Ground Type Gundam

Model Number:RX-79 [G]

Pilot: Shiro Amada

Cost: 200 Hp: 460 Transform: X Form Change: O

The Ground Type Gundams were mass produced for combat on Earth, using spare parts meant for the RX-78. Although they were put together hurriedly, they boasted high specs, and became the frontline suits on Asian war front.

Machine Gun Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

100mm Machine Gun

90

14 ~ 155

3-hits to stagger. Shoots up to 15 pellets

Special Shooting

I’ll return it two-fold!

60

14 ~ 143

Machine gun that causes vernier.

Special Shooting

Hover Truck/ Ground Gundam Summon

3

8 ~ 84

50

70 ~ 126

5AC: Hover Truck that fires a machine gun.

4AC: Ground Gundam that fires a net gun.

6AC: Ground Gundam that fires 2 shots from its missile launcher.

Special Melee

Switch to Artillery Mode

When done on land, refills boost instantly.

Burst Attack

08th MS Team Full Assault

265/232

Ground Gundam summons the squad to fire on the enemy together.

Melee

Input

DMG

Notes

5B

5BBB

128

 

8B

8B

78

Stab.

4B

4BBB

116

Superior speed and priority.

CC8B

CC8B

85

Tackle.

CC8B~A

157

Follow-up with a bazooka shot.

2B

2BB

136  

Cancel Routes:

AC: BC

BC: All movements

A: AB, AC, BC

AB: AC, BC

Artillery Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Artillery

5

100

Physical ammo with good vertical tracking. Manual reload on empty.

Sub

Artillery

5

110

Shares ammo with the Main. Fires from a higher angle if the opponent is behind an obstacle.

Special Shooting

Hover Truck/ Ground Gundam Summon

3

8 ~ 84

50

70~126

5AC: Hover Truck that fires a machine gun.

4AC: Ground Gundam that fires a net gun.

6AC: Ground Gundam that fires 2 shots from its missile launcher.

Special Melee

Switch to Machinegun Mode

When done on land, refills boost instantly.

Burst Attack

08th MS Team Full Assault

265/232

Ground Gundam summons the squad to fire on the enemy together.

Melee

Input

DMG

Notes

5B

5B

136

Impales the enemy on your mighty cannon, before firing at point blank range

8B

8B

65

Kicks the enemy once

8B~A

145

Follow-up with a artillery shot (Does not consume artillery ammo)

4B

4BBB

158

Superior speed and priority. Same as Machine Gun Mode

CC8B

CC8B

80

Tackle

CC8B~A

160

Follow-up with a artillery shot (Does not consume artillery ammo)

2B

2BB

136

 

Cancel Routes:

AC: BC

BC: All movements

A: AC, BC

Overview

A clone unit of the Ez8, the Ground Gundam sports most of the same weaponry but with a few changes. Here’s the full list of what’s different:

  • 2B changed from a melee counter to a melee combo
  • Main weapon changed from a beam rifle to a machine gun
  • Sub during machine gun mode changed: it does more damage, fires less rounds per button press (20>15), inherits more inertia, has a slightly slower rate of fire, and less ammo (80>60)
  • 5B during Artillery mode performs poorer across the board
  • Main and Sub during artillery mode have better damage proration (50%>60%)

Overall, you can play Ground Gundam in almost exactly the same way you would Ez8, just that you have a machine gun as a Main instead of a Beam Rifle. 

Machine Gun Mode Ability Details

Ranged Weapons

Main: 100mm Machine Gun

Reloads 90 ammo over 4 seconds when empty. Fires 3 shots per button tap, can be long held for 15 shots maximum. 3 hits to stagger, 13 to down. This does 14 damage per shot and a total of 155 if you shoot the enemy till it goes down. 

Normally machine gun units enjoy moving while rising, falling, or fuwa-stepping, all of which are largely unavailable to the ground-running Ground Gundam. However, it’s still a strong option in the closer ranges, and you can use brake cancelling to refill boost quickly.

Sub: I’ll return it two-fold!

Ground Gundam fires the machine guns mounted on its right arm and chest. You can continue holding A to empty your entire clip in a single sitting. 

This is one of your main lifelines when enemies come at you with melee attacks. Because each shot tracks individually you will be able to hit opponents even if they are sidestepping constantly. Just be mindful of the fact that you stand completely still while using this, leaving you vulnerable in a different way.

This has a wider hitbox than the Ez8’s, and does slightly more damage. However it has less down value.

AC: Hover Truck/ Ground Gundam Summon

Call on your teammates from the 08th MS team to assist you in battle. Depending on your directional input they will assist you in different ways. Takes 10 seconds to reload all 3 summons when they have been expended. All these assists are identical to those of the Ez8.

5AC: Hover Truck

Summons a hover truck which fires its machine gun at the enemy. This is pretty useful in the closer ranges. The Truck can’t fly, so if you summon it in the air it falls to the ground while firing its weapon. You can cancel into BC from this, so you can summon the truck to cover you while you switch weapons and refill your boost.

