Extreme Gundam Type Leos II VS (Valiant Surface) 

Model Number: EXTREME GUNDAM type-LEOS II VS

Pilot: Leos Alloy (EXA VS)

Cost: 3000 Hp: 620 Transform:Form Change: O

 

 

Extreme Gundam Type Leos II Valiant Surface, the main character of “Gundam EXA VS”, a manga linked with this game. The pilot is the main character, Leos Alloy and is a figure that has grown from the previous work “Gundam EXA”. This is the form the Type Leos reached at the end of Extreme Evolution. The unit concept comes from the experience which he got using the three faces (Eclipse, Xenon, Aios) and the psycho frame which he learned from the Unicorn world. Basically, it is an all rounder with a combination of gerobi based on Aios & Eclipse and not much on Xenon. The reading of “Vs,” is “Valiant surface”. Valiant means “brave, heroic”, surface means “surface, appearance”. When the EX burst is activated, the name changes to “Extreme Gundam (Type Leos II) Vs-EX”.

Normal Form Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Valiant Rifle

 

8

75

Average BR

Charged Main

Valiant Rifle (Divine Blaster)

120

Thin but with fast traveling speed and good tracking

Sub

All Range Funnel “Aios”

1

27~124

Deploys around Leos II on 1st input, deploys towards the opponent or fire based on the 2nd input

Special Shooting

High Purification Armament “Eclipse”

1

20~238

Gerobi with poor bending ability

2B

Blade Bit Throw

85

Stuns on hit

Special Melee

Burning Mechanism “Xenon”

100

Changes to Extreme Evolution Form

Melee

Input

DMG

Notes

5B

5BBB

228

Suitable for an all-purpose unit. Only the last stage of this melee moves well

8B

8BBB

226

Does not move about throughout the whole melee

4/6B

4/6BBBB

213

Launches the opponent to the air on the 3rd stage of melee and hits the target on the 4th stage.

CC8B

CC8BBB

243

The 2nd stage of melee moves greatly from the 3rd stage, causes a forced down

Cancel Routes:

A: AB, AC, 2B, BC

CSA: AB, BC

AB: AC, BC

2B: AC, BC

Extreme Evolution Form Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Valiant Rifle

 

10

80

Comes with shooting guard

Charged Main

Valiant Rifle (Divine Blaster)

120

Same as normal but stuns on hit

Sub

Boost “Aios”

3

27~124

Increased in ammo

Special Shooting

Boost “Eclipse”

1

20~238

Fires two gerobi in a V-shape and causes an explosion at point of impact

2B

Blade Bit Throw

95

Increased in range and startup timing

Burst Attack

To everything I learned!

327(F)/296(S&E)

Combo attack ending with Last Shooting

Melee

Input

DMG

Notes

5B

5BBBB

228

Same as normal form but enhanced.

8B

8BBB

226

Increased in speed

4/6B

4/6BBBB

213

Same as normal form but enhanced.

CC8B

CC8BBB

243

Same as normal form but enhanced.

BC

BC

102~137

Grasping attack with shooting guard

BC~8B

83~121

Bound down

BC~2B

~194~229

Long restraint with good damage

Cancel Routes:

A: AB, AC, 2B

CSA: AB

Overview

This unit is not a full-frontal assault type- rather, it specializes in sneak attacks and prefers a more patient playstyle than most 3000 cost units. Like the 00 Gundam, it will be forced to shift to Extreme Evolution Form by activating its Burst, and your evolution gauge consumption stops when you are in burst. During that period, you could apply pressure with BR shooting guard, funnels, gerobi and CSA etc.

The weakness for this unit is having a poor melee set and mediocre mobility during Normal Form. Even when you are in the Extreme Evolution Form, your performance is considered average. While you are in Normal Form, it is not good at escaping and can be easily caught by the opponent. It is very hard to maintain formation with this unit so you need to play in a way where you can properly evade the opponent’s onslaught and maintain your formation. 

As this unit can deal damage from mid to far range, the possibility of you dying after your partner is rather high. So it is important to look at the situation and find a balance. Whether or not you can perform well with this unit will depend on how you deal with the opponent in a shooting battle which you should excel in and outplay your opponent. 

Normal Form Ability Details

Ranged Weapons

Main: Valiant Rifle 

An average BR that can be canceled to AB, AC, 2B and BC. Since the ammo can be refilled once you enter the Extreme Evolution form, you can be less conserved on the ammo and spam it together with your 2B and CSA when your evolution gauge is coming online soon. If you are turning to shoot your opponent and left stationary while your funnels are deployed by your side, you could do a free fall by inputting AB. You can also use this freefall method after you do a rainbow cancel from your 2B.

