Super Robot Wars 64 Guide: Flow Chart, Secrets and Reference

Pilot skills

All skill values come from ROM tables and battle code. In the original, several skills' code does not match their descriptions; this port's “Gameplay adjustments” turn these fixes on by default, and you can switch each one off on the “Rules” page of the settings to restore original behavior.

  • 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.

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Skill effects: original and this port

SkillsEffectOriginal behaviorThis port's default
NT / EnhancedHit and evasion rise with level; can use NT-only weapons; Funnel-type range increasesHit and evasion at L1–L9: +10, 14, 18, 21, 24, 26, 28, 29, 30; Funnel, Fin Funnels, Mother Funnel and Reflector Bit need L1 to use, the MAP versions need L4; at L7 and L8 the 11 Funnel-type weapons get +1 max range, at L9 +2; Reflector Bit gets no range bonusNot on AkurasuSame as the original
Aura BattlerRaises evade and Aura Barrier; L1 enables Aura Slash, L3 enables Hyper Aura Slash and other weaponsRegardless of level, always −32 to the enemy's hit when attacked (even at skill level 0, before it shows on the status page); no modifier when attacking; Hyper Aura weapons get no power bonus; the Aura Barrier threshold rises with level (see “Unit Status”)Evasion by level: L1 +10 … L9 +30 (same curve as NT); the power of Hyper Aura Slash, Hyper Aura Cannon, Hyper Aura Shot Arm and Twin Aura Attack gets a level bonus: L3 +600, L4 +800, L5 +1000, L6 +1200, L7 +1300, L8 +1400, L9 +1500 (the normal Aura Slash doesn't)
ESPRaises hit and evade (the description also mentions attack power)Regardless of level: +64 hit when attacking, −64 to the enemy's hit when attacked; the attack power bonus doesn't exist at all in the original codeHit and evasion by level: L1 +10 … L9 +30; the attack power bonus is still not implemented
PotentialThe lower the HP, the higher the hit, evasion and critical ratesAll bands shift one step earlier: there is already a bonus at 90%+ HP (L9 +10), and the top band is reached below 20% HP; hit, evade and critical get the same value, up to +90 at L9No bonus at full HP (90%+); the top band only below 10% HP; hit and evade bonuses are halved (up to +45 at L9), critical unchanged (up to +90)
ParryWhen the unit carries a sword-type weapon, blocks an attack completely by chancePlayer side level÷16 (actually 57% at L9), enemy side level÷32 (actually 29% at L9); works only on weapons marked “parryable”: Missile, Torpedo, grenades and other solid-ammo weapons, plus about two thirds of Melee weapons; Beam weapons, vulcan-type shooting, and some Melee finishers such as Sekiha Tenkyoken and Burning Finger cannot be parried; does not trigger when the attacker uses BullseyeDiffers from AkurasuSame as the original
ShieldWhen the unit carries a shield, halves damage by chanceChance is the same as Parry (player ÷16, enemy ÷32, regardless of the incoming weapon); halved damage is rounded down to a multiple of 10, minimum 10; does not trigger on damage under 20; Bullseye cannot bypass it; not checked once Aura Barrier is broken throughDiffers from AkurasuSame as the original
Super Mode / Meikyo Shisui / BerserkAt Will 130 or higher, activates automatically when the specified pilot is in the specified GundamDomon, Argo, Sai Saici, George, Chibodee (only while on your side) and Master Asia, each in his own Gundam, switch to S/H mode at Will ≥130: max HP / EN +200/+50 (current values rise proportionally), mobility +10, limit +10, unit and weapon land, sea and space ratings become A (air unchanged), all pilot stats +10 and all pilot terrain ratings A, and their signature finishers gain attack power by pilot level (see the table below); the Burning Gundam H also gains God Shadow. An enemy Allenby in the Noble Gundam goes into Berserker mode, with only the unit bonuses. Once triggered it isn't cancelled by Will dropping — only when the unit is shot downDiffers from AkurasuNot on AkurasuSame as the original
Double move (W)Can act twice each turnGained when the pilot reaches the level set for each (see the pilot table below); the unit info on the map shows W while two actions remain this turnSame as the original
Kill-count funds bonusThe more kills your pilot has, the more funds you get for destroying enemies20–39 kills ×1.1, then +0.1 per 20 kills, ×2.0 from 200 kills; then multiplied with Fortune (up to ×4); at most 65,535 per unit destroyed; enemies don't get this bonus; experience isn't affected by kill countDiffers from AkurasuNot on AkurasuSame as the original
Limit (unit stat)Cap on hit/evasion plus mobilityBattle calculation never reads Limit at all: on the status screen an excess only changes color, and Limit upgrades, Limit-raising parts, and the Limit boosts from V-MAX and Super Mode have no effect in battleThe attacker's “hit + Mobility” and the defender's “evade + Mobility” are each capped at their unit's Limit; a high-level pilot in a low-grade unit loses noticeable hit and evade, which is what makes Limit upgrades and parts worthwhile
  • Both sides use the same rules: enemy ESP, Holy Warrior and Potential pilots are also calculated by this port's defaults
  • Critical rate = attacker's Skill − defender's Skill + weapon critical modifier, at least 1%; enemy attacks are further ÷4 and get no Potential bonus, so enemies almost never land criticals
  • Potential “halving” is backed only by community sources and unused data, weaker evidence than the other items; it can be turned off on its own if you don't like it
  • How skill level works: each pilot skill has 9 learn levels, and the skill level equals how many of them the pilot's current level has reached; NT, Enhanced, Holy Warrior, ESP and Potential share one level
  • EXP = (enemy pilot base EXP + enemy unit EXP) × level-difference factor (×3.4 when the enemy is 8+ levels higher, ×0.01 when 6+ levels lower); ÷10 without a kill, minimum 1; Gain ×2Not on Akurasu

