Model Number: EXTREME GUNDAM type-LEOS | Pilot: Leos Alloy |
Cost: 2500 Hp: 650 Transform: X Form Change: O |
Extreme Gundam Type Leos’ fighting evolution, the Xenon Face. It is a figure that evolved by acquiring the GA data from the G Gundam world shown in the manga. As its name implies, it specializes in offensive attacks in close proximity which are based on the Shining Gundam.
Base Form Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Variable Gun | 6 | 70 | Average BR |
Charged Main | Beam Rifle (multiple shot) | – | 50 ~ 105 | Fires 3 BR shots |
Sub | Beam Dagger Throw | 1 | 22 ~ 78 | Able to throw in 3 different motions |
Special Shooting | Data Pressure | 1 | 0 | Pressure attack, gains 30 Evolution gauge on hit |
Burst Attack | EXA Full Burst | – | 271(S)/258(F & E) | Wide gerobi |
Melee | Input | DMG | Notes |
5B | 5BBB | 170 | Standard 3-stage combo |
8B | 8BB | 131 | Multiple hits |
4/6B | 4/6BB | 120 | 2-stage attack which deals multiple hits |
2B | 2B | 70 | Pyonkaku |
CC8B | CC8B | 117 | Slash-through with multiple hits |
BC | BC | 222 | Spinning slash |
Cancel Routes:
A, CSA: *AB
5B, 8B, 4/6B, CC8B: AC
5B second hit: BC
After 1st of 5B, 4/6B, 8B : BC
Xenon Face Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Leos Shot | 1 | 60 | Thick projectile |
Charged Main | Spirit Leos Shot | – | 80 | Flame Stun |
Sub | Sphere Depth Charge | 2 | 80 | Stuns |
Special Shooting | Weightless Dash | 2 | – | Command Dash |
Special Melee | Extreme Evolution Activation | 100 | 0 | Stuns opponent on hit |
Burst Attack | EXA Full Burst | – | 271(S)/258(F & E) | Same as base form but with Funnels added |
Melee | Input | DMG | Notes |
5B | 5BBB | 182 | Standard 3-stage melee |
5B(B)~BC | 249~265 | Good for gaining extreme evolution gauge | |
8B | 8B | 95 | Single thrust |
4/6B | 4/6BBB | 251 | 7-hit melee combo |
4/6B(BB)~BC | 254~279 | Same as 5B~BC | |
2B | 2B | 85 | Pyonkaku with no landing property. |
CC8B | CC8B | 111 | Multi-hit |
Cancel Routes:
A: AB, AC, 2B
AB: AC,2B
CSA: AB, AC, 2B
AC: Any command
2B on miss: BC
XF (Extreme Evolution Form) Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Leos Shot (Kai) | 1 | 90 | Even thicker projectile than previous form |
Charged Main | Tachyon Slicer (Overlimit) | – | 100-120-150 (0-65-75) |
Damage depends on charge level. The values in the brackets are the damage from the shock wave depending on the charge level |
Sub | Fire Bunker | 2 | 60 | 5AB: Gerobi |
30~60 | *AB: Gerobi whip swiping from left and right simultaneously | |||
Special Shooting | Ultimate Dash | 2 | – | Special movement |
Hurricane Round Kick | 236 | AC~B: Derivative-only rapid kicks | ||
Shining Bunker | 207 | Grabs the target and explodes it. Can only be performed with AC~B~BC | ||
225 | ||||
244 | ||||
259 | ||||
278 | ||||
Special Melee | Energy Blast | 1 | 15 ~ 102 | Looks like Goku’s Spirit Bomb from Dragon Ball |
Burst Attack | EXA Full Burst | – | 283(S)/262(F & E) | Super armor on activation, causes explosion on terrain |
Melee | Input | DMG | Notes |
5B | 5BBBB | 213 | |
5B(BB)~8B | 120~202 | Hits the target up | |
5B(BB)~2B | 136~213 | Bounce down | |
5B(BB)~BC | 214~251 | Same as AC~B~BC | |
8B | 8BB | 138 | |
8B~BC | 218 | Same as AC~B~BC | |
4/6B | 4/6BB | 178 | Similar to Master Gundam’s 4/6B |
4/6B(B)~8B | 118~165 | Same as 5B~8B and 5B~2B | |
4/6B(B)~2B | 134~178 | ||
4/6B(B)~BC | 212~234 | Same as AC~B~BC | |
2B | 2B | 92 (60) | Dives downwards and creates a shock wave. The value in the bracket are the damage from the shock wave. |
CC8B | CC8B | 176 | Slashes twice before diving to the ground |
CC8B~BC | 212~234 | Same as AC~B~BC |
Cancel Routes:
A: AC, 2B
AB: AC, BC, 2B
AC: A, AB, AC, BC, 2B
BC: AB, AC, 2B
5B, 8B, 4/6B, BC derivative on hit: AC
Overview
The Xenon Face is a melee-based unit that specializes in close-quarter combat. This unit is considered the hardest to master out of the 3 Extreme Gundam as the ranged weapons are not suited for shooting battles, and it is a ground-running unit which is tough to handle without practice. But once you get past those issues, Xenon has great melee damage and many cool moves.
