KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE) MS-07B GOUF FAQ Version 0.98 Copyright Wavehawk 04/15/2002 ============ UPDATE BOARD ============ 04/15/02 - Version 0.98 - I now use Textpad to edit my FAQs, so it may have a different effect when seen in Wordpad or another text editor. - Added the 2x3 shooting tactic to use against the Gundam. - Added info to Heat Rod tactics and descriptions. - Thanks to Donny and the RvsZ group on GameFAQs for pointing both of these out. 03/27/02 - Version 0.95 - Corrected spelling errors. 02/17/02 - Version 0.90 - First version of Gouf FAQ. Set to 65 CPI. ======== LEGALESE ======== This FAQ may only be shown at Gamefaqs website, or as part of Don "Gamera" Chan's Renpou VS Zion FAQ. Any reprinting or publication of part or the whole of this article without the authors' permission is prohibited. Any attempt at copying part or the whole of this FAQ and pass it off as another's work is considered blatant plagiarism and will be punished accordingly and personally by the authors themselves. This is a non-profit FAQ written for free and informational purposes only and not to be marketed for any reason. Know fully well that if this is violated in any way, the writer and the maintainers of the page this FAQ is displayed on are perfectly within their legal rights to sue the pants off of you, since murder is not permissible. The information written in this FAQ is neither sponsored by nor endorsed in any way by software developer Capcom nor by entertainment company Bandai/Sunrise. The names and terms Mobile Suit Gundam, Gundam, GM, Zaku, et al., and the likeness thereof are copyright 1979, 2001 Sunrise animation and Bandai Co. ========== COMMENTARY ========== I am a longtime Virtual On fan. When Capcom first came out with the arcade version of Gundam, I was initially skeptical since their previous mecha game, Kikaioh (Tech Romancer) did not really appeal to me, mainly due to its fighting-game interface. However, I was thoroughly impressed with the result, and currently Renpou vs Zion is one of the few new non-shooting gun games I am currently playing. Nonetheless, I highly recommend reading Donny's general Renpou VS Zion FAQ first before going on to this MS-specific FAQ, as it will save you some trouble later on. ========= INTERFACE ========= Gundam: Renpou VS Zion uses a standard 8-Way joystick and four- button control interface. Ideally, the left hand should control the stick, while the right hand handles the action buttons (unless, of course, you happen to be double-jointed). Long-time players of the Capcom games Spawn: The Devil's Own or Heavy Metal: Geomatrix should feel right at home, as Gundam uses more or less the same game engine, with a few new twists. Here is the control scheme with respect to the MS-07B Gouf: NW N NE \ | / G F J W - C - E T / | \ SW S SE N - North. Walk forward. (Tap twice to dash) E - East. Walk right. (Tap twice to dash) W - West. Walk left. (Tap twice to dash) S - South. Walk backward. (Tap twice to dash) NW - Northwest. Walk forward-left. (Tap twice to dash) NE - Northeast. Walk forward-right. (Tap twice to dash) SW - Southwest. Walk backward-left. (Tap twice to dash) SE - Southeast. Walk backward-right. (Tap twice to dash) T - Target selection. G - 5 x 75mm Machinegun. F - Heat Saber. G+F - Heat Rod. J - Jump Booster. F+J - Shoulder Ram. =========== MS-07B GOUF =========== Principality of Zeon Ground Type Close Combat Mobile Suit MS-07B "Gouf" Head Height: 18.2 Meters Empty Weight: 58.5 Metric Tons Loaded Weight: 75.4 Metric Tons Power Output: 1034 Kilowatts Armor Material: Super High Tensile Steel Total Thrust: 40700 Kilograms/Thrust Sensor Radius: 3600 Meters Production Run: Mass-Production 180 Degree Turn Time: 1.5 Seconds Land Speed: 99 Km/H Armament: - 5 x 75mm machine gun - Shield - Heat Rod - Heat Saber Notes: - The Gouf is a fast Zion MS on the ground designed solely for close-quarters battle (CQB). It is incredible in melee combat but its long-range abilities are underwhelming. Thus, it's no surprise that a Gouf pilot has to be exceptionally aggressive and nimble in order to close the distance to make the most of this Mobile Suit. - The MS-07B Gouf available in the game is the version used by Ranba Ral against the Gundam. Unfortunately for fans, the MS-07B3 Gouf Custom and it's Gatling Cannon are not available in this game. Sorry to the Norris Packard fans out there. - The Gouf is a ground-combat only MS, thus it is not available for use in the two Space Stages Solomon and A Baoa Qu. When playing as the Gouf, you will be given an option to use another MS in the Space stages because of this. The Space-Capable MS that is closest to the Gouf in terms of tactics would be the YMS-15 Gyan, but that's the subject of another FAQ. - One of the great things about the Gouf is its relatively low cost; it's cheaper than most Zion MS save for the Zaku, and yet has reasonable armor and very good mobility on the ground. It is definitely "the most bang for your buck" if you are a