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Mobile Suit Gundam: Battle Operation 2 is a free-to-play third-person mecha combat game based on the Mobile Suit Gundam franchise, released for Playstation 4 in Japan in 2018, with a western release following in 2019, a Playstation 5 version released in 2021, and a Windows version on Steam. It is a follow-up to the original Mobile Suit Gundam: Battle Operation, which was released in Japan only in 2012.

Placed into the role of a mercenary, players engage in team battles against one another at the helm of a wide variety of mobile suits from the "Universal Century" setting of Mobile Suit Gundam, accumulating points for their team by destroying opposing mobile suits, taking control of relay beacons, and sabotaging enemy bases. Battles take place primarily between mobile suits, but players can also disembark from their mechs to accomplish specific tasks on foot, such as capturing relay beacons and performing emergency repairs. New to Battle Operation 2 are maps taking place in the depths of space, where players can move about freely in any direction.

In late 2023, a public poll was asked as to whether to start including mobile suits from outside of the Universal Century. In January of 2024, the Steam version of the game specifically added the FREEDOM GUNDAM to celebrate the release of Mobile Suit Gundam SEED Freedom. The PS 5 versions were excluded.


Tropes

  • Ace Custom: A wide variety of canonical ones are available, normally with a designation showing exactly who it belonged to, however players do have options to create their own. Most suits have multiple weapons options and custom parts can be used to modify mobile suits to better perform to the player's play style.
  • Anti-Frustration Features: It is not possible to rejoin a match if a player is disconnected for any reason, thus leaving that team at a disadvantage by being down a member. Should this happen during a Ranked match and which results in that team losing, nobody will lose any ranking.
  • Anti Poop-Socking: There's nothing stopping you from playing as many matches as you want for experience or rankings, but the game does limit you to six reward containers per day (at Platinum rank). The possibility of getting a crate comes down to RNG after the new pilot bonuses expire, but your chances are encreased when players use an encourage charge for their team before the battle begins. Once you've reached your daily limit, you can only gain GP and XP, but no further crates.
  • Artistic License – Physics: Ignoring the blatant disregard for the Square-Cube Law that comes with the territory of the Real Robot Genre, there are some elements of the game that would remove the fun factor if they were a tad more realistic.
    • Most mobile suits' counterattack animations in space will see the attacker get pushed away — many through blunt physical force like specifically getting kicked away. This would realistically push both suits away from each other without too much transference of force from one or the other.
    • Underwater battles. Beam weaponry might get a pass due to the sheer amount of heat they emit, but the water would see all forms of physical projectiles be rendered powerless or wildly inaccurate. Bullets from machine guns would slow their trajectory and stop mere feet out from being fired. Cannons might fare a little better, but impacts wouldn't damage quite as much. Missiles would be lucky to keep straight for very long, but designated torpedoes would still be fine.
  • Attack Drone: With the release of the Qubeley, the game now has the franchise's signature funnel attack drones.
  • Attack Its Weak Point: The Psycho Gundam and other bosses one can face in the Battle Simulator have a weakpoint (often in the head), which takes increased damage and stun.
  • Awesome, but Impractical: The White Rider has a Prototype Shekinah Mega Beam Launcher that requires 20 seconds to focus before it can be fired, has a heat rate of 100%, and takes 70 seconds to cool down for another shot. Activating the ZEUS mode will speed this up, but that comes with other downsides. However, if you can charge it up, you'll do at least 70% damage to an enemy General unit's mobile suit. The FAZZ takes it even further by having a charge that takes 25 seconds, but can One-Hit Kill in turn.
  • BFG: Aplenty. Many MS (especially Support types) have access to large, slow-firing handheld cannons that deal heavy damage and stun.
    • The standout example being the 135mm Anti-Ship Rifle, which is longer than some of the MS capable of wielding it are tall.
    • The Geara Doga [Heavy Arms Type] has a 200mm cannon. A solid hit to a General-type unit will deal about 40% of their health.
  • BFS:
    • Fitting to their size, the ZZ Gundam and Gundam Mk-V have beam sabers much larger than the standard, giving excellent reach to their melee attacks.
    • On the physical side, the Rick Dom II (GH) carries a mecha-sized Buster Sword lookalike. It's so large that it acts like a shield blocking attacks that hit the blade, and can only be operated in space due to its immense weight.
