GUNDAM : THE BATTLEMASTER 2 FAQ (Part 1) By Kelvin Koh (14/5/98) Contains: 1) Basic Controls 2) Fighting System ---[ INTRODUCTION ]----------------------------------------------------- Being a very big Gundam fan has encouraged me to write my very first FAQ. Gundam:The BattleMaster 2 is a truly awesome game, with impressive graphics & animation that rival Capcom's recent 2D fighting games, many Mobile Suits to choose from, and a very good & up-to-date fighting game engine. Gundam fans , who were appalled by the first game, will definitely not be disappointed by this sequel. New-comers may not get used to the slow speed at first (they are huge Mobile Suits, after all!), but give it more time, and you will find that this is one of the best Gundam games out there, and also, a very enjoyable fighting game! Besides the speed, the only other flaw I can think of is that the Mobile Suits are very unbalanced. Nevertheless, a great effort by Bandai! ---[ BASIC CONTROLS ]--------------------------------------------------- LEGEND: F - Forward D - Down B - Back U - Up Square Button - Light Punch (LP) Triangle Button - Hard Punch (HP) X Button - Light Kick (LK) Circle Button - Hard Kick (HK) R1 / R2 - Thruster Button P - any Punch button K - any Kick button [Jump] - Press U A very short & low jump ; lower than most fighting games. [Duck] - Press D [Quick Dash Forward / Backward]- Tap F 2 times, or B 2 times. A short dash forward or backwards. [Guard] - Hold B or DB (Can be done in the air) ---[ Game System ]------------------------------------------------------ [Armor Gauge] Unlike your conventional fighting game, the fights in BM2 do not consist of rounds. Instead, each Mobile Suit begins with 3 Armor Gauges, which are essentially the Life Bars for each character. When a player receives damage, the Armor Gauge will be filled, until it "overheats". The first armor is used up, and the player falls down, and gets up, starting on the next Armor Gauge. The Winner is the one who totally defeats his opponent 3 times (or 3 Armor Gauges). [Thrusters] - Hold R1 + any Direction Button (Can be done in the air) Used to give your Mobile Suit a boost in the direction you choose. Can be used to perform faster & longer front / rear dashes (F/B + R1) or to propel yourself into the air. Can be used multiple times to hover around the screen, as long as you have enough energy left on your Thruster Gauge (located below the Armor Gauge). (Example: U + R1, UF + R1, F + R1, UB + R1) [Thruster Mode] - D,F + R1 (Can be done in the air) Your Mobile Suit will flash, and after that, he can fly in the air for a limited period of time using the Direction Pad. The time is represented by the left portion of the Thruster Gauge, which will fill up when you perform the motion, then starts to deplete. (Works something like those flight moves in Capcom's X-Men fighting games.) This is good for air battles. Note that when you are Thruster Mode, you cannot guard, nor there is a way to deactivate it. This means that you are totally vulnerable to your opponent's attacks. The thrusters automatically deactivate themselves once the gauge-timer runs out. [ Sway / Barrier ] Press any 2 Attack buttons together (Can be done in the air) The Sway & Barrier are both defensive moves. Depending on the Mobile Suit that you chose, it might either have the Sway or the Barrier when you push 2 attack buttons together. The Sway is a quick-escape move whereby your Mobile Suit sways into the background for a split second. During this time, you are temporarily invincible until you return to the fighting plane. This is very useful, as you cannot be hurt by anything at all! The Barrier will protect you against all kinds of projectile weapons, which range from the normal Beam Rifles, Missiles, to even the devastating Beam-type Mega-Special Moves. Very useful, too, because the Barrier will last for about 5 seconds, and you still have freedom of movement. However, the Barrier does not protect you against any normal close attacks, which means you still have to guard normally against them. Note that performing the Sway or Barrier will use up a bit of life, but it is worth it in some very tight situations. Here is a list showing which character has which: {SWAY}- Z Gundam, Zaku II, Sazabi, Hygog, GP-02A, AcGuy, Qubeley, Hydra Gundam, Ball, Gundam, New Gundam, Zaku S {Barrier}- Ziong, Q.Mantha, ZZ Gundam, The O, Hamma-Hamma {None} - (These characters do not have the Sway or Barrier move.) Bygzam, Neue Ziel, Psycho Gundam Mk III [ Defence Break ] - Press F + HP when close to opponent This acts as the `Throw' in the game. Your Mobile Suit will electrocute your opponent, and they will be stunned temporarily. This does no damage, but it leaves them wide open, and you can attack your opponent with virtually anything when they are stunned. [ Down Attacks ] You can attack your opponent even when they are down, using any attack. Good for getting in a few extra hits. [Chain Combos] Similar to many fighting games out now, your Mobile Suits have the ability to chain their normal Punches & Kicks into deadly combos. The key is to start with a light attack (or several), and work