I was just wondering if anyone plays Gundam vs Gundam Next plus for the psp. Cause if you also have a ps3 you can use the ADHOC party on the ps3 to play psp games online through the ps3. Here is a in-depth FAQ for the system.
There are some significant changes from the original Gundam VS Gundam. For
people who are migrating from the original GvG, knowing the changes will be
beneficial to you.
General Changes
-
Removal of G-Crossover, the G-Gauge have also been removed.
-
GvGN/GvGNP does not feature an awaken system. It is the third game that does
not use an Awaken System. -
Removal of Auto-Guard. The auto guard function from GvG is now changed to a
manual blocking system, much like the AvZ series. Of course, the input is also
the same, so by inputting Down Up, the unit will guard. Once again, the shield
will be indestructible. However, some units like Turn X (with its backpack)
retains the auto-guard ability. -
Addition of the NEXT Dash System (hereby abberivated to ND). NEXT Dash is the
feature of GvGN/GvGNP, allowing the player to cancel any action performed by
consuming a bit of the boost gauge. More will be covered in the ND System
portion. -
Addition of a new weapon reload type. Some weapons will now begin as 0 ammo
when the unit spawns, and these weapons will charge as time passes.
For example: Exia’s TRANS-AM, GX’s Satellite Cannon, etc.
Boost System Changes
-
Changes to boost gauge recovery. In previous VS games, the boost gauge will
slowly recover (in a span of 2~3 seconds) once the unit lands on the ground.
In GvGN/GvGP, the boost gauge will fully recover in an instant (after
standing still for a second or two) once the unit lands. -
Vulnerability during landing. In NEXT, all units will have a definite
opening once they land on the ground. Unlike previous VS games where you can
attack with your weapons, or even use side melee to dodge an attack, this is
NOT possible in GvGN/GvGNP. So boost management is more important than ever
before. -
You can no longer step in the same direction twice in a row. However, you
can still step in different directions consecutively. -
If you run out of boost while stepping, you will also stop on the ground
just like how you would normally land, even if you were stepping on ground
before (aka, opening where you can’t do anything)
Melee System Changes
-
Melee input have been changed from GvG’s system back to AvZ’s system. So we
now have side melee instead of step melee. -
BD meleefs input is now changed to BD + forward melee.
Commands:
- Main Weapon
- Melee
- Jump
- Search
- Mobile Assist (Main+Melee+Jump)
- Special Shooting (Main+Jump)
- Special Melee (Melee+Jump)
- Charge Shot (Main)
- Charge Shot (Melee)
- CPU Command/Communication
- Guard (Down->Up)
Controls:
By default, the control scheme is the following:
Square: Main Weapon
Triangle: Melee
X: Jump
Circle: Search
L: CPU Command
R: Subweapon
Select: Mobile Assist
As you can see, the PSP is unable to map all the actions to the buttons, so you
will have to use combinations of the buttons to use some commands. Of course,
the control scheme can be changed to your liking.
Actions:
-
Walking: You can move your unit in any direction by using the D-Pad or the
Analog Nub. Some units hover instead of walk, but they are the same
thing. Walking does not consume any boost. -
Step: You can step by double tapping any direction, and your unit will
quickly dash to the corresponding direction. You may step both on the
ground and in air. However, do note that stepping in the air gives you
a bigger delay after the step. You can control the length of the step
by holding the direction key. Performing a step consumes a bit of your
boost gauge, so manage your boost well. Of course, you may not step
when your boost gauge is empty. Notice that in GvGNP, you can no
longer step in the same direction twice in row. However, you CAN step
in different directions consecutively. The delay caused by stepping
can be canceled by a NEXT DASH (ND), provided that you have boost.
Another important factor to stepping is that it will lose the tracking
of incoming attacks. Due to that, stepping is still very useful in
the game, even with ND.
- NEXT Dash (ND): You can NEXT Dash by double tapping the Jump button. This
can be used to cancel various movements your unit is making.
After the initial boost, it will turn into a regular BD.
Each ND consumes a certain amount of your boost gauge, and
you will not be able to ND if your boost gauge hits 0.
More info in the ND section.
Note that with ND, enemy attacks are still able to track
you down. So don’t think that you will be able to avoid
everything via ND.
- Boost Dash (BD): With the inclusion of ND, Boost Dash works a bit
differently. As mentioned, each ND will turn into a BD
after the initial ND animation. During that time, your
boost gauge will continue to be drained. To maintain your
BD, simply hold the direction or the jump button. Do note
that some units have a different BD method while on ground
and in the air. eg: God Gundam runs on the ground as its
ground BD.
Note that Ground BD units will “brake” when their BD is
over.
Non-transforming units have the ability to manually start
a regular BD by inputting the transforming command. This
may be useful in situation where you want to save boost.
See the Transform entry for the command.
