00 Gundam

 

Model Number: GN-0000 (+GNR-010 00 Raiser)

Pilot: Setsuna F Seiei

Cost: 3000 Hp: 680 Transform: X Form Change: O

 

00

The 00 Gundam was the first unit to be equipped with the Twin Drive System that utilizes two GN Drives to bring out the full power of a Mobile Suit. While the 00 Gundam was a powerhouse boasting high performance, it docked with the 0 Raiser to overcome power instability issues and further boost its performance.  

00 Gundam Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

GN Sword II Rifle Mode

5

70

Low performance BR

Charged Main

GN Sword II Rifle Mode (Shotgun)

18~146

5 CSA: Wide bullet spread, no momentum inherited
4/6CSA:Narrow bullet spread, will inherit momentum

Sub

GN Beam Sabre Throw

1

65~111

Physical projectile, stuns

Special Shooting

Summon Seravee  Gundam

2

17~143

Thin gerobi that lasts longer than average

Summon Arios Gundam

100

Fast-moving melee assist with low tracking. Launches

Special Melee

Transform to 00 Raiser

100

23-second power up. Spawns with full ammo, even in Overcost

Melee

Input

DMG

Notes

5B

5BBBB

231

High damage

5B(BBB)~A

193~246

Beam blade finisher,  instant down

8B

8B

85

Multi-hit stab

4/6B

4BBB

169

Fast melee but only causes a regular Down

2B

2B

75

Launches

CC8B

CC8BB

134

Untechable Down

Cancel Routes:

A: AB, *AC, BC

AB, 2B: *AC

*AC: AB

00Raiser / 00 Trans-Am Raiser Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

GN Sword III Rifle Mode

7

80

Thick BR

CSA

GN Sword II Rifle Mode (Gerobi)

40~160

Moving gerobi

CSB

GN Micro Missile

20~162

Small missiles with decent tracking

Sub

GN Beam Sabre Throw

1

65 ~ 111

Shares ammo with 00 Gundam

Special Shooting

Summon Seravee  Gundam

2

17~143

Thin gerobi that lasts longer than average

Summon Arios Gundam

100

Fast-moving melee assist with low tracking. Launches

Special Melee

Undock 0 Raiser

100

_

Undocks with the 0 Raiser and returns to 00 Gundam

2B

GN Sword II Twin Lance Throw

90

Good tracking physical projectile

Burst Attack

Raiser Sword[GN Sword II]

306(F)/278(E & S)

5ABC: Fires forward, then spreads open

Raiser Sword[GN Sword II](Vertical)

310(F)/280(E & S)

8ABC: Sweeps sword downwards 

Raiser Sword[GN Sword III](Horizontal)

4/6ABC: Sweeps sword from left to right or right to left

Melee

Input

DMG

Notes

5B

5BBBB

224

High damage

5B(BB)~A

150~232

Gerobi finisher

8B

8B

94

High priority

4/6B

4/BBBB

184

Great melee other than decent priority

4/6B(BB)~A

154~197

Gerobi Finisher

CC8B

CC8B~BB

198

Launches, untechable

CC8B (Trans-Am)

CC8B~BBBBB

285(F)/258(E & S)

During Burst only. Omnislash. Quantize while attacking on the last 2 hits.

BC (Trans-Am)

BC

132(F)/120(E & S)

During Burst only. Single hit, high damage.

Cancel Routes:

A: AB, *AC, BC, 2B

AB, 2B: *AC

*AC: AB, 2B

During Trans-Am

A, during any hit of 5B, 4/6B, 8B: BC

Overview

The 00 Gundam is an all-rounder suit with a timed power-up form, meaning that it has lull periods of not being a threat until 00 Raiser comes online. The buff duration for 00 Raiser is longer than many other units in the same cost bracket (23 seconds as compared to the usual 18 seconds), and will also enter a even stronger version of the power up during Burst. Players will need to make sure to utilize their Bursts well to maintain momentum with 00’s mobility and wide plethora of moves, especially moves that buy you a lot of time (Arios assist, CC8B, 2B etc).

