Shin Kidoesenki Gundam Wing - Endless Duel
Fighting Guide
By the Fire Starter (thetrueantilamer@aol.com)
Version 0.5
12/7/00

Disclaimer
----------
This Guide may be distributed, reproduced, copied, folded, spindled or
cited, so long as you credit me and don't change the text. If you don't
like the way I write, feel free to create your own guide - all I ask is
that you respect my intellectual property and investment of time! This
Guide may NOT be distributed for profit, under penalty of, uh... death, or
something. Thanks. 

This guide, despite the way it looks, is completely original, NOT a copy of 
Jacob Poon's moves list.

All rights reserved.


----------
WHO TO CALL (WHEN YOU HAVE SOMETHING TO ADD) (aka, contacts)
----------
Since this guide is very early in development, I could use a bit of help.  E-
mail me at any time for:

-Edits (tell me what I wrote wrong (except for "ain't"))
-Revisions to moves and combos.
-Episode names AND numbers for anything that needs one.
-Combos.
-New codes you came across.
-Your experiences with a real opponent (you know, person).
-The Test Mode.  Apparently it does exist, but I need to know how to get it with 
an OK checksum (if you get what I mean, ^^).
-Any interesting thing about the game (or the anime, though I limit it to in 
relation to the game or some other game). 

PLEASE, NO FLAMES.  I HATE THEM.

E-mail:  thetrueantilamer@aol.com
AIM:  See above.
ICQ #: 96054749 (Note: Don't add me to your contact list UNLESS it is for 
Netplay purposes)


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TABLE OF CONTENTS
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I.  FAQ (OF GAME AND OF ANIME)
II.  FIGHTING SYSTEM
III.  MOVES LIST
IV.  CODES
V.  REVISION HISTORY
VI.  SPECIAL THANKS

--------------------
I.  Frequently Asked Questions on this Game (and Gundam itself)
--------------------

----------
A.  So, what's the Big Deal about Gundam Wing?
----------
I say, "If you don't know, how did you find this, and why bother reading it?"  
There are three things that set the anime Shin Kidoesenki (New Mobile Report) 
Gundam W apart from the rest of the Kidou Senshi (Mobile Suit) Gundam legacy:
1.  It ran under the title, "New Mobile Report Gundam W," for starters.
2.  Matsumoto Yeiji, creator of the KSG series was not involved at all (or very 
little) in the creation of this series.
3.  It was set in a second timeline, the Timeline of After Colony (AC) (after 
the colonies were born, I believe), the same time line as "Kido Buto Den G 
Gundam." (Mobile Fighting Legend)
	The saga was first created in 1995 CE, and was set in the year AC 195 
(funny, it actually looks like and sounds like CE 1995).  The story begins with 
five pilots attacking Earth to avenge against the plots of the AFUESA (Armed 
Forces of the United EarthSphere Alliance) against the colonies, to which OZ and 
the Romafeller Foundation then took over Earth AND the Space Colonies, and then 
the Colonies' White Fang takes the colonies over and tries to destroy the Earth, 
to which it begins a struggle for the Gundam pilots on who to shoot.  Three 
other series in this saga (there may be more, e-mail me for that!) have been 
created based from this:  SKRGW:  Endless Waltz (the return of Heero and the 
team, set in the year following the original), SKGW:  Battle of the Pacifists 
(set in the year AC 196, other information unknown), and SKGW: G-Unit (the 
return of Heero and the team, set in the year following the original).  In 1999, 
BEI, an English translator for Japanese anime (like Pioneer), started dubbing 
NMRGW (which was placed under the title "Mobile Suit Gundam Wing," which is 
completely wrong), and completed it in early 2000.  After BEI made an agreement 
with then Time Warner, NMRGW began to be publicly broadcast on the cable channel 
Cartoon Network, specifically under its anime block, Toonami (on weekdays 4-7 
PM) (rumor [and ads] said that there would be an uncut version on at Toonami's 
Midnight Run block, but that rumor is false).  Gundam Wing: Endless Duel was 
created (and released) around mid-season, when Epyon and Wing Zero were 
introduced, but the other four Kai Gundams weren't completed (Kai meaning 
advanced from the oringinal, e.g. Deathscythe-Hell, Wing Zero, etc.).

----------
B.  What's the big deal about Gundam Wing: Endless Duel?  I see no difference 
between it and Street Fighter Alpha 2.
----------
Gundam Wing:  Endless Duel (from now, I'll call it GWED) was created in 1996 by 
the Japanese company Natsume, in conjunction with its creators and owners 
(Sunrise Studios, TV Asashi, Sotsu Agency, and Bandai).  What makes it different 
from Street Fighter Alpha 2 for the Super Famicom is quite frankly based on the 
view of the game:
1.  GWED uses a slightly modified version of the fighting system based from the 
Dragon Ball Z: Super Butoden series.  SFA2 used the SFA fighting system, which 
focuses a bit more on flair than the SF2T system.
2.  Unlike SFA2, GWED had repeats of tunes for two of the eight stages, one 
stage is used for two Gundams, and had no voices.
3.  The sprite-movement GI for GWED is extremely different from any other game 
(excluding some other Gundam fighting games).  See Jacob Poon's moves list.

Another thing that makes GWED extremely different from SFA2 is the way the game 
is created.  Gundam Wing: Endless Duel is as of the emulator zSNES v. 0.715 
(possibly, I don't know for sure, but it works from v. 0.800) emulatable because 
of no special chips or anything, and because of NMRGW's dubbing, the sudden 
interest of the show brought forth the sudden rise in interest towards the game.  
Street Fighter Alpha 2 uses a special chip called the SDD-1 chip that is as of 
zSNES v. 1.14 and Snes9x v. 1.33a not emulatable, and may never be.  Just an 
answer from your neighborhood emulation freak!  C'mon, I know you're playing the 
game on an emulator; otherwise, you wouldn't be reading this FAQ, or be in this 
console section!  Don't worry, we all do.

--------------------
II.  Fighting in the Game
--------------------
This the control scheme (in the order of:  Symbol=Name=button(s) to press):

sW=Strong Weapon=A
wW=Weak Weapon=B
sp=Strong Punch=X
wp=Weak Punch=Y
W=any weapon button
p=any punch button
k=any button
2k=any two keys hit simultaneously
QCF=Quarter-Circle Forward (aka, fireball)=d,df,f
FDD=Inverted QCF (aka, uppercut)=f,d,df
QCA=Quarter-Circle Backward (aka, spin kick)=d,da,a
G=Ground-Only (placed in front of move, if it isn't, can be used in the air)
S=Standing
C=Crouching=d
A=Anti-Air 
T=In throwing distance

u|d|f|a=up|down|forward (right or left, depending on facing direction)|away (see 
previous message in ()s)

----------
1.  Simple Moves
----------

f x2=Dash Forward
a x2=Dash Away
a (during an attack)=Block
ca (during an attack)=Crouching Block
f+2k=Vernier Dash (aka, block and dash)
2k (or u+2k)=Super Jump
d (after Super Jump)=Vernier (slows downward speed, giving more distance to a 
jump)
2k (after Super Jump)=Second Super Jump (can't vernier after second)
p (at lock-on)=Vulcans, see below.


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2.  Supers and specials:
----------

GWED uses a different way of using special and super moves.  On the top of the 
screen below your health meter is your power meter.  This meter is at 300 PU 
when you start the fight.  You lose points if:
a.  You perform a strong special or super move.
b.  You use your Vulcan (see below for more infomation)
The colors of the meter are determined by how much Power you have:  Yellow (Can 
pull a Super, 300-200), Orange (Safe to pull Specials, 199-100), and Red (Can't 
pull strong specials, 99-1).  You can recover points by:
a.  Making sure your strong specials or Super hit fully (if all hits connect, 
your power loss can be as low as six).
b.  Using normal attacks or weak specials.
c.  Blocking attacks.
Here is a chart on Power gains and losses:
Attack	Use	PU Gain if connected	PU Gain if blocked
Normal	0	5-10				5-10
Strong	100 	40-95 			20-60
Special
Weak		0	20-95				10-60
Special
Super		200	10-200			10-200

	This not exactly a cheat, but rather a bug:  If you don't have enough 
power to perform a strong special (about <100), and yet you perform the move, 
you will instead perform a weak special, which drains zero power.  Also,

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3.  Vulcans
----------
(No, it's not really from Metal Gear Solid or any space shooter.  Besides, MGS 
wasn't even an idea in 1995!)