Charged Main: Valiant Rifle (Divine Blaster)

A one-shot down beam that can be cancelled to AB or BC. 2-second charge time. The shot is thin, but the traveling speed and tracking is very high so it is a very good weapon for landing punishment. You can do a free fall while your funnels are deployed by your side by inputting AB. This can also be used for self defense because it inherits inertia.

Sub: All-range Funnel “Aios”

Deploys 6 funnels surrounding the Leos II on the 1st input and deploys them out or shoots depending on your 2nd input. If you input 5AB, the funnels will fire simultaneously. If you input *AB, the funnels will fly towards the opponent and surround him/her before firing. 

This is the only weapon that can allow you to do a freefall. When you have the funnels deployed out by your side, you can input AB again after you fire your BR or CSA to do a free fall. You can deploy the funnels while at zero ammo but you can only do this after all the funnels have returned to you. Like the Strike Freedom Gundam, it is recommended to deploy the funnels out by your side as much as possible in order to give yourself some self defense or apply pressure while chasing down the opponent. The ammo for this weapon is not shared with the Extreme Evolution form but the funnels deployed out will not return even if you were to change to the Extreme Evolution form while your funnels are deployed by your side. Since the ammo is only consumed when the AB input is performed again while the funnels are deployed by your side, the ammo is not consumed even when the funnels automatically return to you. 

There are two types of input while the funnels are deployed by your side:

5AB: Salvo Shot

Fires right and left alternately. Good for self defense or chasing opponents but its difficult to hit faraway opponents. It is easier to use for self defense and chasing due to the ease of hitting at short distances or for follow-ups at mid distances. However, unlike the Strike Freedom Gundam which has a similar nature, there are only six funnels and the muzzle correction is kinda unsatisfactory hence the reliability for melee interception is kinda low. 

*AB: Siege shooting

The funnels will warp all at once, reappearing around the opponent and shooting sequentially. Like Extreme Gundam Type Leos Aios Face, there is no range limitation and it sticks to the same altitude as the opponent. Although the mounting position is a little farther than other funnel weapons, since it appears at the same altitude as the opponent rather than diagonally above, it is easy to fire the beams with the horizontal axis aligned. In addition, the traveling speed for the beam is a little faster than other funnel weapons, making it easier to hit the target. 

Special Shooting: High Purification Armament “Eclipse”

The beam cannon which has evolved into a compact model, and has changed from the length of the Carnage Striker which belongs to Extreme Gundam Type Leos Eclipse Face. The gerobi is very similar to Destiny Gundam’s CSB but the bending ability is low. There is a forced PoV change that can be cancelled by inputting 2AC.

The startup is slow so it’s best to use it as a sniping tool from afar. When you want to follow up after your BR hits but you have zero ammo left, you could use this weapon instead. But since you have your funnel and blade bit throw, there is not much opportunity to use it. 

2B: Blade Bit Throw

Combine two blade bits which are mounted on each wing and throw it towards the target. The damage will be about 50 when you cancel from BR. Able to cancel to BC and able to rainbow step. 

The performance is almost similar to Gundam 00 Raiser’s 2B and it is able to penetrate assist-type shooting guards such as the white Qubeley’s. The blade bits will not be destroyed even if it is met with an attack like a gerobi. The lateral tracking is fairly strong but vertical tracking is weak and it is weak against vertical movement of the opponent. The startup is normal and the hitbox is wider laterally than a BR, it has a limited range and is slightly longer than the red lock. As it can be rainbow stepped and it inherits the inertia, it is considerably easier to use so you can use it for many purposes like intercepting a melee, following up after your BR hits etc. 

Special Melee: Burning Mechanism “Xenon”

Generates waves while shifting to the Extreme Evolution form which lasts about 28 seconds. The ammo of all your weapons will be restored when the conversion is completed. Able to cancel from A, CSA, AB and 2B. There is a change in viewpoint so it can be cancelled by inputting 2BC.

During evolution, waves will appear from the unit in the form of a circle. Opponents who are hit by this wave will be stunned but damage is 0. Since there is super armor and shooting guard during the animation, you can use it like a counter against incoming melee attacks or block incoming shots while you are landing. 

Unlike the 3 faces of the Extreme Gundam Type Leos, the evolution gauge charge time is generally the same but no gauge will be given when you are dealing or taking in damage. Also even if the gauge is full, there is no effect of the center of the unit shining, so the opponent can’t see that you have accumulated the evolution gauge. 