your way to the hard attacks. You may even end some combos with Special Moves or Mega-Special Attacks. (Example: Standing LP, LK, HK with Z Gundam) [Long Range Weapon] - D,F + P (Can be done in the Air) Each Mobile Suit has a long-range projectile attack. Your Mobile Suit will even automatically aim its weapon at its opponent. However, this is limited, as shown by the amount of Energy (denoted by the set of numbers) below the Armor Gauge. It starts at 500, and once you use it all up, there's no way to replenish it, so use sparingly. The weapon used varies according to each character, and so does the number of Energy used per shot. [Beam Saber] - F,D,B + P Your Mobile Suit will take out its Beam Saber, and use it to slash your opponent. This is a very powerful move, and it is unblockable! Its only drawback is that it takes quite a while to pull off. Range & damage depends on individual Mobile Suits. [Mega-Special Attacks] - D,F,D,F + HP These are the games' Super Moves. Each Mobile Suit can perform up to 3 Mega-Specials per fight, as shown by the number of Yellow Blocks left below its Armor Gauge. These are extremely damaging (up to 80% damage), and may even kill an opponent with a full life bar if positioned right. You can also use the brief moment of invincibility when you first perform the move to your advantage. ------------------------------------------------------------------- For the Moves List & Boss Codes, please see Part 2 of my Gundam:BM2 FAQ. (Coming Soon! ^_^) This FAQ was created by Kelvin Koh.(kelkwl@mbox4.singnet.com.sg) (13/5/98)- Finished FAQ. (14/5/98)- Corrected some mistakes. If anyone has any questions, comments, additional information or criticisms, or if you have found a mistake, please feel free to e-mail me. GUNDAM: THE BATTLEMASTER 2 FAQ (Part 2) By Kelvin Koh Updated-(17th September '98) The codes for getting the Gundam and New Gundam have been unconfirmed ever since they were found. However, I have finally found what seems to be the most reliable method of obtaining them, and have put it down below. Credit goes to the Game Gundam Page. (URL at the bottom) Contains: 1) Boss Codes 2) Comments On Mobile Suits & Moves List 3) General Tips ===[Introduction]===================================================== Here is Part 2 of the FAQ! By now, you would have understood and mastered the basic controls. Now, let's dive right into the heart of the game! Part 2 of the Gundam: The Battle Master 2 FAQ deals with the codes to obtain the bosses & secret characters, plus, the moves list for all the characters, along with some comments. Also, I have included some tips near the end. I hope you will find the FAQ useful! ===[Boss Codes]======================================================== (VS Mode only) 1) Bygzam - Finish the Story Mode on Easy (okay to use continues) 2) Neue Ziel - Finish the Story Mode on Normal (okay to use continues) 3) Psycho Gundam MKIII - Finish the Story Mode on Hard (okay to use continues) 4) Hydra Gundam - Finish the Story Mode on Hard (Must not use continues) 5) Ball - Finish the Story Mode with all 12 basic characters on any difficulty level (okay to use continues) 6) Gundam - Finish the game using the Z Gundam first. Now, play the game again, using any other MS besides the Z Gundam and the AcGuy. The Gundam will randomly appear to fight you and if you beat him and finish the game, you will be able to use him. 7) New Gundam - Finish the game using the Hamma-Hamma first. Now, play the game again, using any other MS besides the Hamma-Hamma and Quin Mantha. The New Gundam will randomly appear to fight you and if you beat him and finish the game, you will be able to use him. 8) Zaku S - On the Mode Select Screen (the one where "Story Mode", "VS Mode", etc are displayed), input L1 4 times, R1 4 times, then L1 , R1, L1 , R1, L1 , R1, L1 , R1 . You will here a sound effect, and Char's Red Zaku will be selectable. You will now have a grand total of 20 characters to choose from! Enjoy! Note that the Zaku S cannot be saved, and you will have to input the code each time you start the game. ===[LEGEND]=========================================================== F - Forward D - Down B - Back U - Up Square Button - Light Punch (LP) Triangle Button - Hard Punch (HP) X Button - Light Kick (LK) Circle Button - Hard Kick (HK) R1 - Thruster Button P - any Punch button K - any Kick button (G/A) - Move can be performed both on the Ground and in the Air. (G) - Move can only be performed on the Ground. (A) - Move can only be performed in the Air. Keep in mind that the Long Range Weapon Attacks (D,F + P) uses Energy, whereas the Short Range Weapon Attacks (F,D,B + P) are unblockable. Also, the Mega-Special Attacks can only be performed 3 times per fight. (For Details, refer to Part 1 of this FAQ) Notes: -The pilots mentioned this FAQ refer to the Mobile Suits' original pilots from the anime. -All the names of the moves for the 12 basic characters are taken straight from the Japanese manual. The rest were either taken from a Hong Kong game magazine, or were contributed by myself. ~~~[Moves List & Character Info]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ===[Basic