What makes this game so damn interesting was the idea of the Vulcan cannons from 
the anime implemented into this game.  Vulcans are machine gun cannons that fire 
multiple weak bullets (in the actual series, I don't believe they actually 
mention them.  Correct me if I'm wrong!), based from the idea of the machine gun 
cannon, the M-16 Vulcan.  Well, back to the game:  Vulcans can actually be used 
as a mid-range to long range attack.  Get out of reaching distance (about a 
half-screen), and there will be a lock-on window.  Press P, and your mobile suit 
will use its vulcan.  Average power drain is about 20 on your power meter, 10 if 
all bullets connect.  If your opponent is in the air, simply crouch and press P.  
When they're used, they can yield cheap damage at a small price.
However, there are a few disadvantages to it.  First, the VMD (Vulcan Maximum 
Distance) is only to where the lock-on window is located, and that window sticks 
in its position while the vulcan is being used.  That means that your opponent 
can simply step back while you use it, or simply stand still and take only half 
the damage.  Second, you can't move while you're using it, and though those 
bullets are fast, your opponent can simply jump over them and perform an ASS 
(Air to Surface Special [Super]).  Third, vulcan bullets are the only projectile 
that can be cancelled, and it occurs when both players are using it.  It can be 
used as a defense, but your blocking can do that.  Finally, you remain immobile 
until all your bullets go into the lock-on window (as if it were a black hole).  
In that state, your opponent will be able to launch a devestating attack which 
will make you wonder why you used your vulcan in the first place.
RECOMMENDATION:  Use your vulcan during battle, but not too often to cause 
trouble.
All Mobile Suits use this cheap weapon except Epyon (he's too cheap as it is).

----------
4.  Combos
----------

As like most games that exsist post-SSF2T, there is always some huge emphasis on 
combos in GWED.  The style that the game focuses on here is a bit of every 
Capcom game post-Street Fighter 2 and pre-GWED:  Street Fighter 2 Championship 
Edition, SSF2CE, SF2T, SSF2T, Street Fighter Alpha, and even Street Fighter 2 
Rainbow Edition (even though it was a hack, didn't it have something new in 
it?).  This game have several combo-based things in it:  Knock-Out hits, >1-hit 
specials, >4-hit supers, some regular attacks >1 hit, and even (surprise!) two-
in-one combos.  Plus there are ENC (Easy aNd Cheap) combos, and two-in-one basic 
moves.

Knock-Out Hits:  Some specials and supers contain hits that occur after a player 
gets KO'd.
Specials:  All specials (excluding some in their weak mode) will contain at 
least two hits when they're used and not blocked at all.
Supers:  All Supers contain at least 5 hits when they're used and not blocked at 
all.
Regular attacks:  Some Mobile Suits (e.g., Deathscythe) have strong and/or weak 
atttacks that count for at least two hits.
Two-in-one combos (!):  I actually found this out while the game myself.  It is 
possible to pull off a two-in-one a basic move to a special.  Here's an example 
with Wing:
1.  Press CwW.
2.  Now, motion df, f, and press sW to pull off the Buster Shot.  Normally, you 
would have to press QCFk to pull it off, but since you already had pressed d, 
all you need to do is to press df and f to pull it off.
(Note:  I have yet to try it on supers, and I think you can actually press f the 
split second after d is completely release to complete a motion.)
Easy and Cheap Combo:  This combo is easy, and you can really annoy your 
opponent with it, for it will sustain a good amount of damage.  You can also 
implant it in a middle of a combo.  The combo:  C|Swp x3(or 4), sk (do sp to 
knock your opponent down) (Unless noted, it applies to all).  This works on all 
Mobile Suits except Heavy Arms and Epyon.


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III.  MOVES LIST
----------

(Mobile Suit Name on screen)
(Full Name)
(Model Number)
(Weapons)
(Statistics from game)
(Description of Pilot)
(Description of Mobile Suit)

Move Setup:
[First specials, then Super{s}]

Move name (I made these up)
Authenticity of the move (aka, "Did it come from the anime?")
Keys to perform it	Number of hits when it connects (S/W)
Description of move
Comments on move

Misc.:
AI pattern (the AI can sometimes have a pattern of fighting depending on certain 
conditions.  If a Mobile Suit does, I'll mention it)
(Combos, with execution and number of hits)
The Good Things about the Mobile Suit
The Bad Things about the Mobile Suit
Strategy to use against COM version
Grade

So, without further ado, the Mobile Suits:



Team Gundam
-----------



WING
Wing Gundam
Gundam Model No. 01
Weapons:
1x Green Beam Sword (Uses Right Arm)
1x Buster Rifle
1x Wing Shield (can be used as a club or spearhead)
2x Vulcan Cannon (attached near the head)
Stats:
FGT: 130 
WEP: 140 
SPD: 150 
POW: 120 
ARM: 130
Pilot:  Heero Yui (code name, real name unknown).  The "Heero" of the story.  
Strangely, I wouldn't be surprised if that guy was 15 or something, because by 
episode 8, he hits the emotional stage of puberty ^^.  This guy both likes and 
wants to kill Relina Dorian (Peacecraft), and he seems to be much like a loner, 
only focusing on his mission in the early part of this series.  He pretty much 
is the loner in the first half of the series, only joining with the team in one 
episode.  More info with Wing Zero.
Description:  The Wing Gundam is what this series is named from.  This Gundam is 
one of the few Gundams that I know of that can convert into a fighter jet, ala 
Voltron or Power Rangers style.

Colors:  P=Blue Armor, S=Purple Armor

Unique Thing:  The ability to pull a real uppercut while standing.  To do so, 
tap b+sp.

Specials:

Buster Shot
Duh!  He uses it all the time during the time he has it!
QCF+k	3/1
Des:  Wing grabs his Buster Rifle and shoots some slow-moving Buster Shots.  In 
the strong version, he fires 3 shots that are remeninscent of Mega Man X's Level 
3 Charged X Buster in X2 and X3 (maybe X4?).  The weak is similar to the Level 
1.
Comments:  Useful if your opponent doesn't jump too much.

Shield Upper
It might've been an attack, I'm not too sure.
GFDD+k	4/2
Des:  Wing jumps in the air and spears his opponent with his shield.  Strong 
version adds a sword slash.
Comments:  Useful for airborne opponents, especially Tallgeese.  But, it often 
is the move executed when you screw up on your Super Move, and it also screws up 
your timing.

Charge and Slash
The weak version actually came from Episode 8:  Party Night (aka, Nervous 
Breakdown, Hormone Burst, etc. ^^)
GQCB+k	3/1
Des:  Wing charges with his shield, sparing his opponent.  Strong version adds 
two slashes from his sword.
Comment: This move is similar to Ryu's Hurricane, but it wastes energy, and one 
miss will equal no hits at all.  Don't use it too much.

Super:  Buster Beam
Of course it is, you dimwit!
QCFx2+k	6-10
Des:  Wing fires two beams from his Buster Rifle.
Comments:  Good, especially because it is one of the few supers that can be done 
in the air.

Super:  Wing Mode!
Take a guess.
GQCBx2+k	9 (3 for each swoop)
Des:  Transformers!  Wing jumps up in the air and disappears from the screen, 
then goes into Wing Mode (aka, Bird Mode) and swoops by three times, spearing 
the opponent (Heero never used his shield this much...).  His horizontal flying 
area is the place where he stood when you executed his move, and he stays flying 
in that area, never scrolling the position off the screen.  During flight, he is 
invulnerable to attack, and is unblockable
Comments:  Almost useless.  He is invulnerable, but you can't combo the move, 
and it can be easily avoidable (super jump).  Along with that, you can find his 
position, and launch your own super when he lands.  It would've been better if 
he was controllable or if the attack could be done in the air (so that if you 
position it right, you'll be able to hit your opponent all the time), but you 
can't.  The only time that it would be great is to impress your friend (I said 
FRIEND, not GIRLFRIEND.  Do that, and you're a complete loser AND idiot).

