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	<id>http://neo-akurasu.duckdns.org/index.php?action=history&amp;feed=atom&amp;title=Super_Robot_Wars%2FGC%2FTips_And_Strategies</id>
	<title>Super Robot Wars/GC/Tips And Strategies - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://neo-akurasu.duckdns.org/index.php?action=history&amp;feed=atom&amp;title=Super_Robot_Wars%2FGC%2FTips_And_Strategies"/>
	<link rel="alternate" type="text/html" href="http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;action=history"/>
	<updated>2026-04-24T16:45:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=31655&amp;oldid=prev</id>
		<title>BadassCyborg3000: Fixed Rei to be Ray.</title>
		<link rel="alternate" type="text/html" href="http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=31655&amp;oldid=prev"/>
		<updated>2018-01-23T05:11:38Z</updated>

		<summary type="html">&lt;p&gt;Fixed Rei to be Ray.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:11, 22 January 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rei&lt;/del&gt;, and since most of the those stages he will have the RX-78 Gundam, buffing his mobility and weapon power to max as early as possible will maximize his effectiveness in helping capture units. Later, when the upgrade to combine with a G-Fighter becomes available, make sure the RX-78 Gundam (the only one that can dock with the G-Fighter) has maxed out energy if possible, since the energy attacks are dependent on the Gundam&#039;s energy reserves, not the G-Fighter.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ray&lt;/ins&gt;, and since most of the those stages he will have the RX-78 Gundam, buffing his mobility and weapon power to max as early as possible will maximize his effectiveness in helping capture units. Later, when the upgrade to combine with a G-Fighter becomes available, make sure the RX-78 Gundam (the only one that can dock with the G-Fighter) has maxed out energy if possible, since the energy attacks are dependent on the Gundam&#039;s energy reserves, not the G-Fighter.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Sub-stages can be replayed as many times as the player would like, which can be used for easy level or money grinding. Main stages can also be repeated in this manner as long the last enemy kills off a carrier unit or a vital character to the mission.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Sub-stages can be replayed as many times as the player would like, which can be used for easy level or money grinding. Main stages can also be repeated in this manner as long the last enemy kills off a carrier unit or a vital character to the mission.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When crippling enemies, damaging the CONTROL/HEAD area will decrease enemy accuracy, the ARMS/WEAPON area weapon strength, and the LEGS/ENGINE movement speed and mobility. Generally, if attempting to harvest a bunch of enemy units for later salvage or player use, have your crippling units take out enemy body parts in HEAD/LEGS/ARMS order. Boss characters cannot have their units salvaged, so while crippling them makes them easier to beat, there is no real reason to prolong crippling their body parts except to farm for EXP.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When crippling enemies, damaging the CONTROL/HEAD area will decrease enemy accuracy, the ARMS/WEAPON area weapon strength, and the LEGS/ENGINE movement speed and mobility. Generally, if attempting to harvest a bunch of enemy units for later salvage or player use, have your crippling units take out enemy body parts in HEAD/LEGS/ARMS order. Boss characters cannot have their units salvaged, so while crippling them makes them easier to beat, there is no real reason to prolong crippling their body parts except to farm for EXP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When upgrading armor can be virtually ignored for most of the smaller units, their mobility should be maxed out as soon as possible, since they derive greater benefit from mobility.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When upgrading armor can be virtually ignored for most of the smaller units, their mobility should be maxed out as soon as possible, since they derive greater benefit from mobility.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* At the end of every stage, any captured units may either be kept or sold, which will give the player twice as much money as what the unit would be worth if destroyed and/or item. The only exceptions to this rule are the &amp;quot;Kaiser Warhol&amp;quot; units available in one stage, which cannot be kept and should be converted to items.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* At the end of every stage, any captured units may either be kept or sold, which will give the player twice as much money as what the unit would be worth if destroyed and/or item. The only exceptions to this rule are the &amp;quot;Kaiser Warhol&amp;quot; units available in one stage, which cannot be kept and should be converted to items.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BadassCyborg3000</name></author>
	</entry>
	<entry>
		<id>http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=15639&amp;oldid=prev</id>
		<title>Cyphis at 16:11, 18 May 2013</title>
		<link rel="alternate" type="text/html" href="http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=15639&amp;oldid=prev"/>