4AC: Ground Gundam (GM Head) Summon

The Ground Gundam fires a net gun at the enemy, ensnaring and stunning it. For a short while after the enemy is trapped in the net, and has its mobility reduced. This doesn’t track well, so it can be hard to hit this raw. Try comboing into it from your Main or a melee sequence to leave the enemy in a debuffed state.

6AC: Ground Gundam Summon

The Ground Gundam fires two missiles from its missile launcher. This doesn’t track that well either, but has a fast travel speed. You can combo into this from your Main to down the enemy quickly, or use it in conjunction with the Hover Truck summon to keep the enemy locked into place by multiple summons.  

Special Melee: Switch to Artillery Mode

Switch from Machine Gun mode to Artillery mode. This refills your boost instantly when done on the ground. You can cancel into this from many moves, essentially covering your point of vulnerability when standing still. Overall one of the most important moves in Ground Gundam’s kit.

Melee Set

5B: 2-stage combo

You won’t have much of a chance to use this as Ground Gundam has many better melee attacks, both for initiating and as combo parts.

8B: Stab

Stabs the opponent. Easier to follow-up on if you hit this in the air compared to on the ground.

4/6B: Horizontal Saber Slashes

The reach, startup, hitbox, and wraparound on this are all very good, making this your melee move of choice. 

2B: Diagonal Slash

Ground Gundam slashes twice with its beam saber. 

CC8B: Shoulder Tackle

The reach and hitbox on this are good, making this your second main melee attack. You can then follow-up with the ~A derivative for more damage.

CC8B~A: Rocket Launcher

Ground Gundam fires a rocket into the enemy at point blank range, downing it instantly. CC8B~A is your quick combo finisher.

~2B Derivative: Arm Clobber

Ground Gundam rips off its own arm and uses it to hit the enemy (you have to watch the anime to get it). This does pretty good damage, and is your go-to derivative when maximizing on combo damage.

Artillery Mode Ability Details

Ranged Weapons

Main: Artillery

Physical ammo with good vertical tracking. Manual reload on empty. This is great for catching landings, and can be cancelled into your assists or BC to keep it safe. This and Sub have better damage proration than the Ez8’s, so if you hit two Main shots on an enemy in one combo you’ll do slightly more damage.

Sub: Artillery

Shares ammo with the Main. Fires from a higher angle if the opponent is behind an obstacle. Pressing A repeatedly after the first shot is fired allows you to continue firing.

This does slightly more damage than the Main version, and you will be using this more often than your Main in most cases because it has stronger tracking. The advantage of the Main version is that it is safer though, since it has cancel routes into BC and AC while this version does not.

Ground Gundam’s Special Shooting and Special Melee are the same as when it is in Machine Gun mode.

Melee Set

5B: 180mm Artillery Cannon Stab+ Shoot

Ground Gundam runs at the enemy and impales it on its mighty cannon, firing a shot into it at point-blank range. Pretty fast startup, but still not one of your best melee options. This is much weaker than the Ez8’s version.

8B: Kick

Launches the enemy. Can be followed-up with the ~A derivative.

8B or CC8B~A: 180mm Artillery Cannon

Similar to the CC8B~A in Machine Gun mode, but instead of firing the missile launcher you fire the 180mm Artillery Cannon.

Ground Gundam’s 4/6B, 2B, and CC8B are the same as with the Machine Gun mode.

Burst Attack

08th MS Team Assault

Summons all members of the 08th MS team to fire on the enemy. The hover truck and both Ground Gundams fire their machine guns at the target, while Ground Gundam fires six shots of its artillery cannon. You can switch targets between shots to make Ground Gundam fire at a second target, but keep in mind that the summons will still continue firing at the first target. 

This is actually a pretty good option in the close range, as it’s easy for enemies to get caught in the machine gun fire. But note that failure often spells death, as you stand completely still for over 5 seconds while executing this move.

Strategies

  • Space yourself far away from the enemy and shell away in the Artillery Mode. When you feel that opponents are coming at you, quickly switch to Machine Gun mode to go against them.
  • Get comfortable with using your ground running and BC form switch for movement. Guarding is also a great option for Ground Gundam as you can’t really boost dash jump very well, limiting your evasive options.
  • For melee combos, you want to typically start with 4/6B or CC8B. CC8B~A is your fast combo finisher, 4/6B or 5B~2B is your best damage, and 4AC with the net gun is your best for okizeme or setups.  
  • F Burst powers up your great 4/6B so it’s perfectly viable. E is for situations where you don’t trust yourself to survive long. While S is great for Ez8 because it can spam its beam rifle, it’s not as good for Ground Gundam whose machine gun does not benefit much.
  • Ground Gundam pairs best with 2500 cost partners who can take the frontline.