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DYNASTY WARRIORS: GUNDAM 3 - Moveset FAQ (for Xbox360 and PS3)

09/19/11, v1.3 (All DLC Update)

By BMSirius/Baron_Von_Stone

DarkestSamus@yahoo.com

Copyright 2011 Bradley Stone

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Version Info:
v1.3 - The "All DLC" update. Arios and Seravee are being added both at once,
       due to me not having an opportunity to do Arios during the week that it
       was released. This is likely the "final version" due to the fact that no
       further DLC suits are being released, but minor updates to various
       sections of the guide may still occur, and I always accept feedback.

v1.2 - The Cherudim update. The new DLC suit Cherudim has been added - DLC
       suits can be found directly following Knight Gundam (as opposed to after
       all of the grunts, as they are in the game). In addition, much
       information from GameFAQs contributor shinigamiefa has been added.

v1.1 - The Kshatriya update. The most significant aspect of this update is the
       inclusion of the new DLC suit, Kshatriya. However, it should be noted
       that I am constantly updating individual suits with information gathered
       from the GameFAQs forums and feedback from readers. Most notably, I have
       performed more research on the effects of the Trans-Am state on all 3
       suits that currently use it (00 Raiser, Reborns and Susanowo). In
       addition, many multi-input moves have been updated to describe them as
       multi-input (in other words, moves that are extended/enhanced by
       pressing Y/Triangle a second time or multiple times). Thanks to
       kaiser98821 for providing me with a thorough list of each move that I
       failed to list as multi-input.

v1.0 - All suits are now present, and the guide is complete with the exception
       of future DLC outfits, which I will update as soon as I can once they
       are out. I would to extend a TREMENDOUS thanks to RaphaelRobo, who took
       the time to personally write out the movesets of TWENTY suits I was
       missing (many Class 3s as well as Nemo, MP Qubeley and Jegan). Although
       I did fire up each suit and compare it to his description and added/
       changed some things, the majority of the work was his and it saved me a
       LOT of time. Thank you! In addition to all suits being present, many
       other updates have been added, including a suit legend in the MOVESETS
       section that contains general advice and tips on using each type of
       move. Minor tips on individual suits have been added as per reader's
       recommendations, and the TERMINOLOGY section has been significantly
       expanded.

v0.65 - Gyan and Palace Athene added, accounting for all Class 2s. In addition,
        certain moves and special Mobile Suit abilities have been described in
        more/better detail, and some reader input has been added.

v0.6 - Initial build of FAQ. The following Mobile Suits are still missing:
       CLASS 1
           Musha Gundam
           Musha Gundam Mk II
           Knight Gundam
           DLC that has not been released yet in North America
       CLASS 2
           Gyan
           Palace Athene
       Class 2-
           Nemo
           Mass Produced Qubeley
           Jegan
       CLASS 3
           Most of them
       The FAQ will be updated when significant chunks of these suits have been
       added, and ASAP when DLC suits are released. Note that I put the DLC
       suits at the end of the Class 1s in my FAQ, instead of at the very end
       of the list as the game does. Use Ctrl+F and search for the suit's name
       if you need to find it fast.

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TABLE OF CONTENTS
=================
1. WHY I WROTE THIS FAQ (DWG301)
2. TERMINOLOGY (DWG302)
3. MOBILE SUIT MOVESETS (DWG303)
4. CONTRIBUTIONS (DWG304)
5. THANK YOUS (DWG305)
6. COPYRIGHT (DWG306)

================================
1. WHY I WROTE THIS FAQ (DWG301)
================================
I am not an expert on anything. I have not tested every suit with every skill,
nor do I have the time or desire. I do not suggest builds or skillsets, and I
am not the most skilled player there is. However, I love these suits, and I
love the movesets, and I wanted to create for myself (and for everyone else) a
list of the moves of each suit, for whatever reason they may want it.

I may direct you to LordKarasuman's excellent FAQ for builds and in-depth
analyzation. I will occasionally suggest a skill to use, mostly Overdrive or
Magnetic Field (which I will mark with a ** symbol), but those are just minor
observations I noted. I do not include Magnetic Field in my suit testings
unless I find a move that I think would work with it, so I do not know every
instance in which it would be helpful. LordKarusuman does have an excellent
grasp of the mechanics, though, so check his stuff out.

More build info from LordKarusuman:

http://s13.zetaboards.com/koeiwarriors/topic/6760682/1/

Oh, and by the way, Mobility doesn't speed up your attacks. It just augments
your walking and dashing speed. My proof? I performed a test using two
different Gundam F91s. The difference in Mobility between them was over 200. I
used a stopwatch and verbal and visual cues to record how long their S-strings
took, and there was not even a 0.1 second difference. I performed this test
multiple times under multiple circumstances. So stop spreading that rumor. And
don't say "well look at ZZ, he's so slow compared to F91!". Yes, that's because
that's how they were DESIGNED, it has nothing to do with Mobility.

=======================
2. TERMINOLOGY (DWG302)
=======================
This section describes the terms that I personally use when referring to Mobile
Suit movesets. It also includes descriptions of the skills included in the game
that I mention. It doesn't contain EVERY skill, just the ones I talk about.

PERSONAL TERMINOLOGY
General - A term I use meaning the same thing as "ace" or "ace pilot". I am
    more used to the term "general" due to having played much Dynasty Warriors.
    Before I realized I should've been using the term "ace" instead, I had
    already written 80% of the guide, and to go back and change every instance
    of the word general and to fix all of the spacing issues it would cause is
    just not worth it.
Grab - A term I use for any attack that will take hold of a single enemy
    regardless of their blocking status. Some moves are actual grabs, but most
    are actually impaling with a beam sword. Grab-type moves cannot be blocked
    by the enemy who is grabbed by them.
Grappling beam – An attack that extends outward, grabs (and damages) an enemy,
    and then drags them towards the user.
Guard Smash - A Guard Smash is when a Charge Attack can break the enemy's
    guard, causing them to recoil back and be vulnerable to a follow-up hit.
    Guard Smashing attacks won't do damage if blocked, but they are handy for
    making a chink in the enemy's defenses. C3 attacks (see below if you are
    unsure of this term) are the most notorious for having this property, but
    that is not a universal rule (thanks to _Val_ of the GameFAQs boards for
    pointing this out for me). Unfortunately my testing that brought you this
    FAQ did not include checking for the Guard Smash property and I just don't
    have to time to go over every suit again to check for it, but as I continue
    to play I will update moves that I notice can do this. You are also free
    to e-mail me if you notice any such moves yourself.
Impulse testing - Testing whether a Charge Attack uses Melee or Shot as its
    damage stat by using Impulse. For more detail, see the entry on Impulse in
    the PILOT SKILLS section below.
Piercing - A property of beam attacks that allows them to go through enemies
    hit the enemies behind the initial target. C1s almost never pierce unless
    you equip a special skill, but most Charge Attacks and SP Attacks do. I try
    to point out exceptions to this rule. I also focus a lot on "piercing" when
    it comes to grunts, because the ability to pierce can make them MUCH more
    usable.
Steering – Refers to the ability to turn during the attack. Unless I say so,
    most attacks are steerable. I will try to point out attacks that you cannot
    steer, or that are excessively good (or poor) at steering.
Super Armor - A quality belonging to attacks. If an attack has "Super Armor",
    you become resistant to interruption and knockdown during the execution of
    the move (the timing differs between attacks, and you still take full
    damage from all attacks). This quality tends to resist grunt attacks
    entirely and resist the majority of general's S-strings, but crumbles
    before Charge Attacks and SP Attacks. Note that some attacks have an
    advanced version of Super Armor that actually renders them completely
    invulnerable to all damage, interruption or knockdown - these attacks tend
    to be moves that "grab" an opponent an execute a follow-up attack. This is
    different from Super Armor and much more powerful.

MOVESET TERMINOLOGY
S-string - The combo executed just by pressing X/Square repeatedly. The length
    of the S-string depends on the Class of the suit (see below).
Charge Attack - The special attacks used by pressing Y/Triangle during the S-
    string. Technically, the Shot fired by most suits by pressing Y/Triangle by
    itself is considered a Charge Attack, but it behaves very differently.
C1, C2, C3, C4, C5, C6 - Terminology used to describe Charge Attacks. The
    number mentioned in the term is the number of buttons you press in the
    combo, with the final attack being Y/Triangle. For example, C4 is pressing
    XXXY (or Square, Square, Square, Triangle). C1s are performed just by
    pressing Y/Triangle.
Dash Combo - The three-hit S-string performed during a dash.
Dash Charge - Performed while pressing Y/Triangle during a dash combo.
Boost Dash - The special damage-dealing dash performed by dashing after a
    Charge Attack. By continuing to perform this after Dash Charges, you can do
    this forever for as long as you have Thruster and the enemy doesn't ED out
    of your combo.
Emergency Dash - The ED I just mentioned. This is a special "escape dash" that
    gives you a temporary moment of invulnerability. This can be performed in
    two ways; one is while being hit, you can Emergency Dash out of the combo.
    Two is that if you dash in the middle of an S-string (or Boost Combo), it
    counts as an Emergency Dash. This technique is most notably improved by the
    Sonic Boost Mobile Suit Skill, described below.

CLASS TERMINOLOGY
class 1 - A main character suit. Generally the best, with a 6-hit S-string and
    six Charge Attacks. These suits are also defined by the presence of a
    Combination SP Attack, which is used when there is an electric current
    going between you and an ally and you activate your SP Attack.
Class 2 - A powerful suit, generally slightly weaker than the Class 1s, with a
    4-hit S-string and four Charge Attacks. In addition, their SP Attacks only
    consume 1 section of the SP Gauge (regardless of how much SP you have) and
    last less time in general. This is the same for all suits below Class 2 as
    well.
Class 2- - Same moveset type as a Class 2, but with inferior stats and Charge
    Attacks. As far as I understand, the suit is also considered "weaker" for
    the purposes of the Instant Hero Pilot Skill.
Class 3 - Weak "grunt" suits with a 6-hit S-string and only one Charge Attack,
    that can be used at any time during the S-string (including after the final
    hit).

PILOT SKILLS
High Tension - Normally, when your HP is in the red, you deal a Hyper SP Attack
    instead of a normal one. It's the same move, but you get a nice dramatic
    cutaway with your character and a special quote, and your move lasts
    longer and/or deals more damage depending on the move. Also, for Burning
    and Master Gundams, the Gundam enters a Hyper Mode state for a certain
    amount of time after a Hyper SP Attack, which seems to increase damage.
    This skill gives you a Hyper SP Attack each and every time, regardless of
    your Armor Gauge.
Impulse – Impulse is a skill that, as far as I can tell, increases the damage
    of Shot moves and creates an electric pulse animation upon contact. If a
    Pilot has Impulse, all C2-C6/Dash Charges that use the Shot stat will 
    display the shockwave, allowing me to be certain if the move uses the Shot
    stat or not.
Instant Hero - A skill that makes you stronger if you are piloting a weak suit.
    Class 3s give the biggest bonus, class 2-s give the next best bonus, and
    Class 2s give the lowest bonus.
Magnetic Field - A bizarre skill that activates when you use a Charge Attack.
    At certain time(s) in the Charge Attack a magnetic circle will appear (if
    enemies are nearby) that pulls the enemies in. Used effectively, it can
    make a single attack damage out a huge group of enemies. The timing is
    individualized for each and every Charge Attack, and it is not predictable
    just by seeing an unmodified version of the charge. Testing each and every
    move in the game with Magnetic Field was NOT part of my process in making
    this FAQ - my goal was to analyze the unmodified movesets of the Mobile
    Suits, not to create builds or tell people what skills to use. That said, I
    do point out a couple of moves that I know are decent with Magnetic Field.
    I totally welcome ANY Magnetic Field recommendations, so please e-mail me!
    LordKarasuman has already mentioned many good Magnetic Field suits in his
    FAQ, though.
Overdrive - A Pilot Skill that causes you to do your Combination SP Attack
    instead of your Ground SP, every time.

MOBILE SUIT SKILLS
Airmaster - Increases all damaged done mid-air. Airmaster testing was not a
    part of my process in making this FAQ, but contributor shinigamiefa pointed
    out some interesting attacks that count as mid-air despite what you may
    think, and I included those. The general trend is, even if it is a Ground
    or Combination SP, if the move occurs with the suit not touching the
    ground, it is aerial. It enhances almost EVERY Air SP in the game, so if
    you like an Air SP, use it! It's strong!
Hard Strike/Sniper - These two skills are bizarre. The in-game description says
    that it increases the chance of dealing extra damage with a melee attack
    (Hard Strike) or a ranged attack (Sniper). DO NOT get this confused with a
    Melee-based move or a Shot-based move, as these are NOT the same. Sniper
    kicks in on any attack that does not come directly from the suit's main
    body. Notably, this includes almost any shockwave or energy wave emitted
    from the suit, even if it comes from a Melee-based attack. That does NOT
    mean that these attacks are Shot-based, however; they are simply "ranged".
Long Range - Increases the melee attack range of a unit. The only suit I
    mention this for is the Epyon because of its noticeably impressive range.
    Long Range is a percentage-based skill that amplifies existing range, so it
    is useful for suits with naturally good range and poor for suits like
    Burning Gundam.
Minovsky Drive - Significantly decreases Thruster Gauge usage for all actions
    that require it. Practically a staple on every suit, especially if you are
    fond of the Sonic Boost spam method of fighting (and even if you aren't,
    it's extremely useful for transportation, Boost Dash chaining and Emergency
    Dashes).
Sonic Boost - Causes a damaging shockwave to appear from your suit every time
    you Emergency Dash. I use it as a staple skill on every
    Mobile Suit for three reasons - One is that it breaks enemy guard. If you
    are using your S-string against the enemy and they are blocking, you can
    Sonic Boost, break their guard, and instantly start a Dash combo
    against them. Two is that it interrupts enemy Melee combos against you, as
    opposed to a normal Emergency Dash in which the enemy can continue their
    combo and hit you again. Three is that it can interrupt enemy SP charges
    (when they glow purple in preparation for doing an SP Attack). Some people
    also enjoy using Sonic Boost together with the first two hits of a Boost
    Dash combo to deal constant, unstoppable damage for as long as you still
    have Thruster. This technique is very strong but is not my favorite because
    I prefer mixing up my moves. LordKarasuman is the expert user of this
    technique and you can see it in many of his videos.
Zero Range Shot - A very useful skill that causes you to deal bonus damage if
    using a Shot-based technique at very close range. This skill seems to
    work for SP Attacks as well, which makes it very valuable - even if I do
    not make a specific recommendation, feel free to use Zero Range Shot on any
    of your favorite Shot-based Charge Attacks or SP Attacks. It is unknown if
    Zero Range Shot enhances the rare Shot-based S-string attacks, as the
    multi-hit nature of such attacks tends to make it hard to compare damage
    (input from users who have performed their own tests is welcome).