-
Transform: Some units have the ability to transform. (eg. Zeta Gundam) To
transform, hold the jump button and double tap a direction. You
can maintain the transformation if you hold a direction or the
jump button. You can ascend if you hold the jump button in MA
mode again. Unless otherwise stated, attacks during MA modes
are the same as normal mode. -
Shield Guard: Unlike GvG, units with shields can now manually guard by
inputting down, up quickly. The shield is invincible, so you
can block every single attack with it. Do note that during
the shield guard animation, your unit will not be able to ND
out of it. Boost will also be consumed during the shield
guard. -
Flip: After being downed by the opponent, you may input a direction and have
your unit flip to recover in that direction. If you don’t press any
buttons, your unit will stand up eventually. -
Flip Recover: When your unit is hit and sent flying, you may flip recover by
pressing any of the attack buttons or the jump button. This
can be done as long as you are not downed. Do note that flip
recovering will let your unit regain some boost. -
Battou: Battou means unsheathing (a blade). In GvGNP’s case, it is when your
unit pulls out their melee weapons. This can only be done pressing
the melee button while your unit is completely outside of its melee
range. If not, your unit will immediately perform a melee attack on
the target.
Note that not all units can battou, units like V2 have no such
animation.
-
Neutral Melee: This melee attack is performed by simplying pressing the
melee button with no direction input. Some units have
different melee attacks while on ground or in air. For units
that don’t have a terrain difference, their melee attacks
will be essentially the same on ground or in air. -
Side Melee: This melee attack is performed by simply pressing the melee
button with left or right inputted at the same time. Some units
have different melee attacks while on ground or in air. For
units that don’t have a terrain difference, their melee attacks
will be essentially the same on ground or in air. Note that
some units have different left and right melees. -
BD Melee: This melee attack is performed by simply pressing the melee
button and the direction up during BD. -
Charge Shot (CS): Done by holding the corresponding button (a or b) until
the weapon bar flashes MAX, then releasing it. Note that
not all units have a CS. Main weapon Charge Shot is noted
as CSa, and Melee Charge Shot is noted with CSb. -
Multi Charge Shot (MCS): Primarily same as Charge Shots, except you are
required to change your lock while you are holding
the button down. As you release the Charge Shot,
it will target your previous target and your
current target. Note that only a few units have
MCS. Main weapon Multi Charge Shot is noted as
MCSa.
Note: If you melee during the MCS charge, it will
revert back to a CS. This can be useful when
you have already switched locks (during
charging), but want to use the normal CS
instead.
-
Mobile Assist: Done by pressing main weapon + melee + jump at the same
time. Your unit will call out a support unit to assist them.
More info in the Mobile Assist Section. -
Communication: Usable when you are playing VS or Co-Op, this will allow
you to report the status of your unit to your partner.
Techniques:
Draining: Some attacks can leave the target standing instead of send them off
flying. When a player does this on purpose, it is considered to be
draining. For example: Freedom uses the first nb hit, then SEEDs to
his bc. The bc leaves the enemy stunned, but not downed. This is
considered to be draining.
Quick Charge (QC): QC means firing a CS right after your main/melee attack.
Basically, if you want to QC a CSa, fire a CS right after
using your main weapon. In the case for CSb, fire CSb right
after pressing the b button. This can be done by holding
down the button until the charge is 80~90% full, release
the button to fire the weapon, then quickly hold the button
down again to charge it to 100% and release it. What
happens is that you will fire the weapon, and then
immediately follow up by your charge shot.
Charge Shot Cancel (CSC): As implied by its name, you use a charge shot to
cancel an action. This is, of course, done by using
the CS right after whatever you want to cancel. Note
that CSC DOES re-aim like it did back in the AvZ
series.
Assist Cancel: You can cancel out some movements by calling upon your Mobile
Assist. This can be done by quickly pressing the other buttons
required for using the Assist after the button you intend to
press. For example: Strike Gundam. Let’s say the player wants to
switch to Sword Strike, but wants to cancel the equipment change
animation. The player can achieve this by inputing 6ac-b as
quickly as possible. What will happen is that the equipment
change animation will be completely canceled by the animation of
calling upon assist. This is fairly useful for things that have
a delay for equipment changes. But of course, you can cancel
other attacks with this as well. The inputs for Assist Cancel
are the following:
- ab-c
- ac-b
- bc-a
Shield Reload: Only usable for units that throws out its shield as an ammo
based attack. (Basically only Deathscythe Hell and Aegis)
After the shield is sent out, inputing the guard command will
allow the unit to guard, which refills the shield ammo.
Brake Cancel: Only usable for units with Ground BD. During the brake animation
that occurs during the end of the Ground BD, if you input a
command (For example: calling out the assist) that stops the unit
completely, and then step once. Your boost gauge will be
completely recovered at the end of the step.
General commands that can work with Brake Cancel:
- Assist
- Battou
- Sheathe
NEXT Dash System
The NEXT Dash system is a new system introduced to GvGN/GvGNP. NEXT Dash is an
ability shared by all units, which allows them to cancel any action at the cost
of a bit of the boost guage. Of course, this can be used for chaining/comboing
purposes, but you can also cancel any lag. For example, you may ND right
after/during the Satellite Cannon to cancel the lag. However, you may not ND
if you have no boost left.
