Basics (big differences from current Super Robot robots)
Counterattack with your most powerful weapon. If you cannot counterattack, you will not do any evasion or defense and will not resist. Even if the opponent has I-field or beam absorption, it will attack with a beam (this cannot be avoided if the order is to counterattack) |
The basics are the same as above, but if you get hit, dodge or defend only if you fall, and counterattack so that your EN and remaining bullets don't run out. Weapons with 1 bullet remaining will not be selected. |
↑'s evasion/defense trigger becomes "HP1/2". |
Units that meet the condition [Intuition value*2+10 ≦ Armor value] prioritize defense over evasion. Evade in situations where you will fall if you get hit even if you defend. Unlike other orders, there are no scenes where you are left without resistance, so it will definitely do the job, and can be said to be a reliable strategy in the second half. |
Use mental command "Kai" | +15 |
Defeated an enemy (excluding MAPW) | +5 |
Attacked an enemy (excluding MAPW) | +1 |
Attacked by enemy (excluding MAPW) | +1 |
Arrived | -5 |
Received supply device | -5 |
Received mental command "Supply" | -5 |
Unlike the current series, Even if an ally shoots it down, the overall Ki will not be +1. |
Strategy tips
Good luck | Hold when wiping out with MAP weapons. If you can wipe out about 15 enemies that are higher than Lv8, you can rise to nearly Lv50 |
Kiai | If you fire the first three shots in a row, the damage dealt will be approximately 1.5 times. The way it works in that scenario is completely different. It can be said that the reason why Mazinger is difficult to succeed is because it does not have this. If you are wondering whether to preserve your hot blood or not, but you are not a one-hit wonder, it is better to focus on this |
Acceleration | Although it has a powerful movement power of +5, it has a good cost performance of SP10. |
Guts | HP recovers 1/3 of its maximum value. This work is a must-have since you are likely to get hit. Increase the effect by increasing the HP by powering up the aircraft |
Inspiration | In the second half, the boss's attacks tend to be deadly and unavoidable, and unless you have a flash of inspiration, you can't do anything. |
Friendship | Recovers all allies. There are many active scenes as there is a possibility of getting hit. |
Concentration | Accuracy and evasion rate +50% for 1 turn. It's useful when the dewboy has a special attack, but SP50 is painful |
Must hit | Accuracy becomes 100% for 1 turn. Required when the hit rate is 0% against the Sirocco area |
Rage | You can use a waiting strategy by moving the enemy, which has a pattern of not moving until it is hit. However, there are quite a few enemies that don't move at all, so don't be overconfident. On the other hand, it is effective against secret bosses |
Strategy flowchart
Irreversible events such as persuasion are shown in blue, and branches are shown in red.Please note that if you clear the description "Join with 〇 PP" in less than 〇 turns, you will progress without joining, and in the worst case you will get stuck.

Unit list/evaluation
Generally in order of joining. Guest participation such as Getter Q and weak aircraft such as ``Jegan, a mid-game entry'' are excluded. The trends of high ratings are as follows.This work is the only one� battleship unit. It is often possible to pack slow units and move them forward or resupply them on board. Mega particle cannons are useful because of their long range and high power, but be careful as the battleship itself cannot be powered up (modified) and is likely to be targeted. |
Easy to use with high evasion ability and extensive mental commands. Getter 2 is more stable in the role of fishing because he doesn't avoid it that much at the beginning. Once Amuro gets to the point where he gets Dije, he will be able to dodge a lot and scatter counterattacks. Although it has high stability, it tends to suffer from low attack value in the final stage. |
At the beginning, you can rely on high-accuracy, high-power weapons, but in the second half, you are out of force due to the lack of power as a special machine and the lack of "spirit". This is the same in the later jet sclander. It might even be better to have Sayaka, the ``lucky'' user, on board. |
The biggest advantage is the mental command for three people. This is a divine unit where the other two SPs remain even if Musashi repeatedly fires ``Kaiai'' from the beginning. Getter 2, which can raise Ki to 130 without hesitation from the start, is suitable for a fishing role, including a clone. However, its HP is as low as Gundam, so take care of it with "guts" and repairs. A successor will appear soon, so let's stop powering up. (Specification that there is no modification transfer and the cost will not be returned) |
