Acguy (Haman)

Model Number: MSM-04 

Pilot: Haman Karn

Cost: 2000 Hp: 540 Transform: X Form Change: X


An amphibious Mobile Suit piloted by Haman Karn, affectionately referred to as fans as “Hamaguy”.  Although it uses many of the same mobility parts as the Zaku II, it leaves behind a smaller heat signature which makes it more suitable for stealth missions. The Acguy is capable of equipping various armaments depending on the mission requirements.

Ability Summary










A machine gun fired from Acguy’s head.

Charged Melee

Vulcan (Jump and Shoot)



Rocket Launcher



Special Shooting

Juaggu Summon



Guards frontal ranged attacks. Lever direction affects summon spawn location.

Special Melee

Agg Summon



5AC: Agg. Properties change when you are using it in the air and using it on the ground.

Agguy Summon


*AC: Agguy.

Burst Attack


1 0

Stuns enemies in the large AOE. Super armor on startup.









153~191 Fires head vulcans














Cancel Routes:

A: AB, AC, BC, 8B, 2B

CSB: AB, 8B, 2B



2B: AC


A clone unit of the 1500 cost Acguy, Hamaguy is actually considerably stronger than the original, and considered to be well worth the extra cost. 

It has all of the same strengths of the original Acguy, but a cost that allows it to pair with 3000 cost partners comfortably, and many other buffs. You may refer to the list below for everything that’s been changed.

Changes from 1500 cost Acguy:

  • Cost up from 1500 to 2000
  • HP up from 450 to 540
  • Red lock range improved 
  • Can now boost dash up to 8 times in a row on a single boost gauge (up from 7)
  • Swivel speed and performance greatly improved
  • Damage increase on many of its moves
  • Increased ammo and damage for Main
  • CSB has been changed from the Acguy Summon to Vulcan (Jump and Shoot)
  • Sub missiles have a faster projectile speed and improved tracking
  • Summoning animation for Agg and Agguy have been changed
  • Burst Attack changed from Triple Acguy Summon to Pressure

Ranged Weapons

Main: Vulcan

90 ammo total, reloads in 5 seconds. Requires 6 shots to hit to stagger the enemy. You can fire up to 15 shots consecutively.

This is a machine gun with terrible performance compared to many others, and relying solely on this move to score hits is extremely difficult. You do have an abundance of cancel routes, including freefalls with Sub and your Assists, which makes this tool a viable and important one in your kit.

Charged Melee: Vulcan (Jump and Shoot)

1.5 second charge time. Hamaguy jumps backwards while firing 10 shots of its vulcan at the enemy. You can cancel this into your Sub to freefall. You can input 4 or 6 when releasing CSB to leap slightly to the left or right direction.

While this is not something you want to use offensively because it puts distance between you and the enemy, it’s a good melee intercept tool or something you can just throw out at long range due to the fast charge time. 

The original Acguy’s CSB is a real wild card and using it meant sealing off your B button which gives you access to many freefalls and your 2B pyonkaku, but since you can cancel this into your sub to freefall that issue is somewhat negated.

Sub: Rocket Launcher

Acguy fires a bazooka shot. Reloads after you use all 3 ammo, and takes 6 seconds to reload. Enemies hit by the rockets are launched upwards slightly, allowing you to follow up.

As this weapon does not cause vernier, you can fire your out-of-angle Main and cancel it into this move to freefall, just like Delta Plus or Turn X. This is Acguy’s best weapon for scoring downs, so aim to use this to finish combos started with Main or your assists. 

This has improved tracking, projectile speed, and range over the original Acguy. However you do not have any additional ammo, so you need to be just as cautious with ammo management.

Special Shooting: Juaggu Summon

The only difference between this and the original Acguy’s AC is that the summoning animation is different.

Juaggu fires rockets at the enemy, and blocks ranged attacks with its shooting guard. Reloads in six seconds when all ammo has been used. Staggers the enemy on hit.

You can input directional left or right to position Juaggu on your left or right respectively to guard attacks from that side, if necessary. Otherwise Juaggu is summoned directly in front of you to block frontal attacks. 

Juaggu’s rockets have no tracking but the startup, speed, and range of the attack are all very good, making this one of Acguy’s main lifelines for self defense. 

Because of the nature of Acguy’s ground sliding dash, sometimes you may summon Juaggu in the wrong position even when using 5AC. To overcome this, it’s recommended that you backstep before summoning Juaggu to ensure that it covers you full frontal.

