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Forums > FAQ/Game Guides/TEXT Tutorials > Gundam Wing: Endless Duel Thread
 
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Davilex

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 11-03-2006 10:42 GMT - #31100    IP:

 
jippy :)

 

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draculax

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 01-17-2007 14:40 GMT - #32846    IP:

 
Sandrock guide in the works....

 

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draculax

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 01-23-2007 03:07 GMT - #33027    IP:

 
And epyon guide almost done..

 

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Stafos_knight

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 03-05-2007 03:44 GMT - #34266    IP:

 
*yawn* if you need any help just ask ;)

 

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draculax

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 03-06-2007 02:15 GMT - #34291    IP:

 
I've been busy as hell lately and my 3rd son was just born on friday. So yeah type anything you want Staf. Actually finish that sandrock guide XD

 

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Darkside3024

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 03-06-2007 02:36 GMT - #34294    IP:

 
Quote
draculax :
I've been busy as hell lately and my 3rd son was just born on friday. So yeah type anything you want Staf. Actually finish that sandrock guide XD

Congrats man!

 

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Delian

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 03-06-2007 15:43 GMT - #34301    IP:

 
Superb.Bravo.3rd son u should call him 3rd strike :D ;).

 

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draculax

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 03-13-2007 12:59 GMT - #34438    IP:

 
lol

we named him Kadin

 

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Delian

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 03-13-2007 14:37 GMT - #34439    IP:

 
;)

 

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draculax

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 04-23-2007 12:13 GMT - #35294    IP:

 
I swear i will update this before week's end

Edit: I lied. Will be updated on my next day off.

This post was edited by draculax (04-29-2007 10:53 GMT, --- ago)
 

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draculax

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 07-11-2007 15:56 GMT - #36634    IP:

 
Update of sorts with some epyon stuff.

B is your friend. Good range, down b can be an anti air if timed well. Does chip. stand b -> down b chains together for 5 hits from point blank range.

stand X is a knockdown attack. Chains from y and b attacks. Can be used as anti air as well.

qcf + weak/strong is good for combos in the air and as a occasional suprise attack.

qcb + weak/strong is great for keeping pressure on the opponent. you can cancel most of your normals into it blocked or not to keep on them. be careful because if your oponent is crafty they can air throw you during the moves arc. also this is used for a lot of his really complex combos. (not to mention his infinite) Also the strong version is great for ground cross ups (will explain later)

his super is spammy, in a word. It will chip like no tomorrow. Lots of new players like to use this all the time constantly and honestly it's annoying but not unbeatable. the only real ways to combo this is after a knockdown or after jump A if it hits while they are in the air.

more coming later..

 

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LordZetta

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 07-12-2007 16:53 GMT - #36642    IP:

 
Nice thread. Just getting into this game. I'm looking for that Sandrock and Tallgesse goods.

 

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draculax

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 07-16-2007 19:36 GMT - #36657    IP:

 
I have a partially completed Sandrock guide i'll post up for ya soon.

 

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draculax

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 07-31-2007 18:30 GMT - #36811    IP:

 
As promised here the partial sandrock guide. This one is in the process of being done by Stafos and I so check back and we'll get it done. (hopefully...)

XXXG-01SR Gundam Sandrock movelist and description.

Sandrock is the biggest tank in this game, he has the most durability of any suit. Meaning he can take a lot of hits.Sandrock is a suit that many people ignore because its slow, but sandrocks play is all about speed,the faster you are the faster he is. Sandrock is a powerful unit and is able to crush anyone just as easily.

A button
A quick slash to the chest area, good speed, good range, decent power, a useful move. His fastest normal.

Down+A
A stab into the ground with his blades, low range, good power, not really that fast, useful for otg combos and in chains.

Jump+A
the same as Down+A only in the air, very useful as a jumping move. does good chip.

B button
A chop that sends the oponent temporaraly up into the air, good speed, good range, low power, good antiair and nice to use in any sandrock combo.

Down+B
a quick stab to the feet, good range, good speed, low power, useful for combos because of its chainability. Use it after a weak throw for an extra hit.

Jump+B
This move is the same as B button only in the air, good speed, good range, excelent antiair.

X button
A heavy smash with the shield, good range, semislow speed, high dmg, uneffective antiair, not a very good attack. Only really useful in chains after a stand B for a quick knockdown.

Down+X
A heavy smash with the shield but slightly lower than standing, good range, semislow speed, high dmg, uneffective antiair, not a very good attack. Avoid using this.

Jump+X
The same as X button but in the air and can be put to better use. Good priority as it will beat a lot of other normals and some specials (Anti Air supers aka Deathscythe (also his dp) will beat it)

Y button
A shortrange punch to the chest, low range, fast speed, low power, easily comboable so this move gets points but not many. Useful for tick throws

Down+Y
A shortrange punch to the lower areas, low range, fast speed, low power, same as the above for use.