Characters]=== ---[Z GUNDAM]--------------------------------------------------------- Series: Z Gundam Organization: AEUG Kamiyu Bidan's Zeta Gundam has been faithfully reproduced in this game. It has well-rounded abilities, and fast speed. However, it suffers greatly from the lack of useful moves. The Hyper Dash does no damage, and is merely a quick low forward dash, whereas the RiseDown Kick is slow to execute and easy to spot. However, its WaveRider Attack is very fast & powerful. (It acts like Ryu's Shin Shoryuken from SF3!) Good for chaining into a combo. {Extra Attacks} High Punch - (A) U + HP Spin Kick - (A) HK {Special Moves} Beam Rifle - (G/A) D,F + P Beam Saber - (G) F,D,B + P Hyper Dash - (G) D,F + K RiseDown Kick - (G/A) D,B + K {Mega-Special Attack} WaveRider Attack - (G) D,F,D,F + P ---[Zaku II]---------------------------------------------------------- Series: Gundam Organization: Zion The Zaku II, though an extremely weak Mobile Suit in the anime, is actually quite strong in this game. It has a 10-hit Machine Gun attack, and after its Rising Tackle connects, you can still continue with a chain combo or Special Move for extra damage. (Example: Rising Tackle, followed by LP,LK,HP) The Cracker Grenade is also useful for keeping opponents away, as it covers a wide area when the grenades explode. Its Mega-Special Attack is a suped-up version of the Cracker Grenade, but it is slow to pull off. {Extra Attacks} Shoulder Tackle - (G) F + HK Stamping - (A) D + HK {Special Moves} Zaku Machine Gun - (G/A) D,F + P Heat Hawk - (G) F,D,B + P Cracker - (G/A) D,B + P Rising Tackle - (G/A) D,F, + K {Mega-Special Attack} Cracker Special - (G) D,F,D,F + P ---[Ziong]------------------------------------------------------------ Series: Gundam Organization: Zion Char's Ziong is actually not a useful character to play as. It has the least Special Moves in the game among the basic characters, and its large size makes it an easy target ; even when it is lying down! Its Punch Rush must be performed up close, which makes it quite ineffective. Overall, it is quite slow, but its Extra Attacks (consisting of its extendable arms) give it a longer reach. Its Mega-Special is quite cool & useful, and is slightly homing, too. {Extra Attacks} Vertical Punch - (G) B + HP Sweep Punch - (A) D + HP Down Burner - (A) D + LK Double Down Burner - (A) D + HK {Special Moves} Hand Beam - (G/A) D,F + P Hand Knife - (G) F,D,B + P Punch Rush - (G/A) D,B + P {Mega-Special Attack} Psychomu Attack - (G) D,F,D,F + P ---[Sazabi]----------------------------------------------------------- Series: Mobile Suit Gundam - Char's CounterAttack Organization: Neo Zion The Sazabi is Char's final Mobile Suit, and it is quite a good fighter in the game. In the anime, it uses Funnels, which are small floating bits that can be used to attack your opponents. The pilot himself mentally controls these weapons, and so, Funnels can zero in on their target very accurately. The pilot also has to be a "New Type" ; one who has super-fast reflexes & senses. In the game, it is a 2-part attack. First, you have to launch the Funnels out (a few of them), and they will float around your character. Only then you can command them to attack your opponents. These Funnels are extremely useful; they are very fast, and can home in on your target very well. You can also call upon them to attack your opponents any time; even when you are getting caught in a combo, falling down, or getting hit, your Funnels will still respond once you input the command. This allows you to set up huge combos, or get out of sticky situations. However, these Funnels can be destroyed by projectile shots,so don't think they are unstoppable! Besides the Funnels, the Sazabi's Spin Kick is good for catching opponents who are ducking, and its Beam Axe has a longer range than most of the other characters' saber weapons. The Beam Flash Shot is also another useful move. It covers a very wide range, and is very powerful. {Extra Attacks} HoverSlide Kick - (G) D + HK {Special Moves} Beam Shot Rifle - (G/A) D,F + P Beam Axe - (G) F,D,B + P Spin Kick - (G/A) D,B + K Funnel Launch - (G/A) B,D,F + P Funnel Attack - (G/A) D,F + P (After launching Funnels) {Mega-Special Attack} Beam Shot Flash - (G/A) D,F,D,F + P ---[Quin Mantha]------------------------------------------------------ Series: ZZ Gundam Organization: Neo Zion Just one look at this huge Mobile Suit, and you can probably guess that it is slow, but strong. Its main offense has to be the Beam Shower attack. As the name suggests, the Q.Mantha will jump, and fire a rain of laser beams down on your opponent. Best performed when in the air to obtain maximum damage. Its Hyper Beam Saber has a longer reach than most sabers, and like the Sazabi, it also has Funnels! The only difference is that it launches 4 at a time, instead of only 3. Good for assisting slow characters like this one! The Mega Beam Cannon is fired from its chest, so don't expect to get the full hits on any smaller characters, unless they are up close. {Extra Attacks} Double Elbow - (G) F + HP Tackle - (G) F + HK Body Press - (A) D + HP Heel Kick - (A) D + LK {Special