Can has thread lps? (SRW:J, Text only)

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TheVulpineHero1
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Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Hey there, folks! Because I know the internet loves videogames and it also loves reading (that's why the grammar on youtube is so perfect, amirite?), here's a post-by-post LP thread you can pretend to have read. Hey, I have no better way to waste my time.

Since I have no original ideas and very little in terms of screencap setups, we'll start with an 'underdogs' run of Pokemon Fire Red to get my eye in. What is an underdogs run, you ask? Simple: it's a run where we skip by some of the more powerful 'mons and go straight to some of the less commonly used ones. Since I assume most people are familiar with the older Pokeymans (they're basically the same as the newer ones, except not), I'll be getting straight into the meat of things. Also, it may take me a little while to tweak the images to be optimal in the thread. I'm doing this LP mainly because I just enjoy talking that damn much, but hopefully some folks will enjoy it.

Let's begin, shall we?

#Beginning-Viridian City exit
First, in the great tradition of people playing Pokemon on the interwebz, I feel it requisite to poke fun at Professor Oak's gender confusion.
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^Don't worry, Prof; my parents have wondered the same thing from day one.

Because we folk of the internet eschew traditional gender roles, I'll be going with the female character this time around, mainly because Red is such a badass he would demolish the entire game before even catching his first pokemon. Wrestling dragonites with his bare hands, that's ol' Red. The name I'll be using is, of course, Hero. And as for our rival?
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^ The very assiest of hats. (In three months, no-one will get this.)

Looking around our room, we still have a SNES hooked up to our tv. Either we have a great taste in retro games consoles, or we're pretty dang poor. There's a potion in our PC, which we probably downloaded illegally in a bit torrent or something, but who cares. As we dash downstairs to say goodbye to the world's most laissez-faire mother, try not to be overcome by suicidal urges following the lack of concern she shows us as we leave home. Certainly, don't try running into the tall grass to be killed and eaten by rats and pigeons.

Just kidding, do it like a boss. They should begin a pokemon game with a scene where you just step out into the path of an oncoming truck. Probably less dangerous than going out into the world in search of fire-breathing dragons and psychic genetic mutations to bend to our capricious whims. Dear old Professor (J)Oak comes rushing out to save our ten-year-old rear, and brings us into the same room as Yanama to pick our first pokeymanz.

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^Oh noes! My starter pokemon has no jump animation!

Unfortunately, though, we won't be using him. As chill as our little Kood is, he's hardly an underdog. As soon as we can, we're getting rid of him. In terms of balance, all three starters have their plus and minus factors; Squirtle starts off slowly and doesn't do well until he gets Surf, but rocks late game due to Ice Beam being pretty hax in the Elite Four. Charmander (newly updated with Metal Claw to help him level the first gym) is pretty good and has cool points, but evolving to Charizard gives him a 4x weakness to Rock, which will make even weak rock users 1HKO his lizardy butt. Bulbasaur gets screwed here; grass attacks tend to be less reliable in terms of straight damage compared to fire/water ones, and he's not as versatile as the others, either. He has sleep powder and leech seed to help him 'strategy' his way through fights, and that *can* work, but other Pokemon can do his job better. He gets an advantage in the first two gyms, but I don't generally pick him. Having said that, Yanama's Bulbasaur is a pushover, so wipe it and get some sweet, sweet exp.

So, without further ado, we'll head to Route 1, talking to everybody to land another illegal potion and running from every battle we encounter. Once we hit Viridian City, we swing by the Pokemart to get exploited by a lazy shop clerk, then high tail it back to Oak's lab to blackmail the old duffer for his package. In return for our illicit dealings, we get five pokeballs, a pokedex, and a profound dislike of Yanama. We'll skip getting Daisy's map (it's pretty useless anyway, even if it no longer takes up a precious bag slot like it did in the original Red/Blue/Yellow trilogy), and get started in our underdog run.

Route 1 only has two potential candidates for our party: Rattata, and Pidgey. Pidgey is actually fairly worthless. It's hard to train, doesn't have very special abilities or movepools, and is the commonest mon in the world, so I'll be skipping it. However, I will grab myself the OTHER most common mon in the world: Rattata. Believe it or not, I thought long and hard about this, simply because Rattata might be too powerful for an underdog run. He doesn't look like it, but he's a complete beast in the early game, and we'll be using him to oneshot vast swathes of our opposition until around the 3rd Gym. Hyper Fang is the move that'll allow that: an 80 power Normal type attack that, with Rattata's type bonus, becomes as powerful as Double-Edge from a non-normal type with the same attack. Rattata learns it at level 13, where everyone else is still piddling along with 40 power attacks. When he learns it, he'll be a nigh-unstoppable force; for now, at level 3, he's pretty fragile, so I'll baby him a little.

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^With a Jamaican roar, he will split the heavens and cast fear into the gods.

There's one other candidate for our team before we leave the Viridian city area; swing left at the Pokemon center and you'll find yourself in Route 22, where Spearow roam. Whether Fearow is better or worse than Pidgeot is a question for ages; Pidgeot can take a hit, but Fearow can dish 'em out, and actually has access to decent 1-turn flying type moves in this generation. However, Fearow is worse than Dodrio in pretty much every way, so he can fit into an underdog team if you wish. I'll be catching a Spearow to trade for the TRUE underdog of the Pokemon world later, but I won't be using it, despite the fact that Viridian Forest is competely trivialised by it.

With that, it's time for us to grind Rastamouse to a decent level (Quick Attack at level 7 is a nice benchmark), deposit everything else into the PC, and get ready for Viridian Forest, where we'll meet an ugly electric rodent, a killer bee, and the reason I always skip Bulbasaur. See you next time, folks.
#Viridan Forest - Pewter City
Ignoring everything our parents told us about wandering into deep, foreboding forests and casually enslaving the inhabitants, we head north. Viridian Forest is a treasure trove of rubbish pokemon with a single gem inside. Plus some idiot Bug Catchers and some free items.
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^The first of many poor, foolish dreamers to whom we will peddle the reality of PokeWar.

Weedle, and its evolutions, are sad, sad examples of what Pokemon should not be. Circa the original incarnations of Pokemon R/B/Y, it was actually quite an interesting 'mon; Beedrill learned two of only four attacks which were super effective against the then-broken Psychic type, and had STAB with them, too. Sadly, Twin Needle is a less powerful version of Double Kick to begin with, and Pin Missile is a Bug-flavoured Fury Attack; Beedrill just doesn't have the stats to make up for the lack of power those moves have. It also has type weaknesses to Psychic type attacks, so it'll get wiped in a single shot, and isn't fast enough to outspeed them either. Posion, as a status ailment and a type, is hilariously ineffectual, so it gets no relief there. This is, in fact, made WORSE in Fire Red, where even in its native turf, a Weedle will only ever poison the rare Pikachu (Caterpie has the Shield Dust ability, which means no chance of poisoning for Poison Sting, and Metapod can use Shed Skin to quickly get rid of any poison it contracts.) So, difficult to train, useless, and not even that pretty. I think I'll pass on Beedrill, but if you'd like to add it to your underdogs, I suggest catching a Weedle now and then training it up in some other locale, since it suffers here.

Pikachu is also pretty bad; it suffers from being a type that is (exclusively in 3rd gen and mostly by Diamond/Pearl/Platinum) based on Special Attack, whilst having most of its points in just normal Attack stat. It's useful to clear Cerulean Gym, but the game is nice enough to hand us a Pokemon right outside it that can quite easily solo the whole dang place, so that's another nope from yours truly. Plus, it's arguably too popular to be an underdog. If you catch one with a light ball, however, you might get some valid use out of it.

The true treasure of Viridian Forest is, and always has been, Butterfree. A lot of 1st gen pokemon benefitted from the inclusion of abilities, but few more than Butterfree, which has gained the Compound Eyes ability, raising its accuracy. This means that it can use Sleep Powder at about 87.5 or 97.5% accuracy, depending on your sources (Smogon says the latter), and is fast enough to get the first move in for most of the early game; Sleep Powder then a couple of Confusions will spell the death of many a 'mon. Highly accurate status effect moves combined with very rare 1HKO's also make it very valuable when you're catching stuff, and, for an added bonus, Compound Eyes raises the chance of wild pokemon holding an item, so you get even more benefit. Though godawful base stats and typing make it vulnerable late game, Butterfree is a valuable utility team member, and with our setup, basically mandatory to make it past Brock, so grab yourself a Caterpie and start training.

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^Sadly, our own Wriggle Nightbug cannot learn Mega Kick.
Even with Butterfree to back us up, though, Brock isn't going to be easy. If you aren't totally overleveled you'll find him 1HKO'ing your butterfly companion more often than not, so I personally refuse to walk in there without a level 14 Rattata and a level 14 Butterfree under my belt. It's still a very vulnerable party, since we basically rely on Butterfree surviving long enough to use Poison Powder and begin a barrage of Confusions, but it's all we've got. In Yellow, there used to be Mankeys and Nidorans in Route 22 for us to use, but in Fire Red they've been moved to just after Pewter City. This is probably the biggest and most boring grind session you'll ever have to do in this challenge, so you might want to just use your starter to beat Brock and get it over with if you're not into the difficulty factor. I suggest letting Caterpie/Metapod have most of the trainer kills to lessen the tedium.

When you're ready, it's time for...
#Pewter City Gym
Ah, Pewter City Gym. Ordinarily a mere speed bump on the road to success, it presents a good challenge in an underdog run. In future gens, the first gym is easy regardless of if you have a starter pokemon or not, but in 1st gen and the remakes, starters were there for a reason.

The first Camper you fight (he of light years and distance) is a walkover if you have that Butterfree with you. He leads with a Geodude and compliments it with a Sandshrew. Geodude will go down in 2 confusions and you'll be faster, so all you have to do is avoid being 1HKO'd on the first turn. Sandshrew can tank hits and has great defense for this early on, but Confusion will end it easily.

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^That ain't all that's rock hard. Ho ho ho.

Brock, however, is a different story. Like his junior, he leads with a Geodude, and like his junior, it isn't especially threatening to a well-levelled Butterfree. But hold the presses, because...
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^ With a well-placed Rock Tomb, Brock's enormous trouser snake claims another teenage victim.

...Onix's Rock Tomb can 1HKO a Butterfree at any time, and it's fast enough to go first and use it immediately. If that happens, your only real hope is to switch to Rattata and try to flinch-lock it with Hyper Fang. Really, though, you're just hoping Brock's AI picks Tackle and Bind three or four times in a row, because that'll give a clever Butterfree enough of an opening to wipe it. I usually go in with lvl 14s and poison him (since Hyper Fang won't do much if not critical'd), but Stun Spore is also a decent option. If you're really desperate/cruel, bring in an untrained Pikachu and send it upfront on the off-chance that its Static gives you a free paralysis.

After that dangerous battle, we have the Boulderbadge! This will give all Pokemon you've caught/will catch a small boost in attack power, which is nifty. We also got TM39 Rock Tomb, which is an awful move if you use it as an attack. It does fairly low damage and only hits every 4/5 times; however, it is guarenteed to lower the opponent's speed if it hits. It might have some niche uses, but it's generally too unreliable to be a star move in your arsenal. An interesting note is that no FR/LG pokemon learns it naturally, so giving it to something that can pass it on via breeding might be a decent move.
I'll generally keep these posts to three segments each, and spoiler those segments for size.
Last edited by TheVulpineHero1 9 years ago, edited 1 time in total.
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Septentrion Pleiades
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by Septentrion Pleiades »

could you name something after me?

Also, have you heard of nuzlocke? Plus there are many other challenges. Currently I'm playing emerald with only normal types. I had to hack it a bit though.
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TheVulpineHero1
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by TheVulpineHero1 »

Septentrion Pleiades wrote:could you name something after me?

Also, have you heard of nuzlocke? Plus there are many other challenges. Currently I'm playing emerald with only normal types. I had to hack it a bit though.
Sure! That actually clears up a pokemon choice I was going to have to make slightly later on.
I have heard of nuzlocke challenges, but I don't really enjoy them; I'm actually pretty OCD about my catching. I tend to walk into an area and then immediately settle down and catch one of everything, which is...pretty much the exact opposite of a nuzlocke. Plus, I don't actually think a Nuzlocke run would change much for me, at least in the Kanto games. I tend to use random assortments of pokemon anyway (one thing the nuzlocke run encourages is using pokemon you wouldn't ordinarily use), and typically I try to no-death run even in normal play, so not much would change.

Also, forgive me for my ignorance, but is it actually necessary to hack emerald in order to use all Normal types? Foresight/Odor Sleuth should take care of ghosts and such, and I'm sure Zigzagoon or some other random normal types can learn Surf. Oh, wait. Is it Waterfall and Dive that are the problem? Now that I think of it, Normal/Water types like Bibarel didn't really happen until 4th gen or so. I can't think of anything else it would be.
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Septentrion Pleiades
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by Septentrion Pleiades »

TheVulpineHero1 wrote:Also, forgive me for my ignorance, but is it actually necessary to hack emerald in order to use all Normal types? Foresight/Odor Sleuth should take care of ghosts and such, and I'm sure Zigzagoon or some other random normal types can learn Surf. Oh, wait. Is it Waterfall and Dive that are the problem? Now that I think of it, Normal/Water types like Bibarel didn't really happen until 4th gen or so. I can't think of anything else it would be.
I changed my starter to be a normal type. I used something called the emerald randomizer, and it had the tools for that.
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TheVulpineHero1
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by TheVulpineHero1 »

#Route 3 - Mount Moon
This is actually one of my favourite routes in the game, especially in the remake, since we get so many cool things here. The first are the Running Shoes, given to us by a faintly suspicious scientist. They come with instructions, because apparently we are a special flavour of idiot that only ten year olds can be and thus need tutorials on how shoes work.

Route 3 has a large trainer gauntlet, which contains large amounts of delicious exp, but more importantly it contains four (technically five) new species of Pokemon, two of whom I'll be nabbing as the first two members of my permanent party.

Candidate numero uno is Mankey. I actually really like Mankey, since it fits in with my playstyle very well; high attack and speed when evolved lend it some sweeping ability. Although the extra speed doesn't really stack up to Machamp's extra attack and defense, non-traders will find Mankey and Primape to be firm contenders for Fighting Type of choice.

Next, we have the Nidoran siblings. Depending on whether you're playing FR or LG, one of the two will be much rarer than the other one; I'm playing FR, so Nidoran[Male] is more common than the female variety. There really isn't too much difference between them; at every evolutionary stage, they have the exact same amount of stat points, just distributed differently. Males have more attack, sp. attack and speed, whilst females major in hp, defense and sp. defense. Both have pretty bad movesets past level 22, which is when you ideally want to be using your moon stones on them; if you do, males will learn Thrash and females will learn the arguably better Body Slam move. Nidoking is also one of my favourite Pokemon, even though it's not especially amazing. The selling point of both is their versatility; they have fairly even stat spreads and wide TM movepools, so a well-groomed Nidoking/Queen can fill many roles in a party.
For this run, I'll be picking up a Nidoran[Female], whose double kick (learned at level 12) will make fending off Geodude in Mount Moon far easier.

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^From humble beginnings do great bosoms grow.

Our last candidate of the area is the one, the only: Jigglypuff. Jigglypuff is, objectively, a pretty bad pokemon. Its only good stat is HP; it doesn't have the defenses to tank well, and it's slow as a brick to boot. It has a good movepool, but not the stats to back it up, and worse, if you'll wander a little further into Mount Moon, you'll find Clefairy, who does pretty much everything Jigglypuff can do but better. It seems obvious, then, that I'll be picking up and using a Jigglypuff of my very own. I'll wait until after Mount Moon to train it, though, since I can give it some decent attacks to start with then.

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^Pink, round, adorable, and going to ruin your carpet.

Am I forgetting something?
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^Is it drugs? Every ten year old in the Pokemon world needs a steady supply of questionably legal pharmaceuticals.
Oh, yes! This fine businessman will sell you a Magikarp, which is our technical fifth candidate. Honestly, it's a pretty bad deal; you may as well wait until you get the old rod, since at least then your Magikarp will be easier to train. Gyaradaos is way too powerful for an underdog run, even in FR/LG where all its STAB attacks run off its sub-optimal Special Attack stat.

Am I still forgetting something? Oh, wait, the trainers of route 3. Hey, you remember how a little while ago I said Hyper Fang Rattata would oneshot pretty much everything?
Surprisingly, Hyper Fang Rattata oneshots pretty much everything. Who knew? The only trouble you should have on this route will come courtesy of a Lass named Robin who doesn't know if you touched her or not and is packing a level 14 Jigglypuff. Said Puffball might be able to take a love bite from Rattata and come back for more, so be prepared; it's an easier fight if your Rattata is female, since it won't be afflicted by Jigglypuff's 30% chance to infatuate upon physical contact. It isn't a remotely threatening fight overall, though.

I usually train my 'mons to level 16 before entering Mount Moon; that gives starters and Nidorans time to evolve into their next form. With all those trainers hanging around and level 7-8s roaming the grass, it should be an easy goal. Next time: Mount Moon, home of quintessential common mons, creepy nerds and the world's most cheerfully evil gangsters.
#Mount Moon and Route 4
Mount Moon, whilst normally a decently hard beginner's dungeon, is pitifully easy in our current state. Hyper Fang Rattata oneshots anything that isn't called Geodude (or possibly Clefairy), double kick Nidorans will take little damage from most things and deal with Geodudes without any sweat, and Butterfree has learned Sleep Powder by now and will outspeed anything she meets, so she essentially gets a free win pass for most fights.

As for potential team candidates, this cave has four. The first is Zubat, who'd fit very well into our underdogs team. It has fairly poor typing, nothing impressive in the way of stats, is hard to train until level 16 when it learns Bite, and, to cap it all off, is currently gimped by circumstance. Even if you fulfil the conditions for the Crobat evolution at the moment, it simply won't happen until the postgame. A fun fact is that, in R/S/E, Crobat is my flying type of choice. However, Golbat is a servicable, if incredibly average, flying type, with fairly balanced stats and Confuse Ray to help it annoy enemies. Unfortunately, I won't be using it; an even worse flying type has my name on it.

Geodude, despite having two 4x weaknesses in water and grass, is actually a solid choice here. In a bad matchup it'll go down in one shot; in a good matchup, it'll kill indiscriminately and take virtually no damage in return. Geodude is almost always, in this regard, a better choice than Onix, who has pitiful attack. Obviously, since I've just said Geodude is better than something, I won't be using it. Arguably, though, Geodude is the next best choice for an underdog rock type, and completely trivialises no less than three gyms, so do as you will. (To be fair, though, one of those Gyms is Fuschia, which is trivialised by...damn near everything.)

Paras is an interesting specimen; you might, in your FR/LG travels, be persuaded to catch a bunch, since the Tinymushroom they occasionally hold can be used at move tutors. The vague interest continues, since Paras has a move exclusive to it in this gen and shared by precious few pokemon in others: Spore, a 100% accurate whole-field sleep attack. Unfortunately, Paras is slow as molasses, has fairly unimpressive defenses and 4x weaknesses to flying and fire types, so anything that gives you enough time to put them to sleep deserves what they get. Hey, it could be worse. In 4th Gen, Paras becomes even more interesting by having a potential 8x weakness to fire if it has the Dry Skin ability. Since bug is barely even a functional type and Paras has poor special attack for its grass type moves, it relies on non-stab'd stuff for damage; luckily, it has the attack necessary to deliver a decent Slash. Definitely a candidate for an underdog team, but I'll be passing it up since Butterfree does the job better and Paras is a pain to train.

The last candidate for our team is the adorable Clefairy, who is one half of the reason no-one uses Jigglypuff. (The other half is Chansey.) Although Clefairy doesn't have Jigglypuff's bloated HP, it's still pretty good, and unlike Jiggs she has the defenses to maybe take a couple hits. They also share pretty much the same movepool and abilities. One thing to note is that Clefairy will, 5% of the time, hold Moon Stones; there are, I believe, only a few naturally occuring Moon Stones in the game proper; I'll be using two of them, but if you need more you might want to grab a few. There will be tools given to you shortly that will help that endeavour. Obviously, I'm using Jigglypuff, so no Clefairy for me.

Now to the actual dungeon part of Mount Moon! Swing left at the entrance and you'll find yourself a TM09 Bullet Seed, a Paralyz Heal, and our first victim of the area.

