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Mobile Suit Gundam SEED MOBILE SUIT GUNDAM Alliance vs. Z.A.F.T. © Sotsu Agency, Sunrise, Mainichi Broadcasting System
I love how the beam bends like a joke when you glyphosate with Fobi.
Is it the one from Muji?
If it’s plus 2, then that would be quite a lot.
Kata Barufu In
I have a memory of an unbelievable amount of firepower coming from a horizontal beam.
Recently, the free-pros have been too sloppy in performance.
>>6
Huh?
Wasn’t it strong enough to be called Saitama, and wasn’t it a hassle?
Is this the one where you can kick five times in Pro V?
I am incorporating it because I’ve practiced it like a monkey too.
I wanted the BRC cancellation correction to be applied, but I wanted the pre-Yell ranking to be excluded.
Is it correct that Muji is the strongest in justice?
I think it’s the work in the series that had the fastest lower-tier hunting.
Was the Stecan really intended?
I have a memory that the pretext of justice in CSC was quite a scam.
>>13
Is it the one where the lifter follows extremely well?
>>15
The frontal attack itself moves a lot, and even if you dodge it with a super judgment, the CSC will turn back while riding the lifter.
Moreover, since it’s an era without CSC correction, it normally decreases.
Heliopolis Attack~
If Duel AS hadn’t gone wild, it’s questionable whether step cancel would have become widespread.
It was a bold decision to make it the leverage system without the concept of ground fighting.
Vulcan Strike
>>18
Wasn’t the performance quite lackluster back in the Muji days…?
Since I played through Gundam vs Z Gundam, the behavior has changed quite a bit.
>>20
It’s at a level where those who can’t withstand the stress drop out.
The special move CSC in duels was kicking opponents away with the pre-charge attack before the widespread use of step canceling.
I won’t forget the old man who kept interrupting me in the story while I was playing S Street in Provi.
Although they say ARF, the cheer isn’t that strong.
>>25
In the case of 2, A is an Aegis, and well, the original is probably an Aegis too.
When there are no skilled players around, high jumping missiles dominate.
I don’t think the Justice from Gundam Seed Destiny was ever called an overpowered machine, but the Launcher Noir definitely crossed a line.
Let’s battle with Power-Up Core Windham x4!
>>23
I see, it’s the second one…
As expected, my memory has been overwritten.
I would like to request the release of FREEDOM along with the associated items again.
Compass vs. the whole world?
>>32
(Special combat begins to leap up with live Freedom Gundam)
Noir is amazing for causing a commotion in the year 2024, transcending time.
>>33
Provi also rampaged wildly.
>>38
Thinking about it, it’s a Renza 2 combo… It’s 560 and 450, though.
That said, the performance of the initial hit is normal, even though the N combo of justice significantly decreases.
The impression is stronger that the horizontal BR was blown away in an instant and decreased by about 180.
Arcade Battle Options
>>36
Things I was disappointed with after buying.
The freedom kick → Iaido → the turning beam rifle is incredibly cool…
I used to like N3 level passive hunting with my cheer.
It decreases by more than 300 even without awakening.
The Freedom BD→BD→BD is super cool…
It started to feel like, rather than using a lot of cheers, wouldn’t it be better to just do it live?
The lateral BR stop of some aircraft is way too bad.
I loved that just the special move of the Sword Impulse would decrease 250.
It was just a one-hit wonder with nothing else.
>>44
2 was strong, but…
>>44
Wasn’t the boomerang that turned into two horizontally quite strong as well?
Although 2 is often talked about for its run, 450’s buster was pretty insane.
The downward strike of the Force is stronger than the non-printed version.
“This year is the Year of the Monkey!” It’s hard to believe that next year will mark the tenth anniversary.
Even though it’s just 2, there were times when I accidentally touched the end of Destiny’s special move, and it decreased dramatically.
I prefer this version of Gaia over the current Obabu specification because it’s more user-friendly.
I want to say, where has the performance from the days of linked combos gone with the force’s front melee attack?
With each successive installment, it becomes weaker.
If the Sword Impulse’s special move is just a step, it gets eaten, so I had to learn the step cancel to survive.
I really liked the Force Impulse’s after attack special attack follow-up, but it became a dead technique in 2 and I was sad.
The Muji sword was relatively stronger in the strike, so the Impulse had no choice but to play as the special move man.
I can’t forgive the Unbranded title back…
Is this the one with a new protagonist that can change history?
I was floating around in calamity.
I played the portable version, and I really liked the mission mode in that.
It’s nice to gradually enhance the equipment by fighting as a single soldier.
>>59
The mode that was in Gundam Federation vs. Zeon DX and also in Eutita was removed from Gundam vs. Zeta.
I wish it had been implemented in the PS2 version as well.
The only version of the Buster Gundam that could be used, including its derivatives, was the original.
The home version of the original that had a Saber level of 560.
SEED can change alliances easily, so it seemed like there could have been more to enhance the mission mode.
While the Universal Century mode in Gundam vs Z Gundam was enjoyable in an “IF” sense, I really wished for a soldier mode.
I was exploring various ways to break the standby.
>>64
I learned the importance of alignment.
Since you can’t cancel with BD or steps, basic fighting is basically a gamble.
It’s not to be underestimated because it can move while ignoring landing stiffening…
I remember that the first generation of the Renza was difficult to use because it could only transform by BD-ing the deformation machine.
But watching the continuous BD crashing was visually interesting.
