Basics (things to keep in mind)
Strategy tips

The swarm of Zako attacks while being wiped out with the multi-lock shoulder plasma missile, and the remaining enemies are destroyed with the shotgun.
In boss battles, use missiles to keep you in check while engaging in melee combat with a shotgun, and mix in boost kicks as needed.
It lacks instantaneous firepower, so for some bosses and defensive battles, it's a good idea to change your legs to "SPRING CHICKEN" to increase your loading capacity and change your weapon to a grenade, etc.

It is a melee combat type that attacks with a shotgun while deploying a funnel, staggers while mixing in kicks, and attacks by switching to the laser slicer on its left shoulder.
The legs are purposely designed to be second in speed while still having plenty of loading capacity, so you can enjoy changing out the weapons in a variety of ways.
It's a machine that only shows Infight fans at the front, so it's not versatile (´ω`;)
Useful parts
This is a list of parts that the administrator found useful.There are no parts in this work that make you feel safe as long as you have them! They are the strongest! All of them have value.
If the hand is not equipped, it becomes a punch attack (melee attack like the blade). It has a high impact force, and after entering the staggered state, ``3 punches ⇒ a strong attack with a blade, etc.'' is the standard. |
Initial equipment. It has high single-shot power and can be used multiple times, but has a long cooldown of about 5 seconds. It's easy to use once you get used to it because it tracks the locked enemy for about 50 to 80 meters and slashes at it. QB (Quick Boost) is essential as there is a large gap after the attack, but updating the generator is essential as there are times when EN becomes empty after swinging. |
Immediately after the release of this game, it was so weak that it doubted its significance, but from var.102 it became a solid weapon with excellent fighting ability. There is a theory that the Gatling described below is good, but these have the advantage of being less likely to overheat. If you are going to use it, we recommend the burst type. |
Initial equipment. It's enough to mow down scorpions with a multi-lock, and it's excellent in terms of weight and EN load. Initially, it is only attached to the right shoulder, but it becomes more convenient by purchasing it at a shop and attaching it to both shoulders. |
With its high power and long range, Zako will sink with just one shot. Unlike previous games, it can be locked, so there is no problem with accuracy (this is because accuracy in this game is a problem with the FCS, not the weapon). Be careful as it has a large stiffness after firing. |
Eight vertical missiles. If you get a full hit, it has quite a bit of firepower and can be relied on in the early stages. It cannot be used in places with ceilings, but there are almost no such places. |
In this work, which has many climbing scenes, the category of inverted joints with vertical jumping power is convenient in itself. It also increases QB speed, but it is often used for emergency evasion purposes, so there is no need to put too much emphasis on it. |
Boasts a high EN capacity in the early stages. Without this, high-mobility combat would not be possible. |
Generates a plasma zone upon impact and deals area damage. Plasma missiles themselves are highly versatile, and the fact that they are relatively lightweight and easy to use is also a plus. |
It is highly versatile and has a high impact force, making it easy to stagger bosses. The only flaw is that the number of bullets is small at 105. |
Almost upwardly compatible with 42E. Although the price is high at 419,000 yen, it has excellent loading capacity and the number of weapon options increases dramatically. |
Easy to use, just like the original Senmashi. It has excellent DPS and has a large number of bullets, making it highly versatile. However, it is easy to overheat, and when it comes to high-level bosses, the heat goes out of control quickly and you can't keep hitting it, so it's difficult to use it for staggers. |
Commonly known as Zimmerman. This product boasts the strongest versatility. Attack power and impactBoth are high and can be brought to a stagger at once with short-range double triggers, and can be fired every 2 seconds. The number of bullets is small at 53, but since it does not fire continuously, it can perform a surprisingly large number of missions. |
A small gray that can be fired in two shots. The strongest class general-purpose shoulder weapon in this game. It has high power and impact, and it explodes, making it suitable for wiping out large numbers. It is also suitable for strong attacks after being staggered, so it is highly versatile. However, if you don't hit it, it won't explode, so when attacking flying enemies, get close and shoot. |
It charges at high speed and performs a thrusting attack, making it easy to hit. However, its true value is its charge attack. It's hard to hit because it's a direct attack without a rush attack, but if you hit it, you can almost get a stagger. |
Commonly known as worm cannon. Although it is a weapon that can be obtained automatically during the mid-game boss battle, it has excellent power, impact, bullet speed, and range, and can also perform electromagnetic range attacks at the point of impact. However, the weight and EN load are tough. |
Threat 13 consecutive missiles. One touch will automatically fire 13 shots, so it cannot be dispensed in small doses. It has a long firing range of 1200m and has 338 bullets, making it suitable for defense missions. Also used as a missileer in combination with ↓. |
Also known as Kara Missile. Excellent range and ammo capacity. Combined with ↑, you can create a threatening barrage of 46 missiles. For interpersonal use. |
It has high power and a wide range of attacks using explosions. Useful for defense missions where there are a lot of sharks. Although the reload time is long, it is better to be able to fire 4 shots including shoulder grazing so that you can fire without interruption. |
For interpersonal use. Easy to use with handgun style and stagger. It has excellent rapid fire power, but since there are only 5 shots per magazine, you will need to reload immediately. There are many ways to shoot with both hands for a stagger, then switch to a pile on the shoulder for a finishing blow. |
The real value is a charge attack that, after a certain amount of blade homing, deals melee damage of the strongest class. Since the direct hit correction is high, it's best to hit it with another attack while charging, get the stagger, and then hit it, but it's more difficult. |
When used, it stays in the air near your aircraft, and when an enemy approaches, it automatically fires a machine gun attack (essentially a funnel). A melee attacker's best friend who attacks at the same time even when using a blade attack. |
Although it has highly maneuverable, reverse-jointed legs, its carrying capacity is exceptionally high. Leg parts that combine speed and versatility. |