G-Mecha

Model Number: RX-78-2

Pilot: Amuro Ray

Cost: 2000 Hp: 600 Transform: O Form Change: O

G-Mecha

Short for Gundam support MECHAnism, the G-Mecha is an upgrade of the RX-78-2 that allowed it to take on various forms by combining with the G Fighters and other various parts. It was able to transform into the following forms:

  • Regular Mobile Suit
  • Close combat support tank, G-Bull
  • A half human half plane centaur-like form, the G-Sky (or Gundam MA Mode)
  • The assault bomber, G-Armor 

The G-Armor gave the Gundam greater versatility in combat, and greatly increased its firepower.

MS Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

8

70

Special animation firing backwards.

Charged Main

Hyper Bazooka

99~156

Fires two bazooka shots.

Sub

G-Bull Artillery Assault

2

90~154

Forces you to land in the G-Bull form.

Special Shooting

Gundam Sky Assault

3

70~147

Moves in the input direction while firing the Beam Rifle.

Special Melee

G-Armor Transform

Transforms into the G-Armor

Beam Cannon

 

70~140

Fires the Beam Cannon while in G-Armor mode. Good tracking and fast projectile speed.

Missiles

  35 ~ 126
55 ~ 149

Fires missiles while in G-Armor mode. Strong tracking.

Burst Attack

G-Fighter Full Assault

266(E)/271(S)/285(F)

A combo attack sequence.

 

Melee

Input

DMG

Notes

5B

5BBB

188

 

5BB~8B

208

Add a grenade shot at the end. This derivative is also available with 8B and 4B. 

8B

8BB

130

 

4/6B

4/6BB

112

 

2B

2B

 70

Kicks the enemy.

2B~A

134

 

CC8B

CC8B8B

175

Can be rainbow stepped cancelled.

 

Cancel Routes:

A, CSA: AB, AC, BC

AB: AC, BC

AC: AB, BC

MA Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

8

70

Shared ammo with MS Mode. 360-degree firing angle.

CSA

Hyper Bazooka

99~156

Transforms back into MS Mode.

Sub

G-Bull Artillery Assault

2

90~154

Transforms back into MS Mode.

Special Shooting

Gundam Sky Assault

3

70~147

Transforms back into MS Mode.

Special Melee

G-Armor Transform

Transforms into G-Armor mode.

 

Melee

DMG

Notes

5B

90

Untechable down.

 

 

Overview

G-Mecha has an orthodox Beam Rifle Main and a relatively normal Bazooka CSA, but other than that all of its moves and attacks are very unique, and will initially feel unfamiliar and perhaps unwieldy to even longtime fans of the EXVS series. Sub, Special Shooting, and Special Melee all transform the Gundam into a different form, and even the MA mode is a different form entirely. 

However, being tricky to understand may come as an initial curse, but ends as a blessing as it can become very difficult for opponents to read what you’re up to. As an all-rounder unit G-Mecha can dish out some nasty damage very quickly from all ranges, and can easily pile on the pressure with a ranged barrage when ignored. For a suit that excels at long range combat G-Mecha also sports a higher HP of 600 compared to other units in its cost.

In short, this is one unit that is extremely difficult to pick up, but may well be worth the time and effort investment.

MS Mode Ability Details

Ranged Weapons

Main: Beam Rifle

Lots of ammo. Has a unique firing animation when fired out of angle. However, during S Burst this means that you cannot freefall while spamming your Main. Cancels into everything you need it to cancel into, and a great way to poke at enemies safely from a distance.

Charged Main: Hyper Bazooka 

Neutral input fires the Hyper Bazooka while standing still, while 4 or 6 will make you move in the respective direction before firing. Fires two shots. 2 second charge time, instant downs if both bazooka shots hit.

Has all the same cancel routes as your Main. Both shots are fired one after another, and the second shot consumes more boost to fire so you may opt to fire only one shot before boost dash cancelling to save boost. This tracks pretty well, and has a larger-than-average explosion radius.

Sub: G-Bull Artillery Assault

Transforms into the G-Bull, freefalling while firing two shots from the beam cannon. Takes 9 seconds to reload when all ammo has been expended. While in the G-Bull form you can use the Melee button to move. You can also input A to fire repeated shots which do not expend ammo but cost boost. With a maxed out boost gauge you can fire up to 9 times repeatedly before running out of boost. 

While this may look like a great landing tool, it’s not something you can spam endlessly because even if you land with this move, you do not regain boost until you revert back to the MS mode. 

The artillery shots are rather large, fast, and track rather well, but the muzzle correction past the first shot is rather weak, so even when firing rapidly you will not be able to hit enemies boost dashing sideways. It’s also important to note that this is a beam-type weapon, not physical.

In general this is a move that does not track well on enemies on a lower plane than you, especially in the close range where it’s impossible to hit anyone. You want to ensure that you are firing at an enemy who is either above you or on the same level.

Using the melee button to move while in the G-Bull can allow you to dodge straight and simple shots, but note that this does not actually cut tracking.

You can cancel from this form into other forms, or boost dash cancel to go back to your regular MS form. It is recommended to always change form manually instead of waiting for the move to end.