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^No, I would be a suspicious lady-- at least since the surgery.

He's got a Weedle and a Kakuna, which translates as 'free exp'. Bullet Seed is an interesting move, but a weak one; at worst it's as weak as an absorb, and at best it's a bit stronger than a vine whip. However, each hit has a chance to critical, which can make it superior to both, and at least it doesn't miss like other multi-hit attacks.

Over to the right next to the sign, you'll find Lass Iris (What am I fighting fooooooooooooooor?). She's packing a level 14 Clefairy to match the level 14 Jigglypuff you dusted earlier, and it's pretty much the same fight. A Nidorina or a Mankey would be ideal, but it isn't difficult. Thus ends the tragic love affair of Hero and Iris. Whilst we slowly become a broody, sulky warrior, keep heading to the right and pop down that ladder.

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^If you're looking to raze and destroy thousands of innocent mushroom things to get their precious items, this is the place to be!
You'll come to a hall much like this one, which I'm fairly sure contains only Paras. If you're looking to get one, do so, and head onwards down the next ladder, where you will meet one of the definining moments of gaming.

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^Team Rocket, cheerfully admitting that they're evil to random ten-year-olds since 1996. Nice use of the royal 'we', though.
Ah, your first Team Rocket fight! Y'know, I always thought that uniforms were sort've a no-no for criminal syndicates. Call me crazy, but they might just help the police identify you're a part of one. Mind you, this is a world where you need instructions in order to use shoes, so...
Either way, he's got a Sandshrew, a Rattata, and a Zubat, so quiver in fear. When you're done bloodletting his pathetic team, swing to the right and pick up your Star Piece. If you want a Clefairy, this little area is a nice place to meet them; if not, head up the ladders until you get to the main floor. Head due south to meet a new trainer type guarding an item, but put your Mankey or Nidoran up front first.

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^Creepy long-haired idiot. (The guy's pretty funky, too.)

He'll lead with a Magnemite, which is possibly a challenging matchup because of the Steel type it gained in the rerelease. Charmander, Nidorans and Mankeys are the best counters; Squirtles will at least hit neutral damage, but get killed fast. Everything else will hardly make a dent. He'll then hit you with a Voltorb, which will probably proceed to use Charge once or twice...forgetting the fact that it hasn't yet learned any electric type moves. It has poor defenses, so wipe it with aggression. If you don't want to risk getting randomly paralysed by the static ability, use Butterfree's Confusion-- there's hardly any need to even bother with the Sleep Powder here.
To the right of him, Bug Catcher Robbie is another gigantic 'free exp.' sign; he apparently thinks Zubat is tough, which pretty much explains why we won. The item to the southeast is your first Rare Candy, a level-up in a can; they're better used at later levels, since you'll get more experience points out of them that way. Head north on the right side of the stone wall to find an escape rope. Mm, light bondage. Refreshing.

Keep heading north and then west when you get to the top, where you'll meet a random guy who thinks Brock is amazing (he does have a pretty big snake), and a Lass running around. She's got two new pokemon to show us-- Bellsprout and Oddish. Oddish has more defense and focuses on status ailments, whilst Bellsprout goes more for straight damage. Flying types or Butterfree's confusion will have them karking it in record time. We shall keep following the path, and go down the ladder where availiable; you'll end up in a room with a Rocket Grunt, an item, and a conspicuous looking rock. He's got a Zubat and an Ekans; we met Ekans before, but it's so boring I didn't bother to describe it. Even among poison Pokemon, Ekans is unusual in its blandness. The item, however, is TM 46, Thief, a weak attack that can steal held items. It combines well with Butterfree's Compound Eyes and sleep attacks if you feel the need to grind for Moon Stones. There are also some items that can only be gotten by stealing them from trainer pokemon in this game-- I believe Black Belt is one of them.
Lastly, check the rock on the right for sweet, sweet ether. These drugs are in pretty limited supply-- they're not buyable-- so try to save them unless you really need them.

Back on the top level, head left for a fight with Youngster Josh, who has two Rattatas and a Zubat, and came down here to show off to girls. Technically we are one, but I don't know what he was showing off. I guess this is a kid's game, after all. Head all the way to the left and then north for your first Moon Stone at the top. If you're using a Nidoran, this is earmarked for them. Wandering aimlessly south of the ladder is Hiker Marcos, who has truly admirable sideburns, and who is basically a worse version of Brock. "Kids like you shouldn't be wandering around here in the dark", huh? Is he propositioning us? Oh well. Let's make a quick escape down the ladder and continue.

After the passageway, head north to find yourself a Revive. You shouldn't need to use it for a while, but it's nice to have, and you can't buy them yet. Back on the beaten path, there's a Rocket Thug, who informs us that little kids shouldn't be messing around with grownups. That's why we have such a thing as 'age of consent'. As much as I mock him, he's got a level 13 Rattata, which is capable of turning all that Hyper Fang hilarity right back on you. Kill it before it gets a chance. After that, his Sandshrew will be easy. I seem to remember that in one of the original versions, there was a chap around here who just had a single Raticate at hilariously high levels, which could potentially wipe a party without too much effort. Maybe I'm thinking of a different cave, though. The path here is linear and without note; at the end, you'll have to fight another Rocket. After spewing details about his master plan, he'll assault us with another lvl 13 Rattata and a Zubat.

Before running to scientist and grabbing a fossil, check the rock on the right for a hidden Moon Stone. After that, go and beat the tar out of Super Nerd Miguel. He leads with a Grimer, which we haven't seen before; for a poison type, it's actually pretty good, and has high attack for this point in the game. Butterfree with Confusion will type trump it, but Nidorans and Zubats are immune to any poison it might try to set. He has another Voltorb, which still likes to waste turns using Charge to power up the electric attacks it doesn't have yet. Then, finally, he'll send out another newbie, Koffing; it's got good defenses, but relies mainly on poison statuses for damage, so Nidorans (or Beedrills, Zubats, etc.) will be able to attrition it.

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^Alternatively I could just stand here and let you get eaten by wild Zubat whilst your pokemon are unconcious, but no, I'm a special flavour of idiot.

The Dome fossil will become Kabuto, and the Helix will become Omanyte, both oddball Rock/Water types. Despite him losing like a fool, you can only take one. Kabuto will become Kabutops who is a ferocious Charizard killer and who looks pretty cool, but Omastar is probably better since it has more versatility. I won't be using either, but I'll take Dome fossil on principal. And with only a little more ladder climbing, that's the end of Mount Moon!

You'll pop out at Route 4, which is mercifully short and linear. However, take a moment to talk to the martial artists on yonder hill; they are, newly added to this remake, Move Tutors who can teach you Mega Punch and Mega Kick in a one-time-only deal. Mega Punch is essentially less accurate Hyper Fang with no flinch chance, but pretty much anything with arms can learn it; Mega Kick is an even less accurate move, but has 120 power and can be learned by most stuff that can walk on two legs. I'll be teaching Mega Punch to Shufflebum, making her essentially a slow, more tanky version of Rattata.

Oh, and one last thing before you head east into Cerulean City: this area is the first place you can catch Ekans (Fire Red) and Sandshrew (Leaf Green). Ekans really is quite unremarkable, but Sandshrew is a nice little ground type who can tank hits and return them pretty respectably. Both are suitable for an underdog run, since there are better poison types and ground types out there. I won't be taking Ekans because I already have a mediocre poison type in Nidorina, but if I were playing Leaf Green I would probably pick up a Sandshrew.
Next time: Cerulean City, walking weeds and bountiful bosoms!
#Cerulean City and Bill
Cerulean City is one of the more interesting towns we'll be visiting on our quest. It's got it all: new items, gangsters, trade opportunities, a trainer gauntlet, a gym, new tms...Sadly, though, it kicks off with a choice of two fairly difficult fights: either your rival, or Misty. For us, Yanama will be by far the easier opponent, and a weapon for combatting Misty can be found in the area he's blocking, so them's the breaks. First, though, a rough inventory: in the house to the left of the Pokemon center, you can trade a Poliwhirl for a Jynx. Unless you've been sequence breaking it's not something you can take advantage of, but it's there. The most northwesterly house in the area contains a dude who'll tell you the effects of the badges; bust into his back yard and root around in his flowerbed for a rare candy. If you're flush with cash, the pokemart sells super potions, escape rope and repels, all of which are useful. Your rival's waiting in front of the bridge to the north.

Since Yanama will actually be a decent opponent this time (unlike practically any other time you meet him in this game), here's where my team are at:
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^Wriggle, shuffle, it's all in the mind!

They're at pretty exciting levels. Rastamouse is starting to feel those low stats and isn't 1HKO'ing quite so much anymore, but at level 20 he'll evolve and get right back to it. Likewise, Septntrion will be having a Moon Stone shoved down her throat come level 22, after which she'll be the lynchpin of our team. Wriggle's pretty much already learned everything she needs to, but she won't be in our main party much longer anyway. Shufflebum is worthless.
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^They told me you were dead! Deeaaaaaaaaaad!

Yanama's got four pokemon, but two of them are jokes. However, his A-team-- his lvl 17 Pidgeotto and lvl 18 starter-- can be a handful if you let them. In particular, Pidgeotto can sometimes throw you for a loop- you'd be surprised how debilitating Sand Attack can be, and it's got enough defense to take a hit or two before it bites. There isn't really a good strategy for dealing with it if you didn't pick up a Geodude or a Pikachu, so do what you can.
His starter might also give you a few problems; for us, he has a Bulbasaur, which has now got its ultra combo unlocked. Leech Seed and Sleep Powder will put you out pretty fast if you let him do it. If you chose Bulbasaur yourself, beware of Charmander using Smokescreen to play accuracy games, and for Charmander afficianados, don't let his Squirtle's new Bite attack flinchlock you. We'll use Wriggle's superior speed and more accurate sleep powder to stop him in his tracks, and exploit Bulbasaur's poison subtype for massive Confusion damage.
Other than that, he's got a level 15 Rattata, which, just like ours, is feeling its age. It's quick and it can do some good damage, but it just no longer has the defense to play with the big boys. He'll also use a level 16 Abra, which only has a non-offensive teleport move that doesn't even work in trainer battles. It's free exp, basically, so spend it how you will.

Once beaten, Yanama will brag about pointless rubbish and then foist a Fame Checker upon us. It doesn't give us any advantage, but it can be neat to play around with if you're bored. Go north to Nugget Bridge and Route 24. Here, you'll find a selection of five trainers blocking your path, all of whom you'll need to beat. They've all got the same lines, too. The first Bug Catcher will have Weedles, Kakunas, Metapods-- same old, same old. Easy exp. The Lass following him is packing a Pidgey, an Oddish, and a Bellsprout. Contestant Number Three has a Sandshrew and an Ekans at his disposal. Four-Is-Death is packing both flavours of Nidoran at a respectable level, and I Am Number Five will try to wipe you with a lvl 18 Mankey that could have easily made Yanama's team. Reach the end, and you'll be given a Nugget plus...

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^Dude, I'm a ten year old girl. That could be anything from ice cream to a pony.
Yep, it's the only Team Rocket member smart enough to not wear the stupid uniform. Apparently, IQ is proportional to the amount of Godfather references you can make. Who knew? Anyway, he's weaker than everyone who proceeded him, having only a lvl 15 Ekans and a Zubat to match, so wipe him out as you please. To the immediate north there's a TM45 Attract for the nabbing. Infatuation is a pretty useful status effect that's guaranteed to hit 50% of the pokemon in the game, and it doesn't conflict with the 'hard' status effects like poison, paralysis and sleep, so it's very helpful when stalling. Don't be shy, show some leg.

To the left of the bridge, there's a sneaky Camper who was peeking on us from the grass with his little Rattata and Ekans team, but more importantly, there are three candidates for our team in his patch. Sadly, any one version only has access to two of them. We've already met all three, but here's the rundown.

Abra's line, back in the day, used to reign supreme as the second or third most broken pokemon in the game, because the types that were supposed to combat the Psychic type in 1st Gen (bug and ghost) were both woefully underfurnished with damaging moves, and those moves were held by pokemon who had weaknesses to psychic to begin with. (The most broken pokemon, by the way, is easily Mewtwo, with Dragonite generally coming second or third depending on how broken you think Alakazam is.) They're not as ridiculous as they were back in those days, but Abra and its evolutions are still major threats no matter how you slice it. Like Gyarados, there isn't really a way you could justify their inclusion in an underdog party. You may, however, want to catch one for a trading opportunity later; they also have a 5% chance of holding TwistedSpoon, a hold item which improves psychic type moves. Butterfree should be able to outspeed and Sleep Powder most of them, and it's likely the last real benefit she'll give the party, since she's looking less and less able to hold her own nowadays.

Exclusive to Fire Red players is Oddish. Arguably the better of the two plants on offer here statwise, Oddish's main weakness is that it lacks any decent moves in its own type for quite a while. Absorb is nice, but it'll be lvl 39 at least until Oddish naturally learns another damaging grass type move. It does have a ton of Sp Attack, though, and it can take more hits than you'd think-- it just needs babying for too long. However, if you care to catch one now and give it some experience, it's capable of soloing Misty's entire gym, particularly if you can get it to lvl 21 when it evolves into Gloom. Which, come to think of it, is exactly what I'll be doing.
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^A wild Demo appeared! She used Bite. It's super effective!

Batting for Leaf Green players is Bellsprout. Very much like Oddish, it evolves at level 21, but won't learn another decent grass type move until it's nearly level 40. Statistically, it sacrifices Oddish's heavier defenses in favour of more speed and more physical attack; it still isn't what you'd call lightning fast, but it can learn normal, poison and other types of attack to give it more versatility whilst you're waiting for your next STAB killer. The fragility really hurts it, though. Again, it'll sail through Misty's gym without a care in the world, although since it starts with Vine Whip instead of absorb, it'll need more healing as you go along. A small price to pay for twice the effective power, though.

There's a whole mess of trainers awaiting you in the east, beginning with Hiker Franklin, who introduces us to a Machop. They've got power and defense, but they're slow. Still, keep your normal types away from them, since they're liable to get 1HKO'd. The following Geodude makes a nice snack for our Radish. His buddy, Hiker Wayne, throws down with a level 17 Onix. Again, should be no problem for an Oddish or Bellsprout. Youngester Joey throws down a level 15 Rattata and a Spearow to match, which is nothing you're unused to.

Youngster Dan shows us a pokemon we won't see again for a while-- Slowpoke, at level 17. Annoyingly, he sequence broke and got Confusion before level 20, which will put some dents in your grass types (all grass types in gen 1 have a poison subtype). He's also got Water Gun and a ton of HP. Luckily, he's slow as molasses and doesn't have too much in the way of stats to back up his type combos, though. Picknicker Kelsey thinks her boyfriend is hot stuff, but she's like, what, eight? She has a male and female Nidoran pair to keep her company.
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^Ten years old, and we already know how to please a woman. We could teach him, but we'd have to charge.

I shan't comment on Hiker Nob. He's a great man, enthusiastic, nice sideburns, but probably bullied in high school due to his parents being idiots. To handle his grief, he became a hiker, and makes love to the mountain just as Captain Kirk decreed. He's got three Geodudes, a Machop, and severe self image problems.

Around here was where Septntrion hit level 22 and learned Bite, so time for a Moon Stone!
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^Finally, my nickname begins to make sense. (By the way, if your first though was 'milf', there may be something wrong with you.)
Now that she's gained the Ground subtype, we can basically cross Electric pokemon off our list of things to worry about (electric pokemon with physical bulk weren't invented in Gen 1). All of her moves from now on will come via TM, but she can use both physical and special quite well, and has a great movepool; she'll be one of the most versatile pokemon we've got, and it's earned her a permanent spot on our team. Get used to seeing all dat junk inside that trunk.

Speaking of TMs, lure Camper Flint out of his hidey hole to leave a route open to one. Camper Flint's cool. He's got a girlfriend. He judges his self worth based entirely on the opinion held of him by other people, so when his girlfriend leaves him just before he goes to university, he'll probably hang himself out of despair. Meanwhile, he has a Rattata and an Ekans. The TM he was guarding is TM43 Secret Power, a very useful move; almost as powerful as Mega Punch and Hyper Fang, can be learned by nearly everything in the game, and has 100% accuracy. Plus, random useful effects depending on location. It's a worthy addition to any normal types you may have.

Youngster Chad, who considers his entire destiny up to this point to be battling us, will use yet another Ekans and Sandshrew combo. Getting sick of that yet? Apparently, he knew he'd lose, too. Maybe he wouldn't have if he'd, say, actually caught any decent pokemon. Lass Haley is the last trainer of the gauntlet, and of this entire section, thankfully. She's got two Oddishes and a Pidgey, all level 13. She'll ask you for a Clefairy after you beat her, the lazy scamp.

We'll end there for today. Next time: Bill's zany antics, the destroyination of Misty, and Team Rocket being idiots.
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by TheVulpineHero1 »

Septentrion Pleiades wrote: I changed my starter to be a normal type. I used something called the emerald randomizer, and it had the tools for that.
Emerald randomizer, huh? I've never actually heard of that. I might look into it when I'm done rushing through Fire Red. How's your all-normals run going, by the way?
Last edited by TheVulpineHero1 10 years ago, edited 1 time in total.
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by Septentrion Pleiades »

TheVulpineHero1 wrote:How's your all-normals run going, by the way?
It didn't save last time. I have to catch another zigzagoon.

I think Nidoqueen is a powerful Pokemon. Just don't forget it's many type disadvantages.
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by Septentrion Pleiades »

Did you stop this LP? I thought I was going to read up on how Septntrion was going to crush team rocket.
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by TheVulpineHero1 »

Nope. I just ended up being really busy over the New Year period. I'll have updates either tomorrow or the day after. Sorry about the delay!
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

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#Bill, the Cerulean Gym, and Route 5
Last time, we left off at Bill's pad up at route 25. Barge in and you'll find nothing more than some The Fly-esque pods and a rather eloquent Clefairy.

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^...I don't recall picking up any LSD on our journey. What gives?

Now, the obvious thing to do at this point would be to tap him on the head with one of those Pokeballs you're carting around, stick him in his own PC system, wait until you unlock the postgame daycare center and then breed him mercilessly to get an army of talking Clefairy. Sell the results to the government. It's truly a win-win proposition: you get to retire at the grand old age of ten after a life of promoting slavery and mad science, and Bill gets some sweet, sweet lovin'. Probably from a Ditto, but who cares, right?

Sadly, our idiot clause is in play here and you've got basically no option but to help him out. He'll give you an SS. Anne ticket. If you go outside and then back in, he'll let you perv over pictures of Eevee and the Eeveeloutions on his PC. Since this is going to be a fairly short section, I'll take this opportunity to give a brief overview on them.

Although they function as mascots almost as much as Pikachu, the Eeveeloutions are typically a lot better than the yellow electric rat. Save for Eevee, who's a semi-featureless normal type, all three Kanto evolutions have the same amount of stat points shuffled around between different stats. Vaporeon majors in HP, Special Attack and Special Defense; Jolteon goes for Speed, Special Attack and Special Defense, and Flareon goes for Attack, Special Defense and then Special Attack, from highest to lowest. All their other stats are mediocre at best.
In addition to sharing the same stat pool, they also have similar movelists; they learn roughly equivalent moves at the same levels at each other. Notably, they all learn the basic elemental attack of their type at level 16 (so, Water Gun, Thunder Shock, Ember), then only learn a more powerful stab attack all the way at level 52 (Hydro Pump, Thunder and Flamethrower).

(You would not believe how hard this screwed them in Pokemon XD, and how hard Vaporeon got screwed in particular. See, XD didn't contain a Surf HM. At the time, the only real Water type moves more powerful than Water Gun were Bubblebeam and Water Pulse. Practically NOTHING learns Bubblebeam, and you only get one Water Pulse TM. Playing through that game, you began to realise just how reliant Water types are on HM03 in 3rd Gen and below.)

Arguably the worst of the bunch is Flareon, since it dumps its high stat into attack. Fire, in Gen 3, was a special attack type. In addition, Flareon doesn't naturally learn any decent physical attack moves, so it's a TM whore through and through. It's still far from a bad pokemon, but it looks poor next to the rest of the Eeveeloutions. It got double screwed in D/P when the system changed; Flare Blitz would have made it a complete monster, but it can't learn it, despite having Flare in its name.

