Model Number:RX-79 [G] Ez-8 |
Pilot: Shiro Amada |
Cost: 1500 Hp: 450 Transform: X Form Change: △ (Artillery Mode) |
A one-of-a-kind Mobile Suit that was developed from a damaged Ground Gundam. The Ground Gundam’s problematic field pack issue was resolved, and the suit was also given heavier armor around the cockpit, and additional mounted weapons. The Gundam’s trademark ‘V’ fin was also removed, and in its place a rod antenna was affixed.
Beam Rifle Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Beam Rifle |
7 |
75 |
Standard BR. |
Special Shooting |
I’ll return it two-fold! |
80 |
15-156 |
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 |
– |
268/235 |
Ez8 summons the squad to fire on the enemy together. Changes to Artillery Mode |
Melee |
Input |
DMG |
Notes |
5B |
5BBB |
128 |
|
5B~2B |
164 |
|
|
8B |
8B |
78 |
Stab. |
4B |
4BBB |
151 |
Superior speed and priority. |
4B~2B |
164 |
|
|
4BB~2B |
191 |
|
|
CC8B |
CC8B |
85 |
Tackle. |
CC8B~A |
157 |
Follow-up with a bazooka shot. |
|
2B |
2B |
82 |
Melee counter with shield properties. |
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 Beam Rifle Mode |
– |
– |
When done on land, refills boost instantly. |
Burst Attack |
08th MS Team Full Assault |
– |
268/235 |
Ez8 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 |
151 |
Superior speed and priority. Same as Beam Rifle Mode |
4B~2B |
164 |
|
|
4BB~2B |
191 |
|
|
CC8B |
CC8B |
85 |
Tackle |
CC8B~A |
160 |
Follow-up with a artillery shot (Does not consume artillery ammo) |
|
2B |
2B |
82 |
Melee counter with shield properties |
Cancel Routes:
AC: BC
BC: All movements
A: AC, BC
Overview
A ground-running support MS that specializes in long-ranged support. Ez8 can switch between the more orthodox Beam Rifle mode which is more suited for the mid to close-range, and the ranged-shelling Artillery mode that can punish landings from a safe distance. Note that your red-lock range is longer in Artillery mode.
While running on the ground is often considered a weak point, Ez8 can form switch with BC while running to come to a complete stop, change forms, as well as instantly refill all your boost. This means that you have near unlimited boost, only needing to pause and switch forms for a split second. This is one of Ez8’s big plus points.
Ez8 is not a suit that is built for 1-on-1 combat, and even in your Beam Rifle mode you’ll find yourself getting “bullied” by higher cost opponents. Having said that, you have all the tools you need for self defense, including a relatively good melee moveset.
Beam Rifle Mode Ability Details
Ranged Weapons
Main: Beam Rifle
Average BR. This has less ammo than most other beam rifles, but you also have many other weapons at your disposal.
Sub: I’ll return it two-fold!
Ez8 fires the machine guns mounted on its forearms. 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.
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.
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 Beam Rifle 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 Ez8’s kit.
Melee Set
5B: 2-stage combo
You won’t have much of a chance to use this as Ez8 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: Melee Counter
Ez8 readies its shield, and stabs at the opponent if it successfully counters a melee attack. This also has a shooting guard on the shield, making it a safe self defense option in many cases.
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
Ez8 fires a rocket into the enemy at point blank range, downing it instantly. CC8B~A is your quick combo finisher.
~2B Derivative: Arm Clobber
Ez8 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.
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.
Ez8’s Special Shooting and Special Melee are the same as when it is in Beam Rifle mode.
Melee Set
5B: 180mm Artillery Cannon Stab+ Shoot
Ez8 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.
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 Beam Rifle mode, but instead of firing the missile launcher you fire the 180mm Artillery Cannon.
Ez8’s 4/6B, 2B, and CC8B are the same as with the Beam Rifle 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 Ez8 fires six shots of its artillery cannon. You can switch targets between shots to make Ez8 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 Beam Rifle 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 Ez8 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. S is great for beam rifle spam, and setups with your summons.
- Ez8 pairs best with 2500 cost partners who can take the frontline.