  • Blade Lock: If two mobile suits with the same melee priority attack each other at the same time with similar weapons, they will briefly lock weapons together before breaking off. Suits with the Power Accelerator skill can boost off the clash animation, giving them advantage over MS that lack this skill.
  • Bling-Bling-BANG!: The Hyaku Shiki's default paint scheme is its signature shiny gold. Like in the lore, it's justified as anti-beam coating, giving it the highest base beam resistance in the game at the time of its release. Also, any MS can become this once the player unlocks the ability to customize their paint schemes.
  • Boring, but Practical:
    • The GM Sniper II is equipped with a long range sniper rifle that has a fixed rate of fire as its only practical source of damage. Picking almost any other support unit will give much more variety for damage output or close-range survivability. However, a skilled player will be able to stagger enemies and take out at least 20% of an enemy's health per shot from more than halfway across most battlefields if they're good at leading their shots to accommodate for the travel time of the bullet.
    • Many of the basic grunt suits (e.g. GM, Zaku II, Geara Doga, Jegan) fall into this category as well. They don't have exotic weaponry, transformation, or Newtype magic like protagonist/antagonist suits in the same cost often possess. What they do have is a solid block of stats and reliable, easy-to-use weapons.
  • Boom, Headshot!: Subverted. Shooting a mobile suit's head doesn't necessarily deal extra damage (there are skills and custom parts that reduce headshot damage, in fact), but breaking the head will debilitate the suit's offense and radar. In practice, this is Inverted: players will aim for the legs in ground battles, as a suit with destroyed legs can't get itself behind cover, therefore making it hard to evade further attacks.
  • Boss Battle: While the game is mainly multiplayer team battles, There are a handful of designated player vs AI boss battles.
    • One Battle Simulator scenario pits you against the gigantic Psycho Gundam and its squad of mooks.
    • A Dual Boss scenario warms you up against the Shamblo before the Queen Mansa flies in and unleashes its full rage upon you.
    • The 5th Anniversary update introduced a space battle against the mobile armor Elmeth.
  • Chameleon Camouflage: Among the available patterns that can be applied to MS parts are map-specific camouflage patterns that match the primary colors and texture of a given map. How well they work depends on the map, but a well-positioned immobile MS can really fade into the background.
  • Charge Attack: Many beam weapons can have their trigger held down to do increased damage. For some (like Geara Doga's Beam Assault Rifle), this will even change the firing mode. Some MS can also charge their melee weapon to perform a melee attack.
  • Combos: The bread-and-butter of combat in Battle Operations 2 is to stagger an enemy using a weapon, then hitting them with another weapon before they recover. For many MS (including the original Gundam), this is usually done using a bazooka/beam rifle into a beam saber swing. MS with multiple stagger-inducing weapons can even lock enemies in a Cycle of Hurting.
  • Counter-Attack: Tackling an enemy performing a melee attack will execute a counter attack that will leave the victim temporarily immobilized. Certain MS (mostly 4-stars) have unique counter animations, often with higher damage and/or shorter execution time. The Zock and Nightengale don't have a counter animation applied against them— their uniquely massive design and size just results in them getting toppled over.
  • Critical Existence Failure: Mobile suits will continue to operate at full functionality even with 1 HP left after being bombarded by super-heated lasers and ballistics that would otherwise blast entire parts clean off.
  • Dawn Attack: The Sunrise variant of the Port Base map is set at this time. The glare from the sun near the horizon really does affect visibility, being quite blinding when faced and casting deep shadows in the recessed parts of the map.
  • Death from Above:
    • Supporting fire on ground maps take the form of widespread artillery strikes raining down on enemies.
    • Glide Structure is a skill that slows an MS' aerial descent in ground battles, empowering this tactic.
  • Defeat Equals Explosion: All Mobile Suits explode when destroyed. If a unit without the proper skill is caught in it, they'll be heavy staggered.
    • Taking You with Me: The Zaku III Custom has a unique skill (based on its actions in the anime) that also deals heavy damage to enemy MS caught in its explosion, enough to finish off weakened units.
  • Deflector Shields:
    • Defensive I-Fields are established tech for the Universal Century setting, but not many Mobile Suits have the capacity to mount them (as opposed to the huge Mobile Armors like the Big Zam). So far, only the Ex-S Gundam and Full Armor Hyaku Shiki Kai have them, and they only protect the suit's torso against beam attacks.
    • The Nu Gundam can form its well-known tetrahedral barrier using its Fin Funnels.