00 Gundam will appear with 3 different names based on which form he is in: 00 Gundam by itself, 00 Raiser during BC power-up, and 00 (Trans-Am Raiser) while in Burst. Being a true GN Drive unit, 00-Raiser also has access to the Trans-Am buff and the ability to Quantize during Burst. 

00 Gundam Ability Details

Ranged Weapons

Main: GN Sword II Rifle Mode

A low performance BR with low ammo count. 00’s only attack that doesn’t cause vernier, be sure to shoot only when necessary.

Charged Main: GN Sword II Rifle Mode (Shotgun)

Fires a beam shotgun. 5CSA does not inherit momentum and has a wide bullet spread, 4/6CSA will inherit momentum but has a narrower bullet spread. You’ll be using this a lot due to the low ammo count for your Main. In mid~close range fights, making use of second impact will be important to landing a hit. Due to the density of the bullets, it can easily down your target if most of the bullets hit. Use this on enemies with super armor or barriers.

Sub: GN Beam Saber Throw

Throws out two sabers, one after another, that stun. Does 45 damage per blade when cancelled from Main. Shares ammo with 00 Raiser. This move has slow projectile speed and can be easily destroyed, but has fast startup, good muzzle correction, and large projectile size. 00’s primary form of self-defence in both forms. Throw it when an enemy comes too near. 5-second reload.

Special Shooting: Summon Gundam Seravee/Gundam Arios

Can summon both out at the same time. Has faster reload time during 00 Raiser, but still not an excuse to use excessively.  Try to conserve or at least have both ammo when you enter 00 Raiser for more battle potency. Both assists have low muzzle correction, so it’s hard to use them as a self-cut option. 17.5-second reload after both ammo have been used.

5AC: Seravee gerobi

Seravee fires a gerobi that lasts rather long for an assist. The muzzle correction is not good, so only use it after a hit confirm from your main or sub. Alternatively use it as a okizeme due to the duration of the gerobi, or to lock a blocking opponent in place.

*AC: Arios grab>Explosion

Arios appears in MA form, speeds towards the target and grabs them with the GN Beam Shield. On hit, explodes after a short delay launching the opponent. This attack is considered a melee attack, thus it will go through barriers and shields. Arios has low tracking but fast movement speed. Your opponent will be able to dodge it rather easily from mid~ far range. You can also use it as a combo ender. 

Special Melee: Form change to 00 Raiser

You cannot hold 2 to cancel the PoV change, so boost dash out ASAP.  Input BC again during 00 Raiser to cancel the power up. Advisable to cancel the power up when it’s almost finishing and you’re not engaging in a fight even if it’s just to save that little bit of ammo. You’ll need it. Generally you will want to cancel the power up once you’re back in neutral game with about 20 ammo left. The ammo reloads faster while in Burst, so if the situation allows you would want to try and let the reload cooldown finish first and let the reload actually start ticking (the duration where you can see the ammo refilling) then enter Burst. 

Melee moves

5BBBBB: GN Sword II combo

Long animation but deals decent damage. It also only has average reach and movement speed, thus more suitable to be used after a hit confirm. The last hit of this melee is a slash-through that causes untechable down, very useful as a combo ender.

5B(BBB)~A: Beam Blade finisher

Cancel from 1st to 4th hit of the 5B. Fires two crescent shape beams. Causes instant down, somewhat useful when you need to score a quick knockdown or to deplete an enemy’s beam barrier. 

8B: Stab

Multi-hit stab. Your typical 8B which is fast and has high priority with low reach. Causes Dust Down, allowing big damage if on the correct terrain.

4/6BBB: GN Twin Lance Cleave

3-hit side melee with a good curve on the dash trajectory and a short animation. However the last hit will only inflicts a regular Down, meaning your target can just tech out of it. Be sure to finish the combo with a CSA or sidestep into another move. 

2B:Uppercut

1-hit launcher. Cancel into *AC or CSA for best effect.

CC8B: Slash-through

2-hit slash-through that causes untechable down. Best to just leave them be after this hits.