Combos:
Coming soon...

The Good:
A very versatile fighter.
Fast-moving.
Your all-around fighter.
An invulnerable Super.
The only Gundam who I've been able to pull a two-in-one combo (well, actually, I 
just discovered it)

The Bad
Pathetic Super.
Combos aren't easy to execute.
Sometimes easy-to-avoid Special.

Strategy against him:
What ever you do, don't stay close to him for too long, for he will use his 
ENCKD combo, and it will be constant.  He often uses the weak version of the 
Buster Shot during the round, and will use his Shield Charge once per round.  
Keep your distance from him, and when you're close, try and throw him.

Grade:  He's quite decent, but notably weak, probably overshadowed by Wing Zero.  
B-.




DEATHSCYTHE
Gundam Deathscythe
Gundam Model No. 02
Weapons:
Beam Scythe x1
Beam Shield x1 (can be used as a drill and a knife)
Vulcan Cannon x2
Stats:
FGT: 140 
WEP: 120 
SPD: 160 
POW: 120 
ARM: 120 
Pilot:  Duo Maxwell (possible prefix title: Father).  "PRAISE THE LORD AND THE 
HOLY GOSPEL!  THE GREAT DESTROYER IS BACK!"  He's a guy you gotta love.  He 
pretty much does comic relief in this series.  He is obviously one of the 
strangest people you'll ever meet:  A priest-in-training (or even a priest) who 
breaks the seventh Commandment hundreds of times with his Gundam, to which he 
talks to much like Caligua did with statues.  He himself gains a girlfriend, an 
OZ Mobile Suit pilot by the name of Hildy (think of her as a cross between 
Lieutenent Noin and Luna from Lunar: The Silver Star), to whom he lives with for 
a few episodes, then leaves to finish his job, while she helps TG by getting 
information on Libra and giving to them in episode 45, almost sacrificing her 
life.
Des:  Deathscythe is the Gundam whose name means what it is:  Its scythe can be 
deadly at times.  In this game, this Gundam has the only move that was taken 
from its Kai model, Deathscythe-Hell (like Wing Zero, except Wing Zero).  
Speaking of Deathscythe-Hell, that model is probably the nastiest model of the 
Kai models, especially because of its armor that can change into an "Angel-Wing" 
vernier (actually, it looks like football pads...any relation to Maxter from G-
Gundam?).

Color scheme:  P-Navy (or black) armor; S-Purple Armor.

Unique Thing:  When you dash, he either teleports or becomes invisible, making 
you invincible for the duration of the dash.  However, your shadow is still 
seen, so it seems a bit useless.

Spinning Scythe
Depends on whether or not you mean vertically.  If so, no, if not, yes, it was 
always in there.
FDD+k 6/3
Des:  Deathscythe whirls in the air toward the opponent, spinning his scythe 
towards the target, juggling him in the air if it hits.
Comments:  Nice move, except I wish it were QCF instead of FDD.

Drill Shield
This move I didn't see when Duo had Deathscythe.  Therefore, this move is the 
only special that came from a Kai model Gundam besides Wing Zero, Deathscythe-
Hell.  I saw him do that lots of times with it.
QCF+k 5+x/3  (x=the number of hits you add to it)
Des:  Deathscythe throws his shield, which flies like a drill, hitting the 
target multiple times.  Strong version adds teleporting to close range, so you 
can attack him while the drill drills.
Comments:  Great move, especially when you need to gain extra hits.

Super:  Super Spinning Scythe
Might have been the way the Deathscythe-Hell did Spinning Scythe back in episode 
3x (it was in the thirties, the episode when Wufei and Duo escape the Lunar 
Base.  email me if you know!  you'll get credit!).
GQCFx2+k	10-15
Des:  A more horizontal version of Spinning Scythe with critical feedback, 
looking much like this guy's critical when he uses his weapon.
Comment: Long live Magus!  This move does owe him the respect he needs, for it 
is a great move, especially at long range.


Combos:

The Good:
Can teleport.
Has a teleporting special.
Easy-to-execute air throw.

The Bad
Weak strength.
Teleporting can be tracked.

Strategy against him:
Whatever you do, ALWAYS KEEP YOUR DISTANCE, AND NEVER PULL A JUMP ATTACK.  He 
does his Spinning Scythe every time.  He'll use the weak version of Drill Shield 
often.  Strangely, he rarely uses his super.  Use projectiles and vulcans, and 
strike low if you have to get close.

Grade:  His teleporter, his defense, and juggler special outweigh his speed and 
strength.  Still, there are better choices.  B



HEAVYARMS
Gundam Heavy Arms (or Heavyarms)
Gundam Model No. 03
Weapons:
Gatling Gun x1 (Doubles as a club)
5-Cannon missile launcher x2 (under the breast armor, which might've been useful 
for breast-feeding...^^)
3-Launcher Missile Pack x4, attached to "thighs" and "calves" (However, they 
aren't used in this game)
Retractable Army Knife x1 (sorry, no detachable arm to use a beam sabre)
Vulcan Rail Cannons x2 (actually, they're just Vulcan Cannons, but with 
firepower like this, I just had to)
Stats:
FGT: 110 
WEP: 160 
SPD: 110 
POW: 140 
ARM: 140 
Pilot:  Trowa Barton, aka Triton Bloom.  An orphan that joined the circus when 
he arrived on earth, this guy is the philosopher type, and the main advisor to 
the team individually.  However, he is the only man on the team to attempt 
suicide with self-detonation of his Gundam (Catherine Bloom saves him, and he 
owes the debt later on).  Plus, as with every dramatic story, he becomes the 
amnesiac; this time, it becomes one to which he is afraid of the past.  
Strangely, the Zero System he heals him when he pilots Wing Zero.  He should've 
been leader when Heero was out on his own duty...
Des:  Jacob Poon, the author of the current Moves List, says the Gundam reminds 
him\of the `70s comic book series Mazinger, with the idea of breast shooters.  
Little did he realize that many people did not know that such a comic book 
series existed.  So here's my comments:  Okay, this Gundam is nuts.  He has 
enough power to take over a small country, even with a good army (well, then 
again, any Gundam could, with Gundarium).  This could also destroy the American 
Armed Forces in two rounds ^^.  This would be Dubya's favorite weapon (actually, 
I'd think it would be Deathscythe... LoL), and he would act like Reagan if he 
found out about them (if he gets elected, that is; and if he does, spare me a 
sniper rifle in this matter).  Also, with thousands of bullets and about a 
hundred missiles attached, he's the hands-down winner against Metal Gears Rex 
and Ray in a 2-vs.-1 match, and sure to make the power-hungry leader happy.

Colors:  P-Red Armor,  S-Purple Armor (the colors are similar to that of 
Heavyarms Custom)

Unique things:
1.  He fires the most Vulcan bullets, making it possible to counter any Vulcan 
attack.
2.  He has a real uppercut: cwp.

Rail Gatling Fire
Duh!
GQCF+k	7/3?
Des:  The gatling gun fires several bullets at a higher velocity than the Vulcan 
Cannons.
Comments:  Great move!  Problem is, you can't fire in the air (at least from 
what I've seen) and it feels like he's gonna fire more.

Homing Missiles (or, "Something to Get Off Your Chest")
At the speed the anime's missiles was going, no.
FDD+k		2/1
Des:  Heavyarms launches two very-slow-moving missiles from his chest.  It 
either moves upward or downward, depending on whether or not the target is in 
the air.
Comment:  One of the worst moves I've known in this game.  It's way too slow, 
and never hits correctly.  Worse, if you mess up on the Super, this is what you 
get.

Grab and Blow (No, don't think of that as a sick joke!!!)
Never seen it.  Besides, it would be hard to pull it off.
(in close) QCA+k	None (it's a special throw)
Des:  Heavyarms bear-hugs then lifts his opponent in the air.  He then opens his 
chest and fires missiles simultaneously.  A special throw.
Comments:  Its a great way to annoy your opponent, but it doesn't have decent 
damage.  Special Throws don't do much for you.

Super:  Explosive!
Somehow, that is his purpose...
QCFx2+k	10-15
Des:  Explosions abound when Heavyarms unleashes something from his chest that 
takes up half the screen.
Comments:  Not a good super.  It hits well, but the effects aren't too 
devastating.