    • The Sisquide can use its I-Field Launcher subweapon to generate an I-Field that covers the entirety of the suit, but it only lasts for a limited time and is canceled if the Sisquide draws its beam saber.
  • Dressing as the Enemy: The Fake Beacon skill allows a suit to appear friendly on the radars of enemies within range, as long as they aren't attacking.
  • Early-Installment Weirdness:
    • The game initially only focused on units hailing from the One Year War to the Delaz Conflict, thus very few Newtype-level MS and absolutely no transforming units showed up.
    • Many transforming units didn't actually transform at first. As of this writing, only certain units that separated like the Bawoo or the S Gundam cannot transform.
  • Epic Flail: The Gundam's Hyper Hammer is used like one.
  • Enemy-Detecting Radar: Certain mobile suits are designed for reconnaissance, and have abilities that can detect what type of mobile suit the enemies are. Such suits have Camera Guns or Spotter equipment that will reveal the type of mobile suit and their HP. Certain mobile suits like the Eye-Zack and EWAC Jegan take this to extreme by revealing all enemy mobile suits in a certain area, though there are also mobile suits with electronic countermeasures to disable such scans.
  • Excuse Plot: Players are part of a mercenary group and sent out to fight battles. That's it.
  • Falling Damage: While not affecting your suit's actual health, landing after a boost or jump causes temporary strain damage to the legs that recovers on its own. Normally this has no effect on performance, but if your legs are already damaged enough that they're close to being crippled, this can push you over the threshold and trigger the suit falling down, making you very vulnerable.
  • Fighter-Launching Sequence: You are treated to one of these each time you sortie for an actual match. The sequence is structured similarly for most suits, except for 4-star rarity MS which have some additional animation.
  • Five-Second Foreshadowing: The Supply Drop animations.
    • The cargo containers are different colors to indicate the quality of the loot inside. Copper are common 1 and 2-star mobile suits, weapons, and equipment. Silver is usually reserved for 2-star, but you can get 3-star mobile suits from them. Gold is almost always 3-star with the possibility for a rare 4-star. Platinum is the best of the best. If a container has a particularly special 3 or 4-star Mobile Suit, Katerina Wenders will announce that she has a good feeling about what you're about to get.
    • There are multiple animations showing a cargo plane flying in for the drop. The type of plane is usually indictive of what types of crates you can get from it.
      • The Medea handles basic drops. It usually always drops either copper or silver containers.
      • The Fat Uncle will usually drop silver, with the possibility of gold.
      • The Gaw usually brings gold containers.
      • You know you've scored a platinum crate if the White Base itself flies over to deliver it.
      • If you see the Zeon Heavy Launch Vehicle dropping in from orbit, enjoy your 4-star mobile suit.
  • Fragile Speedster: Many Raid-type MS lean towards this, with high speed but low ranged defenses and health, though they do tend to have high melee defense. The Kampfer takes this to extremes and combines it with Glass Cannon, having horrendous defense and health for its cost, but compensating with great speed and agility, high attack stats, and a plethora of stunning weapons that can lock an enemy down until they die.
  • Friendly Fireproof: Subverted. Friendly units do not take damage from your attacks, but stun and knockdown effects still apply, which can be quite deadly themselves. Also, support fire will deal damage to friendly units caught in the blast, though it won't kill them outright. The game is also keeping a hidden tally of how often you shoot your allies, even if by accident. You'll be immediately ejected from the match and penalized if you shoot too much.
  • Gameplay and Story Integration: The Hizack's generator isn't canonically capable of handling its beam rifle and beam saber at the same time, but due to the game mechanics, it can here. Its MS Explanation states the specific Hizacks used by the player mercenary group were re-tuned to allow this.
  • Geo Effects: Aside from the importance of cover and vantage points, staying still near one's own base will slowly recover health and repair parts damage.
    • In the Arctic Base map, destroying the shuttle in the center will stagger any MS near it, along with changing the map layout.
    • Hovering suits, as well as any suit using boost movement, will raise a cloud of sand in the Tropical Desert map, possibly obscuring others' sight.
  • Genki Girl: Katarina Wenders at the Supply Counter is overly excited about her job.
    Katarina: What time is it? SUPPLY DROP TIME!
  • Grand Theft Prototype: During battle, you can approach an unoccupied enemy MS on foot and hijack it for your own use. This does activate the suit's Self-Destruct Mechanism, giving you one minute before it blows. If the original owner can retrieve the suit before the countdown ends, the self-destruct is cancelled.