Jump+Y
A falling knee attack once again, low range, low power, good to combo off of if used correctly. AKa Gundam Dropkick

Special moves:

Qcf Strong - Sandrock launches a shotel that traps the oponent for several hits. This projective will beat any other projectile in the game. It CANNOT be destroyed like other fireballs. Can be used for a guard break if they block it high and are caught in all the hits.

Qcf weak - Sandrock launches a shotel that hits the oponent and disapears it can't be stopped but isn't as useful as the strong version :(.

Qcb + Strong - Sandrock does an automated combo consisting of 4 hits ending in a knockdown.

Qcb + weak - Sandrock does an automated combo consisiting of 3 hits.

dp + strong - Sandrock does a small rush forward and if this connects sandrock grasps the oponent and slams him into the floor for good damage. Gundam Powerbomb #1

dp + weak - Sandrock does a small rush forward and if this connects sandrock grasps the oponent and does 3 headbutts then throws them on to the floor.

QcfX2 + any button - (super) Sandrock with the assistance of the maganac corps (not seen but explanins the other shots :P) rain bullets down upon the enemy. Not really useful because it's can't be comboed besides OTG and sucks as a super counter. You can glitch it for the air version which catches people sometimes.

Chains;
(Standing)

Y chains to itself, B, Down+B,, and A.

B chains to A, Down+A, and X.

A chains to nithing

X chains to nothing. (go figure its a knockdown see otg section)

Down+Y chains to itself, B, Down+B, and A.

Down+B chains to A, down+A

Down+A chains to nothing (go figure its a knockdown see otg section)

Down+X chains to nothing (go figure its a knockdown see otg section)

Jump+Y chains to Y,down+Y,B and Down+B if used as a jump in.

Jump+B chains to itself if timed right

Jump+A chains to nothing. (go figure its a knockdown see otg section)

Jump+X chains to nothing. (go figure its a knockdown see otg section)

His standing Y, B and A attacks are all cancelable into any of his specials. Crouching and jumping Y and B are as well.

(OTG)
Down+B -> down+A is all you can do for otg combo hits :P

Wakeup games:
1) get in close when enemy is knocked down, Jump, late in the jump hit Y for a crossup hit then follow it up as you wish.

2) In the corner, as enemy is knocked down, jump forward+A timed to hit, if blocked down+B then follow it up as you wish, if not blocked, repeat it as it knocks down jumpers or low gaurders.

Will add combos + tactics later..

This post was edited by draculax (08-01-2007 16:26 GMT, --- ago)
 

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draculax

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 08-01-2007 16:27 GMT - #36826    IP:

 
Keep an eye out for a Sandrock tutorial video soon. Made By the aformentioned Stafos.

 

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Stafos_knight

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 08-01-2007 17:22 GMT - #36827    IP:

 
Indeed.. made by the aformentioned.. me, Also,

"Not really useful because it's can't be comboed besides OTG and sucks as a super counter"

Well, i very much agree with the not very useful part, but After a Qcf strong, near the corner, you can link it.

You can also link jabs after it if your oponent was to jump over top of you as the super starts, and get hit by all of the back shots.

 

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draculax

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 04-02-2008 08:19 GMT - #38142    IP:

 
This is major need of updating...

This post was edited by draculax (05-16-2008 08:18 GMT, --- ago)
 

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draculax

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 05-27-2008 04:20 GMT - #38354    IP:

 
Will add tallgeese stuff by next friday

This post was edited by draculax (06-02-2008 21:22 GMT, --- ago)
 

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Bboy_Burst

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 05-31-2008 08:14 GMT - #38368    IP:

 
Hi Drac

 

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draculax

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 06-02-2008 21:21 GMT - #38378    IP:

 
How goes it Ku?

 

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Bboy_Burst

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 06-05-2008 10:00 GMT - #38394    IP:

 
i'm doing fine. i see your the star of this thread. lol

 

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draculax

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 06-06-2008 19:09 GMT - #38403    IP:

 
I try :P

 

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Wingmaster

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 06-09-2008 18:19 GMT - #38419    IP:

 
Not hard enough apparently. Just kidding though.

I believe Phantom has a Tallgeese guide up on the gamefaqs board. You should post it here.

 

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draculax

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 05-12-2009 18:33 GMT - #39303    IP:

 
i really need to update this.

