Model Number: AGE-2 / AGE-2DB | Pilot: Asemu Asuno |
Cost: 2500 Hp: 620 Transform: O Form Change: O |
A second-generation Mobile Suit created after analyzing the AGE-1’s data. Using a smart and lightweight frame, it has greatly improved mobility. It can also transform into the high speed cruising “Strider” mode to fly around with 3 times the usual propulsion.
Normal MS Mode Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Hyper DODS Rifle | 6 | 75 | |
Charged Main | Hyper DODS Rifle (High Output) | – | 120 | Forced Down |
Sub | G Bouncer Assist(3x BR Shot) | 2 | 50 ~ 120 | 5AB: Three BR shots |
G Bouncer Assist(Slash Through) | 60 | *AB: Slash that stuns | ||
Special Shooting | Transform to Double Bullet | – | – | Transforms into the Double Bullet mode |
Special Melee | Quick Transformation | 1 | 100 ~ 155 | Transforms to MA moving forward while firing BR and Vulcan shots |
Burst Attack | Awakening of a Super Pilot | – | 313(F)/293(E)/299(S) | Changes to Double Bullet on startup, stuns on hit then combos |
Melee | Input | DMG | Notes |
5B | 5BBB | 169 | Standard melee |
5BB~8B | 165 | Slash through derivative. Launches | |
5BBBBB (Awake) | 252(F)/236(E & S) |
During Burst, the melee combo is extended with an additional X-Shaped reversal into a Slam | |
8B | 8BB | 148 | Beam Saber stab into launch |
4/6B | 4/6BB | 158 | 3-stage Melee |
4/6BBBB (Awake) |
243(F)/226(E & S) | During Burst, the melee combo is extended with an additional X-Shaped Reversal into a Slam | |
2B | 2B | 63 | Left and right slashes launches on the second hit |
CC8B | CC8BB | 136 | Standard for a CC8B |
Normal MA Mode Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Hyper DODS Rifle | 6 | 100 | Shares ammo with Main |
Charged Main | Hyper DODS Rifle (High Output) | – | 120 | Transforms out and CSA |
Sub | Beam Vulcan | 40 | 20 ~ 113 | Forced down after 7 hits |
Special Shooting | Transform > Hyper DODS Rifle | (6) | 110 | Transforms upwards and fires the BR. Shares ammo with Main. |
Special Melee | Quick Transformation | 1 | – | Transforms back to MS, cuts tracking
4/6BC: Barrel rolls to the side 2/8BC: Transforms out downwards |
Melee | Input | DMG | Notes |
5B | 5B | 80 | A fast slash-through |
8B | 8B | 119 | Shoulder Tackle. |
Cancel Routes:
A: AC, BC
CSA: BC
Both AB: A
AC: DB-A, DB-AB
MA-A: AB, AC ,*BC , B, 8B
MA-AB: A ,AC , *BC
MA-AC: MS-BC
Various melee except first hit of 8B: AC
Double Bullet MS Mode Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Twin DODS Cannon | 7 | 75 | Good tracking |
Main (Backshot) | Twin DODS Cannon(Backshot) | 7 | 60 ~ 120 | Fires a pair of beams backwards |
Charged Main | Twin DODS Cannon (Focused) | – | 20 ~ 216 | Good sweeping speed |
Sub | G-Bouncer Assist (3x BR Shot) | 2 | 120 | 5AB: Three BR shots |
G-Bouncer Assist(Slash Through) | 60 | *AB: Stunning slash | ||
Special Shooting | Wear Change to Normal | – | – | Transforms, vernier |
Burst Attack | Awakening of a Super Pilot | – | 313(F)/293(E)/299(S) | Melee combo |
Melee | Input | DMG | Notes |
5B | 5BBB | 174 | Standard 3-stage |
5B(BB)~A | 225 | BR Derivative | |
8B | 8BB | 159 | Beam Saber stab into launch |
4/6B | 4/6BBBB | 219 | Bounce down at the end of combo |
2B | 2B | 76 | Uppercut |
CC8B | CC8BB | 149 | Low damage |
Special Melee | Twin Beam Sabers (Spin) | 206 | 5/4/6 BC: Spin slash |
Twin Beam Sabers (Uppercut) | 226 | 8BC: Uppercut into wings of light | |
Twin Beam Sabers (Jump slash) | 95 | 2BC: Has landing property |
Double Bullet MA Mode Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Twin DODS Cannon | 7 | 70 ~ 140 | Shared ammo with Main |
Charged Main | Twin DODS Cannon (Gerobi) | – | 20 ~ 216 | Transforms to MS Mode for the same move |
Sub | Calf Missiles | 4 | 53 ~ 151 | Good tracking |
