KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE)
MS-09/R09 DOM/RICK DOM FAQ

Version 0.80
Copyright Wavehawk 11/25/2001

============
UPDATE BOARD
============
11/25/01 - Version 0.80
- First version of Dom/Rick Dom FAQ. Set at 65 CPL.

========
LEGALESE
========
This FAQ may only be shown at Gamefaqs <http://www.gamefaqs.com> website, or 
as part of Don "Gamera" Chen's Renpou VS Zion FAQ.

Any reprinting or publication of part or the whole of this article without 
the authors' permission is prohibited. Any attempt at copying part or the 
whole of this FAQ and pass it off as another's work is considered blatant 
plagiarism and will be punished accordingly and personally by the authors 
themselves.

This is a non-profit FAQ written for free and informational purposes only and 
not to be marketed for any reason. Know fully well that if this is violated 
in any way, the writer and the maintainers of the page this FAQ is displayed 
on are perfectly within their legal rights to sue the pants off of you, since 
murder is not permissible.

The information written in this FAQ is neither sponsored by nor endorsed in 
any way by software developer Capcom nor by entertainment company 
Bandai/Sunrise. The names and terms Mobile Suit Gundam, Gundam, GM, Zaku, et 
al., and the licenses thereof are copyright 1979, 2001 Sunrise animation and 
Bandai Co.


==========
COMMENTARY
==========
Unlike Don, I have been a longtime Virtual On fan. When Capcom first came out 
with the arcade version of Gundam, I was initially skeptical since their 
previous mecha game, Kikaioh (Tech Romancer) did not really appeal to me, 
mainly due to its fighting-game interface. However, I was thoroughly 
impressed with the result, and currently Renpou vs Zion is one of the few new 
non-shooting gun games I am currently playing.

Nonetheless, I highly recommend reading Donny's general Renpou VS Zion FAQ 
first before going on to this MS-specific FAQ, as it will save you some 
trouble later on.


=========
INTERFACE
=========
Gundam: Renpou VS Zion uses a standard 8-Way joystick and four-button control 
interface. Ideally, the left hand controls the stick, and the right hand 
handles the action buttons (unless, of course, you happen to be double-
jointed). Long-time players of the Capcom games Spawn: The Devil's Own or 
Heavy Metal: Geomatrix should feel right at home, as Gundam uses more or less 
the same game engine, with a few new twists.

Here is the control scheme with respect to the MS-09/R09 Gelgoog:

   NW  N  NE
     \ | /        S  F  J
   W - C - E   T 
     / | \
   SW  S  SE

N - North. Walk forward.
E - East. Walk right.
W - West. Walk left.
S - South. Walk backward.
NW - Northwest. Walk forward-left.
NE - Northeast. Walk forward-right.
SW - Southwest. Walk backward-left.
SE - Southeast. Walk backward-right.
T - Target selection.
S - 360mm Giant Bazooka.
F - Heat Saber.
S+F - Beam Scatter Gun
J - Jump Booster.
F+J - Spin Attack (360 degree melee)

======================
MS-09/R09 DOM/RICK DOM
======================
Republic of Zeon
Land Combat/Space Combat Mobile Suit
MS-09/R09 "Dom"/"Rick Dom"
Full Height: 18.6 Meters
Empty Weight: 62.6/43.8 Metric Tons
Loaded Weight: 81.8/78.6 Metric Tons
Power Output: 1269/1199 Kilowatts
Main Thrusters: 2 x 22000 kilograms/thrust
Sub Thrusters: 9 x 1000 kilograms/thrust
Armament:
- 360mm Giant Bazooka (10 Rounds)
- Beam Scatter Gun (2 Shots)
- Heat Saber
Notes:
- The Dom is Zion's ultimate Land Combat Mobile Suit, and the fastest ground 
MS of the One-Year War period. This is because of a hovercraft-like lift jet 
system in its legs, which allow it to skate around the battlefield with 
incredible speed despite its thick armor and large size. The Rick Dom is a 
modification of the Dom designed to replace the Zaku in Space Combat. "Rick" 
is a shortcut of "Reconfigured", thus a Rick Dom is a Reconfigured Dom for 
Space Combat. The Dom/Rick Dom is a dangerous opponent to deal with since 
there is no other Federation MS in its class, and the fastest playable unit 
in the game.
- Although they have slight statistical differences, the Dom and the Rick Dom 
are practically the same machine game-wise. Both pack the same weaponry and 
have about the same speed, and perform the same regardless of land or space 
combat.