Note that ND-ing does NOT lose the incoming attacks’ tracking, they will still
be able to track you down. So please do not think ND-ing will get you out of
everything.
ND-ing melee and range attacks is also a bit different. While you can ND out
of range attacks at any given moment, you can only ND out of melee attacks
after its priority have come out.
Note that ND-ing backwards (as well as BD-ing backwards) will drain your boost
gauge 2 times faster.
Mastering the use of ND will be your first step to mastering the game.
Mobile Assist
Similiar to GvG, units can call for assists to support them. This is exceuted
by pressing main, melee, and the jump button at the same time. They are mainly
separated into 3 kinds:
- Offensive
- Defensive
- Support
The offensive assists usually have attack priority on the assists themselves,
so they can actually deal damage by crashing into the opponents. (eg. Gundam’s
G-Fighter assists) The defensive kind just merely defends for you. (eg. V’s
Shrike Team) And lastly, the supporting assists. These assists stay by your
side, and are able to fire along with you. Examples of these assists can be
seen on the Sazabi, Mk-II, etc. You can also manually order them to fire by
pressing abc again while they are on standby. Of course, they can also act as
shields.
Learning how to use Mobile Assists properly is your first step to mastering a
unit.
Roster
Mobile Suit Gundam
RX-78-2 Gundam
RX-77-2 Guncannon
RX-75 Guntank
MSN-02 Zeong [PSP Exclusive]
MS-06S Char’s Zaku II
MS-09 Dom
MSM-04 Acguy
Mobile Suit Gundam: 08MS Team
RX-79[G]Ez-8 Gundam Ez-8
RX-79[G] Ground Type Gundam
MS-07B-3 Gouf Custom
Mobile Suit Gundam 0080: War in the Pocket
RX-78NT1 Gundam "Alex"
MS-06FZ Zaku II Kai
MS-18E Kampfer
Mobile Suit Gundam 0083: Stardust Memory
RX-78GP03S Gundam "Dendrobium Stamen"
RX-78GP02A Gundam "Physalis"
RX-78GP01(Fb) Gundam Zephyranthes (Full Vernian)
Mobile Suit Zeta Gundam
MSZ-006 Zeta Gundam
RX-178 Gundam Mk-II
MSN-00100 Hyaku Shiki
PMX-003 The O [PSP Exclusive]
AMX-004 Qubeley
RX-178-03 Gundam Mk-II (Titans - Camille Unit)
Mobile Suit ZZ Gundam
MSZ-010 ZZ Gundam
AMX-103 Hamma Hamma
AMX-044-3 Qubeley Mk-II (Puru Two)
AMX-044-2 Qubeley Mk-II (Puru)
Mobile Suit Gundam: Char’s Counterattack
RX-93 Nu Gundam
MSN-04 Sazabi
Mobile Suit Gundam F91
F91 Gundam F91
XM-07 Vigna Ghina
Mobile Suit Victory Gundam
LM314V21 Victory 2 Gundam
ZM-S24G Gedlav
LM312V04 Victory Gundam
Mobile Fighter G Gundam
GF13-017NJII God Gundam
GF13-001NHII Master Gundam
GF13-017NJ Shining Gundam
GF13-021NG Gundam Spiegel
GF13-050NSW Nobel Gundam
New Mobile Report Gundam Wing (TV)
XXXG-00W0 Wing Gundam Zero
XXXG-01D2 Gundam Deathscythe Hell
XXXG-01H2 Gundam Heavyarms Kai
OZ-13MS Gundam Epyon
OZ-00MS Tallgeese
New Mobile Report Gundam Wing: Endless Waltz
XXXG-00W0 Wing Gundam Zero Custom (EW Version) [PSP Exclusive]
XXXG-01S2 Gundam Nataku (EW Version) [PSP Exclusive]
After War Gundam X
GX-9901-DX Gundam Double X
GX-9900 Gundam X (GX-9900-DV Gundam X Divider)
NRX-0013 Gundam Virsago
Turn A Gundam
System-A99 (WD-M01) Turn A Gundam
Concept-X 6-1-2 Turn X
AMX-109 Kapool
Mobile Suit Gundam SEED
ZGMF-X10A Freedom Gundam
GAT-X105 Strike Gundam
GAT-X303 Aegis Gundam
GAT-X102 Duel Gundam Assault Shroud
ZGMF-X13A Providence Gundam [PSP Exclusive]
Mobile Suit Gundam SEED DESTINY
ZGMF-X42S Destiny Gundam
ZGMF-X56S Impulse Gundam
ZGMF-X20A Strike Freedom Gundam
ORB-01 Akatsuki
Mobile Suit Gundam 00
GN-001 Gundam Exia
GN-005 Gundam Virtue (GN-004 Gundam Nadleeh)
GN-0000+GNR-010 00 Raiser [PSP Exclusive]
CB-0000G Reborns Gundam (CB-0000C Reborns Cannon) [PSP Exclusive]
Mobile Suit Gundam Unicorn
RX-0 Unicorn Gundam
NZ-666 Kshatriya [PSP Exclusive]