロットなんですね?」カミーユ「だったら何だっていうんですか」

Amuro: So you are the Zeta Gundam's pilot, huh?

Kamille: So what?

何だろ、僕と同じ空気を感じる気がするんだ…放っては置けないな

What's this? I can feel the same atmosphere around him as me... I feel drawn to him.

X-Divider

ジャミル「君もニュータイプなのか」(ジャミルのセリフだけアムロ側にも聞こえる)

Jamil: So you're a Newtype too... (Jamil's line but Amuro's player can hear it)

During Battle

Lock-on: Char Gelgoog

シャアだ!相手がザクなら、人間じゃないんだ!(シャア専用ゲルググをロック)

It's Char! If the enemy is a Zaku, it's not human! (seems to be an anime quote, if there's an official translation)

アムロ「間違いない! あれはシャアだ!」シャア「見せて貰おうか。連邦軍のMSの性能とやらを!」(シャア専用ゲルググをロック)

Amuro: There's no mistaking it, that's Char!

Char: Show me then. Show me what the Federation's mobile suit can do!

(alt: "Let's just see, shall we? Let's test the reaction time of your brand new Mobile Suit!")

Lock-on: Zeta Gundam

敵わないかもしれないけど、僕は戦わなきゃいけない…!

I might be out of my league, but I have to fight!

アムロ「そこか!」カミーユ「小細工は通用しないってね!」

Amuro: There!

Kamille: Stop with the petty tricks! (Plays when you lock on and then successfully down Zeta)

カミーユ「スピードが違うんですよ!」アムロ「ちぃ!」

Kamille: Your speed is no match for mine!

Amuro: Tch--!! (Plays when you are locked and downed by Zeta)

Being Downed

カミーユ「その程度の腕で一年戦争を生き延びてきたのかよ…!」アムロ「ああ、そうさ!僕はこの程度の人間さ!」(敵機Zガンダム)

Kamille: So this is the level of skill of a One-Year-War survivor...!

Amuro: Yeah that's right, I'm this level of human! (Plays when downed by Zeta)

シャア「何をしている!? アムロ君!」

Char: Amuro, what are you doing!? (Partner: Char Gelgoog)

やはりニュータイプだな…シャア…

I knew you were a Newtype... Char... (Partner downed, partner: Char Gelgoog)

Downing Enemy

アムロ「シャアばかりに任せてはいられない!」シャア「さらに出来るようになったな、ガンダム」

Amuro: I'm not going to let Char do all the work!

Char: Looks like you're getting better at this, Gundam. (Partner: Char Gelgoog)

アムロ「シャアばかりに任せてはいられない!」シャア「昨日までのガンダムとまるで違うぞ」

Amuro: I'm not going to let Char do all the work!

Char: You're completely different from the Gundam I met yesterday. (Partner: Char Gelgoog)

本当の敵はザビ家ではないのか!?

Isn't the real enemy the Zabi family!? (Partner: Char Gelgoog)

アムロ「カミーユさん脱出して!」カミーユ「情けをかけてるつもりですか!」(Zガンダムを撃墜)

Amuro: Kamille, please get away from here!

Kamille: I don't want your sympathy! (Downing Zeta)

Reinforcement

アムロ「何故ララァを戦いに巻き込んだんだ! ララァは戦いをする人ではなかった!」(1-A 自機or僚機がシャア(ゲルググ)で確認?)

Amuro: Why did you get involved Lalah involved in the war? Lalah is not someone who should be fighting! (Seems to play in 1-A or when your partner is Char Gelgoog?)

アムロ「その機体、破壊工作の隠密用MSか!?」 アカハナ「ガンダム…!? ちぃ、ヤバい奴に見つかった…」(1-A 自機or僚機がアカハナ?)

Amuro: That machine, is that the saboteur mobile suit!?

Akahana: Gundam!? Tch, I've been found by somebody dangerous... (1-A or Partner: Acguy?)

30sec into battle

シャア「見ろ、私の予測した通りだ」アムロ「やはり大物だな、シャア…」

Char: See, everything is going as I said it would.

Amuro: You really are a big shot, aren't you Char...

Fixed Time Interval

アムロ「今の僕には、本当の敵を倒すことが出来るかもしれない。シャアだって解っているはずだ」シャア「戦争がなければ、ララァのニュータイプへの目覚めはなかった。今、君のようなニュータイプは危険すぎる。私は君を殺す…!」(敵機シャア専用ゲルググ(一定時間経過?)

Amuro: As I am now, I might be able to defeat my real enemy. I should have known it was you, Char

Char: Without the war, Lalah's newtype abilities would have never awoken. Now, Newtypes like you are just too dangerous. I'm going to kill you! (Enemy: Char Gelgoog)

シャアなのか…?

Char...? (Enemy: Gunner Zaku Warrior)

どこだ!? シャア!(あと一機で勝利、敵機シャア専用ゲルググ)

Where are you, Char!? (After killing an enemy, Enemy Char Gelgoog in match)

Post-Battle

Victory

シャア、流石だな…(僚機シャア専用ゲルググ)

As expected of Char... (Partner: Char Gelgoog)

い、今ララァが言った…ニュータイプは…こ、殺しあう道具じゃないって…!(僚機シャア専用ゲルググ)

Lalah said just now... Newtypes aren't tools for killing each other! (Partner: Char Gelgoog)

強くなるってのは力だけじゃないんですよ(敵機Zガンダム)

Getting stronger isn't just about power you know. (Enemy: Zeta)

圧倒的だった、二人で行くと負ける気がしない

That was overwhelming, but if we go together I'm not worried about losing. (Enemy: Zeta)

Loss

こ、こんな筈じゃ…こんな筈じゃないんだ!(リザルト1位敗北)

This isn't... This isn't what I was expecting at all! (Losing while you're in first place)

僕がもっと…もっとガンダムを上手に使えれば…

If only I had used the Gundam better... (Losing while you're in first place)

シャア「えぇい、整備不良で出るからこんなことに!」アムロ「十分に補給を受けてから、再出撃しましょう!」(僚機シャア専用ゲルググ)

Char: Ugh, when you come out in such a poorly maintained machine this is what happens!

Amuro: Then let's re-supply and re-sortie! (Partner: Char Gelgoog)

カ「あなたの前でこんな姿見せたく無かったけど!」ア「落ち着いて!自分の心に呑まれてしまう!」(僚機Zガンダム)

Kamille: I didn't want you to ever see me like this!

Amuro: Calm down! You're getting lost in your emotions!

ア「すみません、後を頼みます!」カ「貴方がいないと持ちこたえられませんよ!」(僚機Zガンダム)

Amuro: I'm sorry, I'm leaving the rest to you!

Kamille: If you weren't here I wouldn't have to deal with this! (Partner: Zeta)

相手が強い、こうなるかもって覚悟してたんだ

They're strong, it might be that we just weren't prepared for this. (Partner: Zeta)

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