Model Number:GN-002 |
Pilot: Lockon Stratos |
Cost: 2000 Hp: 540 Transform: X Form Change: O (Full Shield Mode) |
One of Celestial Being’s third generation Gundam units, designed for long-ranged assaults. Its long-barreled ‘GN Sniper Rifle’ allows it to hit its targets from extremely long distances, without fear of retaliation.
Normal Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
GN Sniper Rifle |
2 |
100 |
Vernier main. |
Charged Main |
GN Sniper Rifle (High Output) |
– |
110/120 |
Can be charged up to level 2, increasing damage and range. |
Sub |
GN Beam Pistol |
3 |
72 (57) |
Fires GN Pistol, different motion for different input |
Special Shooting |
GN Missiles |
1 |
46 ~ 118 |
Don’t cancel out too early or else you won’t fire all the missiles |
Special Melee |
GN Full Shield |
100 |
– |
100 HP shield that is able to block all attacks from front |
Burst Attack |
Super Substratospheric Altitude Gun |
– |
269(F)/262(E)/272(S) |
Melee |
Input |
DMG |
Notes |
5B |
5BB |
133 |
|
5B~A |
125 |
Fires GN Pistols, forced down |
|
8B |
8B |
71 |
|
4B |
4BB |
124 |
|
4B~A |
120 |
Fires GN Pistols, forced down |
|
2B |
2B |
135 |
|
CC8B |
CC8B |
153 |
Cancel Routes:
A: AB, *AB
5AB: AC, BC
Any melee first hit (except 8B and 2B): BC
4B: BC (even on whiff)
CC8B: AB, *AB, BC
Full Shield Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
GN Sniper Rifle |
2 |
90 |
|
Charged Main |
GN Sniper Rifle (High Output) |
– |
100/110 |
Can be charged up to level 2, increasing damage and range. |
Sub |
GN Beam Pistol |
3 |
30~86 |
Pistol shots are slightly wider, causes heavy stagger |
Special Shooting |
GN Sniper Rifle (Georbi) |
1 |
30~218 |
A very good gerobi move |
Special Melee |
Disarm GN Full Shield |
100 |
– |
Changes back to Normal Mode |
Burst Attack |
Super Substratospheric Altitude Gun |
– |
269(F)/262(E)/272(S) | Returns to normal mode. |
Melee |
Input |
DMG |
Notes |
*B |
*B |
60 |
One normal kick |
Cancel Routes:
CSA: AB
AB: AC, BC
B(On Whiff): AC, BC
Overview
A sniping unit equipped with a GN Sniper Rifle. As you would expect, Dynames excels at the long range, and has its Full Shield mode to protect it in the close range.
While similar in function to the Cherudim, Dynames comes with actual melee attacks, giving it a wider range of options in close quarter combat.
Dynames’ main weapons are its Charged Main snipes and its gerobi AC during Full Shield mode. Both allow you to easily catch your opponent’s landings. You can make your enemies super conscious about how they land, forcing them to change their movement patterns and potentially leaving them open to even bigger attacks by your teammate. You want to put opponents in a situation where they can’t ignore you because if they do they get sniped, but if they do come for you your teammate will punish them. Damned if they do, damned if they don’t.
Normal Mode Ability Details
Ranged Weapons
Main: GN Sniper Rifle
Fires the GN Sniper Rifle while remaining stationary. The shot has a fast travelling speed, and downs after two hits.
You carry over a lot of inertia before firing this weapon, so sidestepping before firing this weapon is one of the basic self defense options. You can also cancel it into Sub to freefall. The second impact technique is also super useful here for racking up damage fast.
Charged Main: GN Sniper Rifle (High Output)
This is one of your main moves, and the reason you’re playing Dynames. Takes 3 seconds to charge one level, with a maximum charge level of 2. This is basically a powered up version of your Main with better tracking and excellent muzzle correction.
Charge lvl 1 inherits inertia and gives you a bit more mobility before firing (even more than with your Main), while lvl 2 does not inherit any inertia.
Charge lvl 2 gives you slightly more damage, and an infinite red lock range. This means you can snipe enemies freely on the other end of the map, albeit with a long charge time in between. Having said that, there’s no reason to go to the edge of the map and snipe unless you’re trying to survive and have nothing else to do from that range.
When you’re in Charge lvl 1’s lock range, it makes more sense to use lvl 1 since you can almost use it twice as often as lvl 2. Although lvl 2’s projectile speed is slightly faster, it’s not worth the extra charge time in most cases.
You can use this to catch landings and punish stationary movement. It’s also a good tool for self defense and you can sidestep prior to firing to make it even safer.
Sub: GN Beam Pistol
Performs one of two maneuvers depending on the input. Performs differently with the Full Shield active.
5AB: fires three shots at the enemy. Causes stagger on 2 hits. This has a short effective range but works well as a self defense tool in the close range when cancelled into from your Main.
2AB: Backward somersaults while firing the pistols. Staggers on 2 hits. This is even better for defense from melee attacks than 5AB. This consumes boost to perform, but still consumes less boost than zunda-ing backwards.