Basically it is a repair function and a recovery role. In the early stages, "friendship" is not possible, so it is essential as a healer. Sayaka's ability values are not much different from Kouji's, and since she can use "Luck", she is more suitable for Mazinger. It's good that you learn "friendship" at Lv33. |
A weapon with a range of 6 can fire 15 shots. In this game, where waiting tactics are involved, it's not a bad aircraft if you have a good pilot on board. |
GM is OK with immediate cash. Hayato and Ryu will leave early in the game, so it's better not to train them. Sayla can use "Hot-blooded (14), Luck (21)" and her reaction value is top class, so she can fight fairly well, but be careful as she will leave if you go the Quattro route. |
HP doubles, making it more stable as a fishing role. Getter 2 is still stable, but be careful as the anti-aircraft weapon is only 4 drill punches. When it comes to finishing off the boss, Getter 3's Daisetsuzan Oroshi is extremely powerful and accurate. Since it is slow to change over to the successor model, it is OK to modify it a little, but please note that each 123 has a different modification stage. |
Easier to repair than Aphrodite. Fa can use ``Luck, Friendship, and Love,'' so it's worth training later with MAP weapons. Since its attack power is at the bottom level, it is difficult to use as a force. I wanted "replenishment" anyway... |
Recoa's ability values are surprisingly high, and above all else, she is filled with the spirit she wants: "luck, spirit, and passion." Be careful as you may fall away depending on the route (this can be avoided with tricks). Nemo can be sold once the MS is complete. |
The aircraft has a long range and can be easily positioned due to its deformation (increased movement power). It's also good that you can power up without hesitation since there are no changes until the end. Since its main weapon is a beam, in the final stages it tends to be empty due to the I-field and beam absorption. Kamille is super useful because she can use "Acceleration, Luck, Passionate, Spirit", but like Amuro, her attack value is low. Once you have the Hyaku-shiki, use the MAP weapon to immediately take two actions and be the first to go. Even if the attack value is low, it is strong enough as long as you raise the level. |
The aircraft is questionable, but once you get the G-Defenser, it will be useful as a sub-pilot training machine (trick). Emma's ability values aren't bad, but it's a shame that she doesn't have "luck". I wonder if he is a character with little luck... |
Although Kou's body is questionable, his attack value, which is important in the final stage, is top class (other abilities are average), and his spirit is easy to use with "acceleration, spirit, and inspiration", so if you put him on a strong MS, he will be included as the final member. Well worth it. There is no such thing as "luck", so when cultivating 100 types, it is necessary to collect as many as possible and wipe them out. |
Keith's mental commands are ``lucky, hot-blooded, spirited'' and suitable for MAP weapons.�� has low ability values and is not worth training. There are plenty of other good pilots out there. |
The aircraft is about 1st and the pilot is average. Spirit command is a combination of combat and support. However, he has "spirit and passion", so if you're a fan, you can use him. |
It's easy to use with "acceleration, hot blood, and spirit," but it's not enough to use it to the end. Since the initial level is high, you can use it as a sharpener for the time being. Be careful as a special attack withdrawal event will occur if you deploy it with "Fear! Mobile Bigzam". |
Possesses the long-awaited MAP weapon. If you use the waiting strategy to collect enemies, you can wipe them out or whittle them down with a "sure hit". If you can successfully reach level 57 or higher, you will be able to act twice, but it is difficult because there is no "luck". |
MS with movement power 8 and maximum range 6. Since it mainly uses beams, it doesn't have the ability to fight to the end, but it is quite useful when you get it. Let's get Amuro on board. |
It's a shame that there's only one mental command even though it seats five people, but it has "acceleration, passion, and spirit" and is normally strong as a special machine. Other than Super Electromagnetic Spin, fuel efficiency and firepower are generally good. When counterattacking, it fires a lot of sparks (EN15), but the fuel consumption is not bad. I'd like her to swing the yo-yo at close range... |
Moves +1 compared to Afrodai, and hyena suitability is increased in terms of weapons. Sayaka's goal is to reach level 33 of learning "friendship", but she is about to become a candidate for layoff. |