  • Half the Man He Used to Be: Some melee attacks can cleave a mobile suit in twain if they are the last hit landed on them before being destroyed.
  • Heal Thyself: Pilots on foot can naturally recover HP (this being offset by their frailty), but outside of a few outliers, mobile suits do not automatically recover from damage inflicted. In order to restore HP, players will need to disembark from their mobile suit and repair it themselves. You can also retreat back to base and kneel next to it for repairs, if it hasn't been blown up.
  • Homefield Advantage: While many mobile suits can be used in space or on the ground, but some have specialization for one or the other and thus functions better there. An update eventually added water specialization, which is more pronounced than the other two. For most mobile suits, water causes a debuff to movement speed, but suits with water specialization move even faster and have an inherent advantage.
  • Hover Skates: The Dom and its variants, as well as several other suits. The hovering effect is significant gameplay-wise in that the suits have a tendency to continue sliding based on their momentum where standard MS would come to a full stop. This can affect attack motions and aiming for players not used to it.
  • Humongous Mecha: Obviously, given the game's IP. Standing outside of a mobile suit allows you to truly appreciate their sheer scale. Even then units like the Xeku Zwei and Nightingale are so huge they dwarf the majority of the roster.
  • Immune to Flinching: Some skills reduce or outright remove stagger reactions under certain conditions. Perhaps the most widespread is Maneuver Armor, which provides higher stun threshold while the MS is boosting; extremely helpful for melee-focused MS who needs to close the distance.
  • Improbable Aiming Skills: Helpful for players using sniper MS. Also, while AI-controlled units aren't especially smart, they do have very good aim.
  • Inconsistent Spelling: The Capule amphibious mobile suit from Mobile Suit Gundam ZZ is for some reason spelt "Kapool" like the ∀ Gundam version. The Turn A Kapool is actually the same mobile suit as the ZZ Capule in-universe, preserved by the Turn A's nanites for tens of thousands of years as a living fossil inside Mountain Cycles.
  • Instant 180-Degree Turn:
    • The huge, slow-moving Zock has this as its gimmick, due to being designed to be front/back reversible.
    • A newer skill (Quick Turn) allows some MS to do this while boosting.
  • Invisibility Cloak: Unlike the normal Stealth skill, which only applies to radar, the experimental Black Rider MS has an active camouflage system that lets it become visually invisible as well. However, it wears off after some time, and also deactivates if the suit does anything other than move (including using boost movement or even switching to a weapon).
  • The Juggernaut: The Gogg, with abysmal walking speednote  but very high health and defenses, anti-stun skills, and strong melee attacks, fits this to a T. Unprepared opponents will fire helplessly at it while it boosts unhindered into range and smashes them with its claws.
  • Lightning Bruiser: Many high-cost MS will end up in this category, due to their stats being generally high overall and needing to be competitive at their power level.
  • Luckily, My Shield Will Protect Me: Common, especially among Federation suits. Hits to the shield will drain the shield's own health instead of the suit's, and mitigate flinching in some cases.
    • Special mention to the GM Guard Custom and both variants of the GP-02, who carry enormous shields larger and with more health than the base suits themselves. The GM Guard Custom's shield also has machine cannons built into it, so it can attack from behind cover.
  • Mercy Invincibility: MS that just spawned, boarded, or recovered from a knockdown are invincible for several seconds. This invincibility is broken should they attack or use an activated skill (including transforming).
  • More Dakka: Machine guns and gatling guns are plentiful, while certain suits simply have loads of weapons that they can use in succession. Special mention goes to the Dom Barrage, with its 200-round Gatling Cannon that can fire non-stop for over twenty seconds.
  • Ms. Fanservice: Katarina Wenders at the Supply Counter is a Genki Girl who's rather easy on the eyes. She has blond hair, a slim figure, and visible garter straps on her legs. She's the PMU's official mascot, if the Nose Art you can use of her is any indication.
  • Multi-Mook Melee: One of the scenarios in the Battle Simulator pits you against waves of low-cost AI suits, with more spawning as earlier ones are destroyed. You yourself can respawn as needed, and the challenge is not so much surviving as it is eliminating enemies quickly for rewards.
  • Ninja: The Efreet Nacht. Not only does it have Stealth and Jamming, its weapons include kunai used to stun targets, and either a single or a pair of katanas. On the Federation side, there's the Gundam Pixie, with the Stealth skill and a very ninjaesque dual beam dagger fighting style.