good pilot who doesn't shy away from up close and personal combat. ========== GOUF TIPS: ========== "This is no Zaku, boy!" - Ranba Ral, Mobile Suit Gundam The Gouf is hardly the MS for everybody. It packs weak to nonexistent long-range firepower and does not have the hover maneuverability of the Dom. It is a solely Ground-Combat MS, which means it is unusable in Space Combat. On the other hand, it is arguably one of the best Zion MS avilable in the game. In close-combat where it excels, the Gouf kicks major Feddy butt and then some. It's cheaper than most of the other high-power Zion MS, but definitely a step above the Zaku in terms of combat potential. Best of all, it's a very showy machine; in melee combat, its moves are nothing short of spectacular to watch. If you're a good MS pilot with a flair for style, close combat, and have a quick tactical mind, the Gouf is definitely the Zion suit for you. ------------- GENERAL TIPS: ------------- - First rule of thumb (for ALL players): Stay alert. It's easy to lose yourself in what you're doing, so much so that an enemy could easily get the jump on you. Especially one who's just respawned and falling from the sky. In the upper-right corner is the radar. Red dots are your enemies and the green cone is your MS' field of vision. Be aware of where your enemy is, and keep on your toes. - If your MS has a shield and is moving backward when it is fired upon, the MS will raise its shield to defend, thus taking no damage. However, the shield itself will be damaged, and it's only a matter of time before that is destroyed. I have observed this with the Gundam and the GM. The Gyan, on the other hand, ALWAYS has its shield up since it houses its primary weapon, but the shield is small. - Donny has noted that in a two-player game, both players shouldn't attack the same enemy MS as much as possible. This is true for the Gouf as well; its Heat Saber melee attack combo is highly damaging, flashy, and wide, although not as wide as the Gelgoog or Dom's spin attacks. Watch out for it's Heat Rod, however. - If one Zion player is using a Gouf, the other player should ideally pick an MS with good ranged weaponry, to offset the Gouf's (admittedly) pathetic ranged attacks. A Zaku (Machinegun or Bazooka) and a Gouf are not only a good combination, they are a relatively cheap teaming as well for the Zion side. Goufs are not bargain-basement price MS like the Zakus, but they still cost far less than the Dom or Gelgoog MS. -------- WEAPONS: -------- 75MM MACHINEGUN - The Gouf's only long-range weapon, and the weakest Zion MS Primary weapon available, as it does only about as much damage as the Federation GM's 60mm Vulcans. Then again, the Vulcans are a secondayr weapon. It's best used to pester your opponent at long ranges or to try and stun them before they can get a lock on you. It is also probably the Gouf's only defense against a long-range attack, which isn't really saying much. - The Gouf's 75mm Machinegun is not the best weapon to take into a gun duel with. Still, it has its uses in combat, considering that the Gouf has no other ranged weapon alternatives. Take note of a few things: * Machineguns fire off a short burst of 5 shots, and track better than most weapons. Likewise, the Gouf's 75mm gun is fairly accurate, like the Zaku 120mm MMP-78 Machinegun. * The 75mm Machinegun reloads slightly faster than the Zaku 120mm Machineguns, but has a smaller clip. * If the entire burst connects, the target MS will stagger. If it was about to fire a weapon it will be cancelled. Very good counter to a Guntank or Guncannon's Twin Cannon fire. * Accuracy of the 75mm Machinegun is pretty similar to the Zaku MMP-78s, not much change there. * MS are usually not knocked down by Machinegun fire. It is generally good to follow up a Machinegun attack with a more powerful melee attack if at close range, while the enemy is still stunned. - The most common use I found for the 75mm gun was defensive or to take shots off at long ranges. I don't usually get many kills using the 75mm Machinegun. It's better than nothing, but the 75mm Machinegun just doesn't pack enough firepower to be solely relied upon in combat. The Gouf is a close-combat machine, and must be played out as such. - Do not completely ignore the 75mm gun if it comes to finishing off an enemy at range. If you are dealing with a Guntank (for example) with only a small amount of energy left, and are too far out to rush in and attack, finish it off with the 75mm. - A good tactic to use with the 75mm, as with all automatic weapons in this game, is the 2x3 tactic. Most of the automatic weapons in RvsZ, such as the 120mm Machinegun or the 60mm Vulcan, fire in rapid bursts of 5 shots, depending on how long you hold down on the firing trigger. A tactic is to fire the first two shots of the burst, to force the enemy MS to move. As it dodges, fire the remaining 3 shots, and these will more often than not connect. - Remember that though weak, the 75mm gun can still set off Bazooka shells. When