Moves} Beam Launcher - (G/A) D,F + P Hyper Beam Saber - (G) F,D,B + P Beam Shower Attack - (G/A) D,B + P Funnel Launch - (G/A) B,D,F + P Funnel Attack - (G/A) D,F + P (After launching Funnels) {Mega-Special Attack} Mega Beam Cannon - (G) D,F,D,F + P ---[Full Armor ZZ Gundam]--------------------------------------------- Series: ZZ Gundam Organization: AEUG The ZZ Gundam comes equipped with a Double Beam Rifle, and some missiles. The Spray Missiles consists of a total of 9 missiles that are launched from its back, and since they have slight homing capabilities, they arc towards the opponent. The Knee-Lift Shot is a close-range powerful move, whereby the ZZ Gundam kicks its opponent up into the air, followed by several shots from its Double Beam Rifle. Note that the shots fired in this move does a great deal of damage, but it uses Energy, just like any normal Long Range Weapon move. So this means that when you run out of Energy, the Knee-Lift Shot becomes useless. The Double-Z will kick the opponent up, and will still try to fire at him, even without the ammo. Also, most of the Double-Z's moves can only be performed on the ground, so air-battles are a little disadvantageous to the player. Its Extra Attack, the Mega Particle Cannon is quite useful, and can catch your opponent unprepared. The Hyper Mega Particle Cannon is a long-range beam weapon, and it is quick, and has slight homing abilities. {Extra Attacks} Guard Punch - (G) B + HP Mega Particle Cannon - (G/A) HK {Special Moves} Double Beam Rifle - (G/A) D,F + P Mega Beam Saber - (G) F,D,B + P Knee-Lift Shot - (G) D,F + K Spray Missile - (G) D,B + P {Mega-Special Attack} Hyper Mega Particle Cannon - (G) D,F,D,F + P ---[Hygog]------------------------------------------------------------ Series: Gundam 0080 - War In the Pocket Organization: Zion The Hygog appeared in only the beginning of the 0083 OVA. It is basically a marine Mobile Suit, with long arms, and carries a small & compact orange case, which contains its missiles. Its Homing Missiles, like the anime is fired from an orange case, in sets of 3. The Jumping Tackle, like the Zaku's, can be continued with more attacks once it hits. Its Hell Burner Rush is a short-range move whereby the Hygog rapidly strikes & juggles the opponent many times with its claws. {Extra Attacks} Tackle - (G) F + HK Down Kick - (A) HK Shot-Down Kick - (A) D + HK {Special Moves} Machine Gun - (G/A) D,F + P Hand Burner - (G) F,D,B + P Homing Missile - (G/A) D,B + P Jumping Tackle - (G/A) D,F + K {Mega-Special Attack} Hell Burner Rush - (G) D,F,D,F + P ---[The-O]------------------------------------------------------------ Series: Z Gundam Organization: Titans Paptimus Scirocco's ultimate Mobile Suit, The-O, is huge, and has many small sword-like tentacles hidden all over it. In fact, it is a very powerful character in this game. It is fast for its size, and has very useful & practical attacks. Its Extra Attacks (the Hidden Arms) can be used to surprise your opponent, as it has different variations (low & high). The Hidden Arm Sword Rush is a good multi-hitting move which is quick, and the Slap Tackle is a simple, but effective & damaging move. On the other hand, it has one of the most useless Mega-Special Attacks in the game. After performing the motion, the The-O will wield his Beam Sword, after which pressing any normal P or K button will result in him using the sword to slash his opponent. The slashes vary, depending on the button pressed, and whether he is ducking, standing or jumping. Although the sword attack is unblockable & powerful, and it does not take as long to pull off as it normally would, your opponent will fly all over the screen just to avoid you and attack you from afar, until the move ends. However, you can still use your other Special & Extra Attacks, so unless you know how to use them well, you will most likely waste your Mega-Special Attack while you chase your opponent all over the screen, trying to slash him. It is also very difficult to gauge how high your opponent is when chasing him, as the background will be replaced by a black screen with scrolling white lines, just like other times when you perform a Mega-Special Move. {Extra Attacks} Hidden Arm - (G) F + LP Rifle Slap - (G) F + HP Anti-Air Hidden Arm - (G) B + HP Sweep Hidden Arm - (A) D + LP {Special Moves} Beam Rifle - (G/A) D,F + P Beam Sword - (G) F,D,B + P Hidden Arm Sword Rush - (G/A) D,B + P Slap Tackle - (G/A) D,F + K {Mega-Special Attack} Beam Sword Dance - (G) D,F,D,F + P (then press any normal P or K button to attack) ---[GP-02A "Physallis"]----------------------------------------------- Series: Gundam 0083 - StarDust Memories Organization: Delaz Fleet (Zion) Originally one of the three prototype Gundams created by the Federals, the GP-02A was hijacked by Zion's Anavel Gato. The reason was because it had a very powerful weapon - the Atomic Bazooka, capable of mass destruction. Overall, the GP-02A is a slow, but steady fighter. The GP-02A in the game, too, has a bazooka, which it can fire in different ways, as part of his Special & Mega-Special Attacks. The normal Hyper Bazooka has one major flaw; its shots are