In the evolved form, you have great mobility thanks to the pyonkaku, zusakyan, and many other cancel routes which are great for closing in or escaping. The loop of using 2B and CSA is so addictive that you might want to forgo evolving entirely, but that’s unfortunately a bad idea as you will lose out on many benefits from the extreme evolution form.
In the extreme evolution form, your ability to pursue escaping targets is enhanced. Although its maximum firepower seems to be inferior to the previous form and you won’t be able to use the 2B and CSA loop combo for good movement, you will get more boost and its weapons are easier to use and are generally better compared to the previous form. Once again comparing to the previous form, the overall cut resistance for your melee combos is good and the damage output efficiency is also consistent. On the ranged weapons side, while losing the excellent CSA from the previous form, you acquire many weapons that can catch opponents in motion. As a melee-based unit, you get a huge blade with a 3 level charge that can hit the opponents at long range, a flame gerobi that can stun the opponent, and a fireball that works like an assist for your ranged weapons which is considered above average for a 2500 cost melee-based unit. These are clear advantages that the previous form does not have, and can be one of the reasons that this form has a higher performance overall. The melee combos are generally excellent although not at the same standard as a 3000-cost melee-based units, and there is no shortage of options for pursuing the opponent.
While Xenon loses mobility when going into its extreme evolution form due to losing its 2B pyonkaku, it still has great weapons and better boost efficiency which more than makes up for it. While it may have been different in previous games, Xenon in MBON needs to go into its final form in order to win games.
Base Form Ability Details
Ranged Weapons
Main: Variable Gun
An average BR that can be canceled into AB. Continuous reload, 3 second/ammo. You will be very dependent on this weapon during this form.
Although it is not recommended to mindlessly spend your ammo, you will want to give chase and aim for hits in order to increase your evolution gauge. Since the weapon is pistol-size and has a shorter muzzle, the firing angle is wider than the BR of other units.
Like with Victory Gundam’s BR, there is a shooting guard whenever you fire a BR. You will not go into a normal guard even if you successfully guard with this shooting guard.
If you picked Xenon Face, the beam traveling speed is fast but the tracking is weak. In the Eclipse & Aios Face, the tracking is normal but beam traveling speed is slow.
Charged Main: Variable Gun (Multiple Shot)
Fires 3 BR while remaining stationary which takes 2 seconds to charge. Can be cancelled to AB. If you picked Eclipse & Aios Face, you can also cancel to AC. The shots are a bit thicker as compared to the main BR.
This is also an important weapon for you to help conserve your main BR ammo. The firing angle range is unexpectedly wide. Depending on the position of the opponent, you might be able to hit even if your opponent is right below you. Since the muzzle correction is fixed by the first shot, you will have a chance to miss all 3 shots if the opponent were to sidestep early as the 2nd & 3rd shots have no muzzle correction. Fire this after jumping up with 2B lets you hit more consistently.
Alike to the BR, there is a shooting guard when using the CSA. But this is difficult to utilize intentionally as the shield is always held sideways during the animation, and has a small guard hitbox.
There is a difference in performance between the Xenon, Eclipse, & Aios Face. Xenon’s CSA has poor tracking & muzzle correction so it has a lower chance of hitting the opponent from afar. On the other hand, Eclipse & Aios Face’s CSA tracking is almost alike to the usual BR so it ‘s reasonably easier to use.
Throws out 2 beam daggers in a motion that depends on your directional input and takes 3 seconds to reload. Able to cancel to AC if you picked Eclipse & Aios Face.
The range limit of this weapon is about the length of your full red lock range. The hitbox is small but the muzzle correction and traveling speed are not bad.