Combos

The Good
Wicked powerful on its a level of weaponry.
Lots of weapons to use (like a mech!)
Its Cannon Strike (tap sp) hits for large damage.

The Bad
Slow.

Strategy Against Him:
Stay close, for you'll be hearing a lot of buzzes from his Gatling Gun at any 
distance, specifically from long range.  Never use your Vulcan against him, for 
he'll counter and it will always hit you.  He doesn't block too much, so use 
projectiles or combos when you can.  He'll use his Super once, maybe twice per 
round, but is easy to avoid, so there isn't mcuh to shout about.  Also, stay on 
the ground if he uses his missiles; and either dash forward if it's done in the 
air, or jump over them when it's done on the ground.

Grade
His power and good speed surpasses his shortcomings, though I wish there was a 
better super for him, with the power he has.  He's the only normal Gundam (save 
for Wing Zero) that I've been able to beat Epyon with.  A-



SANDROCK
Gundam Sandrock
Model No. 04
Weapons:
Gundarium-refined Machete x2 (Can be heated for a better slice)
Uzi-3 Sub-Railgun x1 (can fire in multiple directions)
Vulcan Cannons x2
Stats:
FGT: 120 
WEP: 120 
SPD: 110 
POW: 150 
ARM: 160 
Pilot:  Quatre Raberba Winner (First, his surname ain't [don't correct me on 
that word!] Arabic!  Second, if his name's Winner, why wasn't he the leader the 
entire time?).  Quatre, much like like his father, who is one of the richest 
Arabs on Earth (and the colonies), is a pacifist.  However, he never told his 
father that he was a Gundam pilot until it was too late.  His reasoning to care 
about people is better than Duo's, and sometimes becomes too caring for his own 
good.  In deep anger, his father tried to stop OZ from ruining his colony by 
rejecting the Romafeller Foundation's offer of using his mine for the 
manufacturing of Mobile Suits, but his colony's people (he was actually leader) 
became frustrated, because they WANTED OZ to protect them. With that, he gets 
killed later on.  Quatre gets severely depressed, and at the time of publication 
of this game, he had just used the Zero System on Wing Zero against Heero and 
Trowa.  He lost his depression immediately when  afterward.  In the end of the 
series, he masters the Zero System, and leads Team Gundam (excluding Heero) to 
defeat his opponent, who was also using the Zero System, the bitchy Dororthy 
Catalonia.  Oh yeah, and on Earth, he wears weird goggles when using his Gundam.

Description of Mobile Suit:  Of all the Mobile Suits, this one is the most 
bizarre of them all.  He's the only one without a beam weapon (except Heavyarms, 
which has something realistic), instead having 2 huge scimitars.  His head and 
body look like a lady draping her head with an uncovered veil wearing bushido 
armor.  Add to that the pilot is blonde and white (Muslims are black and black), 
his Magnuarc compadres wear fezs (fezs were from Morocco, NOT Saudi Arabia), the 
compadres' ladies look like Persian belly dancers; and you could say the 
Japanese are pretty stupid and make irrational stereotrpes that BEI should 
realize when they dub these things.  Well, then again, you can't blame them; 
they are a seriously isolated society, you know ;).

Colors:  P=Grey Armor, S=Brown Armor

Unique Thing:  The only thing I know of is that he has the only special that you 
can perform using normal attacks (see combos).  
Has the only Super that can do twenty hits.
Also, he has no special or super that relates to the anime.

Flying Sword
Never seen it.
QCF+k	3/7
Des:  Much like Zero's (from Mega Man X2-5) Charged Beam Sabre, Sandrock slices 
his heated scimitar downward, sending a sword-like projectile towards his 
opponent.  Acts like Deathscythe's Throwing Shield.
Comments:  A decent move, but it's too slow and predictable.

Dice and Slice Combo
Didn't see this one either.
QCA+k 4/1
Des:  Sandrock uses his scimitars to slice and dice.  Weak version is a dash and 
one strong slice.  Strong version adds another slice plus both scimitars 
stabbing downward.
Des:  The third most-worthless move in history.  Hell, you can do this with 
normal attacks!  Avoid using this.

Power Bomb
I haven't seen this one either.  Hell, none of them at all seem familiar!
TFDD+k  None (special throw)
Des:  Sandrock grabs his target and pounces him to the floor.  Strong version 
adds two headbutts.
Comment:  Not bad, for a special throw anyway.  Strong version provides good 
damage.

Super:  The Jews' Revenge!!!
QCFx2+k		7-20!
Des:  If only the Jews had this much firepower, they would be able get the 
revenge against the Christian faith they deserve.  Sandrock fires his Uzi-3, 
sending fire in multiple directions.  It's the perferred weapon of many 
Magnuanarcs; don't leave home without it!
Comments:  I will say, this is the best super in the game.  It's hard to block, 
and the only Super for a regular character that can do twenty hits!  Nasty!

Combos:
Slice and Dice Combo:  fx2, SwW, Ssw, CwW, CsW={1+1+1+2}=5 hits

The Good:
Scimitars make several hits when used both weak and strong.
Only normal Super that can hit 20 hits, which completely blocks Epyon's super.

The Bad:
Damage is not even halfway decent.
Not much else to hoot about.

Strategy against him:
At first, Sandrock will be a slow mover.  However, he'll tend to stay close to 
you, which can be annoying.  Keep a bit of a distance and fire his ass off, but 
don't go too far away from him and fire, for he'll block-dash a lot more often 
than Wing.  He relies on his Flying Sword special alot during battle.  He is 
likely to use his super more than once per round, so keep your guard.

Grade:
His Super is killer, but the rest of him is only so-so.  B-/C+



SHENLONG
Gundam Shen Long
Model No. 05
Weapons:
Beam Trident x1
Retractable Dragon Claw x1 (works as a claw, an extending punching glove, and 
can shoot a huge amount of fire)
Vulcan Cannon x2
Stats:
FGT: 160 
WEP: 110 
SPD: 130 
POW: 140 
ARM: 120 
Pilot:  Wufei Chang (Sunrise Studios could've done Zheng [same thing as Chang] 
to make his name a bit more interesting...).  Strangely, you NEVER (and I mean 
NEVER) see this guy smile at all during the series.  He's the loner of the 
group, and though he's worked in pairs with everyone (except Quatre), he mostly 
works alone.  It seems as if he feels like he's at the bottom of everything.  He 
thinks of everybody as insane except himself (he either never hit or hit and 
missed puberty), disapproves of pacisfism (though he is a Confucianist), and can 
find no purpose at all.  However, he is insane (humanity IS insane, so he's 
normal), especially when constantly refers to his Gundam as "Nataku."  However, 
he clearly understands the situations he gets himself into, and could make a 
better leader than Quatre, or possibly even Heero.  Late in the series, he is 
triple-crossed by Zechs Marquise, OZ, and White Fang when his home colony, named 
Ultron, is self-destructed by its leaders, who is also Wufei's only family, the 
Long clan.  He seriously loses his mind, and fights like hell before he's picked 
up by Heero.  He also has a problem with Treize Kushrenada, leader of the 
Romafeller Foundation, after fighting in a duel in which he loses.  In Endless 
Waltz, he turns evil, and...well, you'll have to find out for yourself ;).
Description:  This Gundam model Series is the only Series that goes through 
three complete name changes:  Shen Long (Original, named after his master), 
Ultron (Kai, named after his colony) (and no, it's NOT "Voltron"), and Nataku 
(Custom, what he calls his Gundam when he uses them).  Not only does it look a 
bit like the Dragon Gundam from G Gundam, it fights like it too >:|.

Colors:  P-Blue main armor, Red and Gold Plate; S-Green main armor, Red and Gold 
Plate.

Unique Things:  Its CsW makes for an outstanding air-to-surface or mid-air 
counter.
All W attacks make for at least two hits.

Dragon Throw (or the Real Dragon Punch)
Of course!  The Claw ain't there for looks, you know.
QCF+k	2 (Throw added)/2
Des:  Shen Long extends his dragon claw to mid-range.  Weak version is basically 
hitting the opponent two times.  Strong version hits the opponent two times, 
grabs them, then throws them to the other side.
Des:  This is the best special throw, and the weak version does some good damage 
as well.  Problem is, it doesn't go very far (only half the screen).  Still, a 
very good special.