Super Mode / Meikyo Shisui attack power bonus

Pilot levelPower
1–40+0
41–44+100
45–48+200
49–52+350
53–56+500
57–60+700
61–64+900
65–68+1100
69–72+1400
73–76+1700
77–79+2000Differs from Akurasu
80–99+2500Differs from Akurasu
  • Applies only to 10 exclusive finishers: Shining Finger Sword, Burning Field Dash, Chokyu Hao Den'eidan, Erupting Burning Slash, Erupting Burning Finger, Sekiha Tenkyoken, Burning Machine Gun Punch, Rose Hurricane, Shin Ryusei Kochoken, Gaia CrusherNot on Akurasu
  • When triggered, these weapons' power is rewritten to base attack + the value in this table, ignoring upgrade levels; of the 10, only Shining Finger Sword can be upgradedNot on Akurasu
  • The enemy Allenby (Berserk) does not get this bonus; level 80 falls in the +2500 band (Akurasu lists 80 in the +2000 band)Differs from Akurasu

Weapons restricted by skill, mode and level

ConditionWeapon
NT / Enhanced L1Funnel, Fin Funnels, Mother Funnel, Reflector Bit
NT / Enhanced L4Funnel MAP, Fin Funnels MAP
Holy Warrior L1Aura Slash
Holy Warrior L3Hyper Aura Slash, Hyper Aura Cannon, Hyper Aura Shot Arm, Twin Aura Attack
While Meikyo Shisui is activeBurning Field Dash, Chokyu Hao Den'eidan, Erupting Burning Slash, Erupting Burning Finger, Sekiha Tenkyoken
While Super Mode is activeShining Finger Sword, Burning Machine Gun Punch, Rose Hurricane, Shin Ryusei Kochoken, Gaia Crusher
Pilot Lv10/15/20/25/30/35/45Bakufu Musodan / Ryuo Sogeki / Shinso Rekkyaku / Shishiko Reppa / Ten'o Shohazan / Tenma Shoha, Hoo Koha, Shorai Tenryu Mametsujin / Shin Tenma Shoha
  • None of the above conditions are listed on AkurasuNot on Akurasu

