Gundam Battle Assault 2


I tried the memory edit on NO$PSX and it worked fine, could of been the emulator at fault or me entering the change at the wrong time.


I am suffering from withdrawals from this game. I’m not really set up to play it right now though. =/ Off to youtube for now I guess…


TOOOOTALLY. I really want to set up my recording stuff again, but I’ve been colossally busy with school and work. I’m trying to finish my Journalism Degree so I can move on to acting.


Yep, there are still a few characters I wanted to pick up and make videos with. I also never made any videos with RX-78 yet, which is the real tragedy, haha! It’s too one-sided vs. GP02A, and I never got a chance to record any against JohnnyBananaz or DJPizzaboi… I should set up again and force Mizark to pick up a new character, but he’s stubborn lol…


A newer video popped up with vs. matches. There are some on-the-fly fabricated combos and some indication of fighting game knowledge actually present in this, unlike 99% of Battle Assault videos, so that’s good.


I’m back at it. :smiley:

Using this setup now with Win7 32-Bit:

-ROM ISO from
-emulator: ePSXe 1.9.25
-scph1001 bios (put in the bios folder in your ePSXe directory)
-video plug-in: Pete’s OpenGL2 Driver 2.9
-audio plug-in: P.E.Op.S. DSound Audio Driver 1.9
-cdrom plug-in: mooby2 cd disk image driver 2.8 (if you are going to run a downloaded copy) or ePSXe CDR WNT/W2K core 1.7.0 (if you’re going to use your disc, this plugin is already included with the ePSXe 1.9.25 emulator)
-netplay plug-in: Cyber Pad 1.4
Unzip those plug-ins and drop all the files in the plugins folder in your ePSXe directory
-Kaillera client SDK v0.9 (unzip this and drop files into your actual ePSXe directory, not in plugins)

I snapped all the portraits individually and cleaned up the tier chart. Also moved Maxter up a row. Looks much nicer now. :slight_smile:


yo i wouldn’t mind trying to get in on this.


I’ve been immensely busy with school and I’ve committed a lot of my free time to hanging with my new gf but I do want to get back into building this game up in any way I can.

I’m still mad that a couple of my videos got muted by copyright claims (GP02a parts 1 and 2 and Neue Ziel) because the parts where I talk are completely ruined. shit sucks man.

What I really want to see is people have high level matches with characters in the Sazabi row of your tier list, Newtype Andy.


Well, I do already have 50 minutes of Tallgeese III, over an hour’s worth of Char’s Zaku II (albeit not mine), and a half hour of Sandrock on my channel. I could re-visit Sandrock some more. I could pick up Char’s Zaku for myself. I would not mind more Tallgeese III at all (that character is absurdly fun, I had found!). I am sloppy with Bolt’s combos, so I’m not sure if I can really do him justice, and with Sazabi, I am mostly at a loss, haha! Maybe someday… I also want to explore Hydra more, lately. I have no one to play with lately, though. =/


I’ll be maning sandrock, Burning Gundam, and Sazabi



I’ve been playing this game a lot recently (had it on the ps1 back then), but I’ve been having some problems with my video plugins. I’m running an i7 4790k and a r9 290, and people have told me to not use the opengl plugin… i tried the dx6 d3d plugin and while it has good graphics, it has random black boxes that appear for a lot of moves that is super distracting, while P.E. Ops soft driver is just really crappy graphics all around. Any suggestions?


If I may ask, why did people want to steer you away from the opengl? It works really well, with my hardware and OS anyway.


hm, you’re right. i finally got around to trying it, and it works fine. people were telling me that opengl would work poorly with ati cards. sorry about that.

on another note, does anyone have any tips to hitting altron’s horizontal unblockable (hcb f p), it seems that it comes out as a dp 95% of the time for me. not sure what the issue is.


I’m not sure, I haven’t had a problem with that really, just keep in mind there aren’t any shortcuts, and the DP motion in this game is literally forward, down, forward, unlike the conventional street fighter version. So if you aren’t going all the way to back with your hcb, you’ll probably get the dp then.


wow, that was it. i’m too used to lazy inputs from sf, thanks. i’ve played things like kof so i know dp motions need to be more precise, but i’ve never done a hcb into f in my life lol.


