Acguy

Model Number: MSM-04 

Pilot: Akahana

Cost: 1500 Hp: 450 Transform: X Form Change: X

 

An amphibious Mobile Suit piloted by Akahana. 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

Ranged

Armament

Ammo

DMG

Notes

Main

Vulcan

90

9~114

A machine gun fired from Acguy’s head.

Charged Melee

Acguy Summon

90

Summons a single rolling Acguy.

Sub

Rocket Launcher

3

90  

Special Shooting

Juaggu Summon

3

35~106

Guards frontal ranged attacks.

 

Special Melee


 

Agg Summon

 

 

3


 

91

5BC: Agg. *BC: Agguy. 

If 5BC is inputted on ground, Agg will drill into the ground before drilling upwards to the opponent. 

If 5BC is inputted in the air, Agg will travel towards the opponent to deal damage with it’s drills

Agguy Summon

95

Burst Attack

Trio of Acguys Rollout 

143

3 Acguys roll around the field, bashing into anything in their way

Melee

Input

DMG

Notes

5B

5BBB

173

 

5B(B)~A

118/162

 

8B

8B

85

 

4/6B

4/6BB

122

 

2B

2B

90

Pyonkaku. 

CC8B

CC8B

128  

Cancel Routes:

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

CSB: 2B

AC: A, BC

BC: A, AC

2B: AC, BC

Overview

Acguy may look like a joke character, but its strength as a 1-on-1 character is no laughing matter. Together with its multiple freefalls and pyonkaku for mobility and its extremely useful Juaggu summon, it has what it takes to even go up against higher cost MSes. 

Acguy’s main weaknesses are: 1)it has no effective tools for the long range, and 2) that it’s a ground-running suit, a weakness certain MSes can exploit. 

Acguy requires a lot of practice to master, but may well be worth the effort to learn.

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. 

The one saving grace of this attack is that it has an abundance of cancel routes into all of Acguy’s better moves, so you can use this as a poke before going for something more potent. This is still an important tool in Acguy’s arsenal, weaknesses and all.

Charged Melee: Acguy Summon

2-second charge time. Summons a cute little Acguy who curls up into a ball and rolls around the battlefield in a straight line. Any enemy, ally, or even yourself who gets hit by the Acguy is launched upwards. 

The risk of this move is often not worth the reward, as this move is just as likely to cause a friendly fire situation as it is to hit an enemy. Also, charging this means sealing off your extremely important 2B pyonkaku, so pick the time to use this very, very carefully. If you intend to use this at all.

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. 

Special Shooting: Juaggu Summon

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 

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.

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.

4/6B: Claw Typhoon

Acguy comically spins its arms around like a whirlwind and strikes at the enemy. This is your best combo starter out of all your melee attacks for its good hitbox and startup. 

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: Rolling Acguy

Acguy curls up into a ball and tackles the enemy. Just like 8B this move is very cute, but not something you can hit consistently. 

Burst Attack

Trio of Acguys Rollout 

Same as your CSB, but instead of summoning one Acguy you summon three. Plunges the battlefield into chaos, hitting friend and foe alike. Can be used as okizeme, but mostly this is just for the lulz.

Strategies

  • 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. That’s it.
  • S can be used to release a swarm of CSB Acguys or for its ability to step cancel your shooting attacks, but F is still preferable in most situations.
  • Acguy partners best with 2.5k or 2k units.