Obviously, we're not using any of them, but I'll collect our Eevee when available and turn it into a Flareon on principle. Despite it being the weakest Eeveeloution, it still gives most other Kanto fire types a real run for their money; the only ones who can really top it in my estimation would be Charizard and maybe Arcanine.

Wander away from Bill's house and down the return path to Cerulean City, and you'll find that the police have stopped blocking off the house on the right. You will also notice, using your 4th wall breaking ability of peering over the top of house, the Rocket Grunt in the back yard. Guess what we're doing next? (By the way, you can't skip this battle. If you try and walk past the guy, which you need to do to progress, he literally stops you to tell you 'it's not your yard!' Kind've well mannered for a pokemon gangster.)

He'll lead with a level 17 Machop, then follow it up with a new pokemon-- Drowzee. Drowzee likes to put your 'mons to sleep and is tough enough that you're probably not going to 1HKO it; however, its psychic type attacks are a little underpowered when compared to any other Psychic pokemon in the game. This might turn into a slugfest depending on how lucky he gets with his Hypnosis, but persevere.

Afterwards, the world's dumbest Grunt will hand you a TM28, which you'll be unable to give back. Suits us, I guess. However...

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^Diglett: learns dig at level 17. Diglett cave: lowest level Diglett is level 15. You're an idiot.
Oh well; who cares. It's only a short hop back to the Cerulean gym, and you should have seen enough Onixes and Geodudes in route 24 to feed your grass type. If you're not confident, don't worry about spending those rare candies; exp grind becomes almost trivial in this game once we hit the next city.

Swimmer Luis, the first gym trainer, leads with a level 16 Horsea, and follows with a Shellder of the same level. Neither are very scary; Horsea might poison you with Poison Point, but it's pretty much a non-issue. Shellder's capable of using Icicle Spear, which will be super effective against your grass types, but Shellder itself doesn't have huge attack and dies quickly, so it shouldn't be a problem.
Picknicker Diana will assault you if you step into Misty's gaze, and she's packing a level 19 Goldeen. Goldeen pretty much fails at using Water type attacks, and also has a tendency to use Water Sport to waste turns; it really isn't a very special pokemon, sadly. Waste it.

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^To some people, this counts as fanservice. No girl on girl action here, folks.

I'll say right now: for my money, Misty is possibly the hardest boss in the game. She comes early enough that you still don't have too many options and grinding is still a massive chore. It's also quite possible to have missed the electric and grass pokemon that will make it easier on you in this fight, and if you did, you'll find her doing a ridiculous amount of damage quite quickly. When she said all-out offensive, she wasn't kidding. She's got a level 18 Staryu for you to warm up on, which shouldn't be too hard. Staryu doesn't have great stats defensively, so it'll go down quick. Her next pokemon, a level 21 Starmie, is a Thing. At a point in the game where everything opposing you is non-evolved, Starmie breaks that trend and shows you just how much an evolution can change things. It can out-damage nearly anything you have access to at this point, including that Nidoqueen we recently acquired; its main attack, Water Pulse, can also confuse you. It's also very fast indeed, and will generally get the first hit on Pikachu, Raticate, or even Kadabra; the only pokemon who tops it at this point is Alakazam. If you decided, for whatever reason, not to use a grass pokemon, I'd suggest you skip this gym for now and come back when you've got better levels.

Even if you have a grass pokemon, it's not an assured victory. If your Oddish or Bellsprout isn't evolved yet, she still might pull it out through sheer power if you're unlucky. Gloom or Weepinbell will curbstomp her, though. If you're determined to go in unevolved, use status effects to your advantage; if you poison her Starmie, it should go down before your team has time to bite the bullet. Sleep is also a great choice for getting a few quick hits in. Misty has a single Super Potion to help her out, but you should be able to finish her off in the end.

When you beat Misty, she'll give you a TM03 Water Pulse, a water type attack of moderate power but which has a 20% of confusion with every blast. It's valuable as a bread and butter attack for any water types you may have picked up by now, but can also be taught to a surprising number of non-water types.

Route 5 is very short and boring. It contains the first Daycare center; sadly, it can only accept one pokemon, so no breeding. I'll leave Radish here, since I don't ever intend to use it again.

It also, however, has a new party candidate: Meowth! Meowth has the pickup ability, which I find tends to result in berries rather than the cool early game ultraballs and rare candies of R/S/E; however, berries can be handy, and it's perhaps one of the only ways to get a renewable supply in FR/LG. It'll also learn Payday, which literally gives you money; however, that isn't as handy as it sounds in this game, for reasons I'll explain when we hit Vermillion City. Disadvantages? Well, it loses Pickup when it becomes a Persian, and even when fully evolved, it's still substandard in almost every stat besides speed. It's a firm candidate for an underdog run, and if I wasn't using Jigglypuff, I'd be using Meowth.

We'll leave it there for now, and hit the Underground Path and Vermillion City next time. There is, if you wish, a little girl in the entrance to the underground path who will trade your male Nidoran for a female one. Next time: grinding becomes trivial, we acquire a new permanent party member, and Nidoqueen solos the Vermillion Gym!
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

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#The Road To Vermillion, and Route 11
(This might be a long segment.)
So, to the Underground Path we go! As experienced players will know, there's invisible items here, but due to the path being relatively bereft of landmarks, I'd suggest just waiting until you get the Itemfinder before spelunking around here.

The Underground Path, by the way, is one of those places I secretly think would be highly unpleasant in real life. It's the kind of place that drunks would pass out in and that smells, by default, of stale urine.

One thing I should mention to people who played the originals is that you can't cheat the system by trading across a pokemon with Fresh Water/Soda Pop/Lemonade and giving it to the guard early. In this version, they require a nice cup of tea, a Key Item we'll only acquire in Celadon. So, no sequence breaking for you.

Once you've emerged into the sweet, sweet sunlight of Route 6, you'll notice that the trek to Vermillion is not over by a longshot. Once again, there's a trainer gauntlet between you and the next objective, so we'll get right to it. First, we have Bug Catcher Keigo. Bug Catchers will become increasingly rare as the game goes on, and the ones you'll fight on Route 6 will be the last in a while, so enjoy yourself while you take out his two Lvl 16 Weedles and his one Lvl 16 Caterpie. You'll probably be oneshotting them easily at this point, especially if you were able to take out Misty earlier.

Next on the list is Camper Ricky, who has a rare treat-- he's got a Squirtle to show you, and at Level 20, it can potentially be a decent threat if you're very unprepared. It doesn't really know any killer attacks beyond Bite, though, so you should be able to tough through it. Deep in conversation with old Ricky Martin is Picknicker Nancy, who will assault you with a Level 16 Rattata and a Pikachu to match. Both are frail in terms of physical defense, so any strong normal type attacks stand a good chance of oneshotting them at this point.

The biggest threat here comes courtesy of Bug Catcher Elijah, who's got a Level 20 Butterfree with your name on it. It's got Stun Spore, Sleep Powder, and Supersonic, all of which are super accurate due to CompoundEyes and all of which are hideously annoying, especially if he decides to double up on the status ailments. Luckily, it's a Butterfree, so it doesn't exactly have the best stats in the world, and comes complete with a diverse set of weaknesses to take advantage of. Still, you may have to run all the way back to Cerulean to heal; don't worry about it if you do, because the last two trainers probably deserve the precaution.

Your penultimate barrier to Vermillion City is Picknicker Isabelle, who has three level 16 Pidgeys to pick your teeth with. This battle often becomes more difficult than it has to be because of that goddamn Sand-Attack, but unless you get very, very unlucky, she'll come nowhere close to taking you down. The real threat here is Camper Jeff. He'll lead with a level 16 Spearow, but then has a level 16 Raticate to back him up.

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^Cheating bitch. It's impossible to get a Raticate at that low a level. (This will become a theme as the game goes on...)

Obviously, it's quite fast and will hit like a truck if it gets a Hyper Fang off, but it's low-levelled, so you could potentially oneshot it (I did, with Septntrion's Double Kick). Just be warned that it has the potential to do the same to any of your less bulky pokemon.

With that, we've reached Vermillion City, location of perhaps the most useful item in the game. To get it, wander into the Pokemon Centre and have a chinwag with the blue-haired lady standing in front of the desk. She'll thrust a VS Seeker into your pretty little hands. This didn't exist in ye olde Red and Blue; there was no way to rematch trainers at all back then, meaning that until you were boss enough to school the Elite Four, there was a strictly limited amount of money in the game, (unless you caught a Meowth and grinded for credits using payday, but that was both boring and version specific). However, it does exist now, and because of that simple fact, our training just got a lot easier (and more profitable).

There's another thing I, in particular, need to get in Vermillion City. If you care to visit the house to the left of the Pokemart, there's a little girl who's willing to trade you her Farfetch'd for a Spearow. (Spearow, if you STILL haven't got one, can be caught in Route 11, which is off to the east of Vermillion. Plainly, our little friend is either too lazy or too pathetic to go out and catch one herself).

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^ The duck, the myth, the legend! Also the worst pokemon in the game.

Welcome, folks, to the reason this run even exists: Farfetch'd. Farfetch'd is, to be quite frank, the ultimate underduck. It just doesn't have...well, anything. At all. It doesn't get any unique abilities, doesn't have any especially interesting moves, and is completely sub-par in every single stat. And unlike, say, Magikarp, it doesn't have any uberpowerful evolution to save it from the wastebin. There's no hidden potential. Just Farfetch'd.

CH'DING, the one we just got, comes free with a hold item specifically for Farfetch'd, the Stick. It's not very useful; it increases your chance of landing a critical hit by one stage, much like Focus Energy. With just the Stick and a high-critical rate attack like Slash, Farfetch'd will be hitting criticals 25% of the time, but it just isn't enough to redeem the plucky duck. If the Stick worked like the Thick Club Marowak and Cubone get (which straight up DOUBLES Attack), maybe we'd be listening, but nope.

If you're wondering why Farfetch'd is so bad, it's probably because it was designed to serve a very simple function back in the Red & Blue days: Farfetch'd was, in essence, the first ever HM Whore. Back then, there was absolutely no way to delete HM Moves once you'd taught them to a Pokemon. HM01, Cut, was somewhat finicky with what could learn it, and although stuff like Ivysaur could, you didn't want to teach it to any Pokemon you were seriously intending to use. Enter Farfetch'd: a complete throwaway pokemon who could learn Cut and later Fly, a get-and-forget mon fit for no purpose other than that. Ironically, due to its interesting design and endearing uselessness, Farfetch'd has enjoyed a measure of popularity. Winning with a Dragonite is easy, but winning with a Farfetch'd shows you have flair.

Ch'Ding, believe it or not, manages to be even more useless than the average Farfetch'd, because he has a little bit of an enforced level cap. As a traded 'mon, he'll begin disobeying if he gets leveled too high; at the moment, because we beat Misty, that cap is level 30, and there's a fair old chance that he'll hit that before we get to Celadon City, where we learn to wield Lvl 50 beasts. Of course, Celadon Gym is also the one gym that Farfetch'd can really contribute efficiently to typewise, so if he's already disobeying by then, he just lost his chance to shine. Regardless, he's now our party's
plucky mascot, so get used to him and his zany duck monobrow. Luckily, we have Septntrion to pick up the slack for him.

While we're shuffling our Pokemon around, it's time to take a long, hard look at Wriggle. She's losing her ability to keep up in terms of statistics very quickly; even Farfetch'd will be hitting harder than her. Only CompoundEyes is keeping her in contention now; as a tribute to how good a combo CompoundEyes/Sleep Powder is, she can still take out pokemon several levels higher than her without much trouble. As things stand, I'll keep her around as an emergency backup in case something drastic happens to Septntrion, since Shufflebum and Ch'Ding aren't exactly the most reliable of 'mons, but by the time we hit Lavender Town I'll be benching her indefinitely. I'll be getting rid of Rastamouse right now, however, since at the moment he's just a more powerful version of Shufflebum. This is how our team will look until Rock Tunnel:

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^I'm keeping two Meowths around for pickup spoils whilst we don't have better options. They do, on occasion, find awesome stuff like PP Ups, Rare Candies and Tms, although it seems less likely than in R/S/E. Ch'Ding is a couple levels lower than everybody else, mainly to avoid hitting his obedience threshold too early. (Gaston, we salute you. This was taken slightly after I cleared out Route 11.)

Before we forget, swing by the Fan Club and pick up your Bike Voucher from the chairman, who apparently orgasms over his Rapidash every night. Since the Running Shoes were added, it's not as essential as it was in the original versions, but we'll need it for one of the possible routes to Fuschia City.

There's one last thing I'd like to take care of before I end this segment and talk about the SS. Anne, and that's Route 11: a huge trainer gauntlet that also contains one of my favourite early training spots. We'll be going through Diglett Tunnel later on anyway, but since it's on the way I'll mention it; if you peek your head in early, you can catch the eponymous pokemon quite easily. If you don't have a Nidoking/Queen or a Geodude, I'd recommend doing so; a ground type pokemon will make the next Gym hilariously easy.

Diglett is actually a pretty solid contender for a spot in an underdog party, if only because it is just so hilariously fragile. Its HP stat is one of the lowest in the game, with a base of just 10, and it has pretty low defenses, too. Once it evolves, however, it'll have good (but not incredible) attack, and absolutely blinding speed. Since it's so suited to a hyper-aggressive playstyle, I tend to enjoy using them, but we already have a ground type in Septntrion. Feel free to pick one up if you like, though. (If you're into breeding, get a male to train later; they learn earthquake, and are in the popular ground breeding group, so they can spread it around.)

Be warned that you may, rarely, run into a level 28~ Dugtrio whilst you're in Diglett Tunnel. If you can catch it, great! But don't expect to be able to run away from it, since it can have both Arena Trap and ridiculous speed. Strong physical attacks that take advantage of its frailty are the best way to proceed.

Onto Route 11, and our next potential recruit-- Drowzee. If you're looking for a straight psychic pokemon in an underdog playthrough, Drowsee is it; it's arguably the weakest in the game. Unlike your other choices (Abra family, Mr. Mime, possibly Jynx), it sacrifices some of the raw attack power and speed the psychic type is known for, and trades it in for the ability to actually take a hit. It's also not bad with physical attacks, and has a truly impressive Sp. Def; amusingly, it can make a great Alakazam killer because of that. If you want one, take one; almost every other psychic type is outright broken anyway.

The rest of Route 11 is a trainer clusterfuck, so I'm just going to list what the trainers have got, give some brief notes, and then talk at more length about some of the more interesting ones after. I'll highlight trainers with new Pokemon in bold.

Youngster Eddie: Lvl 21 Ekans. It can paralyze you with Glare, so kill it quickly with Sp. Attacks. Butterfree, Drowzee, Geodude and any poison type will be fairly good picks here. Weirdly, the trainer here has the same after-loss quote as the ones on nugget bridge did.
Youngester Dillon: Lvl 19 Sandshrew, Lvl 19 Zubat. The Sandshrew will resist physical attacks, but Zubat's the same joke it always is in the hands of an enemy trainer.
Youngster Dave: Lvl 18 Nidoran[Male], Lvl 18 Nidorino. You're probably familiar enough with these pokemon by now; they're well balanced, but Nidorino might spell trouble for your rock or normals via Double Kick, and can fend off opposing grass and bug types with Peck.
Youngster Yasu: Lvl 17 Rattata, Lvl 17 Rattata, Lvl 17 Raticate. Standard Hyper Fang warnings apply; Geodude trivialises the fight.
Gamer Dirk: Lvl 18 Voltorb, Lvl 18 Magnemite. If you picked up a Diglett, a Geodude or a Nidoking/Queen, this fight's easy. Watch out for Magnemite's steel type resistances if you haven't, though.
Gamer Jasper: Lvl 18 Bellsprout, Lvl 18 Oddish. Kill them as quickly as possible to avoid having them mess you up with status effects, particularly in Oddish's case. Both of them are fairly weak in terms of straight damage.
Gamer Darian: Lvl 18 Growlithe, Lvl 18 Vulpix
Gamer Hugo: Lvl 18 Poliwag, Lvl 18 Horsea
Engineer Bernie: Lvl 18 Magnemite, Lvl 18 Magnemite, Lvl 18 Magneton
Engineer Braxton: Lvl 21 Magnemite. It's a high level, but not really any different to any of the other Magnemites you've met.

As you can see, there's a Gamer theme party here-- four of them, with two level eighteen pokemon, all of different types. The interesting ones are Darian and Hugo.

Darian will show you the first fire pokemon we've seen, barring our own or our rival's Charmander. Growlithe carries Intimidate, decent attacking stats in both areas, and is decently speedy; it's surprisingly solid for a base level stone-evolution pokemon. (Most, like Pikachu or Jigglypuff, tend to be very weak in their base form.) Luckily, he hasn't evolved it into Arcanine, which is arguably the best (or one of the best) Fire pokemon in the game, and a solid threat in almost every area. His Vulpix, by contrast, is weaker in most areas and is very frail to physical attacks; it does, however, have Will O' Wisp, which will burn you. Kill it before that happens.

Hugo's got a Horsea, which we saW back in Cerulean Gym, and a Poliwag, which is new. Poliwag is equally weak in most areas, but has a very good speed stat for what it is; it can also learn Hypnotise, so be prepared to deal with sleep. Luckily, it doesn't have the raw stat to do much damage at this point. (On a side note, its evolved forms, Poliwhirl and Poliwrath, are some of my favourite Water pokemon in the series.)

Lastly, we have Engineer Bernie, who's another cheating bitch who evolved his pokemon early-- 12 levels early, in fact! For the point of the game you're at, Magneton is wickedly powerful, with a Sp. Attack stat that's close to Alakazam's. Definitely go with ground pokemon in this fight, but be careful if you're using Diglett, since it knows Sonicboom, and 20hp is not a small amount for a Hp deprived pokemon like Diglett. However, it also gives wicked amounts of experience if you
can beat it, which brings me to my next point...

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^Because THIS isn't begging to be abused. Try using the Vs Seeker right here.

Yep, this the first new route you can use the Vs Seeker on, and it kindly gives you the opportunity to flag five trainers at once with it. They all give pretty decent exp., too, and Gamer Jasper will fork over more than 1000 credits for every victory. If your ground-type is lagging behind, they won't be after a couple runs of this. You'll probably be able to afford whatever items you need, too, so take the opportunity to stock your medicine cabinet at the Pokemart if you like.

One thing you should be aware of when using the Vs. Seeker is that there are certain trainers who will eventually get stronger pokemon if you rematch them. Only some of them do it, but be prepared to see some pokemon get a lot stronger than they were when you last met them. Overall it's a good thing, since you get more exp, but if you get taken off balance it can lead to an easy whitewash for you.

Next time, we finally get around to the SS. Anne and then the joke that is Vermillion Gym. Hope you're ready!
Also, I'll start posting each segment individually from now on, just to make it easier to see when I've updated.

EDIT: Well, there's been a change of plans! After planning my team out a little more, I found out that I'll actually have a party slot free at the end of the game. Since I'm not going to use it, does anybody have any suggestions on what to put in it? I'm thinking of either keeping one of the Meowths, keeping Wriggle, or maybe even catching a Marowak later in the game (since I seem to remember that was Cowrao's favourite, and it is his forums, after all). Beedrill, Hypno and other such things might also be options. Any opinions?
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by Septentrion Pleiades »

Hynpo is a tank will marowak is somewhat decent. Maybe a ditto?
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by raekuul »

I second that.

I second that.

I second that.
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by TheVulpineHero1 »

Septentrion Pleiades wrote:Hynpo is a tank will marowak is somewhat decent. Maybe a ditto?
raekuul wrote:Ditto
Ditto it is, then! I actually like using the little bugger, too, although generally as a tool to sound out my enemies and find out what they know. It's a pity that there aren't that many double battles in this game, though-- I enjoy transforming my Ditto into the other pokemon I'm using. Admittedly that pokemon is generally a Dragonite, but one point of this challenge run was to stop me from using one of those.

Until we get to the point of the game where we can catch them (Ditto will be either the last or second to last pokemon I pick up for my team), I'll probably keep Wriggle hanging around or catch random incidental pokemon to fill out the team slot. Thanks for the suggestions!
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Re: Can has thread lps? (Current: Pokemon FR, underdogs run)

Post by TheVulpineHero1 »

#SS Anne and the Vermillion Gym
As interesting as our trip into Route 11 was, going any further won't help us, since there's a certain roly-poly roadblock in the way. Because of this, we'll have to take the long way 'round through Rock Tunnel, which has always been one of my least favourite areas of the game. Before that, we need HM01 Cut to even access Rock Tunnel, and we get that from the SS Anne.

