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                                                       FAQ              
                                                         by
                                                   Jin-Jiro 97
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Version  1=This Faq created.
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  This faq was created to 4 reasons.First of all,I was disappointed with the 
lack of G Gundam Faqs out there,so I decided to share the knowledge.Second,I 
got interested when I went back on my old games for the SNES,I stumbled on 
this little jobbie and my convertor.Third,school is over and I'm bored with 
nothing to do for this summer vay-cay.And finally,I'm a Gundam Fan.Period.
  Another thing I'd like to say is that I haven't watched G Gundam 
before,just heard about it.I've only watched Gundam Wing ,Gundam F91,and 
Char's Counterattack. I only know a little about the story,so E-Mail me at 
Jin-Jiro97@AOL.com to tell me everything that happens.
  Also E-Mail me if you know the Rising Gundam's Super.I've tried every 
combination of moves,but nothing works.I just made the strategy on it by 
watching the A.I pull off the Super.
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  One other thing i'd like to say is that I didn't post the moves of the 
Gundams if their characters were switched.I did this because the Gundams lose 
most of their moves,INCLUDING their Super,and the stats get switched 
around.Since I don't like that happening,I didn't do a move list for 
character switches.
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Legend:

d-down 
f-forward 
b-back 
u-up 
df-down and forward 
db-down and back
uf-up and forward
ub-up and back
wk-weak kick
wp-weak punch
sk-strong kick
sp-strong punch
*-Super Move,a.k.a Desperations.
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Domon Kasshu/Shining Gundam:
---------------------------------------------
Double Kick:b+SK
Shining Finger:d,df,f+SP
Shining Slasher:d,db,b,f+SP
Saber Upper:d for 2 sec.,then u+SP  
*Shining Finger Sword:b,db,d,df,f x2+SP

Strategy:He's the all-rounder Gundam in this game.His 
speed,strength,defense,special,and super are just a little above average.Use 
his Shining Slasher constantly.Use it,abuse it, and overuse it.Just don't get 
too predictable use it when the enemy is blocking.Use the Saber Upper for 
jumping opponents and those using a special that causes them to 
charge-in.Also,use the Shining Finger Sword when your enemy is dizzy.Counting 
on your opponent,it could shave 1/2 of his/her life at most.If the Shining 
Finger Sword is blocked,it still does good chipping damage,but the attack is 
more effective unblocked.Avoid the normal Shining Finger,as it has almost no 
good use and bad start-up and recovery times.

Against:Don't get too close to him.He'll usually use the Shining Slasher or 
Saber Upper if you're too close,which results in you getting some well placed 
damage.Not only that,he might use that Shining Finger Sword on you.Since the 
computer likes to do the normal Shining Finger,wait till he's open and let 
him have a good combo,special,or even a super.However,it'll be a waiting game 
against human opponents,since they don't use the Shining Finger that 
much.Wait till they're open and hit them hard. 

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Domon Kasshu/GOD Gundam:
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GOD Finger:d,df,f+SP
GOD Upper:f,d,df+SP
GOD Charge:b,db,d,df,f+SP
*Hyper GOD Finger:f,df,d,db,b x2+SP

Strategy:One of 2 revisions of the Shining Gundam.This is the one Domon 
uses.His girlfriend,Rain,uses the Rising Gundam.This Gundam is similar to the 
Shining in stats,just with different moves,which are similar to Ryu from the 
SF series.Also,a little faster.Use the GOD Finger to end combos and halt 
opponents using other charging-in attacks since your left open at the end if 
the attack is blocked.The GOD Upper should be used only on jump-in opponents 
since there is no weak form of it that doesn't travel too far vertically.And 
also,the GOD Charge should be used on open opponents and in combos due to 
it's slow recovery.Finally,the Hyper GOD Finger should be used to end combos 
and hit open or stunned opponents.It's the strongest Super in the game and 
can take off  2/3 of an opponent's life IF all hits connect.If not,it still 
takes off 1/4 -1/2 of the enemy's life.

Against:Fighting him is like fighting Ryu in the SF series.First of all,don't 
jump in(the GOD Upper). Second,do not get too offensive or too close.He'll 
let you have it with a well-timed GOD Finger combo if you're open.And 
finally,acknowledge and use the fact that his special moves always require 
him to charge forward.Knowing that,you'll be able to stop him in his tracks 
when he charges in with someting.Just beware of that Super,because even when 
I blocked it once,it still took 1/3 of my life off.

