The Brains are all great units. I like when a game's 'fodder' units are still leagues above most other things. With flat A terrains, bunshin and barriers on all of them, there's really no going wrong with Brains.
I just played the level where you meet the Death Platoon from SPT Layzner and freaking out over their high hit rate. Until I tried using a Brain to see that thier high evade actually came in handy. Its funny too. Seeing a V Max attack miss.
+zeroskillz90 the Brains are pretty fun for that. Even when the enemy has a shot at hitting, you might just teleport out of the way. I can just picture Master Asia or some of the other tough bosses tearing their hair out in frustration.
I finished two runs not a long time before. Generally the Brain units are very awesome in the fact that they are so goddamned difficult to hit, and even if they are to be hit, they have a shield and teleport to basically loltank a lot of units given enough use because of antibody level ability and some investment. The problem about them (and compared to Aesvestalis in general) is the issue of burning EN very very quickly as literally every move of theirs consumes EN, even though they can self-heal and recover EN they still will have problems when it comes to EN. Aesvestalis gains full EN as long as they are close to the Nadesico. Their combined move is also pretty unwieldy to use because of their "attack before moving" attribute even if it hurts like a truck and has a very large range. Aesvestalis can pretty much yolo rush and attack with a plethora of options but Brains needs some bit of planning before hand.
@@user-uv5ld3cx5t Brains became my main stay units after first playthrough around 10 years ago. They are too awesome, and the EN is not a big problem if you spare the credit to max their EN bar. IMO, their 10 EN atks are already enough for most situations, the 30 EN ones are saved for elites. And they have other comrades so no problem
@@user-uv5ld3cx5t And for the fact you can pull off 3 Chakra Extensions (Team Attacks) on a single target in 1 turn if you position your characters right (Yuu + Hime/Iiko/Johnathan)
Lol, I did it too. My 4 run of J, this time I dumped Voltes and Combattler for Nelly Brain and God Gundam. I gotta say, that Yuu is badass. He has best set of spells, not like the rest of pilots (I have a feeling, that someone clicked "random" button when selecting them)
My last run of 4, I lost Dancougar because i sent it away instead of Combattler. I was sad when I realized, three missions from the end, that I wouldn't be getting it back. I felt a little like the kid whose bike was 'borrowed.'
Oh no no, I mean the total side-characters they give you who just can't step to the mains, like Kanan and Lasse. Even as side characters, they're some pretty serious business. Not the most damaging, but dodgy, flexible, with a barrier and bunshin, regens and a plethora of combination attacks to make different team setups easy to work with. They, and Tekkaman Blade, need to make more appearances.
You forgot to mention Combattler. He is great for the early levels. Plus Strike Gundam is pretty good because Kira in SEED Mode is basically perma-alert
Can't disagree with you. Dancougar was my first fav choice (got good memories about him from SRW 4). Giving him some EN regen and EN use-cut plus support module for Shinobu gives 4-5 Dancougaken per turn. It kills bosses in one turn. Like i said, Voltes and Combattler are weaker, but can make two combo attacks per one turn. (yes, i know that mazingers can too), I usually use elctroduo as hammer, (thay can cast alert) danougar as support, then mazingers finish bastard off.
EN: Yeah, that is what most people feel when they play the game first and then watch the source material after. Same feeling people get with Masquerade from Tekkaman Blade or Run like Meros from Blue Comet SPT Layzner. Of course sometimes the only way to even know about these titles is through Super Robot Wars given how old some of them are, only other way is through word of mouth from fans of the genre. JP: ええ、それはほとんどの人が最初にゲームをプレイし、その後ソース素材を見るときに感じるものです。人々がテッカマンブレードのマスカレードやブルーコメットSPTレイズナーのメロスのように走るのと同じ感覚。もちろん、これらのタイトルについて知る唯一の方法は、それらのいくつかが何歳であるかを考えると、スーパーロボット大戦を通じてである場合もありますが、他の方法は、このジャンルのファンからの口コミを通じてです。
@KurudaRyuuKossapo Don't forget their EN costs, now that's horrendous losses. You've got to make sure they have something to restore it faster, or in a pinch.
Strike Gundam and Strike Rouge, pilots aside, are pretty much as low as it gets, though. The Sol-Tekkamen are at least S-size and have a combination (if you get Balzac), but besides having Phase Shift armor and the luxury of swappable frames for some flexibility, the Strike Gundam is pretty much trash. Mwu and Cagalli aren't bad pilots, which is the sad part. Agreed on Million and Venus. When you have the Blue Earth and Eternal, support units kinda fade into obscurity.
I love this song to death but i just can't manage to make myself engaged with the plot of PB and never end up using the Brains unless they're forced...:( dumb i know
Oh well, I couldn't say if he's the worst, Voltes V is worse IMO, but the difference is minimal. I prefer the Aesti's over the Brains though, because they have 100% EN Regen as long as they're next to the Nadesico. Also, the Great Zeorymer route>>>the normal route as Great Zeorymer>Everything you get on the other route.
Voltes and Combattler are weak compared to other supers. But what other supers lack ? 5 pilots with tons of different handy seishin. Castin Aid on any of them is game braking.
The Grand Cher's are pretty dece mook fodder yes, damn obnoxious to kill when you crank up the enemy upgrades but still keep your guys natural. But they're pretty neutered by the Reclaimers being some of the weakest mook pilots the game can throw at you. Now imagine them if they were Zanscare quality mooks with those things, that would be a thing of beauty.
1st play through, yes Shining gundam and the shuffle alliance in general suck.... 2nd play through onward (With the cash) and they'll be pretty nasty damage dealers (Seriously, the only reason they suck in game 1 is thanks to their base stats, they need investing to make em worthwhile....)
Combattler is certainly viable despite being the worst super in this game. The only "real robots" in this game that are on par with Zeorymer and Mazingers are the Tekkaman Blade and Rapier. Below them are Baronz and Nelly brains, and Freedom/Justice.
Zeorymer can pretty much solo almost every level in the game. The enemies and bosses in J are so weak that it is ideal to max out the best units rather than split cash between a bunch of junk. The ideal team consists of the following: Zeorymer Granteed/Vorlent (The other originals are garbage) Mazinkaiser Great Mazinger(PUT BOSS IN HERE) Blue Earth(Dump all points in evade) Nadesico(Ruri as main) Optional: Blade and Rapier. These two can put out massive damage for minimal cost.
Not good. He needs to dodge in order to survive... Besides, he'll get all of his damage lategame from combo attacks with Rain (who I'm assuming you're using because who gets tired of Love Love Tenkyoken?)