- 00 Gundam
- 00 Gundam Seven Sword/G
- 00 QAN[T]
- 00 QAN[T] Full Saber
- Banshee Norn
- Burning Gundam
- Crossbone Gundam X1 Full Cloth
- Destiny Gundam
- Ex-S Gundam
- Extreme Gundam type-Leos II Vs.
- Full Armor Unicorn Gundam
- Full Armor ZZ Gundam
- G-Self Perfect Pack
- Gundam AGE-FX
- Gundam Bael
- Gundam Barbatos Lupus Rex ab
- Gundam Double X
- Gundam Epyon
- Gundam Harute
- Gundam Legilis
- Gundam Zabanya
- Hi-Nu Gundam
- Hot Scramble Gundam
- Master Gundam
- Nightingale
- Nu Gundam
- Penelope
- Reborns Gundam
- Sazabi
- Sinanju
- Strike Freedom Gundam
- Turn X
- Unicorn Gundam
- Victory Two Gundam
- Wing Gundam Zero
- Wing Gundam Zero (EW)
- Xi Gundam
- ∀ Gundam
The original Gundam that started it all; both in the anime that it originated and the Mobile Suit title that the Extreme Vs. series carries itself with. The Gundam; piloted by Amuro Ray, carries most of the tools that almost all mobile suits in the game take after in terms of raw fundamental functions. That being said, the Gundam is an all-rounder that also carries a few unique moves within its toolset that sets it apart from the rest of the cast but the basic fundamentals of cancelling into other armaments in order to build a sufficient neutral game against other suits affects it more heavily than other suits because of its predictable and overall generic toolset with no cheap tricks and freefall routes.
A jack of all trades, master at none; the Gundam only truly shines in the hands of a player who has a firm grasp on the different fundamental aspects of the game, lest it gets run down due to its below average firepower and damage.
"I can pilot the Gundam better than anyone!" | |
Lore: | A Mobile Suit developed by the Earth Federation Forces for close-quarters combat. It is a highly efficient unit, equipped with powerful weapons such as the Beam Rifle and the Beam Saber, and with armor made from Luna Titanium alloy. It was called the White Devil by soldiers of Zeon; a simple nickname, but enough to make them tremble in fear. It carries a variety of weapons, such as the Hyper Bazooka, the Beam Javelin and the Super Napalm. |
Voice: | Toru Furuya |
File:EXVSMBON Gundam Icon.pngGundam The Gundam is an all-rounder suit that typically plays from behind with its wide variety of ranged options.
- High health/durability: Being on the higher side of the health spectrum for 2k units allows more leeway for mistakes and to have more flexibility playing front or back.
- Powerful assists: The Guntank and the Core Fighter assists track surprisingly well and can catch opponents off-guard.
- Melee counter: Especially important for a low mobility back unit that are usually at risk of being run down.
- Simple range cancels: Being able to spam Main (A) into Bazooka (AB) into Beam Javelin (AC); or assists in a smooth flow consistently is a simple but deceptively strong cancel route.
- Beam Javelin debuff: One of the only suits able to reliably debuff downed opponents with javelin and probably its most unique trait in getting an okizeme advantage.
- No freefall: Lack of a freefall route makes the Gundam prone to losing boost trades in neutral.
- Long reload times: Main(5A) reloads at 3 seconds per ammo and it doesn't have many other options to compete at neutral since its assists are on a long cooldown as well.
- Overall low damage: All of its tools do below average to average damage with no stand-out features.
- Below average mobility: Maneuvering is as vanilla as it gets on the Gundam with nothing unique to its name.
- Overreliance on raw fundamentals: With no particularly strong options or gimmicks, it relies heavily on the player's overall understanding and skill to win; making it somewhat of a not so beginner-friendly suit despite the vanilla playstyle.
Ranged Attacks
Beam Rifle
5A
- Placeholder
"Never gets old"
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
70 | 7 | Constant | 3 | - | Beam | 2.0 | Stagger |
Standard beam rifle that can be generally cancelled into your other armaments for sustained pressure.
- An important gimmick to note about the Gundam's main is that it has a special property known as Newtype(NT) Shooting or Rear Shooting where the Gundam would enter a special animation firing backwards instead of turning around and typically verniering in the air. The vernier animation still consumes some amount of boost so preferably try to avoid entering this state.
- This special vernier animation carries some inertia from the previous motion which includes stepping or BD-ing and can be used to your advantage to get a slight edge in kiting if the situation arises as your momentum doesn't completely stop.
- Because of this special Newtype Shooting animation, if you activate S Burst and keep firing from this state, you would perpetually vernier instead of free falling like normal so use your Bazooka to reorient your suit if you want to freefall immediately with this.