Player pilot skill table

PilotSkillsParryShieldDouble move level
Schwarz—1·1·1·24·39·42·43·46·50—46
Domon—1·9·24·32·40·53·57—45
Rain——1·30·48·5246
Argo———46
AllenbyPotential 1·18·36·54·601·5·16·25·42·48—46
Kyral*—1·1·13·25·40·43·48—48
Sai Saici—1·9·24·33·41·46—46
George—1·8·22·30·40·48·55·561·10·22·3046
Chibodee——1·12·24·3246
Master Asia—1·1·1·1·1·19·32·40·48—43
ArkNT 5·12·21·29·34·45·522·10·19·30·36·48—39
SelainNT 5·12·21·29·34·45·522·10·19·30·36·48—39
BradPotential 5·12·21·29·34·45·52——49
ManamiPotential 5·12·21·29·34·45·526·12·19·26·34·39·52·60—49
EhrlichNT 9·15·26·34·42·49·592·17·24·35·47·57—39
RishNT 9·15·26·34·42·49·592·17·24·35·47·57—39
KurtzPotential 9·15·26·34·42·49·59——49
AishaPotential 9·15·26·34·42·49·59——49
AmuroNT 1·1·1·1·13·22·36·48·591·1·1·12·23·29·42·471·1·20·30·40·48·5630
Emary*———70
KamilleNT 1·1·1·1·17·24·39·51·651·1·1·13·29·35·47·581·1·22·33·44·52·6031
QuattroNT 1·1·1·1·18·26·41·53·601·1·1·1·20·31·48·501·1·1·18·32·49·5831
Kou—10·18·27·39·46·53·59·664·6·16·25·32·44·50·52·5349
Seabook*NT 1·1·1·14·23·35·44·51·621·1·1·16·36·451·1·19·28·39·48·56·58·6031
JudauNT 1·1·1·12·20·33·42·58·621·1·1·15·24·31·471·1·19·28·36·4431
Shiro—5·10·22·28·39·47·588·16·23·31·33·37·40·46·5550
FaNT 20·32·40·53—13·24·38·4945
Bright———67
Henken———68
RouxNT 4·19·26·37·42·46·522·19·34·4512·24·35·4843
Aina———50
Gato—1·1·16·27·36·45·54·571·1·1·19·32·41·52·54·6048
Emma—17·28·39·421·4·12·19·30·37·46·5950
FourEnhanced 1·3·7·16·24·30·42·521·10·21·38·461·1·1·32·41·49·5732
Ple-TwoEnhanced 1·1·1·12·23·33·41·52·651·30·42132
Mashymre*Enhanced 35·39·42·46·49·52·56·611·11·28·37·45·591·12·27·32·45·48·5235
RosamiaEnhanced 1·3·7·16·25·31·43·551·4·11·17·341·1·1·33·43·51·6033
Haman*NT 1·1·1·1·15·22·39·49·521·1·1·1·22·34·52·67·701·1·1·19·37·55·6031
Hilde Schbeiker—3·14·26·31·44—45
Quatre—1·1·1·16·30·421·1·15·23·29·31·37·4540
Wufei—1·1·1·19·36·45·48·54·591·1·15·23·3940
Duo—1·1·1·17·31·36·45·51·591·1·16·25·3840
Trowa—1·1·1·15·31·41·47·601·1·16·24·38·42·4440
Heero—1·1·1·15·29·371·1·18·20·26·30·32·3939
Milliardo*—1·10·18·24·35·44·551·15·24·29·34·42·5439
Zechs*—1·10·18·24·35·44·551·15·24·29·34·42·5439
Treize*—1·10·18·24·35·44·551·15·24·29·34·42·5443
Jun———57
TetsuyaPotential 1·1·1·18·37·55·6423·41·53—56
DukePotential 1·1·1·14·28·42·56·6222·40·52—55
MariaESP 1·1·15·26·34·46·57——53
Hikaru———56
Kirika———55
Naida———56
MusashiPotential 1·1·1·14·28·42·54·69——60
RyomaPotential 1·1·1·12·26·40·58·62——55
Shingo*—16·28·39—55
Kenji———48
Takeru*ESP 1·6·10·14·25·33·45·56·6112·22·32·42·52—52
RoseESP 1·1·15·26·34·46·57——53
Hyoma*Potential 1·1·1·17·35·43·5428·34·46—55
Daisaku Nishikawa*Potential 1·1·27·33·43——58
Chizuru*———53
Kosuke*———53
Juzo*———55
Uchuta*———55
Kappei*Potential 1·1·1·11·23·35·47·58·60——53
Keiko*———55
GinreiESP 1·1·12·21·32·41·54——50
Daisaku KusamaPotential 10·21·32·43·48·54·56——58
BanjoPotential 1·1·1·1·17·35·42·511·1·1·1·32·47·59·601·1·1·1·29·35·49·55·6754
AlanPotential 1·1·19·39·48·58L0—48
Sara———54
Ryo———53
Masato———54
ShinobuPotential 1·1·15·29·36·40·559·16·28—54
Elle———54
Ciela———52
ShowHoly Warrior 1·1·1·14·25·33·41·54·591·16·27·38·46·54·59·64—47
Silky———1 (always)
MarvelHoly Warrior 1·12·24·36·43·54·651·22·33·40·43·57·63—48