the Gundam fires off its Hyperbazooka, you can try firing the 75mm gun and blow up the shell before it reaches you. If you get the jump on a Gundam, this can also set off the shell as it fires; the area effect of the bazooka explosion will do some level of damage to your enemy. It doesn't work against the Guncannon and Guntank shells, though. HEAT SABER - This is the weapon the Gouf will make most of its kills with. Its strong and wide-slashing blade is about as powerful as the Gundam's Beam Saber. Unlike the Dom/Rick Dom Heat Saber, it comes out quite fast in combat; fast enough to get the jump on GMs in close combat on occassion. Although it's called a Heat Saber, the Gouf's weapon looks more like a wide-bladed Scimatar; designed for heavy-duty, powerful chopping strokes. - Like all melee attacks, an attack with the Heat Saber will prompt the Gouf to dash forward a short distance toward the enemy MS. The Gouf has a relatively short forward dash range, but makes up for it with its speed. - The Heat Saber is a VERY flashy melee weapon when used in combination. The sequence (F, F, F) starts out with a swinging diagonal cut from lower-left to upper-right, then lower-right to upper-left, then finally the Gouf spins around clockwise with a powerful wide slash to the enemy MS body, horizontally left to right. It's also very fast, so the entire combination looks like just one flowing movement. - Don't use the Heat Saber combination too often, as a miss may prove an opportunity for the GM or Gundam to counterattack. Even if you hit them twice, if the third attack whiffs (misses) the target, be prepared for a whole lot of hurt. The Gouf's recovery time after doing the combo isn't too long, but it's just long enough for an enemy melee counterattack. - The aerial version of the Heat Saber has the Gouf leap and slash diagonally from upper-left to lower-right. - Pressing the Jump and Melee (J and F) buttons simultaneously will make the Gouf do a sudden rush and ram the enemy MS with it's shoulder. It looks nothing like the MS-05 Zaku I's plodding shoulder rush, though; it is a quick and damaging attack that can take many enemy MS by surprise, as well as knock down instantly. It only attacks straight forward, and must be done in relatively close quarters, but comes out fast enough to be a very good option. - Sometimes the Jump and Melee button combination will make the Gouf do a crouching twist and cut the enemy MS from lower-left to upper right. As mentioned in my Dom/Rick Dom FAQ, I am still not sure what are the parameters needed for it to do this, but I'm guessing it has to do with distance. - Doing an aerial forward dash after jumping and the attack with the Heat Saber is another flashy move; the Gouf dives at the enemy MS headfirst and then spins swinging its Heat Saber in a wide arc. However, it's a bit difficult to get the timing right with this attack. It does make for an incredible finish when it actually connects. HEAT ROD - The Heat Rod is activated by simultaneously pressing G and F. Though it's called a Heat Rod, it does not generate heat at all, nor is it a rod. It functions more like a whip, which is why Gundam fans prefer to call this a Heat Whip or E-Whip (Electric Whip). This sub-weapon attack of the Gouf is a powerful weapon, as one hit usually knocks down enemy MS. The Heat Rod lashes out and electrocutes the enemy MS, causing a lot of damage and a great stun opportunity. It's the second longest ranged weapon in the Gouf's arsenal, but is still technically a close-combat weapon. - The duration of the Heat Rod's attack is about 1-2 seconds or so (2 seconds if it connects), and is straightforward. Be warned that the Gouf remains stationary in this mode and can be a sitting duck unless your partner is capable enough to cover you. - After firing the Heat Rod, you can also opt to use it as a whip. In this case, the Heat Rod becomes a powerful defensive weapon as well. While holding down the G + F buttons (Heat Rod active), move your stick either left or right. Moving the stick left will cause the Gouf to swing the Heat Rod like a whip counterclockwise from forward to left, striking everything in range in that arc. Moving the stick to the right makes the Gouf whip the Heat Rod clockwise starting from the left going over to the right. Remember, however, that it has only moderately close range. - The aerial version of the Heat Rod has the Gouf leap and shoot the Heat Rod straight out. It's not of much use since it only has a short distance and retracts too quickly (as opposed to the standing Heat Rod). - One trick with the Heat Rod is that it can sometimes strike around corners. At the corner of one building, try using the Heat Rod. There are times wherein it will go straight through the building and hit the enemy MS on the other side, but this only works for buildings and at certain corner angles. ---------------- ANTI-MS TACTICS: ---------------- RX-78-2 Gundam - Nothing can ruin a Gouf pilot's day like a Gundam can. Whether it's the