Cancels into: A+B, A+C, B+C
Beam Rifle (Max Output)
cs.A
- Placeholder
"Never gets old: Electric Boogaloo"
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
120 | - | Charge | 2 | - | Beam | 3.0 | Down |
Charges for 2 seconds and fires a single, powerful, fat and fast beam.
- The charge shot animation itself doesn't carry a lot of inertia from your previous motion and the animation is long which makes it a little bit awkward to use frequently to supplement your normal beam rifle shots and so; this will normally be used in mid to far ranges to not run the risk of getting focused while prepping your shot.
- The muzzle correction of the shot and the tracking of the beam shot however, is overall excellent for a charge shot and can be used to catch landings when timed right or be used to intercept overly aggressive melee.
Super Napalm
cs.2A
- Placeholder
Appears as much in a match as it did in the series
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
95 | - | Charge | 2 | - | Beam / Physical+Explosion | 2.0 | Stagger / Fire Stun |
Throws a container containing Napalm and shoots it to explode the area infront of it. The Napalm when thrown has a hitbox and can hit suits that are in the way.
- Overall not a very useful move because of the long awkward animation it takes to complete it.
- It does however cover a decent area in front of you and can be used to stop units rushing down and double locking your partner, potentially.
- Won't be seeing a lot of use out of this move.
Hyper Bazooka
A+B
- Placeholder
"Garma, I'm sending your sister to join you."
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
99 | 3 | Empty | 4 | - | Physical+Explosion | 2.5 | Launch |
Fires a live ammo single rocket that can be cancelled from main that causes vernier.
- The fast reload time of this weapon makes it easy to spam and helps supplement pressure when used alongside your main which also in turn saves ammo from it as well.
- There's a maximum range to this weapon that causes the rocket to explode before it hits its target.
- Overall a decent sub and main part of your neutral pressure.
Cancels into: A+C
Beam Javelin (Thrown)
A+C
- Placeholder
The toothpick
Version | Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|---|
Level 1 | 90 | - | - | - | - | Physical | 2.0 | Stun |
Level 2 | 140 | - | - | - | - | Physical | 2.5 | Stun |
Level 3 | 190 | - | - | - | - | Physical | 3.0 | Stun |
Throws a chargeable lance. Can be used infinitely with no cooldown. Each level of charge takes 0.5 seconds of verniering.
- At level 2 and above, the javelin will stick to the opponent when hit and will apply a slow movement debuff on them for a duration.
- Cancellable from main or sub which reduces damage dealt from 90 to 65. However, if the lance is charged above level one from the cancelling, the damage reduction is negated.
- The muzzle correction on the javelin is a bit special as it doesn't get disjointed while being charged or thrown; only as the projectile travels through the air.
- The horizontal tracking for the javelin is fairly weak horizontally but vertically is where it truly shines as the vertical tracking for the javelin is fairly aggressive. Try to catch landings and align yourself with your opponents jumps in order to catch them off guard using this.
- It's possible to use the BC melee derivative in order to land a level 3 javelin when the opponent lands on the floor. It's a strong down option that does a decent amount of damage as well so if you get an opportunity in melee, always try to do this as it makes your okizeme potential way higher.
Core Fighter Support
B+C
- Placeholder
"The Good,"
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
138 | 3 | Empty | 18 | - | Physical | 2.1 | Stagger+Launch |
Calls a Core Fighter that flies towards your target and fires vulcans.
- The Core Fighter fires up to 3 sets of vulcan fire as it pursues the target and rams itself into them then explodes.
- The live ammo vulcans on the Core Fighter has no tracking but the Core Fighter itself has good tracking and speed, making it easy and practical to use this assist to score a quick down or to confirm a hit off a beam rifle shot.
- The damage on the core fighter isn't bad so it's an overall good option to use it to space out your shots.
Guntank Support
4/6B+C
- Placeholder
"The Bad,"
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
148 | - | - | - | - | Physical | 2.0 | Stagger |
Calls the Guntank and fires 3 live ammo shots in an arcing motion.
- Probably the Gundam's strongest assist out of the 3 as the tracking, stagger and muzzle correction properties on this assist are overall excellent as the arcing motion of the projectiles can catch targets even above you.
- Each of the shots that the Guntank fires reapplies muzzle correction which makes the assist a must step to reliably dodge which is an important tool to force boost usage as the Gundam has few ways of forcing it.
- In close engagements, it might be better to consider the 2 other assists as they are able to track faster and more quickly comparatively to the Guntanks slow outbreak of shots and fire rate.