Special Shooting | Transform out>Twin DODS Cannon | (7) | 70 ~ 140 | Shared ammo with Main. |
Melee | Input | DMG | Notes |
5B | 5B | 90 | Slash-through |
Special Melee | Twin Beam Sabers (Spin) | 206 | 5/4/6BC: Spin slash |
Twin Beam Sabers (Uppercut) | 226 | 8BC: Uppercut into wings of light | |
Twin Beam Sabers (Jump slash) | 95 | 2BC: Has landing property |
Cancel Routes:
A (backshot included): AB, AC, BC
MA-A: MA-AB, MA-AC, BC
MA-AB: MA-AC, BC
AC: A. AB
MA-AC: MS-BC
Various melee except first hit of 8B: AC
Overview
AGE-2 is an all-rounder suit that has two forms and two MA modes. Normal is it’s default form, which has good mobility, high maneuverability, a strong assist in G-Bouncer, and a quick transformation that allows it to travel towards opponents with less boost consumption. However the armaments it has are very simple, which makes it hard to hit a vigilant opponent.
Double Bullet on the other hand is slower in speed, but has strong weapons like a gerobi and Twin Beam Sabers but in exchange it has no freefall, and presents an overall more vulnerable target to the opponent.
The ideal gameplay would be using Normal for movement and as a support for your partner, and Double Bullet for the firepower and self-defense Twin Beam Sabers.
By riding this mobile suit, you’ll have to go ahead of fate and become the best Super Pilot in the universe!
Normal MS Mode Ability Details
Ranged Weapons
Main: Hyper DODS Rifle
Despite its fancy beam animation, this is a standard BR. However it has a low ammo count of 6, and shared ammo with MA Mode. Be mindful of this and use CSA to conserve ammo. Reloads 1 shot every 3 seconds like a regular BR.
Charged Main: Hyper DODS Rifle (High Output)
2-second charge time. Forced Down, but it has a slow start up. In exchange it inherits momentum well. The tracking on this shot is good but the muzzle correction is iffy, meaning you can even miss punishing landings and combo finishes with this move. However you still want to use this for catching landings in the mid range. The charge gauge carries over even if you go into your MA mode.
Sub: G-Bouncer Assist
“Captain Woolf, please support me!”
Reloads 1 ammo in 9 seconds. Calls upon Woolf Enneacle’s G-Bouncer, which can perform one of two actions depending on your directional input. Its ammo is shared with Double Bullet and upon summoning it will force the unit to face forward. It can be cancelled into Main to freefall. The G-Bouncer
-5AB: 3x DODS Rifle shot
Appearing to the diagonal right of the AGE-2, the G-Bouncer fires 3 DODS Rifle shots. This Sub is recommended as you can make the target move before punishing it, or keep it in block stun.
The G-Bouncer is block and nullify roughly 100 damage worth of damage from the front due to the shielding animation, but will be deleted instantly from an explosion.
-*AB: Slash Through
Appearing to the diagonal right of Age-2, the G-Bouncer will head towards the opponent and slash with its beam saber. Upon hit, it will stun the opponent. It has good travel speed and tracking, and can pierce through shooting barriers because it’s counted as a melee attack. This is good on offense in the close range or for set play, and on defense as well. However, 5AB will make G-Bouncer attack 3 times while this move only attacks once, so it’s not as good for applying pressure than 5AB. Use it for its advantages, such as its big hitbox.
Special Shooting: Transform to Double Bullet
Transform to Double Bullet. Can be linked into Double Bullet’s Main or Sub. You freefall after transforming but it’s slow.
Special Melee: Quick Transformation
AGE-2 somersaults upwards and changes into Strider form before charging towards the enemy while firing a barrage of it’s BR and Beam Vulcan shots.