In this work, the weapon accuracy is above the standard, and the boss itself has "concentration", so is it surprisingly useful? If you think about it, he'll leave after three episodes, so it's a waste of time to train him. |
Just like Combattler, it is simply strong. God Gaugan's range 6 is convenient. The fuel consumption of the special move is good, but the energy required is high. He can transform from level 22 when he learns "spirit", but he doesn't have "spark", so be sure to fully power up his HP for the boss battle. |
There were supposed to be two aircraft when they entered the war, but for some reason only one joined. You can transfer up to three pilots, but if you want to train them, Mari is the only choice. It's hard to be at Lv1 initially, but you'll learn "Replenishment" at Lv24, and you can use it twice from this point on. However, since it is difficult to get a hyena with a Blue Gar, you can obtain a Gargantua later and then train it. |
The sun attack from 3 times of "Kai" is simple and strong. Moreover, it consumes 80 EN, so you can shoot it three times without replenishing it. The second action level is also fast at 51. Please note that the aircraft size is LL, so the chance of being hit is high. Let's raise our HP. |
MAP weapons are convenient and powerful. Also known as MS riding training machine. Quattro is one step behind Amuro in all aspects of attack, but he is a rare type of high evasion character who also has the ability to concentrate. In this state, it can be used as the strongest fishing role. |
The performance is not high enough for either the aircraft or the pilot to dare to use it. Since the initial level is high, you can use it as a sharpener for the time being. |
If the aircraft is equipped with BWS, it has a movement of 11 and a maximum range of 7, which is quite convenient. The problem is that I don't have a melee weapon and can't sortie on the base map. Kayla has a high initial level, and is somewhat useful when she joins, but ultimately becomes difficult. |
Enhanced version of GP-01. Movement power increases dramatically to 12, and space suitability is also obtained, but the weapon remains the same, so industrial waste is also a good place. |
The aircraft becomes a Super Gundam by stacking it on the Gundam MKII (adds a long rifle with movement power +3 and range of 7 that can shoot into the sea). The true value of this is that you can aim for Lv99 by using the sub-pilot training method (trick). The cutlet is luggage anyway, right? You might think so, but since he has a high reaction value and can use "luck, hot blood, and supply", he can be the final member. |
Unlike the original, he turned into a Zakumania pick-up guy. All I can say is weak. Why are you coming now? He has some "luck", but his ability values are at the bottom level, so it's not worth training him. |
Mari breeding machine. Unlike Bluegar, repair supply is not possible.I don't have it, so I'll bring it back once I'm done training it. |
Lou is a rare person who has ``good luck and hot blood.'' The second action level is 47, which is realistic and has high attack power. It's a pity that he doesn't have "spirit", but he's good enough to be the final member. |
Possesses MAP weapons second only to 100 types. However, the firing range is 3 points shorter, so I'd give it a step as a training machine for MS riders. Judau is an excellent pilot with excellent attack power and intuition, and greatly complements the firepower that MS lacks. My only flaw is that I don't have "luck". |
The aircraft has a plain appearance and Vezbar is a beam, so it is difficult to use, but Seabook has a slightly high attack and has "flash and spirit", so it is highly suitable as a late-stage member. |
Surprisingly low intuition value and low ability. Aren't you guys newtypes? It is also painful that there is no one who has good mental command. There is no need to use it unless you are playing with MS. |
Hidden pilot. Although his initial level is low at 13, he is an excellent pilot with "inspiration and spirit" and high attack power. However, since there is no "luck", it is hard to say that it is the best. |
Movement power and maximum range of 9, beam disabled in I field, all weapons are bullet-based, and it is a useful element with high fighting ability. |
Argama with increased HP. The essential MAP weapons remain unchanged. |
It's almost as easy to use as Amuro, and its attack power is better. Although he doesn't have "spirit and luck," he does have "passion and inspiration," so it's easy to intervene in boss battles. It's tough in terms of SP, but you can also use "love". |
In terms of performance, it is generally a degraded version of Cybuster, but the MAP weapon has a wider range by one square, is excellent as a scraper, and can use ``fury''. For me, he was the person who started every scenario with a bang. |