very slow, and can be destroyed by most other projectile weapons, so beware of opponents who want to engage in a fire-fight. The Shot Bazooka is a move where he fires a missile high into the air and off-screen. It later explodes into several more missiles, which then rain down back on-screen. It is very powerful is most of the missiles connect, but it is very slow to pull off, and your opponent would be ready for it. The Shield Buster can be continued with a hit or two, but unlike the Zaku or Hygog, it is difficult for it to perform a combo after that because of its slow speed. Also, the GP-02A will jump vertically upwards, which decreases the range of the move by a lot. The Atomic Bazooka is also another impractical & useless Mega- Special Attack. The GP-02A will fire an nuclear missile into the air, which explodes into a gigantic glowing ball, and remains on-screen for quite a while. Your opponent will get `sucked' into it, should he merely touch the round explosion, and receives massive damage. However, this move is useless, because it is slow to pull off, and the explosion occurs so high up that smaller characters can simply walk safely under it. It looks as if the move as aimed at using against the larger characters (such as the bosses). Only then will the move work to its full effectiveness. {Extra Attacks} Shield Smash - (G) F + HP Shield Tackle - (G) D + LK {Special Moves} Hyper Bazooka - (G/A) D,F + P Beam Saber - (G) F,D,B + P Shot Bazooka - (G) D,B + P Shield Buster - (G) D,F + K {Mega-Special Attack} Atomic Bazooka - (G) D,F,D,F + P ---[AcGuy]------------------------------------------------------------ Series: Gundam Organization: Zion Don't be fooled by this character's size! Although the AcGuy is small and, and looks kind of weird, it is very agile, and is excellent at combos! You can chain many of his normal P's & K's together, and even end with some of his Special or Mega-Special Attacks for a super- long combo that does quite a considerable amount of damage. (Example: LP repeatedly, HP, then AcGuy Machine Gun for an easy 10-hit combo!) However, the AcGuy has been balanced with an overall weaker attack, so don't think you can kill your opponent just by performing 2 long combos. The AcGuy also has an uppercut move that is quite effective, but the Claw Rush is not that useful at all. Its Drill Claw is a very unconventional beam saber-type attack. He `charges' up, then dives at his opponent, but should he misses, he will fall flat, and will be left wide open for a counter-attack. The Rolling Maximum has to be done close to your opponent if you want to secure the maximum number of hits. Your opponents will have to guard low against it. Overall, quite a weird, but interesting character to choose. Note that he does not have any Extra Attacks, though. {Extra Attacks} NONE {Special Moves} AcGuy Machine Gun - (G/A) D,F + P AcGuy Drill Claw - (G) F,D,B + P AcGuy Jump Upper - (G) F,D,F + P AcGuy Claw Rush - (G) D,B + P {Mega-Special Attack} AcGuy Rolling Maximum - (G) D,F,D,F + P ---[Qubeley]---------------------------------------------------------- Series: Z Gundam Organization: Axis (Neo Zion) Axis leader Haman Karn's final Mobile Suit is possibly the first in thr anime to use Funnels, which probably explains why the Qubeley's Mega-Special Attack is a powered-up version of its Funnel attack. The Qubeley does not have any Extra Attacks, but has a wide range of Special Moves, mainly consisting of its kicks. The Double Kick is good to use in combos, and hits your opponent up into the air. The Homing Kick is a strange move, whereby the Qubeley will first jump straight upwards, and when it is in line with the opponent, it will rush forward with a flying kick. Good for hitting opponents who are high in the air, but it will miss shorter opponents on the ground. The Somersault is a spin kick in the air, but is not particularly useful. Although the Full Funnel Attack looks impressive and intimidating, it is merely a stronger version of the normal Funnel attack. The Qubeley will launch 2 sets of 3 Funnels each (one set at a time), and they will immediately home in on the opponent to deliver 2 shots each, for a total of 12 hits. However the Funnels will surely find their way to your opponent, they can still be destroyed (just like the normal ones), and since it takes a very long time to launch the Funnels, most opponents will see it coming, and get ready to guard or counter it. Hence, the Full Funnel Attack is not very useful after all. {Extra Attacks} NONE {Special Moves} Beam Gun - (G/A) D,F + P Beam Saber - (G) F,D,B + P Double Kick - (G) D,F + K Somersault - (A) D,F + K Homing Kick - (G/A) D,B + K Funnel Launch - (G/A) B,D,F + P Funnel Attack - (G/A) D,F + P (After launching Funnels) {Mega-Special Attack} Full Funnel Attack - (G/A) D,F,D,F + P ---[Hamma-Hamma]------------------------------------------------------ Series: ZZ Gundam Organization: Neo Zion The Hamma-Hamma is quite a weak character in the game, with very few good moves. The Triple Beam Shot does little damage, and uses up too much Energy. The Leap Attack is slow, and will seldom get your opponent, unless you surprise