Beam Rifle or Hyperbazooka, at long ranges the Gouf's a sitting duck against a Gundam. The Beam Rifle can punch a huge hole in a Gouf, while the Hyperbazooka can damage even if the Gouf is only at the periphery of the blast. The only tactic here (as with all Gouf tactics) is to close in as quickly as possible and avoid the incoming fire like the plague. While rushing at the Gundam, take a few potshots with the 75mm gun. It doesn't do much, but hopefully it will do even a tiny amount of damage to the Gundam (considering this is a GUNDAM, that would be VERY tiny). Don't lose your head over it; sometimes the Gundam will dodge the 75mm guns, at which point be ready to dodge yourself; the Gundam's Beam Rifle is hell on a Gouf's shiny blue exterior. - You can also use the 75mm to force the Gundam to move. Even if it does weak damage, the CPU (As well as a lot of human players) have a habit of dodging any shots coming in. This is where the 2x3 tactic comes in handy, especially in close combat. This also makes for a good setup technique; prompt the Gundam to move with a couple of shots, then whip out the Heat Rod to nail him to the side as he dodges. Remember that the chances of knocking down an enemy MS are higher when it is dash-dodging. - The Gundam equipped with the Gundam Hammer is a more ideal opponent for the Gouf. Due to its design, it is limited to melee combat only, leaving the Gundam with only the Vulcans for ranged combat--basically operating like the Gouf. Just remember that the Hammer is the single most damaging weapon in-game. One hit can chop a brand new Gouf's active life in half. The Gundam Hammer shoots straight forward and has more or less the same range as the Heat Rod, so remember--if he is dead in your sights, so are you. Also, a missed Gundam Hammer attack leaves the Gundam in a VERY helpless position. The farther away the Hammer travels, the longer the recovery time. Thus at longer ranges, it takes the Gundam longer to recover from a thrown Hammer than it does for the Gouf to recover from using the Heat Rod. - Regardless of the type of Gundam, be prepared to sidestep or jump to dodge an incoming beam saber attack at close range. Especially watch out for the Gundam's special melee attack; the sudden jump and slash is easy to dodge, but comes out fast enough to surprise less-experienced players. A nice Gouf trick would be to execute the Shoulder Ram once you see the Gundam leap; this will quickly get you out of the saber attack's way, or if done early enough will knock the Gundam down. RX-77-2 Guncannon - The Guncannon's twin cannons and Beam Rifle can be a serious threat to the Gouf at range. Even though it is the slowest Federation MS, it still has legs and can jump reasonably well, so don't think that this will be a walk in the park. MS with legs can sidestep attacks quite quickly. It packs the firepower of the Guntank, but in a smaller and more maneuverable package. It is considerably more difficult to get the jump on a Guncannon than a Guntank because of its maneuverability. - The Guncannon seems to excel in areas with few obstacles (such as buildings) and lots of wide areas and hills (such as the Forest stage or the Desert stage). The combination of powerful explosive shells and an accurate Beam Rifle make it a danger to players at mid to long ranges. Although its close combat ability is weak compared to other MS, the Cannon and Rifle more than make up for it. - The Gouf has to close in and attack the Guncannon as quickly as possible. Once at close range, all hell breaks loose, since the Guncannon's Twin Cannon are still reasonably fast enough to be used with pinpoint accuracy at melee ranges. Like the Guntank, try to get as close to it as possible using whatever cover available to avoid the shots. However, due to its humanoid form, it is more maneuverable than the Guntank and thus won't be as easy a target to hit at long range. Approach the Guncannon as quickly and cautiously as possible, and preferably from behind. - One of the nastiest things a Guncannon can do in close combat is to fire its twin 280mm cannon at pointblank range. This is not only damaging, it knocks down instantly. As usual, keep aware; there is a split second delay as the Guncannon goes through the motions of firing its cannon, so use that as your cue to dodge and counterattack. - Another nasty surprise the Guncannon has up its sleeve is its sudden brawl attack. Experienced players like to have the Guncannon jump in close combat, kicking a Zion MS in the face before kicking again or pummelling them with the Twin Cannon. (I use this tactic a lot with the Guncannon, myself). Thus, the key to the Guncannon is to learn to sidestep at the right moment before counterattacking. It's main power weapons are the straightforward Twin Cannon, once you're at the side or behind, you can take the advantage. - With both the Guntank and Guncannon, do NOT try to air-dash into them head-on from the air, as their cannons will literally blow you out of the sky. RX-75 