- A weakness it has is that from the first shot onwards if stepped, correction and tracking isn't applied thereafter and the Guntank basically fires into the void where Fraw's love for Hayato is.
Guncannon Support
2/8B+C
- Placeholder
"and the Ugly"
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
82 | - | - | - | - | Melee+Physical | 2.1 | Grab+Dust |
Calls the Guncannon to run towards the target on the ground and grabs them. Does a point blank shot if successful in grabbing them after a certain amount of time.
- Overall the least utilized support out of the 3 that the Gundam has because of the grounded nature of the support.
- The tracking on the assist however, shouldn't be underestimated as it's possible that it takes a U-turn motion towards the target if they haven't stepped out of it.
- Against opponents that utilize the air space well enough though, it's difficult to actually land this assist in any capacity except maybe in an anti-melee scenario.
Melee Attacks
5B starter
- Placeholder
First of many
Version | Damage | Proration | Down Value | Attribute |
---|---|---|---|---|
5B | 65 | -20% | 1.7 | Stagger |
5B~B+C | - | - | - | Down |
5BB | 70 | -15% | 0.3 | Stagger |
5BB~8B | 14×5 | -3%×5 | 0.1×5 | Down |
5BB~8B~B+C | - | - | - | Down |
5BB~8BB | 100 | - | 1.0 | Down |
5BB~B+C | - | - | - | Down |
5BBB | 85 | -12% | 1.0 | Down |
Run of the mill melee with no special qualities.
- If you do happen to land it, either the BC derivative or the 8B derivative should be done for better damage/oki.
8B starter
- Placeholder
The second of the bunch
Version | Damage | Proration | Down Value | Attribute |
---|---|---|---|---|
8B | 18×5 | -5%×5 | 0.5×5 | Down |
8B~B+C | - | - | - | Down |
Verticle tracking, rush in speed, down property, and slightly disjointed hitbox makes this melee your go to alongside side melee (4/6+B) when trying to intercept incoming melee attempts.
- The startup is a little bit slow but if you land it, it can be cancelled into your BC derivative so keep it in mind.
4/6B starter
- Placeholder
Anything is a hammer if you're brave enough
Version | Damage | Proration | Down Value | Attribute |
---|---|---|---|---|
4/6B | 42×2 | -12%×2 | 1.0×2 | Down |
4/6B~B+C | - | - | - | Down |
4/6BB | 35×3 | -6%×3 | 0.2×3 | Down |
The Gundam Hammer swinging animation isn't just for show; the hitbox actually encircles the Gundam as it's being swung which makes it scary for some suits to engage in a direct melee confrontation with the move.
- The start-up for the move as a side melee is considered slow and can be completely by passed by the opponent if they attack first, so don't rely on this move to make plays.
- Overall damage is low from using this move so the risk to reward ratio isn't too good.
- Again, BC derivative possible on 1st and 2nd hits.
2B starter
- Placeholder
"Reverse Uno Vol.1."
Version | Damage | Proration | Down Value | Attribute |
---|---|---|---|---|
2B | 0 | -0% | 0 | Stun |
2BB | 80 | -20% | 1.7 | Down |
A special counter melee that has a shooting guard in front of it and moves you some distance forward if untouched.
- Quintessential counter that can be used in overheat struggle plays if needed in order to counter an incoming melee or to block projectiles with no boost left.
bd.8B starter
Boost Dash ~ 8B
- Placeholder
Lost in the sea of generic melees but was the life of it
Version | Damage | Proration | Down Value | Attribute |
---|---|---|---|---|
bd.8B | 65 | -20% | 1.7 | Stun |
bd.8BB | 5×8 → 70 | -1%×5 → -15% | 0 → 0.3 | Dust |
bd.8BBB | 25×3 | -4%×3 | 0.4×3 | Down |
First slash-through does a long stun stagger that makes it possible to charge a level 3 javelin if rainbow stepped out of immediately.
- Chase speed is okay, nothing too special about this move.
- BC derivative is possible from the last hit.
Burst Attacks
Last Shooting
A+B+C during EX Burst
- Placeholder
"Not yet! Only my main camera is out!"
Damage | Ammo | Reload Type | Reload Time | Cooldown | Type | Down Value | Attribute |
---|---|---|---|---|---|---|---|
280 | - | - | - | - | Melee+Beam | 5.0 | Forced Down |
- Rushes at the target with super armor and melees them to the air for one Final Shooting. One of the few practical EX attacks because of the speed and damage and it also comes with benefit of looking pretty damn cool while doing it.