Rapid-Lancing!
Half of it is seen in the ending credits, the other half is not seen at all, but 
you have a sense that it would.
FDD+k 6/3
Des:  Shen Long spins his lance above his head, then rapidly stabs his opponent.
Comments:  This move is probably the best special in the game.  For one, he 
lunges forward when he attacks.  Second, he does a good amount of hits for both 
versions.  Third, it's lightning quick.  Finally, the weak version has probably 
the most damage and the highest power recovery of all the specials in this game.  
Add to that that there is some good animation done on it, and you got a badass 
special.

Super:  Dragon Hang Fire?  Or Shinkuu-Hadouken?
Saw it constantly.
QCFx2+k	6(!)-10(!!)
Des: Shen Long's hand turns into a dragon's head, breathing fire at his opponent 
for two seconds.
Comment:  The super holds out some decent damage, but it could be stronger, 
especially since it's coming from a good Gundam.

Combos:
ENC Claw:  Cwp x4, (two in one on the last Cwp) motion Df+f+sk (4+3/6=7/10)

The Good
All weapons have at least two hits.
The best special known.
Fast.

The Bad
Strength comes from combos.  Little Strength otherwise.
Defense is a bit mediocre if anything.
Weak Super.

Strategy against him:
Of all the Mobile Suits, this has the weakest AI.  He's so easy to beat, which 
doesn't do him any good for him.  He does do lots of combos, but rarely does he 
go into the air.  Attack from the air, and he'll bite the dust.

Grade:
A-/C.  If you're a combo or speed person (which most are with SF-based games), a 
person who tends to stay close to your opponent, or like style, you'll love this 
Gundam.  If not, or you're a SF newbie or a complete newbie to this game, then 
he's not the Gundam for you.




The Romafeller Foundation (OZ)


TALLGEESE
OZ Mobile Suit Tallgeese
Weapons:
OZ Beam Sword x2 (Second used only in certain situations)
OZ Buster Cannon x1
Peacecraft Shield x1 (Well, at least I think it is) (Used as a club as well)
Vulcan Gun x1 (yep, these OZ Mobile Suits don't have Vulcan Cannons attached to 
their necks, unlike their Aries and Taurus counterparts)
Stats:
FGT: 100 
WEP: 110 
SPD: 150 
POW: 130 
ARM: 120 
Pilot:  Colonel Zechs Marquise (aka, Milliard Peacecraft.  The American version 
pronounces his name Millyardo, which is both the stupidest name I've heard of, 
and the most unreasonable replacement for Milliard. Besides, it didn't need to 
be >:(.)  This man, a Peacecraft, masks himself and uses the name to protect his 
identity, for he comes from a pacifist family.  Early on, to avenge for his 
family's death when they were attacked by the UESA, Lightning Baron (his first 
code name) returns to the Sant Kingdom and regains control of it by using the 
Tallgeese to defeat it (though he suffers a heart attack the first time he uses 
it).  He was renamed Lightning Count; however, OZ then tried to slit his throat, 
when they believed he was helpping the Gundams by rebuilding Gundam 01 (Wing).  
In fact, he was rebuilding 01, but it was only for one purpose:  To fight Heero 
Yui, in a duel that would last the entire series.  More info with Epyon.
Des:  This Mobile Suit, which looks like the Master Gundam from G Gundam (save 
for the head), is the only one that has only slight name changes and 
improvements over each other (Tallgeese, Tallgeese II, Tallgeese III).  In fact, 
they all look the same.  Another thing is, unlike the other Mobile Suits, it 
stuck with one pilot when it had pilot changes (I:  Zechs Marquise, II:  Treize 
Kushrenada, III:  Milliard Peacecraft).  It's supposedly the fastest Mobile Suit 
(faster than the Gundams), thanks to its vernier.

Color Scheme:  P=Whitey's, S=Bluish-Purple

Unique Things:  He has the highest super jump, making it easy for him to tower 
over opponents.
He has the longest vernier:  Three seconds.  It makes him an air-based opponent.

OZ Buster
What else would you expect?
QCFx2	4/1
Des:  Tallgeese uses the Buster Cannon attached to his right arm to fire buster 
shots.
Comments:  The projectiles are actually faster than Wing's Buster Shots, and get 
more damage.  Very useful.

Tall Knee
The rest he didn't do.
FDD+k 1/1
Des:  Tallgeese does a fast rising knee butt (thus the name "Tall Knee"...you 
didn't get it, did you?  :( ).
Comments:  It's fast and hits hard, but if you miss, you'll be vulnerable to 
attack.

Mobile Power Bomb/Backbreaker
TGQCB+k	2/2
Des:  Tallgeese claw grabs his opponent in the air for one hit, a throw for the 
other.  Weak version does a backbreaker, strong version does a power bomb.
Comments:  A decent special throw.

Super:  Sword Beam
QCFx2+k	6-8
Des:  Is Zechs linked to Link from the Zelda series? (LoL) It would make sense 
with this super.  He does a "whirling-blade"-like attack that sends a wave that 
takes up the entire screen.
Comments:  Though it is weak, it's the only super on a normal character that 
you'll always sustain damage (though you can block it).  Useful when your 
opponent is air-based (wait a minute, the Suit you're using IS the ONLY air-
based person!  Damn!  ^^).

Combos
ENC KD:  Swp x2, Sf+sp
ENC Combo:  Swp x2, SsW

AI Pattern (I think this happens on all OZ Mobile Suits):  Stand at far end of 
the screen, and Tallgeese will do this attack pattern (or something similar) if 
you stay there:  Vulcan, Vulcan, Super Jump+Weak OZ Buster, Super Jump+Weak OZ 
Buster, repeat.

The Good
Highest jumper.
Highest Super Jump.
Longest lasting vernier (three seconds!).
More control on the vernier
A bit more powerful than Wing.
An always-hits super.

The Bad
Tallgeese=Tall Mobile Suit=Big Target.  This will cause problems, as crouching 
blocks won't be your best defense.  Most standing attacks will hit.
Sluggish, both on the ground and with attacks.
The low kick (f+sp) is really annoying, especially if you are comboing.

Strategy against him:
This guy loves flying.  Nab him BEFORE he takes the air.  Stay in close, for it 
won't help him get any  higher than the ground (Shenlong will be great for this 
job).  If he does hit the air, have somebody there to bring him down, 
specifically during an AI Pattern (Vayeate is perfect for this one).  Keep him 
down on the ground, and he'll be easy to beat, though sometimes he'll use the 
Sword Wave and his power bomb.

Grade:
Tallgeese is a powerful fighter, but has setbacks that degrade his abilities.  
Still, that doesn't mean you should use him.  You'll definitely like him if you 
are an air person.  B


VAYEATE
OZ Mobile Doll Prototype Vayeate
Prototype No. 1
Weapons:
Beam Cannon x1 (used as a club and shield as well)
OZ Vulcan Gun x1
Stats:
FGT: 110 
WEP: 160 
SPD: 125 
POW: 110 
ARM: 130 
Pilot:  Lady Une (aka, Colonel Une).  The person with most bizarre name, she was 
the main bitch for half the series.  She assassinates Mr. Dorian (aka,  Dorland, 
another bad name change), Relina's foster father, who was part of the Peace 
Division of UESA.  She acts like an Army colonel early on, trying every damn 
thing she could do to destroy the Gundams.  However, she seriously has a split 
personality:  One side of her (with her hair in a bun and with glasses) is like 
a crazy general,  taking every chance in making sure she is considered the 
leader.  The other side (normal hair, no glasses), however, acts like a woman:  
Very solemn, very calm, a passionate persion, who can have nervous breakdowns.  
The way it is controlled is with the glasses (it's proven through episode 3x).  
Her feminine side breaks through in the end, and she saves the Gundam pilots, 
for she also believed that war is of honor, not of power (at this point, the 
Virgo Mobile Dolls were being manufactured at the Lunar Base), only to get shot.  
She also loves Treize Kushrenada, and would be willing to sacrifice her life in 
honor of "His Excellency, Master Treize" (ever thought of "His Magistrate?") 
(this is seen in episode 35 (again) and episode 47).  She DOESN'T, however, 
pilot the Vayeate.  All she piloted was a Space Leo Mobile suit and the Second 
Wing Gundam.  In "Endless Waltz," she tries to stop the true "Operation Meteor" 
from becoming the end of peace on Earth, yet saves the lunatic Mariemeia Barton-
Kushrenada, who was brainwashed by one of his uncles.