================================
3. MOBILE SUIT MOVESETS (DWG303)
================================
LEGEND (Description of of the properties listed in the FAQ - not a Gundam!)
C1: Generally a simple beam shot or machine gun burst that fires forward.
    Useful for tormenting generals as you close in. For Class 1 and 2 suits,
    you can generally fire three at a time by pressing Y/Triangle three times
    in a row. Unfortunately, these attacks tend to home on the closest target
    and they rarely pierce, making them significantly less useful against
    generals hiding in a crowd.
C2: Usually a very quick technique that knocks the enemy into the air. Boost
    Dashes after these moves sometimes end with you attacking the enemy
    mid-air, and can be used as a quick way to torment one ace while everything
    below you is unable to interfere. In addition, these moves have a tendency
    to be multi-input, meaning that pressing Y/Triangle again after the initial
    attack may lead to a follow-up attack.
C3: Generally either a Grab move or a Guard Smash move (both terms described in
    the terminology section). Thus it is useful if you notice that your first
    two hits have been blocked. **Sonic Boost is generally considered the
    "best" way to deal with guards, but this can be more fun as it is built
    into the suit's actual moveset.
C4: Usually a bread-and-butter skill of the suit that is useful for clearing
    crowds. Wide slashes or sweeping beams are the most common to see.
C5: An attack that almost always ends with you and the enemy being airborne,
    allowing you to either segway into an Air SP flawlessly or to start an
    aerial boost dash. Also, sometimes these attacks are gun volleys or laser
    bursts which are almost always good against Mobile Armors.
C6: Usually the most dramatic move a suit has, and generally excellent for
    clearing crowds. Widely varies between suits.
Dash Charge: Usually a quick beam shot (that pierces) or a melee attack. The
    general pattern for effective Boost Dashing is Boost Dash->SS->Dash Charge,
    then repeat. Attacking with only two hits of the Dash Combo is generally
    recommended because the third hit tends to send them too far away to be hit
    by the Dash Charge. I try to point out instances where you can do the full
    Dash Combo and get away with it, though.
SP Attack: The SP Attack done while standing on the ground, also known as the
    Ground SP or GSP. For Class 1 suits, using the attack with 2 or 3 SP gauges
    will either power up the attack (for moves with a single hit) or extends
    the duration/number if hits of a move (for multi-hit moves). Please note
    that knowing the Melee/Shot properties of an SP Attack cannot be done by a
    simple ability like Impulse, so any property that I list has been decided
    based off of educated guessing and/or testing using suit plans with varying
    degrees of the Melee/Shot stat.
Air SP Attack: Air SP executed by pressing B/Circle in the air. You can jump in
    the air to execute it (clumsy and slow but necessary), but there are two
    other options - one is, if your C2 knocks the enemy into the air, you can
    Boost Dash after them and execute it. Two is that C5s, pretty much without
    exception, end in the air as well. Air SPs follow the same rules as Ground
    SPs in regards to Class 1 suits and additional SP gauges. Note that if one
    of these attacks is your favorite, they are almost all boosted by the
    **Airmaster Mobile Suit skill.
Combination SP Attack: The SP Attack used when on the ground and an "electric
    current" is running between you and an ally (meaning you both have at least
    one SP Gauge filled). Again, on Class 1 suits these moves can be powered
    up/extended with additional SP gauges.
Special Equipment: A special upgrade to a suit, only found on Class 1s. It adds
    a unique property, usually a stat boost or increased SP gain after 250
    kills. For most suits, these are unlocked through friendship with their
    respective pilot. For others, they are unlocked through History missions.
    For the Mushas, they are unlocked by achieving Rank 1 online. For Knight
    Gundam, it is unlocked through a Special Mission.
Other Info: For the most part, these describe the activities of class 1 suits.
    Class 2s may display similar properties, but Class 2-s and 3s are pretty
    different.

Now, ON TO THE GUIDE! Use Ctrl+F and type in the Gundam's name to find it
without difficulty.

GUNDAM
C1: Single purple beam. 3 can be fired at a time. Shot.
C2: An upward slash, followed by a shield backhand if you press Y/Triangle
    again. Melee.
C3: A single bazooka shot. Shot.
C4: Slashes twice, then darts forward and slashes again if you continue to
    press Y/Triangle. Melee.
C5: A jumping slice. Ends in the air. Melee.
C6: Fires in the air and a massive shockwave emanates from the suit. Great
    against crowds and fairly protective. Shot.
Dash Charge: Swings a mace in a wide circle, then slams it on the enemy.
    Effective at catching the enemy and damaging nearby crowds. Melee.
SP Attack: Stands in place and stabs repeatedly with an energy lance, then
    throws it forward. It explodes on contact. Melee.
Air SP Attack: Alternates attacking with two bazookas, followed by firing both
    at once. Shot.
Combination SP Attack: Flings a mace left and right while slowly advancing,
    then spins it around in a circle. While not superb by any means, it is much
    better than the Ground SP at crowd clearing but is still effective against
    generals, so it may be useful with the **Overdrive skill. Melee.
Special Equipment: Magnet Coating - Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.

CHAR'S ZAKU II
C1: A burst of machine gun bullets. 3 can be fired at a time. Shot.
C2: A jumping uppercut punch, followed by a downward kick if you press
    Y/Triangle one more time. Melee.
C3: A double roundhouse. Melee.
C4: A bazooka blast - up to four bazooka blasts if you continue to hit Y/
    Triangle. Good against crowds and generals. Shot.
C5: A double rising somersault kick. Ends in the air. Melee.
C6: A quick shoulder charge. Melee.
Dash Charge: An axe kick. Melee.
SP Attack: A flying kick with a surprisingly wide range. Good against generals
    and crowds. Melee.
Air SP Attack: Rapid-fire bazooka shots. Good against generals. Shot.
Combination SP Attack: Alternating machine gun blasts and bazooka shots,
    followed by simultaneously firing both. Shot.
Special Equipment: Triple Speed - Movement speed is increased when Char is
    piloting.
Other Info: The Special Equipment is actually pretty cool - the suit gets a
    permanent Speed Up powerup (equivalent to picking up the Thruster powerup),
    meaning it moves very quickly and depletes very little Thruster.

CHAR'S GELGOOG
C1: Single yellow beam. 3 can be fired at a time. Shot.
C2: Throws its beam sword like a boomerang, then does the same with its shield
    if you press Y/Triangle again. Hits a lot and is actually quite good at
    fighting generals and crowds. Melee.
C3: Stabs forward. If it hits, it grabs the enemy and then throws them forward.
    Completely invulnerable to damage, interruption and knockdown during the
    grab follow-up attack. Melee.
C4: Rushes forward while spinning its beam saber in front of it. Not actually
    that great at crowds. Melee.
C5: A jumping uppercut slash. Ends in the air. Melee.
C6: Jumps into position, then stands in place and throws its spinning beam
    saber around itself twice. Good against crowds and with **Magnetic Field.
    Melee.
Dash Charge: Kicks forward. Melee.
SP Attack: Walks forward while alternating spinning its beam saber to the left
    and to the right, followed by a spin directly in front of it. Good against
    pretty much anything. Melee.
Air SP Attack: Flies slowly forward while spinning its beam saber in one hand
    and its shield in the other. Melee.
Combination SP Attack: Spins around in a devastating screen-filling whirlwind.
    Great against crowds and anything else. Melee.
Special Equipment: High Output Generator - Attack power is increased when Char
    is piloting.

GUNCANNON
C1: Single purple beam. 3 can be fired at a time. Shot.
C2: A jumping knee strike. Melee.
C3: Lunges forward and grabs. If it makes contact, it grabs the enemy and
    throws them forward while stomping the ground and creating a minor
    shockwave. If you continue to press Y/Triangle after the grab, though, it
    throws the enemy into the air and fires its shoulder cannons at it. Melee,
    Shot for the shoulder cannons.
C4: Fires three rounds of its shoulder cannons - diagonal left, forward, and
    diagonal right. Shot.
C5: Jumps in the air and fires three rounds of its shoulder cannons. Sometimes
    its attempts to track enemies cause it to fire in odd directions. Ends in
    the air. Good against generals and Mobile Armors. Shot.
C6: Lunges forward and grabs. If it makes contact, it grabs the enemy and
    swings them around in a rather large whirlwind that can be extended by
    rapidly pressing Y/triangle (but if you do, you'll fall on your butt at the
    end of it). Decent against crowds. Melee.
Dash Charge: Fires shoulder explosives forward. Has a terrible habit of firing
    really high up and hitting nothing for some reason. Shot.
SP Attack: Runs forward, flailing its arms in a cartoonish whirl, followed by a
    lunging punch. Hilarious but absolutely pathetic. Melee.
Air SP Attack: Repeatedly fires shoulder cannons. Much better than Ground SP if
    you're not using **Overdrive. Shot.
Combination SP Attack: Pirouettes while firing in all directions. LEAGUES
    better than its ground SP and a very worthy of the **Overdrive skill.
Special Equipment: Special Ammo - Power of SP Attack increased when over 250
    enemies are destroyed.
Other Info: This suit almost seems like a joke. The Ground SP is terrible and
    its Dash Charge almost never hits. Even its C5 has unusual behavior. If the
    Dash Charge were at least accurate the suit would be much better, but...

GUNDAM MK II
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: An upward slash and a roundhouse. Melee.
C3: A dash followed by a forward thrust. Melee.
C4: Fires a bazooka. Can be extended to four shots by rapidly pressing the
    Y/Triangle button. Good vs. crowds and generals, but makes distance from
    the general the more shots you let fire. Shot.
C5: Fires three explosive shots downwards while propelling upwards. Ends in the
    air. Shot.
C6: A backflip kick which knocks enemies into the air, followed by an upward
    slash then a downward double-slash. Pretty good against condensed crowds
    and strong against generals. Melee.
Dash Charge: A rapid three-shot beam attack. Good against generals but the
    shots don't pierce, so it can be blocked by crowds and is useless against
    them. Shot.
SP Attack: Rapid alternating shots from bazooka and beam rifle, followed by a
   triple bazooka burst. Shot.
Air SP Attack: Flies forward while slashing repeatedly, followed by a single
    bazooka shot. Good against anything. Melee, then Shot.
Combination SP Attack: Leaps over the enemy while firing the bazooka down, then
    flips around once it lands and continues firing the bazooka at a target.
    Excellent vs. crowds and generals, although a crowd can block the bazooka
    shots for the general. Shot.
Special Equipment: Movable Frame – Defense power increased when over 250
    enemies are destroyed.

Z GUNDAM
C1: Single purple beam. 3 can be fired in a row. Shot.
C2: Dashes to the right while firing three double explosive shots. Shot.
C3: Roundhouse followed quickly by a low kick. Melee.
C4: Wide double slash with its rifle saber. Melee.
C5: Slashes upwards, jumps into the air and then kicks the enemy downwards.
    Ends in the air. Melee.
C6: Upward slash, jumps into the air, then fires a sweeping line of shots from
    the beam rifle. Excellent against anything, especially at short range.
    Melee, then Shot.
Transform Attack: A single purple laser. Shot.
Dash Charge: A grappling beam. Melee.
SP Attack: Rapid-fire beam rifle shots, followed by a sweeping line of shots.
    Excellent against anything, especially at short range. Shot.
Air SP Attack: Turns into waverider mode and flies forward. Melee.
Combination SP Attack: Throws beam saber forward, which hovers spinning in
    place a little bit in front of them, and then he fires at it with his beam
    rifle repeatedly. The saber is Melee?, the beams are Shot.
Special Equipment: Bio-Sensor – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Other Info: Due to the grappling beam Dash Charge, you should in theory be able
    to execute the entire three-hit Dash Combo, follow up with the grappling
    beam, Boost Dash for maximum damage, and then continue. However, many
    enemies seem to be able to Emergency Dash out of this, and the classic two-
    hit Dash Combo followed by Dash Charge is probably best.
Other Info: The third hit of the Dash combo is both a stab forward and a shot
    out of the beam rifle. Presumably this bullet is Shot-based. Such an action
    is also fairly unique.

HYAKU SHIKI
C1: A single yellow beam. 3 can be fired at a time. Shot.
C2: A single yellow piercing beam, followed by an uppercut backflip if you
    connect with the beam and press Y/Triangle again. Shot, then Melee.
C3: Kicks the enemy while jumping up, and then dive kicks it (Falcon Kick).
    Oddly, the dive kick appears to stop midair if it hits someone, but you can
    instantly Boost Dash afterwards which is useful for chaining hits on aces.
    Melee.
C4: Slices forward, and then does a spinning slice. Melee.
C5: Jumps in the air and fires a bazooka downward that knocks enemies up. Ends
    in the air. Shot.
C6: Whirls upwards in the air with double blades, then slams back into the
    ground causing a shockwave. Good vs. generals and surprisingly effective
    vs. Mobile Armors. Melee.
Dash Charge: A cross slash with twin blades. Melee.
SP Attack: Darts forward back and forth while slashing, ending with a flipping
    slice. Melee.
Air SP Attack: Moves slowly forward firing a bazooka. Shot.
Combination SP Attack: A massive cannon appears in Hyaku Shiki's torso which
    fires a large continuous beam (Mega Bazooka Launcher). Shot.
Special Equipment: Dual Float Armor - Defense power increased when over 250
    enemies are destroyed.
(Move names and additional information on C2 and C3 courtesy of RaphaelRobo of
    the GameFAQs board)

GUNDAM MK II (TITANS)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Knocks an enemy into the air with its shield, then fires a very short-range
    explosive shot at it. Melee, then Shot.
C3: A dash followed by a forward thrust. Melee.
C4: Fires a bazooka. Can be extended to four shots by rapidly pressing the
    Y/Triangle button. Good vs. crowds and generals, but makes distance from
    the general the more shots you let fire. Shot.
C5: Fires three explosive shots downwards while propelling upwards. Ends in the
    air. Shot.
C6: A backflip kick which knocks enemies into the air, followed by an upward
    slash then a downward double-slash. Pretty good against condensed crowds
    and strong against generals. Melee.
Dash Charge: A rapid three-shot beam attack. Good against generals but the
    shots don't pierce, so it can be blocked by crowds and is useless against
    them. Shot.
SP Attack: Leaps over the enemy while firing the bazooka down, then flips
    around once it lands and continues firing the bazooka at a target.
    Excellent vs. crowds and generals, although a crowd can block the bazooka
    shots for the general. Shot.
Air SP Attack: Flies forward while slashing repeatedly, followed by a single
    bazooka shot. Good against anything. Melee, then Shot.
Combination SP Attack: Rapid alternating shots from bazooka and beam rifle,
    followed by a triple bazooka burst. Shot.
Special Equipment: Elite Version – Attack power increased when over 250 enemies
    are destroyed.
Other Info: The SP Attack and Combination SP Attack are the same as the Gundam
    Mk II's, but they are reversed in the way they are executed. I personally
    prefer the bazooka one to the alternating shot one, plus I prefer the
    Titan version's Special Equipment, so I think this suit is better.