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Chibodee Crocket/Gundam Maxter:
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Burning Upper:f,d,df+SP
Cyclone Punch:b,db,d,df,f+SP
Football Charge:d for 2 sec.,df,f+SP
Uppercut Slash:d,db,b+SP
*Machine Gun Burning Punch-f,df,d,db,b x2+SP

Strategy:The Ken of G Gundam ,due to the role of his mostly offensive special 
moves.His speed is a better than the GOD Gundam but has a lower 
defense.Also,use his advantage of a  lack of moves that have bad start-up and 
recovery.Use his Burning Upper to negate jumpers and do the same with the 
Uppercut Slash.The Uppercut Slash could be also used in combos and 
offensively.However,to stop charging-in opponents,use the Cyclone Punch.It 
hits a lot,and does a nice dose of damage for a normal special IF all hits 
connect.His Machine-Gun Burning Punch should be used often,EVEN when the 
enemy is blocking since it causes Chibodee to bounce off the blocking 
enemy.It also does off with 1/3 of the enemy's life if it connects.Avoid the 
Football Charge due to it's slow recovery and start-up. 

Against: Don't let up.He can get you screwed in a few minutes if you allow 
him to hit you with repeated Cyclone Punches.Throw him when you can and hit 
him with some good combos.Also,sweep him a lot and don't let him hit 
you.Remember to DODGE the Machine-Gun Burning Punch.If you block it,he'll 
still have enough time to react and try it again.If you dodge it,he'll keep 
on going and be open to attacks for a short time.

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Sai Sici/Dragon Gundam:
---------------------------------
Dragon Fang:b for 2 sec.,then f+SP
Dragon Spiral Kick:b for 2 sec.,then f+SK
Dragon Flamethrower:d,db,b+SP
Beam Flag Spin:WP rapidly
*Diving Dragon Strike:d for 2 sec.,df,f,df,d,db,b+SP

Strategy:Play like Guile.Use his Dragon Fang as a Sonic Boom and his Beam 
Flag Spin like a Flash Kick.Of course,his other moves do have some use.His 
Flamethrower is to be used on those fools charging in,and the Dragon Spiral 
Kick can be used for high damaging combos(it can shave 1/5 off an enemy's 
life alone).
But also play Sai like Strider Hiryu in Marvel vs. Capcom 1 and 2.Sai's 
defense is VERY low,so he can't handle a barrage of attacks for long,blocking 
or not.He has to dodge instead of block to avoid losing.But this weakness can 
go to his advantage,since his Super can do a good amount of damage at 
times.By the way,ONLY use this Super move against dizzy opponents because 
it's recovery time if blocked is very deadly to Sai. 

Against:He's usually left open when he does his specials,so use that to your 
advantage.Don't let him hit you with that Dragon Spiral Kick or Flamethrower 
since they both do considerable damage.Also,if he starts doing that Flag Spin 
constantly,use a move to break through his defense,like sweeping him,or 
hitting him with an anti-dashing move.Always get ready to block when Sai's 
life is low,due to his good super.Remember,it has bad recovery if it's 
blocked,and Sai could be easily done away with in this time.

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Schwarz/Gundam Spiegel:
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Spiegel Slice-Upper:b,d,db+SP
Double Spiegel Slice:d,db,b,ub+SP
Spiegel Spin:d for 2 sec,df,f+WP
Spiegel Stab:b for 2 sec,f+SP
Aerial Spiegel Spin d,df,f+WP in the air
Izuna Drop:f,d,df+SP when close to the opponent
*Spiegel Wave:d,db,b,db,d,df,f+SK

Strategy:Schwarz has nice speed,OK strength,and nice combo-ability.His 
defense suffers a little,but it isn't as bad as Sai's. Schwarz's Spiegel Spin 
can be useful in combos,since it hits 4 times and takes about 20% damage off 
an enemy's life.Also,use his Izuna Drop on open opponents and in combos,since 
it does descent damage.His Spiegel Stab has some nice reach and is good for 
poking  those people who actually have projectiles and use them like 
crazy.Schwarz's Aerial Spiegel Spin is a nice jumping-in move and can negate 
most anti-air attacks.Speaking of which,his Spiegel Slice-Upper and Double 
Spiegel Slice can be good for that job.However,Schwarz's best anti-air attack 
is his Spiegel Wave,since it takes off about  40% of an enemy's life most of 
the time and no aerial attacks could stop it. 

Against:Beware of that Izuna Drop.Don't get TOO close to him or he'll do that 
to you.Also,don't jump in since he has a good number of anti-air moves,which 
he can use on you well.His Spiegel Spin attacks,flying or ground,leave him 
open if blocked,so use that to your advantage and hit him with a super or 
something.Just don't jump in when his life bar is flashing,because he might 
use the Spiegel Wave.