Description of Vayeate:  This Mobile Suit was a prototype for a new type of 
Mobile Suit.  The test pilot was Trowa Barton, who "betrayed" Team Gundam to spy 
on OZ.  The first Vayeate was destroyed by Quatre on Wing Zero, who was losing 
it from the Zero System.  Vayeate's data on Trowa's style was saved, however, 
and implanted into the second, which was somewhat of a Mobile Doll.  It was 
destroyed by Duo (on Deathscythe-Hell) or Zechs (on Epyon).  When this suit was 
combined in the manufacturing process with the Mercurius, it became the Virgo 
Mobile Doll.

Colors:  P-Blue; S-Green

Unique Thing:  Vayeate uses her Beam Cannon for:  1. sW, 2. wW, 3. sp, 4. 
Blocking.  What a one-(wo)man army (s)he is.

Pulse Buster
Of course, of course!
QCF+k		3/1
Des:  Vayeate actually fires a beam shot from her beam cannon.
Comment:  A bit slower than OZ Buster, it deals some good damage, though.

Semi-Rising Knee
Nope, but it wouldn't be in the anime anyway, since she's based in space ;).
GFDD+k 2/1
Des:  Vayeate does a rising knee similar to Tallgeese's, but stops at mid point, 
so as to finish off with a combo or something of some sort.
Comments:  This move is nice for finishing combos, but not good as a stand-
alone.

Super:  Vayeate Beam
On the Virgos, I saw it easily, but it  wasn't on Vayeate alone.
QCFx2+k		7-10
Des:  Vayeate fires an actual beam from her beam cannon, which expands at a 
gradual rate.
Comments:  This super is great for the "my-opponent-was-just-about-to-jump-when-
I-did-my-super-and-I-missed" scenario.  It actually is like RVR02 Vanbrance's 
full-craw super Vulcan from Thunder Force V:  If the main beam misses, the other 
parts of the beam may still hit your target.  A decent super.

Combos:
ENC KD:  cwp x3, csp
ENC Combo: cwp x3, SsW
Rising Combo:  ENC, FDD+wk, AsW (4+1+1=6)

AI Pattern:  See above with Tallgeese, only instead the pattern is:  Vulcan, 
Vulcan (or SwW), AsW, AsW.

The Good
Like Gundam Heavyarms, lots of projectiles.
A spread Super.
Powerful attacks.

The Bad
Mostly of strength, meaning little defense and speed.

Strategy against her:
Always get to her back, for she becomes powerless the moment she isn't looking 
at you.  Also, stay close, and use throws and close specials (once again, 
Shenlong is useful here),  for that area doesn't much of use for her.

Grading
On certain Mobile Suits, Vayeate is a bit useful.  Otherwise she ain't that 
great, even for OZ standards.  B/C+


MERCURIUS
OZ Mobile Doll Prototype Mercurius
Prototype No. 1
Weapons:
Shield Sword x1 (that's what it seems to be)
PURANEITODEiFUeNSAA x10 (geez, Sunrise Studios, couldn't you just say "Electric 
Hockey Pucks?") (works as a force field and a whip)
OZ Vulcan Gun x1
Stats:
FGT: 150 
WEP: 100 
SPD: 125 
POW: 130 
ARM: 130 
Pilot:  Lieutenant Lucrezia Noin (It's said to be Lu-CRAY-ziuh, not Lu-CRE-sha).  
She is quite a decent pilot for a Mobile Suit.  She somewhat represents OZ, but 
also represents her own country:  The Sant Kingdom (possibly near Luxemborg or 
Greece), which was destroyed by UESA (which was Noin's and OZ's intended 
target).  Strangely, she falls for Zechs, who was part of the Sant Kingdom's 
leading family, and supports his sister, Relina, like a bodyguard.  She 
supported the temporarily-independent Sant Kingdom to its end.  She can keep her 
head up, and she's willing to lead a team.  Problem is, she sometimes sounds 
like, hmmm, a pleading masochist (case in point:  The episode where Noin, 
Quatre, and Heero head to space [email me if you know the number or name]) 
(which makes you wonder, "How many times did Noin have sex with Zechs?"  Hey, 
that rhymes!  |:D ROTFL).  Still, she stuck Zechs to the end of series, and in 
the movie, "Endless Waltz."  However, she DID NOT pilot Mercurius.  She piloted 
an Aries Mobile Suit in the first half of the series, and a white Space Leo 
customized to use on Earth in the second half and in "Endless Waltz."

Description of Mobile Suit:  Mercurius was the second OZ Mobile Doll prototype, 
first piloted by Heero Yui (whose flight data was saved and restored later on), 
then by Quatre Raberba Winner.  This, when combined with the Vayeate, became the 
OZ Virgo Mobile Doll.  It was mostly made for defense, but its versatility is 
far greater than Vayeate's.  The first was self-detonated by Quatre, the second 
(a Mobile Doll with Heero's flight data) was destroyed by Gundam Epyon.

Colors:  P-Red; S-Gold.

Unique Thing:  Has two shields:  A normal (which can turn into a Sword) and a 
hockey puck shield (see below).

Mercurius Finger!
I've actually seen Heero use this move in "Heero vs. Quatre."
FDD+k	3/2
Des:  Mercurius uses her hockey pucks as some sort of thrust as she charges 
towards her opponent with her Beam Shield Sword.
Comments:  It sort of looks like Shining Gundam's "Shining Finger" from G 
Gundam.  A good special, with some decent distance.  Also a nice combo starter.  
Problem is, this special is really the only offensive special you can do alone 
with her.

The Shield with Thousands of Names
It was its main purpose.  What do you think?
QCA+k	0
Des:  Mercurius does some work on electricity by activating a force field using 
her hockey pucks.
Comments:  This is the second-best overall and the only defensive special.  It 
is invulnerable to everything except throws.  Plus, a nice special comes with 
it.  The only disadvantage is the constant drainage.

Puck Attack
Either Quatre or Heero used it during the 2-episode mess between them.
QCF+k (can only perform when force field is on) 4/1 (unless in-close)
Des:  Mercurius sends the hockey puck to something useful:  Her target.  The 
weak version sends the four pucks towards the four compass directions.  The 
strong version actually homes in on the target.
Comments:  Excellent move with good damage.  However, DON'T USE THE WEAK 
VERSION.  It's pathetic.

Super:  Plasma Shocker
Didn't see it.
GQCFx2+k		7-10
Des:  The (place name here) unleash their true power, as Mercurius jumps into 
the air, and transfers its electrical power from these pucks to the shield, 
sending out an electric burst that spans (almost) the entire screen.  The way it 
is shaped is similar to one of those lightning shows you see at certain science 
museums (e.g., Boston and I think Akron) or the shape of your hair when you put 
your hands on one of those electric balls.
Comments:  Great damage, a nice launcher too.  One HUGE problem though:  Lag 
time.  There's at least half of a second of lag time, leaving the target three 
options:  1.  Quickly block.  2.  Slip right by you if you're close or dash back 
to the corner if you're far (remember when I said, "(almost)?" that is why), or 
3.  Quickly bash you.  So, it's not that good for a super.

Combos:


AI Pattern:  If you go at a far distance, Mercurius will simply use her vulcan.  
Moving any closer will result in activating her puck shield or Mercurius Finger.

The Good:
Versatile.  VERY versatile.
Good response time (what else would you expect from a Mobile Suit piloted by 
Heero Yui? ^^).
A kick-ass special that makes her invulnerable.
Good close-range special.

The Bad
Only a halfway decent super.
I can't think of anything else.