I was taken care of by the BR next to Rouge.
590280 = 870
560420 = 980
450450 = 900
The disparity in cost usage is severe.
>>68
Moreover, 420 is exceptionally good.
>>68
There are no cost overruns, you know.
This area has been quite improved, hasn’t it?
It’s not like you’re hitting me with a lie like after Ex vs. you.
It might just be a feeling.
Isn’t 590590 good enough!
I wonder if a remake is impossible.
The popularity of the variety is making a comeback.
I really liked the Jin High Maneuver Type 2.
I can’t do anything against Rannowa.
It was sad that the standout 590 in Renza 2 kept disappearing.
>>77
590, you see… my partner just can’t help it…
>>80
Wyndam and Zono are strong, but it’s better to team up with 420 than with 590…
I really wanted it, but since I didn’t have a PS2, I was overjoyed when it came to PSP and bought it.
The story mode of DX Plus was extremely fulfilling.
I still like it enough to do it occasionally.
It’s sad that Destiny was considered a second-rate game among them.
Well, but with raw Duragow and Windham…
>>82
The sad past of fate being discarded because it misbehaved at the location test…
The Ale has become somewhat inconvenient to use.
Is that where you adjust it!? I didn’t like that. 2
In the second game, everyone with the old machines is strong, and what’s up with the high damage from BR…?
I’ve heard that the balance was good until the hidden aircraft were unlocked, but I’ve never actually played in that era of balance.
>>87
The era of Dengeki Bunko Fighting Climax was a good environment until Launcher Noir arrived.
The area around Refresh Gun Gun over there is a dark period.
>>89
Don’t run away, please fight!
560420 is getting serious, but I probably saw 450450 the most.
The 450 combo was the easiest to use.
>>90
At that time, when playing at the arcade, we would line up behind each machine and once we teamed up, I would greet my random partner with a “please.”
I often used the 450 that doesn’t have sharp edges.
>>90
Personally, I felt that the combination of 450270 (Jet Dagger) had the highest win rate.
If it’s someone I’m seeing for the first time, I could manage it quite well.
Actually, during a brief moment, EXVS also had the same cost system as the series, but it was fixed immediately.
>>91
I have a memory that Destiny was not implemented.
>>99
It was implemented partway through as a test during the test phase.
At first, there was only the Stuffy.
It was an era when Keldim and Zuda were too incredible.
Even when I issue a retreat order, my allies charge in like idiots.
It’s you, Kagarin from Yakin.
The cost system itself wasn’t bad, but…
It was said that it is difficult to understand at first glance.
I have to calculate it.
Was it correct to consolidate costs to some extent in later works?
>>97
The evaluation points of Gangan are the simplification of costs and the introduction of shuffling.
There were almost no game centers that were using shuffle mode with just the high-speed ones.
My guiding air strike, Rouge!
I think this level of game tempo and control difficulty is the most balanced.
The choices are determined by the cost of the one who got in first.
There are practically no choices other than Lagow Windam J Murakami Gundam for 280…
I love launching nuclear weapons.
The game that ruined my high school days.
If 590 teams up with 200… there’s nothing good about it!
>>105
Quiet~ on this night~ ❤
>>105
The Zaut floating infinitely around here.
It’s not that Launcher Noir is bad, it’s that Grifo is bad.
That being said, it will be used.
Is Gun Gun 1000, 2000, or 3000 in cost?
Certainly, it’s easier to understand compared to before the relay.
>>107
In the end, it was because the specific cost became stronger and others suffered that it couldn’t be resolved from the previous generation.
I think it is a reasonable decision to eliminate subtle differences and consolidate them, even if complete resolution is not possible.
I was glad that I could also use Impulse.
I know that the impulse’s vulcan cannon is located on the body.
Shooting while boosting is a different story than shooting at the ground.
Techniques like Zundasute BD tech, landing tech, turning inertia jump, and lock saving are not things that ordinary people can remember…!
>>112
This fluff state is harder to operate…!
>>112
Now everyone is doing it as a matter of course.
This is the difference between natural and coordinator!
When in trouble, use the Power Awakening Sword Impulse!
Saitama—has it been around lately?
I love the thrilling feeling of not knowing who will make the first move while we sidestep each other in this era.
I admired the ability to activate power awakening just before the enemy’s attack lands and counter it.
Most of the time, I would either fail and end up being pulled out of awakening, or even if I managed to get in, I would be pulled out of awakening and beaten up with speed awakening.
Huh? Was there semi-awakening from this era?
I feel like almost everyone was Windham if they were going to do 280.
Well, this aircraft isn’t really that interesting.
>>122
I can do a certain amount without excess or deficiency, but everything is somewhat weak overall.
>>122
No, it’s interesting, Wyndham.
The boost duration is incredibly good and the front attack is strong.
>>125
You’re a good partner.
Become my hermit’s companion.
I remember that the power awakening was strong with Heinegf.
>>123
I was obsessed with firepower.
Because I was foolish, I remember swinging the Free BD-level CSC my whole life at that time.
But it was cool.
>>126
That one is quite strong in its own way.
The gap when it’s removed is dangerous.
>>126
I can’t believe there were others doing the same thing…
Wyndham has decent mobility, but its boost duration is the same as that of Strike Freedom, so it’s not all bland.
Self-Justice
Friend Freedom
It was super fun when I won 5 times in a row at the arcade.
Speaking of which, it must have been around the time of the winning streak adjustment.