
You really deceived me by saying it was a two-seater.
In terms of modification increase rates, R was stronger than New.
>>2
R had a unique entrance with Camille coming aboard, didn’t it?
I feel like I was strong at A… but I don’t remember.
>>3
I remember that the background music was Water’s Star.
>>3
The larger magazine makes it easier to increase the number of rounds, so it’s more user-friendly than the Z.
There is no weak era, this super guy.
>>4
Since it became a modification of mk2, it’s nothing special…
>>4
Well, Alpha Salfa and F Complete are indeed weak.
While being a squad member, there are many things that can be creatively utilized.
I love to support so much in the α side story.
G-Flyer is pretty minor, isn’t it?
>>7
It was probably around A that came out.
I know it’s efficient for gaining experience points, but I’ve been wondering if I should really use a space for this guy.
Isn’t this preferential treatment only at the very beginning?
In the α spin-off, having a dedicated effort helps with training.
Wasn’t there a time when it was just the two of us?
It’s really convenient to have a work that can launch in a combined state with two people on board.
If it is necessary to merge on the MAP, it often happens that the frame gradually disappears and is no longer used.
This guy carries the role of encouragement and provocation, but does not fight at all.
Being able to fly is quite convenient.
There are quite a few MS that can’t fly by default.
In the fourth round, the firepower at the end was just too low…
I was able to use the technique of hiding the second person and attacking from a safe zone.
In the fourth wave, Keith takes on a secondary role to apply debuff on Poseidon.
I can’t remember if it consumed 2 slots during the time when it was a two-seater.
>>19
F and Impact are in one slot, while α and the side story are in another slot.
How was everything else…
I’ve often heard the talk about being strong at 64.
>>21
The modification stage is very high.
Was the fourth one able to combine during the intermission?
Using F takes up 2 slots.
I want the recent long rifle-only Gundam Mk-II to properly combine more.
Appearing from the early stages with a long-range rifle that has high firepower.
Which Super Robot Wars had the units holding out until their strength was fully prepared…?
In the main story, even in G flyer form, it is indeed a two-seater…
I was quite helped by the F’s super-type protagonist.
It’s convenient to have a long range, after all.
There are plenty of weapons too.
Alpha’s separation mechanism is too strong, especially Dunkouga.
The only one that is strong on its own is probably Z.
The strongest is 64.
The excellent level of the α Side Story as a typical use MS.
F completion has many things that only this guy can do; it’s a professional’s toy.
The impact is surprisingly weak.
I’m trying to make use of my luck, but even the minor battles are just too tough.
>>33
MS without a shield is weak.
Full Armor ZZ also dies quickly.
I thought there should have been works from relatively recent times.
The fact that Mark II only brings a long rifle is too confusing…
>>36
If we exclude Spakuro, Z is probably the last one.
The only NTs who avoid impact are Amuro and Char.
Both Camille and Judau often get hit and fall easily, so they’re not useful.
Old types have defense skills, so they endure.
>>38
The shield of the EZ-8 is really tough.
Even using 2 slots, it has been very convenient to fire a long rifle in separation and combination, and to gain experience points equivalent to two people for the finishing blow.
It’s unfair that it comes right away with a super type in F.
The impact of the Super Gun appears on the ground, but due to the sky and ground A, it’s worse than the Zaku.
A has a strong beam just because they have to take measures against the D field, so they’re quite valuable for that reason.
I love the unusual atmosphere of the torus being the backbone.
>>43
When you calm down, this is strange, isn’t it…?
Mr. Uribatake, if the opponent’s MS is beam-based, the D-field is effective!
In a small team system, they are strong as team members.
Especially Z is often modified because Camille rides the mk2 throughout the first half, and the squad attack has high firepower.
In the anime, it seems like they separate into the large robot and a small aircraft.
>>46
Well, recreating Katsu’s coffin is difficult from a gameplay perspective.
The same combined 00 Raiser doesn’t separate and can carry two people normally, though.
>>48
It’s technically only a two-person ride for the Re:Zero chapter, but it’s extremely powerful…
Properly reproduce the pink laser beam of the long rifle.
There’s not even any color.
What are you saying about a work where even the beam’s firing position is all over the place?
>>51
It means to match the colors, right?
I only remember instances in anime where they bring out a long rifle, like when the Radish team rescues after the meeting with Axis.
Somehow, the impression of the Super Gundam in the play is weak.