Strategy against her:
My best strategy is to keep your distance most of the time against Mercurius.  
Since her power is really from mid- and close range, you must avoid getting 
close almost all the time.  Being in the air is also a good idea as well 
(Tallgeese is recommended here).  However, IF she activates the puck shield, 
STOP IT AS QUICKLY AS POSSIBLE, which means GETTING CLOSE TO THROW HER.  Or at 
least make her use her puck special.  If she pulls off her Super, quickly hit 
her if you're close, back away if you're far.

Grade:
Despite a small shortcoming or two, she is the most versatile Mobile Suit in the 
game, and probably the best.  A



The Kai Gundams


Wing Gundam Zero
Gundam Model No. 01Z (or K or 00)
Weapons:
Beam Sword x1
Zero Shield x1 (has a spear extension on its tip, can be used as a club)
Zero Buster Rifle x2 (can be combined into one powerful beam cannon)
Vulcan Cannon x3
Stats:
FGT: 150 
WEP: 150 
SPD: 160 
POW: 140 
ARM: 140 
Pilot:  Heero Yui.  When Heero brings Quatre to his senses, he himself uses the 
Wing Gundam Zero (aka, Wing Zero) for testing.  However, he is brought under the 
wrath of the Zero System, a system which gives a pilot a better, if not 
supernatural sense of the battle, and a quicker response time, yet also have 
side effects of hallucinations, shooting everything in sight (including 
colonies), and seizure-like symptoms.  In response, after leaving the Wing Zero, 
he and Quatre head back to earth.  Upon returning on his own Gundam (Wing) in 
Luxemborg, he is given Gundam Epyon by Treize Kushrenada, who was isolated by OZ 
(whether or not Epyon was created by OZ remains to be seen).  It was then that 
Epyon (which also had the Zero System) started showing him a fate:  A crossroads 
that said, "Will you be the hero or will you die?"  After recovering Wing Zero, 
he masters the Zero System and overcomes its wrath.  The path that it leads him 
is to protect the Earthsphere from the White Fang, and specifically Zechs 
Marquise, who has now become the evil side of Milliard Peacecraft and is 
piloting Epyon.  When Team Gundam decides to defeat the new Virgo II Mobile 
Dolls then take on Libra, Heero battles Milliard in the final battle in the 
final episode.  He somewhat defeats Milliard (see Epyon for more info), and 
destroys a part of the Libra that was heading towards Earth to end the series.  
In Endless Waltz, Heero, now on the Wing Gundam Zero Custom, faces Wufei (on his 
Gundam, Nataku), then saves earth once again by stopping Mariemeia Kushrenada.
Des. of Mobile Suit:  This Gundam was the first Gundam under the Zero System, 
and the one with the most pilots in it.  The List, in Order:  Quatre Raberba 
Winner, Heero Yui, an OZ pilot, Duo Maxwell, Zechs Marquise, Heero Yui, Wufei 
Zheng, Trowa Barton, Heero Yui.  Its power is assumed under its twin buster 
rifle, which when combined, creates a beam so powerful, it can destroy a space 
colony.  This Gundam also had amazing advances in its shield (both larger and 
with a tip that converts into a spear), beam sword (longer and with a nice 
feedback), and its vernier	(similar to the Master Gundam's in Gundam G, with 
a higher jumping power than Wing).  Oh, yeah, and it's a hell of a lot larger 
than Wing.

Color Scheme:  P=Blue, Red, and Green Armor; S=Purple, Red, and Orange Armor 
(his sword is also orange, which is frickin' bizarre.  The Dark Side of the 
Wing?  LoL)

Unique thing:  The Cwp is not a punch, but rather the use of his shield's tip.  
Thus, his shield is used for both punches.

Zero Buster Shot
Duh again!
QCF+k	6/3
Des:  The same thing as the Buster Shot, but he fires shots from both of his 
Zero Buster Rifles.   Weak version fires 3, Strong version fires 6.
Comments:  This Buster Shot is actually a bit faster and each projectile is a 
bit more powerful than Wing's.  A combo-ender.

Zero Shield Upper
Didn't see it, though it would be nasty.
A GFDD+k	4/2
Des:  Wing Zero uses his shield to its fullest with this new version of the 
Shield Upper, including his tip extension.
Comments:  A decent anti-air attack, though you should start with that.  Also a 
nice special to end a juggler combo.

Diagonal Buster Shot
See above, though this shot is more realistic.
AA QCA+k	4/2
Des:  Wing Zero uses his Zero Buster Rifles at an angle.
Comments:  A great anti-air, and finally a decent air-to-surface attack.  A 
great way to end a juggler combo.

Super: Zero Beam!  (or, "John Woo on the Buster Rifles")
Yes, but his real power was when they were combined...
GQCFx2+k	10-12
Des:  Heero Yui goes John Wui!  Uh, I mean, Woo...  Wing Gundam Zero, like in 
the anime, sets the word straight on power by charging his Zero Buster Rifles, 
adjoined like a shield, to full power (with a prismatic effect that lasts a 
split second), pulls them out, then fires two beams out of each John Woo-style.  
He then conjoins them and puts them away.
Comments:  Bust a move!  It has style, more hits, and, of course, more power.  
Too bad you can't do the move in the air.

Super:  Zero Wing Mode!
Don't ask, don't tell.
QCBx2+k 4 for each round
Des:  What's a Wing Gundam without a transformation to a jet of sorts?  That's 
exactly what this Super is intended to be.  It is more powerful than the Wing 
Mode Super on Wing, and the jet looks weirder.
Comments:  Though stronger, it's the same thing as Wing Mode.  So it's still 
worthless.  See the Wing Mode Super for the rest of my comments.

Combos:


The Good
Quite stronger than Wing, and stronger than Tallgeese.
Has the only projectile special that can go surface-to-air.
An invulnerable Super.
A heavy hitter.

The Bad
His Supers can't be executed in the air.
None of his attacks have more than one hit with one tap.
Not much else I could think of.

Strategy against Him:
Since Wing Zero has more ways of producing a counter before you even attack than 
Wing, don't expect too much of the same with him.  Stick to the ground, for he 
can hit you hard in the air (DON'T use Tallgeese, in other words).  Also, he 
works best at a distance, so stay close and base your attacks from there (once 
again, Shen Long can prove to be your friend).  Wing Zero will use both Zero 
Buster Shots to attack when he gets back far enough (he'll even use the regular 
in the air).  If you're in the air, he'll sometimes use the Zero Shield Upper, 
other times the Diagonal Buster Shot.  He has a tendency to use his Zero Buster 
Beam once per round, and in rare cases, twice.  Much like Wing, I haven't seen 
him in Wing Mode at all while playing this game.  Then again; in netplay, either 
the one with Wing/Zero doesn't know it exists, or they know, but believe it is 
worthless as well.

Grade
Wing Zero is much better than its lesser sibling, and with him, it's easy to 
breeze right through Story Mode (though I had a hard time beating Epyon with 
him).  He's very powerful overall, but his combos are a bit weak.  Still, one of 
the best Mobile Suits you can have.  A-


EPYON
Gundam Epyon
Gundam Model No. 06  (I believe that's what it is)
Weapons:
Beam Sabre x1 (strangely, it's connected to Epyon's torso with a cord)
Spiked Whip x1 (can be heated to work like a knife, is used on his left arm)
Some Mysterious Force x1 (only in the game, as powers his special and Super, it 
seems)