==================
DOM/RICK DOM TIPS:
==================

Short of the Gelgoog, the Dom is one of the best Zion MS in the ground stages 
of the game (at least in the original version of Renpou vs Zion). It has a 
combination of speed and armor above the Federation GMs and can give a Gundam 
or Guncannon a tough time in combat. The very first time I played it, the 
first thing that came to mind was that the Dom had a lot of unfair 
advantages. But don't let that get to your head; the Beam Scattering Gun does 
very little for the Dom, and at times its hover maneuverability can become a 
hindrance in stages with not-so-smooth surfaces.

-------------
GENERAL TIPS:
-------------
- First rule of thumb (for ALL players): Stay alert. It's easy to lose 
yourself in what you're doing, so much so that an enemy could easily get the 
jump on you. Especially one who's just respawned and falling from the sky. In 
the upper-right corner is the radar. Red dots are your enemies and the green 
cone is your MS' field of vision. Be aware of where your enemy is, and keep 
on your toes.

- Donny has noted that in a two-player game, both players shouldn't attack 
the same enemy MS. The Dom's special spin attack is one of those reasons, 
since it's 360 degrees of cutting area can just as easily destroy a teammate 
as an enemy MS.

- If one Zion player is using a Dom, it's best if the other picks a different 
type of MS to support him, filling out the inherent weaknesses of the Dom. I 
tend to do best with a Gelgoog/Dom combination as the Gelgoog's Beam Rifle 
should offset the Dom's poor movement-firing accuracy (Doms have poor 
targeting when firing on the move due to their hover jets, whereas the 
Gelgoog's Beam Rifle is quite accurate).

--------
WEAPONS:
--------

GIANT BAZOOKA
- The Dom's main firing weapon, and one of the most powerful non-Beam weapons 
in the Zion arsenal. In the game, the Giant Bazooka actually does less damage 
than a Zaku Bazooka or the Gundam's Hyperbazooka, a far cry from the deadly 
one-shot killer shown in the series. This is most likely another game balance 
issue, as a Dom armed with a more powerful bazooka would probably trounce any 
and all opposition. Still, the Giant Bazooka is an effective combat weapon.

- Though not as powerful as a Beam Weapon, Bazookas still have a few notable 
advantages, as well as some disadvantages:
* Ammo weapons do not recharge constantly, but reload after their magazine or 
ammo drum is completely emptied. However, they reload much faster than Beam 
Weapons.
* Bazooka shells explode, thus giving an area effect to the damage. 
Surrounding MS and vehicles will be hit by the blast. If an enemy MS manages 
to destroy the shell too close, the explosion will still damage it.
* Bazooka and Cannon shells will often knock down an MS instantly.
* Unlike Cannons, Bazookas do not have any recoil.
* Bazooka shells sometimes travel in an arc, and they have some limited 
homing abilities, unlike the straight-line Beam attacks.

- I will borrow a term from FPS games here. It is possible to circle-strafe 
an enemy MS at mid to close ranges. All MS can circle and attack the enemy, 
but only the Dom can continuously move around the enemy target in a circle 
and fire while circling around this opponent. This is the technique to 
remember when using the Dom; circle and strafe your opponent. Just remember 
to keep the Dom facing the opponent while doing so, or else it may miss.

HEAT SABER
- Though it's called a Heat Saber, this weapon more or less functions just 
like the Beam Sabers used by the Gundam and GM. It does the same amount of 
damage as the Gundam's Beam Saber.

- Like all melee attacks, the Dom will dash forward a short distance toward 
the enemy MS before attacking. Sometimes the Dom will do a shoulder bash 
instead of a slash, but I so far have not discovered what the requirements 
are for this move (Possibly a 'push' move when an enemy is too close?).

