Gundam AGE-3

Model Number: AGE3 / AGE-3F / AGE-3O Pilot: Kio Asuno
Cost: 2500 Hp: 620 Transform: X Form Change: O

The third generation Gundam and successor to Gundam AGE-2. The AGE-3 is piloted by Kio Asuno, the son of Asemu and the grandson of Flit. AGE-3 incorporates Vagan technologies and is characterized by its transforming and coalescence mechanism that allows for parts to be equipped and swapped around the base core fighter.

Normal Ability Summary

Ranged Armament Ammo DMG Notes
Main SigMaxiss Rifle 6 75 Low ammo BR
Charged Main SigMaxiss Rifle

(Focused)

211 Gerobi that can be curved
Charged Melee Blustia Cannon (1) 19-282 Gerobi usable once per life
Sub SigMaxiss Rifle (High Output) 2 120 Single-shot knockdown beam
Special Shooting  G-Wear Replacement 4AC for Fortress
6AC for Orbital
Special Melee  Clanche Assist (3x BR Shot) 2 ?-137 5AB: Fires 3 BR shots
Clanche Assist (Melee) 65 *AB: Stabs the enemy
Burst Attack I will protect everyone! 322 Shooting-based Multi-Wear combination attack
Melee Input DMG Notes
5B  5BBB 173 Can be linked to Sub
8B 8B 144 Forced down on initial hit
4/6B  4/6BB 129 Two-stage melee
2B 2B 75 Can be linked to Sub
CC8B CC8B 80 Grabs the target and flies upwards before tossing it away
CC8B~A 160 Follows up by firing Main

Cancel Routes: 

A: AB, AC

CSA: AC

AB: BC, AC

BC: A

(On first hit) 5B, 4/6B: 2B

5B, 2B, CC8B: AB

Any melee: AC

4/6AC: Any moves except AC

5AC: Any moves in current form except AC

Fortress Ability Summary

Ranged Armament Ammo DMG Notes
Main SigMaxiss Cannon 6 75 Low ammo BR
Charged Main SigMaxiss Cannon
(Focused)
252 Big gerobi
Charged Melee SigMaxiss Cannon (Sweep) 140 Gerobi sweeps from the right to left
Sub SigMaxiss Cannon (Simultaneous Shooting) 2 110 Fires two beams, knocks back on hit 
Special Shooting  G-Wear Replacement 5AC for Normal
6AC for Orbital
Special Melee  Clanche Assist (3x BR Shot) 2 137 5AB: Fires 3 BR shots
Clanche Assist (Melee) 65 *AB: Stabs the enemy
Burst Attack I will protect everyone! 322 Shooting-based Multi-Wear combination attack
Melee Input DMG Notes
5B  5BBB 158 Standard melee
8/2B 8/2B 80 Launch target upwards
4/6B  4/6B 70 One step melee
CC8B CC8B 85 Shoulder tackle

Cancel Routes: 

A: AB, AC, BC

CSA/B: AC

AB: BC

Any melee: AC

4/6AC: Any moves except AC

5AC: Any moves in current form except AC

Orbital Ability Summary

Ranged Armament Ammo DMG Notes
Main SigMaxiss Long Cannon 4 70 Able to shoot twice in a row
Charged Main SigMaxiss Long Cannon (High Output) 104 A bigger Main
Sub SigMaxiss Long Cannon (High Induction) 1 110 Good tracking
Special Shooting  G-Wear Replacement 5AC for Normal
4AC for Fortress
Special Melee  Light Wave Propulsion System Special movement with unlimited ammo
2B Net 1 60 Stuns on hit and slows the target
Derivative: SigMaxiss Long Cannon 158 Forced Down
Burst Attack I will protect everyone! 322 Shooting-based Multi-Wear combination attack
Melee Input DMG Notes
5B  5BB 121 Beam Saber slash
8B 8B 70 Stabs with beam saber
4/6B  4/6B 71 Launches target
CC8B CC8BBB 170 Last hit bounces target