him from above. The Hide Bomb seems to be its most useful move. On the ground, it can be used to end your combos, and in the air, you can drop it over their heads. However, unless the bombs land directly on your opponent, they will roll across the ground for a certain distance before they actually blow up. The Plasma Beam Cannon is also a very impractical & ineffective Mega-Special Attack. The Hamma-Hamma will launch 3 waves of 2 plasma bolts each that will slowly drift across the screen. Although they are unblockable (and they only way to guard against them is to use the Barrier), your opponent can spot them coming easily, and fly over the plasma bolts to avoid them. Furthermore, even if all 6 plasma bolts connect, it does a miserable amount of damage (less than 30%!). However, during this time, your opponent will be temporarily stunned, which leaves them wide open for any kind of attack. But still, unless you can perform a very damaging combo, the total damage still cannot compare to that of any other Mega-Special Attack in the game. Therefore, it takes a lot of practice to be able to play well using the Hamma-Hamma. Use some of its normal & Extra attacks to your advantage, as some of them are real pretty good. {Extra Attacks} Double Claw - (A) D + HP {Special Moves} Triple Beam Shot - (G/A) D,F + P Beam Sabre - (G) F,D,B + P Leap Attack - (G/A) D,B + K Hide Bomb - (G/A) D,B + P {Mega Special Attack} Plasma Beam Cannon - (G/A) D,F,D,F + P ===[Boss Characters]=== The Boss characters in the game play differently from the basic characters (with the exception of the Hydra Gundam). They are very, very unbalanced, which makes them extremely cheap. Bandai did try to balance the game by making some of them slower, and removing their ability to guard, but still, they can be extremely unfair. Best use them when you just want to have fun. These characters definitely should not to be used for serious fights, because no matter how badly one may play, he can easily win using the Bosses. ---[Bygzam]----------------------------------------------------------- Series: Gundam Organization: Zion The first of the Bosses is this massive Mobile Armor. Its defense is extremely high, and its movements cannot be hindered no matter how much you attack it. However, it is extremely slow, and cannot fly too high with its thrusters. Its one and only Special Move is its Homing Missiles. The Bygzam will fire many small missiles (that will home in on you) at the expense of very little Energy, and this alone causes a lot of damage, even when blocked. It does not have any actual punches, so the P buttons are used for flying its multi-directional lasers. Its Mega-Special Attack is a huge beam attack that sweeps across the whole screen for major damage. Note that the Bygzam cannot guard, and there seems to be no way for it to turn around once someone gets behind it. On an interesting note, the Bygzam can also inflict damage on its opponents by simply walking at them, and smashing them with its huge feet. {Special Attacks} Homing Missile - (G/A) D,F + P {Mega Special Attack} Mega Particle Cannon - (G) D,F,D,F + P ---[Neue Ziel]-------------------------------------------------------- Series: Gundam 0083 - StarDust Memories Organization: Delaz Fleet (Zion) The Neue Ziel is Gato's Mobile Armor, which he later acquires after the GP-02A gets destroyed. It is huge, and has long arms, which can be launched far because they are connected to its elbows by wires. (Press P) Also, since it is a Mobile Armor for use in space, you will notice that its Thruster Gauge is full and never depletes. Hence, it is always flying. It has a wide range of Special Moves, which makes it one of the most interesting bosses to play as. Note that the Neue Ziel can turn around should its opponent get behind it. Simply move towards the edge of the screen then perform the Heavy Tackle. The Neue Ziel will fly off-screen, then back again, this time facing in the correct direction. All its moves are damaging, and surprisingly, it even has a Beam Saber. Its Mega-Special Attack is very devastating. The Neue Ziel will fire a massive beam that sweeps across the screen twice for up to over 40 hits! {Special Moves} Wire Arm Laser - (A) D,F + P Wire Arm Saber - (A) F,D,B + P Homing Missiles - (A) D,B + P Heavy Tackle - (A) D,F + K {Mega-Special Attack} Mega Cannon - (A) F,D,F,D + P ---[Psycho Gundam Mk III]--------------------------------------------- Series: None (Original) Organization: Unknown The Psycho Gundam Mk III is an original Mobile Suit created by the game's designers. Its design seems to be based on the previous 2 models (Psycho Gundam & Psycho Gundam Mk II). Therefore, they share the same characteristics. The Psycho Gundam Mk III is a huge Mobile Suit that is over 40 meters tall, and they all have lots of firepower. The Mk III even has the Scattering Mega Particle Cannon, just like the other two. The Psycho Mk III is one of the most powerful and unfair character in the whole game. It can practically walk right through any attack, and its defense is extremely high! Furthermore, it can even guard in the middle of getting hit by Specials, Mega-Specials, or