- One of the serious problems of the Heat Saber is that the Dom pauses a 
second in mid-movement to draw it. Basically, a Dom that is skating away from 
an opponent will suddenly stop and freeze while it draws its saber. Though 
all of the MS with Melee weapons pause when drawing their weapons (i.e. the 
Zaku's Heat Hawk or the Gundam's Beam Saber), this can be a potentially fatal 
mistake for the Dom on the ground. Good pilots will take advantage of that to 
score a good hit on the otherwise hard-to-hit Dom. As much as possible, try 
to fight the urge to quick-draw your weapon, as this will leave the Dom wide-
open to a counterattack.

- The combination (F, F, F) starts out with a cut from upper-right to lower-
left, then followed by an iai-style horizontal cut to the waist, ending with 
a vertical slash down the centerline.

- The Dom's aerial melee attack makes the MS charge forward and stab the 
enemy MS from above, similar to the way the GM's aerial stab works.

- Pressing the Jump and Melee buttons simultaneously will make the Dom do a 
spinning slash. This is a clockwise attack that starts directly in front and 
hits everything within a 360 degree arc in range of the Dom, and is quite 
possibly one of the Dom's fastest melee moves. This is a good sudden attack 
to make when dashing into melee range, as it does not have the freeze time 
that the normal saber-drawing would have, as well as a near-instantaneous 
attack. However, remember that this only works for MS in very close range, 
and it will hit friendly MS as well as enemy MS in range.

BEAM SCATTER GUN
- The Beam Scatter Gun does very little damage, and seems to be a pointblank-
range weapon only. I've only used it effectively a few times, and only in 
desperation. Otherwise, it seems to be even more useless than the GM/Gundam's 
Vulcans. For the weapon to work, the enemy MS must be in melee range. It does 
not knock the enemy down, and you have to be literally kissing the enemy for 
it to do anything plausible.

- What it is good for is stunning attacking MS and destroying shields; I've 
been able to stun GMs that were about to attack using this, and it bought 
just enough time for the Dom to counter with its own Heat Saber.

----------------
ANTI-MS TACTICS:
----------------
RX-78-2 Gundam
- The Beam Rifle-equipped Gundam is one of the best Federation MS that can 
deal with a Dom. A Gundam's Beam Rifle can shoot you as you fire the Giant 
Bazooka, blowing up the shell and adding the explosive damage of your own 
shot to the hit from the Beam Rifle. Because of this, always remember to keep 
in motion, and never stick to a pattern; a wily Gundam pilot will be able to 
predict your movement and fire the Beam Rifle just as you skate into range.

- The Gundam Hyperbazooka functions just like the Dom/Rick Dom Giant Bazooka. 
Thus it has many of the same advantages and drawbacks. It is possible to 
shoot the shells as they are fired; if you manage to shoot at the Gundam as 
it fires the Hyperbazooka, you could get lucky and hit the shell as well. 
Note, however, that beam weapons usually work better in countering bazooka 
shots than another bazooka is. Keep the Dom moving while in combat, and try 
to avoid that bazooka shell.

- The Gundam Hammer is the most damaging weapon in-game, but due to its 
design, it is limited to melee combat only. Keep the Gundam(Gundam Hammer) at 
range and circle around it, firing the bazooka as you circle. The Dom is 
usually fast enough to avoid being hit by the Gundam Hammer, but don't get 
careless. Even though the Gundam Hammer is slow, it packs a wallop, and can 
destroy a Dom in two or three hits. Still, the Gundam Hammer takes a very 
long time to recover after firing. The further away a target, the longer the 
recovery time. Use this to your advantage whenever engaged in melee combat by 
sidestepping the attack, then counterattacking with a spinning saber attack.

- Regardless of the type of Gundam, be prepared to sidestep or jump to dodge 
an incoming beam saber attack at close range. Especially watch out for the 
Gundam's special melee attack; the sudden jump and slash is easy to dodge, 
but comes out fast enough to surprise less-experienced players. Where 
possible, use the spinning saber attack when in close range; you can't afford 
to pause in mid-combat against a Gundam. Obviously, it will be the most 
difficult MS to deal with as a Dom.