Xenon Face’s version deals higher damage, and has better damage proration and down value as compared to the other two Faces. Aios Face has a better hitbox than the other 2 Faces.
This attack only causes a short stagger, so it is recommended to follow up as soon as you see the daggers hit.
-5AB: Beam Dagger Throw (Single)
Combine the 2 Beam Daggers and throw them towards the opponent as one dagger. The hitbox is larger compared to the other inputs. This input will keep you stationary but the startup and muzzle correction is good.
Simply said, this is a downgraded version of Infinite Justice’s boomerang.
-4/6AB: Beam Dagger Cartwheel Throw
Throws 2 daggers while doing a side cartwheel. The tracking for this input is better than with the other inputs.
Slow startup and motion. If you cancel out of this move early, you may throw only 1 dagger. It can be used as a follow up after a BR hit, but be careful as you might miss the follow up due to its slow motion.
Simply said, this is a downgraded version of Gundam Exia’s horizontal dagger throw.
-2/8AB:Beam Dagger Backflip Throw
Throws both daggers while doing a backflip. Same as the cartwheel throw, the startup and motion of this move are slow. On the other hand, it can be used to catch opponents moving left or right because it spreads wide. This is also a downgraded version of Gundam Exia’s 5AB dagger throw. The daggers track decently vertically, especially downwards.
Special Shooting: Data Pressure
Pressure-type attack, takes 8 seconds to reload. The startup is fast but it has no super armor and its range is small, so it is difficult to use when compared to units like The O. Take note that the opponent is unable to block this attack, like with all other Pressures. The hitbox from the pressure is small if you’re in Xenon, while the hitbox from Eclipse and Agios are bigger. In Xenon, you are also unable to use this move when there’s no ammo, but you can do so in Eclipse and Agios. Just a small possibility of scaring your opponent away when they see the start up animation.
The biggest feature of this weapon is that if you hit a unit with it (enemy or ally alike), you will accumulate 30 evolution gauge (Even if you hit multiple targets, the gauge will only increase up to 30). Therefore, it is recommended to use this move not only in melee combos, but also for hitting knocked down opponents (before they enter yellow lock) in order to gain evolution gauge.
Since Eclipse Face has no melee after evolution, the reliance on the melee canceling to pressure is quite high. If you evolve after hitting with pressure, you can continue to follow up in order to increase your evolution gauge.
Evolution gauge accumulates even in the case of friendly fire, so it is possible to coordinate with your partner to accumulate a large amount of evolution gauge from the start depending on where you are positioned.
Even if your BR damage is nullified by shooting guards such as Nu Gundam, 00 Quanta etc or armor equipment like Deathscythes, Alex etc, the evolution gauge will still increase steadily. If your partner has that kind of equipment, it is safe to accumulate your evolution gauge if you want to aim for that. But still, recommended to just gain evolution gauge off the opponent instead of the 200 IQ play as mentioned above.
Special Melee: Evolution Gauge
Initial value starts from 0 and when it becomes 100, you will automatically form change and evolve into the evolution form. Takes two seconds to charge the gauge by 1. The gauge increases with the three following methods:
- Automatically increases by 1 for every two seconds;
- Damaging the opponent; and
- Taking damage from the opponent or your partner.
Evolving does not cause any vernier. If you hit with your BC melee when your evolution gauge is around 90, the gauge will accumulate to full during the propeller slash (with a sparkle animation to show the gauge is full), and Leos will evolve immediately after the end of the skateboarding attack animation. If you cancel out in the middle of the combo, you will evolve straight away once you cancel out.
It is ideal to fight carefully and evolve without taking damage so that you can start engages with your evolved form, but do not leave your partner out there alone for too long. Make good use of the melee to pressure cancel route, BC, and more to gain evolution gauge quickly.
Xenon Face’s BR gets about 15 gauge per BR hit. If you follow up with a 2nd shot you will gain about 11 gauge. This value will be affected depending on the down value left for your opponent.
Take note that if the gauge exceeds 100, it will not be carried over to the next evolution gauge. Even if you land a hit with AC at 90 gauge count, the gauge after evolution starts at 0. So be careful if you are going to take some damage during that timing as going to the extreme evolution mode might be difficult even with Xenon Face. For Aios and Eclipse, the difficulty level for evolution is even harder.
Conversely, the evolution gauge will fill up if you take damage after evolving
Melee Set
5BBB: Beam Saber Combo
Standard 3 hit combo, has a change in PoV during the last stage of this melee. Able to cancel to AC.
