Super Robot Wars 64 Guide: Flow Chart, Secrets and Reference
Unit Status
Barrier abilities work very differently: Aura Barrier is “nothing unless pierced,” the I-Field types are “flat reduction, stackable,” and all of them work only against Beam shooting weapons and cost EN. Values and units come from ROM and battle code; the units listed after “Enemy” appear only on the enemy side.
- Differs from Akurasu
- Not on Akurasu
- Not verified in game
This guide is based on the project’s analysis of the game’s scripts and code, with reference to the flow chart, secrets and other information on Akurasu Wiki’s Super Robot Wars 64 pages. Thanks to Akurasu’s writers and editors for maintaining this material over the years. Badges mark differences and information not covered there.
Unit ability list
| Status | Effect | Notes | Units that have it |
|---|---|---|---|
| Beam Coat | Beam shooting damage −1000 | Subtractive; can be added to I-Field and Planet Defensor; works only against Beam ranged weapons such as the Beam Rifle and Mega Particle Cannon — the Beam Saber, Funnel, Getter Beam, Photon Beam etc. don't count; the defender must have 5 EN left (after deducting the counter weapon's EN when countering), and each activation costs 5 EN; choosing “Defense” doubles the reduction; if the reduction is not less than the damage, damage becomes 0Differs from AkurasuNot on Akurasu | G-Fortress, ZZ Gundam, Gundam Deathscythe, Gundam Deathscythe Hell, Giant Robo; enemy: Deathscythe Hell Custom, Uranus; also gained while V-MAX is active or when equipping the Anti-Beam Coating |
| I-Field | Beam shooting damage −2000 | Same as Beam Coat | GP03 Dendrobium, Nu Gundam, Neue Ziel, MP Nu Gundam F; enemy: Alpha Azieru, Quin Mantha, Psyco Gundam, Psyco Gundam Mk-II, Big Zam; also gained when equipping the I-Field Barrier |
| Planet Defensor | Beam shooting damage −2000 | Same as Beam Coat | Mercurius; enemy: Virgo, Virgo II |
| Aura Barrier | Beam shooting damage at or below the threshold is nullified; above it, the full damage goes through | Threshold = 3000 + the main pilot's Holy Warrior level bonus (see table below), 4500 at L9, doubled when choosing “Defense”; works only on Beam shooting weapons; needs 5 EN and spends 5 when blocking; when pierced there is no reduction at all, and the I-Field types and Shield are no longer checkedDiffers from AkurasuNot on Akurasu | Wing Caliber, Gran-Garan, Goraon, Sirbine, Zwauth, Dunbine, Billbine, Botune, Bastole; enemy: Will-Wips, Gallaba, Spriggan, Zwarth, Drumlo, Vierres, Wryneck, Leprechaun, Hyper Gallaba, Hyper Zwarth, Hyper Wryneck, Hyper Leprechaun |
| Afterimage | At Will 130 or higher, evades completely 50% of the time | Fixed chance, independent of level and Skill, costs no EN; no effect when the attacker uses Bullseye | Shadow Gundam, Dragon Gundam, Dragon Gundam S, F91, Ginrei Robo TYPE2, Wing Caliber, Sirbine, Zwauth, Dunbine, Billbine, Botune, Bastole, New Layzner, Layzner; enemy: Gallaba, Zwarth, Drumlo, Vierres, Wryneck, Leprechaun, Hyper Gallaba, Hyper Zwarth, Hyper Wryneck, Hyper Leprechaun |
| Mach Special | Same as Afterimage | Same as Afterimage | Getter Liger |
| Shin Mach Special | Same as Afterimage | Same as Afterimage | Shin Getter-2 |
| God Shadow | Same as Afterimage | Same as Afterimage; also gained when the Burning Gundam enters Meikyo Shisui (Burning Gundam H)Not on Akurasu | Burning Gundam H, Burning Gundam |
| Getter Vision | Same as Afterimage | Same as Afterimage (not listed on Akurasu)Not on Akurasu | Getter-2 |
| Hyper Jammer | Same as Afterimage | Same as Afterimage | Gundam Deathscythe, Gundam Deathscythe Hell; enemy: Deathscythe Hell Custom |
| Phantom Step | Same as Afterimage | Same as Afterimage | Earthgain, Virose, Super Earthgain |
| HP Regen | Recovers 10% or 20% of max HP at the start of each turn | The rate depends on the unit; resolved for every unit on the map, friend and foe, at the start of each turn, not just the player phase; fractions dropped, capped at the maximumDiffers from Akurasu | 10%: Shin Getter-1, Shin Getter-2, Shin Getter-3, Sirbine, Zwauth; enemy: Dark Gundam, Dark Axis, Dragonosaurus; 20%: enemy only: Dark Gundam, Valdiscuse, Avieslelm, JClaps |
| V-MAX | Activates automatically at Will 130 | Move +1, Mobility +20, Limit +100, and gains Beam Coat; enemies trigger it too; once active it doesn't end when Will drops, only when shot downNot on Akurasu | New Layzner, Layzner; enemy: Gasshalan, Zakarl |