THE O
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Stomps a tiny shockwave, then slashes into the air if you press Y/Triangle
    again. Melee.
C3: Stabs forward (which is able to grab an enemy), and then slashes with his
    skirt arms. Melee.
C4: Slashes inward with his skirt arms, then shoots an array of beams in a
    semicircle in front of him. Good against crowds and Mobile Armors. Melee,
    then Shot.
C5: Slashes the enemy up with his skirt arms, then jumps and slashes with his
    main arms. Ends in the air. Melee.
C6: Slashes and sends a deadly shockwave straight forward. Great against 
    crowds. Melee.
Dash Charge: Simultaneously slashes forward with four beam sabers. Melee.
SP Attack: A series of wide slashes forward using his skirt arms, followed by a
    final slash with his main arms. Melee.
Air SP Attack: Rapid firing from beam rifles from his skirt arms. At 2 SP, it
    will be followed by two mid-air slashes. Shot, then Melee for the slashes.
Combination SP Attack: A devastating array of beams from four beam rifles. An 
    amazing SP Attack that may be worthy of the **Overdrive skill (although the
    normal SP Attack is pretty useful as well).
Special Equipment: High Mobility Verniers – Movement speed increased when over
    250 enemies are destroyed.
Other Info: According to shinigamiefa, The O and Palace Athene both have a
    propety he calls "Super Armor" that was also present on DW:G2. What this
    means is that during Charge Attacks (including Dash Charge), the suit is
    HIGHLY resistant to knockdown or interruption by normal attacks (Charge
    Attacks and SP Attacks may be strong enough to break through, however).
    He discovered this while being assailed by multiple aces on a high
    difficulty mission and not being interupted while executing his Dash
    Charge, and has since then tested it many times. This is more evident on
    Palace Athene due to its slow Charge animations.

QUBELEY
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Spins upward while firing lasers from its wrists all around it. Shot.
C3: Throws spinning beam swords forward, then they both curve slightly outward
    before returning. Melee.
C4: Funnels circle the suit, and then all fire outward once. Decent against
    surrounding crowds. Shot.
C5: Jumps in the air then fires several wrist lasers downward, which launch
    their target up. Ends in the air. Good against generals and Mobile Armors.
    Shot.
C6: Funnels fly into the air then quickly fire three rounds – straight down,
    slightly outward, then more outward. Excellent against crowds and
    devastating against Mobile Armors. Shot.
Dash Charge: Funnels line horizontally on the ground and fire a spread forward.
    Shot.
SP Attack: Funnels fire in a concentrated area in front of the suit, followed
    by a sweeping slice. Good against generals caught in the fire, but if they
    jump or Emergency Dash they will escape. Shot, then Melee.
Air SP Attack: Flies forward while funnels assume a triangle shape around the
    suit and fire in a triangle pattern. Tracks generals very well. Shot from
    funnels, collision with flying suit may be Melee.
Combination SP Attack: Alternating sweeping motions with its hands, firing
    waves of lasers with each sweep, followed by a spin that fires lasers in
    all directions. Deadly if you can trap a general against a wall with it.
    Shot.
Special Equipment: Psycommu Antenna – Defense power increased when over 250
    enemies are destroyed.
Other Info: Sports the highest Shot stat of the three Qubeleys. Defined mostly
    by its crowd-clearing Dash Charge.

HAMBRABI
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: A face-stabbing kick, followed by a backflip if you press Y/Triangle again.
    If the face-stabbing kick makes contact, it can grab an enemy, and that
    enemy will be slammed into the ground during the backflip. Melee.
C3: Whips the sea serpent forward for two hits. Melee.
C4: A wide slash followed by a forward stab. Melee.
C5: A whirling upwards dash in transformed mode. Ends in the air. Melee.
C6: An incredibly deadly spinning attack that fires lasers in every direction.
    Can be extended by repeatedly pressing Triangle/Y. Devastates generals,
    crowds, and Mobile Armors. Shot.
Transform Attack: A twin pair of yellow beams. Shot.
Dash Charge: Whips the sea serpent forward for two hits. Melee.
SP Attack: Throws the sea serpent forward for continuous damage.
Air SP Attack: A barrel-rolling flying transformed rush. Melee.
Combination SP Attack: Dashes forward swinging the sea serpent in a circle.
    Tends to drag everything it hits with it. Melee.
Special Equipment: Enhanced Monoeye – Defense power increased when over 250
    enemies are destroyed.

ZZ GUNDAM
C1: Double red beams. 3 can be fired in a row. Shot.
C2: A downward slash, followed by a side slash. Melee.
C3: A forward thrust. If it makes contact, it grabs one enemy and slashes it.
    Super Armor. Melee.
C4: Slams the beam saber into the ground, creating a shockwave and sending
    forth an energy wave. Good against crowds. Melee.
C5: Jumps in the air and throws out a sweeping beam from its rifle that
    launches enemies. Ends in the air. Melee (I have no idea why, but it is
    definitely confirmed Melee).
C6: Jumps in the air and fires explosives from its back that scatter all around
    it. Decent against crowds, and great at point-blank range against large
    Mobile Armors. Shot.
Transform Attack: A double red beam. Shot.
Dash Charge: A double red beam. Shot.
SP Attack: Launches a huge beam, then fires an even larger one for the second
    half of the attack (eat my Hi Mega Cannon!!). Good against anything. Shot.
Air SP Attack: Fires a huge beam. Good against anything. Shot.
Combination SP Attack: Advances forward while slashing with double beam sabers,
    followed by a volley of explosives around it from its back. Melee, then
    Shot.
Special Equipment: Mega Capacitor – Power of SP Attack increased when over 250
    enemies are destroyed.

QUBELEY MK II (PURU)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: A rising slice that hits twice. Can segway into an aerial Boost Dash.
    Melee. 
C3: Throws spinning beam swords forward, then they both curve slightly outward
    before returning. Melee.
C4: Funnels circle the suit, and then all fire outward once. Decent against
    surrounding crowds. Shot.
C5: Jumps in the air then fires several wrist lasers downward, which launch
    their target up. Ends in the air. Good against generals and Mobile Armors.
    Shot.
C6: Funnels fly into the air then quickly fire three rounds – straight down,
    slightly outward, then more outward. Excellent against crowds and
    devastating against Mobile Armors. Shot.
Dash Charge: A forward stab with a beam saber. Melee.
SP Attack: Funnels fire in a concentrated area in front of the suit, followed
    by a sweeping slice. Good against generals caught in the fire, but if they
    jump or Emergency Dash they will escape. Shot, then Melee.
Air SP Attack: Flies forward while funnels assume a triangle shape around the
    suit and fire in a triangle pattern. Tracks generals very well. Shot from
    funnels, collision with flying suit may be Melee.
Combination SP Attack: Alternating sweeping motions with its hands, firing
    waves of lasers with each sweep, followed by a spin that fires lasers in
    all directions. Deadly if you can trap a general against a wall with it.
    Shot.
Special Equipment: Psycommu Barrier – Power of SP Attack increased when over
    250 enemies are destroyed.
Other Info: Defined by having the most Melee moves of all of the Qubeleys, as
    well as having the LEAST useful Dash Charge of the three.

QUBELEY MK II (PURU TWO)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Spins upward while firing lasers from its wrists all around it. Shot.
C3: Stabs forward with double beam sabers, then fires shots out of its wrists.
    Melee, then Shot.
C4: Funnels circle the suit, and then all fire outward once. Decent against
    surrounding crowds. Shot.
C5: Jumps in the air then fires several wrist lasers downward, which launch
    their target up. Ends in the air. Good against generals and Mobile Armors.
    Shot.
C6: Funnels fly into the air then quickly fire three rounds – straight down,
    slightly outward, then more outward. Excellent against crowds and
    devastating against Mobile Armors. Shot.
Dash Charge: Funnels form a vertical circle in front of the suit, then all fire
    inward at the target. Devastates generals, especially with **Impulse. Shot.
SP Attack: Funnels fire in a concentrated area in front of the suit, followed
    by a sweeping slice. Good against generals caught in the fire, but if they
    jump or Emergency Dash they will escape. Shot, then Melee.
Air SP Attack: Flies forward while funnels assume a triangle shape around the
    suit and fire in a triangle pattern. Tracks generals very well. Shot from
    funnels, collision with flying suit may be Melee.
Combination SP Attack: Alternating sweeping motions with its hands, firing
    waves of lasers with each sweep, followed by a spin that fires lasers in
    all directions. Deadly if you can trap a general against a wall with it.
    Shot.
Special Equipment: Psycommu Controller – Power of SP Attack increased when over
    250 enemies are destroyed.
Other Info: The Qubeley defined by its excellent anti-general Dash Charge.
    It is also notable that this suit also uses Shot for each and every move
    (at least partially), making it the most Shot-oriented Qubeley.

NU GUNDAM
C1: Single purple beam. 3 can be fired in a row. Shot.
C2: A wide slash. Melee.
C3: A double shot of explosives. Shot.
C4: Fin funnels spread horizontally in front of the suit and fire. If
    Y/Triangle is repeatedly pressed, Nu Gundam will slightly advance and the
    funnels will then fire a concentrated shot directly in front of the suit,
    and then spread outward and fire again like the first time. A quick,
    excellent combo against crowds and generals. Shot.
C5: An uppercut followed by an aerial slice. Ends in the air. Melee.
C6: Creates a pyramid-like barrier around Nu Gundam using the funnels. The
    creation of the barrier causes damage, but the barrier persists for a time
    as long as you don't use funnel-based attacks. As far as I can tell, it
    protects you from Shot attacks, as I take no damage from grunt shot moves
    while inside of it. It is hard to tell how effective this is against
    general Shot attacks. Shot (damage from the initial creation of the
    barrier).
Dash Charge: All six funnels fire straight forward. Very powerful. Shot.
SP Attack: Stand still while funnels fire in the area surrounding Nu Gundam.
    Strong against anything, especially Mobile Armor. Shot.
Air SP Attack: A bazooka volley, followed by a final bazooka shot. Shot.
Combination SP Attack: Advances forward while slashing rapidly, followed by a
    final slash. Highly steerable. Melee.
Special Equipment: Psycho-Frame – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.

SAZABI
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Three shots with the left arm, followed by a forward thrust with a blade if
    you press Y/Triangle again. Shot, then Melee.
C3: A stab with a blade. If it makes contact, it grabs the enemy and holds them
    up while funnels surround them in a circle and fire in on them. The funnels
    provide some degree of splash damage. Completely invulnerable to damage,
    interruption and knockdown during the grab follow-up attack. Melee, then
    Shot.
C4: A circular upwards slash, followed by a downward swing. Melee.
C5: An uppercut slash that brings you into the air. Melee.
C6: Deploys funnels in a large circular pattern in front of the suit, which
    fire inwards. Once deployed, they are very minorly steerable. Good vs.
    crowds. Shot.
Dash Charge: Shotgun-like spray of bullets. Shot.
SP Attack: Fires funnels into the sky and sends them forward, raining a
    “shower” of lasers down. Shot.
Air SP Attack: Hovers, firing a large, continuous beam from the center of the
    suit. Shot.
Combination SP Attack: A slowly forward-moving two-saber slash attack. Easily
    steerable. Melee.
Special Equipment: Psycho-Frame – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Other Info: A decent **Magnetic Field suit, because its C4 and C6 do alright
    with the skill, but don't expect anything grand.

GUNDAM GP01 FB
C1: A single purple beam. 3 can be fired in a row. Shot.
C2: A two-hit shield uppercut. Melee.
C3: A side slash. If it makes contact, it "grabs" the enemy and slowly rips
    through their suit in a really look looking animation. Unfortunately, very
    precise timing is required to properly Boost Dash afterward, and sometimes
    the attack leaves the enemy BEHIND you making it entirely impossible.
    Melee.
C4: Dashes back, then darts forward in a semicircle pattern and slashes. A
    highly mobile attack. Melee.
C5: Launches the enemy into the air with an upper, followed by a blast from its
    chest thrusters if you press Y/Triangle again. Ends in the air. Melee, then
    Shot.
C6: Dashes back and to the right, then dashes to the left then to the right
    while rapid-firing beams straight forward. A highly mobile attack, and good
    against anything. Shot.
Dash Charge: A single purple beam. Shot.
SP Attack: Moves forward, slashing over and over with its beam saber, followed
    by a final slash. Poorly steerable. Melee.
Air SP Attack: Detaches its legs and hovers its torso forward quickly, rapidly
    firing beams, followed by a single forward slash. Difficult to aim at a
    desired target. Shot, then Melee.
Combination SP Attack: Continuously fires large purple beams, followed by a
    final beam. Good against anything. Shot.
Special Equipment: Enhanced Stabilizer – Power of SP Attack increased when over
    250 enemies are destroyed.

GUNDAM GP02
C1: Fires vulcans (“face machineguns” as I call them). 3 can be fired at a
    time. Shot.
C2: An uppercut slash, followed by a jumping axekick if you press Y/Triangle
    again. Melee.
C3: A shield dash, followed by a shield backhand if you press Y/Triangle again.
    Melee.
C4: A long, 360-degree slash that hits twice. Great against crowds. Melee.
C5: Jumps and fires a strong beam downward that knocks the enemy into the air.
    Ends in the air. Shot.
C6: Fires a volley of exploding shots from his back, then leaps forward for a
    double slash if you press Y/Triangle again. Good against crowds, but far
    too slow for generals. Shot, then Melee.
Dash Charge: A large beam from his gun. Shot.
SP Attack: Stands in place and slashes forward rapidly, followed by a lunging
    slash. Melee.
Air SP Attack: Launches a warhead shot at the ground. Quick. Takes bases by
    itself at 3 SP. Shot.
Combination SP Attack: Walks forward flailing his bazooka, then fires a warhead
    shot. Melee, then Shot.
Special Equipment: Heavy Attack Gear – Power of SP Attack increased when over
    250 enemies are destroyed.
Other Info: A fairly impressive **Magnetic Field suit, due to usefulness with
    C4 and a rather astonishing result from the end-slash of the C6.