RX-77-2 Guncannon
- The Guncannon is a somewhat easy target for the Dom due to its slower 
speed. It is no less dangerous, however, as its twin canons pack a punch even 
at close range, and it also packs a Beam Rifle like the Gundam's, only 
slightly weaker. This MS seems to excel in areas with few obstacles (such as 
buildings) and lots of wide areas and hills (such as the Forest stage or the 
Desert stage)...basically the same stages a Dom has the advantage in, albeit 
for different reasons. The combination of powerful explosive shells and an 
accurate Beam Rifle make it a danger to players at mid to long ranges. 
Although its close combat ability is weak compared to other MS, the Cannon 
and Rifle more than make up for it.

- Once again, the circling attack is best when fighting the Guncannon, but be 
erratic; Guncannon pilots are usually good shots, and will not hesitate to 
take advantage of one of your mistakes. Like the Guntank, try to get as close 
to it as possible using whatever cover available to avoid the shots. Due to 
its humanoid form, it is more maneuverable than the Guntank and not an easy a 
target to hit at long range.

- One of the nastiest things a Guncannon can do in close combat is to fire 
its twin 280mm cannon at pointblank range. This is not only damaging, it 
knocks down instantly. As usual, keep aware; there is a split second delay as 
the Guncannon goes through the motions of firing its cannon, so use that as 
your cue to dodge and counterattack.

RX-75 Guntank
- On reasonably flat terrain, the Guntank is a sitting duck against a mobile 
Dom. As long as a Dom can move, it will have no problems. However, beware the 
Takla Makan stage, as some of the cresting sand dunes turn from relatively 
smooth to a sheer drop--causing the Dom to suddenly stop and provide a 
Guntank with a picture-perfect shot. Watch carefully where you're going.

- With both the Guntank and Guncannon, do NOT try to air-dash into them head 
on, as their cannons will literally blow you out of the sky.

RGM-79 GM
- The GM functions similarly to the Gundam(Beam Rifle), only with less damage 
capability, less armor, and shorter range. In short, it is a downgraded 
Gundam. Watch out for some good GM pilots. The GM has the reputation of being 
a typical 'red shirt' in all Gundam series, but don't get too cocky. Even if 
it's not a Gundam per se, the GM can still be a fearsome opponent in the 
hands of a good human player--most of whom know that the GM excels in mid-to-
close range.

- One of the things a GM can do to a Dom is to jump and attack with its beam 
saber. This is more or less the same thing a Gundam can do, altering between 
a Beam Spray Gun shot and a Beam Saber attack from above, both at close 
range.

-------
STAGES:
-------
Side 7 Stage:
- Side 7 is the easiest stage in the game (unless you're piloting a Zaku). In 
CPU mode it starts off either with two GMs or a GM and a Guntank in the rear. 
Your side will be either the Zaku I or Zaku II. When two or three Zaku are 
destroyed, the Char's Zaku will enter. Avoid the open hills, take the fight 
to the building areas. This is vital; the Dom's maneuverability rests on how 
much smooth surface it can skate over, so naturally you pick the place where 
your MS will excel. Use the buildings as cover as much as possible. This is 
especially vital if you're under fire from a Guntank, as ducking behind a 
building makes it a bit more difficult for it to hit you with its cannons.
- I usually ignore the small Federation tanks as they do very little in the 
game. However, if you have the opportunity to destroy one and are not 
currently engaged, go ahead. As much as possible, destroy them with your Heat 
Saber or Beam Scatter Gun, so as not to waste too much ammunition.
- Try jumping on top of one of the buildings and shooting from there. But be 
careful as GMs may get the same idea and surprise you as you jump. Remember 
also that the buildings will sometimes crumble due to damage.
- The Guntank provides a nifty practice dummy for both melee and ranged 
attacks. Practice the circle-strafe around the Guntank and find the firing 
angle that is best. Remember that at a certain angle the Dom will fire off 
target (especially when moving), so as much as possible try to keep the Dom 
moving in a way that is facing your enemy. The Guntank is ideal for this as 
it is slow.
- In close combat, try and practice the spinning saber against the Guntank 
from behind. Remember that although the saber itself will cut in 360 degrees, 
it always starts the cut directly forward. Try to get the 'feel' of this 
attack, as it will often save you from death in sudden melee engagements 
against the GM.
- Keep on the move against the GM. Although they are not as fast as the Dom, 
they are still reasonably fast enough to be a threat, especially in close 
combat. Don't allow them to gang up on you (a tactic the CPU does with both 
Zaku and GM), divide and conquer. Separate them and try to destroy one while 
your partner engages the other. Most of the basics needed to learn this game 
are found in the Side 7 stage.

