Advanced Strategies of Gundam Battle Assault 2 Version 0.01 By: Akuma753 October 2, 2005 Outline 1. Introduction 2. Basic Commands A. Legends B. Techniques 3. Tier List (not complete) 4. Characters A. Styles B. Analysis 1.Deathesythe 2.Heavyarm 3.Espyon 4.Hydra 5.Rx-78 6.Tallgeese III 7.Wing Zero 8.FAZZ 9.Quin Mantha 10.Zeong 11.Shinning Gundam 12.Rose 13.Master 14.V gundam 15.Dragon 16.Altron 17.Ball 5. Closing 1. Introduction This guide is here to show how this game can be played competitively, rather than an old gundam collection. For an early game this has many elements that most new games has. For example this game has a thrust boost, which is equivalent to tech(ggxx). There is many playing styles, other than simply using the Vulcan and play keep away or button mash like crazy. This FAQ will reveal a glimpse of the potential of this game. There is probably many more to be discovered in this game, so keep playing and withdraw the best of the games ability as a fighting game. 2. Basic Command A. Legends WP-weak punch-square WK-weak kick-cross(X) HP-strong punch-triangle HK-strong kick-circle R1-thrust PP/KK-dodge or bubble (when character is facing right) U U/B | U/F \|/ (LP) (HP) (A1) B -- o -- F /|\ (LK) (HK) (A2) D/B | D/F D F - Forward U/F - Up/forward B - Backward U/B - Up/backward U - Up D/F - Down/forward D - Down D/B - Down/back Abbreviations/Conventions ------------------------- P - Hit either punch PP - Hit both punches K - Hit either kick KK - Hit both kicks + - Input commands on either side of the sign simultaneously. QCF - Quarter Circle Forward; D, F QCB - Quarter Circle Back; D, B HCF - Half Circle Forward; B, D, F HCB - Half Circle Back; F, D, B DP - Dragon Punch (Shoryuken) motion; F, D, F RDP - Reverse Dragon Punch motion; B, D, B OTG - Off The Ground c-crouch s-standing j-jumping B.Techniques/System Tech -Thrust on knockdown, you'll quickly fly away from OTGs Wake up -Neutral stand when you fall down from a knockdown. Okizeme -Offensive pressure on a waking opponent Tech catch -Hitting tech thrusting opponent Hit tech-er -Trying to hit opponent who thrust upon a down. Easiest one is to do a well-timed thrust toward the opponent and hit an aerial attack. Lock down -Offensive pressure that prevents an opponent from attacking back due to forced block. Dodge+up -Dodge and escape to upper space. Good at escaping chip damage or as invincible jump Dodge x 2-3 -Dodges for longer time Stun -Easily known as grabs but the property is not a grab. It has a property that can only be performed when close and is a physical hit that becomes unblockable; although it can be interrupted it is useful to break blocking opponent. When hit it causes a stun that allows you to hit hard with a combo. Tick Grab -Using small attacks (jabs) to lock opponent and dashing to close the space to re jab the opponent. Mainly used so even on block it lets the attacker to continue pressuring. Eventually sneaking in a dash stun. Tracking -The auto aim device of most long-range attack. Good tracking means accurate auto aim. Bubble dash -For those without a dodge (A.K.A the bubble) use it to force them selves to move up to midrange if opponent abuses long range attack to make it hard for close combat. Bubble -Use it to prevent chip damage from projectiles Mix up -Mixing an attack series that takes correct guessing for the opponent to prevent damage -High/low mix up, meaning overhead and lows -When to stop blocking or dodge mix up-unblockable and such Damage scaling -In this game the more hit you do the less damage it does percentage wise. Adding a few jabs to extend the combo can even weaken a three hit combo. OTG -In this game the damage scaling makes it even weaker for OTG, which is fair (gameplay wise). The OTG can be avoided by teching even if it hits the opponent can keep flying away. Invincible frames -Invulnerable to attacks during a certain move -Examples-wing QCB