Burst Attack

Raiser Sword

Generate a giant beam sword and slashes the target. 00 can’t get knocked back even if he hits a block or a barrier that blocks melee attacks. There are 4 inputs for this burst attack. 

5ABC:Fires forward, then spreads open. 

Fires directly forward before opening up the swords to both sides. Can be used to catch landings, and the input that will actually make the sword reach the target first as the other inputs actually sweep the giant sword across the target.

8ABC: Sweeps sword downwards 

Generates the Raiser Sword above 00 and sweeps it downwards. Useful for targets above you, or after any move that launches like the 3rd hit of CC8B. 

4/6ABC: Sweeps sword from left to right/right to left

Sweeps the Raiser Sword sideways extremely slowly. Only actually useful if both target are in front of you, then you aim at the left target and input 6ABC to sweep it from right to left so the sword appears quickly in front of the target on the right. 

00 Raiser Ability Details

Ranged Weapons

Main: GN Sword III Rifle Mode

An excellent BR with good projectile speed, tracking, and bullet size. Used in all situations from close to far range. You’ll be relying on this or 2B to land hits from mid to far range, so don’t spam this too much. 

Charged Main: GN Sword III Rifle Mode (Gerobi)

Fires a gerobi that does not cause vernier. A very powerful tool when 00 Raiser is in close at almost melee range. Despite being the worst CSA moving gerobi in the game in terms of proration, bullet speed, and maximum range, the thickness of this beam makes it easy to hit. Second Impact this attack for best effect, along with using 4B to close in while moving in an arc, then releasing CSA to freefall while firing the beam.  Alternatively, use 2B>CSA to freefall while facing front. 

Charged Melee: GN Micromissiles

Fires 2 sets of 4 missiles from each side of the each wing binder. The missiles fire out in a curve, and will not hit targets directly in front. The missiles have good tracking, but charging melee locks you out of 2B and using melee moves. It’s okay to use this move while playing the neutral game. 

Sub: GN Beam Saber Throw

Same properties as AB in 00 Gundam, except with faster reload in 00 Raiser.

Throws out two sabers one after another that stuns. Does 45 damage per blade when cancelled from main. Shares ammo with 00 Raiser. This move has slow projectile speed and can be easily destroyed, but has fast startup, good muzzle correction, and large projectile size. 00’s primary form of self-defence in both forms. Throw it when an enemy comes too near. 

Special Shooting: Summon Gundam Seravee/Gundam Arios

Same properties as AC in 00 Gundam, except with faster reload in 00 Raiser.

Can summon both out at the same time. Has faster reload time during 00 Raiser, but still not an excuse to use excessively.  Try to conserve or at least have both ammo when you enter 00 Raiser for more battle potency. Both assists have low muzzle correction, it’s hard to use it as a self-cut option. 

5AC: Seravee gerobi

Seravee fires a gerobi that lasts rather long for an assist. The muzzle correction is not good, so only use it after a hit confirm from your main or sub. Alternatively use it as a okizeme due to the duration of the gerobi.

*AC: Arios grab>Explosion

Arios appears in MA form, speeds towards the target and grabs them with the GN Beam Shield. On hit, explodes after a short delay launching the opponent . This attack is considered a melee attack, thus it will go through barriers and shields. Arios has low tracking but fast movement speed. Your opponent will be able to dodge it rather easily from mid~ far range. You can use it as a combo ender. 

Special Melee: Form change to 00 Gundam

No PoV change, and will inherit momentum. Somewhat safer as compared to 00 -> 00 Raiser. If you were in 00 Raiser when entering Burst, you will go back regular 00. 

2B: GN Sword II Twin Lance Throw

Physical projectile with good tracking, stuns. Inherits momentum, does 55 damage when cancelled into. Pierces targets and also goes through shield assists. This move will be part of your neutral game due to it’s good tracking. 

Melee Set

5BBBB: GN Sword III Slash

Generic melee with good tracking, start up, and close in speed. Can cancel into a shooting derivative during the 1st to 3rd hit

5B(BBB)~A: Gerobi Finisher

Does almost the same damage as the full 5B string. Use this when you want to score a quick knockdown or to deplete shields.