8BB: Thrust -> Shield Thrust
Hits with the shield after a saber thrust. Can be cancelled to AC.
4/6BB: Side Slash -> Rotating Slash
Similar to F91’s 8B melee. The second hit is a single blow down after a rotary slash around the 3rd hit. Knocks the opponent away slightly forward rather than backward like F91. Evolution gauge will increase by around 37 if the whole combo connects. Able to cancel to AC.
2B: Jump Slash
Leap upwards and slashes downwards. Basically a pyonkaku. Does not bounce the opponent on hit. There is a difference in movement depending on which Face you are using which will be explained later. In every form this move allows you to become very agile and do not consume much boost, making it excellent to use as a pyonkaku. If you are fighting against Barbatos Lupus and both of you are doing your pyonkakus at the same time, you will most likely win if both have equal chance of hitting each other.
Xenon: Doesn’t jump as high as the other two forms, but moves further forward and most agile. It is at a level where you can aim for a surprise attack. The pyonkaku can almost be compared to Force Impluse’s pyonkaku. Although it can only be used in the based form, it is considered top class amongst pyonkakus.
Eclipse & Aios: A common pyonkaku that jumps high. The downward motion is almost like 00 Qan[T]’s pyonkaku landing. It is not as amazing as Xenon’s pyonkaku which can be used in both attacking and escaping, but the movement is reasonably quick and good enough to use for deceiving opponents while landing.
This move has a special landing motion and as the animation itself is long, it can’t be used to cover a stiff landing.
CC8B: Slash-through
Charging forward while rotating the beam saber. The second stage is rotated vertically down with multiple hits. Can be canceled to AC. Due to the nature of this melee, be careful when using it near a wall as you might have a chance of dropping the combo.
BC: Load Tactics
A rotating slash while moving forward like The O’s 4/6B. Puts the enemy in an untechable down state. The second stage of the attack steps and drags the opponent like a skateboard. Unable to use this move if you are overheated.
The rotating slash is similar to Deathscythe Hell’s, so you might catch the opponent’s partner if he/she tries to melee you during that animation. However, since the hitbox is small, You can still lose out to opponents with big weapons like Epyon’s. Hence, do not be overconfident with this move.
Xenon deals the lowest number of rotary slash hits and has the highest damage among the 3 faces.
Eclipse has a large number of rotary slash hits and is generally slower.
Aios has twice the number of rotary slash hits and lower damage output when compared to the other two.
This move can be canceled to AC if you are using Eclipse or Aios Face.
Burst Attack
EXA Full Burst
A form that simultaneously activates the extreme evolutions of Eclipse, Xenon, and Aios while firing a large gerobi. Common to all forms, there will be super armor before firing the gerobi.
The muzzle correction is strong, but the startup is slow which makes it a bit hard to aim. The muzzle correction only lasts for a short while. There is no need to force yourself to use it, but it can be used against incoming melee especially when you are overheated.
On a direct hit, the damage goes in really quickly due to how fast the gerobi hits. In fact, there is a slight delay between the input and the actual deployment of the Burst Attack. There is a possibility that it can be reused even if it is interrupted after the input.
When using the Burst Attack in the base form, it will only fire one thick gerobi. By the time you have Burst to do this, you should have already evolved so you will not see it in normal situations.
In the evolved form, Funnels will be deployed around it and fires along with the gerobi. As the attack range is expanded, you will have a chance of hitting the opponent who might be coming in from the side. The muzzle correction seems to be different between the funnel and the main body but it doesn’t make much of a difference. This attack will cause an explosion if it hits the terrain. If you use this attack well, you might be able to force a down on MA bosses with a single shot.
Xenon Face Ability Details
Ranged Weapons
Main: Leos Shot
Verniers and shoots a fireball from its hand, able to cancel to AB, AC, BC and 2B and takes 1 second to reload. The shot is reasonably large and you can follow up with a melee attack if you hit at close range. It is possible to fire this on the ground to do a zusakyan at the end of your running animation. Reload and muzzle correction are good, but the traveling speed is slow so usually it is used mostly for landing punishment. You could also delete physical shots with this weapon.
The main uses are for landing punishment, following up after your CSA, AB, etc. hits. The projectile does not curve much but it is better than using CSA to do a landing punishment. However, since it inflicts a regular Down while only launching the opponent very slightly, they will be able to recover if you do not follow up. So use AC and follow up with melee when you have a chance.