K, epyon-QCF P Super armor -Boss. They are allowed to continue attacking even if opponent hits them. Cancel -Upon hit a normal move can cancel by doing another move allowing combos and constant flow of attacks Guard non-cancel(made up term) -No hit will cancel if blocked. It's a very simplified version of a negative gain in street fighters series. Basically it makes any normal attack not cancelable upon block even if you put a command for a special move. Thus allowing poking into special without worries of being blocked because it doesn't come out. A practical example in gundam RX-78, far HK into mega, blocked=a safe knock backing kick or Hit=a kick combed into a mega which usually mean a single armor worth of damage off a mere kick. Weight class -Light/small class-very mobile -Average class- has knock backs that elevates them above ground from certain moves -Heavy class-does not move back from knock back moves, usually slow in the air. Rifle/long range class -Laser class-beats all other projectiles and moves instantly across the screen. Quit a few mega are of this property -Missile/guns- they can be destroyed mid air and usually comes in multiple numbers. The lowest of the property -Beam class- like Vulcan they are flying bullets that travels across the screen at a moderate speed. It can beat missiles and Vulcan without disappearing. The shield type energy attack like Deathsythe QCB P is also a beam. -Sword type-any saber attack has the ability to cut through projectiles if it collides perfectly. I don't think it beats laser class attacks. Deathsythe's mega is a sythe throw which equals a projectile that can beat beam attacks, its also unblockable. Stamina class -Look at heavyarm to look at the number of hits done with a infinite combo. The more hits the higher the stamina. 3. Tier list This nowhere complete and has very little research to back it up. But I'll show you why some of them are strong in the next section. I didn't rate the bosses because in a competitive fighting game bosses are out of the list. (not in order of highest to lowest, for each tier) Boss-Neue Ziel, Dark G, Big Zam, Psycho Top Tier-Heavyarm, Deathsythe, Epyon, Hydra Semi- top Tier-RX-78, Tallgeese III, Wing Zero, FAZZ, Quin Mantha, Upper Mid Tier-Zeong, Burning, Rose, Master Mid Tier-V gundam, Bolt(?),Dragon, Altron, Low Tier-Zaku 2s, Sazabi, GP02, Sandrock, Weak Tier-Zaku 2, Ball, Acguy, Hygogg, Maxter Anti boss -Quin Mantha -GP02-mega and QCB P were made for this battle. -Hydra(except against Psycho) -FAZZ(with luck, has defense to survive) 4. Characters A. Styles a. Rushdown- fast dashes, good combos, lockdowns, and mix-ups. The strongest kind of close combat fighter, once you're caught say bye bye to your health or prepare for a mind game. b. Keepaway-Long range battle, usually keeping distance with thrusts and Vulcan. The most annoying in the game. c. Poker-has long reaching pokes and usually fast. It stops many attacks before it comes out. d. Hopper or Dasher- they start attacks from immediately rushing in front of you, hopping to land a combo, poke, or tick grab. e. Power type-Has a gruesomely powerful attack, usually a mega. They can end a match instantly with few successions. Usually slow or has some kind of disadvantages B. Analysis Top Tier 1.Deathsythe Pros -A lot of safe moves -Teleport -Unblockable Mega -Many unblockables, which cancels!! -Slide cHK -Lockdown with QCB P -Ammo efficient Vulcan Cons -Lacks long-range dominance Combo -cWP, WK, HK -QCB HP, thrust WK, HP,QCF HK Unblockable reset -cWP, QCB P(doesn't combo, but chips)dash cHP(unblockable),QCF HK -OTG cHP, late cancel QCB HP(meaty), cHP, QCF HK -Corner-QCB HP(hit), thrust HP, QCB HP(chip), [jump HP(unblockable), QCB HP(chip)] x 2 -air HP(unblockable), cancel QCB HP(chip) x N, land cHP etc -QCB HP(blocked), mega(unblockable) Range game -QCB HP, QCF HP=anti beams and shoots Vulcans -QCB HP,dash/cHK/QCF HK/teleport