combos! All its moves are very powerful, and even its Psycho Blast Upper can kill an opponent immediately if all 4 hits connect! Also, the reach for its Beam Sword is unbelievable! Overall, a really cheap boss character. Even its slow speed cannot keep it from being overly powerful. {Special Moves} Shoulder Cannon - (G/A) D,F + P Large Beam Sword - (G) F,D,B + P Psycho Blast Upper - (G) F,D,F + P {Mega-Special Attack} Scattering Mega Particle Cannon - (G) D,F,D,F + P ---[Hydra Gundam]----------------------------------------------------- Series: Gundam Wing `G-Unit' (Comic) Organization: OZ-Prize The Hydra Gundam is Valder Farkill's Mobile Suit from the G-Unit comics. Although I have never read it before, I know that it takes place some time in the year A.C.195 on the colony M.O. V (Five). It is also a time when most Mobile Suits have the ability to transform into different kinds of Mobile Armor. The Hydra Gundam is one of the cheapest, fastest, and most powerful characters in the game. First of all, it comes equipped with an EMF Shield. Just by guarding normally, the Hydra Gundam will defend itself with the EMF Shield, which will protects against all attacks, including beam & missile projectiles, which will have no effect on it (works just like a Barrier!). Furthermore, the Hydra Gundam has the ability to Sway, so this makes it a very defensive character, since it is invulnerable to projectile attacks when guarding, can also sway to avoid the unblockable saber attacks. The Buster Cannon is also very unfair. It is very quick, and uses Energy at a rate of 5 points per shot only! The Shoulder Claw Beam Cannon is overly powerful, as it does nearly as much damage as that of any character's Mega-Special Attack. Also, it is accurate at finding its target. The Hydra-G's Beam Saber is also very unfair. It takes a very short time to pull off, and the Saber will be swung twice for plenty of damage! Lastly, the Hydra-G's Mega-Special Attack looks straight out of those SNK fighting games. It performs a rush combo, ending with an unblockable double saber slash. So, should you manage to guard against this move, be sure to sway to avoid the last few hits. {Special Moves} Buster Cannon - (G/A) D,F + P Beam Saber - (G) F,D,B + P Shoulder Claw Beam Cannon - (G) D,B + P {Mega-Special Attack} Hydra Waltz - (G) D,F,D,F + P ===[Secret Characters]=== With the exception of the Zaku S, the Secret Characters are actually the opposite of what the bosses are. They are very weak, as they have very little moves, and do not have any Mega-Special Attacks. They are merely in the game for fun, and cannot really be considered as `serious' fighters to play with. I would say that they are an added bonus for those who are fans of the Gundam anime. However, if you know how to use them well, you can still enjoy the game, and win a few fights while you are at it, too. ^_^ ---[Gundam]----------------------------------------------------------- Series: Gundam Organization: Federal Forces The first Gundam of the whole Gundam series is hidden in the game. It appeared in the first Gundam: The Battle Master game, but was taken out, probably to be replaced by the Z Gundam. However, it makes a come-back here in the sequel, with all its old moves intact, but just a different way of performing them. Overall, it is quite a weak fighter. Its Cyber Shield requires Energy to fire the rifle shots, so once you are out of ammo, this move becomes obsolete, and you will have to fight a close-range battle for the remaining of the fight. However, the Cyber Shield is a very damaging move, almost up to that of a typical Mega-Special Attack. Be tactful when you use it. {Special Moves} Beam Rifle - (G/A) D,F + P Beam Saber - (G) F,D,B + P Cyber Shield - (G/A) F,D,F + P ---[New Gundam]------------------------------------------------------- Series: Char's Counter Attack Organization: Federal Forces Amuro Ray returns in the New Gundam to face off against Char & his Sazabi in a fight to the finish in space, in this Gundam movie. On an interesting note, Char himself supplied the New Gundam's Psycho Frame. Was it his intention to arrange their final battle? Anyway, with this, the New Gundam was able to use Funnels, just like the baddies. The New Gundam's Fin Funnels look different from the conventional Funnels, and in the game, it works differently, too. Each Fin Funnel only fires one shot, instead of two, and they fire on the spot ; that is, they do not chase after their target. However, it seems that the Fin Funnels are indestructible, as I have not seen them get destroyed before by anyone. The New Gundam's other move, the Jumping Knee Tackle, can be followed up with certain attacks or combos after it connects. {Special Moves} Beam Rifle - (G/A) D,F + P Beam Saber - (G) F,D,B + P Jumping Knee Tackle - (G/A) D,F + K Fin Funnel Launch - (G/A) B,D,F + P Fin Funnel Attack - (G/A) D,F + P (After launching Fin Funnels) ---[Ball]------------------------------------------------------------- Series: Gundam Organization: Federal Forces This is definitely the weakest character in the entire game. It is small, weak, and has an extremely low defense. However, it