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The BGM being used is both divine and demonic, and it gets exciting.
This Raideen seemed quite tough.
>>2
The God Block is quite good as a replacement for bullet count systems, and since the firepower is somewhat deflated, it can hold up well.
You can also fight with the Barao.
Is it the one that can capture Apsaras and Gouf Custom?
If it’s a combat demo, then Sarufa is great too, Raideen.
>>5
The cut-in of Kou from God Bird is nice, isn’t it?
Whoa, this map is hard to see… It’s a hassle to move the units…
I remember that in the second half, the draw wasn’t taken down by a single hit from God Bird.
>>9
The God Bird without the passionate boost doesn’t go that far beyond HP5000.
Maybe it’s because it was on PS2, but this sold quite well.
I recommend watching speed-solving videos instead of doing it now.
>>11
Bluegar is strong…
>>14
Devil Uraki is strong…
Having a lot of volume is good, but the overly repetitive background music of the map and the reinforcements sticks to my ears and won’t go away.
It’s like the image of a support demon, even in the side story, Raideen.
The map is too difficult to see.
No good! It’s Hiei!
The impact map has such great elevation differences…
>>19
Counting the squares is really difficult.
>>19
It’s so slow moving through the skyscraper district in Shinjuku that it’s laughable.
If the accuracy of the mini-map were better…
Ugh, moving around the city is so tedious!
God blocks are easily broken, but they effectively reduce damage, which is strong.
It has the ability to recover mental state and good terrain adaptation, making it easy to use.
But since my legs are slow, there are times when I can’t make it in time when aiming for a quick solve, and sometimes I can’t defeat the Drome that appears in Chapter 3 with a single hit from a God Bird Attack.
Since it has SP recovery from the start, it’s easy to use SP and use God Bird, so it’s easy to use Raideen.
The text appears to be a sequence of sounds or musical notes and does not have a direct translation.
Tette tette tette tette tette tette tette tette
Chime
>>25
Dangaioh, the river otter…
Was it MX that dominated with the MAP voice? I have a memory that they were really strong too.
It’s a rare Super Robot Wars where characters like Barar and the Kyorei Brothers appear properly; usually, only Shakin shows up or it joins after the original story has ended, so Raideen is pretty unfortunate in that regard.
>>27
In terms of recreating the original work, it may be lacking, but I quite like the position of the α series.
MX was generally strong, except for MS.
>>28
This unknown DJ is surprisingly strong…
>>95
I remember that the non-consuming weapon was useful for annihilating enemies on maps where the Kane rebelled.
If it’s Z, the consumption is too high and I run out of breath.
That bow bundle’s support ability is high.
MX has Eva and Zephon participating, it’s a great deal!
>>31
If the release of MX had been later, there might have been more super users.
It’s like something out of Tekkaman.
>>31
Sing, Raideen.
The legend of the Flying Shadow NPC Dynasty begins here.
>>32
There are only two works, but both are incredibly memorable!
Gogg is too strong…
I want it to be remade, but if it is, it might not feel like this…
>>35
This is a remake, after all…
MX is quite a masterpiece category.
Ranka Slayer Hiei-san
Raideen is quite a strong unit, but Bluegar is stronger.
The music is unique, isn’t it? IMPACT.
>>42
The arrangement of “Kimi wo Mitsumete” was nice.
>>47
I think it’s one of the most popular songs in the history of Super Robot Wars.
The choice of songs is great, and the arranged tempo feels too good.
>>42
0083 is not the usual… right!? It’s fun, isn’t it?
>>50
I understand that it’s BACK TO PARADISE instead of THE WINNER, but it feels like a slightly twisted choice of songs!
>>60
(I don’t know what’s different without the vocals.)
Since it has SP recovery, it’s fine to use it to spam God Bird from the start with determination, or it can also serve as a wall every turn with Concentration and God Block.
I like that there are three reinforcement parts, so it allows for relatively flexible use.
I knew that the position of Hiei’s appearance was bad before it was finished, but…
Morizumi said that there was nowhere else to send reinforcements besides here, so there was no choice but to go through with it.