GUNDAM F91
C1: Single purple beam. 3 can be fired in a row. Shot.
C2: Throws its shield forward, then fires at it. Melee, then Shot.
C3: Fires a large green shot from its hips. Shot.
C4: Rushes forward spinning beam sabers on both sides, followed by a slash.
    Can be extended by rapidly pressing the Y/Triangle button, and is good with
    **Magnetic Field. Melee.
C5: Grabs an enemy with an upward blade strike, then detaches them from it.
    Ends in the air. Melee.
C6: Strafes to the left while firing three pairs of green beams from its hips.
    Great against anything. Shot.
Dash Charge: Fires a large yellow beam from its shoulder cannon. Shot.
SP Attack: Moves forward while slashing rapidly – one of the better versions of
    moves like this, then follows it with a large yellow beam from its shoulder
    cannon. Melee, then Shot.
Air SP Attack: Fires a massive green beam from its core. Shot.
Combination SP Attack: Moves forward while alternating shots from shoulder
    cannon and beam rifle, followed by a double shot from its hips.
Special Equipment: Biocomputer – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Other Info: After a Ground SP Attack or Combination SP Attack, for a brief time
    Gundam F91 will glow yellow and each attack it performs will leave a
    (harmless) afterimage in its place. There is no noticable improvement to
    attack power, attack speed, movement speed, Thruster Gauge usage, nor
    anything else that I have noticed. Also, unlike the "special modes" of
    other suits (Burning/Master Gundam's Hyper Mode, the Trans-Am suits, 
    Unicorn Gundam's Destroy Mode, Knight Gundam's full armor etc.), when this
    effect wears off, nothing happens. For the other modes, when they wear off,
    you are stopped in place for a moment (stopping any attacks or movements)
    and you watch yourself change appearance back to normal. That doesn't
    happen with this suit, leading me to believe that it is just a nice visual
    touch that has no gameplay use. Thanks to Davin for e-mailing me and
    letting me know that I forgot to mention this.

V2 GUNDAM
C1: Single purple beam. 3 can be fired in a row. Shot.
C2: Fires an explosive shot, followed by a jumping knee strike if you press
    Y/Triangle again. Shot, then Melee.
C3: Detaches from its legs, which launch forward, then the torso slashes
    forward afterward. Melee.
C4: Thrusts itself forward with its Wings of Light out. Melee.
C5: Jumps up and launches a huge multi-hit beam which launches targets upward.
    Ends in the air. Good against generals and Mobile Armors. Shot.
C6: Throws three parts of its shield outward which have an electric current
    running between them and the shield, and flails them around in front of
    him. Good against crowds. Shot.
Dash Charge: Fires a V-shaped shot from its shield. Shot.
SP Attack: Rushes forward with a triangle-shaped shield of light in front of
    him, followed by a blast from his All-Range Cannon. Shot?, then Shot.
Air SP Attack: Soars forward INCREDIBLY quickly with the Wings of Light out.
    More SP means bigger wings and faster speed. At 3 SP it ends with a blast
    from the wings. Strong general homing, crowd annihilating capabilities.
    Melee.
Combination SP Attack: Fires a continuous short range spread beam from its All-
    Range Cannon, followed by a quick huge beam forward. Shot.
Special Equipment: Targeting Device – SP Attack power is increased when a
    Newtype or Cyber-Newtype is piloting.

BURNING GUNDAM
C1: Fires vulcans (“face machineguns” as I call them). 3 can be fired at a
    time. Shot.
C2: A double uppercut kick. Melee.
C3: A slow shockwave stomp, followed by a wide-range forward thrust if you
    press Y/Triangle again. Works well in crowds, but it has slow execution
    that leaves you vulnerable. Melee.
C4: Spins in a HUGE whirlwind of damage (Burning Slash Typhoon). It is sharply
    steerable, and if you circle a general you can hit him many times. The move
    can be extended much longer by continuously and rapidly pressing
    Y/Triangle. This is probably the game's best move to accompany the 
    **Magnetic Field skill, and it will literally fill your screen with dying
    robots in a crowd. Melee.
C5: A strong forward punch. If it hits, he follows it with an upwards volley of
    punches that ends in the air. Melee.
C6: A rapid volley of slashes with double beam sabers in a medium-sized area in
    front of him. Melee.
Dash Charge: A burst from his suit. Melee.
SP Attack: At 1 SP, a quick explosion (Shining Finger). At 2 SP, a damaging
    rush forward. At 3 SP, a damaging rush forward with a burst of energy in
    front of the suit, followed by a grab. If it hits, the Burning Gundam will
    grab the target, then hold it up in the air and detonate a huge energy ball
    on it (Heat End). Note that an actual "grab" is not necessary - as long as
    the grab motion damages an enemy, the Burning Gundam will execute the move
    without a held target. Melee.
Air SP Attack: A highly-steerable quick rush forward, ending in explosion
    (Choukyuu Haou Den'eidan). Great vs. crowds. Melee.
Combination SP Attack: A single, huge blast forward (Sekiha Tenkyoken). At 3
    SP, Burning Gundam first creates two clones of itself, one on each side,
    which persist after the attack for a short period of time. These clones
    respond to your INPUT, they do not mimic your suit. In another words, if
    your main suit is being attacked and hitstunned/juggled, your clones will
    continue to move and respond in tune to what buttons you are pressing. This
    can be really fun, especially after you break out of said combo and one of
    your clones is now halfway across the screen still doing what you tell it
    to do. Melee (based off of the testing showing that Master Gundam's very
    similar CSP is Melee... except that Master Gundam gets no clones, of
    course).
Special Equipment: Hyper Mode – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Hyper Mode: In addition to the Special Equipment “Hyper Mode”, the Gundam
    itself will turn gold if you use a Hyper SP Attack (an SP Attack executed
    while you are in critical health, or with the **High Tension skill
    equipped). In this state, you have increased defense and movement speed,
    and possibly a small attack increase (info courtesy of shinigamiefa of the
    GameFAQs boards). It disappears after a time.
Other info: Since the C1 is his only Shot attack, you could ignore the Shot
    stat on your Burning Gundam plans to focus on getting his other stats as
    high as possible.
Other Info: This is a suit where the SP attack acts differently depending on
    whether you have 1, 2, or 3 SP. It is difficult to check these on every
    single suit, so if you know if any other suits who behave like this please
    let me know.

MASTER GUNDAM
C1: Purple orbs fired from the palm. 3 can be fired in a row. Shot.
C2: Kicks the enemy up, then jumps up for an axe kick and lands on the ground.
    Melee.
C3: A volley of punches followed by a thrusting punch. Great vs. generals.
    Melee.
C4: Fires miniature versions of itself forward that explode in a wide radius in
    front of him (Juuni Ouhouha). Excellent versus crowds. Melee.
C5: A 360-degree whirling uppercut kick that ends in the air. Melee.
C6: Throws a master cloth forward - if it makes contact, it will unleash a HUGE
    shockwave from the enemy. Completely invulnerable to damage, interruption
    and knockdown during the grab follow-up attack. Melee.
Dash Charge: Throws the master cloth forward, which acts as a grappling beam.
    Melee.
SP Attack: A wide, short-ranged cone of damage (Darkness Finger), followed by a
    thrusting punch. Shot for the cone, Melee for the follow-up.
Air SP Attack: A highly-steerable quick rush forward, ending in explosion
    (Choukyuu Haou Den'eidan). Great vs. crowds. Melee.
Combination SP Attack: A single, huge blast forward (Sekiha Tenkyoken). More
    blasts are added for more SP bars.  Melee (based off of controlled testing
    of a suit with 227 Shot vs. 442 Shot but with the same Melee stat – damage
    was the same).
Special Equipment: Hyper Mode – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Hyper Mode: In addition to the Special Equipment “Hyper Mode”, the Gundam
    itself will turn gold if you use a Hyper SP Attack (an SP Attack executed
    while you are in critical health, or with the **High Tension skill
    equipped). In this state, you have increased defense and movement speed,
    and possibly a small attack increase (info courtesy of shinigamiefa of the
    GameFAQs boards). It disappears after a time.
Other Info: Upon discovering that his SP Attack is Shot-based (credit to
    shinigamiefa), it is no longer prudent to completely ignore Shot for Master
    Gundam. Sigh.

WING GUNDAM ZERO
C1: Fires machineguns from his shoulders. 3 can be fired at a time. Shot.
C2: Stabs forward with his gun. If it hits, it "grabs" the enemy and fires into
    them. Melee for the grab, then Shot.
C3: Dashes forward in bird form. Melee.
C4: Shoots front and back, then at both sides. Good versus crowds but a little
    awkward. Shot.
C5: A leg sweep slash, then a shield uppercut if the first hit makes contact.
    Ends in the air. Melee.
C6: Shoots a large, fairly wide blast. Good against crowds, high damage against
    generals if you can do it. Shot.
Transform Attack: Two large beams. Shot.
Dash Charge: Two large beams. Shot.
SP Attack: Fires a huge continuous beam forward. Shot.
Air SP Attack: Fires a huge continuous beam forward. Shot.
Combination SP Attack: Fires massive beams to the left and to the right, then
    spins slowly in place. Great against fields, and still does well against
    generals. A good candidate for the **Overdrive skill if fields are an
    issue. Shot.
Special Equipment: Zero System – Defense power increased when over 250 enemies
    are destroyed.

GUNDAM EPYON
C1: An overhead spinning whip. Melee.
C2: A downward whipping. Melee.
C3: A forward thrust with a beam saber. If it hits, it will grab an enemy and
    then thrust them forward. Melee.
C4: A spinning 360-degree slash. Good against crowds. Melee.
C5: Spins upward with the whip surrounding it. Ends in the air. Melee.
C6: Whips at a lightning-fast speed, damaging all around the suit. Adequate
    against anything, and good with **Magnetic Field. Melee.
Transform Attack: A “force aura” around the suit. Melee.
Dash Charge: Extends the whip forward, which grabs onto the enemy and then lets
    go, stopping them in front of you. Melee.
SP Attack: Immobilized in place, stabs forward very rapidly with beam saber,
    followed by a final lunging stab. Good against generals and Mobile Armors,
    but unfortunate if the generals dash out. Melee.
Air SP Attack: Turns into Dragon form and soars forward, darting left and right
    repeatedly. Melee.
Combination SP Attack: Floats slowly forward in the air, cross-slashing with
    its beam saber very rapidly, followed by a sweeping whip attack. Melee.
Special Equipment: Epyon System – Defense power increased when over 250 enemies
    are destroyed.
Other Info: This suit is 100% Melee. Shot means nothing and can be totally
    ignored.
Other Info: Due to the activity of the Dash Charge, it is incredibly easy to
    string together Boost Dash chains with Epyon. It is sometimes even
    possible to unleash the entire three-hit Dash Combo chain and then grab
    them with the whip Charge.
Other Info: The Epyon has some darn impressive range. I might suggest **Long
    Range, which is not a Pilot Skill but a suit skill, to expand it even
    further.

GUNDAM DEATHSCYTHE HELL
C1: Fires vulcans (“face machineguns” as I call them). 3 can be fired at a
    time. Shot.
C2: Throws an exploding projectile (Shield Buster) out. Releasing the attack is
    Melee, while the explosion itself is Shot (information courtesy of
    shinigamiefa of the GameFAQs boards).
C3: Stabs his scythe forward and then throws the enemy up with a second hit.
    If you Boost Dash in pursuit, you will be in the air. Super Armor. Melee.
C4: A long and wide slash. Good against crowds. Melee.
C5: A scythe uppercut. Ends in the air. Melee.
C6: A large 360-degree spin of the scythe, followed by a downward slash. Great
    against crowds and with **Magnetic Field. Melee.
Dash Charge: A spinning kick. Melee.
SP Attack: An incredibly deadly quick slash forward. Very fast and powerful.
    Melee.
Air SP Attack: Dives down quickly, then flicks an enemy up with his scythe.
    Melee.
Combination SP Attack: Slow moving, poorly-steerable back and forth slices.
    Melee.
Special Equipment: Hyper Jammer – Increases duration of Hyper Jammer effect.
Hyper Jammer: By holding down the Y/Triangle button when executing
    Deathscythe's C2-C6, you will turn cloaked and start to slowly move
    forward. By releasing the button, Deathscythe will uncloak and perform the
    charge attack. This can take some practice. The enemy will not target you
    during this effect. Also, for some time after the attack and after SP
    Attacks, you will still looked cloaked. During this Hyper Jammer state,
    grunt mobile suits won't attack you, you cannot be knocked down, and your
    defense is increased (information courtesy of shinigamiefa of the GameFAQs
    boards).

GUNDAM HEAVYARMS KAI
C1: Fires chest-mounted machine guns. 3 can be fired at a time. Shot.
C2: A forward stab with its gatling guns. If it hits, the enemy will be
    grabbed, lifted into the air, shot several times, and then thrown forward.
    Completely invulnerable to damage, interruption and knockdown during the
    grab follow-up attack. Melee, Shot for the gunfire.
C3: A volley of six explosive shots from its shoulders. Good against generals,
    even at a range. Shot.
C4: A right-to-left sweeping volley of machine gun bullets. Great against
    anything, and probably its most efficient attack. Shot.
C5: A somersault-like upward kick. Ends in the air. Melee.
C6: Simultaneously fires shoulder explosives and chest machine guns. Like a
    miniature version of its SP attack. Great against anything. Shot.
Dash Charge: Spins around with his combat knife out. Looked a look cooler in
    the anime. Melee.
SP Attack: Rapid-fires shoulder and leg explosives as well as chest machine
    guns. Good against anything, although grunts can protect generals from the
    shots because they don't penetrate. Shot.
Air SP Attack: Fires its arm-mountain machine guns in a bizarre spread pattern,
    finishing with an aerial beam saber slash. Not terribly effective. Shot,
    then Melee.
Combination SP Attack: Leaps gracefully in the air, scattering explosive shots
    all around it. Okay versus crowds. Shot.
Special Equipment: Precision Fire Control – Attack power increased when over
    250 enemies are destroyed.
Other Info: The second half of this suit's S-string, as well as its Dash Combo,
    are clearly bullets and presumably Shot-based. Shinigamiefa has performed
    testing involving **Zero Range Shot that confirms that the Dash Combo is
    Shot-based, so it stands to reason that the second half of its S-string is
    the same.

TALLGEESE II
C1: A round yellow bullet. 3 can be fired in a row. Shot.
C2: An upward slash that sends enemies into the air. Melee.
C3: A multi-thrust rapierlike attack that does more hits if you rapidly press
    Y/triangle. Ends with a forward thrust. Good against generals. Melee.
C4: A small somersault followed by a sweeping forward projectile slash.
    Excellent in crowds. Melee.
C5: A spinning upwards uppercut that ends in the air. Melee.
C6: A beam shot that sweeps quickly from left to right. Good in crowds, and
    will multi-hit generals at short range. Shot.
Dash Charge: A single round yellow bullet. Shot.
SP Attack: A constant laser stream from the rifle. Good against generals. Shot.
Air SP Attack: Fires a shot at the ground that causes an explosion. Very quick.
    Shot.
Combination SP Attack: Spins in circles swinging twin beam sabers, firing
    sweeping projectile slashes in all directions. Excellent vs. crowds and
    Mobile Armors and when up-close against generals. Possibly the best
    candidate for the **Overdrive skill. Much to my delight, shinigamiefa
    reports that this move is considered aerial and can be augmented by
    **Airmaster. Melee.
Special Equipment: Duel Spec Tuning – Attack power increased when over 250
    enemies are destroyed.