Special Shooting: Gundam Sky Assault

Transforms into the Gundam Sky, which fires its Beam Rifle at the target. You can then repeatedly input a direction and Main to continue firing at the opponent, while moving sideways and slightly upwards each time.Note that after the second shot you do not continue tracking the enemy. Reloads 3 ammo on empty in 10 seconds.

If you want to follow-up a Beam Rifle shot on an enemy while airborne, use this move. Otherwise if you’re on the ground, use G-Bull.

Remember that you can cancel this into any of the other forms. 

Special Melee: G-Armor Transformation

Transforms into the G-Armor form, which is basically an MA form. However, this is a completely different form from the G-Mecha’s actual MA form, the Gundam Sky. Which is also not the same form as your Special Shooting Gundam Sky. I know, it’s very confusing.

This MA mode is rather slow, but can be controlled like any other MA mode, including the Homing Dash with 88 that faces you forward. You cannot cancel into your other forms from this mode, however once you transform back into your MS mode you can quickly transform into the other forms if you like. You cannot enter this form if you are out of boost, unlike the other forms.

If you’re wondering what makes G-Mecha a threat and where all its damage comes from: it’s right here. A large part of the G-Mecha gameplay strategy is simply looking for openings to enter this form and launch a barrage at enemies that can be very hard to escape, and deals great damage.

A during Special Melee: Beam Cannon

Fires a pair of beams that instantly downs the enemy on hit. Hitting both beams does a whopping 140 damage.

The beams travel very fast, and track pretty well horizontally, but track extremely well vertically. The hitbox is also excellent, rivalling Strike Noir’s notorious railgun Sub.

This is one of G-Mecha’s calling cards. On enemies boost dash jumping, boost straight upwards, or even using pyonkaku moves, this hits extremely easily. While this does not track as well horizontally, by mixing it in with your missiles you can easily cover all bases and leave enemies with nowhere to run.

B during Special Melee: Missiles

Fires four missiles. These track well vertically, but also rather well horizontally, making them great to use together with your Main. A common tactic is to fly towards the enemy while firing A~B~A~B to launch a powerful barrage that tracks extremely well.

Melee Set

5B: 3-stage Beam Saber Combo

Has the performance of a move you would expect from a 2k all-rounder. Can be cancelled from the second hit into the 8B derivative.

5BB~8B: Grab & Throw

Grabs the enemy’s head unit before throwing the enemy. Does better damage than the standard 5BBB string, so you can use this as a combo part.

8BB: Stab

Does not travel forward at all, but stabs very quickly. You can use this in a similar way to Hyaku Shiki’s 8B, meaning it can be used as a melee intercept at the close range.

4/6BB: Diagonal Slash

Not a fantastic melee option, but it has a good wraparound.

2B: Kick

Soccer ball kick. Does not travel far, but has a ~A derivative.

2B~A: Beam Rifle

If you’re out of boost and want to take a swing at an enemy as a last resort, 2B~A instantly downs the enemy and is your best choice. 

CC8B: Gundam Sky Slash

Transforms into the Gundam Sky and slashes at the enemy before attacking with two beam sabers. You travel a good distance with this move and rather quickly as well, making this a rather good melee opener. 

Burst Attack

G Fighter Full Assault

A combo attack with super armor on startup. You probably won’t use this very option as you’ll be busy spamming your G-Armor mode during Burst, but having a super armor option is always good.

MA Mode Ability Details

Ranged Weapons

Aside from the Main, all weapons used in MA mode transform you into the respective forms and function exactly the same as they do when cancelled into from MS mode. MA Mode’s Main is your standard Beam Rifle with a 360-degree firing angle. Nothing else to report here.

Melee Set

Ma Mode 5B: Gundam Sky Slash-through

A 1-hit slash that leaves the enemy in an untechable down state. Can be sidestep cancelled or boost dash cancelled. You can use this at long range to quickly end your MA mode with a sidestep or boost dash cancel.

Strategies

  • G-Mecha might look like a joke unit, but its actual performance is nothing to sneeze at. 
  • G-Mecha struggles when double locked, so you should team up with a partner who is good at drawing attention away from you. 
  • G-Mecha’s main source of damage and pressure comes from its BC form, but the BC form itself offers no means of evasion or self defense, so it’s a high-risk high-reward option. It’s important you find safe opportunities to enter that form and fire away. Otherwise, use your Main, CSA, and other forms to poke safely without making risky commitments. 
  • Get in the habit of cancelling out of your AB and AC forms quickly with boost dash cancelling, as lingering for too long also leaves you wide open. The aforementioned forms are good as follow-ups to your Main. and are rarely used raw.
  • I’m not even going to talk about the other burst types because S is so great on G-Mecha. Hitting a barrage of BC form A and B shots does around 200 damage, and hitting 2 Main shots during BC does almost 280 damage. S burst has perfect synergy with the G-Mecha’s playstyle and moves, with the exception of not being able to freefall with Main because of the back shooting animation.
  • G-Mecha pairs well with any 3000 cost unit that takes the front role, particularly the likes of Master and Epyon that draw enemy attention well. 
  • G-Mecha can also pair with aggressive 2500 cost units, such as GP02. It is not recommended that G-Mecha pairs up with 2000 or 1500 cost units, as it does not do well when its the center of attention.

 

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