Cancel Routes: 

 A: AB, 2B, BC, AC

CSA: 2B, BC, AC

AB: BC, AC

BC: Any moves (Timing to cancel is strict)

2B: BC, AC

Any melee: BC, AC

4/6AC: Any moves except AC

5AC: Any moves in current form except AC

Overview

While the AGE-1 has 3 forms that specialize in melee, the AGE-3 has 3 forms that specialize in shooting. It is a shooting-focused all-rounder that does well in long-ranged combat. AGE-3 Normal comes with freefall cancels and is the most standard of the three, Fortress can’t fly but it has a thick Main and powerful gerobis, and Orbital has unorthodox projectiles at the cost of low ammo and lower mobility than Normal.  

Overally, if you are looking for a shooting specialist, AGE-3 has good ranged attacks but is weak when it comes to self-defense and has lower-than-average mobility. However, Orbital’s good projectiles and Fortress’ ability to bypass landing rigidity are good points that can offset these glaring weaknesses. It is also a unit that is good at attacking at long ranges and preserving its red lock on faraway enemies thanks to its multiple cancels.

Normal Ability Details

Ranged Weapons

AGE-3 Normal is the most… normal form out of the bunch. It has the best mobility of the three (which isn’t saying much) but it has access to freefalls and good orthodox beam weapons. However, it is lacking in the ammo and reload speed departments, and you could say that being too orthodox is a weakness in itself, as all of its tools are very straightforward and easy to read. Of course these downsides are offset by your other forms, which are anything but normal. Don’t forget to try and use the Blustia Cannon once per life.

Main: SigMaxiss Rifle

An average BR with a slightly longer reload time at 3.5 seconds per shot. The ammo pool is small, so supplement this by using your CSA.

Charged Main: SigMaxiss Rifle (Focused)

Takes 2.5 seconds to charge up. AGE-3 fires a Gerobi that can be curved. The projectile speed and startup is decent but muzzle correction is weak and bending width is small. Can be canceled into Wear-Change.

Charged Melee: Blustia Cannon

Takes 2 seconds to charge up, and can only be used once per life. AGE-3 attaches the Smaller Photon Ring Ray to the SigMaxiss Rifle, then fires a cyan-colored gerobi with decent start-up, good muzzle correction, and good damage. This move is good for punishing opponents who have spent their boost or are caught off-guard. Upon contact with ground it the beam will cause an explosion, so it is recommended that you fire this top-down.

It is possible to cancel the PoV change before firing by holding 2 before releasing CSB. It is a valuable source of damage for AGE-3 so players are recommended to aim to hit this with great care.

Sub: SigMaxiss Rifle (High Output)

AGE-3 stands in place to fire a single shot that deals high damage. Reloads 1 shot every 6 seconds. 

The projectile speed, muzzle correction, and tracking of this move are all good, making this one of your main moves. However, this move has a slow startup so one must be careful not to cancel out of this move too early. This causes a hard knockdown on hit, making it effective against enemies with super armor.

Compared to CSA, this has cancel proration and slower startup, but you have 2 ammo on a regular reload. Because your Main has little ammo you can use this off a hit confirm, but this move also doesn’t reload particularly quickly so try and use melee as a follow-up to your BR hits in the close range. This can be canceled from Main, 5B, 2B, CC8B, and can be canceled to AC and BC(this causes AGE-3 to freefall).

Special Shooting: G-Wear Replacement

Changes forms. 5/8/2AC changes the unit into Normal, 4AC changes the unit into Fortress, and 6AC changes the unit into Orbital. This can be used to link moves together from different forms, since most moves cancel both into and out of AC.

Special Melee: Clanche Assist

“Miss Shanalua!”

Shanalua Mullen’s Clanche performs one of two attacks. Reloads in 15 seconds on empty. 