Mix up -Mid range-cHK or QCF HK=high low mix up Deathsythe is probably the scariest mech to fight because he has all the tools of an assassin. He has so many ways to move around at mid range to get close. His many HP unblockables sets up all kinds of damage and robs away the opponent's life bar. His long range is decent to stall, summoning a sythe with QCB P to block all other projectile and shoot vulcans from behind or even a mega for an unblockable. His WP and cHK has very little recovery and easily stops other attacks. With Deathsythe he is pretty much guaranteed to take away some health away once he is in melee distance. 2.Heavyarm Pros -Long-range king -Lockdown with napalm and missiles -Infinite Cons -All attacks are missiles and Vulcan property -A bit slow, a bit weak at close range Infinite -Corner cWK, QCB HP dash X N Tip dash F, F, pause, cWK, back HP, repeat record 205 hits on ZZ-stun, on wing/zaku-55hit on hydra-145hits on rx-78-63hits on heavyarm/tallgeese/deathsythe-84hits on v gundam/quin-124hits on shinning-101hits on rose/maxter/master/dragon/epyon-84hits on acguy-49hits starters -QCB C and HCB C unblockable Against heavy(GP02,Deathsythe, espyon, zz, quin, zeong, sazabi) anywhere infinite -dash WK,QCB HP x N Combo stun, HK, mega mega(tall or heavy) far QCB HP, QCF HP air WK, HP for push air WK, air down HP(1 hit), QCB HP for close Air down WP, WP, low WP, QCB HP coverage QCB HK= invincible back hop Corner trap air down HP Heavyarm can keep away so good its not funny, equipped with so many long-range attacks and a QCB K to avoid and counter your long range moves. He relies on aerial WP, cWP, WP, and QCB P; to cover the screen with napalms and missiles, this prevents dashers and hoppers. The QCF P is damaging and has good tracking to hunt down the opponent, it also a good move to use after a hit confirmed QCB P. Using HP after most missile attacks will distance Heavyarm from the opponent to maintain keep away distance. If Heavyarm ever catches an opponent with a stun at the corner, he can do a simple infinite to destroy armor. On a heavy class mech he can do the infinite anywhere on the screen. 3.Epyon Pros -QCF P, the scariest invincible attack -HCB P, a fast unblockable that knockdown the opponent -Mega, unblockable and does 60% damage -Many kinds of pokes -QCB K acts like a low air dash, and lets Espyon have a mid range overhead Cons -No long range Espyon's greatest asset is unblockables and QCF P. The unblockables are fast and rips away the opponent health in no time. While the QCF P is an invincible attack that helps close in the opponent safely without harm, it's also safe upon block on the first torpedo. The various HP attacks has range and able to poke the opponent from a distance. 4.Hydra Pros -Damaging super, and its unblockable -Ammo efficient beams -Long reach -No chip damage from projectile -cWK is godly Cons -Hits too high -Not too many cancels -Slow and weak projectile Combo -WK,(HK),mega(hits standing only) -cWKx3,cHK -air WK, (HP), HK Poke -air WK -cWK -WK -overhead forward HK -dash then cHP catched jumpers that avoid cWK QCF P=ammo efficient and multi shot QCB P=slow but has laser priority, note-its bad at countering other missile and bullet type due to its narrow hit box. Hydra gundam has some unique abilities to keep him interesting from playing. First he has a non chip block(like iceman, in Marvel VS Capcom 2), this will help you discourage long range happy opponent, while letting you have a higher chance to get near your opponent unharmed. His long range QCF P move shoots multiple weak beam shots with very little ammo consumption, this mean it will beat most long range Vulcan and beam battle. However the damage on QCF P is low so it's more of a coverage/ anti long range move that isn't meant for damage. He also has a laser type move QCB P; this is the highest priority, laser, but has very slow wind up and angle, which