Note:There is a very cheap combo Scwarz has.In this combo,he could win a 
whole fight taking no damage.This combo is:Jumping-In SP or SK;then 
f,d,df+SP.Try to remember that the Izuna Drop does full damage EVEN when 
you're opponent is blocking.Therefore,even if the opponent blocks this combo 
or not,you'll still hurt him hard.If you keep on doing this combo the whole 
round,you can cheap your opponent to death!!!!!

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George de Sands/Gundam Rose:
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Rose Dart:d,df,f+WP
Rose Missile:d,df,f+SP
Rose Spin:d,db,b+SP
Rose Sword Rush:f,df,d,db,b+SP
*Exploding Rose Bit:b for 2 sec,db,d,df,f+SP

Strategy:George's Gundam suffer's a very big problem:it's Super is 
PATHETIC.Heck,his Exploding Rose Bit is VERY weak for a super:it usually 
takes off only 1/6 of a life bar.However,George is the fastest character in 
the game,he has good reach, his defense is OK,and he does average 
damage.Since he lacks a strong super,he must rely on specials,constant 
combos,his reach,and his incredible speed to win.His Rose Spin is good for 
anti-air priority and his Rose Sword Charge is good for combos and stopping 
charge-in opponents.His Rose Missile is slow in draw,but if you pull it 
off,you could knock down your opponent.Avoid the Rose Dart since it's just as 
slow as the Rose Missile and it doesn't even knock down.However,the Exploding 
Rose Bit can be useful on those people with weak armor...........

Against:Beware of that Rose Spin if you ever jump in.George nearly killed me 
when I repeatedly jumped in,JUST by using that move the whole time. If you 
want to jump in,do it while he's doing the charging part of his Sword 
Rush.Don't worry about his Super if you're playing as an all-rounder or big 
guy,but if you're one of the weaker people,be aware of it.Since he's open 
right before his Rose Dart/Missile,hit him then with something 
resourceful.Also,he might use that Rose Spin if you get close to him with a 
dashing move,so be very careful.

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Rain Mikamura/Rising Gundam:
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Naginata Spin:WP Rapidly
Arrow Shot:d,df,f+SP
Rising Slash:d,db,b+SP
*Rising-Cutter Barrage:

Strategy:She has the same stats as Sai's and the same problem:weak 
defense.However,she still deals good damage like him,has OK speed,and her 
specials are pretty good.The Arrow Shot should be used for combos and on 
in-close, opponents despite the fact it's a projectile attack.This is mainly 
because of it's slow draw time,where a smart opponent could hit her with a 
jump-in attack by then.The Rising Slash is a good anti-air and so is the 
Naginata Spin.However,it could be also used as a keep-away attack.The 
Rising-Cutter Barrage is weak however,and should be avoided.It does the same 
damage as George's Super. 

Against:Trip her when she keeps on doing that Naginata Spin.Her legs are left 
open,so she could be hit down there.Also avoid jumping-in since she might do 
that Rising Slash or the Naginata Spin.Rain might use that Arrow Shot,but 
she's open to attack when she does it,so get in there and barrage her.The 
Rising Cutter Barrage is very weak so don't really be alarmed if you get hit 
by it.......at least if you're all-rounded or
a big-guy type.If not,you can start getting worried.Still,she has weak 
defense,so repeatedly barrage her with 
combos and high-hurting attacks to bring her down with little or no problem 
at all.

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Argo/Bolt Gundam:
--------------------------
Bolt Punch:d,df,f+SP
*Bolt Chain:d,db,b,db,d,df,d+SP

Strategy:Even though he looks slow,he can be deceivingly fast IF you use the 
dash buttons instead of normally walking.He also obviously does big 
damage.Even though he has only one special,he is almost invincible during the 
rushing part,making it very useful.He can only be hit by anti-dashing 
attacks(Shining Slasher), sweeping attacks,and not many people can cover the 
distance to hit him during that time safely.Of course,others could just use 
anti-dashing attacks,but they don't always work.However,he can still be open 
to attack if the move is blocked.He has a good combo-ability and with just a 
simple 5-hit combo,can take off 1/3 of an opponent's life.His Bolt Chain does 
massive damage,and can shave off 1/2 of someone's life.

Against:He's left open to attack if his moves are blocked.Use this to your 
advantage and hit him with an effective combo or attack when it 
happens.However,do be careful.If you get hit by a combo or even single move 
from him,you could suffer some good damage.Also remember to avoid getting hit 
by that Super.Like I said,it could take off 1/2 of your life if you aren't 
careful.Also remember that he has one of the best defense stats in the game.