  • Nose Art: The player can customize their suits with a variety of markings and patterns.
  • Overheating: The common feature of most beam weapons, which have a heat gauge instead of a magazine. Firing as fast as possible will cause them to overheat and take a long time to recover, so one needs to manage heat effectively.
  • Play Every Day: Log-in bonuses result in increasingly better rewards such as more materials and tokens.
  • Player-Guided Missile: The Prototype Stark Jegan has four massive anti-ship missiles on its back. After launching, you have a limited form of guidance by moving your mouse to aim them, which can lead to enemies being surprised that they got hit after ducking behind cover.
  • Power Levels: Units are each given a cost, ranging from 100 to 700. The higher the cost, the more powerful the unit, and these costs are used to make matches fair by separating them along cost ranges. Units can also have levels, with the higher level versions of that suit belonging to a higher cost with stat enhancements to match.
  • Power at a Price:
    • The Rider line of mobile suits all have access to H.A.D.E.S, which enhances agility and strength for one minute at the expense of defense, but leaves both head and leg components completely broken with the mobile suit unable to do anything more than crawl away until they can get to safety to repair once the effect is up.
    • The Unicorn Gundam's ND-T boosts offense and defense during the duration of the effect, but drains your suit's HP in the process.
  • Punny Name: The EWAC-Zack from ZZ is renamed to the Eye-Zack, even though the EWAC Jegan keeps its own namesake.
  • Ramming Always Works: Many transforming mobile suits have a skill that lets them stagger and damage enemies by ramming into them at top speed.
  • Scenery Gorn: Some maps look like they've seen better days, such as the Impact Site and Derelict Colony.
  • Shed Armor, Gain Speed: Units with shields suffer a penalty to turning speed, which disappears when the shield is destroyed. This is most significant with LL-sized shields, such as those used by the GM Guard Custom and GP-02; destroying them (no small feat) doubles the MS's turning speed and adds a bonus to their walking speed as well.
  • Shield Bash: Several MS have clawed or spiked shields and an associated skill that enhances their tackle attacks while the shield is intact.
  • Short-Range Shotgun: Shotguns in the game have some of the lowest range values of all ranged weapons, but compensate by being very effective at stunning opponents. The Kampfer's shotgun, for example, only needs to connect three out of fifteen pellets to fully stun an enemy.
  • Shown Their Work: The MS models are very well-done and detailed. Special care was made to copy down every detail of any weapons or mobile suit features. Even the gun muzzles briefly glow from heat after firing.
  • Space Battle: Space maps allow for mostly free movement, both horizontally and vertically (in relation to the players' orientations). It's not possible to completely invert or move forward up or down at a complete 90 degree angle in order to prevent a player getting completely turned around.
  • Stealthy Colossus: Several mobile suits have the 'Stealth' skill, allowing them not to show up on enemy radar unless they attack. Taken up to 11 by the Black Rider, which has an Invisibility Cloak similar to that of the Blitz Gundam from Mobile Suit Gundam SEED.
  • Subsystem Damage: If a mobile suit's head is critically damaged, radar will become nonfunctional and attack power will be significantly reduced. If the legs are critically damaged on ground maps, movement speed will be reduced to a snail's pace, and boosting will result in the mobile suit falling over. Critically damaged thrusters on space maps will reduce movement speed and prevent thrusting.
  • Super Mode: Several suits have a power up mode they can enter for greatly increased abilities. However, it's either timed and when it runs out causes critical damage to systems or only activates on low health.
  • Swiss-Army Weapon: A few of these show up, such as the Pale Rider Cavalry's Shekinah, which combines a gatling gun, missile launcher, and beam gun in one single weapon.
  • Tactical Rock–Paper–Scissors: Mobile suits fall under three types: General, Support, and Raid. Well-rounded General MSs beat Raids, nimble melee-focused Raid MSs beat Supports, and sturdy range-focused Support MSs beat Generals. In practice, this translates to increased damage inflicted upon units you have an advantage towards, and reduced damage against units with an advantage against you.
  • Tank Goodness: The Assault Guntank and Hildolfr are able to transform into Tank mode, gaining much better speed in exchange for thruster consumption and fewer available weapons.
  • This Is a Drill: The rarely-seen Agg mobile suit makes an appearance here, in its ML loadout where it only has one of its drill arms while the other is replaced with a missile pod. That one giant drill, however, is insanely powerful for the suit's cost.