Melee Set

5BBB: Beam Saber Melee

A 4-stage melee combo that is slightly longer at the end. There is a forced PoV change from the third stage onwards. The damage is good and firepower is high enough as an all-purpose unit even if you can only perform to the 3rd stage of the melee combo. Although the overall movement is small, only the 4th stage melee slash will allow your unit to move. Please note that sometimes the 4th stage melee does not hit when it is near the wall. The hit from the 4th stage melee deals an untechable down. 

8BB: Kick -> Somersault Slash -> Backslash

A 3 stage melee that starts from a series of striking moves and then slashes with your back facing your opponent with the blade bits attached. The cut resistance up to the 1st and 2nd stage is fairly good, but the 3rd stage is slightly longer and does not move at all. Viewpoint changed from 2nd stage onwards. The startup and priority might be the strongest among all of this unit’s melee set.

4/6BB: Slashing -> Stab -> Side Slash -> Rising Dragon Slash

A 4-stage melee with configurations similar to 5B. There is a change of viewpoint from the 3rd stage onwards. This melee is normal and hardly moves except the 4th stage. Good for self defense. 

CC8B: Lion Ranbu

A 4 stage melee that connects two blade bits and slashes. There is a change of viewpoint from the 2nd stage onwards.It is comparatively excellent in reach and priority but there is not much movement until the 3rd stage. Deals a forced down at the end of melee combo. 

Extreme Evolution Form Ability Details

Ranged Weapons

Main: Valiant Rifle 

Same as Normal Form but with increased ammo, damage, and a shooting guard is deployed in the muzzle direction when shooting. Everything is improved except that the reload time got worse by 1 second. Recommended to use Shooting Burst as when you are in Burst, you will be in Extreme Evolution Form and you will be able to abuse and spam the BR with shooting guard while chasing down the opponent with an endless BR storm. 

When you return back to Normal Form, your remaining ammo will take over so that it does not exceed 8 ammo. 

Charged Main: Valiant Rifle (Divine Blaster)

2-second charge time. In addition to your usual CSA shot, four funnels are deployed behind the unit and released. The performance such as tracking and muzzle correction remains the same but the down value is decreased and it stuns the opponent on hit. As it is not a one-shot down as compared to your Normal Mode CSA, be sure to follow up after hitting. There is a slight recoil when it fires which drops back just slightly. The freefall tactic is useful for self defense but with low HP units like Leos II, overconfidence is prohibited. 

Sub: Boost “Aios”

Basic performance remains the same but ammo count is increased to 3. Increased ammo is a simple but easy to use enhancement, so let’s use it luxuriously. During this Mode, you can use it as a stepping stone to hitting your gerobi or you can just deploy them out to surround the opponent for pressure. 

Since the rigidity of deploying the funnel is very short, a cancel route of  BR>Firing Funnel(While Funnels are deployed by your side)>BR can be done to fake your landing. With this, it is possible to control short distance battle which is the range where Leos II is could excel at 

Special Shooting: Boost “Eclipse”

A gerobi that shoots from two cannons, with improved performance over the Normal mode’s gerobi. There is a forced PoV change that can be cancelled by inputting 2AC. The gerobi is quite thick and causes a huge explosion at the point of impact, also the startup and reload is much faster as compared to Normal Mode. 

This is your main damage dealer and the flow of the game changes depending on how often you hit with it. The amount of ammo is increased to 2 so you can shoot more actively. The power of the gerobi itself is the same as normal, a full hit from the explosion deals around 166 damage.  

The bending ability has been improved but it bends only subtly. But since the muzzle correction is good, it is still very useful. The explosion does not move even if the gerobi is bent after the point of impact. The width is wide because it fires using two cannons in a V shape and often one side will hit. For this reason, if you fire the gerobi when the opponent landed, he/she will usually take the hit although the damage varies. Even if the opponent manages to guard your gerobi, just bend your gerobi to the ground and his/her guard will break due to getting caught in the explosion.

However, the farther away the enemy is, the larger the gap between the two cannons, making it unable to hit the opponent if they happen to be in the middle. In that case, if you are aiming from far it would be best to aim for the opponents landing as the opponent will at least take damage from the explosion even if the gerobi does not hit.

2B: Blade Bit Throw

Compared to the previous form, it has longer range and can reach far ahead, and its travelling speed and tracking have been slightly enhanced. Deals around 55 damage if you cancel from BR. You will stay stationary when you throw it, but considering that the Main reload is slower than the previous form, it is a good idea to throw as much as possible. The range is also longer than the previous form which is just a little further than your max red lock. 