8B: Stab

Multi hit stab. Good priority and fast start up, but might have a bit of extra animation if you’re too far away. Inflicts a regular Down so be sure to follow up with another move. You can easily follow up with a CC8B, or almost any other move as this 8B will launch the target upwards ever so slightly.  

4/6BBB: Whirling Strike

A great melee move overall with the exception of the start up due to the animation of 00 Raiser twisting the entire unit one round before slashing. 00 makes a wide curve forward for this melee, very useful for dodging regular beam rifles while you get to close in. This is the best melee to cancel into CSA for a freefall. Just like 8B, this move inflicts a regular Down so follow up with another move.

4/6B(B): Gerobi finisher

Same properties as the 5B~A. 4/6BB~A does slightly more damage than the full 4B string.

CC8B: Slash-through x3

Typical CC8B move on a Setsuna suit with good cut resistance on all hits, launches on the last hit. PoV change the moment the first hit makes contact, but you can avoid it by changing targets after you input CC8B but before you land the hit. Kinda risky, but if you’re doing it on a hit confirm be sure to do so.  

CC8B during Burst: Slash-through + Quantize strike

Adds 2 extra hits and then 3 Quantize attacks after the original CC8B 3 hit. Very difficult to get interrupted due to the Quantize movement. Last hit slams the target on the ground, causes a Bounce (untechable). The entire animation is very long, together with the final slam making it an ideal time wasting move. 

BC during Burst: Cross slash

Raiser executes this move exactly on the spot where he’s standing without any chase animation. A very simple and clean one hit attack that does good damage and decent proration + down value. 00  Definitely use this in a combo for lots of extra damage. Can be easily cancelled into from all the regular melees; For CC8B, side step right before the 4th hit to get into position for this move to hit. 

Burst Attack

Raiser Sword

Generate a giant beam sword and slashes the target. 00 can’t get knocked back even if he hits a block or a barrier that blocks melee attacks (Alex’s Chobam Armor, Cherudim and Zabanya Shield Bits). There are 4 inputs for this burst attack 

5ABC:Fires forward, then spreads open. 

Fires directly forward before opening up the swords to both sides. Can be used to catch landings, and the input that will actually make the sword reach the target first as the other inputs actually sweep the giant sword across the target

8ABC: Sweeps sword downwards 

Generates the Raiser Sword above 00 and sweeps it downwards. Useful for targets above you, or after any move that launches like the 3rd hit of CC8B. 

4/6ABC: Sweeps sword from left to right/right to left

Sweeps the Raiser Sword sideways extremely slowly. Only actually useful if both target are in front of you, then you aim at the left target and input 6ABC to sweep it from right to left so the sword appears quickly in front of the target on the right. 

Unique Armaments

GN Field

During 00 Raiser and Burst(Trans-Am Raiser), your guard command becomes an impenetrable 360 shield. 

Quantize

During Burst(Trans-Am Raiser), getting hit while not in an attacking animation will cause 00 to Quantize, briefly disappearing to dodge the attack. Consumes a small amount of your Burst gauge. 

Strategies

  • 00 Raiser is an all-rounder suit despite having big guns and big swords. Close in while firing your ranged attacks before going in for a safe melee.
  • Shooting Burst is optimal. It lets you spam your thick BR, cancel across from your 3 other shooting moves to retain red lock and charge your CSA much faster.
  • Stay safe and go defensive in 00, push for damage while in Raiser. Normal 00’s spec are sub-par for a 3000 cost unit. Your partner must also be aware of this and not expect you to save them in time. Consider setting a custom message to inform them whether you’re in or out of power up. One possible set of message is to use one direction for “I’m powered up/Heading in” and another “Power up over/backing off”.
  • Being a Form change move, 00 Raiser (and Trans-Am Raiser) will only get cancelled when your unit returns to neutral or when knocked down. Learn your derivatives and cancel routes well to extend your combo as much as possible before your Raiser or Burst runs out. 
  • When in Raiser,you can use Arios summon to lock down a target (and score a knockdown), then go chase another high priority target. 
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