Talk to the sailor at Vermillion pier. After a quick flash of your ti...cket, he'll let you in. SS Anne, like so many areas before it, is a glorified trainer gauntlet, but it has some pretty neat stuff to get if you don't mind buglarising the other passengers. As a standard RPG protagonist, we don't.

The room 2nd from the right edge of the corridor as you walk in is a healing spot, so you no longer have to run all the way out to the Pokemon centre outside with your sea legs. You can use it as many times as you like. Take note of it and go into the room on the far right. It contains Gentleman Thomas, a 'solitary traveller' who nobody likes. He's got two Lvl 18 Growlithes to contend with, and they like to use Roar to annoy you by forcibly switching your pokemon. (Since I'm carrying two lvl 10 Meowths around, it annoys me more than most.) Waste them and move on.

Down to corridor to the right, you'll meet another bunch of rooms (don't worry, we'll go finish the rest eventually.) The first one has a guy who foreshadows Strength whilst admiring his Machoke's physique just a little too much, but also a Super Potion to steal. The next room has a pair of sailors loitering around; Sailor Duncan has a Lvl 17 Horsea, a Lvl 17 Shellder, and a Lvl 17 Tentacool. I don't believe we've seen Tentacool before; they're Water-Poison types so Grass attacks are only neutral, and they have high Sp. Defense to weather electric and psychic type attacks. The best way of dealing with them is Ground type attacks; this one isn't strong enough to know any water type attacks yet, so go to town. They'll be more annoying later, so enjoy it whilst it lasts. (Their attacks are very much status effect spam at this point-- Poison Sting, Supersonic, Wrap, that kind of thing.)

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^They both make people question your sexuality?

Sailor Leonard's got a Lvl 21 Shellder. Shellder, of course, has large defense and ice type attacks, but is pretty useless otherwise. It should be no problem for you unless your strategy consists entirely of 'Use Leech Life'. Walking into the next room will get you immediately ambushed, so if you're low on health, do something about it.

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^Welp, can't see why anybody would think THIS was set in Japan.

Aside from being wanted by the child protection agency, Sailor Dylan (presumably the lesser known inbred cousin of Sailor Jupiter) has a trio of Lvl 17 Horsea, who enjoy using Leer to lower your defense despite having no moves to take advantage of that. Oh, Pokemon AI. You never cease to amuse me. Speak to Dylan after you've beat him and he'll tell you that 'You need a rod'. Apparently he's into Futa, too. Steal his delicious drugs (it's an Ether) and run away like the ten year old that you are.

Next on your list of asses to kick is Sailor Huey in the next room, who leads with a Lvl 18 Tentacool and follows it up with a Staryu of the same level. Staryu, as a base level stone evolution pokemon, isn't much to worry about, and you already killed earlier in Misty's Gym (probably); use the same tactics of heavy hitting attacks, since it doesn't have the defensive stats to take hits. Your prize for decimating Huey's team is TM44, Rest. It's a move that's prized in competitive battling or by those with a whole bunch of Chesto berries, but I tend not to use it much. If you're smarter than I am, however, put it to use.

The last room of this corridor contains two trainers; the first is a Fisherman called Barny. (Did you guess that the theme of this dungeon is Water Types yet?) He's got a Lvl 17 Tentacool, followed by an equally levelled Shellder and Staryu. Apparently, he was going to make us his assistant. This boat really is just a nest of inappropriateness. Sailor Phillip, his roommate, is a pirate and wishes to make us walk the plank. As a special treat, he's not using any water pokemon! Hurrah! Instead, he has a Lvl 20 Machop. I used Ch'Ding to make a statement here, but any flying or psychic type you may have picked up will do the job. That's it for this corridor, so go back up the stairs to the main ship-- but don't forget to grab the Hyper Potion from the dustbin on the way out. (For those of you who are not quite so British as me, dustbins are trash cans.)

Picking up from where we left off in the starting corridor, wandering into the next room to the left (past the Pokemon centre room, of course) will get you unceremoniously assaulted by an old man, again. Shed a tear for our poor, ten year old female protagonist. Gentleman Arthur has a Nidoran[Male] at Lvl 19 with a female of the same level to compliment it. Since there's a pokemon centre literally next door, don't worry about being poisoned and thrash them as you see fit. Talking to him after the battle will reveal that Arthur was having some alone time and wishes to resume his activities without your presence. This boat. I don't even.

The next room has some crazy woman who thinks we are a waitress and desires a taste of our cherry pie (THIS BOAT). She doesn't have anything interesting to bequeath to you; her relationships are all take and no give. Next room is much the same, with a little girl, a Wigglytuff and an old bloke, none of whom have anything even remotely interesting to say. The next room, however, has two different Trainers for you to beat up and mug for mad cash. First is Lass Ann, who's got a Level 18 Pidgey for you to laugh at and a level 18 Nidoran[Female] for you to pity. Apparently, she went around the world for them, despite being able to catch them both outside Pewter City. Dumbass. Equally contemptible is Youngester Tyler, who runs into battle with a Lvl 21 Nidoran[Male]. Sorry guys, but you should really consider evolving them if you want to pose any threat. There's a TM31 Brick Break for you when you're done; although the special effect won't come up too often, it's a very decent fighting type move that can be learned by a fair few pokemon, so worth hanging on to. The very last room on the row is another noncombat room, containing the only a Global Police agent who's trying to catch Team Rocket. Hint: follow us around, because we're going to run into pretty much all of them. Also, the boat is full of pedophiles, so arrest them too.

Instead of going upstairs, follow the corridor around and go into the kitchen. Check the bins for a Chesto, a Cheri and a Pecha berry, then grab the Great Ball in the bottom left hand corner. Now you can go upstairs. If you take the second set of stairs upwards, you'll eventually found yourself above deck; two Sailors here can be fought. Sailor Trevor's got a Lvl 17 Machop coupled with an equally powerful Tentacool, which is pretty much free exp. for any Drowzees you may have acquired.

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^Dancing: a vertical expression of a horizontal desire. THIS BOAT.

Sailor Edmond's nothing special once you disavow him of his disco fever. All he's got is a Lvl 18 Machop with a Shellder to match. There are no items here, so head back downstairs.

The first room on the left in this corridoor will contain a bloke who shows you candid pictures of a sleeping Snorlax. Next room along has two gentlemen on a romantic getaway: Fisherman Dale will fight you off with a duo of Lvl 17 Goldeen and a Lvl 17 Tentacool to follow it up. Gentleman Brooks thinks that competing against the young keeps him youthful, much like drinking the blood of virgins did for Dracula. He's got only a level 23 Pikachu, so switch to your ground type (you did get one, right?) and waste it. You get a Stardust for your trouble.

The next room is just boring talky people, but the one after that has two trainers and an item. Gentleman Lamar has the traditional Lvl 17 Growlithe, but also a Lvl 17 Ponyta, which we haven't seen before. I feel like Ponyta (and its evolution Rapidash) are fairly ordinary fighting types; this one isn't a threat, and doesn't have good defenses to begin with. You won't see too many of them in the early game, so enjoy yourself. Lass Dawn, his infinitely more youthful and female roommate (THIS BOAT) will attack you with a laughable combo of a Lvl 18 Rattata and an equally hilarious Pikachu. Steal the X attack on the floor, note carefully that this room only has one bed for its two occupants, and flee from the implications.

The two rooms left don't contain anything too interesting, but don't rush ahead yet. Heal yourself if you need to, because trying to move on will earn you a fight with...

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^ Yanama! It's just you, me and a boat full of pedophiles. Let's get it on!

On the whole, he's a hell of a lot less intimidating than he was last time. You've gotten powerful whilst he was out catching Pokemon, it seems. He'll lead with a Level 19 Pidgeotto, which shouldn't cause you too many problems at this point; the advantage it had from being evolved has worn off in the wake of your own enhanced team options. His Abra has turned into a Level 18 Kadabra, which is probably the biggest threat. Kadabra is wicked fast and has great Sp. Attack to boot, but it's very frail to Physical attacks. You've probably got something that can Mega Punch, Secret Power or Body Slam it into the ground in one hit. You'll probably take a Confusion on the chin, though, so don't send out any poison types unless you have to. (I took it out with Shufflebum.) His Level 16 Raticate is old news by now; we've met random trainers with Raticates stronger than that, I think. Nidoking, Nidoqueen, Mankey, Geodude...tons of great options here. I used Septntrion to great effect.

His starter is now Level 20 and 2nd level in terms of evolution. If it's Charmeleon, a Geodude is ideal but a Diglett will also probably KO it in one Magnitude. A Wartortle is a bigger problem, but if you have a Pikachu or that grass pokemon I told you to get for Misty hanging around, it'll go down without much effort. As for Ivysaur?

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^ Oh, Yanama. You just got beat by a Farfetch'd, you silly bitch. Train harder, n00b.

If you've fought all or most of the trainers up til this point, Yanama is an absolute joke. He's simply too underlevelled; they need to knock up every pokemon in his team by about 3, I think. (Admittedly, I'm somewhat overlevelled, since all my exp. has been going to 3 pokemon instead of the six you usually have.) Oh well. At least we can get off this creepy boat with its random sex fiends. But first, we need to go upstairs and touch the captain's body a little. Once you're done rubbing (his back, thankfully), he'll give you a HM01 Cut, an entirely forgettable move in combat but one you'll need to use to progress. The book on the table is how to avoid seasickness, and his bin is full of vomit. On that note, I think it's about time we left. If you haven't stolen everything and killed everyone yet, do it now, because the moment you disembark, SS Anne leaves, never to return. Good riddance.

Teach Cut to one of your pokemon, because you'll be needing it right away. I taught it to one of my two Meowths, since Cut is a bad move; Gaston will help us get past these trees. If you didn't skip Misty earlier, you'll now be able to use Cut on the field. If you DID skip her, you should be more than strong enough to flatten her now, so go back and trash her, so we can go to Vermillion Gym, hereafter to be referred to as the easiest gym in the history of forever.

To beat Vermillion Gym, put your Geodude, Diglett, Nidoking or Nidoqueen in the first slot of your party. That's it. Congraturations, no one can realistically touch you. Sailor Dwayne has two Level 21 Pikachu, Gentleman Tucker has one at Level 23. Ground attacks will almost certainly oneshot them due to their laughable defense; if you don't have ground attacks, Mega Punch, Body Slam, Hyper Fang and Secret Power will do the job. Engineer Baily is the most threatening member; his Level 21 Voltorb and Magnemite know Sonicboom, so they could actually do decent damage if they weren't oneshottable by practically any ground type move. Check all the bins until you find a switch in one of them; the second one is in one of the bins adjacent to it. Save, then check one; if it's not the right one, reload your save and check the others. Then, it's on to Surge.

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^ I'm not even sure I should put up a picture of this guy. Lt. Fail is more like it.

He'll lead with a Lvl 21 Voltorb that's just as oneshottable as the one you met a couple minutes ago. He's also got a Lvl 18 (wat) Pikachu. Just...seriously? Why is this guy more of a failure than his own gym trainers?
His big (and only) threat is his Level 24 Raichu, which knows Thunderbolt (I think; it knew it in the originals, although it may have been changed to Shockwave in the remakes, since that's the gym TM). Which we have already trivialised by walking in with a ground type. It's not as oneshottable as the rest of his team, but you might manage it anyway. If you don't have a ground pokemon, for whatever reason (come on, they were giving them away in Diglett Cave!), this fight will be a hell of a lot tougher. Raichu goes a long way towards offsetting Pikachu's awful defenses, and is pretty fast; it'll take a couple hits to take down with your Body Slams and such, so you can almost certainly count on seeing Thunderbolt or Shockwave. It doesn't have the same killer amounts of Sp. Attack that, say, Kadabra or Starmie did, but it'll hurt. It can also use Double Team, which is highly annoying. Slug it out until you win, since Electric types don't actually have any other weaknesses. I just sort've swaggered in with Septntrion and didn't take any damage for the entire fight, so yeah. Told you she'd come in handy.

After that joke of a gym, we get TM34 Shockwave, a move which will hit 100% of the time unless guarded against by type or Protect/Detect. It's useful, sometimes, and a surprising variety of pokemon can learn it. Talking to Surge afterwards will have him inform you that 'electricity is sure powerful, but it's useless against Ground-type pokemon!' No shit, Sherlock. We'll deal with the journey to and through Rock Tunnel next time.
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SRW:J (Text Only)

Post by TheVulpineHero1 »

For those of you following the previous Pokemon lp: well, tech got screwed and files were lost. I could replay the whole game again, but suffice to say that my final team would have been Nidoqueen, Wigglytuff, Ditto, Electrode, Farfetch'd and Seaking. I actually have the text part of the next few areas (up to Lavender Town) written, but I'm unable to get screenshots so ehhh.

Because I'm bored and would like to write something non-fictional, I'm going to be starting a text only LP of Super Robot Wars: Judgment. Why text only? It's an SRPG, so there really isn't much screenshots could do to improve the experience. Why Super Robot Wars: Judgment?

Well, SRWJ is probably the easiest SRW to 'get into'. Super Robot Wars, if you haven't heard of it, is basically Super Smash Brothers for giant mecha anime but in SRPG form. Although the games run the usual gamut of easy-difficult, the stats and such are fairly complex in comparison to peers like Fire Emblem and some of the FFT games. Each robot has stats, each weapon has stats, each pilot has stats, and they all affect each other in sometimes delightful ways. This LP will basically be a beginner's course in SRW for those of you looking to get into it. I'll be explaining the mechanics, the terminology, and generally making things easier.

SRW:J is uniquely suited for this task because it's a) easy to emulate, as a GBA game that works on VBA perfectly well, b) one of the few current SRW games with not only an English patch, but a GOOD english patch (normally you'd be ferreting around with translations while the actual game remains in Japanese) and c) one of the easiest SRW games.

So, for those of you playing along (which I hope will be most of you), grab a ROM, then get the patch from here. The readme file has all the instructions you'll need for patching. If you run into problems with the xdelta program they suggest, try updating your microsoft.net framework; that's what worked for me. I can't exactly troubleshoot since I'm not a tecchie.

Now, let's begin! For this LP, I'll be using a format of Scenario, Robots, Characters and In-depth. Scenario will deal with the stage we're on, Robots will talk about any new 'bots we've acquired, Characters likewise, and In-Depth will deal with interesting game mechanics and optimisation. Note: the In-Depth segment will occasionally have spoilers about robots/characters you have yet to unlock.

(But before I forget, here's some usual terminology to help you understand what the hell I'm taking about. These are all unofficial. 'Super' and 'Real' actually have other, more stringent definitions, but for the purpose of this game these are the definitions we'll use.)

Super: Robots in the Super category tend to have high armor, high HP, and high damage, while having low mobility and poor dodging. Pilots will tend to have the Potential skill.

Real: Robots in the Real category tend to have low armor and hp, but high mobility and dodge chance.

A good rule of thumb: Supers tank, Reals dodge. However, there is a third category:

Hybrids: Hybirds are, essentially, the best of both worlds. They have enough armor to take multiple hits, and enough speed to ensure they don't have to take them. Many hybrids operate a strategy of tanking until at low hp, then using the higher dodge chance from Potential to become untouchable. However, the disadvantage of hybrids is that, although they will eventually be able to dodge like a real and tank like a super, they often start being able to do neither, so have difficulties surviving without a cash investment.

Seishin: These are the 'spells' found under your Spirit command when selecting an action for the character. They're incredibly useful and you get all your SP back when the map ends, so if you're having trouble don't feel bad about using them.

FUB: Stands for 'Full Upgrade Bonus'. When you fill out all of a bot's default upgrade slots (extra ones from favourite series selection don't count) in either stats or weapons, you can pick a permanent bonus to apply to the thing you upgraded. I'll often use FUB as a measuring stick when giving stats context.
Prologue: Choices
Scenario:
Nope, we don't actually get to start yet. There are three choices the game will ask you to make before things kick off: character, robot, and favourite series. Please note that the game is easy enough for you to win even with the least optimal combinations of these choices, so don't worry about minmaxing. (I'll put some notes on optimisation in the In-Depth segment.) Since our first two choices are for our MC and their robot, go to the other sections!

Note: I WILL be providing tl;dr for my explainations here. There's a whole bunch to talk about!
Character:
Which character you choose doesn't actually have all that much of an effect on the plot. The starting two or three scenarios will be different, and there will be small changes to default deployments in some scenarios, but generally it doesn't matter. What does matter is that both characters have different seishin sets. The game is easy enough that there's no point minmaxing which character is better for each robot, but here it is in brief:

Bellzelute: Somewhat of a toss up. Calvina has slightly more suitable stats for it and Snipe, which is very useful. However, Toya has Assault, which is also pretty good. In general, most people will vouch for Calvina as best pilot for the big B due to differing will gains.

Coustwell: Calvina. Although Cousty is technically a hybrid, it often plays more like a real, and Calvina's generally the better real pilot. Plus, Toya's Assault seishin (which allows him to use any non-MAP weapon after moving, as opposed to just weapons with the 'P' symbol) is worthless in Cousty, since all its weapons are 'P' anyway. Snipe, on the other hand, helps to resolve some of Cousty's range issues.

Granteed: Toya. His will gains are better for it, and the Accel seishin literally removes Granteed's only weakness. Mind you, anybody in Granteed is capable of thrashing the game.
Robots:
Robots:
Now we get to a choice which will actually have an impact! There are three robots to pick from here: Bellzelute, Coustwell, and Granteed. Conviniently, they fit roughly into the Real, Hybrid and Super archetypes that I was talking about earlier. The robot you pick here will be available in almost every scenario and have quite a few forced plotline deployments; luckily, all three are pretty excellent. Late game, all three will get an upgrade; I won't spoil how or when, but I'll say roughly what they affect, if anything. Here's a quick rundown of all three:

Bellzelute: The Big B is the Real of the trio. Given a few upgrades, its great mobility will mean that it only takes a Focus or a good bit of terrain to become nigh-untouchable. However, it doesn't have much in the way of armor, and its damage potential is the weakest of the three bots. It works very well as a support attacker for your bigger hitters, though, and is the only one with a MAP attack.

Post-upgrade, Big B suffers a little bit since it gains a size category, going from M to L (I'll explain this mechanic more in a future scenario). Whilst it would bog us down to explain it here, suffice to say that the increase gives Bellzelute a hidden bonus in attack and defense, but an equal and opposite penalty in hit chance and evasion. Bellzelute NEEDS that evasion. However, it's still a very dependable robot, and the armor increase it gets from the upgrade will help it out with this. It also gets a powerful barrier, so that helps too.

Coustwell: Coustwell is the Hybrid, and is almost universally agreed to be the weakest of the starting trio. Although it's pretty awesome for a hybrid, it needs just as much cash injection as the rest of them, which can make it prohibitive early game. It also has range issues, never getting an attack with more than 3 tiles of range; compare this to the 9 or 10 range that Bellzelute can achieve without even trying. However, if you're prepared to invest the cash, Cousty will do a great job, although that range issue never gets solved. Cousty's upgrade again increases its size from M to L, but since it's a hybrid it can actually afford to sink a hit or two, meaning the evasion decrease doesn't hurt as much. It gets the same barrier the Bellzelute gets, which is a great help.

Granteed: Welcome to the Super Robot of the game! Step one: pick Granteed. There is no step two; you have already won. Granteed is, by far and away, the best of the the starting bots. Firstly, Granteed starts at a size L and remains that way for the entire game. This means that its damage is boosted from the very beginning, and since Granteed is a super, it could care less about the evasion; the defense increase from the size bonus is also wonderful. To compound this, Granteed has the strongest attacks of the starting three, so it consistently does more damage throughout the game. In addition to that, Granteed actually has almost as much range as Bellzelute, meaning it's fully capable of sniping just like the Big B.

If you picked Toya, you can add to the insanity by using Accel each turn, improving your movement by three...or, in other words, making Big G capable of outrunning Big B. Accel is also dirt cheap in SP use, so frankly, you'll want to do that. Come upgrade, Granteed gets even MORE off the chain, with even more armour and even stronger attacks. It even gets the same barrier the other two bots get -- which, combined with Granteed's bloated armour stat, will reduce damage to -10hp a good portion of the time. To put this in perspective, Granteed has 12,250 hp at FUB.