Hiei sometimes would just leave without combining if he didn’t feel like it, which was a bit annoying.
It’s also troublesome to be fought over…
Is it true that Dolome is strong in the original work?
>>46
I think it’s weak because it’s defeated by Raideen Punch.
>>46
It’s bigger than I expected with the size of an MS, but it’s really weak.
Up to the second part, it’s very convenient and useful, but towards the end, the low maximum firepower becomes a drawback and I’m no longer needed.
Unlike other strong units in Bluegar, a good point is that it joins quickly without being affected by flags or proficiency.
There are quite a few strong units like the G3 uncle that have conditional join requirements.
Due to this and Battle Arena, Morizumi games have gained a tough image.
The tropical arrangement of 0080 is a strange arrangement, but when I listen to the WonderSwan version, it somehow feels tropical too.
It feels like the melody and composition somehow combine with the WonderSwan’s sound source.
In the late game of Impact, even fully upgraded Super types can be knocked down after being hit about four times, so it’s better to have a shield for better endurance.
“Rydeen isn’t that solid and falls easily.”
When you efficiently select strong units, it sometimes leads to the feeling of “What is this team?” being a flaw.
Bluegar can also perform a cheating move called “self-destruct revival SP full recovery.”
Raideen is not that strong even when modified, but its pilot, Hikaru, has psychokinesis and a valuable SP recovery ability, so even without many modifications, it can use the Flash and Sure Hit skills frequently and is convenient enough to survive in forced deployments.
I’m aiming for a 5T clear for the hidden map and clear rewards, so the suitability of the aircraft varies, resulting in quite a difference.
The core booster and Bluegar have a perplexing balance that makes them stronger.
Despite having participated since long ago, there are too few Super Robot Wars that can properly fight against the Demon Empire…
>>63
There is character drama, but not much drama in the battles…
>>69
It’s strange that the Kyorei brothers and Palau aren’t making an appearance!
I feel like it’s correct according to the original work, but the fact that the Quin Manse is a two-seater could lead to some pretty surreal situations depending on who is riding in it, and it’s gradually making me laugh.
I trained my Bochyun, but it’s troublesome that it’s not interesting in terms of combat animation.
I think Poké Wars should use imaginary skies.
When aiming to clear the 5th dungeon, it’s tough that a strategy guide is essential.
The strategy sites on the internet mention how many reinforcements will come, but they don’t specify the exact areas on the map.
The commanding Tetsuya Great and Duke Glen, as well as the support Koji Mazinger, are strong; it’s a tough constraint not to use these guys in parts one and two, so there are also reliable main characters that you can count on.
Honestly, IMPACT is too long and has a bad tempo, so it’s impossible.
I recommend the Compact2.
Part Two: The Lifeline Grendizer
>>71
As expected, it’s strong… Space S!
It’s something that will surprise you when you face off against your opponent with α’s vibe.
If you don’t worry about time, clearing the game with total defeat is easy, so earning money while completing it quickly isn’t difficult either.
It takes a lot of time.
The road is long, the conversation is tedious, there are too many episodes, and even skipping the battle scenes leads to a critically bad pace.
The abolition of V-UP makes sense… that’s how it feels in Super Robot Wars.
>>80
But the most interesting element of the impact is V-UP…
I remember that in the final episode, Dunkouga with 150 willpower hit the weak Einst with a special attack and only took away 60% of its HP.
It’s not just the loading, but when I’m used to the recent ones, the map cursor movement feels slow…
Also, there isn’t a lot of separate text, but aside from that, unlike after Sulfa, there isn’t a backlog, so if you accidentally skip through by pressing too quickly, you can’t go back, which is somewhat inconvenient.
It’s inevitable because it’s early on in the PS2 era.
Doing Z makes me feel touched by everything.
>>83
Road early!?
>>83
α2α3 was amazing, but Z was a monster…
I used to like the way the damage numbers in combat anime gradually increased, but it was just this impact.
>>84
I remember being told that since it says HIT, it must be the number of hits.
If we go all the way to the final episode and defeat that enemy too much during the counterattack, the outmap can only be described as terrible.