Age-2 will home in on the enemy even in green lock, but if you want to use this move as an escape tool you can try switching target to dash away from your main aggressor and towards his partner.
This move does not cut tracking, but the travel speed is fast and upon hitting, it will force Down the enemy. Once the animation is finished, it can remain in it’s MA mode or revert back to it’s MS mode. However, do note that the tracking on this move is good vertically, but poor horizontally.
After transforming, you can cancel into MA-5B, MA-8B, MA-AC, or MA-BC.
Melee Set
5B: Slash>Slash>Uppercut
Standard 3-stage, with an uppercut at the end. This is best used as a combo part.
5B~8B: Slash-through
Slash-through with the two beam sabers. Knocks the target upwards.
It can be used as a combo ender provided that you are aware of it’s down value.
5B or 4/6B in Burst: X-Slash>Slam
While in Burst, 5B and 4/6B deals additional hits, and of course, more damage. 3 extra stages of attacks for both
The damage on this is good, and it ends with a bounce allowing for easy follow up. Just be mindful of the additional down value and property changes on this move.
8B: Stab> Left Kick> Rising Slash
Very good priority on the stab. This is a fast combo that launches the target upwards, it is able to beat even the notorious G-Self 8B in priority when timed right.
4/6B: Cleave> Spin slash> Thrust slash
Best melee for AGE-2 Normal. Good reach and very good wraparound. AGE-2 will continue to do the 2nd hit (spin slash) even if the first hit whiffs, making it possible for some fancy whiff combos. Although the overall damage is slightly lower than 5BBB, using this is much more stable since you will cancel into BC usually for max damage.
2B: Uppercut
A 2 hit combo that launches the enemy. The target will be left in an untechable dust down state after the final hit. The reach on this attack is short but the startup on the first hit is fast, allowing it to even match Master Gundam’s 4/6B. You can use this in rainbow step wards. Note that the first stage of this attack only staggers, so if you don’t finish your combo or if you get cut your target will be able to move again quickly. Note that the damage on this attack is exceptionally low.
CC8B: Dual slash> Slash-through> Kick
You can fuwastep after the kick to safely link into a BR to finish this combo. The down value and proration on this is also low, so it is suitable as a combo part. Because of the low down value on *AB, A~*AB>>CC8B is a good combo.
Normal MA Mode Ability Details
Ranged Weapons
Main: Hyper DODS Rifle
Fires in the direction which AGE-2 is facing. Nothing fancy, not even worth to use as oki as the projectile size is small and this weapon has limited ammo.
Charged Main: Hyper DODS Rifle (High Output)
Transforms back to MS Mode to perform the same move.
Sub: Beam Vulcan
Fires beam vulcans in pairs. You can press and hold to fire continuously up to 20 shots in one go. You can swerve the Strider left and ride to spray your shots in a wider range. If you want to attack the enemy while staying in MA mode, use this over Main.
Special Shooting: Transform out> Hyper DODS Rifle
Transforms upwards into MS Mode and fires the BR which causes a hard knockdown on hit, and consumes one ammo of Main.
The upward transformation animation does cut tracking, but is slow on startup in exchange with good tracking and muzzle correction and since it faces downwards it is easy to catch the enemy’s landing.
It can be cancelled into BC.
Special Melee: Quick Transformation
Transform back into MS Mode, cuts tracking. 4/6BC barrel rolls to the left or right. 2/8BC will transform downwards, and has landing property but horrendously long recovery. Use 4/6BC if you’re close to the ground.
The projectile is very similar to your CSA, downing enemies in a single hit and traveling very fast. The tracking and muzzle correction on this is very good, making this one of your most important moves in Normal. This is very good for punishing landings as well.
Melee Set
5B: Slash-through
A fast melee attack with great reach and dash-in speed. The enemy is put in an untechable down state so you can easily stop enemies using funnel weapons very quickly. BC~MA 5B is a very strong cancel route for going on the offensive with Normal. While this might be hard to pull off in the early game when enemies are on high alert, once the game has descended into chaos you can find openings to land this. After enemies dodge your BC this attack is meant to re-track and catch them in vulnerable states. Note that the safe way to combo after this is to fuwastep left or right.