  • Transforming Mecha: Aside from the above mentioned Assault Guntank and Hildolfr, many other transformable MS have been added with the game progressing into the Zeta Gundam time period and beyond, starting with the title Z Gundam itself.
  • Walking Armory: Those MS with multiple subweapons tend to be this, as the game averts Hyperspace Arsenal by having all of a suit's weapons carried on its body when not in use. Switching weapons often takes time as the suit is shown reaching for them.
  • Wave-Motion Gun:
    • Supporting fire in space maps take the form of powerful laser barrages that can melt unsuspecting mobile suits down to molten scrap.
    • Several mobile suits have one. They take a long time to charge and have a long cool down, but if they connect they hurt. The biggest example is the FAZZ with its Hyper Mega Cannon. It takes 25 seconds to charge and two minutes to cool down...but does the most damage of any weapon in the entire game, being presently the only weapon capable of flat out delivering a One-Hit Kill on certain mobile suits.
    • The Queen Mansa has two Mega Particle Cannons built into its torso. During the Boss Fight, it will not hesitate to use them. The Shamblo has one inside its mouth, and it telegraphs when it's about to fire from the charge-up time.
  • War Reenactors: Certain special Weekend Battles assign players to the random position of famous battles across the UC timeline. If the pilot is a notable figure, they will be wearing the appropriate uniform, such as Char wearing a red Zeon pilot suit with his mask and helmet.
    • "Tragedy In Jaburo" takes place in the Underground City (which was aesthetically designed to be Jaburo), pitting Char's Z'Gok along with a Zock, a Gogg, and two Acguys against Amuro's Gundam, Hayato's Guntank, Kai's Guncannon, and two nameless GMs.
    • "How Many Miles To The Battlefield" recreates the Cyclops Team's assault at the Arctic Base map. It pits three Hy-Goggs, a Z'Gok E, and (for mechanical purposes of a 5th member) Bernie Wiseman's Zaku II Kai up against an entire squad of GM Cold District Type units.
    • "Over the River and Through the Woods" recreates Operation Rubicon, pitting Christina Mackenzie's Gundam Alex, a GM Sniper II, a Mass Production Guncannon, and two GM Command Types against Mikhail's Kampfer, Bernie Wiseman's Zaku II Kai, two Doms, and a Gelgoog Jager.
    • "The Winds of Jaburo" pits the Titans's two Hi-zacks, a Marasai, a GM II, and a Gouf Flight Type vs. Kamille's Gundam Mk-II, Quatro's Hyaku Shiki, two Rick Dias, and a Nemo for the AEUG.
    • "Battle in the Burning Sands" pits Kou Uraki's Gundam GP-01 along with two GM Cannon IIs (Chuck Keith and Chap Adel) and two GM Customs (South Burning and Bernard Monsha) against the Zeon Remnants with Neuen Bitter's Zaku II F2 backed up with another Zaku II F2, a Dom Tropen, and two Zaku IIs.
    • "The Nightmare of Solomon" pits South Burning's GM with hyper bazooka, two GMs with beam spray guns, and two GM Cannon [Space Assault Type]s for the Earth Federation up against Anavel Gato's Rick Dom with Beam Bazooka, Shin Matsunaga's Zaku II FS (SM), a Rick Dom with heavy bazooka, a Zaku II with bazooka, and a Zaku II with Zaku Machine Gun for Zeon.
    • "The Day of Dakar" pits Kamille Bidan's Zeta Gundam, Amuro Ray's Dijeh, and three grunt Nemos (1 beam rifle, 1 hyper-bazooka, 1 170mm Cannon) of the AEUG against Jerid Messa's Byarlant, two Asshimars, a Marasai, and a Hi-zack on the Titans.
  • We Have Reserves: A tactic the game encourages to use during unlimited point matches. Lower cost mobile suits are generally accepted to be slower, weaker, or easier to kill compared to higher cost mobile suits. The game assigns a lower score value to them, but also drastically lowers the time required to respawn after being destroyed. By comparison, higher cost mobile suits are hardly invulnerable or all that much more durable, give much higher scores when destroyed, and take much longer to respawn.
  • Wrench Wench: Leona Lucraft is in charge of upgrading mobile suits. She excitedly cheers when she gets a chance to work on a 4-star mobile suit.
  • Wrestler in All of Us: Certain mobile suits such as the Dom, GM, and Z'Gok series will counter melee attacks by just lifting the other MS over their head and body slamming them onto the ground.

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