Sorry, chief, but no vulcan!  He's cheap as it is anyway.  Not the last time 
I'll say that!
Stats:
FGT: 160 
WEP: 140 
SPD: 160 
POW: 150 
ARM: 140 
Pilot:  Milliard Peacecraft (aka, Zechs Marquise).  After Zechs returned to 
space on the idea to bring peace to the colonies (under his real name, Milliard 
Peacecraft), things had gone haywire (he entered the colony the Winner family 
lived in right after the Winner mine blew up).  Since it didn't do much, Zechs 
once again became Lightning Count, the Anti-OZ Factor.  Unfortunately, that 
didn't last long either, for Tallgeese was finally destroyed.  He then piloted 
Wing Zero for a bit, and wanted the Gundams to join him and the flagship 
Peacemillion.  However, the Zero System overtook him while he faced Wufei on 
Ultron (who, at that point, was still crazy from his colony's destruction, and 
that's WITHOUT being hit with the Zero System!).  He lost control with himself, 
but retained his light-heartedness through the time he had Wing Zero until he 
switched to Epyon after the first Kai duel with Heero (who was on Epyon).  
Strangely, it seemed like they left their souls on the Kai Gundams, for Zechs 
gained Heero's dark side, while Heero gained Zechs's light side.  Zechs, still 
unable to make any decent decisions thanks to the Zero System, joined the 
rebellious space army White Fang like an experimental teen.  He then got a new 
goal:  Destroy Earth using the Beam Cannon on the OZ Flagship they stole, the 
Libra.  He was still a bit light-hearted, especially towards his sister Relina 
when they first meet at Libra.  Heero meets him as well, and he STILL sticks 
with his target.  He fires too many shots, and the Beam Cannon melts down.  He 
doesn't give up, though:  He sends Libra to Earth.  However, it's Lieutenant 
Noin, of all things, that keeps him sane later on.  He faces two more duels with 
Heero:  First at the attack of the Peacemillion, and then in Episode 49 (Final), 
"The Final Victor."  His heart was not that of evil, but a mix of a pure soldier 
and a general (the general part thanks to Canis).  When he fights on Epyon, he 
somewhat fights like a hero, but with a smile (weird...).  However, he never 
really uses the whip, unlike Heero.  Instead, he used the Beam Sabre.  In 
episode 49, Epyon's left (whip) arm is cut off by Wing Zero, and Milliard had no 
choice but to concede.  Then, upon realizing that was he was incredibly stupid 
in doing what he had done, he tries to become a hero by destroying the reactor 
in the broken (and falling) section of Libra.  Strangely, he didn't bite the 
dust.  In "Endless Waltz," he returns under the codename "Wind Prevailer," and 
attacks the Meteor Mobile Suits in his new Mobile Suit, the Tallgeese III.  
Strangely, he didn't kill anyone when he attacked.

Description of Epyon:  Gundam Model No. 06, named "Epyon," was given to Treize 
Kushrenada, who was isolated in the OZ compound in Luxemborg.  Whether or not it 
was actually created by OZ is still in question.  I don't consider it a Gundam, 
but if there's proof that it is, think of it as a black sheep of sorts:  For 
one, the head of Epyon has no gold motif.  Second, it has no vulcan cannons.  
Third, it doesn't have the power to use projectiles (the rest do).  Finally, 
back to the head, it has no sign of a silver covering, and the body has no sign 
of white (just black).  Add to that that he has the weirdest wings, and you got 
a messed-up Gundam.  There's a possibility that Epyon was supposed to be used to 
supress Wing Zero's overwhelming power, for Epyon itself is the strongest Gundam 
(in game and in anime).  This is the boss Mobile Suit you face in "Endless 
Duel."

Colors:  P-Purple (people eater?); S-Blue

CODE:  To play Epyon in VS. and Trial Mode, highlight Tallgeese and press: 4L, 
4R, 4(L+R [sequentially, not simultaneously]).  This isn't hard to understand, 
people.  IF YOU DON'T UNDERSTAND WHAT THE CODE IS, YOU  ARE  AN    IDIOT!!!!!!!!  
To use his second color scheme, hold the start button when you go into vs. mode, 
BEFORE THE SCREEN OPENS.

Unique Things:  He has no Vulcans.
Has the most worthless special.
The ENC is quite different, and, of all the things, the funniest I've seen.


Aero Mode
When Heero Yui piloted Epyon, yes.  When Milliard piloted, no.
QCF+k+(the rest is optional)any direction+(sk)any direction 	2/1
Des:  Epyon gets an aura around him, then goes into Aero Mode, where he does a 
charge at his opponent while flying.  Press a direction (other than f) just when 
you hit k, and you will charge at that direction.  In the strong version, after 
the first charge ends, immediately press a DIFFERENT direction to do the second 
charge in another direction.
Comments:  If you train with Epyon, it's going to take some time getting used to 
truly manipulating him with this special.  Otherwise, some decent damage with 
this attack, though I suggest it as a combo ender.

Standing Long Jump
NOOOOOOOOOOOOOOOOOOOOO!  It's too bizzare, anyway.
QCA+k		no damage
Des:  Epyon does the weirdest jump in history:  A Mobile Suit standing long 
jump, without a vernier.  A feat somewhat.  Can be comboed into or start a 
combo.
Comments:  This is WORST Special, EVER, of all games based from the SF2T engine.  
It is worthless, put to a Mobile Suit (actually, Gundam) with only ONE other 
special, does nothing offensive or defensive, is useful only when you combo 
(which you can do the same with a vernier).

Super: "Hell hath no fury against Epyon's destruction," Homing Fission.
'Course not.  He never used projectiles ^^.
H GQCFx2+k		7-20(!)
Des:  Epyon goes Super Saiya-jin!  Well, he looks like it in this Super.  He 
jumps in the air, and looking like he's powering up, unleashes a flurry of weird 
projectiles that home in on the do some serious damage.
Comments:  This is THE cheapest Super.  20 hits, 1/4-1/3 of total Health clipped 
if unblocked, 1/8-1/6 if blocked; what more can you ask for?

Combos:
The Boogie-Woogie Whip Dance (replaces ENC):  CwW, SwW, CsW, SwW

AI Pattern:  This isn't exactly a pattern, but it seems that Epyon really takes 
on the offensive in the second round.  He thrashes like hell, and it happens so 
that he either wins the battle (if you lose the first round) or take it to the 
final round to finish you off, so as to make it possible to annoy you.

The Good:
Fuckin' Strong.
Very Quick.
Cheap Super.
Very cheap.

The Bad:
The worst Special in history.
No true projectile specials
Too Cheap for its own good.

Strategy against him:
You yourself must be quick on your feet against Epyon.  His basis is to stay 
close and slash and bash his opponent.  Much like his pilot, Epyon is lightning-
quick, and can attack like a Viking:  Attack and defeat the opponent before they 
even know what hit them.  This will be a difficult battle.  My best strategy is 
to get to a position where he can't get to you quick enough to get on the 
offensive.  Get to a distance and fire projectiles.  He'll use the strong Aero 
Mode, so when he begins to charge second time, immediately Super Jump.  Don't be 
surprised if he uses the cheapest Super more than once.  The only Mobile Suits 
I've been able beat him with are Wing Zero and Heavyarms.

Grade
I'll give three grades:  One, for newbies, it's your best friend.  Two, for 
regulars, it's useful against real opponents who are hard, but not that much 
else.  For veterans, only opt against the annoying opponent, and you can simply 
increase the handicaps.  A failure for button mashers as well.  A-/B-/F.



--------------------
IV.  Future Additions
--------------------
I will add many things over time to this guide.  These are what I will add in 
the immediate future:

-Hundreds of edits!
-A complete combo list.
-A thorough explanation of the fighting system.
Once I get those done (save for edits), I may implement these:
-A netplay guide (aka, VS guide)
-A web version of this guide (complete with pics, animations, and other amazing 
things) (there is a 40% chance that I will do it).


--------------------
V.  Revision History
--------------------

Version 0.5 (12/07/00):
	-Moves List:  100%
	-Fighting System: 40%
	-Combos: 5%
	-Bios: 120% (needs condensing)

--------------------
VI.   Special Thanks
--------------------
	Jacob Poon
		For his great FAQ (a lot of knowledge came from here, save for anime 
stuff), the 		name of Mercurius's puck whip, and information on the 
dash block and other tricks.
	Zeku
		For his information on the worthlessness of the Wings' Bird Mode 
Supers.
	ToastyFrog
		For the copyright info.  
	Natsume
		For making a great game.
	Bandai
		For choosing the right developer!
	Sunrise Studios
		For making a great saga for the Gundam legacy!
	
And Finally, My Biggest Thanks goes to:

zsKnight, _Demo_, Pharos, Gary, TeleKawaru, Zophar, and several other people 
that I forgot...
	For creating SNES emulation!  Otherwise, I wouldn't have played such a 
gem!



"Never forget how beautiful the Earth looks from afar."
	A Quote from "Shin Kidoesenkai Gundam W: Gundam Wing"

Copyright 2000, The Fire Starter.

Began:  10/10/00
Finished:  12/7/00
