Gundam MK-II (Emma)

Model Number:RX-178

Pilot: Emma Sheen

Cost: 2000 Hp: 580 Transform: O Form Change: O

Gundam Mk-II (Emma)

The 3rd Gundam Mk-II that was stolen from the Titans, that was subsequently repainted and used by the AEUG. As it is not made from Gundamnium Alloy, it is much weaker than other suits of its time. However, it can still strongly influence the outcome of a battle by relying on its agility.

Gundam MK II Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

5

70

Manual reload.

Sub

Hyper Bazooka

3

94

AB: A normal bazooka

Fires a bazooka. Hold down AB to fire up to 3 in row.

12 ~ 146

*AB: Scattershot bazooka

Fires a bazooka. Hold down AB to fire up to 3 in row.

Special Shooting

Zeta Gundam Assist

2

65

5AC: Zeta goes to do a stun slash on the opponent

45 ~ 147

*AC: Zeta shoots 2 grenade launcher before firing the Hyper Mega Launcher

Special Melee 

Form Change to Super Gundam 

100

99

Press 2BC for camera cancel.


Upon docking with Super Gundam, the core fighter from G Defenser will purge and fly towards the enemy.

Burst Attack

Long Beam Rifle (Focused)

281 (S) /268 (F & E)

Transforms into Super Gundam and fires a gerobi.

Melee

Attack Name

Input

DMG

Notes

5B

Beam Saber combo

5BBB

159

Standard 3hit melee combo.

2~3 hits, links to 4/6B and A

Follow-up: Spinning 2 Slashes

5BB~4B

174

.Good damage.

Follow-up: Shield Missile

5BB~A

149

Fire shield missile as the last hit. Launches opponent up in yellow lock.

8B

Right slash, Left Slash~2 saber downwards slash

8BBB

125

Bounce on the last hit.

4B

Uppercut right slash

4/6B

121

First hit of 4/6B

Follow up: Spinning 2 saber slash

4/6B~4/6B

140

Highest damage for 4/6B

Follow up: Shield Missile

4/6B~A

109

Fire shield missile as the last hit. Launches opponent up in yellow lock.

2B

Uppercut

2B

75

Launches opponent upwards

CC8B

Right uppercut slash~Left slash

CC8B

129

2 hit melee.

Best chase speed out of other melee set MK-II has

Cancel Routes:

A:  AB, AC, BC

AB: BC

AC: AB

2B: AB

Super Gundam (MS Mode) Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Long Beam Rifle

8

85

Large size BR.

Charged Main

Long Beam Rifle (Focused)

210

Fires a gerobi, causes vernier. 

Charged Melee

Long Beam Rifle (Moving Focused)

135

Fires a small gerobi, does not cause vernier.

Sub

Long Beam Rifle (High Output)

2

120

Vernier, good tracking, knock back.

Special Shooting

Zeta Gundam Assist

2

65

5AC: Zeta goes to do a stun slash on the opponent

45 ~ 147

*AC: Zeta shoots 2 grenade launcher before firing the Hyper Mega Launcher

2B

14 Tube Missile Pod

1

160

Fires missiles that flies in a high arc toward target.

Special Melee 

Form Change to Super Gundam 

100

Press 2BC for camera cancel. 

Burst Attack

Long Beam Rifle (Focused)

281 (S) /268 (F & E)

Fires a gerobi. Recovers transformation ammo to full when used. 

Melee

 

Input

DMG

Notes

5B

Uppercut Slash

5B

65

Knockup. 5B, 4B, 2B, are all the same attack.

Follow up: Long Rifle Shot

5B~A

145

Follow up with a Long Rifle shot.

8B

Slash Through

8B

80

Slashthrough, stuns.

CC8B

Slash Through

CC8B

80

Slashthrough, stuns. Same as 8B.

Cancel Routes:

A: AB, AC, BC, 8B, 2B

CSA: AC, BC

Sub: BC, 8B, 2B

AC: BC

All melee: BC

Super Gundam (MA Mode) Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Long Beam Rifle

8

90

Large size BR. Share ammo with MS. 

Charged Main

Long Beam Rifle (Focused)

154

Fires a gerobi.

Sub

Long Beam Rifle (High Output)

2

125

Similar to the one in MS Form, just without vernier. Shares ammo with MS. 

Special Shooting

Zeta Gundam Assist

2

65

5AC: Zeta goes to do a stun slash on the opponent

45 ~ 147

*AC: Zeta shoots 2 grenade launcher before firing the Hyper Mega Launcher

B

14 Tube Missile Pod

1

160

Similar to the one in MS Form, just without vernier. Missiles fly forward in a low arc, covering a wide area. Shares ammo with MS. 

Overview

The AUEG version of Gundam MK-II comes with the Super Gundam armanant giving it more firepower than the Titans version, as this MK-II is piloted by Emma, she is able to summon Kamille in the Zeta Gundam as an assist.