>>85
This is no different from a massacre!!!! (Akkys is falling in the background)
>>89
Why do I have to be killed by a soldier on the battlefield by some scum who is trying to commit mass murder now?
Honestly, I have a lot of complaints about not being able to use the Geo Gundam and Full Armor Gundam due to convenience issues.
The hidden stage’s conditions for Char’s loss feel ridiculous! But since it’s a hidden stage meant for those who have put in the effort, I’ll let it slide…
I love how the BGM changes with the special moves of Billbine and Dangaioh.
>>93
I’m really happy that you’ve prepared it for the holy warriors.
From the third part to the weak enemies like Drome, they’re all unusually hard.
Please let the Core Booster and Bluegar handle the weak opponents, as they can deliver high firepower with low fuel consumption and evade attacks.
The reuse of α is still barely left, so the MS pictures look a bit cheap.
The newcomers are perfect.
>>96
God and Baikanfu are great, right?
In the third part, the enemy AI becomes smarter, or rather, is enhanced, which is quite troublesome…
In chapters 1 and 2, they honestly target allies on the front line, but in chapter 3, the difficulty increases more than expected.
A mecha that has appeared more times in Super Robot Wars than Digé, but no one knows the details.
Somehow, at that time, the additional fighters like G Gundam Nadesico, who were not in the original Compact 2, were quite attractive.
>>103
I don’t think there are many people who played it as a transplant.
>>106
It was clearly intentional to hide the existence of C2 while promoting it.
>>119
I mean, I don’t think there are very many people who are doing compact.
>>119
The circumstances of the birth of IMPACT are quite terrible.
>>128
(This plan probably won’t get approved…)
HIT!
Barrier activation (shuwashuwashuwa~)
Compared to Compact2, both the arrangement and the strength of enemies have changed, making it more troublesome to clear 6t.
At that time, I wasn’t really concerned about the tempo; I was amazed by the production and the amount of content. I even cheated on it with another game before clearing it, but it was really enjoyable.
Replaying it now is a bit tough.
Maria gets inspired every turn, so I had her piloting Grendizer.
After the Alpha side story, if there are any tough trophies that need to be done simultaneously, there are a lot of people stuck in the second part.
Z is definitely amazing, but it’s really disappointing that the successor games became fragmented towards the end of the PS2 era.
I wish it had been at least a PS3.
>>110
I think it would have received a lot of criticism back then even if it was released on PS3 because people who didn’t own a PS3 would have complained a lot.
It’s only natural to release it on the PSP that everyone had during the Monster Hunter boom.
I love the impactful God Hand Smash that connects after a Thunderbolt Screw with a fighting game-like forward step into an uppercut followed by a knee strike.
>>111
I think this area of voice work, such as Kazuhiko Inoue and Tomokazu Seki, represents their peak era in terms of shouting.
“Toaa! is super cool!”
The WonderSwan was just a machine dedicated to FF1.
My first Super Robot Wars was the thread image, but I think I learned about the existence of COMPACT around the time I was playing Second OG.
The PS2 Super Robot Wars has no mercy when it comes to volume, does it?
>>113
The four branches of Sulfa laughed.
I remember thinking that it should be consistent regarding whether reinforcements appear immediately when we annihilate them quickly, or if we have to wait, or if it’s cleared.
I understand that the areas where Benmel and the hidden aspects are intertwined are for such reasons.
It was really interesting to have my resources dispersed all the time and to be asked for resource allocation.
It cannot be denied that I have not matched well with the main player demographic that has always wanted to use my strongest robot.
>>115
This is a fairly serious element that’s really only present in the thread image.
When I turned off the battle animation in Gaplan, it froze about 50% of the time, but I haven’t heard of anyone else experiencing that…
I love Dunbine, so I want it at night! Unless you’re the type who absolutely wants to be in Byston Well, most of the branches can generally be selected for land modifications with Glenn…
The advantage of making the early part of the second half that much easier is huge.
As a bonus, it’s also possible to have a master flag.