keeps it from being useful. Now for his offense at close range, first he has a decent mid range poke with his WKs. Although it hits too high and misses crouchers it still has its uses. You can cancel this attack (wk) or any other poke into the mega, which allows hydra to do 90% armor of damage. He also has a useful low attack, cWK which combos to cHK and OTGs 3-5 times on the opponent. CWK and cHK has very small opening if blocked. For okizeme using his saber works sometime also. At close range you can rush with WP into tick. Hydra gundam is the ideal anti Heavyarm at the right hands. Semi-Top Tier 5.RX-78 Pros -Fast and long thrust -Mega=damage -Many move -Combo -Poke and poke non-cancel -Damaging moves Cons -Low defense, well average -Slow recovery on special moves -Lacks any long range dominance -DP shield upper doesn't have invincibility to stop moves=useless, unless for its high angle Combo -Low WK, low HP HK, mega QCF HP -HK(poke), mega -WP,WK or deep Low WK, cHK, WP,HP,down HK WK,HK cross and overhead -Air down HK or cHP, mega -Stun, mega -WP, HP, HCF P -HP, HCF P -Back Forward P(5) down HP or far HK for push Poke cWK=dodge high and hits low HP=kinda anti hop WP=fast , set up air WK=long reach, stays long , HK or low HK air down HK=stomp air HP-fast damaging poke low HP=sweep back forward P(mash)=cover HCF P=fast initial hit with range, damaging, slow recovery OTG mega= hit at its upper circular axis then it hits both grounded and thrust escaping enemy Tech catch OTG HCF P=3 hit on OTG and last hit from behind (big opening if teched or even on hit due to recovery) RX-78 has some weakness like no invincible move and abusable long range moves. However RX-78 makes it up for its crazy damage from the Mega and the overall balance he has. His mobility is slightly above average due to the size and long thrusts. His pokes are extremely good despite RX-78's size, it has both speed and range. His beam rifle is beam class attack meaning it can break through vulcans and missiles, used in small quantity will help close in against Vulcan abusers. RX- 78's back forward P mash, is an effective defensive move due to being a good dash/hop stopper, it can also cancel out some vulcan attacks from far away for no ammo consumption. Now for the damage source, he can easily score heavy damage with cWP, cWK, QCF HP. After damaging with that combo and few pokes, the opponent should break its armor. From here, you can aim for a double Mega OTG attack to break single extra armor for free. Well you might think they can tech the mega, however due to the angle of the mega it actually hits thrusting opponent from above. Thus, it means unescapable damage. By this time the opponent has only one more armor left so now you can aim for either a dash in WP dash tick grab into mega or far HK into mega. Another ways to land the mega is as a counter against long range moves from mid range. Due to the speed of the mega it can actually out speed most moves. Another is after cHP or dodge + up air down HK knockdown. RX-78 is a monster that deals armor worth of damage with a single success. Four hit 2 armor combo- HK(poke),mega, dash mega x2. 6.Tallgeese III Pros -Long reaching poke -Combo, both moderate damage and range -Dash speed -Unblockable king -Overall high balance Cons -Tall -Heavy ammo consumption Combo -WP,WK,HK,QCB HP or mega -cWP, cWK, mega -cWP, cWK, cHP, QCB HP -far HK, mega -Air WP, (WK), HP or HK, cancel DP C Lethal Poke -Air HP-a lot of cover -Air WK dive nice combo starter -Air WP, the reach and the combo starter -Air HK fast but C is better -WPs long reaching poke -WK anti air -cWK long reach -HK knocker Other information -HP fast knockdown -cHP upper -Dash HCB P=longer reach Tallgeese III is the games superior balanced mech, Tallgeese has everything from pokes, unblockables, and dominating long range moves. First I have to mention his cWK its fast and combos many things. The