I won’t forget how Katsu died.
>>54
Whenever Emma gets on, I always get the impression of “Huh?!”, getting hit and surprised…
It seems that MX was quite usable as well.
>>55
The MX is a one-person unit, so to be frank, it’s on the weaker side.
Z is not quite suitable for Emma, and ZZ doesn’t match here either.
It has a long range and is useful in certain situations, plus it can carry a co-pilot.
It certainly has quite a strong flavor, but it’s tough to make them fight on the front lines.
Unless I’m making a killing from complete annihilation, I don’t have the luxury to allocate modification funds to this guy.
In other words, MX has a weak presence compared to UC series MS.
Even ν goes unnoticed.
>>62
I never wanted to see ν running away from the enemy in the first appearance map…
>>62
In this standalone work, there are no enemies at all and they don’t really relate to the story.
I feel like the MX mobile suits weren’t that impressive.
The Dijeh SE-R was strong, but…
I have a memory that the MX long rifle had a strange specification that consumed both EN and ammunition.
MX is like, well, the UCMS other than the Dije SE-R…
The fighting of ν and the standing picture of ZZ are really cool, but MX.
Z was quite strong as well.
It’s generally Amuro who pilots it because it’s clearly stronger than the Re-Gz.
>>70
The Dijeh is pretty strong, so switching to it was fun.
The impression of Amuro in MX is from the practices in the debut episode.
I only remember that we went around the Devil Colony together, that’s about it!
>>72
I can’t believe I forgot the explosion bolts!
At some point, you start using the long rifle in the Gundam Mk-II state, right?
For some reason
A’s DF has a performance that’s not meant to be released from the beginning, as it nullifies beams under 3k.
Gravity Blast is ineffective below 5k, you know?
>>74
Other than that, most things are halved.
>>76
The field lancer against field weapons isn’t functioning!
In the movie version, the appearance of the character in the picture has drastically decreased, and there are more mk-2s holding only long rifles, which makes me a little sad.
The dragonfly is too stiff.
Compared to mk2, I haven’t seen Spagan in recent home console Super Robot Wars, and I realized the last appearance was in Z… no wonder I haven’t seen him.
>>80
I had the impression that it was just a placeholder for now, but maybe that’s not the case anymore.
Wasn’t Impact the last title you could play with a revival?
It seems like I can keep going with Mr. and the 0080 team, always my turn.
>>83
I wonder if I could have done infinite actions with self-destruct revival.
I forgot how to do it…
Regardless of performance, interchangeable units are quite convenient.
I feel like the kick became the strongest technique when it turned into the Mark 2 movie version.
>>85
I want them to include real cut-ins again in the current Super Robot Wars…
>>85
The Flying Armor Charge, added as a special attack weapon for the Z in its first appearance in the movie version of Z.
…but after that, it was omitted and has only been used once.
The A’s Nadesico type was penetrating with the long barrel rifle, huh.
If they’re going to release a movie version, I’d prefer a flying armor over a long rifle.
In Super Robot Wars, the Super Gundam from the 64 is the strongest of all time.
– The MK-II has 13 upgrade levels, and the G Defender has 15 upgrade levels, resulting in a large number of modification stages.
Basic performance can be improved in any way as long as you invest money.
The long rifle and missile pod reflect the modification levels and enhancement parts on the G Defender side.
Ultimately, the base attack power reaches 4600, becoming the highest attack power among all real-type robots.
– Since two units are combined, it goes without saying that the operational versatility to use the spirit commands of two people is the best among all MS.
>>91
Naso
nin
Alpha still has a uniform increase with modifications, so anyone can be strong if fully modified.
It’s called Super Gundam, but isn’t it never referred to by that name in the story?
>>94
It should consistently be treated as the Gundam MK-II.
>>94
The official name is Mk-�U Defender, right?
Thanks to the feature where the same experience points are allocated to both the main and sub characters in the third generation, it was really helpful for training.
The Nirlfa-Salfa is more like a squad member machine that can barely fly in terms of performance, so it doesn’t have any strong points.
Super Robot Wars 64 has different modification stages for each unit, and in the later part, there are fewer main protagonist machines and many weak units.
So, if you repeatedly play through the game where money is inexhaustible,
Everyone except God Mars, the protagonist’s machine, Dancouga, Zerokas, and Dendro is gradually changing into a weird lineup.
Spagan, Apsaras, Silver Ridge Robot, and Bustle will become first-string.