Gundam MK-II Ability Details

Ranged Weapons

Main: Beam Rifle

Average BR. Manual reload.

Sub: Hyper Bazooka

Fires a bazooka, which can split and shoots out pellets in a small cone. Hold down AB to fire up to 3 in row.  

Input direction to control what kind of bazooka you want:

1)2AB: Bazooka splits almost directly in front.

2)4/6AB: Bazooka splits after travelling a short distance .

3)8AB: Splits after travelling a a long distance forward 

4)5AB: Does not split, works like a normal bazooka. 

Special Shooting: Zeta Gundam Assist

Summons Zeta Gundam, input direction affects what action Zeta does:

1)5AC, Zeta flies towards the enemy and does a stun slash

2)*AC, Zeta shoots 2 grenade launcher before firing his Hyper Mega Launcher

Special Melee: Form Change to Super Gundam 

Press 2BC for camera cancel. The core fighter that purges from the G-Defenser during the docking procedure will actually fly towards your enemy in a high arc, exploding on hit. But it hardly hits. 

Melee Set

5BBB: Beam Saber combo

Average melee priority, nothing too special about this melee.

5BB~4B: Follow-up: Spinning 2 saber Slashes

Follow up from 5BB, it links to the last hit of that MK-II does on its 4/6B melee string.

5BB~A: Follow-up: Shield Missile

Shoots a missile from the shield, downs the opponent while launching them into the air.

8BBB: Right slash~Left Slash~2 saber downwards slash

Slashes the opponent with a right saber slash then with a left slash before finally using 2 sabers to slash the opponents flying downward. Bounces on contact with floor, links to 5B or 4/6B upon the first 8B

4/6B: Uppercut right slash

Low melee priority, start up hit that links to a variety of moves

4/6B~4/6B: Follow up: Spinning 2 saber slash

Follow up from 4/6B’s first hit, does 4 hits in total but the spinning hitbox is small 

4/6B~A: Follow up: Shield Missile

Shoots a missile from the shield, downs the opponent while launching them into the air.

2B: Uppercut

Launches opponent up.

CC8B: Right uppercut slash~Left slash

Average melee priority with the best chase speed among the other melee sets MK-II AUEG has. There’s a camera effect when doing this melee so be sure to look at the mini map while doing this.

Burst Attack

Long Beam Rifle (Focused)

[Transforms into Super Gundam -> fires a gerobi]

Can be moved around slightly. Recovers transformation ammo to full when used. 

Super Gundam (MS Mode) Ability Details

Ranged Weapons

Main: Long Beam Rifle

Large size BR

Charged Main: Long Beam Rifle (Focused)

Fires a gerobi, causes vernier. 

Charged Melee: Long Beam Rifle (Moving Focused)

Fires a small gerobi, does not cause vernier. Can in a Step to continue moving while the gerobi is firing.

Sub: Long Beam Rifle (High Output)

Vernier, good tracking, knock back.

2B: 14 Tube Missile Pod

Fires missiles that flies in a high arc toward target. Very good tracking. Vernier. 

Special Shooting: Zeta Gundam Assist

Summons Zeta Gundam, input direction affects what action Zeta does:

1)5AC, Zeta flies towards the enemy and does a stun slash

2)*AC, Zeta shoots 2 grenade launcher before firing his Hyper Mega Launcher

Special Melee: Form Change to Gundam MK II

Press 2BC for camera cancel. 

Melee Set

5B , 4/6B: Uppercut Slash

Low melee priority, links with A to follow up with a Long Beam Rifle shot.

8B , CC8B: Slash Through

Decent melee priority, low down value, stuns on hit.

Burst Attack

Long Beam Rifle (Focused)

[Fires a gerobi]

Same as burst attack during Gundam MK II. Recovers transformation ammo to full when used. 

Super Gundam (MA Mode) Ability Details

Ranged Weapons

Main: Long Beam Rifle

Large size BR. Share ammo with MS. 

Charged Main: Long Beam Rifle (Focused)

Fires a gerobi. Press directional keys to move the gerobi around. Knockdown. 

Sub: Long Beam Rifle (High Output)

Similar to the one in MS Form, just without vernier. Shares ammo with MS. 

Special Shooting: Zeta Gundam Assist

Summons Zeta Gundam, input direction affects what action Zeta does:

1)5AC, Zeta flies towards the enemy and does a stun slash

2)*AC, Zeta shoots 2 grenade launcher before firing his Hyper Mega Launcher

Melee: 14 Tube Missile Pod

Similar to the one in MS Form, just without vernier. Missiles fly forward in a low arc, covering a wide area. Shares ammo with MS. 

Strategies

  • Use AB when you are aiming at an opponent who is mid to far range. If is close range or you are defending against melee attacks, use *AB instead for better damage and higher hit rate.
  • Always take note how many main ammo you have left. You do not want to screw yourself up realizing that you do not have enough main ammo to shoot while doing a zunda. 
  • When Super Gundam mode is active, MK-II is able to dish out a lot of projectiles