You can cancel this into Main to freefall in Normal, or use it as a zusakyan in Fortress. Using this assist forces you to face forward so you don’t need to worry about facing forward before releasing it for the freefall. 

-5BC: Clanche will fire 3 consecutive DODS Rifle shots, the beams are narrow but tracking is good. It’s recommended to use it when you are pursuing an enemy at medium to long distances.

-*BC: Clanche charges at the enemy and strikes it once to stuns it. This is a pretty standard assault-type assist. The horizontal tracking on this move is very strong, allowing you to catch enemies moving on a fixed horizontal axis or those using movement skills with horizontal movement. However the stab hitbox is small so the chance of getting a lucky hit on enemies passing by is smaller. In the close range, this move is more suited than the other assist type for intercepting incoming melee attacks.

Melee Set

5BBB: Beam Saber

A standard 3-stage combo with high power and low cut resistance. You can cancel from any stage into Sub, which is useful if you are in Overheat and need to end the combo with a hard knockdown for decent damage. The startup on this move is average but the priority is low. 

8B: V-Slash

One of the notable melee attacks for this unit as it has excellent startup and priority, this is normally used as a last stand against incoming melee attacks. However the hitbox on this attack is not wide and it can easily lose out to enemies that rush in with attacks with bigger hitboxes.

4/6BB: Double Slash

A melee attack utilizing the Beam Saber stored in the left shield. The startup and range on this attack are rather good making it fair game in a rainbow step war. 

2B: Uppercut

AGE-3 slashes the target with the Beam Saber stored in the left shield. it is possible to cancel from the first hit of 5/4/6B into this move, and you can also cancel this into Sub. This is not good as a combo starter, but is viable as a combo part.

CC8B: Sliding Grab into Aerial Throw

While sliding, AGE-3 will grab the enemy unit, fly upwards, and toss it. Although it rises upwards, the cut resistance on this attack is poor as AGE-3’s movement speed when carrying out this attack is very slow.

This is risky to hit raw, but it can deal good damage if you manage to pull it off. You can safely combo into this off a Main hit.

CC8B~A: Derived SigMaxiss Rifle

“Game over!” After tossing the target, AGE-3 will then follow-up by firing the SigMaxiss Rifle with no ammo consumption. It can be used to delay the enemy’s burst duration since it launches the target upwards before landing a one-shot down. 

Burst Attack

I will protect everyone!

Slashes and stun the enemy in Normal mode, then changes into Orbital while firing 3 shots from the SigMaxiss Long Cannon, before finishing with a concentrated shot from Fortress.

After finishing the combo, AGE-3 will remain in it’s Fortress form.

Fortress Ability Details

A form of the AGE-3 that cannot fly, instead hovering over the ground. This is AGE-3’s form for ground-running and big damage. This form has easy-to-use tools and can zusakyan with BC. While all 3 AGE-3 forms have low ammo pools, Fortress can use its two charge shots to help supplement its ammo pool. When changing forms into Fortress while airborne, AGE-3 drops quick as a rock, and can then ground run into a zusakyan to refill boost. This is a useful technique you should learn if you want to play AGE-3. 

However, being limited to ground-running is after all more of a weakness. You are extremely vulnerable to Funnels and attacks with big AOEs while in this form, and it is also the poorest of the 3 in self defense against melee attacks. Switch to other forms if you’re in danger.

Ranged Weapons

Main: SigMaxiss Cannon

Fires a standard BR with the Cannon mounted at the arms, causes the same damage as Normal’s Main but unlike Normal’s Main this reloads at a normal speed (3 seconds). You can cancel this into Sub, AC and BC.

Charged Main: SigMaxiss Cannon (Focused)

2.5-second charge time. Fortress fires a concentrated beam from both arms and shoulders. The startup on this move is slow, but it has good muzzle correction and deals good damage.

Charged Melee: SigMaxiss Cannon (Sweep)

Fires a gerobi before sweeping it from the right to the left. The sweep angle is wide but the swing’s speed is slow, therefore it is difficult to use this in the closer distances. It has good muzzle correction and deals good damage as well.