Guntank - At long range, the Guntank can pummel a Gouf into submission. This is why, if no Gundam is around, the Gouf has to close in and attack the Guntank as quickly as possible. Once at close range, circle and attack with the 75mm gun until you get behind the Guntank. ALWAYS try to get behind the Guntank first before executing a melee attack; the Guntank has a nasty habit of rotating and firing its cannons or mini-rockets just when you're a split-second away from connecting with the Heat Saber. Remember to keep out of the way of those cannons, as they can't possibly miss when you're that close. - Alternate to the Heat Rod if you're not close enough to do a Heat Saber Combo or a Shoulder Ram. After the Heat Rod connects, try to close in again, as the Guntank will be knocked back a short distance by it. - If you're got a clear straight line between you and the Guntank, are at short distance, and need to get it first before it gets you, execute the Shoulder Ram. At close range it helps close the distance quickly. As with the Heat Rod, the Guntank will be knocked back a distance, so quickly close in again. - One important lesson with the Guntank. If there is another enemy MS in the distance, try as much as possible to keep the Guntank between it and you. That way, if the other enemy MS fires at you, it will have to hit the Guntank as well. This is because the Guntank's size will work against it when engaged in melee. - With both the Guntank and Guncannon, do NOT try to air-dash into them head-on from the air, as their cannons will literally blow you out of the sky. RGM-79 GM - The GM functions similarly to the Gundam(Beam Rifle), only with less damage capability, less armor, and shorter range. In short, it is a downgraded Gundam. A Gouf can usually make short work of a GM at close range, but this doesn't mean it'll be a cakewalk. The really good GM pilots are like Gouf pilots--they see their best kills at CQB range. - At long range, the GM has an advantage due to its Beam Spray Gun. It isn't as murderously accurate or powerful as the Gundam's Beam Rifle, but still a Gouf should watch out. The good thing (if you could call it such) is that the GM pilot most likely wants to finish this at melee range, and thus will close in on you as well, closing the gap quickly. - When close-in, be prepared to sidestep or jump to dodge an incoming beam saber attack, like the Gundam. Even worse, a GM's Beam Spray Gun can be a nasty surprise close-in, especially if it had just sidestepped your Heat Rod attack. - The Gouf has good jumping ability as well. Most GMs will attempt to gain altitude and attack from above, thus making it hard to defend against an aerial Beam Saber attack. Dodge this and counter. Remember, as a Gouf you can do the exact same thing in CQB to a GM--only with a lot more pain to deliver... - Watch out for those really good GM pilots. The GM has the reputation of being a typical 'red shirt' in all Gundam series, but don't get too cocky. Even if it's not a Gundam per se, the GM can still be a fearsome opponent in the hands of a good human player--most of whom know that the GM excels in mid-to-close range. ------- STAGES: ------- Side 7 Stage: - Side 7 is the easiest stage in the game (unless you're piloting a Zaku). In CPU mode it starts off either with two GMs or a GM and a Guntank in the rear. Your side will be either the Zaku I or Zaku II. When two or three Zaku are destroyed, the Char's Zaku will enter. Avoid the open hills if possible; the Federation MS usually start off (and tend to stay) behind the cover of the buildings while Zion drops in front, making you a big sitting duck, so move fast. - I usually ignore the small Federation tanks as they do very little in the game. However, if you have the opportunity to destroy one and are not currently engaged, go ahead. Even though the 75mm Machinegun only does a pitiful amount of damage, a 2- or 3-burst is usually more than enough to kill the tanks. At close range, use the Heat Saber. - Use the buildings as cover as much as possible. This is especially vital if you're under fire from a Guntank, as ducking behind a building makes it a bit more difficult for it to hit you with its cannons. Even moreso since the Gouf doesn't have a powerful enough weapon to hit them back with at range. Remember to keep aware of your surroundings! - If you can get close-in fast enough, the Guntank provides a nifty practice dummy for your melee attacks. In the right hands, the Gouf is nimble enough to make short work of a Guntank. In the wrong hands, a Gouf is just plain old target practice. - Dodge and avoid the Guntank shots as you get closer. At close range, have fun. Only use the Gouf's combo attack if you're absolutely certain all blows will hit. The Guntank doesn't get knocked down, so if it turns to face you, you'd best get a move on. - If you're facing a GM, or if you're up against two GMs, keep on the move. Don't allow them to gang up on you (a tactic the CPU does with the Zaku and the GM), divide and