Charged Main: Spirited Leos Shot
Verniers and shoots a large fireball which you are able to cancel to AB, AC, BC and 2B and takes 1.5 seconds to charge. Although the down value is higher than that of your Main shot, it is excellent to deal with escaping opponents because the startup is very fast and the traveling speed is decent. The hitbox is also as large as it looks. At close range, it gives more pressure than Susanowo’s AB. In addition, it is quite excellent because it is possible to follow up by canceling into AC for an extended melee combo. It is recommended that you master this weapon in order to utilize this form.
Also, it can be used for escaping by making use of the cancel route ( 2B~CSA~AC~2B etc). However, contrary to its appearance it is considered as a physical projectile so it’s easy to be destroyed when the opponent is shooting at you. You can’t score a down with the weak stun from this weapon, but you can follow up with many other options. But if you want to make it quick, just follow up with your Main shot.
Sub: Sphere Depth Charge
Releases a sphere-shaped lightning from your fist that explodes after traveling a certain distance, or if it hits the terrain/building causing a multi-hit explosion. Only reloads on empty which takes 3 seconds to reload. You will not get hit by the explosion from this and it is possible to set the position of the sphere with your directional input. The explosion can delete physical shots so if you are facing an opponent such as Gundam Heavyarms, you can just fire the sphere at it and use it as cover. Able to cancel to AC, BC and 2B.
The lightning ball shoots diagonally upward in any situation and can miss on shorter opponents. It is mainly used as a trap to limit the opponent’s Boost Hops. If it hits the terrain, it will explode so you could aim for an okizeme with this. If you can predict the position of the opponent after hitting with the Main shot, you can use this to follow up like a zunda.
Special Shooting: Weightless Dash
A special movement with ammo count which only reloads on empty and takes 6 seconds to reload. You will dash forward with 5AC, diagonally with 4/6AC and backwards with 2AC. In all cases, you will rise slightly higher while dashing. This can be cancelled into A, AB, AC, BC, and all types of melee. You could also do a rainbow step out of it.
It is possible to move backwards after finishing your melee combo with this input, or dash forward to pursue your target, which makes it a tricky offensive tool while being easy to use coomand. You are also able to make various adjustments such as a surprise attack from the side with a good reach, jumping up with your 2B for a feint or even mix it up with your CSA. The reload is fairly quick, so use it generously for closing in or escaping.
Special Melee: Extreme Evolution Activation
Same properties as the Extreme Evolution in Base Form.
Initial value starts from 0 and when it becomes 100, you will manually press BC to form change to Extreme Evolution. Takes two seconds to charge the gauge by 1. The gauge increases with the three following methods:
- Automatically increases by 1 for every two seconds;
- Damaging the opponent; and
- Taking damage from the opponent or your partner.
Changes to the Extreme Evolution Mode while generating a stunning ripple wave. There is a shooting guard and super armor at the moment of evolution.(This is why monsters don’t interrupt the heroes’ transformations in TV shows.) You may prevent the forced PoV change applied when using this move by using the input 2BC to transform.
By performing CSA at the moment when the wave occurs, it is possible to generate the stun waves without going into the extreme evolution form. This tactic is colloquially known as “Extreme Fraud”.
Melee Set
5B: Tachyon Slicer
A 3-stage melee using a huge beam blade. There is a change in viewpoint at the 3rd-stage. The damage is high but the overall melee combo is slow and it is difficult to follow up at the end of the melee combo. So this is a melee combo that emphasizes on damage output but not on speed. You are able to cancel into the ~BC derivative from the 1st and 2nd stage.
5/4/6B~BC: Super Leos Knuckle
Able to derive from 5B or 4/6B. After launching the opponent up with the uppercut, Xenon unleashes a hundred punches and finally deals another uppercut at the end. Similar to JoJo Bizarre Adventure’s famous “ORA ORA ORA” scene. Able to cancel to AC anytime while you are hitting.
There is no cut resistance as your unit will remain stationary throughout the whole animation and forced change in PoB, but it has excellent damage output and is a good way to gain evolution gauge. If the target isn’t downed after this, you can follow up with CSA for more damage. If the opponent is killed during the punches, Leos will freefall as if it’s a Grapple type attack.
8B: Thrust
A 1-stage melee thrust with a huge blade. The priority is as strong as it looks and if this melee comes out first, you will most likely crush all other melees. A single hit, high damage move, and it can be used to follow up after the end of your 5/4/6B melee combo. If you use this melee in air, it will move forward with inertia but if you land a hit with it, Leos will suddenly decelerate.