Long story short, Granteed is broken as all hell, and if it were in any SRW game but this one, it would be simply unacceptable. However, in SRW J, there are actually robots even MORE broken than the Big G. Tremble in fear.
TL;DR:
Best combination is Toya + Granteed.
Favourite Series:
This is an oddball one. How favourite series works is this: you can pick three series of robots. Every robot in that series will gain a passive bonus to how much money and exp. they get from a fight, and will also get extra, optional upgrade slots to use. Each series has a different modifier on exp. and cash. Here's a brief rundown of all of the series, as well as a recommendation on how handy they are to have as Favourites.

Banpresto Originals: This series only has four bots in it, and you'll only have one at any one time: yup, they're your starting mechs! (Plus a secret unlockable.) They get the maximum multiplier and you'll almost always want to deploy your MC, so this is almost a must-pick for your favourites.

Mobile Fighter G Gundam: Weird unit progression where you get handed units in great big lumps; they're all hybirds, meaning they burn cash like crazy, and you generally won't use more than one on your first run. They do, however, follow you around on route splits, so that's handy. A possible pick, but not really the best.

Mobile Suit Gundam Seed: SUPER weird unit progression, as well as one of the few series with more bots than pilots. Pilots tend to come and go a lot, and good bots are sparse until endgame, where this series hands them out like candy. However, Gundam Seed is one of the two main plotline series along with Nadesico -- each route split will follow on of those two series. As such, Gundam Seed comes in quite useful. A recomended pick.

Blue Comet SPT Layzner: You get most of the units early, but you'll ditch most of them early, too; there's really only one unit here that you'll want to take to endgame, and even that one isn't wonderful in comparison to the other units you'll have. I'd pass on this one.

Brain Powered: Oh how I adore thee. An entire series of reliable, useful, borderline broken units, every single one of which you could take to endgame if you wanted to. They also come decently early, within the first twenty scenarios. However, they're very samey, and get shifted around on route splits a little. Besides, the multiplier isn't that big, so you might get better mileage elsewhere. It's not that they don't deserve favourite -- it's that they almost don't need it.

Martian Successor Nadesico: One of the two main routes, you get ALL the units here very early on, and keep them for the entire game (with a few exceptions). The Nadesico itself is a great battleship, far better than the Archangel; however, the Aesti's are more trouble than they're worth. A good pick nonethless, however.

Space Knight Tekkaman Blade: Has two fantastic units and a lot of plotline, as well as some secret units to unlock; however, depending on route, they might be gone for long periods of time, and some units are borderline useless. Probably a good pick in the end.

Full Metal Panic!: Only three units (plus a hidden one), but you get them all together in the midgame. One of the units is far, far better than the others, though. Proud owner of the game's only joke unit. A decent pick on future playthroughs, but not recommended first time through due to fragility.

Mazinkaiser: Pound for pound, easily the best series of the game. Durable units that come early and get regular upgrades until they become some of the most powerful bots you'll have access to, plus a mix of handy support units to round things out. They also tend to follow you around on route splits, so you almost always have access to them. You will almost certainly be using the titular mech in your final party. Highly recommended.

Combattler V: Only one robot. The stronger of the two V brothers, it comes earlier and is very useful in the early game, but has some fragility issues lategame if you aren't careful. Probably not a good pick for your first run since one robot does not a team make.

Voltes V: Only one robot. Like Combattler, but generally not as good. It does have plotline, though. Still not recommended.

Dancougar: Two bots, but may as well be one since they combine. Very much like Combattler and Voltes V in usage, although we'll get more onto that when we actually meet it. Still only one robot, and still not recommended.

Hades Project Zeorymer: Only one robot. Memetically powerful in the SRW fandom, and an optional upgrade makes it the most powerful bot in the game (even beating out Big G). However, said upgrade involves not using Zeorymer for most of the game, and forces you to take specific route choices. Not recommended for first time through -- it does NOT need the help.
TL;DR
You'll want to pick Banpresto, definitely. Then I'd recommend you either pick Seed, Nadesico or Brain Powered so you always have a nice stock of 'grunt units', with Seed and Nadesico recommended over BP. Your third slot should probably be Mazinkaiser, but G Gundam might work, and Tekkaman Blade is always handy. FMP! is a fair option, too.

Or, if you've actually seen any of the anime, just pick your actual favourite series. That would work.
So, finally, we're ready to go! You don't need the info in the In Depth section to proceed here; it's basically just for interest. Next time, we have a much shorter segment, and we actually get on with the game! (For the sake of argument, I will be using Toya + Granteed, since that's the option I recommend to beginners.)

In-Depth: Toya vs. Calvina
Okay, so. Time for some mechanics. Believe it or not, there are actually TWO Toyas and TWO Calvinas you pick from at the start of the game. Both characters have a Super Robot form (which is the one you get if you pick the Granteed) and a Real form (which you'll get if you pick the Bellzelute or the Cousty). Here are the seishin sets:

Toya (Real)
[Lvl 1] Focus
[Lvl 5] Assault
[Lvl 15] Alert
[Lvl 20] Valor
[Lvl 30] Love
[Lvl 45] Zeal

Toya (Super)
[Lvl 1] Wall
[Lvl 5] Accel
[Lvl 15] Strike
[Lvl 20] Valor
[Lvl 30] Spirit
[Lvl 45] Love

Calvina (Real)
[Lvl 1] Focus
[Lvl 5] Snipe
[Lvl 15] Alert
[Lvl 20] Valor
[Lvl 30] Love
[Lvl 45] Zeal

Calvina (Super)
[Lvl 1] Wall
[Lvl 5] Guard
[Lvl 15] Strike
[Lvl 20] Valor
[Lvl 30] Spirit
[Lvl 45] Love

So, as you can see, there isn't much difference between pilots in terms of seishin. Super!Toya is roughly equivalent to Super!Calvina, and so on. Notably, Toya's seishin are generally better for offensive use (rushing in and attacking) while Calvina's are safer (reducing damage and sniping from outside enemy range).

Their learned skills also differ a touch; Toya gets the Combo skill earlier, but Calvina gets a small Command aura. Here, Calvina is generally preferable, but not in any huge way. There's also a small stat discrepency; at similar levels and with similar investments, Calvina will have more evasion whilst Toya will have more defense.

The two pilots also differ on will gains (all pilots will gain 1 will when an ally destroys an enemy):
Toya (both styles):
Attack Hit: +1
Attack Miss: -1
Takes Damage: +1
Evades attack: +2
Destroy enemy: +3
Ally Destroyed: -1

Calvina (both styles):
Attack Hit: +2
Attack Miss: -1
Takes Damage: -1
Evades Attack: +2
Destroy Enemy: +2
Ally Destroyed: +1

So, yeah. Overall, Calvina is better off to evade hits than to take them, whereas Toya is more set up for tanking. But the difference is pretty small.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Depending on which main character you picked, the first few scenarios are slightly different. Although this is an LP and not a full walkthrough, I'll be dealing with both character's scenarios. However, I will
NOT be dealing with alternate route splits to the ones I take.

Scenario 1 (Toya): The "Calamity" that fell to Earth
Scenario
As the first scenario in the game, you'd expect it to the quite easy -- and you're right! On the very first turn, you'll get access to Ko(u)ji Kabuto in the Mazinger Z, which is one of many reasons why I recommend having the Mazinkaisers series as a favourite. Have him wander down towards the enemies; they're not really any threat to him, doing less than a thousand hp damage per attack and dying instantly to a critical hit Iron Cutter or Rocket Punch.

On your second turn, you'll get access to Sayaka in the Aphrodite A. It's got the repair ability, so it's your healer for this scenario on the off-chance that something goes horribly wrong. Kouji's Guts command can fully heal him in a pinch, though, so you're unlikely to need her ministrations too badly. I'd recommend activating Alert, since she has nothing better to do with her SP and it'll keep her from taking damage.

Upon killing one of the enemy Batta, you'll get a cutscreen introducing Toya. Don't worry, he's a whiny little bitch now, but that'll last all of about four missions. When you're finished killing the Batta, another wave will arrive. Note this down for later: in this game, the first wave is almost never the last, so don't blow your wad first thing, okay?

At this point, Toya will launch in whatever starter bot you chose, take a pittance of damage, and bang a single Batta in the ass. Good stuff. Now, although your starter mech CAN fly, it's smarter in this case to use the 15% defense and evade bonuses the forests have to offer, so stay on ground level whilst smacking the rest of the Battas. Granteed will casually oneshot all of them, while the other two mechs might have varying performance.

Upon killinating all those Battas, you'll get ANOTHER set of reinforcements. This time, however, the enemies might actually be able to do more than scratch damage; they're mechabeasts. Koji can handle them easily if you sit him atop a building and have an Alerted Sayaka next to him, but he might run out of energy if you overuse his more powerful attacks; have Toya go over and help. After you've killed all of them, the first scenario will end!
Characters
Koji Kabuto: Lead character of the Mazinkaiser series, he's really quite excellent -- a dyed in the wool Super pilot if there ever was one. Due to a combination of well-fitting stats and great mechs, he'll consistently be one of your hardest hitters throughout the game. Upgrade his hit stat a little, though; he can be prone to whiffing. His friendship bonuses with Boss, Tetsuya and Sayaka (all of whom are likely to be in your party, at least early on) will help remedy that, though. Try and get him to Ace bonus early. He lacks Accel, though, so giving him some Boosters will help his utility.

Sayaka: Interesting character. She's nowhere near as good as Koji, but she's far more of a support pilot anyway; she'll learn Bless fairly early in the game, which is great. Other than that, she's nothing to write home about. A little more combat-worthy than some other support pilots due to her high SP bank and tank mechs, but still not someone you want on the front lines. She does give Love bonus to both Koji and Boss, however.
Robots
Mazinger Z: Ah, Mazinger Z. It's tankier than the Granteed in terms of pure armour, but without favourite slots it has slightly less total potential. This does not matter in the slightest. Mazinger Z will get not one, but TWO mandatory storyline upgrades, and any improvements you make will carry through to those mechs; it is NEVER a waste of money to upgrade Mazinger Z. However, all of Mazinger Z's line are energy whores, with very few attacks that don't use at least a little; energy is cheap, so spend a couple thousand on it when you have chance. The big problem early on is that Mazinger can't fly, and will have trouble moving on several maps due to terrain.

The big selling point of Mazinger Z, apart from armour, is its Mazinpower ability. When the pilot hits 130 will, you get a passive 1.25x multiplier to the damage of every attack they make; this alone sets Mazinger above quite a lot of mechs in damage potential. That multiplier also seems to stack with Valor. Given that there are so many reinforcements in SRW:J, you can expect to hit that on most maps. Highly recommended.

Aphrodite A: Poor Aphrodite. She just isn't very good. Her main point of interest is that she gets upgrades throughout the game, at roughly the same time as Mazinger does, but they aren't enough. Her problem is that she can only heal HP and that she can't fly; this makes her a poor resupply/repair bot in comparison to others you'll get later. She can tank, but there's another repair bot that can do that, too. At least her attacks are cheap to upgrade? She'll be useful in the early game, but tends to get left behind pretty quickly. With four parts slots, though, anything is possible if you want to baby her.
Scenario 1 (Calvina): Nadesico, Take Off!

Scenario
Believe it or not, Calvina won't actually make an appearance in the first scenario of her own story. Instead, your starting pilot is Akito Tenkawa in an Aestivalis 0G frame. There are a bunch of ways to win this scenario; first and foremost is killing everything, which is always a delicious and profitable action. Secondly, you could fulfill the secondary condition of waiting it out, but there's no reason to, really. His mech is equipped with quite a powerful barrier, so you shouldn't get into too much trouble; if you want to improve your survival chances even further, activate Focus before throwing him into the fray. He has an obnoxiously low energy capacity, though, so don't spam Gekigan Flare too much since he needs energy for his barrier.

An optional strategy is to go and sit over the Lunar City, which will replenish your HP and energy every turn; you'll find it hard to lose if you do. Land on it for a defense and evasion boost, too. It isn't really necessary, but good practice. When you're done satisfying your bloodlust on the Battas, a wave of enemy reinforcements will appear. You'll also get some reinforcements in the form of Blue Earth (one of the best healers/resuppliers in the game) and Combattler V. Both have more than one pilot, and each pilot has their own SP pool, so don't be shy about using it. Make sure to have Kosuke use Gain if you think Combattler will get a kill. After that, end of scenario. It's an easy start.
Characters
Akito: Akito is the main 'lead' of Nadesico. Genre savvy players will have earmarked the main characters of their series as having good stats, but generally Akito is an exception; he's kinda mediocre, and doesn't get any mechs that really raise him above that. He also spends a lot of the game gimped in comparison to the other characters in his series, due to an important component of his strategic worth being lost. A very meh character.

Noal and Aki: Piloting the Blue Earth, Noal is a fairly unassuming character; he gets Luck early, which will help your bank balance, but doesn't really have that much else going for him besides Guts to help heal. He'll get another unit later on which makes better use of his seishin set, but said unit is one of the worst in the game. Aki, the useful one, will help keep Blue Earth alerted, accel'd and focused, enabling it to take as little damage as possible as it nips around healing stuff.

Hyoma: It's hard to judge Hyoma as a pilot. It's easy to say he's a crappy human being since that doesn't have objective standards, but when we talk pilots we talk stats and abilities, and Hyoma's stats are literally the least interesting thing about him. He comes with Potential lvl 3 for tanking, learns Support Attack at a fairly useful level, and that's about it. The interesting thing about him is that he comes with FOUR subpilots, a fact which turns Combattler from a pretty 'meh' super robot (which it is, statistically) to an insane utility unit on crack. He has storyline abscences for a while mid-game, though.
Robots
Aestivalis: Call me crass, but I'm not going to recap the Aesti you have right now. Why? You get four more of the goddamn things next mission, and a lot of their relevant mechanics get introduced. It makes more sense to do it then.

Blue Earth: My pick for the best support bot in the game. High movement, high dodge, two subpilots for support and Alert casting, AND the ability to repair and resupply -- Blue Earth is a wonderful support unit. It even has a barrier to help it not die, which is more than most of the other support bots can say. It won't be killing a lot of bosses, but Blue Earth comes highly recommended.

Combattler V: Hoo, boy. Combattler V is an interesting one. In terms of statistics, it's pretty frail. 1950 armour at FUB is not enough, considering Combi never gets any barriers, can't dodge naturally, and never gets any storyline upgrades. However, it has five subpilots, and therefore can almost always afford to cast Wall and Alert to void the first two attacks on any given turn. Likewise, Combattler has poor movement...but it always has the SP to cast Accel, which puts it back on par. It can't deal as much damage as some other super robots, but it has a crap ton of SP for Valor, Break or Fury. To put it simply, Combattler almost always has the resources to deal with the challenges facing it, and as such will usually be a good use of a party slot.

However, Combattler has troubles in the early game, where the pilots don't have too much SP to throw around and they haven't learned the library of seishin they'll have access to yet. Because of innate Gain and early Luck, you'll want to give it some boss kills since it gets a lot out of them. If you keep it well-leveled, however, Combattler will be a useful and reliable unit all the way to endgame. (It has Team Up Attacks and friendship bonuses with Voltes, but I'll talk about those when we meant Voltes.)
In-Depth: The Will stat and Ace Bonuses
Will, historically, is one of the very most important things to keep track of in a battle. How will works is this: it starts at 100, with a mininum of 50 and a cap of 150. High will gives a damage boost on attacks you make and reduces damage from attacks you recieve; it also activates more than a few pilot/mech abilities, and a lot of weapons have will requirements before you can use them. In short, high will = good, low will = bad.

Apart from plotline events, there are eight main ways will can increase or decrease. These are:
-Make an attack and succeed.
-Make an attack and fail.
-Enemy makes an attack and hits.
-Enemy makes an attack and you evade.
-Destroy enemy
-Ally is killed
-Ally destroys an enemy
-Spirit, Rouse and Tire seishin

Each pilot has their own set of will gains, which you can find in more detail here.

In addition to this is the Ace system. The game keeps track of every kill a pilot makes, and when they make 50 kills, they get one Ace mark. A pilot with an Ace mark will start a stage at 105 will rather than 100. They can get another Ace mark when they hit 100 kills; two, however, is the maximum. Characters with a lot of will-based abilities (like Koji or Kira, for instance) will get a lot of mileage out of Ace marks, so divvy up your kills wisely! Note: if a mech has a subpilot, the subpilot will have a seperate tally for kills than the main pilot. So, Yurika can have 123 kills while Ruri can have 0, despite them sharing the same ship. In the case of Support Attacks, the kill is always credited to the bot that initiated the attack, never to the Support. Likewise with Team Up Attacks.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 2 (Toya): Destination: Mars!
Scenario
Make sure you do your upgrades before embarking on this next mission! Each bar or point on the upgrade meter increases a stat by a set percentage of base, by the way, so you get more value from upgrading a stat if it's already high in the first place. Since I had both Banpresto Originals and Mazinkaiser as favourite series, I ended up with enough cash at the end of the last mission to get two bars of armour for both Granteed and Mazinkaiser; if you're short, try selling the Propellant Tank and Repair Kit you got. Cousty and Bellzelute should probably focus more on mobility, which is initially more expensive than armour but eventually winds out costing roughly the same. The one time only supply parts are not very useful (at least, I've never used one), and at this point your healers/resuppliers could use the extra practice. You can also do the Puzzle Robot stage for 3000 and a Cartridge to sell; just more Sakaya onto the mountains and defend. (Puzzle Robot will teach you some of the mechanics as you go along, but generally does it far slower than you'll pick them up through ambient play. Stage one is basically teaching you that terrain bonus = good times in the neighbourhood.)
If you have extra left over, give Mazinger Z some energy; since all/most of its attacks run off it, it's a sound investment. If you're REALLY flush with cash somehow, Aphrodite will like an armour upgrade, but that should be last priority.

Okay, ready to start? You'll be dropped into space with a bevy of new units, a few of whom you'll recognise if you've played the first scenario of Calvina's route. They'll probably be at a higher level than you, so dole out kills accordingly; getting Toya and Koji to match them should probably take priority. Combattler isn't as sturdy as it looks, so use defensive seishin like Wall or Alert if need be; it doesn't really have any other use for the SP at this point. Make sure Kosuke uses Gain on any kills Combattler gets, though. Gai and Akito need to stay within a certain range of the Nadesico, but they effectively have infinite energy while they do. The Nadesico itself is no slouch, by the way; it has a powerful barrier, enough energy to use Gravity Beam a bunch, and no will requirements for using it; the five subpilots thing is only the icing on the cake. It's like a better Combattler at this point.

The Moebius here aren't too tough, but they can grind down your super robots (who probably don't have the armour to ignore them outright yet.) Use your healers well, and keep Aphrodite under Alert if you can. The Delphinium can take more punishment, but do less damage. Again, give kills to characters who need experience, which is probably Toya and Kouji; Sayaka will get exp. ambiently through healing. Most enemies will go after Combattler if given the chance, since the AI likes to aim for enemies it's sure to hit; Combattler will pretty much never dodge anything even at high pilot levels and FUB, so it tends to draw fire. Only the Nadesico is a bigger beacon for attacks.

When you're done murdering stupid UEFA soldiers, you'll get met with a wave of reinforcements. But you'll get some of your own, in the form of Ryoko, Hikaru and Izumi, all in Aestivalis 0Gs. They appear near the colonies to the left hand side of the map, which is quite close to where the enemies spawn. If your main forces aren't close, have them hang out next to each other on the colonies for added defense. Please note: if you hover the cursor over one of them, blue dots will appear on the other Aestis and the Nadesico. This indicates that the unit you're hovering over has a friendship bonus with the unit the blue dot appears over; friendship bonuses will boost your hit and dodge rates. If a heart appears over another unit, you have a love relationship, which I -think- (citation needed) increases damage instead.

Now, time for a little strategery all up in this hoo-hah. See Hikaru? She's got the Luck seishin, which doubles money obtained from battle. She can only use it once, but it makes her a superior earner to anyone else at this point in the game, and for a while afterwards too. You want her to get a killing blow on one of the Katonbos, since they're most valuable in terms of money. She'll also need to use Luck immediately before the kill; if she has any engagements before then (i.e., she attacks or the enemy attacks her) she'll waste the effect, and if she doesn't kill the Katonbo on her Luck hit, she'll also waste the effect. Have other bots soften her target up to stop this. She has Team-up attacks with Ryoko and Izumi, but all three need at least 120 will before they can use one, so you may just have to Distortion Punch your way to victory.