conquer. Separate them and try to destroy one while your partner engages the other GM. Most of the basics needed to learn this game are found in the Side 7 stage. Grand Canyon Stage: - The CPU match usually starts off with either two GMs or a GM and a Guncannon. One will be on the ground, the other will start atop or behind one of the cliffs. - If you start off atop one of the canyon mountains, you will notice that the first two Federation MS are clearly visible in your sights. This isn't of much use to a Gouf player since none of its weapons can do spit at those ranges. Close in as quickly as possible. - Other times you will start on the opposite end of the cliff (Federation side). A GM will be the first enemy MS visible. You can fire off a short burst once the match starts, but don't always expect it to hit. This is just so that you can force the GM into making a move. Get the Gouf mobile as soon as possible and watch out for the Guncannon once it comes around. - Unless you move quickly, most of the close-combat battles will likely take place along the river found at the bottom of the canyon. The water is a nice touch but doesn't seem to affect movement at all (unlike in later stages). However, the tightly boxed-in canyon walls are not for the claustrophobic. It's here where the Gouf can turn the tables on most MS. GMs or Guncannons that drop in will be easy targets since the canyon walls will force them into close-combat, the Gouf's specialty. New York Stage: - The CPU match usually starts off with two GMs. Once one is down, a Gundam (Hyperbazooka) will replace it. In a 2-player game, two Gundams are sometimes engaged. - Move quickly in this stage. Although the large coliseum-like wall between them obstructs both sides, a GM can move quick enough to take the first potshot at you from afar. It needs little reminding that at that distance, the Gouf can't respond in kind. - Check your radar (upper right corner), and try to get a bead on both GMs. Often, a GM will come in from the left and take a snipe-shot at you just as you jump. Avoid this by running behind the buildings to the left. That will force one or both GMs to get in close. Once they're in range (ie right behind the building, pop out and attack quickly with the Heat Saber or any other attack. - The area behind curve of the coliseum wall is open area. Outside, there are some tall skyscrapers, as well as a smaller coliseum-like crater in the ground, wherein you can also engage your enemy. The skyscraper area, like the buildings in Side 7, provide some degree of cover from enemy attacks, but the heights of most of these buildings make it fairly impractical to jump atop them and snipe. Even so, there are still areas that provide ample cover against sniping GMs or Gundams. Thus, the Gouf will do relatively okay as long as the enemy MS don't suddenly respawn on top of a building. Takla Makan Desert Stage: - The CPU match starts off initially with two Guntanks. Once one is destroyed, either a Guntank or Guncannon will replace it. At times, a Gunperry will provide some assistance to the Fed MS, be wary of its missiles, but otherwise it is not much of a threat. Your partner here starts off as a Zaku, but may later be replaced by another Gouf. TRIVIA: This is where the very first Gouf appears in the Gundam TV series. - This stage appears as a 'dustbowl'. Huge sand dunes border the sides while the center area is mostly open ground with a few dunes here and there. This is a stage wherein you can borrow a page from Gouf ace Ranba Ral's book: Get on top of the mountains to the side, keep the mountains between you and the Guntanks until you get behind them. Then, engage the Guntanks at range with your 75mm guns; this will do a little bit of damage; in this stage every little bit counts. Use hit and run tactics by firing off a short burst shot and then dodging the return fire. You MUST close in and flank the Guntanks, so that you can finish them off with your Heat Saber or Heat Rod. - Remember that there are TWO Guntanks. Sometimes you've got one dead in your sights, then the other one right behind you. This is why you should not only keep both of them in your sights, you should ideally keep one Guntank between your Gouf and the other Guntank (where possible). This way, the only way the second Guntank can hit you is to shoot through his partner, hopefully making your life easier. - When the third Guntank appears (after one Guntank is destroyed), it's usually at the far end of the stage, near the Zion base. Thus after destroying your first Guntank, be aware that the other will most often be behind you or at some distance away. - The Guncannon drops in once two Guntanks are destroyed. If the Guncannon lands nearby (ie near the foot of the mountains), and in your range, try to engage it as quickly as possible. There have been moments wherein I Shoulder Rammed a Guncannon the second its feet hit the ground. - The Guncannon is a pain if you manage to be far from it when it lands. Usually this is when you