4/6B: Multi-Slash
A 3-input melee which slashes the opponent with the Tachyon slicer dealing 7 hits in total. There is a change in viewpoint from 2nd stage onwards and you are able to cancel to BC at the 1st/4th/6th slash.
The damage of using this melee raw is very high, but there is no cut resistance at all as your unit will remain stationary and has forced PoV. If you’re feeling unsafe, stop halfway and follow up using other melee attacks.
2B: Jump Strike
A pyonkaku with landing property that makes your unit jump forward and land with a punch (superhero landing). It excels in the amount of forward movement but if you are too high up you will not land all the way with this move. You can cancel this to BC.
It is fair to say that this melee is one of the symbols of Xenon’s high maneuverability as it does not use much boost and has quick movement. Since it can be cancelled from A and CSA, you could do this cancel route (2B~CSA~2B~A~2B…and repeat) to jump around which is a very good technique for avoiding and moving. Since there is a flight penalty for this game, please be careful not to do this cancel route for too long.
If you use this move near the ground, it will go into the landing motion and touch the ground. If you use it at high altitude, the recovery of the melee animation will end during the fall and you will be able to input your moves and land normally.
It also excels in single-hit damage so you can use this to follow up after your CSA hits while you are out of boost. Since this move inflicts Dust Down, it’s very easy to follow up after a hit.
CC8B: Spinning-Slash
Charges forward while spinning with the beam saber. The animation starts right after the input so it is difficult to get a full hit unless you use this melee from a close distance.
Burst Attack
EXA Full Burst
Same as the base form but with additional funnels deployed at the sides expanding the attack range.
It is rare to do a burst attack in this form, but when the situation is disadvantageous to you this burst attack can cause great damage and gives a lot of extreme evolution gauge. So if you are in need to evolve fast, you can turn the tables around by hitting with this Burst Attack. You could use this to follow up after hitting with your CSA or AB.
XF (Extreme Evolution Form) Ability Details
Ranged Weapons
Main: Leos Shot Kai
Same as the previous form. The size of the shot is bigger than the Main shot of the previous form but it’s smaller than the CSA of the previous form. As usual, following up is difficult unless it is at a short distance so it is difficult to rely on it as a starting point for your melee combos. However, the performance of this weapon is good enough if you have a clear understanding of this type of weapons.
Charged Main: Tachyon Slicer (Overlimit)
Xenon generates a huge blade from the Tachyon Slicer and swings it downwards after jumping up. You are able to charge up to 3 levels and the damage increases dramatically as the level goes up, also it emits a shockwave on landing after charging to higher levels. This is a melee attack so you are able to rainbow step cancel it. Takes 1.5 seconds to charge each level.
The startup is fast and it can crush any incoming attacks coming in your way. On the other hand, the muzzle correction is weak and can be avoided with any lateral movement. Even if it is blocked by a shield guard or a barrier that can block against melee attacks, your unit will not stagger. But if it is against a melee counter, you will be successfully countered.
By nature, it is necessary to align yourself and your enemy on a straight line to hit this move. The best way to do it is when an enemy is boost hopping. Imagine the boost hop forming a lane, akin to lanes on a road. Move to the same lane as your opponent and release this attack. This method works even if your opponent is directly above you as Leos will swing the sword in an overhead manner. This is a single-hit high damage move, you can use this to finish up your melee combo. It takes some time to get used to getting a direct hit, but the result of getting a hit will be very fulfilling. Since this weapon hits the opponent to the ground, you can use this to close up the distance with an escaping opponent by making use of its long reach. Also since many units will prefer to use E burst, the value of hitting with this weapon increases further as your opponent won’t have the chance to recover with E burst if he gets hit by this weapon.
There will be angle adjustment when you cancel to this weapon from BC with a downward angle of up to 45 degress. If the opponent is below you, you can get a hit in faster than a regular CSB.
Do note that while you are charging, you will not be able to use part of your weapons like your AB and AC which are also excellent tools too. A and 5AB will be more stable for landing punishment if you are within mid range.
Sub: Fire Bunker
Fires a flame gerobi from both hands with 2 different inputs. Takes 7 seconds to reload. Both are useful for closing in on your opponent, and overall this is an important weapon for any Xenon player to master..