Your other Katonbo kill should go to whoever has the biggest favourite series multiplier out of your current party. Generally, this will be your starter bot, although Combattler is just as valuable if you picked that. Keep healed, and the rest of this map should go easily.
Characters
All characters from Calvina's first scenario join Toya's party here. See last post for details on them.
Gai Daigouji: Ah, Gai. It's kind've worthless to speculate on his usage, since he has a long period of being out of your party. His abscence is what gimps Akito for most of the game, since Akito can only Team-Up attack if Gai's around. Spoilers: Gai is actually an optional character late-game, and if you don't pick your routes right you will never get him back. There's also a glitch associated with him. On our playthrough, we'll be exploiting both.

Ryoko: The most important of your three new Aesti pilots plotwise, she has a few forced deploys so you'll want to upgrade her mech a tiny bit. Her will gains are very strange; she's a Real pilot in most Aesti frames, but she has the same will gains as someone like Kouji or Hyoma so she's somewhat more suit to super robots. Pity she can't move. At least she can pop her Spirit seishin for 10 free will in most early maps without having to worry about it.

Hikaru: The most important of your three new Aesti pilots usagewise. Early Luck makes her a unit you'll want to dole out boss kills to until someone else gets Luck (Noal and Combattler collective are closest, although you can use Bless with Katia to set Luck on somebody else if Hikaru's getting too exp. bloated). Although she's useful early game, the limitations of Aestis as a mech means she declines in usefulness quickly. She has the same will gains as Toya, if you're interested.

Izumi: The weird one out of the trio, in personality and statwise. She has a pretty strange seishin list, although Break really comes into its own later in the game. Pity that you'll probably have benched her by the time it starts getting useful. She has the same will gains as Calvina.

Yurika/Ruri: A battleship captain and subpilot combo! Yurika's great; her stats are fitting, and she's got great support seishin with a decent amount of SP. Early Cheer is really handy. Her will gains are good, too. Ruri is an interesting one; you can have her as the main pilot, and in terms of raw stats, she's better, but... she doesn't have as good a Command aura as Yurika, and her will gains are ill-fitting for a battleship pilot (she shares Calvina's will gains, meaning she loses will when hit. Battleships don't dodge.) Really, Yurika's probably the better main pilot, but since both get PP you can upgrade them differently and use them as appropriate if you like. They come with three other subpilots, too.
Robots
All the robots from Calvina's scenario 1 join Toya here, just like their pilots.

Aestivalis: Okay, kids. Let me sit down with you and talk about Aestis. Firstly, all Aestivalis machines are exactly the same; the only difference between Aesti Izumi and Aesti Ryoko is the pilot. There's one unique Aesti you can get, but more on that later.

The main gimmick with Aestis is that they have Team-Up attacks with each other. A lone Aesti isn't a threat, but two or three can combo with each other and kick some ass. Since they get all their EN back if they're in the Nadesico's gravity wave beam radius (the yellow squares) they can do this all turn, every turn. For some players, this excuses the Aesti's mid-tier stats.

The other thing about Aestis is that they have frames you can switch to depending on your environment. In addition to the default 0G frame, there are Land, Air and Artillery frames, as well as a new frame later in the game. This makes them quite interesting to use, sometimes.

However, there are flaws. Firstly, those mid-tier stats. They're quite mid-tier. Horrifyingly mid-tier, in fact. They're a pretty big drawback. Secondly, in order for an Aesti to be effective, it needs to be both a) in range of the Nadesico and b) in sat next to other Aestis, which assumes you have deployed other Aestis. Now, the minimum number of Aestis for a team attack (which is their entire schtick) is, for most of the game, three. Come lategame, there will be units that deserve those three team slots far, far more than the Aestis.

The next flaw, inherent to the gimmick of team attacks, is that team attacks can only be used on your turn. You can't counterattack with them. This means that the Aestis suffer huge loss in damage potential on the enemy phase, and unlike other units, cannot make up for that deficit with their normal attacks. If that isn't bad enough, there's the frame system to consider. Although it seems to make the bots more versatile, it actually cripples them; every frame has at least one terrain it's awful against. This will make it take huge dodge reductions in that terrain (which shouldn't be a problem since you can just avoid putting them there most of the time) but also gives huge damage reductions on their attacks on enemies who are in that terrain.

An example: say you have the air frame. So long as you don't put it on the ground, you'll get the full dodge of the unit. But when it attacks an enemy who's on the ground (as in, not flying like it is) all its weapons have a damage penalty since they have a C rating for Land. I don't know the actual reduction of damage per rank in J, but it's sometimes 10% per rank below A (so, that would mean you lose 1/5 of your total damage) but can be as high as 20% per rank (which means you're doing just over half). Add to this the fact that the Land and Artillery Frames can't fly and therefore have movement penalties over a lot of terrain, and they're just a huge pain in the ass to manage. Sometimes, there just isn't a good frame for the job.

So, overall, the Aestis are actually pretty bad, despite their gimmick. However, since I'm on the subject, here are the Aesti pilots ranked from best to worse IMO:
Hikaru (Early Luck)
Ryoko (Good stats, forced deployments so may as well give her attention)
Izumi (fairly nondescript, but needed to make the Power Trio any good)
Akito (plotline deploys, but gimped by loss of Gai who's his Team attack partner)
Gai (gimped by the fact he's not even there for like 4/5 of the game, and only then if go out of your way to get him back after he leaves)
??? (you'll get this one later, and I'll explain in his character thing why he's so crap)

So, yeah. Aestis are grunt units with some limited potential, but really, they're more trouble than they're worth, and you can definitely afford to bench them once stronger bots are available. Maybe in a challenge game, or if you like them.

Nadesico: The best battleship in the game, easily. The competition isn't exactly fierce, though. Unlike a lot of SRW battleships, it's actually decently useful in combat, and can do a pretty hefty amount of damage. Since it's an auto-deploy every time it's available, you may as well feed it some exp. every now and again. it doesn't need too many upgrades to survive since it has that cool distortion field; maybe a couple ticks of armour, energy and hp will see it through to endgame without issue.
In-Depth: Team Attacks and unit variants
Team Up attacks, despite seeming simple, have a few interesting properties. Firstly, in order to initiate a Team attack, the units must be next to each other either horizontally, vertically or on a diagonal. So, in diagram form:

00X
0X0 x= unit 0 = emtpy space
000

So, the units here can combo attack, because they're in range of each other. In fact, so long as the other unit for the combo attack is on one of those eight adjacent squares, they can both combo. In the event of three or more attackers, this effect "chains" like so:

00X
0X0
X00

Despite the fact that the unit in the bottom left is not within range of the one in the top right, they can still team attack because the middle unit connects them. However, they can only do this if the team attack requires all three units, and those three units have a team attack together. You can't, for example, put Ryoko in between Akito and Gai and expect them to be able to pull off their team ups.

Full list of combo attacks is here. The most powerful combo attack in the game is not actually the five-member Shuffle Alliance attack, but the Double Voltekka which will outdamage it pound for pound whilst only needing two members.

Other properties of Team Attacks are that they negate Support Attack and Support Defend abilities. Meaning, you can't have an ally support the attack, but the enemy also can't have a mook defend. This'll come in handy in some later levels, where you'll want to target your damage. In addition, all members of a team attack can use the team attack on each turn if the conditions are met, and necessary requirements (like will and energy) must be met by all members before the team attack can be performed. If a team attack is performed, energy will be deducted from all participating robots. Kills are awarded to the initiating robot in all cases. Team attacks can never be used as a counter-attack on the enemy phase.

Unit variants: a few units have the ability to change between variant frames or weapons packs depending on the situation. This is done either from the intermission menu, or by loading the unit onto a battleship and selecting exchange during battle. Most frames/packs will change the stats of the unit, as well as either limiting or improving movement or movement type, and generally will grant new attacks. Your terrain ratings may also be affected, so be sure to pick the right pack or frame for the right situation! (I'll give advice on this level by level).

Units with the ability to use this function are: all Aestivalis units bar Aestivalis X, Strike Gundam, Strike Gundam Rouge, and Skygraspers 1 & 2.
Phew. I'll handle Calvina's second scenario a little later, and edit it into this post.

Scenario 2 (Calvina): Vs The Uefa!

Scenario
Unfortunately, you don't really have too many robots to spend your cash on in Calvina's route, and the cash itself isn't as readily available. Sell your expendible refills, do the Puzzle Robo (it's the same as Toya's, always) and set about spending your limited cash. Combattler will very much appreciate a couple of points in armour, since it starts with a pretty poor rating for a super. If you're more into Reals, the Blue Earth more than deserves a mobility upgrade since it's one of the best healbots, and Akito would like some mobility too, since he's forced for the next ten missions or so.

Just as Toya gets all the robots who were in Calvina's scenario 1, Calvina gets access to all the robots in Toya's first scene -- which means Mazinger Z and Aphrodite are now yours to command. Sweet. In my experience, levels tend to be a touch lower in Calvina's route for whatever reason, so you don't have to worry so much about experience hogging; everybody needs it at this point, although Combattler really benefits from the level ups due to seishin being its schtick. Due to level scaling, though, you won't see much difference in difficulty through the game as a result of this effect.

So, plunge yourself northwards into the fray! There's rocks to hide out on if you want extra defense, and you have two healers, so you should be more than okay to kick ass here. Remember that the Nadesico is essentially an extra bot at this point, since it's very tanky even for a battleship and deals out splendid damage. Give heals to Combattler each turn, since it'll draw fire like crazy, and go to town. You unfortunately won't be able to use any Luck variant on the initial Katonbos in Calvina's route, so there's 6000 credits down the drain. When only three enemies are left, you'll get a spiffy cutscreen in which the starter bot finally appears, but you don't get to use it yet.

When ALL the enemies are killed, you'll get a wave of reinforcements! Hey, what did I say about reinforcements in this game, huh? There's always at least one extra wave. Akito launches like an idiot, and Calvina will go out in your starter bot to save him. In addition, Ryoko, Hikaru and Izumi show up, just in time for Hikaru's Luck to be absolutely worthless since you killed everything it was worth using on. (Unless you didn't guess by now, Toya and Calvina's 2nd scenarios are pretty much exactly the same, but in opposite order.)

What I'd recommend you do at this point depends on your starter mech. Akito's not much use since his will's low and he couldn't spam Gekigan Flare without some backup from the Nadesico in any case, and the three new Aesti's will take a turn or two to reach the action. If you're in the Granteed, you could potentially plunge into the fray with a Wall cast to help; likewise, a focus'd Bellzelute or Cousty will probably survive. But at this point, their armour/mobility just isn't enough to grant the near-invulnerability they'll have later, so you should probably move back towards your main force. The enemies will trail after you in waves (the Moebius first, and the Delphis a turn after) which will allow you to murderate them in relative safety. When you do, the mission ends.
All of Calvina's other headings are pretty much the same as Toya's; the routes join up after this point, and don't diverge majorly for the rest of the game.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 3: His Name Is Eiji
Scenario
So, we've made it to Mars! The different routes for protagonists merge here, in case you missed it the first couple of times. Due to the specifics of the missions, Toya players will likely have more money and exp. than Calvina players, which will remain true for basically the rest of the game, but it's not a big thing. Get whatever upgrades you desire with your cash (as Toya, I invested in Combattler's energy and armour, as well as an early tick in weapons for Mazinger Z), and get to it.

But wait! Before selecting all your units, go back to the top of the menu and choose to go back to the prep menu. This is a mechanic that's quite useful: provided a robot is not specifically deployed or locked for a mission (i.e., the game actually gives you the decision to launch it) you can still change frames, upgrade, equip parts and move pilots around. It would be handy to know this, so I am letting you know this. Logic is quite astounding at times.

You'll want to change your Aesti's frames here before moving on. As you saw when you watched the enemy units launch, a good few of them are in the air, while others are on the ground. This means you're no longer in space, bucko. The 0G frame's weapons all have C ranking against units in the air which confers a large damage penality, so unless you feel like cherry tapping everything to death, they're not the frame you'll be wanting to use. Equally untenable are the air frames, which have C against ground forces; although they're not as numerous, they still exist on this map, and will still be highly annoying. You can therefore either pick artillery (good attack, long range, but the loss of mobility can make them pretty fragile to big enemies at this point since you probably haven't upgraded armour for them) or ground frames, which are survivable and which can still hit airborne foes, but not with their most powerful attacks. Either way, make sure you either a) have all the frames the same or b) make sure Ryoko, Hikaru and Izumi's frames are the same as each other, and that Akito and Gai's frames match each other. Aesti's in different frames cannot team attack. I chose artillery frames, so Hikaru has bigger effective attacks for her Luck to work off.

By the way, that booster you got? Mazinger's probably the best bet for it at this point. Just sayin'. I'll do a section on parts in the In-Depth heading.

So, onto our new enemies! First things first: there is a flag for a secret unlockable character here, and we will want to activate it to avoid a glitch associated with that character. Obviously, it's Gale, who can join you later; however, if you don't get him on your first playthrough, his mech will come with none of the free upgrades that it's supposed to. He'll be available on the route we're going through, so there's no sense in not getting him.

To recruit the guy, move Eiji next to him at some point during the map and select Convince. He won't join you straight away, but you need to do this to have the option of getting him. Make sure not to reduce his hp to zero or below 1200 before then, though, or he'll retreat. (You can see the retreat value of an enemy who's been fought before or hit with the Scan seishin by pressing B on them. It also shows you any items or modules they'll drop when killed, and how much money they're worth to kill. Highly useful.) When you've convinced him, make sure to take him from 1200+ hp to 0 in one attack so that you'll get his drops. (Don't bother using Luck on him -- the Katonbos are worth more cash. Gain is great, though, since he's pretty high-levelled.)

You will notice during this map that the enemies are a little faster than you might expect; this is true of most Gradosian units. They're reals, on a very basic level; Gale and Karla in particular stand a good chance of dodging most attacks. Use focus or strike if you're having trouble with them. They're the biggest threats by far -- Gale can occasionally 1hko Eiji from full health! Combattler can use Strike + Gain to polish off one of them, at least. It'll also draw fire, as always, but you now have at least three repair bots (Buldy can do it). Other than that, just wipe out all the units, same as usual.

And, as usual, you'll get to kill some reinforcements for your trouble! Luckily they start pretty spread out, which will give you time to repair and resupply if Gale and Karla gave you trouble. Gosterro, an asshole with a capital ass, will take his sweet time to wander over to you, so take that advantage while you can get it. He's pretty dangerous in his own right, and has a bit of a hard on for attacking Eiji, so be careful; putting Eiji beside Toya or Calvina for some support defense might not be a bad idea. You'll want to kill him before he hits 1060, since his drops are pretty useful at this point in the game. Koji with Mazinpower'd Breast Fire can potentially do like 4000 damage to him, at the cost of a 50% or so hit chance. Once you've kicked his ass and killed all the units, the mission will end.
Characters
Eiji Asuka: Main protagonist of SPT Layzner, he's what I think of as the definitive Real robot pilot of this game. He has a typical Real seishin set, and typical Real stats. His abilities are kind of weird, though -- he gets support defense, despite his default mech being one of the most poorly armoured of the game (literally, the only thing with worse HP and armour is explicitly a joke unit), and he also gets Potential, which will activate very rarely since if he gets hit, he's dead. I suppose one strategy would be to use Support Defend as a way to get him low on HP and into Potential range so that he becomes effectively untouchable, but it's risky as hell, especially in late game. Still a very useful pilot, but mostly on account of his mech more than anything else.

Roanne: An interesting one. He's very Real, but also very sniper; with a long-range attack and his natural Hit & Away (as well as early Support Attack and Support Defense) he's not a killer but he'll set up kills well. Since his default mech has repair to suppliment experience, you might get some decent use out of him; Scan is basically a waste of a seishin slot, though. He's far from top tier, but he'll do well for what he is. Make use of modules to help him out.

David: Oh boy, what a clusterfuck. David's got issues. He's got Counter, Potential, and Guts, all of which are huge signals for a Super pilot, plus the same Super will gains as Koji, Hyoma and Ryoko. However, he's got a Real's defense stat, and standard Real grunt-suit armour in his default mech. He also comes from a series where there ARE no high-armour mechs to switch him into. Essentially, he's boned. Him and the Baybull are usually the second mechs I bench in the course of an ordinary game.
Robots
Layzner: At first, Layzner just seems like a very typical, if incredibly fragile, Real. It's got the worst armour of any unit outside joke units, so upgrade mobility before anything else. However, later in the game, Layzner will run into a few upgrades that make it highly, highly useful, and which give it some of the greatest movement speeds of any robot in the game. Worth using, and because Eiji is a fairly common forced deploy when Gradosians are around, it's never a bad idea to invest in this bot's survivability.

Buldy: Buldy is nominally not very good, but the saving grace for it is the Shoulder Cannon weapon and Roanne in the pilot's seat. It makes a decent-ish repairbot, but it's just very fragile and the damage it contributes isn't enough to put it over the Blue Earth. Armour is still ungodly low, so mobility and weapons are the order of the day if you feel like favouritising it. It has a combo attack with Baybull and Layzner later in the game, but I have honestly never seen it...

Baybull: ...because THIS part of the power trio stays firmly on the bench. Good lord. Bad attacks, bad range, resupply isn't quite as useful as repair, lower mobility for a boost to the still crappy armour...There are units that can get away with only 1000 base, but all of them have barriers out the ass and other advantages on top, and Baybull doesn't. At least the others in the 1000 armour category get high range, or unit variants, or SOMETHING to make them better. Imo, Baybull is one of the worst units in the game. But if you feel like favouritising it, it's basically a Gespenst or a Zaku, so...Everything, I guess?
In-Depth: Parts theory
There are two main theories when it comes to which parts you should equip to what. The first is the cost-value theory. Imagine, if you will, that we are in possesion of a part which increase armour by 200, and we wish to give this part to either Layzner, or Mazinger Z. Using the cost-value theory, we measure how much worth each robot gets from equipping the part by seeing how much money we would have to spend in order to replicate that part 'naturally'.

So: for Layzner, it would take 5 upgrades to increase armor by 200, which would cost a minimum of 41,000 credits. For Mazinger, on the other hand, it only takes three upgrades to increase armour by 240, which costs a minimum of 16,000 credits.

This means that our part is 25,000 credits more valuable to Layzner than to Mazinger, and if we give the part to Mazinger, we are essentially wasting all that value. The effect occurs because parts are set upgrades (as in, +200 armour, +5 mobity, etc.) while bought upgrades increase the value of an attribute by a percentage of the base attribute (5% for hp, armour and mobility, 10% for en). So a robot with higher base stats gets more when upgrading them. By using the cost-value theory, we utilise the maximum possible value for the part.

The counter-theory to this is the redundancy theory, which states simply that armour and mobilty are redundant to each other. If every hit only reduces your HP by ten damage there's no point in dodging hits, and if you have a 0% chance to be hit you might as well not have any armour. This theory posits that while, yes, Layzner may get more numerical benefit out of the 200+ armour part, it will never actually utilise than benefit since it should be dodging all the time. Furthermore, Layzner with 200+ armour still has pretty crappy armour, so the actual benefit isn't that large; you're just taking a unit and making a stat that it won't even use slightly less crap. Which do you prefer -- a balanced unit that's milquetoast, or an unbalanced one that can tank or dodge entire maps? The redundancy theory aims to utilise not the value of the part, but of the robot that the part is equipped to.