is very, very good at combos; almost as good as the AcGuy! You may want to just try this guy for fun, but don't think of winning many battles with him. Its 120mm Cannon is very powerful, but uses 100 points of Energy per shot! The Mining Drill is very quick, but does little damage. Good for ending the Ball's chain combos for many hits, though. The Rotating Cannon Attack is quite slow, and arcs at an angle, so you may miss your opponent sometime. {Special Moves} 120mm Cannon - (G/A) D,F + P Mining Drill - (G/A) D,B + P Rotating Cannon Attack - (G/A) D,B + K ---[Zaku IIS]--------------------------------------------------------- Series: Gundam Organization: Zion The Zaku IIS (two-`S') is a Zaku which is painted in Char's trademark red color, which sort of represents his nickname, the "Red Comet". Basically, it is just a different-colored Zaku with a new head design. And since this is Char's customized Zaku, it is a lot more faster than the normal Zaku, and is even quicker than most other characters in the game. The Zaku S has all the same moves as that of the normal Zaku, but because of its speed, it is a lot more deadly, and can perform many combos that the latter cannot. {Extra Attacks} Shoulder Tackle - (G) F + HK Stamping - (A) D + HK {Special Moves} Zaku Machine Gun - (G/A) D,F + P Heat Hawk - (G) F,D,B + P Cracker - (G/A) D,B + P Rising Tackle - (G/A) D,F, + K {Mega-Special Attack} Cracker Special - (G) D,F,D,F + P ~~~~~~~~~~~~~~~~~~~~~~{End of Moves List}~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ===[Tips]============================================================= 1) Whenever a move is performed, the character will flash, followed by a comment made by the announcer. This is useful in telling when your opponent makes his move. Aside from paying attention to what is happening on-screen, you may also find it useful to listen for the audio cues. Here are some examples: "You can't defend!" - Beam Saber-type move performed. "Shoot you down!" - Long-range Projectile-type move performed. "You're gonna die!" - Psycho Mk III's Psycho Blast Upper, Neue Ziel's Heavy Tackle, Zaku S's Rising Tackle, or Ball's Rotating Cannon Attack. "Cracker Grenade!" - Zaku II & Zaku S's Cracker, or Hamma-Hamma's Hide Bomb. (Others are self-explanatory.) 2) The best way to destroy your opponent's Funnels is to wait for him to make them attack you. This is the best time to fire at them, as they will all charge at you, close together in a bunch, so if you time it right, you can take out all of them with one shot. Another way to make your opponent lose his Funnels is by making him fall down. 3) Since you are allowed to perform 3 Mega-Special Attacks per fight, and a Character has 3 Armor Gauges, try to standardize the usage of your Mega-Specials, by using 1 Mega-Special on each Armor Gauge of your opponent. Besides, it is not good to have any unused Mega-Specials left at the end of the fight, as it is wasteful. Not everyone may be comfortable with this tactic, though. 4) Be careful not to use your Energy too quickly. Though you start with 500 points of Energy, some characters use up plenty of Energy to shoot. Try to conserve some for near the end of the match, or divide the usage of Energy according to your opponent's 3 Armor Gauges. If you run out of Energy early, you will have to indulge in close range combat for the remaining of the match, if your character do not have any other long-range attacks. Besides, when it comes to speed, the other long-range attacks cannot compare to the normal beam rifle-type moves, which are fired almost instantly. 5) If you do not have someone to play the Vs Mode against, you can press the "Select" Button on either player 1 or 2's controller to let the CPU take control (on the Character Select Screen). Help the CPU to choose its character, and start the fight. You will now be playing against a CPU opponent. You can even watch 2 CPU characters fight it out by pressing "Select" on both controllers. To disable the CPU, just press "Select" again on the Character Select Screen. To change the color of your Mobile Suit, simply hold down "Start" when choosing it. ============================={THE END}================================ Well, that's the end of the Gundam: BM2 FAQ. I hoped everyone had fun, and got a better understanding of the game. Thanks for reading! ^_^ This FAQ was created by Kelvin Koh.(kelkwl@mbox4.singnet.com.sg) Visit my FAQ page at: http://www.geocities.com/TimesSquare/Battlefield/2517/ (14/5/98) Finished Boss Codes. (15/5/98) Added Basic Characters' Move List. (16/5/98) Added Boss Characters' Move List. (16/5/98) Added Secret Characters' Move List. (17/5/98) Added Tips & fixed some mistakes. Updates: ( 6th July '98) Re-wrote the codes to obtain the Gundam & New Gundam. (17th Sept '98) Confirmed the codes to obtain the Gundam & New Gundam. Credit goes to the Game Gundam Page (http://www3.mahoroba.ne.jp/~pika/gundam.html) If anyone has any questions, comments, additional information, criticisms, or if you have found a mistake, please feel free to e-mail me. *************************END of DOCUMENT****************************************************