		<updated>2013-05-18T16:11:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:11, 18 May 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Sub-stages can be replayed as many times as the player would like, which can be used for easy level or money grinding. Main stages can also be repeated in this manner as long the last enemy kills off a carrier unit or a vital character to the mission.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Sub-stages can be replayed as many times as the player would like, which can be used for easy level or money grinding. Main stages can also be repeated in this manner as long the last enemy kills off a carrier unit or a vital character to the mission.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When crippling enemies, damaging the CONTROL/HEAD area will decrease enemy accuracy, the ARMS/WEAPON area weapon strength, and the LEGS/ENGINE movement speed and mobility. Generally, if attempting to harvest a bunch of enemy units for later salvage or player use, have your crippling units take out enemy body parts in HEAD/LEGS/ARMS order. Boss characters cannot have their units salvaged, so while crippling them makes them easier to beat, there is no real reason to prolong crippling their body parts except to farm for EXP.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When crippling enemies, damaging the CONTROL/HEAD area will decrease enemy accuracy, the ARMS/WEAPON area weapon strength, and the LEGS/ENGINE movement speed and mobility. Generally, if attempting to harvest a bunch of enemy units for later salvage or player use, have your crippling units take out enemy body parts in HEAD/LEGS/ARMS order. Boss characters cannot have their units salvaged, so while crippling them makes them easier to beat, there is no real reason to prolong crippling their body parts except to farm for EXP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When upgrading armor can be virtually ignored for most of the smaller units, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whose &lt;/del&gt;mobility should be maxed out as soon as possible, since they derive greater benefit from mobility.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When upgrading armor can be virtually ignored for most of the smaller units, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their &lt;/ins&gt;mobility should be maxed out as soon as possible, since they derive greater benefit from mobility&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* At the end of every stage, any captured units may either be kept or sold, which will give the player twice as much money as what the unit would be worth if destroyed and/or item. The only exceptions to this rule are the &quot;Kaiser Warhol&quot; units available in one stage, which cannot be kept and should be converted to items&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Cyphis</name></author>
	</entry>
	<entry>
		<id>http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=15611&amp;oldid=prev</id>
		<title>Cyphis: adding tips</title>
		<link rel="alternate" type="text/html" href="http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=15611&amp;oldid=prev"/>
		<updated>2013-05-11T08:54:02Z</updated>

		<summary type="html">&lt;p&gt;adding tips&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:54, 11 May 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro Rei, and since most of the those stages he will have the RX-78 Gundam, buffing his mobility and weapon power to max as early as possible will maximize his effectiveness in helping capture units. Later, when the upgrade to combine with a G-Fighter becomes available, make sure the RX-78 Gundam (the only one that can dock with the G-Fighter) has maxed out energy if possible, since the energy attacks are dependent on the Gundam&amp;#039;s energy reserves, not the G-Fighter.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro Rei, and since most of the those stages he will have the RX-78 Gundam, buffing his mobility and weapon power to max as early as possible will maximize his effectiveness in helping capture units. Later, when the upgrade to combine with a G-Fighter becomes available, make sure the RX-78 Gundam (the only one that can dock with the G-Fighter) has maxed out energy if possible, since the energy attacks are dependent on the Gundam&amp;#039;s energy reserves, not the G-Fighter.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Sub-stages can be replayed as many times as the player would like, which can be used for easy level or money grinding. Main stages can also be repeated in this manner as long the last enemy kills off a carrier unit or a vital character to the mission.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* When crippling enemies, damaging the CONTROL/HEAD area will decrease enemy accuracy, the ARMS/WEAPON area weapon strength, and the LEGS/ENGINE movement speed and mobility. Generally, if attempting to harvest a bunch of enemy units for later salvage or player use, have your crippling units take out enemy body parts in HEAD/LEGS/ARMS order. Boss characters cannot have their units salvaged, so while crippling them makes them easier to beat, there is no real reason to prolong crippling their body parts except to farm for EXP.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* When upgrading armor can be virtually ignored for most of the smaller units, whose mobility should be maxed out as soon as possible, since they derive greater benefit from mobility.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Cyphis</name></author>
	</entry>
	<entry>
		<id>http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=15495&amp;oldid=prev</id>
		<title>Cyphis: Created page with &quot;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro Rei, and since most of the those stages...&quot;</title>
		<link rel="alternate" type="text/html" href="http://neo-akurasu.duckdns.org/index.php?title=Super_Robot_Wars/GC/Tips_And_Strategies&amp;diff=15495&amp;oldid=prev"/>
		<updated>2013-05-03T15:57:22Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro Rei, and since most of the those stages...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* For most of the early game (Stages 1-19), the only character who can cripple enemy units and be available almost always will be Amuro Rei, and since most of the those stages he will have the RX-78 Gundam, buffing his mobility and weapon power to max as early as possible will maximize his effectiveness in helping capture units. Later, when the upgrade to combine with a G-Fighter becomes available, make sure the RX-78 Gundam (the only one that can dock with the G-Fighter) has maxed out energy if possible, since the energy attacks are dependent on the Gundam&amp;#039;s energy reserves, not the G-Fighter.&lt;/div&gt;</summary>
		<author><name>Cyphis</name></author>
	</entry>
</feed>