GUNDAM DOUBLE X
C1: Single green beam. 3 can be fired in a row. Shot.
C2: An upward rising kick, followed by a slash that knocks the opponent
    downwards if you press Y/Triangle again. Ends in the air. Melee.
C3: A forward thrust. If it hits, it grabs the enemy, and then throws it
    forward. Melee.
C4: A 360 degree slash, followed by a forward slash if you continue to input
    Y/Triangle. Good against crowds. Melee.
C5: A large barrage of explosive shots from the chest that causes the enemy to
    rise upwards. Ends in the air. Excellent against generals and Mobile
    Armors, especially with **Impulse. Shot.
C6: Somersaults in the air twice while slashing, then lands with a slash that
    causes a shockwave. Kinda fun with **Magnetic Field. Melee.
Dash Charge: Dashes forward with swords extended, then slashes. Effective
    because it hits several times and homes on generals. Melee.
SP Attack: Fires a MASSIVE blue beam forward that is barely steerable, but
    deals incredible damage. Shot.
Air SP Attack: Fires a blast onto the ground that causes a massive screen-
   filling explosion. Can wipe out a field by itself even at 1 SP, and should
    NOT be underestimated. Shot.
Combination SP Attack: Unleashes a MASSIVE blue beam that spins rapidly in
    circles. Great against anything and a decent candidate for **Overdrive,
    although the normal SP attack is also good. Shot.
Special Equipment: Flash System – SP Attack power is increased when a Newtype
    or Cyber-Newtype is piloting.

TURN A GUNDAM
C1: Single purple beam. 3 can be fired at a time. Shot.
C2: A shield upper that knocks enemies into the air. If you Boost Dash, it will
    be aerial and is helpful for getting away from crowds while trying to
    eliminate a general. Melee.
C3: Lobs two explosives. Good to torment mid-range generals. Shot.
C4: Fires a left-to-right sweeping beam. Decent against crowds, and quite
    remarkable against Mobile Armors. Shot.
C5: Jumps and fires a wide spread of lasers from its front that knock enemies
    into the air. Ends in the air. At point-blank range, effective against
    Mobile Armors. Shot.
C6: Runs forward whirling a mace in a wide circle over its head, followed by a
    downward mace swing. Can be extended by pressing Y/Triangle rapidly. Great
    against crowds and with **Magnetic Field. Melee.
Dash Charge: Flips and does a downward slash. Melee.
SP Attack: Alternates swinging maces while slowly advancing, followed by a
    mace-whirling frenzy that hits all around the suit. Good against crowds.
    Melee.
Air SP Attack: Soars forward with the wings of the Moonlight Butterfly,
    followed by a barrel roll. Good against crowds and generals. Melee.
Combination SP Attack: Lobs an explosive that makes a screen-detonating blast.
    Quick. Excellent against bases. Shot.
Special Equipment: Nanoskin Armor - Defense power increased when over 250
    enemies are destroyed.

TURN X
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Single bazooka shot. Shot.
C3: Throws a grappling beam. Melee.
C4: Throws a punch which can knock a large amount of enemies into the air and
    slightly forward. Regardless of whether it hits, creates an explosion with
    the other hand (Shining Finger) which has nice range but slow execution.
    Melee.
C5: Body parts spin around him in a circle as he rises into the air. Melee.
C6: Body parts fan out in front of him and each fire a different beam (a total
    of 4). Shot.
Dash Charge: Fires two shots from his feet. Shot.
SP Attack: Fires a large red cone of damage forward which tends to drag the
    enemies closer. It appears that if you have all three SP slots filled, at
    the end of the attack, he will lunge forward a bit, and grab an enemy if
    there is one. Regardless of whether he grabs or not, he will then execute a
    Shining Finger like his C4. Shot for the cone, Melee for the grab and
    Shining Finger follow-up.
Air SP Attack: Turns around and fires a Moonlight Butterfly (strong, wide close
    range attack) in front of him. Very short duration. Melee.
Combination SP Attack: Body parts whirl around him in a huge, highly-steerable
    whirlwind (Bloody Siege). Great against anything, may be a good candidate
    for **Overdrive. Melee.
Special Equipment: Memory of the Dark History – SP Attack power is increased
    when a Newtype or Cyber-Newtype is piloting.
Other info: I find that certain S-string attacks of his, notably the fourth,
    have an odd delay if you hit multiple enemies, which messes up the timing a
    bit.
Other Info: Due to long reach, you are usually able to execute the entire 3-hit
    Dash Combo, followed by the Dash Charge, and then be able to Boost Dash
    again and string it together.

STRIKE FREEDOM GUNDAM
C1: Double green beams. 3 pairs can be fired at a time. Shot.
C2: Cartwheels to the right, firing two pairs of beams. Shot.
C3: Two stabs and a slash with beam sabers. Guard Smash. Melee.
C4: Fires a wide and powerful beam forward. Good against crowds. Shot.
C5: Backflips and fires a flurry of shots a the ground which propel enemies
    upward. Ends in the air. Good against Mobile Armors. Shot.
C6: Dragoons detach from wings and slash into a wide area in front of you. Good
    against crowds. Melee.
Dash Charge: Fires twin yellow beams from the hips. Shot.
SP Attack: Fires a unusually short-ranged constant beam from its beam rifle.
    Shot.
Air SP Attack: Fires a large continuous highly-steerable beam alongside smaller
    beams fired by its dragoons, which widen the attack's effective range.
    Shot.
Combination SP Attack: Floating in place, the dragoons detach and fire a deadly
    array of beams in a large area in front of the suit. An amazing attack that
    is like an enhanced version of the Qubeley's SP Attack, and possibly worthy
    of **Overdrive. Considered aerial for the purposes of **Airmaster (thanks
    shinigamiefa). Shot.
Special Equipment: Hyper Lock-on – SP Attack power is increased when a Newtype
    or Cyber-Newtype  is piloting.

INFINITE JUSTICE GUNDAM
C1: Single green beam. 3 can be fired in a row. Shot.
C2: A quick backflip kick. If it makes contact, the enemy is kicked into the
    air, and the Infinite Justice follows up by firing a grappling hook onto it
    and dragging itself upward if you press Y/Triangle again. Ends in the air.
    Melee.
C3: Leaps upside down and spins its beam sword horizontally towards the ground.
    Works great with **Magnetic Field. Melee.
C4: Fires a green beam forward. Good against generals. Shot.
C5: A spinning kick that slowly rises. Ends in the air. Melee.
C6: Launches its jet attachment forward, and it then circles the Infinite
    Justice several times. Great against surrounding crowds. Melee.
Dash Charge: Throws its beam sword like a boomerang, hitting twice. Good
    against crowds, and tracks generals well. Melee.
SP Attack: Stands in place and twirls its beam sword in a figure eight pattern,
    followed by a dashing slice that ends in the air. Short range but good
    against generals and Mobile Armors. Melee.
Air SP Attack: Jumps on its jet attachment and rides forward, firing beams as
    it goes. Beams are Shot, collision damage from jet is presumably Melee.
Combination SP Attack: Throws its beam sword, which spins in circles and
    rotates around the immobilized suit. Good against crowds. Melee.
Special Equipment: VPS Armor – Defense power increased when over 250 enemies
    are destroyed.

DESTINY GUNDAM
C1: Single green beam. 3 can be fired in a row. Shot.
C2: Triple slash combo. Don't count this move out - its actually pretty decent.
    Melee.
C3: Throws a spinning beam saber out like a boomerang. Melee.
C4: Dashes left, then does a left-to-right dashing slash, followed by a
    diagonal left forward dashing slash if you press Y/Triangle again. Good
    against crowds, but moves rather erratically. Melee.
C5: Thrusts into the air with a shining palm. Ends in the air. Melee.
C6: Jumps in the air, then dives into the ground causing a shockwave. Great
    against crowds. Melee.
Dash Charge: A spinning slash. Guard Smash. Melee.
SP Attack: Soars forward with its wings extended, followed by a grab forward.
    If it hits, it grabs the enemy and then unleashes a blast from its palm
    as its wings flare out (Palma Fiocina). Melee.
Air SP Attack: Fires a large beam. Shot.
Combination SP Attack: Advances forward with wings extended, slashing rapidly,
    followed by a dramatic backflip slash. Melee.
Special Equipment: Hyper-Deuterion – Power of SP Attack increased when over 250
    enemies are destroyed.

00 RAISER
C1: Fires double purple beams. 3 can be fired at once (for a total of six
    beams). Shot.
C2: Slashes upwards, knocking enemies into the air, and then fires on them
    multiple times if you press Y/Triangle again. Melee, then Shot.
C3: Jumps and slams the ground, creating a small shockwave around the suit. In
    Trans-Am, twin energy waves shoot forward from the attack, making it
    significantly more useful. Melee.
C4: Dashes forward with his swords out, then performs a spinning slash. In
    Trans-Am, the attack's range is significantly widened, making it excellent
    versus crowds and mobile generals. Melee.
C5: Jumps in the air and throws his beam swords down, which spin briefly in
    place and knock the enemies into the air. Ends in the air. Melee.
C6: Jumps slightly in the air, slashes, and then fires a beam. In Trans-Am, the
    beam is significantly larger and more effective vs. crowds. Melee, then
    Shot.
Dash Charge: Four simultaneous beams from his weapons and shoulder attachments.
    Shot.
SP Attack: Enters Trans-Am and unleashes a sweeping beam from left to right
    that multi-hits. At 3 SP, it will fire the beam MUCH faster and then follow
    up with a powerful downward beam slice that multi-hits (Raiser Sword).
    Melee.
Air SP Attack: Enters Trans-Am and then fires a continuous beam forward. Melee.
Combination SP Attack: Enters Trans-Am and then rides forward on the 0 Raiser
    while slashing, followed by an outward burst of particles from the body
    (Trans-Am Burst). Melee, then Melee?
Special Equipment: Raiser System – Increases duration of the Trans-Am effect.
Trans-Am: After any SP Attack, the 00 Raiser enters a Trans-Am state, as shown
    by the suit turning a reddish-purple color. The biggest advantage of this
    state is that 00 Raiser's attack speed increases greatly, as well as the
    range of all of his attacks. Certain Charge Attacks recieve an especially
    impressive augment, as described above.  In addition, if you Emergency
    Dash, 00 Raiser enters a state of "quantization" for approximately 2-3
    seconds where he is completely immune to damage and hitstun/knockdown
    (credit to shinigamiefa for pointing out the effects of this). Trans-Am
    also grants increased movement speed (walking/dashing) as well as decreased
    Thruster Gauge usage, except there are two caveats to this; the first is
    that it does not stack with **Minovsky Drive for the purposes of regular
    dashes (it does stack for every other effect though). The second is that
    the Emergency Dash actually costs MORE Thruster in Trans-Am, probably to
    offset the advantages of the quantization ability. I would like to point
    out that according to my testing, Trans-Am does NOT increase 00 Raiser's
    attack power. It wears off over time, but take note that it does not
    disappear if you are in the middle of attacking or in a Boost Dash combo,
    or otherwise not on the ground.
Other Info: Whether or not 00 Raiser's SP Attacks were Melee or Shot was a
    source of contention for me. My own early testing leaned in the direction
    of Melee but was largely inconclusive. Shinigamiefa then did some testing
    of his own and determined Melee, leading me to be content with saying they
    are Melee.
Other Info: It should be noted that 00 Raiser's Raiser Sword at the end of his
    fully charged Ground SP shows improved damage with **Airmaster (courtesy
    shinigamiefa).

REBORNS GUNDAM
C1: Single red beam. 3 can be fired in a row. Shot.
C2: Sends out an electrified cable, which grabs and shocks an enemy. Melee.
C3: Quickly throws out finfangs forward for a multihit attack. Good against
    generals and decent for crowds. Guard Smash. Shot.
C4: Fires a sweeping arc laser from left-to-right from his cannon. Slower, and
    possibly with more short-range hits, than other similar attacks like from
    Turn A and Tallgeese II. Good against anything. Shot.
C5: Spins upward while finfangs form a sideways line on the ground in front of
    him and shoot upwards. Ends in the air. Shot. 
C6: Leaps up in the air and finfangs fire lasers in a wide area in front of
    him. You can actually make this translate into an aerial Boost Dash if you
    time it right. Good against crowds and Mobile Armors. This is a bizarre
    move; it is unaffected by **Impulse and instead affected by **Magnetic
    Field, which are properties that in almost every case belong solely to
    Melee moves. Nobody has done thorough testing to confirm the attack as
    either Melee or Shot, but the move's appearance strongly suggests Shot
    regardless of these properties. It is a mystery.
Dash Charge: Fires four beams simultaneously from its back. Shot.
SP Attack: Enters Trans-Am and then slowly moves forward and slashes while four
    finfangs hover behind him firing forward. At the end, the finfangs surround
    him and shoot outwards. Devastating. Melee for slashes, Shot for finfangs.
Air SP Attack: Enters Trans-Am and then fires a continuous large red beam while
    also firing several smaller beams from his four back attachments. Even more
    powerful than many similar beam moves due to the additional shots fired
    out, which also make it very hard for generals to escape. Shot.
Combination SP Attack: Enters Trans-Am and then directs finfangs forward while
    they fly in the air in a sideways line, shooting downwards. Then they
    gather and sweep outwards firing lasers before returning. Excellent for
    crowds. Shot.
Special Equipment: Twin Drive – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Trans-Am: After using an SP Attack, the Reborns Gundam enters a Trans-Am state,
    as shown by the suit being surrounded by a red aura. In this state, the
    suit gains an attack power increase (unlike the 00 Raiser), a movement
    speed increase (walking/dashing), and a decrease in Thruster Gauge usage
    (works for all Thruster Gauge-using actions, except it does not stack with
    **Minovsky Drive for normal dashes). It does NOT, however, gain an attack
    speed increase nor enhanced Charge Attacks. This mode wears off over time,
    but it should be noted that it does not wear off during attack chains or
    Boost Dash combos, or otherwise not on the ground.
Other Info: Due to his interesting movement, you should be able to perform the
    entire 3-hit Dash Combo, execute the Dash Charge, and be right in front of
    the enemy to Boost Dash again. This is the strongest form of the Boost Dash
    combo. Combined with the effectiveness of the suit's Air SP attack, an
    **Airmaster and **Zero Range Shot build using the Dash Charge in the air
    and the Air SP could be devastating.