This move can also be used a high-level gameplay applying pressure to the enemy but be mindful of your rear and avoid friendly firing your partner. Out of all of Fortress’ moves this is the only one that is not fired in a straight line, so it is the easiest to hit on good players. Use this in the long range but be careful not to hit your own teammate.

Sub: SigMaxiss Cannon (Simultaneous Shot)

AGE-3 stands still to fire two beams from the shoulder cannons, knocking back on hit unlike Normal’s Sub which forces the target down.  6-second reload. This does inherit a bit of inertia prior to firing, but that can actually make it hard to consistently hit both beams on the enemy. To hit both shots, try sidestepping or boost dashing backwards prior to firing. This has a longer rigidity period after use than BC which is why BC is the zusakyan move of choice, but this works as well. This is a move that can be used at the right time, in the right situation.

Special Shooting: G-Wear Replacement

Changes forms. 5/8/2AC changes the unit into Normal, 4AC changes the unit into Fortress, and 6AC changes the unit into Orbital. This can be used to link moves together from different forms, since most moves cancel both into and out of AC.

Special Melee: Clanche Assist

It shares ammo with Normal, unlike Normal this form does not have freefall, but it can be used for ground boost recovery(Zusakyan.) Can be canceled from Main and Sub.

Melee Set

5BBB: Right strike>Left Strike>Kick

Attacking using the Cannons on the AGE-3’s arms, this melee has decent startup and a quick tempo.

8B or 2B: Uppercut

A single uppercut that launches the target upwards.

4/6BB: Right Hook > Left Hook

AGE-3 uses the Cannons on its arms to assault the target twice. After hitting the enemy you can sidestep quickly to continue the combo. This is good enough to be used as a countermeasure against incoming melee attacks.

CC8B: Shoulder Tackle

AGE-3 rams into the enemy with a shoulder tackle. Slow startup but it travels far and knocks the enemy far away. You can use this as a combo part as well.

Burst Attack

I will protect everyone!

Slashes and stun the enemy in Normal mode, then changes into Orbital while firing 3 shots from the SigMaxiss Long Cannon, before finishing with a concentrated shot from Fortress.

After finishing the combo, it will remain in it’s Fortress form.

Orbital Ability Details

AGE-3’s form with the least orthodox projectiles. Its Sub curves in ways that mere humans cannot comprehend, making it useful for surprise attacks. Orbital also has promising mobility maneuvers, but it is still slower than Normal overall, and not having a freefall or zusakyan hurts. For self defense, Orbital has wide-hitting projectiles as well as a net that no melee attacker wants to be on the opposite end of. Orbital’s big weakness is its small ammo pool, but again, form switching helps to alleviate this.

Ranged Weapons

Main: SigMaxiss Long Cannon

Orbital fires a wave-shaped beam that has good tracking. It is possible to fire two consecutive shots. Reloads in 5 seconds on empty. 

The projectile is large and with its ability to be fired continuously, this weapon shines when used for chasing or intercepting a target in a similar fashion to Delta-Plus’ Main. If you have 1 shot remaining remember to fire it off to start the reload before switching forms.

Charged Main: SigMaxiss Long Cannon (High Output)

2.5-second charge time. Orbital stands in place to fire a multi-hitting, wave-shaped beam. The projectile is an enhanced version of the Main’s, but the startup prior to firing is slower with the Sub. However it is even wider than the Main version, making it suitable for melee interception. Orbital has a small ammo pool which makes this move all the more useful.

Be mindful that you cannot down your target with just this move, but it is easy to follow up after this as it causes a strong stagger.

Sub: SigMaxiss Long Cannon (High Induction)

After a slow startup, Orbital fires a small beam, and after a certain period of time the beam accelerates and becomes bigger. Can be canceled from the Main, reloads on empty in 12 seconds.