Special Shooting: GN Missiles
Fires out 12 GN missiles from the missile pods located on the left and right of Dynames. You can cancel out of this move early but doing so will reduce the number of missiles fired. The tracking on this is good, and the missiles explode in a way that keeps the enemy incapacitated for a long period of time. This is best used when the enemy is not paying attention to you.
Special Melee: GN Full Shield
Equips a 100 HP shield that is able to block all attacks from the front until the shield’s endurance is diminished. Enemies that hit the shield with a melee attack are staggered as if they struck a guarding opponent. You can cancel into this from most melee moves on hit. Certain moves are changed when the Full Shield is active. Refer to the movelist in the Full Shield section for more info.
Input 2BC if you do not want to see a close up of Gundam Dynames equipping the shield.
Melee Set
5BB: Uppercut>Downward slash
A 2 hit combo which hits the opponent up to the air and down to the ground.
5B OR 4/6B~A: Uppercut>GN Beam Pistol
Hits the opponent up to the air and fires a BR shot causing the opponent to be in a down state. As the GN Beam Pistol is considered as a ranged attack, avoid using it against units with an active shooting guard or ABC Mantle.
8B: X slash
A normal slash with 2 hits.
4BB: Horizontal slash X 2
A 2 hit combo which hits the opponent away at the end of combo. This is one of your main melee moves. Can be cancelled into CSA for a follow-up after the second hit.
2B: Kick>GN Beam Pistol
Kicks and fire GN pistols at the opponent causing the opponent to be in a down state. This is your second main melee move. The startup on this is fast, although you don’t travel a long distance.
CC8B: Point Blank GN Sniper Rifle
Grabs the opponent and fires the GN Sniper Rifle into them at point-blank range. This has a small hitbox so it’s best you cancel into this melee instead of initiating with it.
Burst Attack
Super Substratospheric Altitude Gun
One of the coolest Burst Attacks in the game. Dynames launches the enemy before firing the Super Substratospheric Altitude Gun at it. Super armor on startup, and almost zero cut resistance. Try and combo into it if the situation presents itself.
Full Shield Mode Ability Details
Take note that while you are in full shield mode, you are unable to do a manual block.
Ranged Weapons
Main: GN Sniper Rifle
Shares ammo with Normal Mode. Does slightly less damage.
Charged Main: GN Sniper Rifle (High Output)
Same as Normal Mode but with reduced damage.
Sub: GN Beam Pistol
Only has 5AB input. Pistol shots are slightly larger, and cause heavy stagger instead of regular stagger. You stand completely still to fire this instead of remaining in motion like in normal mode.
Special Shooting: GN Sniper Rifle (Georbi)
Fires a thin, high output gerobi. This has excellent startup speed, projectile speed, and muzzle correction. To top it off, you’re rather safe thanks to the active Full Shield.
This is one of the big damage moves for Dynames, allowing you to do close to 300 damage while in Burst and with the appropriate damage modifiers. You can input 2AC to remove the forced PoV change.
This is great both on offense and defense, with a high hit-rate especially in the close range thanks to its excellent muzzle correction.
Because you can only use this during Full Shield, it’s important to prevent (as far as possible) that your shield is not destroyed.
Special Melee: Disarm GN Full Shield
Changes back to Normal Mode. Input 2BC if you do not want to see the PoV change.
Melee Set
5B: Kick
A normal kick. This is the only melee option during this mode and does not reach very far, but the startup speed is good. This can be a nuisance for enemies to deal with because of the active Full Shield that guards you from ranged attacks.
Burst Attack
Super Substratospheric Altitude Gun
Same as Normal Mode. Take note that if you were to use the burst attack during this mode, you will change back to normal mode after the burst attack.
Recommended Combos
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>A |
170 |
153 damage during Full Shield |
A~CSA |
177 |
160 during Full Shield |
A>>AB |
139 |
Freefall. Safest option |
A>>AC |
180 |
|
A>>4BB |
190 |
|
A>>CC8B |
201 |
|
Melee |
||
8B~CSA |
?? |
|
4BB~CSA |
196 (202) |
|
5B~CSA |
140 (148) |
During Full Shield |
5B~AC |
166 |
During Full Shield |
Strategies
- You generally want to be in the mid to long-range, aiming to hit your CSA lvl 1s. You can occasionally go into the close range to try and land a Full Shield AC. Dynames does have below average HP though, so be careful not to take too much damage.
- Dynames does not have the best damage output, which is why hitting Full Shield AC is important for increasing your damage dealt.
- Try and burst after you have used your Full Shield AC so you can reload it and use it again.
- F Burst can be good in a pinch, but is not the best option. E is most often your best choice for increasing survivability, especially with Dynames’ lower HP pool. S might seem like the obvious choice, but you actually have a lot of moves that cause vernier, meaning you will be standing still a lot of the time while firing. But powering up your ranged attacks is still not a bad idea.
- Dynames does well as a support for most 3000 cost units. It can also be a good teammate for 2500 units, but going any lower is not a good idea for Dynames.