combo you should aim is cWK, mega and cWK, cHP, DP WP. Now for his pokes his air HP is the main poke you would abuse, do to its coverage and range. Then you have cHK and various kinds of knockdown HPs, this will set up an okizeme. Tallgeese's main okizeme is his HCB P and thrust air HP. Another thing to note is his DP P its fast and somewhat safe, it will get you out of sticky situations. His QCF K does through other projectiles making it a ideal range move to counter pesky projectile attacks. Chances are you will not have a difficult match up do to his overall balanced tools for battle. 7.Wing Zero Pros -Has the best tracking laser move-buster rifle -Mega can dodge quit a lot of incoming moves -Has a slide -Invincible moves -A poke type saber move, so much range -Fast jabs Cons -Lacks extremely high damaging combo -Feels overpowering when abusing buster rifle Combo -cWPx2,cHK,mega Pokes -cHK, air WP, air HK Wing Zero has two of the best moves in the game, buster rifle and bird tackles. Buster rifle can beat everything and has near perfect tracking. Bird tackle has tons of invincibility to stop any close combat melee. Basically abusing those two will get Wing Zero to be above most of the other mechs. His melee tools is cHK and dash WP rush. cHK is a long range sweep while WP is the perfect set up for his mega and tick grabs. Very effective to use, however he is very boring to use because you can win by runaway buster rifle. 8.FAZZ Pros -Highest Defense(above V) -QCF HP=ouch -HK=buster rifle -cWK cancel -Big damage -Long range -Has a tracking mega -DP K, invincibility -Bubble, great defensive tool to have Cons -Ammo consumption -QCB P= big opening -HK=fairly big opening upon miss -Slow Combo -cWK, QCF HP -cHK or HK -air WP, down WK, QCF HP -WP, HP, cWK, QCF HP QCB P=anti air, coverage, okizeme -HK or mega after back HP=anti air for reaction WP, HP, cWK walk on block- loop Poke WP, cWK tick HK=range air WK=range mega=tracks and safe FAZZ is a great defensive mech, having stamina and tools for defensive plays. First he has a HK that covers the ground with a lasr type move. His combo hurts a lot, especially WP,HP,cWK,QCF HP. Try to use a bubble before rushing in, because the bubble will eat through all the projectiles. His mega his damm good for a long range move, I use it to cover diagonal angles that he cant cover well. His back HP is a ok anti air, while his cHK is a pretty good sweep. FAZZ lacks tricks and rushdown tools but his high stamina and damaging combo makes up for it. 9.Quin Mantha Pros -High damage -Long reach -Various projectile -Cross over Cons -Tall -Slow -surprisingly, only average stamina Combo (WK),down HP,mega=110% of a armor guage -mega HK,cancel WP, HP air down WK, HK, cWK cWK, cHK Tricks Air down HP cross, tick set up HK=anti air QCB P, bubble cancelx3 Poke air down WK or WK cWK mega= tech catch Quin Mantha is very damaging, but has slow movement. Quin's ability to deal damage with every move puts you at an advantage when it comes to double hit situations. Although it's very hard to land a combo, it is usually a 110% combo so it really pays off. After any knockdown, you can try a mega to hit tech-ers for a lot of damage. Quin also has a cross over which most mobile suits don't have. Abusing cHK and air HK will help limit the opponent's movement. Quin can actually use dash WP into tick very effectively due to WP's recovery. For range use QCB P into bubble(PP) then immediately cancel to another move of choice, this is a fairly good set up for bubbles and chip from QCB P. Also aerial bubble into HCF P is an effective funnel attack set up. Upper Mid Tier 10.Zeong Pro -Long reaching pokes -Bubble -Fast Cons -Tall and eats Zeong only combos (tall on OTG status) -Unreliable mega With Zeong you will not need any skills, all you need to do is abuse his HK, air HK, air down HP, and bubbles. Occasionally squeeze in a cWK, QCB P combo and a few QCF WP beams. 