Model Number:RX-178 |
Pilot: Emma Sheen |
Cost: 2000 Hp: 580 Transform: O Form Change: O |
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