 

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draculax

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 05-21-2009 21:11 GMT - #39306    IP:

 
Tallgeese stuff from the gamefaqs boards:

Tallgeese has a lot going for him!
Pros about Tallgeese
- Slow flight down mode (ability to runaway for longer periods of time than most gundams)
- c. B protects his entire body and comes out fast attacking ground and regular jump range
- Almost full screen super
- Higher super jump than most Gundams (avoids jump air attacks if timed properly)
- Powerful combos
- j. B hits behind him and in front of him as well as jump and super jump range. (More so super jump range)

Cons about Tallgeese
- Very big body, combos or attacks that wouldn't work on other gundams work on him!
- His FDF doesn't have a lot of priority, regular attacks beat this out often (I think it has certain times where it's actually strong and weak. I'm not entirely sure how this is, but if someone were to run a few trials and let us know how it's going... that would be cool).
- c. X is his only move that attacks low. (Despite his c. A which attacks grounded opponents but when standing, opponent can block standing)
- Range of normal attacks are small. (Tallgeese needs to understand the opponent moreso than other Gundams in order to make way for his own attacks to do damage)
- Lots of delay on special attacks! Be careful about people who time block dash correctly to kill the delay!

General strategy of dash in low and throw mixup works with Tallgeese, you can use s. B as the "tick" to the tick throw.
Runaway strategy consists of jump, super jump and flight down until you feel the need to do FDF strong.
QCF strong is good but make sure it hits or else you're done (vs. Epyon for example)
QCB strong is very powerful when it hits, try to get some cross up j. X, land, c. B xx qcb strong. Otherwise, the opponent can block up all day without worrying about damage

When opponent is wise about blocking up, try to come down with A instead of X. Do chip as much as you can without sacrificing Tallgeese's health

j. down X has a lot of priority use it to your advantage!




From Phantom:
Basic Breakdown

Tallgeese the ever forgiving, inadequate suit of the the game. Althought most people would really rather not play him, I enjoy playing him. He has a bit of unnoted ability to move a bit faster than most suites, even though his speed is rated only at 150. His fighting ability 100 and his reach 110. Although this may seem like a big disadvantage, I've had higher rate of landing throws, and moving around my opponet more so than, If I were to play with Wing Zero, or Shenlong.

Some of the basic strategys, that are going to allow you to pilot Tallgeese at least a little better if not more.

His jumping capabilities are greatly mistaken, he verniers higher than anyone. And his hoovering parts make it easy to move around. Mess around with it, might find a nifty combo starter. or even a well placed hit against those "Unpredictable" players.

His weapons, a cannon and pistol, pair of sabres, they all make good use, but are really render absolutely useless.. His speed that comes into play once more, the cannon and the sabres can only be attached together through a super. The pistol to the cannon and sabres, is roughly a timing process, but not very effective.

His special, is weak from far, and far from weak, if a person is up close but in the air, unleash it, 4 to 6 hits, and you get a damage bonus, for the counter. Whats the purpose of that you ask, unless you know how to manage his speed quite well, Tallgeese will not be a help to you, or your strategies. In another page which will be here shortly, will give you a bit of taste of some of his combos.

Combo list...

After reading the basic breakdown, I'm sure you wondering why in the hell would some one master that suit, I'll tell you, because of his power. I'm willing to send people zsnes, movies of these combos to justify that they work. These combos will go from most hits to least.

Break Down= Weak Vulcan, Strong Vulcan, qcf+A or X, qcf^2+any 18 hits

Ultimate Strike= Vernier in A, Down+A, Standing A, qcf+X or A, qcf^2+any 14 hits

Power Break= Dash in Down+A, Standing A, qcf+A or X, qcf^2 any 13 hits

Sabre Slashing= Vernier in A, Down+A, Standing A, qcf^2+any 11 hits

Mach 4= Dash in B, Down+B, Pause, Standing A, TdT+A or X, Down+X, qcf^2+any 10 hits

This concludes, his massive combo section..

Gunned Down= Weak Vulcan, Strong Vulcan, qcf+A or X 14 hits

What the?!=Vernier in A, Down+A, Standing A, qcf+strong 10 hits

The Dream=Vernier in X, Standing Y, Standing B, Standing A, Qcf+A or X 9 hits

Royal Revenge=Vernier in A, Standing B, Down+B, Pause, Standing A, TdT+A or X
Down+A or X(for more Damage) 8 Hits

Sky High= Vernier in A, Standing B, Down+B, qcb+X or A 6 hits

Mercy= Dash in Down+Y, Standing B, Down+B, TdT+Y or B, Down+X 6 Hits

Owned Part 1= Standing B, Down+B, qcb+Any 4 hits

Owned Part 2= Vernier in X, Down+B, qcb+Any 4hits

Gunner= Weak Vulcan(*Only Two Bullets), Qcf+Y or B-Good energy builder 4 hits

more coming later...

 

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draculax

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 04-21-2012 06:10 GMT - #39605    IP:

 
ressurection! more stuff coming soon thoug 10 to 1 says no one will look at it.

 

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