Great Canyon Stage:
- The CPU match usually starts off with either two GMs or a GM and a 
Guncannon. One will be on the ground, the other will start atop one of the 
cliffs. Your partner will be a Zaku(Bazooka). Later on, Chars Zaku may 
replace it.
- Other times you will start on the opposite end of the cliff (Federation 
side). You can still pull off the same tactic as above, but you'll have to be 
alert enough to run; since you are on the Federation side, and your teammate 
is on the far end of the canyon, you might have to do a bit of avoiding until 
help arrives. This is even more of a problem if the other Fed MS happens to 
be a Guncannon, since it will lock on to you immediately and fire its cannons 
or Beam Rifle.
- Most of the close-combat battles will likely take place along the river 
found at the bottom of the canyon. The water is a nice touch but doesn't seem 
to affect movement at all. However, the tightly boxed-in canyon walls are not 
for the claustrophobic.

New York Stage:
- The CPU match usually starts off with two GMs. Once one is down, a Gundam 
(Hyperbazooka) will replace it. I have also seen times wherein two Gundams 
(of different weapons) are engaged, though rarely.
- Move quickly. Although the large coliseum-like wall between them obstructs 
both sides, a GM can move quick enough to take the first potshot at you from 
afar. Check your radar (upper right corner), and try to get a bead on both 
GMs. Often, a GM will come from the left and take a snipe-shot at you just as 
you jump. Turn this to your advantage; find the GM first (remember to swap 
targets to find it quicker), and take a potshot at long distance before 
escaping.
- The area behind curve of the coliseum wall is open area. Outside, there are 
some tall skyscrapers, as well as a smaller coliseum-like crater in the 
ground, wherein you can also engage your enemy. The skyscraper area, like the 
buildings in Side 7, provide some degree of cover from enemy attacks, but the 
heights of most of these buildings make it fairly impractical to jump atop 
them and snipe.
- As usual, try to keep on even ground while attacking. Be especially wary of 
the GMs in this stage as they seem to be more aggressive than in previous 
stages, and will most likely try and mix it up with you and your partner in 
close combat.

Takla Makan Desert Stage:
- The CPU match starts off initially with two Guntanks. Once one is 
destroyed, either a Guntank or Guncannon will replace it.
- This stage appears as a 'dustbowl'. Huge sand dunes border the sides while 
the center area is mostly open ground with a few dunes here and there. Go 
right towards the sand dunes, avoid the Guntank shots as much as possible--
remember that there are two of them, so keep on the move and try to close the 
distance from the side.
- When your partner engages one of the Guntanks, start circle-strafing the 
other Guntank. Just be wary of the other Guntank, as it might ambush you 
while you're attacking its partner. When possible, don't waste too much 
bazooka ammo on a Guntank, as it might leave you empty just when the other 
Guntank or Guncannon drops in for a visit.
- Alternatively, you could start off by climbing the mountain area and engage 
the Guntanks at range. Use hit and run tactics by firing off one shot and 
then immediately moving aside. At the same time, try to find a way to close 
in and flank the Guntanks, so that you can finish them off with your Heat 
Saber. This is a tactic that works better for a Gelgoog, though.
- The Guncannon seems to perform rather well in the desert. Since it packs a 
Beam Rifle as well, it has considerably more accuracy in terms of distance. 
Try as much as possible to take the Guncannon from behind; or if you're 
feeling lucky you can distract the Guncannon while your partner takes it out. 
Of the stages, this is where the Guncannon seems to excel, but if you've 
mastered the circle-strafe, it's no big deal. This is one of the few stages 
wherein the Guntanks are more of a worry than the GM or Guncannon.