11.Shinning Gundam Pros -Best low jab -Mid defense(101 class) -Good ticks -High agility -Combo -Dash/Air dash -Infinite floating ability. Cons -Lack of guns -Lack of aerial long range back hop (backx2), thrust and QCB K=agility Combo starter -A's is safe and has rapidity even on block (QCB K)WPx2-3, cWP, WK, HK, mega WP, WK, cHK, Dp K (QCB K in air)air WK, cWK, combo combo against death -Low ax2 mega Useful moves -QCF P -QCB P -QCB K -DP K-a lot of invincibility -mega Air QCB K x N infinite float in air Down, UP, QCB K=low air dash Low air dash WK=mid range flying overhead kick QCB K + HCF P fireball QCB K + WPs combo QCB K, cWK low hit QCB K, stun Big zam combo -air down WK, down HK, QCF WP x N Shinning gundam is a very simple fighter to use, he has a very fast dash with QCB K, it looks useless but has invincible start ups, so he can dodge some moves while dashing in for a combo. Once he's in he can abuse his jab, which can be tapped rapidly even upon block making it a very useful tool for combos and ticks. His combo is WPx2,HK, mega and WPx2, cHK, DP K. His DP K is a very good invincible attack that acts like a reversal. Dash in combo and ticks is pretty much all he need to win. Against big zam he can do a loop combo with air down WK,down HK,QCF WP x N, especially from behind to annoy the hell out of big zam, the only problem is big zam can use homing missile to stop him. A Cool tricks is his thrust up in the air 2-3 times and repeatedly do QCB K in the air to float infinitely in the air. The opponent can still try to hit you up in the air but it will be hard to catch him because while he's using QCB K repeats he recovers his thrust gauge to dodge and thrust away from the opponent quickly. 12.Rose Pros -Long range with WP -Effective projectiles -Decent combos -Good unblockable Cons -Weak in damage Combo -cWPx2,WP,Forward HP, HCF P -Air HK,WP,forward HP,HCF P -corner, (cWP, Mega)x3, cWPx2, WP, forward HP, HCF P -cWK, HK Far poke king WPs, HK, air HP Rose has one of the most annoyingly effective pokes with WP. Rose has generally weak damaging combos but has easily chainable moves that lead to multiple hits. His HCF K is a useful funnel attack that can shoot twice. Using it after a opponents knock down is fairly reliable. His energy shield move can block most beam type projectile and helps you poke fairly safely from mid range. Air HP is a effective zoning tool from far away hopping range. 13.Master(need help evaluating this guy) Pros -Damaging moves -Block cancel special -cWK -cHP range Cons -Long range battle Combo Air HKx4 cWK or cHP, mega Master gundam can easily score damage with cWK mega. However for the rest of the damage he has to use various pokes that are hard to land from time to time because he has pretty much no move to beat projectiles other than the mega. Mid Tier 14.V gundam Pros -QCF C=big damage -High defense -HCF P=indestructible unless failed to launch shields from projectiles -HCFP, QCF P=performed anytime, slow being able to make good cover to close in or combo -DP K=some invinciblity, able to cancel upon hit -Good pokes Cons -No mega -Dependent on ammo for quick damage -DP K miss=big opening -HCF P takes a while to come out -HCF P, QCF P is slow -Movement is slow Combo -cWK, QCF HP -WK, above combo -Hop WK, HP, QCF HP -HCF P, QCF P, any combo -WP, HP, HK -Hop WK, HP, HK -DP K, HK HCF P set up -WP, HP, cancel HCF P -Thrust in air HCF P -When opponent down HCF P Tip -Crouch for a more concentrated funnel guard -Poke behind the funnels -Sabers aswell Pokes -cWK, cancel -WP, HP, HK -HK -cHK or cHP Corner sets air WK, HP, QCF WP, land forward HP(stun), repeat Wake up WP, poke WP, walk stun Anti big zam combo -DP K, WP, WK, HP, HK, WK, DK K repeat V gundam is both slightly high in damage and defense but the lack of special moves and mega evens it out. Although V lacks a mega V's QCF HP's damage makes up for it. You'll need to pull out the funnels by HCF P after every chance to make up for the lack of long range. HCF P will shield against most megas and projectiles, while letting V make up interesting combos and mix up. He has one of the longest poke range and a decent line up of normal moves. Overall he is challenging to play but his high stats and indestructible funnels will keep you interested. 