Melee Set

5BBB: Beam Saber Melee

Motion faster than Normal Form. The last stage melee is a horizontal rotation passive down. 

8BB: Kick -> Somersault Slash -> Backslash

Motion faster than Normal Form.

4/6BB: Slashing -> Stab -> Side Slash -> Rising Dragon Slash

Motion faster than Normal Form. The last stage melee is a vertical rotation passive down. There will be no change in viewpoint that was present in the Normal Form. 

CC8B: Lion Ranbu

Motion faster than Normal Form.

Special Melee: Shining Breaker

A grab attack that closely resembles Destiny Gundam’s grab attack. Comes with a shooting guard. It is possible to cancel from any stage of melee. Since it moves quite a distance, it is a good melee to use for closing in the opponent. 

Usually a melee move that has a shooting guard will be considered a strong melee, but that logic is only legit when the shooting guard is present right at the start of the move. Since the shooting guard is only present during the rush animation, if you use this melee immediately, you will get hit before the shooting guard is ready. This melee provides the best rush-in speed for Leos II and the technique itself (not the shooting guard) is good. For this reason, if the opponent is at a close distance or on a straight line, with the rush speed you may be able to grab the target. However, as like the fate of all grabbing melee, it is weak against melee or weapons that have high agility so be careful when you use it. 

Unlike Gold Sumo and Crossbone Gundam X3’s BC, there is a hit stop so you can block an entire gerobi. But at the end if you fail to grab the opponent, you are most likely gonna get hit instead. Basically, it is a melee that you use as a stepping stone to your next move like cancelling out into a melee or ranged attack after closing in. If you occasionally mix this melee in the middle of a shooting battle, you may surprise the opponent. 

There are two more inputs after you successfully grabbed the opponent:

BC~8B: Heel Drop

Kick the opponent down after the somersault resulting in a bound down. It is less powerful but provides a good restraint. Cut resistance is good because the somersault rises well and it is easy to follow up after rising up. Since it blows the opponent away at a distance, following up is stable except at the wall. If you want to follow up, it is recommended to cancel it before kicking. It does not consume any boost during the animation so it is very easy to handle. 

BC~2B: Blade Bit Ranbu -> Slash Though

Throws the blade bit to the opponent, slash the opponent like how Extreme Gundam Aios Face BC derivative does and finally Leos II slashes through with the saber coming out of the rifle. Even if you cancel it halfway, the attack of the blade bit will continue. But if you cancel it before throwing the blade bit out, the attack will not come out so be careful. During the bit attack, you will stay stationary and the melee duration is long. Furthermore, it cannot be ignored that boost is always consumed during the whole animation.

The blade bit ranbu has no down value and provides a strong stagger, so it can be used for restraining the opponent while you go assist your partner. You can apply a very long stagger by doing blade bit ranbu>boost out and recover> grab and do blade bit ranbu and repeat.

Burst Attack

To everything I learned

Using the rifle sword that connects the funnel and blade bit to slash through twice -> throw rifle and deploy funnels while grasping with shining breaker -> Lifts up and explodes -> Funnel mass assault -> A Last Shooting style burst attack that pushes the opponent with a huge beam saber that oscillates from the blade bit.

The reach of the 1st stage is slightly higher on average, and the blade is very large + swing is large so the hitbox is wider than it looks. The 2nd stage often misses near the wall and when you miss it, the target can’t be tracked and unable to continue the burst attack. After gripping, you will stay stationary on the spot so you are very likely to be disturbed when you are in the shining breaker melee portion. 

Unlike the burst attack of Nu Gundam, the funnel parts are registered as melee instead of a ranged attack. The final stage of the melee causes a short hit stop and then goes down. If you drop the opponent at the stage where you are slashing through, you will proceed to a free fall. However, even if you drop the opponent at the time of grabbing at the 3rd stage, you will continue your burst attack so be careful if the opponent can happen to recover and counter back. 

Strategies

  • The playstyle is similar to Unicorn. Fight at mid to long-range when you are in Normal form and at mid to close range when in Extreme Evolution form. But do not be overaggressive as your hp is considered on the lower side for your cost.  
  • Always get your funnels deployed out by your side as much as possible to be ready for incoming attacks.
  • During Extreme Evolution form if you are about to land while overheating and you notice your opponent is going to punish you, fire your BR before you land in order to get a chance to block using the shooting guard.
  • During Extreme Evolution form if the opponent blocks your gerobi, bent your gerobi towards the ground to cause an explosion to break his/her guard.
  • S burst is recommended for this unit.