8B: Shoulder Tackle
Age-2 transforms into MS mode and shoulder tackles the enemy. Hitting every hit will Down the enemy.
Burst Attack
Awakening of a Super Pilot
“I am… I am.. the super pilot… ASEMU ASUNO!!”
Form changes into DB for a series of melee attacks and ends with a Twin DODS Cannon shot. High damage, but somewhat prone to being interrupted due to very little movement. Super armor on startup.
Double Bullet MS Mode Ability Details
Ranged Weapons
Main: Twin DODS Cannon
BR shot from the cannons mounted on the shoulders. Similar to Normal the beams have a special spiral effect, has a slightly slower start up and travel speed but has better tracking. Ammo for this Main and the Normal mode Main are separate. This reloads 1 ammo every 3 seconds.
Can be cancelled into AB, AC and BC.
Main (Backshot): Twin DODS Cannon (Backshot)
Fires two simultaneous shots while facing away from the enemy. There’s a slight startup before firing. It’s hard to follow-up after hitting this, and with S Burst active do try to avoid firing continuously as you will vernier while firing this move, standing completely stationary and vulnerable. Instead go for a Sub to face forward and follow up with a Main.
Charged Main: Twin DODS Cannon (Focused)
3-second charge time. A gerobi that can curve, despite the slow startup the projectile speed is good and it has a wide horizontal hitbox. This is great when used at long range. You can try hitting this if you are forced to retreat to green lock range.
Sub: G-Bouncer Assist
Ammunition is shared with Normal. In comparison to Normal, the freefall and the cancel route from Sub to Main has been removed and reversed, instead your Main can be cancelled to Sub. The G-Bouncer attacks in the exact same way as with Normal.
Reloads 1 ammo in 9 seconds. Calls upon Woolf Enneacle’s G-Bouncer, which can perform one of two actions depending on your directional input. Its ammo is shared with Double Bullet and upon summoning it will force the unit to face forward. It can be cancelled into Main to freefall. The G-Bouncer
-5AB: 3x DODS Rifle shot
Appearing to the diagonal right of the AGE-2, the G-Bouncer fires 3 DODS Rifle shots. This Sub is recommended as you can make the target move before punishing it, or keep it in block stun.
The G-Bouncer is able to take roughly 100 damage worth of abuse, but cannot withstand explosions.
-*AB: Slash Through
Appearing to the diagonal right of Age-2, the G-Bouncer will head towards the opponent and slash with its beam saber. Upon hit, it will stun the opponent. It has good travel speed and tracking, and can pierce through shooting barriers because it’s counted as a melee attack. This is good on offense in the close range or for set play, and on defense as well. However, 5AB will make G-Bouncer attack 3 times while this move only attacks once, so it’s not as good for applying pressure than 5AB. Use it for its advantages, such as its big hitbox.
Special Shooting: Transform to Normal
Revert back to Normal mode, can be cancelled to Normal’s A for a slow freefall. Better to cancel to AB~A right after transforming for more suppressive fire.
Melee Set
Double Bullet and Normal have a few melee moves which are very similar, with differences in damage and derivative paths mostly.
5BBB: Slash>Slash>Uppercut
Standard 3-hit, the last hit is an uppercut. Similar to Normal’s 5BBB, but dealing slightly more damage.
5BBB~A: Twin DODS Cannon
Ends with a triple BR, forced down. The 3 beams each deal 50 damage, which can be useful for breaking ABC mantles or shooting barriers.
8B: Stab>Kick> Rising Slash
Similar to Normal’s 8B, good priority with slightly more damage.
4/6BBB: Dual wield slash x 4 > Twin Beam Sabers backslash
Most damaging melee for DB, but the first slash only has mediocre speed and start up. The whole animation also takes quite some time thus it is prone to being interrupted. Thankfully it ends with a bounce, and can easily combo into a backshot Main.
2B: Uppercut
Similar to Normal, knocks the target into a spinning down. On first hit is just a stagger but the range for the second hit is very wide and you may hit the other opponent who tries to interrupt your combo. Does more damage than Normal version.