The tracking after acceleration is excellent, catching enemies in the midst of a boost dash. This is a good tool for hitting enemies who are not aware of their surroundings. Bear in mind that the beam demonstrates its best tracking and curving ability when fired at longer distances from the enemy.

In summary, it’s best to fire this at enemies who are a certain distance away and who are not looking at you. Note that savvy players will keep an eye on you while you are in Orbital, so don’t just fire this out at random and hope for it to hit— find the right time and place to use it.

Special Shooting: G-Wear Replacement

Changes forms. 5/8/2AC changes the unit into Normal, 4AC changes the unit into Fortress, and 6AC changes the unit into Orbital. This can be used to link moves together from different forms, since most moves cancel both into and out of AC.

Special Melee: Light Wave Propulsion System

A special movement  that forces Orbital to face its target while maneuvering with its thrusters depending on the input direction. Although the movement speed of all the maneuvers is fast, there is no tracking cut and the end of the movement’s animation comes with a drastic speed decrease.

Since the recovery after the maneuver is short, it is possible to link this into all moves with or without cancel routes. This can be canceled from all actions as long there is some boost remaining. This consumes between 30%~40% boost per use.

Since it makes you face the target, it is possible to use 8BC and then link into Main as a follow-up attack. 4/6BC or 2BC to Main can be used for intercepting, but try not to do it too often.

2B: Net

Orbital stands in place to toss a net-shaped wire. Reloads in 5 seconds. This move can be sidestep canceled, and any enemy hit by the net has a slow movement debuff applied to it for about 6 seconds. The tracking is bad, so it is recommended to follow-up with this after canceling from Main. However, do be mindful that the difference in travel speed between the net and Main’s beam is big, and depending on the distance it is possible to guard the net even after getting hit by two consecutive Main shots. There is a shooting derivative available on hit.

2B~A Derivative: SigMaxiss Long Cannon

After casting a net, AGE-3 fires a single-shot, high-power, waved-shaped beam. This deals good damage.

Melee Set

5BB: Beam Saber

A 2-stage melee combo with below average performance. You can cancel into 2B after the first hit.

8B: Stab

A single stab with decent performance when used for clashing with other melee.

4/6B: Rotating Slash

A single input, 2-stage melee which slashes twice while rotating clockwise, launching the target upwards in a spinning motion. The reach and tracking on this move is not bad, the dash-in speed is below average.

CC8B: Body blow > Middle Kick > Elbow

A three-stage melee that bounces the enemy at the end of combo. The damage dealt is not bad, but the startup and tempo of the melee are slow.

Burst Attack

I will protect everyone!

Slashes and stun the enemy in Normal mode, then changes into Orbital while firing 3 shots from the SigMaxiss Long Cannon, before finishing with a concentrated shot from Fortress.

After finishing the combo, AGE-3 will remain in it’s Fortress form.

Strategies

  • All forms specialize in shooting from mid to long-range, however it is recommended to change forms in between to manage your ammo as they tend to run out fast.
  • Since lock-on distance does not change much between forms, it is best to change forms according to what is best fitted in the situation. For example, Fortress can fire a gerobi beam at a long distance, Orbital is able to punish enemies that aren’t looking at you, and Normal is easy to use and has better speed than the others.
  • Fortress’s zusakyan is important for movement and evasion, so it’s best that you master the use of that technique.
  • Orbital’s Neutral 5BC makes you rise quickly, making it harder for your opponent to catch you. You can repeat this maneuver twice if necessary.
  • All forms are slightly weak when it comes to self-defense due to their slow speed. Using your net to debuff enemies alleviates this somewhat, but that’s not something you can expect to do reliably. If you do land the net, run away as fast as you can.
  • E burst is the best if you’re playing AGE-3 as a support unit, which is its main role. However S is obviously also a good choice, especially in shuffle. 
  • AGE-3 does best with a 3000 cost partner that can draw attention away from it.