Although you're free to make your own decisions about which theory is correct, I happen to stand by the redundancy theory in most cases. Hybrids can use both mobility and armour, and the potential skill mixes things up a touch, but in general specialisation is both more effective and less costly than generalisation. However, this mostly applies to armour, mobility, and possibly range. When dealing with parts that increase movement, hit chance or what have you, I give those to units weak in those areas. Hit chance above 100% is worthless, and it's better to have the whole army reach a target a turn or so slower than to have maybe two high-movement units rush in and get wiped while your super robots waste time at the back. Likewise, a low-range unit wants to reduce the amount of times it gets sniped without being able to counter-attack, so it can do more damage overall; that outweighs the advantages an already high-range unit gets from an extra square of sniping range. Your milage may vary, however.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 4: Farewell, Red Planet
Scenario
Now, to bring your attention to something: you will have noticed that your sub-pilots for your main starter bot have been getting shuffled around throughout the past few missions, and that they all have given you different seishin sets and perks. If you're playing Toya's route (I forget about Calvina's) this will be the first mission where you're allowed to actually select a sub-pilot manually. I won't give you recommendations right here (go to the In-Depth heading for that) since the starter bots are horrifically OP even without the subpilots, but what I will say is that you should pick a subpilot now, and keep her for the rest of the game. Do not change which subpilot you have.

The reason for this? Later in the game, your choice of subpilot will influence which finisher your upgraded starter mech gets. It's something like 23 missions with that subpilot to unlock a finisher, you can only use the finisher whilst that subpilot is in the seat, and if you switch subpilots too much and don't reach the threshold, you will lose out on having a finisher for your starter mech, which is fairly annoying since it reduces damage potential. (For the record, I'm picking Katia out of the three Powerpuff girls, since imho early Bless > anything the others have got, although Melua's Cheer is also pretty sweet. Admittedly her mobility upgrade is a little wasted on Granteed, and Melua's extra armour is very nice, but mo' money, mo' upgrades, dawg.)

As usual, dole out your upgrade money to the mechs. I chose to spend mine on getting Layzner, Buldy and Baybull two ticks of mobility each, since they're so fragile and I don't want them getting killed, as well as two HP and an armour upgrade for Mazinger Z. I'd recommend getting Layzner some mobility no matter what, since it has a bunch of forced deploys and you don't want to be paying to have it repaired all the time. If you got the Chobham Armour from the last scenario, give it to somebody; I usually let Combattler have the part, since the AI generally has huge hard on for it. (I'll explain why in a later In-Depth section, but a tl;dr reason is because Combattler can't dodge shit and the AI likes to attack robots who won't dodge).

Like last time, there will be a decent mix between airborne and grounded units on this map, so Artillery or Land frames are the order of the day for your Aestis. Also, look -- Gale and Karla are back! Ain't that just the cat's pyjamas. This time, there's no reason to keep either of them alive for your special character recruitment needs. As before, the Katonbos are more valuable in terms of pure cash, so save your Lucks/Blesses for them; Combattler's Strike and Gain combination means it gets a lot out of killing these two. Make sure they don't get the chance to retreat, since both have good drops, especially Gale's HE Radar. But make sure to kill Gale last!

When you're done ventilating Gale, Gosterro will show up and backstab him. Capital asshole, remember? Here, you'll get a choice, although it's not really much of a choice. You can choose to defend Gale, or you can choose not to. If you say yes, the game will add another lose condition to the map (Gale gets shot down), and if you say no, it won't. However, you need to say yes to recruit Gale later, and the extra lose condition isn't that bad. So say yes. Hopefully you killed Gale last, since any of the first wave that you didn't kill will still be hostile and will attack him if they get the chance.

The best way of avoiding Gale's murderation is to rush at the enemy and kill them all before they get near him; obviously, Mazinger, Combattler and your starter mech will help out immensely here. A focus'd, accel'd Eiji will also be very handy. Have your other robots follow as soon as possible while those guys kill the frontrunners. If you're lucky/using Combattler a lot, you might get to level 9 here, which is where Chizuru learns Luck. Noal in the Blue Earth can also have learned Luck by about level 6. Making mad cash should no longer be too much of an issue if you pick your usages right.

Gosterro hasn't changed too much since you last saw him. He's still pretty dangerous, but by the time you reach him, most of your bots are probably pushing 150 will, which means they'll have access to all the spiffy moves. I actually oneshotted him with a Hikaru Artillery Formation attack. Just make sure he doesn't kill anybody before you manage to hand him his ass, and try to have Cheer or Gain on whoever kills him -- he's worth a whole bunch of exp.

And, just like that, Gai leaves the party, and Akito has become gimped. Hope you enjoyed it while it lasted.
Characters + Robots
No new characters or robots can join this scenario. However, an unlock requirement for Gale is here; you must choose to save/defend him when the option is presented. Also, Gai Daigouji leaves.
In-Depth: The Powerpuff Girls
There isn't too much to talk about here, but let's go over it real quick. You can switch your subpilot from the transmission menu by going to Transfer and selecting the subpilot you want. All three subpilots are highly useful, although none of them are really necessary. Here are their full seishin lists (not with levels learned, unfortunately, since I forgot to note them down; they shouldn't be too dissimilar to the protagonist's, though):

Katia Grignard:
Bless
Break
Snipe
Guard
Alert
Faith

Festenia Muse:
Guts
Fury
Spirit
Strike
Daunt
Rouse

Melua Melna Meia
Cheer
Trust
Focus
Aid
Enable
Renew

As you can see, Katia strikes a nice balance between support and helping the starter bot, whilst Festenia dumps support options (save for Rouse, which is near-worthless in this game) for extra offense, and Melua is almost straight support. Here are some recommendations for who should go in which bot:

Bellzelute: Bellzelute can make pretty good use of any subpilot not called Melua, honestly. The armour doesn't do too much unless you're specifically FUBing it, and it doesn't need the extra movement. Katia is a nice option for the +10 mobility, and Bless is a sweet deal, but the range doesn't make too much of a difference considering your main pilot either has Snipe or Assault to compliment the already high range of Bellzelute. Festinia is always a nice option because increased damage is win and damage is where Bellzelute falls behind the other bots sometimes, but her seishin set is kinda meh; nothing she has will be more useful than Bless or Cheer, but Fury is a nice early damage boost that lasts all turn.

Coustwell: Oh dear, dear, dear. Although the game kind of tailors Katia for the Bellzelute and Melua for the Granteed, suggesting Festenia as good pick for the Cousty, the opposite is true; Festenia is the worst option here. Cousty's range problems outweigh the attack power that Festy provides; Melua's armour and movement will help it muscle in on enemies and somewhat negate that, while Katia just outright makes the range better and gives it more dodge chance. Since Katia gets Snipe, that's even more points in her favour. Overall, I'd say that Katia > Melua > Festenia here, since Cousty arguably needs the help.

Granteed: Obviously, Granteed/Toya/Melua is a match made in heaven. Melua's 300 armour is nothing to sneeze at when added to Granteed's already impressive bulk, and she'll make it single-handedly one of the most tanky mechs in the game whilst helping to mitigate its low movement. Festenia is also quite a good pick; since the Granteed is already tanky and already has great range, it arguably doesn't need what the other subpilots have to offer, and +200 attack is always delicious. Katia seems like she loses on all fronts save for Bless, and perhaps on the first playthrough she does, but I'll let you in on a little secret -- Granteed's upgrade, when at FUB with Katia installed, has a final mobility of 152, meaning it will casually dodge almost as well as a Real and BETTER than most hybrids. It has to be seen to be believed. Really, though, the Big G is broken enough to make good use of any of the subpliots.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 5: Changing Destinies
Scenario
Well, time to dole out those upgrades again! Although the game says that Akito will be forced, he'll only be on the map for one turn or so, so don't feel like you need to splurge on him. I did some general housekeeping with the 60,000~ credits I'd gotten by the end of last stage; two ticks of energy for Buldy, two ticks of energy and mobility for Blue Earth, two more ticks of energy for Mazinger Z, two ticks of HP and a tick of armour for Granteed, and then I had just enough for two ticks of mobilty for Layzner, leaving me at 560 credits. Sweet! Layzner's only one upgrade from max mobility, an upgrade I can simulate by simply equipping a servo motor; luckily, we recieved another one last mission (if you killed everything instead of letting them retreat). My team is looking a little low on attack power at the moment -- they're all base save for Mazinger Z, who only has one tick -- but they're now pretty survivable. I might miss out on one of harder the boss drops later through lack of max damage output, but it doesn't matter too much in the long run.

Oh, and by the way, don't forget to allocate your modules and spend some of those PP you've been earning for pilot training! Koji and Hyoma will really want some points in Hit to make their lives easier, since they're about 30 points behind Toya/anybody else at this level.

This level will take place entirely in the space race, so equip those 0G frames and head on out to meet the Radam. All Radam have Hp and En regeneration S abilities at the very least; what this means is that they regen 10% of both health and EN each turn. They can't do it if you finish them off before they get the chance, though. Radam later in the game also tend to carry Acid (drops armour) and Tentacles (drops movement), so they're essentially status attackers. Also of note: there is no boss-level enemy in this stage, and the Radam generally don't drop a lot of cash. Use your Lucks and such where you please, because frankly there's no point saving them.

After taking down a measly one enemy, Akito will apparently lose all testicular fortitude and have to be rescued by Akatsuki, who'll take his place. Is this good or bad? Bad. Akatsuki is easily the worst Aestivalis pilot the game has to offer, and frankly I have a tendency to just bench him immediately. There's some possible niche use for him later in the game with a secret unit, but even THAT has glitches associated with it. Do what you want with him, but he's not going to be one of your top shelf pilots. As usual, I'll explain why he's so shite in the pilots section, but it makes no difference here. Continue wasting the Radam. After a few more have died, Ruri will warn you of reinforcements approaching! What a surprise. It's not like we've seen reinforcements in any other map in this game.

When you've killed all the starting units, a bunch of Radam will show up in the bottom left corner, along with one of the game's most divisive units -- Tekkaman Blade! The reason he's so divisive is that he's the first unit ever in a SRW game to not actually be piloting a robot; he's actually using something more akin to powered armour. As an Allied Yellow unit, he's more than a little bit suicidal, however, and will probably die against the Radam within a few turns. The game does not expect you to save him, and if you do via either heavy accel abuse and/or shenanigans like keeping one enemy in the first wave alive while you manuever your troops over to the general spawn area, you'll get nothing but a warm fuzzy feeling and a cutscreen showing him get boned by the Radam anyway. Still, every kill he steals wastes cash, exp. and a kill that Toya/Koji/Eiji/Hyoma could have used towards their Ace Marks, so you might just want to do it anyway to maximise on the slim pickings this level offers.

Once you're finished killing everything, the stage will end, and you'll be introduced to the boys from Gundam Seed; the plot has now started to truly roll into motion...
Characters
Akatsuki: Welcome to the worst of the worst: the lowest ranked pilot of some of the lowest ranked units in the game. The reason he's so bad? Well, firstly, he's in an Aesti. However, he's in an Aesti which never gets any Team attacks with anybody. "Well, okay," you say. "He's about as good as Akito, then."

But he isn't. Y'see, one of Akito's (few) saving graces is that he has wicked relationship bonuses. He gets Love with both Ryoko and Yurika, and friendship with Izumi and Hikaru; putting Ryoko, Izumi, Hikaru and Akito in a 2x2 square will boost dodge chances pretty high, which compensates for the Aesti frailty. Akatsuki? NO relationship bonuses. Everybody in the game hates this guy. He's worse than any other Aesti pilot, so unless you're using him as filler early on or for his Accel, don't bother.
Robots
+1 Aestivalis. Nothing to see here.
In-Depth: Size Mechanics, Damage Calculations, and Accuracy Calculations
There are four potential robot sizes for your units in this game: S, M, L, and LL. S is for smaller Reals like Aestivalis and Tekkamen, M is generally for Gundams, L comprises most of the Super Robots, and LL is reserved for battleships.

Size, despite seeming a fairly innocuous thing, actually has a fair amount of influence on both your damage and your dodging. It is, in fact, used as a multiplier in your damage calculations. To see your size mutiplier, let's imagine that:
S = -1
M = 0
L = 1
LL = 2
Now, in order to get your effective size multipliers for the purposes of damage, subtract the defender's size value from the attacker's size value. So, if our attack is L, and attacks an S, it's 1 - -1, making 2. Now, multiply that by 5% and add it to 100%; you now have the size multiplier used to affect damage in the calculation.

It makes a fair amount of difference, since it's applied AFTER practically all of a unit's other stats have been used and resolved. Basically, it's believed that the whole calculation of armour, terrain values, etc. etc. happens, then is divided by 200, then gets multiplied by the size multiplier (then recieves a possible negative multiplier from defensive terrain bonuses, and then finally gets reduced by barriers and such). It's not the biggest thing in the world, but it means that an L size unit has a pretty good advantage when it comes to damage dealing, and pretty much means that your battleships will always have at least some clout to their attacks.

In terms of size affecting dodging, it's simpler; after weapon accuracy bonuses, potential bonuses, attacker's accuracy and terrain bonus, and the defender's dodge, mobilty and terrain bonus have all been calculated against each other and resolved, the resulting accuracy rate is multiplied by 100% + Defender's Size * 20%. So, if the defender's size is S, that's an automatic 40% off that part of the attacker's accuracy calculation. So, again, it makes a fair old difference. For those interested further, here are the damage and accuracy calculations believed to be used by this game, taken from Super Robot Taisen J - Mechanics Guide v1.0:

Damage Calculation:
[Attacker's Base Weapon Damage * Attacker's Weapon Terrain Rating * (Attacker's
Melee/Range + Attacker's Morale) - (Defender's Armor + Defender's
Potential Armor Bonus) * Defender's Unit Terrain Rating * (Defender's Defense +
Defender's Morale)]
/ 200 * [100% + (Attacker's Size - Defender's Size) * 5%] *
(100% - Terrain Effect) - Defensive Abilities

Accuracy Calculation:
[140% + Weapon Accuracy Bonus / 100 + Attacker's Potential Bonus - Defender's
Potential Bonus + (Attacker's Unit Terrain Rating * Attacker's Accuracy -
Defender's Unit Terrain Rating * (Defender's Mobility * 125% + Defender's
Dodge)) * 80% / 100]
* (100% + Defender's Size * 20%) * (100% + Defender's
Terrain Effect) + (5 - Distance) * 3% + Leadership Bonus + Relationship Bonus

The guide itself is very interesting from a mathematical standpoint, so I'd suggest checking it out if this kind of thing interests you. Nothing like a little stat crunching.

By the way: for any folks who are actually reading/following along with this, would you like me to talk more about the story, or are things good as they are?
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 6: Collapsing Land, Part 1
Scenario
Upgrades as usual, folks. I had 40,000 cash after Puzzle Robo and selling off consumbales. Given that I already know who my party is going to be on the route splits, I can safely say my main guys will be able to at least survive on the route we'll be going down. So I bought two weapons upgrades for Layzner (since it's already really survivable on account of practically maxing mobility) and one for Granteed (who doesn't need it so much, but y'know.) The route we'll be taking will have us miss out on using the Aestis, Mazinger and Combattler for a while, so get them up and running but don't splurge on them.

Talking of the Aestis, this is the first map where they don't have any really good frame options. The map is not in space (so no 0G frame), the enemies are on the ground (so forget the Air frame) and the starting point is an absolute terrain clusterfuck, so the Ground and Artillery frames won't even get near the enemy by the the end of the map. The Aestis aren't the only ones who suffer this -- even Mazinger and Aphrodite, our usually stalwart allies, will get bogged down by the cliffs, forests and bases so badly that they usually don't contribute. Any unit incapable of flight will have big trouble here.

Luckily, this is all just the game's way of giving you an implicit tutorial. The 'correct' solution here is to give your Aestis ground or artillery frames, then load them, Mazinger and Aphrodite onto the Nadesico when the map starts, have the ship take them to an area where there's not quite so much movement cost, and deploy them again. Since the Nadesico ALWAYS has a pilot with Accel ready, this is a nice strategy for getting low-movement units into the fray as well. You may lose a little will in doing this, but it doesn't matter too much. Will is easy to come by in this game, due to the wtf levels of reinforcements.

So, onto the actual map! Your primary objective is to protect Kira 'Jesus' Yamato, who's piloting a base-level Strike Gundam. This can pretty much be accomplished by moving him one space to the North, since that'll put him in Base terrain, which gives giddy levels of protection. He's also got Murrue in a one time only sub-pilot deal; she's got Wall, Focus AND Guts, so you have no excuse for Kira dying here. Try to take out a few enemies with the Armour Schneider if you can. Kira's one of the characters in this game who benefits most from will gains and Ace Marks, with not one but two great abilities activated by will gates. There's only really one boss caliber enemy and he doesn't drop any real cash, so spam your Luck on whatever.

Ostensibly, the main threat here is Migeul, but his damage isn't really that much higher than the random grunt GINNs around here. He's got about fifty (!!) more points of evade than the rest of the grunts, though; Combattler and Mazinger might have problems even touching the guy, especially if he manages to sit on one of those base. Kill him as hard as you can. Once you've murdered everything, time for a cutscreen...and some reinforcements.

MUUUUUUUUUUUU. Mu! Mu is the best, if we exclude Harry Ord from the equation. He's a pretty mediocre pilot in this game, especially since Kira exists, but I love the guy. Have him jet over and help your forces, but cast Wall first. He's not as dodgy as you might think (this is true of practically every robot and pilot in the Gundam Seed series, actually). Kira's Strike gets its first weapon pack, which actually lowers its mobility a little, but increases your attack by a whole bunch. This would be a marvellous opportunity to have him go bang some GINNs in the ass, so have him do that. Mo' kills, mo' money.

On the subject of money and kills, Crueset is an asshole. If you kill him, mission ends, simple as that. This means you lose any money, kills, exp and items his grunts were holding. Murder him last, but be careful about it -- he's got all sorts of nasty stats, powerful weapons, Counter, Potential, Hit & Away, the whole schebang. Don't attack him with anyone he could one hit kill. Read: don't attack him with Mu if he's not got Wall on. Crueset's ability stat is also sky-high, meaning he has a good chance of negating attacks with Shoot Down, Counter Cut and Shield Defense. The Strike seishin will negate those, but still annoying. You might want to just have your Super robots take him out, since they're at least risk, but Focus Kira Shwert Gewehr is definitely an option, since Kira's Phase Shift armour will let him take at least one non-critical hit. He's also got Alert if you're paranoid about the RNG. Either way, make absolutely sure to use Gain/Cheer on whoever kills Crueset, because he's worth an asston of exp!

And with that, the fall of Heliopolis has begun...
Characters
Kira Yamato: Ah, Jesus Yamato. Love him or hate him, he's one of the better pilots in the game, and almost certainly the best pilot in Gundam Seed. The key to Kira's success is the two abilities he has that run off will gains: Coordinator, and (later) Seed mode. Co-ordinator will add 2 points to each of his already high stats for every 10 will above 100 that you get, meaning 150 will Kira is 10 points stronger in everything. Seed mode will activate at 120 will and just plain adds ten to each pilot stat. You can see why this would make him desirable.

To compensate for this, Kira has fairly poor will gains. Well, kind of. He's got the same will gains as Eiji, which is fitting since they have similar storylines and personalities in game; they gain will fairly slowly, but they cannot lose will under any circumstance short of boarding a battleship. All of this means Kira really benefits from Ace Marks, Will + modules, anything of that sort. He's the main character for basically the whole Seed route and has a ton of forced deploys, so you'll use him whether you like it or not.

Mu La Flaga: Apart from being a REAL MAN to balance out Kira's whiny pacifist bullshit, Mu doesn't have too much going for him apart from his high Ability stat. In fact, he has a HUGE disadvantage over most characters in the game. Please read the super spoiler section to understand why.

Murrue Ramius/Natarle Badgiruel: They're...battleship captains? Honestly, there isn't much to say. They're basically just packets of seishin. I wouldn't get too attached to Natarle, though; she leaves. In fact, that's a huge problem with the Gundam Seed units as a whole -- they have weird joining/unjoining phases, and the Archangel is the biggest victim of this. With six subpilots, it's still kind've not as good as the Nadesico is with five, but towards endgame it will lose three of them in quick succession and never get them back. So...yeah. Worse than Yurika/Ruri due to worse ship and patchy subpilots, I guess.
SUPER SPOILERU
About Mu? Yeah, if you haven't watched Gundam Seed, Mu dies. (Well, 'dies'.) This game follows Seed's storyline quite closely, so in this game? Mu dies! However, there is an important distinction here: Mu is the only pilot character who can die and who CANNOT be saved from his plotline death. Any of the other folks who die, including Gai, can be saved, but Mu's a goner from the moment you get him. At least you get practically a whole game's worth of use out of him before he pops his clogs in a heroic / pretty dumb fashion. What you choose to do with this information is up to you: do you bench him, knowing that he's mediocre-ish anyway and that he won't be around for the final fight? Or do you use him as much as you can, treasuring your time with the Hawk of Endymion? Your choice, folks. I won't judge you, because Mu is a REAL MAN.
Robots
Strike Gundam: What looks like a Real, acts like a Real, but isn't actually that much of a Real? If you said 'this robot', get yourself a sticker. Just as a point of comparison:

Launcher Strike at FUB
HP: 6450
EN: 360
Mobility: 126
Armour: 1725

Shining Gundam at FUB
HP: 6900
EN: 360
Mobility: 135
Armour: 1800

For those not in the know, Shining Gundam is pretty much definitively a hybrid -- a fairly weak one, yes, but a hybrid nonetheless (although, admittedly, with Super Mode enabled it will have 10 more mobility and 100 more armour than that). Just as another point of comparison: Voltes V, a straight up Super robot, only has 1800 armour at FUB. The take-home message is that, between Phase Shift armour and the bonuses provided by the Weapons Packs, Strike is quite a bit tankier than it might first appear. Most Gundam Seed units can take a hit -- just the one, mind you, but they can take it.