As usual with Mazinger series, it tends to be low on fuel consumption and lack firepower, but its usability is perfect. Tetsuya is generally strong, but he tends to give up his seat to the women who can also use "supply". |
The aircraft is a weak aircraft that cannot be repaired and supplied, so it has no value. Tetsuya is the type who is ``passionate'' and takes a chance on a single blow, while Jun is the type who is ``lucky and motivated'' and values stability. In any case, I won't use it...(lol |
It's good to have "Luck, Supply, Fury", but the aircraft is useless. If you're lucky, you can be a hyena and specialize in psychiatry, but it's better to use other members. |
A special machine with "spirit, sure hit, and guts" and excellent terrain adaptation. There is no "spark", so keep your HP up for the boss battle. It becomes even more convenient when combined with the Double Spazer that will appear later. It is recommended to leave it alone for the time being in order to take advantage of the sub-pilot training method (trick). |
Mazinger pilot. Although his abilities are a little strange, he has "luck, hot blood, spirit, and replenishment", and his double action level is 53, which is realistic. Immediately raise the level by putting it on the Great, and after obtaining the Double Spazer, raise the level by using the sub pilot training method (trick). Please note that all Spazers cannot be dispatched in base battles including "Last Battle". Once SP reaches 240 or more, all you have to do is "supply", so let's put it on Dianan. |
The aircraft is easy to use like a digger, but it's a shame that indirect attacks are all beams. Cecily can act twice when she joins, and her ability values are perfect, but she lacks "spirit and passion," so she's hopeless in terms of firepower. |
Can be combined by overlapping Grendizer. With the addition of three weapons to Grendizer, the Double Spazer pilot's mental commands will no longer be available. Be careful as it will wait every time you separate or combine. |
Puru is highly capable and has ``hot blood, luck, and spirit'' and is extremely capable, making him a stable final member. The aircraft has a unique funnel, but be careful as it has a shorter firing range of 7 compared to other aircraft. |
Maria has "luck, hot blood, and supply",The second action level is 53, which is fast like Hikaru. Maria will be the one to ride Great Mazinger. To be honest, the drill is a little strange. Double is fine. |
By combining, two long-range weapons for the sea will be added. subtle. |
Compared to the ν Gundam, it has HP+1300, funnel range -1, and no I-field, but it feels similar and different. In preparation for the fierce battle in the final stage, let's take a pilot who needs to endure without "flash". There is no concept of NT, so Kou or something like that would be fine. |
The boss killer by Shine Spark is getting sharper. Note that Musashi has lost his "hot blood" since he was replaced by Benkei. Benkei's initial level is 40, so if Ryoma and his friends exceed this level, they can further level up using the sub-pilot training method (trick). |
Movement +1 and HP +1500 compared to Nael Argama. The essential MAP weapons remain unchanged. |
The aircraft seems to be a Sazabi with high fighting ability, and is suitable for demolition. Puru Two is almost the same as Puru, the difference is that there is no "luck" and there is "inspiration". Suitable for bosses. |
He is the official cheat in the Super Robotics world, but in this game his fuel consumption is extremely poor, and even the bullet-based Worm Smasher has a range of 3, making it useless. If you level up 3 levels from the time of appearance, you will be able to act twice, making Gravitron Canon easier to use. If the conditions are met, he will become a secret boss and leave, but at that time, he will be level 68 regardless of whether you train him or not, so don't be afraid to use him. |
Bluegar pilot machine (apparently Banpre's original machine). Gargantua only has a beam cannon, but as usual, there is no replenishment device. By the time you get to this point, you should have already trained, so you don't need it. |
The convenience of micro missiles (MAP weapons) is abnormal. The only drawback is that it is a spacecraft. In particular, two of the "Last Battles" are base maps, so you can't even sortie. |
The features are almost exactly the same as GP-03. For some reason, Gato has a intuition value that is almost like a new type, and he is also sharp in terms of attack and has "inspiration and spirit", so he is a good candidate for the final member. But I wish they would have come with the nuclear-equipped GP02 anyway. |
The aircraft is the strongest MS among its allies with a maximum range of 10 and high HP. The character can also act twice immediately after joining, and can use ``Inspiration, Spirit, and Passion'', which is a good range for the final member. |