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Earth Defense Force 5 (EDF 5) Controls Guide

Table of Contents Show

  1. RANGER
  2. WING DIVER
  3. AIR RAIDER
  4. FENCER

RANGER

Initial Armor: 200
Armor Gain Per Box: 0.64 (2 Boxes Per 1 Point)

L Stick: Move
L3 (Hold): Dash (hold R stick to move left and right while dashing)
R Stick: Aim
L1: Zoom (for weapons with zoom feature)
L2: Jump (L Stick + direction for evasive roll)
R1: Switch Weapon
R2: Fire Weapon
Square: Reload
O: Enter Vehicle

Weapon Data (left to right)
Assault Rifles – Shotguns – Sniper Rifles – Rocket Launchers – Missle Launchers
– Grenades/Grenade Launchers – Special

Support Equipment/Vehicle Data (left to right)
Support Equipment – Tanks – Helicopters – Bikes

NEW STUFF

Dash: Rangers can now dash to get from point A to point B faster. While dashing
a circle will appear around the Ranger. Items will automatically be picked up
when they enter this radius. Note that dashing has a start up period to get up
to speed, and there is a delay where you slow down at the end of a dash (which
you can mitigate by performing a roll at the end of a dash). While this is good
for moving long distances you turn very slowly while dashing. If you need to
move diagonally (or backwards) quickly it’s better to use a roll instead.

Auxiliary Equipment: The Ranger can equip an auxiliary equipment with various
effects.

Vehicles: In lieu of an auxiliary equipment, the Ranger can call a vehicle
instead.

WING DIVER

Initial Armor: 150
Armor Gain Per Box: 0.4 (3 Boxes Per 1 Point)

L Stick: Move
L3: Emergency Evade (hold L Stick for directon)
R Stick: Aim
L1: Zoom (for weapons with zoom feature)
L2: Fly
R1: Switch Weapon
R2: Fire Weapon
Square: Reload
O: Enter Vehicle

Weapon Data (left to right)
Short-Range – Mid-Range Kinetic Weapons – Mid-Range Energy Weapons – Med-Range
Pulse Weapons – Long-Range – Ranged Weapons – Homing Weapons – Special

NEW STUFF

Emergency Evade: Like the Ranger, the Wind Diver can also perform an emergency
evasive move.

Plasma Core: Instead of an auxiliary item, the Wing Diver can change their
plasma core. Each model has various bonuses or penalties.

Charge Weapons: Some of the Wing Diver’s weapons start out with no energy.
Instead you must charge the weapon first (by holding down R2). The weapon power
increases with the amount of energy charged.

AIR RAIDER

Initial Armor: 200
Armor Gain Per Box: 0.64 (2 Boxes Per 1 Point)

L Stick: Move
R Stick: Aim
L1: Activate (detonate weapons or activate turrets)
L2: Jump (L Stick + direction for evasive roll)
R1: Switch Weapon
R2: Fire Weapon or Throw/Put Down Device
Square: Reload
O: Enter Vehicle

Weapon Data (left to right)
Request Artillery Units – Request Gunships – Request Bombers – Request Missiles
– Request Satellites – Limpet Guns – Stationary Weapons – Support Equipment –
Special

Vehicle Data (left to right)
Tanks – Ground Vehicles – Helicopters – Powered Exoskeletons – Special Weapons

NEW STUFF

Request Reloads: Certain requests such as the gunship no longer require points
but automatically reload.

Automatic Reloads: Certain devices such as the ZE gun turrets no longer need
to be equipped to reload.

FENCER

Initial Armor: 250
Armor Gain Per Box: 0.8 (2 Boxes Per 1 Point)

L Stick: Move
R Stick: Aim
L1: Use Right Weapon Ability (deflect, boost dash, boost jump)
L2: Fire Left Weapon
R1: Use Right Weapon Ability (deflect, boost dash, boost jump)
R2: Fire Right Weapon
Triangle: Change Weapon Sets
Square: Reload
X: Jump
O: Enter Vehicle

Weapon Data (left to right)
CC Strikers = CC Piercers – Shields – Autocannons – Artillery – Missile
Launchers

Auxiliary Equipment (left to right)
Enhanced Boosters – Enhanced Shield – Enhanced Cannons – Enhanced Exoskeleton

NEW STUFF

Auxiliary Items: Like the Ranger, the Fencer can equip auxiliary items.
However, the Fencer can equip two items rather than just one.

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