Cool, glad that worked out for you. Also, not sure how much of this thread you read through, but somewhere on page 2 or 3, I think, I wrote an Altron guide you may find useful. And BerserkChip made a couple of guide videos for all the characters. :wink:


yeah, i’ve read most of them (for some other characters too) and they’re great, thanks.
one thing i’m a bit curious about are the lack of moves with invincibility frames/reversals. for example, i was just trying out dragon and i saw that you could combo into a sweep, and then have a flag setup into unblockable if you see them in block stun. i didn’t see characters like altron have any invincibility frames on anything (?) so are they just screwed and have to eat the unblockable flags on every wakeup? same thing for deathscythe (though i didn’t really try him out nearly as much)… are a lot of characters just forced to stay in blockstun for the 5 hit spin scythe into an incoming mixup? how do you stop people from doing meaty moves on wakeup?

another thing i was curious about was f hp stun. does anyone actually use this? i never see it in clips of people playing.

lastly, the biggest question i have is how hits work for characters being juggled/on the ground. sometimes i’m allowed to score extra hits on people that are literally lying on the ground. other times they are bouncing after falling from the air onto the ground, and i’m able to land a super. finally, sometimes moves don’t even combo midair (dragon’s dp). so far, all i can tell is that most people can always follow up super on sweeps. also, all characters will drop out of combos if they overheat. however, they can be combo’d during the time that they are on the ground (?) also, supers never have opponents drop out while they have their health bar changing? finally, if you manage to make them overheat, do you just do a quick string of normals on them on the ground? is this all right?

sorry for the long stream of questions.


Well, there are ways out using the game mechanics, for Altron. If Dragon sweeps you and throws out flags, you will be able to quick rise for sure. Dragon has to choose whether to cover you on normal wake-up, or cover your quick rise (thruster button when knocked down). He can’t really cover both and has to guess/read. Flags are too slow to cover quick rise, even when cancelled right after his slide. So basically, if you’re more worried about being pinned by unblockable flag setups, that’s the time you’ll want to quick rise. You should also be able to dodge on wake-up as well, I think. Press up during the dodge for the dodge jump though to get you out of it. Other than that, you’re right, Altron has no real reversals. The same more or less applies to any meaty situation. Quick rise is not a universal choice though. There are frames where you can be hit during the quick rise and you’re not yet able to block. It’s vulnerable if you are too predictable, so just keep that in mind.

In this game, you’re rarely truly forced to remain in blockstun. Something worth knowing and never forgetting is that you can always cancel your blockstun into dodge if you have the boost meter ready. And it really pays to know when dodge jump (press up during dodge) is especially useful. If Deathscythe is laying down Atomic Slashes to setup unblockable swings, that’s really something you wanna make sure you dodge during his follow-up swing, or dodge jump earlier to get above it and counter if your character can make good use of that.

The stun grab is certainly harder to land than grabs in street fighter, but yeah, hell yeah I use it! I try to grab Mark’s GP02 fairly often, for example. In my videos you’ll see some of that. Grab is also really good against the characters that don’t have dodge, but have i-field barrier instead. I found that to be one of Quin Mantha’s weaknesses when I was playing her a lot. It’s also worth noting that the grab can catch airborne opponents. Chicken blocking (holding up-back) is really good in this game, but one of the things you can do about someone trying to abuse chicken blocking is grab them. Also, there is psuedo-throw teching in that both players get stunned, and the effect is really just similar to a throw tech in any fighting game. Kind of a weird thing to me that worked out right. But yes, I’d insist that grabs are good. You can get them to work more easily in some match-ups than others though. I pretty much don’t try to grab Rose ever, but most characters can be grabbed after a well-placed dodge, I’ve found. Grabs are also still good of course when you’ve really conditioned your opponent to block. Still working on tick-throwing, though. It exists in this game, but it’s not the same animal that a street fighter player would know it as, I think.

Juggling… Ummm, basically, with any knock down, over-heat or otherwise, you can’t juggle normally. Only supers can juggle or OTG. You can continue to hit opponents who are knocked down though with regular or special attacks once their bouncing state has ended and they are fully knocked down. They’ll just remain in that state though until they wake-up or quick rise. I think that answers a few of those questions?

As for what you should do after an over-heat, well, that’s a whole new can of worms. Sometimes the best thing is to treat it like any other knock down. They may quick rise, so have anti-quick rise tech. You could just get some extra damage in with normals or a special move, yes. Sometimes with RX-78, for example, I like to run up closer to them and spam vulcans on them for a few extra hits, and force them to block if they didn’t quick rise. Depending on the character you’re playing, and how many hits are on the combo counter when you scored the overheat, you may still want to juggle with a super. Another RX-78 example; if I land a s.HP xx super (instant overheat lol), that’s only 2 hits on the combo, and following up with another super will take a big chunk out of the next bar already. If the combo was long before the overheat though, I wouldn’t do that. Another of my favorite things to do on any knock down or overheat is meaty unblockable. Works pretty well with basically any character.

Random interesting tidbit, if you cause an overheat with Burning’s Heat End, then cancel into super, the opponent will remain in a standing state, despite being over-heated. This causes a lot of post-overheat damage

Special moves like Dragon’s dp or Heavyarms slide and gun just don’t combo correctly. Poorly designed moves at the end of the day. =/


awesome, thanks for all the help.


Is Acguy really that bad?

I get that his ranged game is lacking, but that speed and his knee drop are sick.

Boosting over heads getting free 50/50s all day.