Black Sea Forest Area Stage:
- The CPU game starts off either with two Guntanks or one Guntank and either 
one Gundam(Beam Rifle) or one GM. Additionally, the Federation may have the 
G-Fighter flying above. If your partner is a computer, you will be 
automatically partnered with a Dom in this stage, and occasionally a Dodai Ys 
fighter. Sometimes, the Computer will drop two Gundams in on you, but it's 
only happened to me once (both CPU).
- There are two forested hills and a wide valley between them. The Dom has a 
noted advantage in this stage due to its hovering movement, allowing it to 
skate from one hill through another smoothly. In fact, the Dom should be able 
to take down two to three Guntanks before the Gundam arrives. Assuming that 
you're only up against two MS, this stage should be no problem.
- This equation changes when the G-Fighter comes into play, however. The G-
Fighter's air support can completely throw you off; a lot of times I've 
played this stage as Dom, Zaku, or Gelgoog only to be knocked down by the G-
Fighter. The G-Fighter in itself will not be able to kill you, but it often 
hits your MS at the most inopportune times, stunning or knocking you down 
just as you're about to make that all-important shot.
- If your partner is a human player in the Gelgoog, trust him to nail that 
pesky G-Fighter. Your duty will be to keep the two MS busy, which is a tall 
enough order without the G-Fighter doing strafing runs with its beam cannon.

Odessa Stage:
- The CPU game starts off with one Guncannon and one GM. If your partner is a 
computer, you will be automatically partnered with a Dom in this stage. The 
Federation units will start at the bottom of the cliff, while Zion units 
start on top, among the buildings.
- There is also a large 'land battleship' called the Big Tray, located far 
off. This provides some heavy cover fire for the Federation forces. - I often 
lose at this point in the game due to one reason: The CPU Dom tends to be a 
hotshot, jumping off the cliff and subsequently getting mauled by the GM, 
Guncannon AND supporting fire from the Big Tray land battleship in the 
distance. Worse is the fact that shooting at the Big Tray is pointless; you 
can't lock onto it.
- Diving off the cliff is suicide for the Zion forces as the Feds control 
that side of the cliff; believe me, I've done that way too many times to 
know. Wait for the Federation MS to get up the cliff and knock them down as 
they go. For the Dom this is vital, as its ground maneuverability does not 
apply to going up and down cliff surfaces.
- Where possible, try to partner up with another player and wait for the Fed 
MS to come to you. The buildings and flat area on the top of the cliff are 
more even ground, as well as the fact that it will be more difficult for the 
Big Tray to hit you up top.

Belfast Stage:
- The CPU game starts off with two GMs. If your partner is a computer, you 
will be automatically partnered with a ZGok in this stage. The Federation 
units will start at the edge of shore near the base, while Zion units either 
start on the other shore or underwater.
- One word of warning: the Dom is a disaster in underwater combat. Even 
though it is still reasonably fast, the water hinders the speed, and your 
vision will be impaired by the amount of silt in deep water. This will force 
you to go into mid-to-close combat range--ranges wherein the GM and Gundam 
you will be fighting against excel. The bazooka does not seem to be hampered 
much by the water, though.
- The environment can also be difficult; there are quite a few ridges and 
small trenches underwater, which can severely hamper the Dom's movement.
Since vision underwater is poor, it's sometimes too late to avoid a ridge or
drop in this stage. Even worse are the sides where the sea meets shore, as
they can stop a Dom dead in its tracks.
- The ZGok is exceptional in this stage, as it is not hampered by the water 
and packs both the armor and firepower to be effective in a maritime 
environment. But unless you manage to coax the enemy MS to fight aboveground, 
the Dom will more or less be sitting this one out.

========
CONTACT:
========
For any further queries or comments, please email 
cybertrooper@edsamail.com.ph with Subject: Dom/Rick Dom FAQ if you have any 
questions, I'll try my best to answer them. Send me no Spam; my mother just 
unloaded 60 cans of it on me wholesale.

========
CREDITS:
========
- Thanks to Don "Gamera" Chan for his FAQ on Gundam: Renpou vs Zion, which 
helped give me a head start on this game.
- Quantum amusement, for actually bringing this gem of a game here instead of 
yet another fighting game.