I understand the reasoning that defeating the master with Domon would break the flag, but it’s not really… that kind of thing…
HIT
Critical
Distortion Field
Unyounyoparin
Gauge reduction
I’m sorry, but I cannot provide a translation for that text as it seems to be a random combination of characters or an unclear expression.
The original protagonist has a unique way of showcasing their strengths, after all.
But I like that Hiei-san rescues Schwarz-san because he’s a ninja comrade!
>>125
It’s nice that the original brother is saved together too.
I cleared the stage where I could get the G3 Gundam way too smoothly and finished it in 5 turns…
Although they are all formidable opponents as enemies, in the scenario, the G-Gundam feels like just an extra, but it was treated well in that it could acquire ninja skills and beat up Ulube as much as it wanted.
>>129
Well, he’s quite good and excellent, Domon.
The performance of Allenby that can be released for now at the branch.
My brother and mentor are incredibly helpful as immediate assets.
Calmly, Rain is quite strong as a support character with the reactivation and combo attack.
The hidden merit of the Byston Well route is just the early acquisition, you know…
>>130
Another route allows you to modify the flags of Teacher Toho and Grendizer…
The enthusiasm to completely brush up the Machine Robo and G-Gundam anime with this much passion on MX is incredible.
Part 1 has Amuro as strong.
Part 2 is strong with Quattro.
>>132
“I’m not going to use them because they betray me! But the second part is a force that can’t be ignored.”
>>137
In the first place, those who say that a character who is only going to disappear in the last two episodes is a betrayal are just the usual clueless idiots.
Forcing members who haven’t trained at the branch takes time due to damage deflation…!
Schwartz and Spiegel are really strong.
>>135
Because I’m a ninja…
The Gog has its strength, but the most troublesome thing in this game is the Death Army towards the end on the ground.
That’s too hard, you idiot!
>>140
After defeating Devil Gundam, the Master showing up in top form is completely insane, isn’t it?
>>142
It was tough because I had to go all the way to Regi-Sea and there was a turn limit.
>>140
The Death Army is pretty weak, you know?
The ones that are really exquisitely hard to deal with and have a high evasion rate are the MS equipped with shields in space.
>>143
In the end, there were more encounters with the opponent’s shield, and the consumable shield disappeared…
In this era, boosting one’s motivation is quite difficult, so for Domon, activating the Mirror of True Water and making God hyper is subtly challenging…
I’m somewhat motivated, but since I’m not a multi-pilot, it gets tight on SP, so I don’t want to use it too much, which creates a dilemma.
So it is recommended to learn the revival skill, but while full recovery from revival is strong, it’s quite difficult to meet the activation conditions.
Personally, I like the graphics of Kenryu and Baikanfu in IMPACT.
Maybe it’s because I’m looking sharp.
It seems that Kouji and Tetsuya are quite weak, so bringing Maria along would make Mazinger stronger.
>>147
Aren’t you mixed up with the third time?
>>147
For weaker opponents, Maria is good, but when it comes down to it, the stronger ones are Tetsuya, who has leadership, and Duke, who learns Hot-Blood quickly, as boss killers and support.
I think Koji is better than Maria in some situations because he has more defense.
>>147
Having good luck and being able to inspire is really strong.
I also have precognition abilities.
The combination of enemy reinforcements and the system where you receive skills based on the number of turns taken is terribly mismatched, and playing seriously can be really tedious. However, if you play while referring to a strategy guide to find the optimal solution, it can actually feel quite satisfying to play.
I was shocked when a non-modified God joined while I was hastily modifying things, thinking that I would eventually carry over enhancements anyway.
>>149
I threw this with that.
>>149
This time Shining will remain…
>>149
This was a turning point for allowing or not allowing dependence in this area…
The G3 Gundam’s Hyper Hammer requires upgrade parts, but it has no consumption and a long range, making it incredibly strong.
I remember almost crying when Gandor fell in the final episode.
It is a fact that Mazinger’s strongest is Maria, but it’s Mr. Daisuke who will be usurped.
Noris is strong.
>>159
You were the fixed pilot of the G3…
I’m not sure if Maria is strong or not, but she was riding Grendizer as a hobby.