This is also a zusakyan for Acguy, meaning that if you cancel into this while ground-running or after a sidestep you will instantly refill all your boost. You can also use this as a freefall when cancelled into your Main. Can you tell how great this move is yet?

To top it off, unlike most assists in the game you can actually have more than 1 summon out on the field at one time. This is a move that is key to your offense and defense, so be careful about how and when you use this move.

Special Melee: Agg/ Agguy Summon 

Compared to the original Acguy, this summon has an increased rush speed, and slightly increased travel distance. The summoning animation has also been changed.

5BC summons Agg, *BC summons Agguy. They share the total of 3 ammo, which reloads on empty in 5 seconds. Both can be cancelled into your Main or AC. 

5BC: Agg behaves differently when summoned while Acguy is in the air or on the ground. When summoned on the ground Agg burrows into the ground like a mole and emerges from below the enemy to stun it. When summoned in the air it flies straight at the enemy like a regular assault-type assist, stunning on hit. Beware of hitting your own teammate who is in the middle of a melee combo on your same target.

*BC: Agguy runs at the enemy on the ground, slapping it repeatedly with its Heat Rod. This is Acguy’s most orthodox assist. This assist actually has bad tracking and poor startup, making it an actual rarity when it hits. Most of the time, it is preferable to use your BC ammo for Agg over Agguy.

Melee Set

5BBB: Claw

Good hitbox and high damage, but with very little cut resistance. You can cancel into your ~A derivative to fire rockets for a quick knockdown. Just like with the 1500 Acguy this is one of your main melee attacks.

5B(B)~A: Vulcan

Stops to fire head vulcans. Very low damage. You’re much better off not using this at all.

8B: Head Sliding

Acguy descends towards the ground and slides. This is not the kind of move you can hit intentionally. You can cancel into this from your Main. Unlike the 1500 Acguy this move has landing detection, meaning that if you use this move from the air you will slide all the way until you touch the ground.

4/6B: Claw Typhoon

Acguy performs 2 stabs with each arm. Good priority for the 1st stage, even wins melee moves from melee units like gouf custom and ifreet and also clashes with Exia. The wraparound is also good, making it your go-to melee. The 2nd stage knocks the target away slightly so it’s difficult to follow up with another melee. 

2B: Pyonkaku

Probably Acguy’s most important melee move. You leap at the enemy in an arc, travelling a pretty good distance forward. Even on whiff you can cancel to any of your assists at any time to freefall. Of important note, the [A~2B~Freefall~2B~Freefall] loop allows you to quickly catch up to enemies. 

Bounces enemies on hit.  

CC8B: Tackle

Acguy performs a tackle immediately after input. Very short reach, and slow start up. This move Downs the target immediately, and you can only follow up with a ranged move after a fuwastep forward. Acguy slides forward quite a bit, but you would be using 8B for that anymore. However if you’re up in the air and want to get some distance, you can use this also.

Burst Attack


A standard Pressure attack. Stuns all Mobile Suits in a large AOE, has super armor on startup. Its large AOE makes it a top class Pressure attack. Still does 0 damage, though. Memes aside, this is vastly superior to 1500 Acguy’s Burst Attack.


  • The general playstyle and strategies of Hamaguy are not very different from the regular Acguy’s, except that you now have a usable CSB that you need to integrate into your arsenal.  
  • Acguy specializes in being unpredictable, filling the screen with hard to read summons and constantly scoring stuns and staggers. It is able to achieve this objective by staying in motion constantly with its freefalls, pyonkaku, and zusakyan.
  • F Burst is great for Acguy as it gives you even more mobility, more ways to hit your melee attacks, and the ability to cancel from your powerful ranged attacks into your melee directly. Since you already have all the cancel routes you need even without S burst, F makes a lot of sense.
  • E Burst gives you extra survivability but it’s more viable on Hamaguy than the 1500 cost Acguy if you are afraid of overcosting your 3000 cost partner. 
  • S has no real advantage for Acguy as you already have all the cancel routes you need, and the ranged damage bonuses you receive are mediocre.
  • Because you’re now a 2000 cost unit, you can pair comfortably with both 3000 cost and 2500 cost partners. You can play a backline support for units like God, Master, and Epyon, or even take a front role for a 3000 cost support unit like Zabanya. Being able to pair with 3000 cost units is one of the best buffs Hamaguy receives, making the unit fit better into the meta.