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Master-Asia/Master Gundam:
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Darkness Finger:d,df,f+SP
Master Charge:b,db,d,df,f+SP
Master Cloth High:fd,db,b+SP
Master Cloth Low:d,db,b+SK
*Darkness Vortex:d,df,f,df,d,db,b+SP

Strategy:He has the same stats as the Shining and GOD Gundams mixed together 
and averaged out,and the same is with his moves,PLUS he has nice reach.He has 
this good reach due to his Master Cloth attacks,high or low.They should be 
used frequently to avoid charging-in enemies.His Master Charge should be used 
as a combo-ender and to eliminate jump-in freaks.It may seem unlikely to use 
it like that,but it seems rather effective that way.The Darkness Finger has 
nice reach,but should be avoided as it still leaves Master-Asia open to some 
aerial attacks like the Shining Finger.The Darkness Vortex does some descent 
damage if it connects to the opponent(about 40% damage).It should be used 
frequently since Master-Asia will just bounce back if the move is blocked. 

Against:Be careful of that Master Charge.Unlike the GOD charge,you could be 
hit out of the air with it.Also,jump-in if Master-Asia desides to use one of 
those Master Cloth attacks.If he uses the Darkness Finger,stay away for a 
while until it ends.When it does,there's your time to attack him.Be careful 
when you get close to him though.His throw can take off a good amount of life 
off if you let him get to you.Be careful
of his Master Vortex since it does some hard damage if you get hit by it.


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Here's a battle chart I've made to show who has an advantage over each 
other.Remember,this is just  my opinion and that of a few others mixed.What 
really counts is true skill,not this chart.

Legend:  5/5-Even
             6/4 -Slight Advantage
             7/3-Good Advantage
             8/2-Excellent Advantage
             9/1- Unfair Advantage
              1/9-Unfair Disadvantage
              2/8-Bad Disadvantage 
              3/7-Poor Disadvantage
              4/6-Slight Disadvantage


Shining vs.
 
Shining-5/5
GOD-2/8
Maxter-5/5
Dragon-6/4
Rose-4/6           Rank-3
Bolt-7/3
Rising-7/3
Spiegel-4/6
Master-6/4


GOD vs.

Shining-8/2
GOD-5/5
Maxter-7/3
Dragon-7/3
Rose-7/3          Rank-1
Bolt-7/3
Rising-6/4
Spiegel-5/5
Master-8/2


Maxter vs.

Shining-5/5
GOD-3/7
Maxter-5/5
Dragon-4/6
Rose-5/5         Rank-6
Bolt-6/4
Rising-5/5
Spiegel-3/7
Master-4/6


Dragon vs.

Shining-4/6
GOD-3/7
Maxter-6/4
Dragon-5/5
Rose-6/4            Rank-5
Bolt-5/5
Rising-5/5
Spiegel-4/6
Master-3/7


Rose vs.

Shining-6/4
God-3/7
Maxter-5/5
Dragon-4/6
Rose-5/5         Rank-6
Bolt-4/6
Rising-6/4
Spiegel-3/7
Master-4/6


Bolt vs.

Shining-3/7
GOD-3/7
Maxter-4/6
Dragon-6/4
Rose-7/3            Rank-5
Bolt-5/5
Rising-4/6
Spiegel-4/6
Master-5/5


Rising vs.

Shining-4/6
GOD-4/6
Maxter-5/5
Dragon-5/5
Rose-4/6         Rank-5
Bolt-6/4
Rising-5/5
Spiegel-4/6
Master-4/6


Spiegel vs.

Shining-6/4
GOD-5/5
Maxter-6/4
Dragon-6/4
Rose-6/4          Rank-2
Bolt-6/4
Rising-6/4
Spiegel-5/5
Master-5/5


Master vs.

Shining-4/6
GOD-2/8
Maxter-6/4
Dragon-6/4         
Rose-6/4         Rank-4
Bolt-5/5
Rising-6/4
Spiegel-5/5
Master-5/5


I know,you're thinking that this isn't right and it's B.S,but I just did 
exactly what I had to do to get this info,fight 9 different people for each 
fighter for 10 rounds(5 fights) each,so it was probably just luck getting in 
the way.Don't blame me.
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Thanks to:

-----God:The Creator and the Great One!Also,the one who the main Gundam is 
named after.I think.
-----KageKaze:The Guy who influenced me to create this G Gundam Faq.Just by 
reading his faq on the same game, I got a few ideas on what to do.I got a few 
moves off of him to be frank, but I discovered most of the Supers and 
specials alone.To tell the truth,I've never talked to him and I wish to talk 
to him soon about this game.
-----KeenEagle9:My best buddy who helped me check this faq for mistakes since 
I don't have spellcheck.He also helped advise on what to take off and what to 
add.
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G Gundam is copyright Sunrise Productions,Sotsu Agency,Bandai,etc.