GaraliaHoly Warrior 7·17·29·38·43·54·611·13·23·27·36·41·49·54—49
Tod*Holy Warrior 1·11·23·35·41·52·601·11·20·24·34·39·47·58—48
BossPotential 15·29·45·58·69——71
KojiPotential 1·1·1·10·21·30·41·52·6130·38—56
Sayaka———54
Erika———57
Eiji———46
Simone———49
David———48
Gale———45
Cecily*NT 1·1·1·10·27·39·49·541·4·18·35·48·596·12·26·38·4632
BeechaNT 1·20·31·35·41·4313·27·481·19·37·43·49·5248
IinoNT 12·29·34·45257·32·35·38·46·5950
ElleNT 1·17·32·37·41·45·566·27·4410·21·31·35·3948
MondoNT 4·23·33·42·451·8·19·22·37·40·52·61L050
Aboly*—1·10·20·30·42·49·551·7·11·17·26·32·40·4953
Roberto*—1·19·24·32·41·50·561·8·12·18·25·33·39·4853
Kayra—1·6·9·18·22·38·48·505·8·16·24·28·33·41·5250
Chara*Enhanced 36·40·43·47·50·53·57·621·5·12·18·351·1·1·34·44·52·6135
Howard*———72
Dr. Hazuki*———70
Hilde Schbeiker—3·14·31·44—45
Noin—1·12·29·42—42
Roanne———48
QuessNot verified in gameNT 1·4·5·7·9·11·12·18·231·2·5·10·11·12·21·22·321·4·7·9·18·25·25·26·4831
  • The numbers are the pilot levels at which L1, L2… are reached, e.g. “NT 1·1·1·1·13·22·36·48·59” = NT L4 from the start, L5 at level 13 … L9 at level 59; “—” = no such skill
  • Characters whose double move level is “1 (always)” are sub-pilot-type characters who act twice from level 1; * means the same as on the Spirit Commands page
  • Discrepancies with Akurasu's pilot data: Duke's Parry L1 is at level 22 (Akurasu: level 1); Banjo's Potential L5–L8 at 17·35·42·51 (Akurasu: 32·47·59·60); Quattro's Shield at 1·1·1·18·32·49·58 (Akurasu: 1·1·1·32·41·49·57); Akurasu swaps the Parry tables of Hilde and Noin; Kou / Emma / Roberto / Iino / Ple / Zechs / Treize / Rasid / Allenby / Rain each differ by 1 level; Kayra's Parry L7 is 48 (Akurasu mistakenly has 82); the double move levels Rish 39, Maria 53, Naida 56, Roanne 48 and Keiko 55 differ from AkurasuDiffers from Akurasu
  • Mondo's Parry table has two numbers at the end (1, 22), so under the counting rule he starts at Parry L1; his Shield has the skill flag but no learn level, so it never shows on the status screenNot on Akurasu
  • The Quess who joins your side (character 284) reads past the end of the ability table, so her skill levels come from spirit table data: NT reaches L9 at level 23, and Parry and Shield also rise much earlier (the enemy Quess, character 55, is normal); the table lists what is actually read, not yet verified in playNot on AkurasuNot verified in game
  • Hilde has two records: character 86 gets Parry at 3·14·26·31·44, character 266 lacks the level-26 stepNot on Akurasu

How to switch Gameplay adjustments on and off

  • Open the settings in game and go to the “Rules” page: the “Corrections” group is on by default, the “Difficulty” group off by default
  • There are three presets: Restore defaults (corrections on, difficulty off), All off (original rules), All on
  • Changes take effect immediately, applying from the next battle resolution; the save format is unchanged, so you can switch rules on existing progress
  • 7 fixes in total: ESP, Holy Warrior evasion, Limit, Potential tiers, Potential halving, swap weapon carry-over, Hyper Aura Slash power
  • There are 5 Difficulty options: boss dummies halved, boss dummies none, upgrade cap, departure refund, parts carry over