try to engage the far Guntank. The Guncannon seems to have some advantage in the desert, being more maneuverable than the Guntank but packing more or less the same long-range firepower. And since it packs a Beam Rifle as well, it has considerably more ability in terms of distance. Try as much as possible to take the Guncannon from behind; since you've got no ranged weapons, this means melee range all the way. Once again, try to keep the Guncannon between your Gouf and the other Guntank. Of the stages, this is where the Guncannon seems to excel. Black Sea Forest Area Stage: - The CPU game starts off either with two Guntanks or one Guntank and one Gundam(Beam Rifle), plus the G-Fighter flying above. If your partner is a computer, you will be automatically partnered with a Dom in this stage. - Unlike the small tanks or slow craft in previous stages, the G- Fighter is agile and packs a punch with its Twin Beam Cannons. Don't ignore the G-Fighter; it can really mess you up in the middle of a duel, but there's not much you can do about it anyway...It gets especially messy when a Gundam, a Guntank, and a G-Fighter tag team you in a 3-way Feddy gang-bang... - There are two forested hills and a wide valley between them. The Dom has a noted advantage in this stage due to its hovering movement, allowing it to skate from one hill through another smoothly. The Gouf is not as fast as the Dom, but it still has a reasonable speed advantage in this area as opposed to the Guntank. - The Gouf hasn't much of a choice in terms of combat in this stage. The Dom will have a better chance against the Gundam, due to its maneuverability. The Guntank and G-Fighter are the problems; since the Dom can only concentrate on one target at a time, and since the Gouf can't nail something as fast as the G- Fighter in the air, that leaves only the Guntank. Of course, there's also this nasty way that the Gundam's Beam Rifle tracks you down and hits even if you're way out of range. Attack and destroy the Guntank and finish it off as quickly as possible; and hope the Dom doesn't get killed. - If you do happen to be in the range of a Gundam, think fast and dodge often, as its Beam Rifle is horrifically accurate in this stage. The best times to duel with the Gundam would be if the G- Fighter has been taken down, and the Guntank is ahead rather than behind you. You will be dodging a LOT in this fight. Odessa Stage: - The CPU game starts off with one Guncannon and one GM. If your partner is a computer, you will be automatically partnered with a Dom in this stage. The Federation units will start at the bottom of the cliff, while Zion units start on top, among the buildings. Occasionally, Fed units will land on the edge of the cliff. Try and wait for the Feds to come to you. The second they pop up, fire and dodge. - There is also a large 'land battleship' called the Big Tray, located far off. This provides some heavy cover fire for the Federation forces. Unlike the G-Fighter in the previous stage, don't bother targeting the Big Tray; it's too far off and your weapons won't do any discernible damage to it whatsoever. Especially considering that this is the Gouf we're piloting. - I often lose at this point in the game due to one reason: The CPU partner tends to be a hotshot, jumping off the cliff and subsequently getting mauled by the GM, Guncannon AND supporting fire from the Big Tray land battleship in the distance. Like it or not, you'll have to occasionally pull your partner's behind out of the fire, which is a problem for the Gouf due to its weak 75mm gun. - Diving off the cliff is suicide for the Zion forces as the Feds control that side of the cliff; believe me, I've done that way too many times to know. On the way down, a CPU Guncannon will have a field day blasting you out of the sky, and hitting you again with the Beam Rifle just before you land. Again, remember that the Gouf has no long-range weapons that are suitable for a drawn out ranged battle. - Where possible, try to partner up with another player and wait for the Fed MS to come to you. The buildings and flat area on the top of the cliff are more even ground, as well as the fact that it will be more difficult for the Big Tray to hit you up top. Belfast Stage: - This is the first underwater stage in the game (Jaburo aboveground is the second). Enemy MS are any combination of GM and Guncannon. Once two Federation MS are down, a Gundam (Hyperbazooka) will replace it. Your partner will be a Z'Gok, which will be replaced by a Gogg in some cases. - Be wary about the sides of the underwater area--these are similar to the cliffs in Odessa, only underwater. This means that an MS directly above you may have a serious advantage. Sadly, there is no Graw Brow MA to support you in this mission (although it turns up as an enemy in the Feddy missions). - One of the immediate dangers of underwater combat is that the water is thick with silt and mud. This makes visibility rather poor, thus MS that are either above the water or at a certain