There are two types of inputs for this weapon:
-5AB: Straight Gerobi
Fires the flame bunker in a straight line. A single thick gerobi which is similar to God Gundam’s Main shot. The range is long and the muzzle correction is good which makes it a good weapon for landing punishment, or as a surprise turnaround intercept against enemies attacking you with melee attacks. Since it is often used at a distance, it is a good idea to fire this weapon after using AC to close in while aligning yourself with your target. It is easy to follow up after hitting with this weapon because you can cancel to AC then cancel to other actions for a follow up. If the opponent is far away, you will not be able to use *AB so it is good to get used to the effective range of this input.
-*AB: Side-Swiping Gerobi
Uses two flame gerobi whips and crosses them in front of the unit. Unlike 5AB, the gerobi swipes evenly from the sides and crosses like a scissors. It is extremely powerful as a means to start your melee combo at mid range and it could be used in many aspects such as okizeme, catching a moving target, etc. However, in terms of reach and startup, there is an overwhelming difference when compared to 5AB and it is common to see that you might not be able to reach the opponent with this weapon. Also, if you use it too close to the enemy, you might get hit by your opponent’s melee before you even start the attack. So in order to prevent these accidents, it’s necessary to use the cancel route (AC~*AB) when you are in the effective range.
While you are in F Burst, you are able to cancel the melee combo after hitting with this weapon. Depending on the combo, the damage could easily exceed 300 so it’s a good cancel route to remember while you are using F burst.
Special Shooting: Ultimate Dash
Similar to the previous form. The difference is that you cannot to dash backwards and 4/6AC changes to a wraparound movement towards the enemy. You are also able to cancel to 2B and AC after this. The speed is faster than the previous form and it is certainly an excellent move as you can cancel to AB to stun the opponent with your flame gerobi, but it is inconvenient that it can only derive into one type of melee attack despite the high performance. If you want to use another melee combo you’ll need to Boost Dash or Rainbow Step out of this
Although it is an excellent option to chase down your opponent, it does not allow backdashing like the previous form so it’s not as suited for escaping. However, if the opponent’s partner is far away, you may be able to dash towards your opponent’s partner as a means of escape.
AC~B: Hurricane Round Kick
A 5-stage melee that deals continuous spinning kicks. There is a change in viewpoint from the 3rd-stage onwards. Deals a bounce down at the end of the combo. Able to use this move via canceling to BC at any stage of the melee combo.
Although the reach is not bad, there are times when you might miss the target as the hitbox is quite narrow for the 1st stage. Couple with Leos moving at an angle for the 1st stage makes it even easier to miss your target. It seems that the input window is rather short so press B quickly. Also, if your first hit barely reached your opponent, the 3rd stage of the attack might whiff altogether.
The firepower for this move is quite high and the cut resistance is not bad, but it is difficult to hit it raw. More stable if you follow up from AB and other melee combos.
Special Melee: Energy Blast
Fires 8 fire shots from the fireball that appears overhead. Takes 5 seconds to reload. Once you set up the fireball, the fireball will not disappear even if you boost cancel out of the animation so it has a usability similar to that of a machine gun assist. However, the startup itself is slow and you can only cancel out after the giant fireball is formed.
If your opponent doesn’t perform any moves that cuts tracking, the shots track well enough to catch those who aren’t aware of this attack. You can also use this weapon for okizeme, or immediately block as a means of self-defense.
Melee Set
5B: Steel Fist of Anger
A 4-input, 5-stage melee that strikes with a hot fists. The startup of the 1st-stage is good and can be used in close range clashes. If you feel like you will lose the fight with your 4/6B, consider using this melee to with faster startup. The damage is high and if you can afford it, you can earn good damage by following up after hitting with AB. The overall animation is faster than 4/6B so it is more stable to use this melee for a fight.
Able to cancel to BC from the 1st to 3rd stage.
5/4/6B~8B: Seiken Zuki
It can be derived from 5B’s 1st to 3rd stage and 4/6B’s 1st to 2nd stage. A straight punch with a slash-through animation. The damage is low, but you can score a down while moving quickly. This is essentially a quick combo ender which launches but only inflicts a regular Down.
5/4/6B~2B: Heel Drop
It can be derived from 5B’s 1st to 3rd stage and 4/6B’s 1st to 2nd stage. This heel drop causes bounce down on hit. The whole animation is slow and the risk of getting intercepted is high. However, the damage dealt is higher compared to the previous derivative and because it deals a bounce down, it is valuable as a combo part or for leaving the opponent for more restraint time.