CC8BBB: Dual slash> Slash-through> Kick
Good reach as usual for a CC8B, and the damage comes from the last hit (kick) so don’t cancel out. Similar to Normal’s CC8BBB.
Special Melee: Twin Beam Sabers Spin / Uppercut / Jump slash
A melee attack which is limited by ammo count. It can reload during Normal mode, and S Burst it will reload the ammo rapidly. Rainbow step cancelable. Reloads 1 ammo every 8 seconds.
There are 3 types of commands for this move.
1) 4/5/6 BC: Spin
Spins rapidly with the Large Beam Sabers on the shoulders and regular Beam Sabers held in the hands. It has a wide range in all directions and it deals good damage, however since it has a startup where it charges towards the opponent before the slashing starts it can be countered by a higher priority melee. It is recommended not to use this too often as the opponent might be savvy on what you’re up to.
Do try following up with this after a Main to secure damage. This move can be also used as a self-defense move against incoming attackers, by changing to a target that is in the green-lock and using this move AGE-2 can spin on the spot overwriting the slow startup. You can also beat out super armor moves with this thanks to the multiple rapid hits and hard knockdown.
2) 8BC: Uppercut
Hops backwards just a little then uppercuts. The whole motion is extremely quick, and it will hit enemies that are almost directly above you. This also causes a hard knockdown. On hit, the wings of light will be automatically performed for a multi-hit, high-damage melee. Very useful against enemies trying to come at you from above or just plain trying to melee you as the uppercut has a long reach. However, it is not so useful when chasing down enemies. Opt for the other two when chasing.
3) 2BC: Jump slash
Hops upwards then slams down with the two large beam sabers, one to the front and one to the back. Both have long hitboxes, which results in some accidental hits occasionally. Bounces on hit, but very low damage. Also has landing property, thus this can be used as a landing technique. For Double Bullet that does not have a freefall, this is extremely useful to fill that gap. It’s also easy to combo after the bounce down and build good damage. As an attack that slashes downwards all helmbreaker-like, this is top class.
Double Bullet MA Mode Ability Details
Ranged Weapons
Main: Twin DODS Cannon
Ammo shared with MS mode. Fires two beams simultaneously. Can be cancelled into AC, BC or MA-B.
Charged Main: Twin DODS Cannon (Focused)
Transforms back to MS Mode for the same attack.
Sub: Calf Missiles
Fires 4 missiles from the legs which home onto the enemy in a wide arc, upon hitting it will create a small pink explosion. Lock is preserved if you cancel into this from another shooting attack, so you can even hit enemies that move into green lock. Overall this is a very useful move. Can be cancelled into AC and BC.
Special Shooting: Transform out>Twin DODS Rifle
Similar to Normal, transforms upwards into MS Mode and fires a pair of BR which knock down on hit. The upward transformation animation does cut tracking, and this move deals more damage and has a wider hitbox. Just note that the startup on this move is slow and it can be hard to hit this at higher altitudes. Can be cancelled into BC.
Melee Set
5b: Slash-through
Similar to the Normal one.
Special Melee: Giant Beam Sabers Spin / Uppercut / Jump slash
Transform back to MS to perform the attack. Great to use for both escape and offence, especially 2BC for landing. See above for details.
Burst Attack
Awakening of a Super Pilot
Same Burst Attack as in Normal mode, just that you won’t switch to DB mode since you’re already in it.
Strategies
- Age-2 is an easy-to-understand all-rounder with many weapons. It has very good mobility in Normal mode and a freefall, and the means to quickly transform and move around at a small boost cost. Double Bullet has more ammo and is better at dealing with incoming melee attacks.
- It can be easy to forget that you even have Double Bullet since Normal has such good mobility, but don’t forget that Double Bullet has its 2BC “pyonkaku” for landing and refilling boost so it’s not a total dud in mobility compared to Normal.
- A lot of this is dependent on your playstyle, but generally Normal is used more often for the neutral, while Double Bullet is used for surprise attacks or self defense against melee attacks.
- As a support unit you will often be picking E Burst to extend your lifespan, but both S Burst and F Burst have their uses as well if you are playing in a double 2.5k team or taking the frontline. S Burst is probably the better option, and having extra uses of DB’s BC attacks also means you get a buff to your melee as well.