UNICORN GUNDAM
C1: Fires a heavy beam. 3 can be fired at once, but very slowly. Pierces. Shot.
C2: A forward slash. Melee.
C3: A shield uppercut, followed by a heavy beam that scatters airborne enemies
    if you press Y/Triangle again. Melee, then Shot.
C4: A machinegun-like green burst from the rifle. Has many hits and does
    EXTREME damage to any target at short range (and is also good against
    crowds). Do NOT underestimate this attack.Shot.
C5: Jumps up and fires a bazooka on the ground that will launch enemies. Ends
    in the air. Shot.
C6: Charges the gun for a bit, and then fires 5 consecutive huge beam rifle
    shots. Excellent against crowds. Shot.
Destroy Mode Charge: Rushes forward (dealing damage), then makes an X-shaped
    cross slash with surprising range. Melee.
Dash Charge: A single bazooka shot. Shot.
Destroy Mode Dash Charge: Fires a heavy beam. Shot.
SP Attack: Enters Destroy Mode and then rushes forward in a highly-steerable
    double beam-saber slash frenzy. Melee.
Air SP Attack: Enters Destroy Mode and fires an extremely powerful volley of
    machinegun-like green bullets. Good against single targets and sometimes
    crowds. Shot.
Combination SP Attack: Enters Destroy Mode and fires into the air, then a slow,
    massive explosion extends from his body hitting all surrounding enemies.
    Shot.
Special Equipment: NT-D System – Combat skill increased when a Newtype or
    Cyber-Newtype is piloting.
Destroy Mode: Activated by using any SP Attack, the Unicorn Gundam's appearance
    changes significantly and its moveset is completely different. It gains a
    very fast 10-hit Melee-based combo with a single Charge attack no matter
    when you press Y/Triangle (including at the end of the tenth hit). Details
    above. It eventually wears off, but will not disappear if you are in the
    middle of an attack chain, a Boost Dash combo, or otherwise not on the
    ground.

SINANJU
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: A bazooka shot that knocks enemies into the air, followed by a jumping
    kick that knocks them downwards if you continue to press Y/Triangle. Can
    lead to an aerial Boost Dash under certain circumstances. Shot, then Melee.
C3: Stabs forward. If it makes contact, it grabs an enemy, holds them up, and
    shoots them with point-blank beam rifle shots, then throws them away.
    Completely invulnerable to damage, interruption and knockdown during the
    grab follow-up attack. Good against generals. Melee, then Shot.
C4: A forward slash that hits in front of Sinanju. Melee.
C5: Spins his double-sided blade in a circle while dashing upwards. Ends in the
    air. Melee.
C6: Throws his double-sided blade forward and it spins while rotating in a
    circle several times. He then catches it and slashes forward. Good against
    crowds and generals in front of him. Very good with **Magnetic Field.
    Melee.
Dash Charge: Bazooka shot. Shot.
SP Attack: Rushes forward with shield, grabbing one target (unblockable) and
    dealing continuous damage to that target and all around it. Melee.
Air SP Attack: Incredibly rapid-fire beam shots followed by an exploding shot.
    Powerful against anything. Shot.
Combination SP Attack: Slow-moving forward slashing attack. Melee.
Special Equipment: Psycho-Frame – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Other Info: Sinanju's rushing Ground SP Attack is actually considered an aerial
    attack according to shinigamiefa and could benefit from **Airmaster.

MUSHA GUNDAM
C1: Fires an explosive shot from its rifle. 3 can be fired at a time. Shot.
C2: Slices upward with a halberd, then slashes down. Melee.
C3: Dashes forward for a bit with a halberd pointed forward. Melee.
C4: Moves slightly forward while spinning multiple times with both weapons out.
    Good against crowds and great with **Magnetic Field. Melee.
C5: Stabs forward. If it hits, it grabs an enemy, jumps into the air, and
    throws it to the ground causing a large shockwave and causing the enemy to
    launch into the air. Ends in the air. Good against generals due to its
    guard-piercing grab property and bonus crowd-damaging effect. Melee.
C6: Charges for a bit, then slashes forward creating a large shockwave around
    it. The shockwave tends to knock enemies into the air and cause them to
    "float" there for a brief moment. Good against crowds. Melee.
Dash Charge: Thrusts forward slightly while spinning its halberd. Melee.
SP Attack: Stabs forward. It if doesn't make contact, nothing happens. If it
    does make contact, it grabs a single enemy and begins slamming it to the
    ground repeatedly creating shockwaves. Then jumps in the air and throws the
    enemy to the ground creating a large shockwave and launching the enemy into
    the air, much like its C5. Great damage against the stabbed target and
    anything that makes direct contact with the slamming motion - aim well.
    Note that an actual "grab" isn't necessary - as long as the initial stab
    hits a enemy, even if it fails to grab it, the Musha Gundam will execute
    the remainder of the move with no enemy held. In addition, the final
    portion of the attack, where Musha Gundam jumps and throws the enemy to the
    ground creating a shockwave, is affected by both **Airmaster and **Magnetic
    Field. Melee.
Air SP Attack: Soars forward headfirst with blades held out on his sides. Great
    for crowd-clearing and homes well on generals. Melee.
Combination SP Attack: Standing in place, the suit spins both weapons over its
    head creating a large local whirlwind, and then slashes forth twice. Great
    against clustered generals and Mobile Armors. Melee.
Special Equipment: Mars Drive - Attack power increased when a male is piloting.
Other Info: Just like Burning and Master Gundam, this suit's only Shot attack
    is its C1. I recommend focusing on all other stats first.

MUSHA GUNDAM MK II
C1: Single purple beam. 3 can be fired at a time. Shot.
C2: Sweeps upward with two swords knocking enemies into the air, followed by a
    kick forward if you press Y/Triangle again. Melee.
C3: Stabs forward with the glaive. If it hits, it grabs the enemy, spins and
    then knocks them forward with its katana hilt. Melee.
C4: Rushes forward headfirst for a bit, then slashes outwards with both swords
    sending an energy wave forward. Good against crowds and great for gaining
    SP, but a little awkward. Melee.
C5: An axe kick, followed by an upward knee that sends the target into the air.
    Ends in the air. Melee.
C6: Leaps into the air with an upward swing of the glaive, then slams it into
    the ground causing a shockwave. Great against crowds. Melee.
Dash Charge: A large blast from its rifle. Its size makes it useful, and it is
    good at hitting generals that you have knocked away from you as well. It
    is, in fact, my favorite thing about this suit. Shot.
SP Attack: Rapidly stabs forward with two katanas while standing in place, then
    slashes twice with a glaive. Good against generals. Melee.
Air SP Attack: Moves forward fairly quickly while spinning rapidly with both
    swords out, followed by a final forward burst while spinning. Great against
    anything and likely worthy of **Airmaster. Melee.
Combination SP Attack: Swings the glaive overhead in a HUGE arc while very
    slowly moving forward, followed by a glaive slash. Good against anything.
    Melee.
Special Equipment: Venus Drive - Attack power increased when a female is
    piloting.
Other Info: Besides its C1 and Dash Charge, this suit has no Shot moves. You
    could choose to prioritize Shot very low when building plans for this suit,
    but in my opinion the Dash Charge is very good, so don't ignore it too
    much.

KNIGHT GUNDAM
C1: Single purple beam (fired from a really cool looking emblem). They appear
    to be able to home. 3 can be fired at a time. Shot.
C2: Pulls out its lance and stabs forward. It if hits an enemy, it grabs it,
    points it diagonally upwards, and blasts it off. Can go into an aerial
    Boost Dash easily. Melee.
C3: Spins forward and slashes, creating a whirling shockwave. Very quick, safe
    and useful. Melee.
C4: Thrusts his spear in the air and a torrent of lightning shoots downward.
    Amazing against anything. Shot.
C5: Does a spin-slash while moving up into the air. Ends in the air. Melee.
C6: Jumps a little bit forward, then begins rapidly thrusting its lance
    forward, followed by a final lunging thrust. The rapid thrusting can be
    continued by rapidly pressing the Y/Triangle button. Amazing against
    generals and Mobile Armors and not half bad against crowds. With
    **Magnetic Field, each successive button press pulls more and more enemies
    in, making it quite useful (thanks to azsxdcfvgbhnj of the GameFAQS board
    for pointing this out). Melee.
Full armor Charge: A 360-degree spinning slash that sends out spiraling flames
    in every direction. Excellent against anything. Melee.
Dash Charge: Throws an electrified lance. Melee.
Full armor Dash Charge: A downward flaming slash. Melee.
SP Attack: Goes into full armor and slashes vigorously left and right,
    with huge flames extending the reach of the slashes significantly, followed
    by a flaming backflip kick and one final slash. Melee.
Air SP Attack: Goes into full armor and creates a huge emblem that sends out
    a spread of tiny bullets (Bow of Light). Augmented by **Airmaster and
    **Zero Range Shot, this attack can do ungodly amounts of damage at even 1
    SP. I didn't realize this myself until I discovered from LordKarasuman that
    this setup is one of the best ways to get through the game's final mission.
    Other powerup skills in other circumstances work as well. Shot.
Combination SP Attack: Stabs the ground, causing a huge purple emblem to appear
    underneath the Knight Gundam. It then pulses with power and purple flames
    erupt all around it dealing damage. Afterwards, for as long as you are in
    full armor, the purple flames will continue to occasionally erupt around
    you. The severity and the frequency of the flames increases with more SP
    Gauges. Highly unique, and great against crowds. Could be a great choice
    for the **Overdrive skill. Shot?
Special Equipment: Slate - Increases attack power of the full armor Knight
    Gundam.
Full armor: Much like the Unicorn Gundam, the Knight Gundam enters full
    armor mode after an SP Attack. In this mode, he dons a special blue armor
    and his sword is ablaze. He has an entirely new moveset consisting of a 11-
    hit S-string that can be transitioned into the Full armor charge described
    above at any time, even at the end of the eleventh hit. Wears off after a
    time, but will not disappear if you are in the middle of an attack chain,
    a Boost Dash combo, or are otherwise not on the ground.
Other Info: If the Knight Gundam wins a duel, it performs an interesting attack
    where it sends a wave of purple flames out from the ground that knock
    enemies into the air and causes them to hover there for a moment. As far as
    I can tell, this attack is not performable by the Knight Gundam in any
    other way.
Other Info: Knight Gundam's C4, C6, and Dash Charge use an electrified lance
    that creates the same electric pulse animation that Impulse does, making
    Impulse testing very difficult on Knight Gundam. However, it is widely
    accepted that the C4 is Shot and the C6 and Dash Charge are both Melee.
    There is no controversy here.

SUSANOWO
C1: A single forward slash. It can be charged; during the charge you can stand
    still or you can move Susanowo slowly. After the suit flashes, the charge
    is complete and letting go of the button will cause it to release a bigger,
    wider slash with much greater range and damage. Melee.
C2: Thrusts forward slightly with hip blades pointed forward. Melee.
C3: Moves forward while slashing furiously, followed by an upward slash. The
    slashes can catch enemies and drag them with him; also, the move can be
    extended by repeatedly pressing Y/Triangle. Tends to end in the air for
    Boost Dash purposes. Noticeably improved range with Trans-Am, and seems to
    be able to be extended longer as well. Good against generals. Melee.
C4: Four large slashes followed by an X-shaped slash. Good against crowds.
    Melee.
C5: Spins while slashing with both swords, and then jumps in the air. Ends in
    the air. Melee.
C6: Charges, and then fires a single huge energy ball from its chest.
    Noticeably improved size when in Transam, making it a devastating crowd-
    breaker. Shot.
Dash Charge: Creates a halo and throws it forward. Shot.
SP Attack: Enters Trans-Am and then unleashes one massive slash for huge
    damage. Melee.
Air SP Attack: Enters Trans-Am and then fires multiple huge energy balls from
    its chest (Tri-Punisher). Shot.
Combination SP Attack: Enters Trans-Am then spins repeatedly while slashing
    forward, followed by a grand slash. Good against generals and crowds.
    Melee.
Special Equipment: Entrusted Secrets – Amount of SP Gauge charged from attacks
    increases when over 250 enemies are destroyed.
Trans-Am: After any SP Attack, the Susanowo enters a Trans-Am state, shown by
    a red aura surrounding the suit. In this state, the suit gains an increased
    attack range, an augment to certain Charge Attacks, and an increased
    movement speed (walking/dashing) and decreased Thruster Gauge usage
    (applies to all Thruster Gauge actions, except it does not stack with
    **Minovsky Drive for normal dashes). In my research, I did NOT find an
    increased attack speed, nor increased attack power. Each Trans-Am is
    different for each suit. Like all Trans-Ams, though, this one wears off
    over time but will not disappear for as long as you are in an attack chain
    or a Boost Dash combo, or otherwise not on the ground.

KSHATRIYA
C1: Fires a green beam bullet. 3 can be fired at a time. Shot.
C2: Knocks enemies into the air with upward slashes from its right binders,
    followed by arranging some funnels under the enemies in front of it and
    firing upward if you press Y/Triangle again. Can segwey into an aerial
    Boost Dash if done correctly. Melee, then Shot.
C3: Spins incredibly quickly while barreling forward, which can be extended by
    pressing Y/Triangle repeatedy, then fires beams forward in a barrel
    pattern. Great for scooping up crowds and generals. Some people enjoy it
    with **Magnetic Field. Melee, then Shot.
C4: Arranges funnels in a circle around itself which rotate and fire outwards,
    which can be extended by pressing Y/Triangle repeatedly, followed by a
    shockwave blast from the suit. Excellent against crowds, but leaves you too
    vulnerable against generals. Shot for the funnels, Melee for the shockwave
    (it comes from the body and does not show the electric pulse from Impulse
    testing).
C5: Spins rapidly while moving upward with beam swords held out from all four
    binders. Ends in the air. Melee.
C6: Intensified continuous thruster blast forward from all four binders while
    standing in place for about 2 seconds, which can be extended be pressing
    Y/Triangle repeatedly, followed by a single forward dashing slash. Good
    against generals and Mobile Armors but not a great crowd clearer. Shot,
    then Melee.
Dash Charge: Three funnels appear on each side of the suit, and all fire inward
    converging on the target in front of you (or nothing, if you're shooting at
    air). Shot.
SP Attack: A head-first rush forward with funnels darting around the suit
    firing forward, followed by funnels arranging in a horizonal semicircle in
    front of the suit and firing once. Shot, possibly Melee from direct contact
    with the suit (like the Qubeley series' Air SP Attacks). 
Air SP Attack: A continuous beam forward supplemented by funnel shots around
    the beam's borders, enhancing its effective range (in a similar way as
    Strike Freedom's Air SP Attack). Intensifies for a moment near the end of
    the attack. Great against anything. Shot.
Combination SP Attack: Fires countless beams in the whole area in front of the
    suit from all parts of its body while standing in place, followed by a
    massive spread of homing beams. Shot.
Special Equipment: Enhanced Binders - Defense power increased when over 250
    enemies are destroyed.
Other Info: The last 3 attacks of Kshatriya's S-string look a lot like Shot
    attacks, much like Heavyarms, and seem likely to be Shot-based. Testing by
    Kaiser98821 has shown that they are unaffected by **Zero Range Shot,
    however, making the S-string's damage stat still questionable.
Other Info: If I am not mistaken, Kshatriya has by far the widest and most
    useful Dash combo string.