Melee~BC: Shining Bunker
It can be derived from 5B’s 1st to 3rd stage, 8B’s 1st-stage, 4/6/CC8B’s 1st to 2nd stage and any part of the melee from AC~AC. Xenon grabs the opponent and holds up high and blows it up in an epic explosion. There is a PoV change after grabbing the enemy. You can cancel out of the grab with AC to run away if you feel threatened.
Although it is a high damage move, unlike the grabbing melees of other units, it has heavy damage proration so the final damage output is not that high. Unlike some Shining/God/Darkness Fingers you cannot mash B to add damage. This is very similar to Turn X’s own Shining Finger.
There are two additional benefits to this move: its long animation gives you time to charge your CSA, and you can immediately reposition yourself while launching the opponent up high in the air after the explosion.
8B: Uppercut>Shoryuken
A 2-stage melee that launches the opponent up into the air with continuous uppercuts before dealing a finishing blow. It is not meant to be used raw but it is part of a basic combo that is meant to keep the opponent afloat. This unit don’t often need to stall for time with a launching combo though. The launch is good for a follow up to another melee combo, but if you’re going for a down, position your CSA properly as it will easily miss due to the high launch.
4/6B: Master Whip
Uses a beam whip whipping sideways 3 times which is similar to Master Gundam’s 4/6B. It is considered a high standard melee which can be the Main melee combo for this unit. It has a particularly good wraparound although it is not as good as the Master Gundam’s 4/6B. However, considering the performance of other all-rounder units in this game, don’t rely on this melee alone but try to mix up with other combos to prevent interruption from your opponent.
Able to cancel to BC from the 1st to 2nd stage.
2B: Jump Stab
Xenon plummets and stabs the Tachyon Slicer directly into the earth, emitting a shock wave. The shock wave is considered a ranged attack. Compared to the general pyonkaku, you do not fly upwards at all, and while there is a landing motion you will not touch the ground if you perform this move from too high up. Landing with this move has a shorter recovery than landing normally while you have very little or no boost, and you can also guard right before you touch the floor.
It is more difficult to use compared to the 2B of the previous form which can be used to jump forward and attack or escape, but instead you can use it to fall to the ground immediately with just one input. It can be used in various ways such as faking your landing, using this when you are overheated, intercepting incoming attacks by using the shockwave, and okizeme. Since it is not something that can be spammed like the 2B of the previous form, it is easy to forget about its existence. But as mentioned above, there are right times and right places for this to shine.
CC8B: 2x Slash-through>Slam Down
Grabs the opponent and slam it down to the ground after two consecutive slashes. Inflicts bounce down, and there is a change of viewpoint during the slam. The initial dash speed is not fast and overall animation is slow, but the reach is fairly good. Since there are better melee combos, you will not use this melee much but if you run out of ammo for AB and AC this melee might be useful as a substitute.
Able to cancel to BC from the 1st-2nd stage.
Burst Attack
EXA Full Burst
Same as previous forms except that you will cause an explosion at the point of impact. Since this unit is melee-based, in times when you are unable to chase the opponent you could use the burst attack when the axis align. You could also use it as a landing punishment but it is basically not recommended because the animation is too long.
One way to use it properly is by following up after your 8B melee hits. However, since most of the players will be using E burst, you are better off by following up with more melee combos for more damage so avoid using the burst attack unless you use it as a last resort against an incoming opponent.
Strategies
- The most crucial part of your battle is in your base form. Try to farm poke damage for your evolution gauge, and follow up after your partner BR hits while avoiding damage. But the good news is your gauge gain is the fastest out of the 3 extreme gundams, so you will not have to suffer for too long.
- Before the start of the battle, you need to know what role you are playing especially when both of you are using melee-based units as this will affect the outcome of your match. If your partner assumes that you are playing the back role but both of you end up yolo-ing in the 1st life, you can forget about winning.
- When you have evolved, you will need to play accordingly to your role. If you are playing the front role, you need to be in the mid to close range often to collect red locks in order to create chances for your opponent to punish the opponent. Use the pyonkaku related cancel routes often to cover your landing while confusing the opponent.
- If you are playing the back role, you will need to help your partner set up a 1v1 situation (Example: If your partner is chasing the opponent, you will lock on to the opponent’s partner and harass while avoiding taking damage).
- F burst is recommended for this unit. You can consider using E burst if you are playing as a back role but you might not be able to turn the tables around with that Burst when you need more damage.