| V-MAX Red Power | Activates while V-MAX is active and Will is 140 | Zakarl only; replaces the V-MAX bonus: Move +2, Mobility +40, Limit +200, and gains Beam CoatDiffers from Akurasu | Enemy only: Zakarl |
| Mothership | Units it can carry | Units aboard recover 25% of max HP and EN at the start of each turn; on the first check the pilot loses 10 Will (minimum 50)Not on Akurasu | Argama, Audhumla, Albion, Nahel Argama, Ra Cailum, La Vie en Rose, Peacemillion, Gandor, Gran-Garan, Goraon, Sudori |
| Repair device / Resupply Device | Can repair or Resupply adjacent allies | The ability bit only decides targeting; repair amount not yet analyzed; the unit command “Resupply” fully restores EN and ammo and gives the target pilot Will −10 (minimum 50)Not verified in game | Repair: Medea, Methuss, Methuss (MA), Methuss Kai, Methuss Kai (MA), La Vie en Rose, Venus A, Battle Marine, Aphrodite A, Diana A; Resupply: La Vie en Rose, Cosmo Crusher, Boss Borot |
| Transform / combine / Separate | Can use the corresponding command | The ability bit only decides the status-screen display; which forms are actually available is decided by each unit's commands | Transform: 60 units, combine: 27, Separate: 11 (counting each form) |
| Sword / shield (for Parry and Shield) | A unit needs a sword to Parry and a shield to use Shield | Not shown on the status screen; the data is at byte 0x18 of the unit recordNot on Akurasu | 147 units with swords, 61 with shields |
- At the start of each turn every unit on the map recovers 5 EN automaticallyNot on Akurasu
- The parts “Anti-Beam Coating” and “I-Field Barrier” give the unit the matching ability; they do not stack if the unit already has itNot on Akurasu
- Beam shooting weapons = the 225 weapons flagged “Beam” in the weapon data, all of them shooting weapons
- “Units held” are split into ally/enemy by script registration and deployment records; Transform and combined forms are counted together; units with the same name are listed once
Aura Barrier threshold
| Holy Warrior level | Bonus | Threshold |
|---|---|---|
| 0 | 0 | 3000 |
| 1 | 200 | 3200 |
| 2 | 400 | 3400 |
| 3 | 600 | 3600 |
| 4 | 800 | 3800 |
| 5 | 1000 | 4000 |
| 6 | 1200 | 4200 |
| 7 | 1300 | 4300 |
| 8 | 1400 | 4400 |
| 9 | 1500 | 4500 |
- The strategy guide prints +200…+1000, but the game actually uses this table; this port keeps the original values
- The threshold doubles when the defender picks “Defense”; based on the main pilot's Holy Warrior level, 3000 without Holy WarriorNot on Akurasu
Check order after a hit
- Each attack first rolls to hit; only attacks that would hit go through these checks in order: Afterimage-type → Parry → Dummy → Barrier → Shield, stopping as soon as any one succeeds
- So the Afterimage and Parry chances shown on screen are conditional probabilities “given a hit”
- When the attacker uses Bullseye, Afterimage and Parry are skipped; Dummy, barriers and Shield are checked as usualDiffers from Akurasu
- Barriers are checked only when the attacker uses a Beam shooting weapon and the defender has enough EN; once Aura Barrier is broken through, the I-Field types and Shield are no longer checkedNot on Akurasu
- Damage is 0 when fully blocked by a barrier; otherwise minimum damage is 10
Dummy (enemy bosses only)
- Some bosses have a number of Dummies: an attack that should hit is taken by the Dummy instead, the attack has no effect, and the count drops by 1; no roll, always works
- Dummy is not used up when an attack is evaded or stopped by Afterimage or Parry; Dummy blocks attacks even when the attacker uses BullseyeDiffers from Akurasu
- The game doesn't show the remaining count, and it doesn't recover between turns
- In the original there are 42 deployment records with Dummy, all belonging to Haman, Char, Scirocco, Glemy, Milliardo, Gyunei, Gato and Le Cain, with 2, 3, 5 or 7 uses depending on the stage
- Difficulty “Boss dummies: halved” changes 2/3/5/7 to 1/1/2/3; “Boss dummies: none” sets them to zero, and with both checked “none” wins; both off by default, and the new rule applies the next time a unit spawns
- In the original, when Wufei appears as an enemy, his kill count from your side is used as his Dummy count; this port fixes that unconditionally, and he no longer has Dummy