Just like the Aestis, Strike functions via unit variants, and just like the Aestis, it kind've suffers for it. Apart from a secret pack that we'll get later, all of the ones available have some pretty severe downsides. The Aile Strike is the only one capable of flight, increases your mobility (which will help you survive early on better than extra armour will) and is good in aerial combat, but its attack power is utterly godawful, to the point where after Strike's base form gains the Bazooka attack via plotline, the Aile Strike actually reduces your max attack power.

Next up is the Sword Strike, the 'balanced' option. Much better attack power, decent statistics around the board, and one of the better combo attacks in the game are its strong points, but it can't fly, which means Schwert Gewehr can only be used on ground-based enemies. (This can be circumvented if you give Strike a flight-enabling part.) It can still uses its Midas Messer to attack airborne foes, but it only comes with four...oh, and its range is pretty short too, with it being 4 squares unti it runs out of Midas and then 3 squares afterwards. Prepare to be sniped.

Launcher Strike boasts the most powerful weapons, great range and even a MAP attack, but it has the lowest movement and sacrifices mobility for armour. The Strike may be tankier than it looks, but it's far from a tank, and it still prefers to dodge rather than eat bullets. Launcher is also a terrible EN whore.

Overally, the Strike isn't a top tier unit, but then, it's a Gundam. Are you really expecting Kira to NOT get a mid-season upgrade? With a little love, though, this unit will serve you well through most of early-midgame, and with the secret weapons pack, even endgame is a possibility. Which is good, because it has forced deploys out the ass, and it basically carries some of the Archangel routes by itself. Make sure it can survive them. I'll give pack recommendations every map.

Moebius Zero: It's a dodge machine. It dodges. The game pretty much expects you to use it until you get Skygraspers and then to never even look at it again. An interesting note: only Mu can use the Wire-Guided Gunbarrels weapon, because he's a REAL MAN.

Archangel: The Archangel is known for basically being worse than the Nadeisco. Its weapons are worse. Its barrier is worse. Its subpilots die or leave all the goddamn time. It can't support Aestis. It doesn't get an upgrade like the Nadesico does. It's still a half-decent battleship, don't get me wrong, but the Nadesico is so much better. Like the Nadesico, though, it's not really a liability even with minimum upgrades, which is great because it autodeploys anytime you have access to it.
In-Depth: What is Space? (Baby Don't Hurt Me, Don't Hurt Me, No More)
Ground, Air and Water are all fairly unambiguous terrains. But knowing when you're using your weapon's space terrain is sometimes trickier. There can be plenty of land and terrain effects in space maps to muddy the issue.

As a rule of thumb: if a flying unit does not have the option to take off or land, you are in a space map. The entirety of the map will be space terrain. There are some exceptions, but they are very uncommon. Since terrain affects your damage, dodging AND defense, make sure you're using the right bot/pack for the job.

(Sorry about the short in depth section here. It was a fairly long scenario, character and robot writeup, what can I say.)
Oh, and if you've got an opinion about the thing I asked at the end of the last post, question's still open.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 7: Collapsing Land, Part 2
Scenario
Upgrade time. The Strike is a forced deploy, has a lot of plotline, and needs some help, so spend some cash to make it survivable. I actually spent ALL my money this time around on the Strike, to get two ticks of HP, EN and Armour, and three ticks of mobility. The next map is in Space, so equip your 0G frames. I would recommend a Striker Pack for you to use, but the game will lock you to the Aile for this scenario. Annoying, since this is one of the few scenarios where the ability to fly does you absolutely no good.

There's a lot of cash up for grabs on this map. Heliopolis has started to fall, but ZAFT are still raring to fight. Their battleships are worth 5000 each, even without Luck! As per usual, charge into the jaws of the enemy and crack some skulls, but only use Luck on the battleship -- some more lucrative units will soon be arriving in reinforcements. One thing I should probably warn you about is the fact that the battleships have MAP attacks, and they WILL use them if you let them. Miguel is still in a grunt suit, and will still get wiped in no time flat as a result. He's not really worth using Gain on, because...

When the enemy has only five units left, a new contingent of forces will show up in the top right corner of the map. Amongst them are two battleships, and four Gundam worth 3000 apiece. Ah, delicious cash monies! The Gundams will run away if you get them low on HP, though; definitely avoid this, since they give great exp. and items as well as money. Of the four Gundams, Buster and Aegis are probably the most dangerous, since they have MAP attacks, but all four can kick some ass if necessary. This battle stands a fair old chance of getting brutal, so don't be afraid to spend SP casting Wall, Focus, Alert and Guard if you need it. Make sure your healers are safe (Sayaka and Aki should have learned Alert by now) and helping out the rest of your team. Hide fragile units like the Strike and all of the Layzner bots next to one of the battleships for command aura bonuses, and hope for the best. Four miniboss-level enemies at this point of the game can be a tall order, but you should be able to manage it.

All in all: standard tactics, focus on Luck-killing the battleships, and if in doubt, play it safe. Cheer/Gain before you kill the Gundam pilots if possible, too; it'd be a shame to miss out on all that exp. (I will admit, I took a little bit of a battering here. Nobody got shot down, but Granteed, Combattler and Mazinger Z were all on yellow health when the map finished.) Luckily you should have roughly a mountain of cash to shore up your defenses for next time!

Heliopolis falls, and the war between Naturals and Co-ordinators escalates...
Robots & Characters
None to speak of, although you see two mechs you'll acquire later for the first time.
In-Depth: SRW Judgment's AI, or Why The Game Hates Combattler
SRW:J's AI has a few interesting quirks to it. It's actually a touch smarter than the AIs in previous SRW games, and has some very specific preferences. The most notable of these is this:
When given a choice, the game's AI would generally prefer to attack an enemy it cannot kill but has a good chance to hit, rather than an enemy it might kill but has very little chances of hitting.

This is pretty much the opposite of Fire Emblem logic, where the game will always attack defenseless or injured units. To further differentiate this game's AI from Fire Emblem's, it will NEVER attack a unit it has 0% chance to hit. It will approach them, maybe even surround them, but it will not launch an attack.
(Please note: when deciding it has no chance to hit a unit, the game only factors in a unit's 'real' evasion chance. Evasion boosts like relationship bonuses and Focus don't seem to be factored in.)

The exceptions to this rule are character AIs. Some units, like Gosterro, have special AI tendencies that will override other rules. Taking Gosterro as an example, he will almost always attempt to kill Eiji if Eiji is in range, regardless of who else is present and if he has any chance to hit Eiji or not. Likewise, Rau Le Creuset will give Mu La Flaga preferential treatment for attack decisions. Enemies who are set to reach an area will often avoid attacking at all, since attacking would invite counterattacks and risk them dying.

What does this mean in the long run? Well, it means that robots who can't dodge well -- like, say, Combattler -- will be attacked often, since the game knows it can hit them without trouble. This biases the game slightly in favour of Super robots, since they'll be attacked more and thus have more counter-attack chances, which improves their damage potential. After a few playthroughs, Reals start to suffer a lot more, since they'll eventually hit perfect dodge chances; enemies will just not attack them, so they end up doing no damage in the enemy phases, reducing their damage potential by a huge amount. Of course, by then, your Reals are functionally immortal, so it might be a decent tradeoff.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 8: Songstress Of The Enemy Forces, Part 1
Scenario
Well, having learned the hard way that my supers are not as durable as I thought they'd be by this point, I spent the cash from last mission helping them out. I raised Mazinger Z and Granteed to a total of four ticks each in HP, EN and Armour; Combattler can wait, since it has Wall + Alert and the SP to use them all the time. I spent the rest of my cash on upgrading Strike's weapons two ticks, since it kind've needs the help.

We got some pretty sweet parts last map, so allocate those as well. The Apogee Motor basically a booster and a servo motor compressed into one parts slot, so they're pretty valuable. The Sniper Scope is a nice thing for your more innaccurate super robots to have, and the stable OS is a good passive boost if you don't have anything better. The AB Coating S is honestly kind of meh...Anything that already has a barrier has a better one. I think it might round out Strike's Phase Shift armour in terms of vulnerabilities, but Phase Shift armour is already pretty ambiguous about what it protects from, so yeah. Combattler or Mazinger might have a use for it. You also got a Support Attack +1 module, which you can use.

Okay, so onto the killing! Despite the in-story setup for this stage, there's no time limit. Kira and Mu are autodeploys. It's a space level, so 0G frames are the order of the day. As for Strike Packs, all three are pretty good for this stage; there's plenty of rocks to hide out on which mean even Launcher and Sword packs can dodge. I stuck with Aile, since Kira's a little overlevelled for me and I don't want him killstealing too, too much.

You start this map off hemmed in by your own units and a debris field. Kira and Mu, you'll note, start off just slightly outside most of it, meaning they can rush down the enemy if they so choose. Worth pointing out is that the Archangel has recieved a pretty significant buff in the interim between one mission and the next -- it now has its full retinue of subpilots! That's one more Luck/Cheer/Bless capable unit.

The high-value units for this map are battleships and Gundams; ignore the GINNs. Talking of Gundams, the Duel and the Buster are the only ones who showed up, so the fight shouldn't be nearly as hard as last time. Buster, again, is the one with the MAPs, so take him out first if possible. They won't retreat like cowardly man-babies this time. Yzak, by the way, has now adopted what will be his defining trait throughout the game: a pathological hatred of Kira and the Strike. He will prioritise Kira over practically anybody else, even the Archangel, so hide Kira over some rocks and evade every turn to reduce him to a near 0% threat level as he wastes all his turns fruitlessly. Unfortunately you can't do anything similar to Dearka, so solve your problems with violence just like you usually do.

When you've polished off the first wave, you'll be hit with -- surprise, surprise -- some reinforcements! Notably, Le Creuset is here in his CGUE, along with a Nazca-class battleship. Killing either of them will end the map, which presents a conundrum: do you go after Le Creuset, or the battleship? Le Creuset's CGUE is worth practically nothing in terms of cash, but Le Creuset himself is holding an SP+10 module, which is very rare and very useful. The battleship, on the other hand, is holding two consumable parts. If you're very ballsy and playing with flair, you might want to take them both out at once with a MAP attack from the Strike, Archangel or Nadesico to get the rewards of both...But I generally don't bother. It's more effort than it's really worth at this point, since no one with MAPs has either Valor or Fury. Money is plentiful, so it's a non-factor; that module is the prize you really want. Make sure that whichever one you kill doesn't flee, though!

Once you've dusted at least one of them, Athrun will show up. Man, these reinforcements never let up, do they? But the tides turn as Nicol holds your ship hostage! Damn cutsceen powers. Natarle show sthat she's a bit of a dick by using Lacus as leverage, something which pisses off the vast majority of your pilots...save for Akatsuki and Mu. The ends justify the means, huh? Trouble's a-brewing on the Archangel...
Characters & Robots
None, nada, nope. We'll get something new next mission, don't worry.
In-Depth: Glitches
There are a few glitches known to affect this game. For our playthrough, the ones that concern us are the Gai Daigouji first playthrough glitch, the Gale/Greimkaiser glitch, and the X Aestivalis glitch.

Gai Daigouji first playthrough glitch: If you get him back on the first playthrough, Gai Daigouji will recieve twice the automatic bonus that he would have gotten for being out of the party. This essentially means that when he gets back, he will have a near-fully upgraded Aestivalis, and TWICE the regular pilot points he would have had; use of this glitch turns Gai into an absolute powerhouse. We'll be getting the benefit of this, since it's a whole ass-ton of free upgrades.

Greimkaiser glitch: If the Greimkaiser is not acquired on the first playthrough, it will not get the automatic upgrades it would have gotten if acquired in any playthrough thereafter. We'll be getting the Greimkaiser first time round to avoid this.

X Aestivalis: We'll be getting this, but it can glitch out some of the game's autodeploys if pilots like Ryoko or Agatsuki pilot it. It's a crappy unit anyway, so you could always just not use it.

There's also the missing parts glitch, but that's not really anything we can exploit too much. You might lose a part or two when Strike, Great Mazinger or Venus A leave the party, so don't equip them with anything too awesome. Other 'missing' parts tend to be ghost upgrades on the units, so you essentially get the part without wasting a parts slot. Hard to control, and it doesn't come up too much anyway.
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Re: Can has thread lps? (SRW:J, Text only)

Post by TheVulpineHero1 »

Scenario 9: Songstress Of The Enemy Forces, Part 2
Scenario
Okay. So, you will have heard me talking about route splits a lot thus far. This is a warning: the first route split will be happening after the end of Scenario 10, which is the next one. We'll be taking the Archangel route, which focuses more on Real robots. You might want to start prepping for it in your upgrade buying. You won't have access to Combattler, Mazinger, Aphrodite or any of the Aestivalis, so unless they need something urgently, save your money for other robots.

As for me, I spent last mission's proceeds getting two ticks of everything save mobility for the Archangel, which should keep it happy for basically the rest of the game. I also invested in a bar of weapons for Granteed, a tick of mobility for the Strike, and finally sprang for the last bar of mobility for Layzner. I had 85 credits left after all that... However, Layzner is now pretty much set for the rest of the game, barring EN (which is cheap) and weapons upgrades. I might actually take Roanne and David through to endgame this time round, though; I sort've feel bad for never having seen their team up attack, and I may as well give everybody a chance. Time will tell.

There will be a slight difference in this mission if you're playing Calvina and not Toya's route; Toya is an autodeploy here, while Calvina is too much of a professional soldier to get involved with the whole 'hand over the hostage' ploy. Predictably, the ZAFT forces will launch a surprise attack using the same flotilla of units we just beat three times in a row. Those battleships sure look tasty for our bank account...

Sadly, they get told off by Lacus, and flee. Our enemies this time are the far less profitable Radam. It's a space stage, so get your 0G frames ready to go. As for the Strike pack, I'd go with the Aile here. The boss can be a bit of a handful, and there aren't too many rocks to hide out on this time; better to play it safe, methinks. I would tell you to run your main forces over and reinforce the forward party, but your forward party consists of most of your powerful robots, and the Radam just aren't that threatening at this point in your career. Still, move forward and crush them.

When only three Radam are left, some reinforcements will arrive, as well as a dangerous new enemy. Tekkaman Dagger has the highest HP you've seen so far, good armour, powerful attacks and great hit/dodge chances. He's also got HP Regen S and EN Regen L, so stalling him is not going to be a good tactic. To help you out with the battle ahead, the game gives you Tekkaman Blade, who is startlingly powerful for his size, and also comes with HP Regen S and EN Regen S. Sadly, he's a whole bunch more frail than Dagger...

Which leads me to my next point. Absolutely do NOT allow Blade to get killed! He costs 16,000 to get repaired, which is not a cost you want to be paying this early in the game. Keep him Walled and next to a Support Defend capable unit if need be -- if it's a battleship, so much the better. A good command aura is worth its weight in gold here, especially since Dagger likes to prioritise killing Blade before anything else. (By the way, this is true of most Tekkamen enemies.)

Tekkaman Dagger's big weakness is that he's basically alone on this map, at a point where you've got plenty of units who can use Wall, Alert, Strike and Focus to tank his hits, avoid them, and land hits of their own; this opens him up to the age-old SRW tradition of gang-banging the boss to death. His other weakness is his S size; while it does help him to dodge, it also increases the damage he takes from bigger robots. Combattler in particular can own this guy handily with a Wall + Alert Strike Super EM Spin routine. As always with boss level enemies, Bless and Cheer are the order of the day. Keep your Reals safe, and Tekkaman Dagger won't be too tough.

Next stop: Planet Earth...
Characters
D-Boy: Prickly and antisocial, D-Boy is somewhat of a magikarp; he gets several upgrades throughout the course of the game, getting new attacks and even a combining bot for his use. Weirdly, his Melee stat seems to be a bit better than his range, which doesn't go well with his Voltekka attack. Like Eiji, he has a somewhat weird ability set with Support Defense in it; he's one of the more fragile units for a while, since he's size S and doesn't have too much armour. His stats are generally pretty awesome, though, up there with the better Real pilots. He's got the same will gains as Calvina, in case you were wondering.

D-Boy's big problem is storyline abscences; pretty much before and after every plotline upgrade, he'll be away for a little while. Still worth using, especially since his plotline is one of the main endgame scenarios.
Robots
Tekkaman Blade: This unit is a Real robot that punches way above its weight class; in terms of raw damage, it'll outpace practically every Real in the game, more and more as it gets those storyline upgrades. If you get its sister unit (which we will on this playthrough) the two can use the most powerful team attack in the game, pound for pound. With HP and EN regens to help keep him in top form, Blade accrues a lot of advantages as the game goes on, including a MAP attack that periodically gets buffed, a second seishin bank, ridiculous movement, and insane mobility.

In terms of disadvantages, Blade has some range issues; most of his damage comes from that scary Voltekka attack, which he can't use if the enemy is too close. Bosses that muscle in on him will force him to resort to his much weaker techniques, although those still aren't anything to sneeze at. His HP Regen and general defense issues make Potential abuse either impossible or a chore, and he's somewhat vulnerable to getting oneshotted, which really hurts considering his ridiculous repair cost. In summary, he's not quite the gamebreaking collosus that some people seem to think he is; however, he's definitely a strong contender for an endgame spot on your team, especially once he unlocks his combining mecha.
In-Depth: Hit & Away
Hit & Away is exactly what it says on the tin: an ability that lets you take an action and then move, as opposed to the other way around. It's very useful, especially for snipers since they generally don't have strong post-movement attacks, as well as to Repair/Resupply bots who can repair/resupply and then move. However, it's also fairly rare. You'll come across a few modules of it as the game progresses, but who should they go to? Here's a list of characters/bots who really benefit from Hit & Away.

Pegas: Oh yes. Veterans of SRW will remember a time when combining robots like Combattler could essentially get four extra turns by decombining, having everyone but the main pilot attack, and then using the main pilot to combine again; since combining didn't take a turn, and you could combine just by being next to another bot, this made the Combattlers, Voltes and Dancougars of old into insanely powerful forces.

This has 'patched', somewhat, by a new mechanic: in SRW:J, you must move onto the same square as a robot in order to combine with it, so you waste your turn by moving one bot over to the other. Give Pegas Hit & Away, and you can circumvent this. On Blade's turn, decombine the two, have Pegas attack anything in range, and then use the Hit & Away to move back and combine with Blade again; you just got, essentially, some free damage. Further proof that you CAN cheat the system, provided you're clever enough.

Black Wing/Alan Igor: Same deal as above; Alan can combine/decombine with Dancougar, which opens him up for the same trick. Just be careful not to get him hit.

Kira/Mu/Cagalli, Launcher Strike Or Launcher Strike Rouge: Obvious applications here. Agni and move, as you like it. Also works well with Kira's mid-season upgrade, since that has a really nice snipey attack to abuse.

Mao: She has a nice long range attack with her AP Rifle, and it'll help her keep up with Kurz.

Tekkaman Rapier: She has poor Post-Movement attacks, and any opportunity to use that Voltekka will help her out.

Masato/Zeorymer: Hades Attack and a movement? Yes please, especially since his subpilot gets Snipe.

Other than that, there aren't too many pilots who really need the module. Most of the others who have high-range, non-P attacks learn Assault to go along with them. I usually give them to Pegas, Alan, and Kira/any resupply or heal units that I think could use it.
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