15.Dragon Pros -Unblockable with range and speed -Jabs with range -Flamethrower for easy defense Cons -No long range that is reliable -Average defense -Low damage Combo cWP, WK, HK, Mega or QCB HP WP, Forward HP, cancel, QCB P or HCB P air WK, HK, QCB HP or mega cWKx2, cHK, cancel Pokes Anti air HP=nice arch down HP=nice range WK=fast Air Poke WP and HP=range Ground Poke WP=fast and ranges forward HP chain Abuse HCB P QCF HP at long range=cover, dash QCF K=set ups -HCB P unblockable Tip Poke all the time=prevent jumps and retaliation QCB HP=protection HCB P to break defense HK=dodges low Mix up CHK(hit),cancel HCF WK, hop WK-WK into combo=overhead -cWP into combo=low HCB P=unblockable+unescapable if not teched Dragon is surprisingly strong melee fighter. He has some decent mix ups and a very fast unblockable. Try to abuse cHK(hit) into HCF WK for okizeme set up. When the opponent doesn't tech it away they are trapped in a pillar of fire that can't be escaped, during this time Dragon can either aim for a high low mix up(shown above) or a HCB P unblockable. Another unique ability is hop WK x2, it can be done on a blocking opponent and can be a tricky overhead. If the second WK hits do HK, mega for mucho damage. Altron Pros -WP and HP is very fast and has range, sets various poking strings -cHP, F HP, QCB HP=is very long poke -Air moves are unique yet usable -HK is a nice anti thrust and anti air poke -HCBF P=the best unblockable, it has speed and knockdown. Leads to many okizeme strategies -QCB K is an ok blocking air hop Cons -Useless mega -Not exactly mobile and strong -Weak projectile Pokes -Poke with c/sWP to cover the lag of the range move -HP is a nice safe poke aswell Tricks -QCB HK is a nice aerial cross over(no hit) flip dodge -DP P is an ok aerial hittable move -QCF P is crucial to lesson the mobility of the opponent -cHP, mega x1-3 in the corner is a ok usage of mega -Mega is escapable in-between hits -cWK, cHK is a ok sweep combo Mix up -Poke and unblockables -WP and various other poke=anti close combat and sometime anti hop/dodge -However they air blockable and deals no chip -Mixing in a HCBF P will rip through a opponent who tried to block Altron's fast and safe pokes Okizeme -HK is an ok anti thrust -QCB K or with HK add on is a nice cross over -Hop HP is a good overhead -Poke with cWP OTG and start poke string into HCBF P -Straight into a meaty HCBF P Altron is all about effectively poking the opponent and trying to mix up his unblockable. Then after landing an unblockable he can go to some very effective okizeme, although a thrust usually breaks the okizeme loop. Altron is weak against good keepaway fighters but can fight equally with the rest of the cast, even against Deathsythe. Weak Tier Ball Technique -Thrust R1 then HK=instant cross over, if hit QCB HP -WP 3 hit into QCB HP or QCF HP= damage -Hop WP,HP=okizeme cWP, QCB HP air WP, repeat -Hop WP, HP,QCB HK=semi tech hit -Hop WP-tick -Abuse air WP With Ball, abuse the cross over HK technique because most mobile suit can't attack above them. Another reason is it is very fast letting you dodge and sneak past anything on the ground. If it's blocked it has decent recovery to block or stick in a WP to start your attack. 5. Closing Well this is my first in depth faq, so I hope you all can help out. One of my main concerns is my choppy sentence with grammar errors, but that can be ignored for now. Well, if you guys have trouble understanding a few things then ask me at the message board or at my e-mail Shungokusatsu33@hotmail.com