- Strangely enough if this move's melee lands while the opponent has super armor, it's possible for the arm to bend in order for the final shooting shot to make some really jank muzzle correction that can aim basically anywhere it sees fit due to the nature of the shot.
- Be careful about using this move against shooting guard targets like mantles or 00(Q)'s shield bits.
External Links
- Official Gundam page (Japanese)
- Akatsuki
- Altron Gundam
- Arche Gundam
- Arios Gundam
- Astray Gold Frame Amatsu Mina
- Astray Red Frame (Red Dragon)
- Astray Red Frame Custom
- Atlas Gundam
- Avalanche Exia
- Banshee
- Baund Doc
- Brave Commander Test Type
- Cherudim Gundam
- Crossbone Gundam X1 Custom
- Crossbone Gundam X3
- Destiny Gundam (Heine)
- Extreme Gundam Agios-F
- Extreme Gundam Eclipse-F
- Extreme Gundam Excellia
- Extreme Gundam Xenon-F
- Freedom Gundam
- G-Self
- Gold SUMO
- Gottrlatan
- Gundam AGE-2
- Gundam AGE-2 Dark Hound
- Gundam AGE-3
- Gundam Barbatos Lupus
- Gundam Deathscythe Hell (EW)
- Gundam Full Armor
- Gundam GP-02
- Gundam GP-03
- Gundam Gusion Rebake Full City
- Gundam Heavyarms Custom (EW)
- Gundam Virsago Chest Break
- Gundam X
- Gundam X Divider
- Hyaku-Shiki
- Hyperion Gundam
- Impulse Gundam
- Infinite Justice Gundam
- Legend Gundam
- Perfect Strike Gundam
- Phantom Gundam
- Providence Gundam
- Psycho Zaku
- Qubeley
- Raphael Gundam
- Shadow Gundam
- Shining Gundam
- Strike Noir
- Susanowo
- Tallgeese II
- Tallgeese III
- The O
- Wing Gundam Zero (Quatre)
- ZZ Gundam
- Zeong
- Zeta Gundam
- Zeydra
- Acguy (Haman)
- Astray Blue Frame Second L
- Astray Gold Frame Amatsu
- Astray Red Frame
- Blitz Gundam
- Blue Destiny Unit 1
- Build Strike Gundam Full Package
- Crossbone Gundam X2 Custom
- Delta Plus
- Dragon Gundam
- Dreadnought Gundam
- Farsia
- Forbidden Gundam
- G-Arcane Full Dress
- GOUF Ignited
- Gaia Gundam
- Gaia Gundam (Waldfeld)
- Gedlav
- Gelgoog (Anavel Gato)
- Gelgoog (Char)
- Gerbera Tetra
- Gundam
- Gundam (G-Parts)
- Gundam AGE-1
- Gundam Barbatos
- Gundam Deathscythe Hell
- Gundam Dynames
- Gundam Exia
- Gundam F91
- Gundam GP01 Full Burnern
- Gundam Heavyarms Custom
- Gundam Kimaris Trooper
- Gundam Mk-II
- Gundam Sandrock Custom
- Gundam Throne Drei
- Gunner ZAKU Warrior
- Gyan
- Hambrabi
- Impulse Gundam (Lunamaria)
- Jagd Doga
- Kapool & Kapool Corin
- Kshatriya
- Mack Knife
- Marasai & Gabthley
- Messala
- Montero a
- Noble Gundam
- Perfect Gundam
- Qubeley Mk-II (Ple)
- Raider Gundam
- Rozen Zulu
- Silver SUMO
- Stargazer Gundam
- Strike Gundam
- Strike Rouge (Ootori)
- Victory Gundam
- Zaku Amazing a
- Zaku II (Char)
- Zaku II High Mobility Type Custom (Shin Matsunaga)
- Zaku II High Mobility Type Late Model (Johnny Ridden)
- Zaku III Custom
- Zeta Gundam (Roux)
- Acguy
- Alex
- Berga-Giros
- Buster Gundam
- Duel Gundam Assault Shroud
- Efreet Custom
- GN-X III
- Gouf Custom
- Gun-EZ
- Gundam Ez8
- Gundam Ground Type
- Gundam Mk-II (Elle)
- Gundam Mk-II (Kamille)
- Hildolfr
- Infinite Justice Gundam (Lacus)
- Kämpfer
- LaGOWE
- Qubeley Mk-II (Ple-Two)
- Re-GZ
- Rising Gundam
- Tieren Taozi
- Victory Gundam Hexa
- Zaku Head Zeta Gundam
- Zaku II
- Zaku II Custom
- Zudah
a Mobile Suit is exclusive to the console release.
b Mobile Suit is a preorder bonus for the console release.
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