CHERUDIM GUNDAM
C1: Fires two machinegun-style bursts at a time. 3 can be fired at a time, for
    a total of six bursts at once. Shot.
C2: Fires four explosive shots (GN Missiles) forward from its skirt. Shot.
C3: Jumps slightly off of the ground and arranges shield bits in front of it in
    a horizontal fan shape and fires them once, followed by a second time if
    you press the Y/Triangle button again. In Trans-Am, it is able to fire a
    third time if you continue pressing Y/Triangle. Decent against crowds, but
    short-ranged. Shot.
C4: Fires three large purple beams, one forward, one slightly to the left, and
    then one slightly to the right in rapid succession. Good against anything.
    Shot.
C5: Jumps into the air and fires three beams at the ground, which bounce
    enemies into the air. Ends in the air. Shot.
C6: Fires a large purple beam forward, just slightly larger than its other
    large beams. If you hold Y/Triangle instead of just pressing it, the attack
    can be charged, during which you have Super Armor and can adjust your aim
    (thanks to Pathagreus of the GameFAQs board for pointing this out). Once it
    creates a large ball at the end of your rifle, you can release it at
    anytime to unleash a beam that is larger, more powerful, has a greater
    radius, a greater range, and Guard Smashes. During Trans-Am, the attack is
    further buffed to have enhanced size, damage, width and range for both the
    charged and uncharged versions (thanks to PPtheOmega for sharing his
    experience with the attack). Shot.
Dash Charge: Fires a large purple beam. Shot.
SP Attack: Enters Trans-Am, then shield bits detach and fire within a large
    area in front of the suit (much like Strike Freedom's Combination SP),
    followed by short-lasting continuous beam from its rifle. The attack has
    poor steering, and the follow-up continuous beam has no steering at all.
    Shot.
Air SP Attack: Enters Trams-Am and then fires large purple beams forward while
    its shield bits, arranged in a vertical circle around it, fire smaller
    lasers forward (similar in appearance to Strike Freedom's Air SP). Shot.
Combination SP Attack: Enters Trans-Am, then rapidly fires large beams forward
    while its shield bits, arranged at its sides, repeatedly fire large blasts
    in a "sprinkler" pattern (first they fire forward, then slightly outwards,
    then even more outwards, then they reverse the pattern), followed by one
    slightly larger blast from the beam rifle. Shot.
Special Equipment: Original Solar Reactor - Increases duration of Trans-Am
    effect.
Trans-Am: After any SP, the Cherudim enters a Trans-Am state, shown by a purple
    aura surrounding the suit. In this state, the suit gains an augment to
    certain Charge Attacks (described above), an increased movement/dash speed,
    and decreased Thruster Gauge usage (applies to all Thruster Gauge actions,
    except it does not stack with **Minovsky Drive for normal dashes). In my
    research, I did NOT find any evidence of increased attack speed or attack
    power - remember that Trans-Am is different for each suit. Like all Trans-
    Ams, though, this one wears off over time but will not disappear for as
    long as you are in an attack chain or a Boost Dash combo, or otherwise not
    on the ground.
Other Info: Cherudim's S-string appears to be completely Shot-based, suggesting
    that the suit is almost 100% Shot-based and the Melee stat can be ignored,
    but no definitive testing has been performed to prove this. The only moves
    of his that are clearly and definately Melee are the first two hits of his
    Dash Combo.

ARIOS GUNDAM
C1: Fires a purple beam. 3 can be fired at a time. Shot.
C2: A quick double slash that knocks enemies into the air, followed by a beam
    shot forward if Y/Triangle is pressed again. Melee, then Shot.
C3: Transforms and does a quick dash forward with a pincer grasp. If it hits an
    enemy, it grabs them, crushes them for more damage, then pinches them and
    dashes forward, leaving the enemy prone behind it. Occasionally the move
    will execute its full animation simply by hitting an opponent without
    actually grabbing it. Completely invulnerable to damage, interruption and
    knockdown during the grab follow-up attack.  Melee.
C4: Rapidly fires machine gun bullets from both arms (which fire for a longer
    time if Y/Triangle is rapidly pressed), followed by a bullet sweep from
    left to right. In Trans-Am, the rapid-fire portion of the attack can be
    maintained for significantly longer by continuing to press Y/Triangle.
    Impressive damage boost from **Impulse. Devastating against Mobile Armors
    and otherwise good against anything. Shot.
C5: Jumps up and fires machine guns rapidly at the ground from both arms,
    propelling the enemy into the air. Ends in the air. Good against generals
    and Mobile Armors. Shot.
C6: Transforms and lunges forward. Melee.
Transform Attack: Fires a purple beam. Shot.
Dash Charge: Rapid-fires three purple beams. Shot.
SP Attack: Enters Trans-Am, then rapidly fires purple beams in a narrow cone
    forward from two beam rifles, followed by a simultaneous triple shot from
    both rifles. Shot.
Air SP Attack: Enters Trans-Am, then transforms and rushes forward, followed by
    an upward drilling motion. Good homing on generals. Melee.
Combination SP Attack: Enters Trans-Am, then transforms and rushes forward
    firing twin beams straight ahead, followed by transforming back and
    spinning upward while firing beams all around it with beam rifles. Shot,
    possibly Melee for rush damage.
Special Equipment: Original Solar Reactor - Increases duration of Trans-Am
    effect.
Trans-Am: After any SP Attack, the Arios enters a Trans-Am state, as shown by a
    red aura surrounding the suit. In this state, the suit gains an augment to
    its C4, an increased attack speed, a small energy wave launched forward at
    the end of its S-string, an increased movement/dash speed, and decreased
    Thruster Gauge usage (applies to all Thruster Gauge actions, except that it
    does not stack with **Minovsky Drive for normal dashes). There is no
    evidence of an increased attack power. This mode wears off over time, but
    will not disappear if you are in the middle of an attack chain or a Boost
    Dash combo, or otherwise not on the ground (although being knocked out of
    the air can instant-cancel it if your time is up).
Other Info: Arios CAN Emergency Dash in Trans-Am. The bug has been resolved for
    America.

SERAVEE GUNDAM
C1: Fires a large, heavy purple beam. 3 can be fired at a time, albeit slowly.
    Shot.
C2: Fires twin blasts from its knee guns, followed by another pair of blasts
    from its shoulders if Y/Triangle is pressed again. Note that the shots,
    especially the initial shot, are fired at an upward angle and have a
    tendency to miss. Shot.
C3: Lunges forward and grabs. If it makes contact, it grabs the enemy, then
    Seraphim Gundam detaches from its back, jumps a little into the air, and
    fires twin beams down upon them. Completely invulnerable to damage,
    interruption and knockdown during the grab follow-up attack. Melee for the
    grab, Shot for the beam.
C4: Attaches its beam rifles to its shoulder cannons and alternates beam fire
    between them (more shots can be fired if Y/Triangle is rapidly pressed),
    followed by a simultaneous beam shot from both. In Trans-Am, the move can
    be extended for considerably longer (firing more of the alternating shots)
    if you continue to press Y/Triangle. Shot.
C5: Jumps up and knocks the enemy up with it with beam sabers, followed by
    firing on them once in the air with twin beam rifles. Melee, then Shot.
C6: Throws Seraphim Gundam forward, who reverts to humanoid form (the change
    itself deals damage) and then fires a beam while spinning once. During
    Trans-Am, Seraphim also releases a green outward "explosion" of energy (GN
    Field). Super Armor for Seravee while Seraphim is attacking. Melee for
    physical contact with the thrown Seraphim, Shot for Seraphim's
    transformation and beam (and also possibly for the GN Field).
Dash Charge: Fires twin beams from its beam rifles. Shot.
SP Attack: Enters Trans-Am, then charges a massive energy ball in front of the
    suit, which slowly gets larger the more SP you used (and is, in an of
    itself, damaging), then fires the massive energy ball forward which drags
    all enemies it touches with it. Excellent against generals if you can trap
    them in the initial energy ball and are using 2 or 3 SP gauges. Shot.
Air SP Attack: Enters Trans-Am, then fires a large, continuous beam forward.
    Shot.
Combination SP Attack: Enters Trans-Am, then Seraphim floats up above the suit
    and releases a blue-green aura (Trial System) which causes nearby enemies
    to be stunned/stumbled/Guard Smashed while Seravee spins rapidly in place
    firing large continuous purple beams to its left and right sides. Good
    against crowds. Shot.
Special Equipment: Original Solar Reactor - Increases duration of Trans-Am
    effect.
Trans-Am: After any SP Attack, Seravee enters a Trans-Am state, as shown by a
    purple aura surrounding the suit. In this state, the suit gains an augment
    to certain Charge Attacks (see above for descriptions), a slightly
    increased attack speed, extra range added to the end of its S-string,
    increased movement/dash speed, and decreased Thruster Gauge usage (applies
    to all Thruster Gauge actions, except that it does not stack with
    **Minovsky Drive for normal dashes). I found no evidence of increased
    attack power in this mode. Like all Trans-Am modes, this wears off over
    time, although it will not disappear in the middle of an attack chain or
    Boost Dash combo, or if you are otherwise off of the ground (unless you are
    knocked out of the air).
Other Info: I did not successfully manage to get **Impulse to activate for the
    two beam attacks performed by Seraphim (the second half of the C3 and the
    spinning beam of the C6), meaning they may not be Shot-based. On the other
    hand, **Magnetic Field, which usually activates for all Melee attacks, did
    not seem to trigger for me neither, so the actual damaging stat for those
    particular attacks is unknown (one member of the GameFAQs boards said that
    he did see **Magnetic Field activate for spinning beam of the C6, however,
    which would mean it is Melee).

GYAN (Class 2)
C1: Launches a slow-moving mine that detonates on impact, and remains in place
    for a short time and detonates if an enemy runs into it. 3 can be fired at
    a time. Shot.
C2: Launches three explosive shots from its shield. Shot.
C3: Launches five mines from its shield that detonate on impact. If they hit no
    target, they travel a certain distance in front of the suit and form a
    horizontal line and remain for a short while until an enemy runs into one.
    I personally believe that it works best against generals at a short range.
    Shot.
C4: Launches a rapid volley of stabs, followed by a forward thrust. Good
    against generals. Melee.
Dash Charge: Launches three explosive shots from its shield, like its C2. Shot.
SP Attack: Slashes forward four times, then stabs forward. Melee.
Air SP Attack: Spins very quickly in the air, firing explosive shots all around
    it. Good against crowds. Shot.
Other Info: I find Gyan's mines fairly unique. I can't think of any suit that
    has anything like it. They can detonate on impact, or they remain in place
    for a bit before detonating on their own. You can make them with either its
    C1 or C2.

ZEONG (Class 2)
C1: A single yellow beam from the eye. 3 can be fired at a time. Shot.
C2: Its fists whirl around it in a circle. Works well with **Magnetic Field.
    Melee.
C3: Dashes forward. Melee.
C4: Rises into the air a bit and its fists fire lasers inward in a circular
    motion around it. Very good against crowds. Shot.
Dash Charge: Launches both fists forward quickly. Melee.
SP Attack: Spreads its arms out firing beams, then some shoot from the body.
    Very fast. Shot.
Air SP Attack: Extends its fist a bit and dashes forward slightly. Melee.
Other Info: Lauded for its very powerful dash combo, the first two hits of
    which shoot a very large amount of penetrating beams. Some people use it
    almost exclusively with **Sonic Boost (a suit skill, not a Pilot skill).
    Then again, some people do that with EVERY suit – not my style, but I
    respect its power.

BYALANT (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: A rising uppercut with a beam saber. Ends in the air. Melee.
C3: Fires a large beam with good range forwards and backwards. Shot.
C4: Jumps in the air, then does a quick diving spin. Ends in the air. Melee.
Dash Charge: Fires a single laser. Shot.
SP Attack: Spins twice in the air firing large beams towards the ground from
    its arms. Good against crowds. Shot.
Air SP Attack: A three-hit beam sword combo. Fast. Melee.

PALACE ATHENE (Class 2)
C1: Double yellow beams. 3 pairs can be fired at a time. Shot.
C2: Fires four explosives in the area in front of it. Shot.
C3: Fires a fairly impressive volley of exploding shots straight forward. Good
    against generals. Shot.
C4: Fires a spread of lasers forward from all parts of its body. Quite
    powerful, but usually blocked by generals due to a slow execution. Can be
    useful for crowds because all of the shots pierce. Shot.
Dash Charge: A double shot from its beam rifle. Shot.
SP Attack: Fires a spread of lasers exactly like its C4, as well as eight
    homing explosive shells. Shot.
Air SP Attack: Spins around in a circle firing many lasers straight out,
    followed by a spread of lasers forward. Would be really good if it was on
    the ground, but many of the lasers don't hit their mark unless you do a
    a tiny hop before executing the move, and even then it doesn't seem that
    effective. Shot.
Other Info: According to shinigamiefa, The O and Palace Athene both have a
    propety he calls "Super Armor" that was also present on DW:G2. What this
    means is that during Charge Attacks (including Dash Charge), the suit is
    HIGHLY resistant to knockdown or interruption by normal attacks (Charge
    Attacks and SP Attacks may be strong enough to break through, however).
    He discovered this while being assailed by multiple aces on a high
    difficulty mission and not being interupted while executing his Dash
    Charge, and has since then tested it many times. This is more evident on
    Palace Athene due to its slow Charge animations.

BAUND DOC (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Spins its abdomen and leg in a kick. Melee.
C3: Grabs forward with claw feet. If it hits, it fires a laser from each foot.
    Melee, then Shot.
C4: Whirls its entire torso, slashing with its claw. Melee.
Transform Attack: A single yellow beam. Shot.
Dash Charge: A spinning drill kick. Melee.
SP Attack: Whirls its entire torso, firing lasers from its beam rifle.
    Absolutely amazing against crowds and especially Mobile Armor.
Air SP Attack: Transforms and dashes forward slowly. Melee.

GOTTRLATAN (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: Head tomahawk attack. Melee.
C3: Rapid volley of punches followed by a final punch. Can be extended by
    hitting Y/Triangle rapidly. Good against generals. Melee.
C4: A spinning 360-degree kick followed by a strong punch. Good against crowds.
    Melee.
Dash Charge: Quick triple-beam shot. Shot.
SP Attack: A huge, highly-steerable beam. Good against anything. Shot.
Air SP Attack: A huge, highly steerable beam (same as ground). Good against
    anything. Shot.
Other Info: With **Magnetic Field, its C3 gets a nice effect and its C4 becomes
    fairly dangerous. Thanks to _Val_ of the GameFAQs board for pointing this
    out to me.

CHAR'S Z'GOK (Class 2)
C1: Single yellow beam. 3 can be fired in a row. Shot.
C2: An upward punch that knocks the enemy into the air. If you Boost Dash, it
    will be aerial. Melee.
C3: A quick double hit where the Z'Gok stabs with its arms and then flails them
    outward. Tiny hotboxes, usually only hits once. Melee.
C4: Three rapid-fire explosive shots from the head. Shot.
Dash Charge: A headbutt followed by a multi-explosive shot from the head.
    Melee, then Shot.
SP Attack: Punches forward, then fires a beam, then punches with the other hand
    and fires a beam. Melee for punches, Shot for beams.
Air SP Attack: A quick double shot from both arms. Shot.
Other Info: Only superior to the Z'Gok due to its C1 and better stats.

