It would be easier for a GM doing a normal anime to look at one set of disadvantages, and then if necessary, look at another list for campaigns using special attributes. For those who love mecha, don't fear. Chapter four covers the core game mechanics. It covers things like how long a turn is, how to attack, defend, and make general rolls for almost any occasion. The combat flow chart is a nice touch that other game companies would be wise to emulate.
Flowcharts are easy to follow and are a great visual tool.
At the start of the round, initiative is determined and then the character either attacks or holds. If they hit, the defending character may attempt to dodge by using rolling 2d6 against his defensive combat value. If the defense fails, damage is delivered. As with character creation, there are many more details that make the game easy to play. All those questions are answered here quickly and painlessly.