distance away in the water will be difficult to see. Since the Gouf is a strictly close-combat MS, it cannot target enemies that are aboveground or far away. Be warned. - Second is that speed and reaction time is slower underwater for all except the amphibious MS like the Z'Gok. Luckily the Gouf only suffers a little decrease in speed, but it's still ideal to take the fight aboveground as soon as possible. - Underwater, the GMs will be a bit more difficult to hit at close range, mainly because of the slowdown in speed. The Gouf will still have the advantage, but bear in mind that the GM will not be as easy a target as it used to be. - The Gundam (Beam Rifle or Hyperbazooka) will be the biggest threat to you here. All it needs to do is sit aboveground and take random potshots at you without even getting its feet wet. Since the Gouf's 75mm gun is so weak, it doesn't even have a smidgeon of a chance hitting a Gundam up top (not that it matters much if it DOES hit). - There are two ways to get to the surface. The safest way would be to go all the way to the mountain side of the stage. For Zion players, this would be to the left of where the MS start off. Still, it's a long distance, and sharpshooting GMs or the Gundam can deliver a pounding instantly. The second way would be to charge straight forward. This is much quicker but it also makes you an easier target for the GMs or Gundam. - If you wish, you can try to get up over to the Fed side of the stage and destroy the four Type 66 tanks up top. They are only a marginal loss for the enemy side, but every little bit counts. Jaburo Stage (Above): - This is the second underwater stage in the game. Fed MS here start off with two Guncannons. Once one Guncannon dies, a Gundam (Beam Rifle or Hyperbazooka) replaces it. Your partner here will be either the Zgok or the Gogg. It is a river with a single island dead in the middle of it. - The two Guncannon can be a problem early on. Their firepower can really change the way the game goes, as they can hail Beam Rifle and Cannon shots either above or below the waterline. This is one of the more difficult parts of the game; you’ll have to constantly watch both radar and your back as the Guncannon may fire from above or below. - The Gundam in this stage is a toughie. It will jump a lot in and out of the water to avoid your attacks, while consistently getting shots in with the Beam Rifle. Only engage in underwater combat with the Gundam if you're very close by (ie right above or right next to it). Otherwise, get out of its way. As in the Black Forest stage, the CPU Gundam's a frighteningly adept shot. Jaburo Stage (Below): - This is the second half of the Jaburo starts off with Two GMs or a GM and a Guncannon. Once one or the other dies, a Gundam (Beam Rifle) will replace it. Your partner here is either the Agguy or the Char Zgok. Once your partner is destroyed, a Zock will replace it. - Jaburo is stuffed with obstacles all around; buildings, stalactites and stalagmites all make for lots of cover. There are also large open areas; as a Gouf, you must avoid these like the plague. - Weave between the buildings for cover. The Gundam and GM like to team up on a mobile suit, do your best to prevent one or both of them from crowding you in. You can try using the Heat Rod 'corner trick' (see above) while at the corner of one building, to nail the GM or Gundam just to an angle of you. - This is the last stage that will be available to the Gouf. The next stage after this will be the Solomon stage, and thus you will have to replace the Gouf with a space-combat MS. The available Space-Combat MS to Zion are the MS-06F/S Zaku II/Char Zaku, MS-R09 Rick Dom, YMS-15 Gyan, MS-14A/S Gelgoog/Char Gelgoog, and the MSN-02 Ziong. If Close Combat is your specialty, the Gyan would be your best choice, but it is unlike the Gouf in combat, not to mention far more costly. ======== CONTACT: ======== For any further queries or comments, please email with Subject: Gouf FAQ if you have any questions, I'll try my best to answer them. Send me no Spam; my mother just unloaded 60 cans of it on me wholesale. ======= BIBLIO: ======= These FAQs I have worked on as of this writing. All game FAQs are available exclusively on GameFAQS. I have also written some material for GURPS. Half-Life: Counterstrike (PC): - Counterstrike Real Weapons FAQ Metal Gear Solid 2: Sons of Liberty (PS2) - Metal Gear Solid 2: Sons of Liberty Real Weapons FAQ Gundam: Renpou vs Zion (Arcade): - MS-14A/S Gelgoog FAQ - MS-09/R09 Dom/Rick Dom FAQ - MS-07B Gouf FAQ - RGM-79 GM FAQ - RX-77-2 Guncannon FAQ ======== CREDITS: ======== - Thanks to Don "Gamera" Chan for his FAQ on Gundam: Renpou vs Zion, which helped give me a head start on this game. - Quantum amusement, for actually bringing this gem of a game here instead of yet another fighting game. - Ranba Ral and Norris Packard, the Gundam universe's greatest Gouf Aces (I AM UNWORTHY!!!) - The GameFAQs Renpou vs Zion/Renpou vs Zion DX boards, for the additional tactics info.