GM (Class 3)
C1: Fires a tiny purple beam. Shot.
Charge Attack: A 360-degree spinning slash. Melee.
Dash Charge: Fires a normal purple beam. Shot.
SP Attack: Fires three shots with the beam rifle; one in front, then two
    diagonally to the left then to the right. Shot.
Air SP Attack: Rushes forward with the shield. Melee.
Other Info: The GM has the same moveset as the GM Command and the GM II. The GM
    is the overall weakest suit, but does sport more Shot and a tiny but more
    Mobility than the GM Command.

BALL (Class 3)
C1: Fires a bazooka shot from the head cannon. Shot.
Charge Attack: Pushes upward, knocking the enemies into the air. Sometimes
    chains into an aerial Boost Dash. Melee.
Dash Charge: Fires a bazooka shot from the head cannon. Shot.
SP Attack: Incredibly rapid arm poking, followed by a bazooka shot from the
    head cannon. Melee, then Shot.
Air SP Attack: A quick tiny thrust forward, then a bazooka shot from the head
    cannon. Melee, then Shot.

ZAKU II (Class 3)
C1: Fires a tiny machine gun burst. Shot.
Charge Attack: Kicks forward with the right foot. Melee.
Dash Charge: Thrusts forward with the left shoulder. Shot.
SP Attack: Throws an explosive. If it hits an enemy, they always get up in a
    powered down state. I've also noticed that when in critical health, the
    Hyper SP Attack throws three of these in three directions instead of just
    one. Shot.
Air SP Attack: Fires a bazooka shot. Shot.
Other Info: The Charge Attacks are the same as the Hizack's.

GOUF (Class 3)
C1: A tiny machine gun burst. Shot.
Charge Attack: A wide sweep with an electrified whip. Melee.
Dash Charge: A forward whip swing. Unfortunately slow. Melee.
SP Attack: Two overhead whip swings, followed by two swings forward. Melee.
Air SP Attack: Thrusts the electrified whip tip forward, where it remains and
    does continuous damage. Melee.
Other Info: This is no Zaku, my friend.

DOM (Class 3)
C1: Fires a bazooka shot. Shot.
Charge Attack: Fires an array of beams from its chest. Pretty darn good for a
   grunt suit, and good with **Zero Range Shot. Shot.
Dash Charge: Fires a bazooka shot. Shot.
SP Attack: Four slices with a sword, followed by a jumping ground stab that
    makes a tiny shockwave. Identical to the Gouf Flight Type's. Melee.
Air SP Attack: Fires three bazooka shots at the ground. Identical to the Rick
    Dias'. Shot.

Z'GOK (Class 2-)
C1: Fires a tiny beam. Shot.
C2: An upward punch that knocks the enemy into the air. If you Boost Dash, it
    will be aerial. Melee.
C3: A quick double hit where the Z'Gok stabs with its arms and then flails them
    outward. Tiny hotboxes, usually only hits once. Melee.
C4: Three rapid-fire explosive shots from the head. Shot.
Dash Charge: A headbutt followed by a multi-explosive shot from the head.
    Melee, then Shot.
SP Attack: Punches forward, then fires a beam, then punches with the other hand
    and fires a beam. Melee for punches, Shot for beams.
Air SP Attack: A quick double shot from both arms. Shot.
Other Info: Only inferior to Char's Z'Gok because of the bad C1 and lower
    stats. Otherwise the moveset is exactly the same.

GELGOOG (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Thrusts forward while spinning the double beam saber. Melee.
Dash Charge: Fires a normal yellow beam. Shot.
SP Attack: Thrusts forward and up while spinning the double beam saber. Melee.
Air SP Attack: Thrusts forward while spinning the double beam saber, homing on
    the nearest enemy. Melee.

ACGUY (Class 3)
C1: Tiny machine gun burst. Shot.
Charge Attack: Curls into a ball and rolls forward twice. You can repeatedly
    press Y/Triangle to extend the amount of time spent rolling. After rolling
    6 times the Acguy will become dizzy, but you can boost dash at any point
    before the 6th roll. Melee.
Dash Charge: Fires a normal yellow beam. Shot.
SP Attack: Thrusts forward a bit, drilling with the right hand. Melee.
Air SP Attack: Fires two bazooka shots from the left hand; one slightly to the
    left and one slightly to the right. Shot. 

ZAKU TANK (Class 3)
C1: Tiny machine gun burst. Shot.
Charge Attack: Spins around on one corner of his tank treads. Melee.
Dash Charge: Spins in circles several times. Melee.
SP Attack: Dashes back and forth several times while slowly advancing. Melee.
Air SP Attack: A machine gun barrage. Not so hot. Shot.
Other Info: Although not a Melee-exclusive set, its two Shot moves are rather
    terrible. You could ignore the stat entirely if you please.

GM COMMAND (Class 3)
C1: Fires a tiny purple beam. Shot.
Charge Attack: A 360-degree spinning slash. Melee.
Dash Charge: Fires a normal purple beam. Shot.
SP Attack: Fires three shots with the beam rifle; one in front, then two
    diagonally to the left then to the right. Shot.
Air SP Attack: Rushes forward with the shield. Melee.
Other Info: The GM Command has the same moveset as the GM and the GM II. The GM
    Command has the highest cumulative stat total overall of the GMs, mostly
    due to a significantly higher Thruster, but sports the lowest Shot and
    Mobility of the three suits.

GOUF FLIGHT TYPE (Class 3)
C1: A bazooka shot. Shot.
Charge Attack: A downward slice. Melee.
Dash Charge: A bazooka shot. Shot.
SP Attack: Four slices with a sword, followed by a jumping ground stab that
    makes a tiny shockwave. Identical to the Dom's. Melee.
Air SP Attack: Three bazooka shots towards the ground. Shot.

GM II (Class 3)
C1: Fires a tiny purple beam. Shot.
Charge Attack: A 360-degree spinning slash. Melee.
Dash Charge: Fires a normal purple beam. Shot.
SP Attack: Fires three shots with the beam rifle; one in front, then two
    diagonally to the left then to the right. Shot.
Air SP Attack: Rushes forward with the shield. Melee.
Other Info: The GM II has the same moveset as the GM and the GM Command. The GM
    II is better than the GM in every way statistically, but has its strengths
    and weaknesses compared to the GM Command, including higher Shot, lower
    Defense, higher mobility and significantly lower Thruster.

NEMO (Class 2-)
C1: Fires a tiny yellow beam. Shot.
C2: Slashes with the beam sword while spinning, followed by a roundhouse kick.
    Melee.
C3: Charges forward briefly, then thrusts with the beam saber. Melee.
C4: Slashes once each with two sabers. Melee.
Dash Charge: Fires three piercing yellow beams. Shot.
SP Attack: Thrusts forward with the shield, then slashes twice. Melee.
Air SP Attack: Fires a left-to-right spread of beams that DO pierce, despite
    their weak appearance. Shot.
Other Info: Aside from the Ground SP, the Nemo has the same moveset as the
    Jegan.

RICK DIAS (Class 3)
C1: Fires a bazooka shot. Shot.
Charge Attack: Throws the bazooka like a boomerang. Surprising numebr of hits.
    Melee.
Dash Charge: Fires two yellow beams from the lasers on its back. Shot.
SP Attack: Pulls the lasers off its back and fires a spread of beams from left
    to right with them. Shot.
Air SP Attack: Fires the bazooka three times at the ground. Identical to the
    Dom's. Shot.

HIZACK (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Kicks forward with the right foot. Melee.
Dash Charge: Thrusts forward with the left shoulder. Shot.
SP Attack: Fires several bazooka shots from its waist. Shot.
Air SP Attack: Fires a yellow beam, then six bazooka shots around where the
    beam hit. Shot.
Other Info: The Charge Attacks are the same as the Zaku II's.

MARASAI (Class 3)
C1: Fires a tiny beam. Shot.
Charge Attack: A downward slash. Melee.
Dash Charge: A piercing laser. Shot.
SP Attack: A slow double slash. Melee.
Air SP Attack: A very rapid-fire barrage of shots. Best SP Attack. Shot.

BARZAM (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Kicks forward with the left foot. Melee.
Dash Charge: Kicks forward with both feet. Melee.
SP Attack: Fires three beams. Shot.
Air SP Attack: Moves forward, slashing with the beam saber six times. Melee.

GAZA C (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Performs a roundhouse kick. Melee.
Dash Charge: Fires tiny twin yellow beams from the cannon on its back. Shot.
SP Attack: Fires a series of large beams from the cannon on its back. Shot.
Air SP Attack: Transforms and moves slowly forward. Melee.
Other Info: The Gaza C is identical to the Gaza D, but with worse stats.
Other Info: the Gaza C seems like it should be able to transform, but it can't.

MASS PRODUCED QUBELEY (Class 2-)
C1: Fires a yellow beam from the right hand. Shot.
C2: Spins upward while firing lasers from its wrists all around it. Shot.
C3: Throws spinning beam swords forward, then they both curve slightly outward
    before returning. Melee.
C4: Funnels circle the suit, and then all fire outward once. Decent against
    surrounding crowds. Shot.
Dash Charge: Thrusts forward with the right hand beam saber. Melee.
SP Attack: Slowly arranges the funnels in front of the suit, then fires
    forward. Shot.
Air SP Attack: Fires twin beams from the lasers on its back five times, then
    fires a large twin beam. Shot.
Other Info: The Charge Attacks, sans the C1, are identical to the Qubeley Mk II
    (Puru)'s.

BAWOO (Class 2-)
C1: Fires tiny spray bullets. Shot.
C2: A slow shield slap. Melee.
C3: A short-range roundhouse. Melee.
C4: A spray of laser shots from his shield. Best move by far. Shot.
Dash Charge: A laser beam from his shield. Shot.
SP Attack: A dash forward and a backflip kick that fires explosives. Melee,
    then Shot.
Air SP Attack: Slowly moves forward while firing, followed by a bigger shot at
    the end. Best offensive option for this suit. Shot.

GAZA D (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Performs a roundhouse kick. Melee.
Dash Charge: Fires tiny twin yellow beams from the cannon on its back. Shot.
SP Attack: Fires a series of large beams from the cannon on its back. Shot.
Air SP Attack: Transforms and moves slowly forward. Melee.
Other Info: The Gaza D is identical to the Gaza C, but with better stats.
Other Info: the Gaza D seems like it should be able to transform, but it can't.

JEGAN (Class 2-)
C1: Fires a tiny yellow beam. Shot.
C2: Slashes with the beam sword while spinning, followed by a roundhouse kick.
    Melee.
C3: Charges forward briefly, then thrusts with the beam saber. Melee.
C4: Slashes once each with two sabers. Melee.
Dash Charge: Fires three piercing yellow beams. Shot.
SP Attack: Fires a couple of bazooka shots from its shield arm. Shot.
Air SP Attack: Fires a left-to-right spread of beams that DO pierce, despite
    their weak appearance. Shot.
Other Info: Aside from the Ground SP, the Jegan has the same moveset as the
    Nemo.

GEARA DOGA (Class 3)
C1: Fires a tiny yellow beam. Shot.
Charge Attack: Thrusts forward with the right shoulder shield. Melee.
Dash Charge: Fires a spread of three beams from right to left. They pierce, and
    thus are surprisingly competent at dealing with crowds. Shot.
SP Attack: Fires two explosives. Shot.
Air SP Attack: Fires twin explosive shots. Shot.

GEDLAV (Class 3)
C1: Two tiny beams. Shot.
Charge Attack: Stands on half of the wheel and swings the other around it 360
    degrees. Melee.
Dash Charge: Fires a group of explosives. Shot.
SP Attack: Wheels slowly forward while rapid-firing from the cannons on its
    wheel, followed by a  large blast. Shot, maybe Melee from contact with the
    wheel.
Air SP Attack: Turns to the side and fires a large yellow beam briefly. Shot.

DARK ARMY (Class 3)
C1: Fires a tiny yellow beam from the club. Shot.
Charge Attack: Swings the club forward/up, knocking enemies upwards. If you
    Boost Dash, it can end up in the air. Melee.
Dash Charge: Fires a normal yellow beam from the club. Shot.
SP Attack: Swings the club around in the air, then fires three beams. Melee for
    the swinging, Shot for the beams.
Air SP Attack: Moves forward while whirling around. Melee.

KAPOOL (Class 3)
C1: Fires twin tiny machine gun bursts from each hand. Shot.
Charge Attack: Spins around, then slashes forward. Melee.
Dash Charge: Fires a bazooka shot from the chest. Shot.
SP Attack: Walks forward while flailing its arms, then stumbles forward and
    whacks the ground creating a shockwave. Melee.
Air SP Attack: Fires continuous bursts of machine gun shots while firing
    bazooka shots from its chest five times, followed by one final time. Shot.

GINN (Class 3)
C1: Fires a tiny machine gun burst. Shot.
Charge Attack: Braces itself for the amazing attack that is about to come, then
    fires four rockets from its legs. **Zero Range Shot is recommended. Shot.
Dash Charge: Fires a bazooka shot. Shot.
SP Attack: Fires a huge continuous yellow beam. Reminescent of similar attacks
    by Class 1 suits like Wing Gundam Zero. Shot.
Air SP Attack: Fires four giant missiles forward. Shot.
Other Info: RaphaelRobo, a significant contributor to the grunt section of this
    guide, thinks that this suit feels similar to the Dom in playstyle. 

=========================
4. CONTRIBUTIONS (DWG304)
=========================
I welcome any of the following;

Compliments
Constructive criticism
Moves that can be extended by pressing/holding Y/Triangle repeatedly that I may
    have missed
SP Attacks with a significant change in activity at 1, 2, or 3 levels of SP
    Gauge
Attack/weapon names (e.g. “Burning Gundam's C4 is called Burning Slash Typhoon
    in the English anime”).
Skill suggestions as they pertain to certain attacks (e.g. “Burning Gundam's C4
    is really good with Magnetic Field”)
Suggestions for rewording attack descriptions
Anything else that contributes to the FAQ

You can contact me at: DarkestSamus@yahoo.com

Please use a spam-filter friendly subject line, such as “Regarding your DW:G3
    FAQ...”.

======================
5. THANK YOUS (DWG305)
======================
Thanks to...

My good friend Jo, for making this game SO much more fun for me and for helping
    me through all the work that it took to make this
LordKarasuman, for although he didn't contribute directly to this work, his
    work on the game has been invaluable to me.
RaphaelRobo, for many contributions including most of the Class 3 suits, the
    Jegan and the Nemo, and some move corrections.
Shinigamiefa, for researching several items (individually credited next to the
    items).
Kaiser 98821, for pointing out several moves with multi-inputs (extended
    attacks if you continue to press Y/Triangle) - included in the thanks
    section instead of being credited next to the individual moves.

=====================
6. COPYRIGHT (DWG306)
=====================
This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. This guide is only authorized to 
be hosted by GameFAQs. Use of this guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of copyright.

You may e-mail me and request an unaltered copy of my guide on your site. I 
reserve the right to refuse any such request.

DarkestSamus@yahoo.com