Can the self-destruct revival strategy be used in Impact too?
I feel like there aren’t any talented people in space, but if we didn’t have preferences for talent, it wouldn’t be as tough as it is on the ground.
I don’t remember the details anymore, but…
>>165
Unlike the Alto, which requires quite a bit of maintenance, the Weissritter is pretty strong, so that might be significant too.
Tetsuya is doing a great job in some areas, so I wonder if he had the time to switch things around.
I remember that the hidden units in Super Robot Wars were especially strong.
Well then, for now I’m also doing my 16th lap.
Let’s do about three laps.
>>169
Are you some kind of ascetic?
However, when trying to output firepower in IMPACT, it’s really tough without coordination skills, so wouldn’t it be better to just go with Daisuke-san?
Well, in Maria’s case, since the supply level can be increased, it might change if we do that.
It’s tough for the Alto if it’s completely unmodified.
Most of the Mars members from Division 3 have been thrown off due to their firepower being too low.
Like G Gundam, Nadesico, which enters later, is a convenient work that can keep up with the Boss Jump even in the final stages where the real-type captain Bright becomes the former captain.
It’s convenient because it explains complicated things in “Naze Nani Nadeshiko.”
It’s a mystery why the weapon modification cost for the Weissritter is so high.
Lize is strong, but even after modifications, Alto isn’t that strong, or rather, it’s not very user-friendly…
>>177
Even if fully modified in part 1, it’s quite tough to launch a solo charge without sufficient stamina.
Rize is really tough and evasive, so she’s strong.
I think it was a really strong distraction in Super Robot Wars, but when I think about it more, it’s because the enemies are strong, so the distraction is strong.
When I become Riese, I’m strong…
I think it would be quite enjoyable if the loading and movement speed increased.
This game is the toughest when it comes to half-realistic types, so Weissritter is quite ambiguous.
Alto is not a unit that can be taken lightly, right? Once you realize that, it has great potential thanks to the Claymore power.
>>181
The adjustments for the Claymore are all messed up…
In the second part, we have no choice but to push through with the super genre relentlessly.
After that, repeatedly use the annihilation technique and thoroughly modify Estevaris.
If you slack off, you’ll end up seriously crying in the heated climax of Chapter 3.
Disruption consumes less than other Super Robot Wars, you see…
I used a lot of love for recovery and confusion.
I used to use things like core boosters.
I feel like I was grinding for total annihilation.
The Alt Eisen is a defective product!
The biggest challenge is that it carries elements that make the pace worse, in addition to simply having a long episode count.
If the processing is fast and smooth, you can play three times faster.
It’s good that Weiss has support range.
That’s different from Alto as well.
Weiss is basically a sniper-type unit…
Also, it’s not about the aircraft’s performance, but Excellency has a sense of relaxation.
It’s good that Alto’s diagonal one space becomes the fixed position of the boss.
>>191
Support attacks are really dependable, you know.
It’s impressive that you can use 30 mental points when counterattacking; it’s really user-friendly.
>>192
The lack of “shoot down!” from previous games makes it quite inconvenient to play Super Robot Wars now.
In space, there are not many units with long range…
Vice has a high evasion, but I have the impression that their attacks surprisingly miss a lot.
>>196
As long as the movement factor isn’t added to the hit chance and we can’t reach the aiming value, everyone is struggling.
I remember a mysterious cut-in where the pilot’s outfit gets torn during Sartha’s Raideen’s strongest technique.
It would be nice to have a Super Robot Wars where G-Mega becomes the strongest.
Support attacks are strong and having a unique skill makes both of them excellent as main characters.
Both the characters and the mechs have a strong presence.
VUP is strong, but it’s also precious, so deciding which unit to attach it to is a point to consider. Therefore, we must also properly use units that can fight without VUP.
In the first place, there are often many divisions of strength, so until the end of the third division’s three splits, that reliable guy won’t be around! That’s somewhat what happens in IMPACT.
If it’s Raideen, shouldn’t you recommend MX?
Super robot series hardly ever go bad, right?
Rarely, the Getter is subdued, but…