Gundam Sandrock Kai

Model Number:XXXG-01SR2

Pilot: Quatre Raberba Winner

Cost: 2000 Hp: 560 Transform: X Form Change: X

Sandrock

A customised suit to improve its adaptability for space battles. It’s Beam Machingun is a new addition to the melee-centric suit, which also allows it to have some form of ranged combat. Sandrock Kai also has improved communications and commanding abilities in lieu of the need for it to be a commander unit.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Sub Machine Gun

50

12-104

Able to fire 10 shots per input.

Charged Melee

Zero System

Only one use per life. Cuts tracking as long as you are moving while Zero System is active.

Sub

Maganac Corps Summon [Shooting]

4

65 ~ 137

Fires 3 shots. Shooting guard property.

Maganac Corps Summon [Slashthrough]

75

Slashthrough. Stuns on hit

Special Shooting

Heat Shotel Throw

1

16-88

Staggers the opponent upon hit.

Burst Attack

Heat Shotel consecutive attack

297(F), 276 (E&S)

Combo attack

 

Melee

Input

DMG

Notes

5B

5BBB

190

 

5BB~8B~A

204

Throws a heat shotel at the opponent and explode to the air. Instant knockdown.

8B

8BBBB

216

Bounces the opponent from ground.

4B

4BBB

184

 

4BBB~8B

165

Untechable.

2B

2B

80

 

2B~A

175

Shoots missiles at the end of melee. Instant knockdown.

CC8B

CC8BB

142

Untechable.

BC

BC~BBBB

190

Mash B for more damage

BC~8B

151

Mash B for more damage

 

Cancel Routes:

 

A: AB, AC

5AB: *AB

*AB: 5AB

5B, 4/6B, 8B, CC8B (before the last hit): 2B 

Overview

Calling Sandrock an all-rounder unit isn’t exactly right— it may not sound like much of a distinction, but it’s more like a melee unit with ranged capabilities. It has mobility and a melee set that’s on par with 3000 cost units, and the capability to stagger enemies from a distance.

The downside is that it has long reload times and no real way to down enemies quickly. It also has a shorter than average red-lock range. 

Sandrock is like a custom MMO character which maxed out some stats and left the others at an abysmal level. If you’re able to get in range and play your game, you can dish out some serious damage even against higher cost opponents.

Ranged Weapons

Main: Beam Sub Machine Gun

Able to fire up to 10 shots when held down. Staggers the opponent after 4 hits. This takes 6 seconds to reload once empty. 

This is a good pressure tool for the mid-range, which lets you more easily close in on enemies. Use this in conjunction with your assists to comfortably enter your range.

Charged Melee: Zero System

Only one use per life. Cuts tracking as long as you are moving while Zero System is active, but you take 50% extra damage if hit while it is active. 

This is an amazing tool which can change the pace of a match. You can use it both on offense or defense. Just be careful about charging straight at enemies with your melee during zero system, as you will be easy to hit when moving in a straight line.

Sub: Maganac Summon

4 ammo, reloads in 20 seconds. You have two actions available: 5AB, and *AB. You can have both versions out at the same time, and even cancel them into each other (example: 5AB~4AB). But you cannot summon the same assist again until the current one has left the field.

5AC: Beam Rifle Triple Shot

Rashid fires the Beam Rifle 3 times. Each shot does 65 damage. Rashid also has a shooting guard in front of him when firing, which can cover you from frontal shots. 

Overall the performance of this assist is pretty good, and you can use the shooting guard property to keep your landings safe. 

*AC: Charge

Auda charges at the enemy, slashing and stunning it upon contact. This has average tracking and speed, but the hitbox and startup are fast.

This is a good tool for closer ranges, especially for getting a melee offense started. 

Special Shooting: Heat Shotel Throw

Throws two Heat Shotels which stagger the opponent on hit. This move inherits a lot of inertia, allowing you to slide a good distance before throwing the shotels. Like most boomerangs, this can slice through most things except shooting guards, meaning assists like The-O’s and Qubeley’s will not protect them. 

You can cancel into this from your Main, and the large hitbox makes this a good tool for the close to mid range. Use this as you would most boomerang type weapons.   

Melee Set

5B: 3-stage combo

This is mostly used as a combo part, not a combo starter. 

5B~8B~A: Launch + Heat Shotel Throw

Sandrock launches the enemy, before throwing its Heat Shotels which explode upon impact. You can end the combo early at the 8B launcher if you prefer. 

8B: Heat Shotel Stab

This has the best hitbox out of all of Sandrock’s melee moves, so use this if you feel like you’re going to be clashing against an opponent’s melee. 

4/6B: Heat Shotel Slash

This melee move has great wraparound, travels far, and starts up fast, making it the best option for most situations. This is a great melee move for a 2000 cost unit. 

4/6B~8B: Slash-through

Puts the opponent in an untechable state. Used to end combos early and get a bit of cut resistance. 

2B: Shotel Uppercut

Sandrock launches the enemy with the Heat Shotel. Has an A derivative.

2B~A: Homing Missile

Fires Homing Missiles into the enemy causing flame stun. 

CC8B: Slash-through

Travels the furthest out of all of Sandrock’s melee moves. The hitbox on this is also excellent. This is another one of Sandrock’s main melee combos.

BC: Heat Shotel Shredding

Any Kamen Rider fans here? This is basically Gattack’s Rider Cutting. Typically you don’t use this to start combos, but as a combo part this is where all your big damage comes from. 

You can mash the B button during this sequence to do more damage.

This has zero cut resistance, so be ready to sidestep and cancel the move at a moment’s notice. If you hit this move and put the enemy in a yellow-lock downed state you instantly fall to the ground quickly, so with the right combos you can use that to your advantage to freefall.

BC~8B: Kick

Kicks the enemy away. You can use this as a finisher to the combo.   

Burst Attack

Heat Shotel Combo

A rather long combo with many hits, and a very cool finish. If you’re confident your target’s teammate is tied up and won’t be able to interrupt this combo, do it for big damage.

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A (4 hits)~5AB

138

Standard ranged down

A (5 hits)>>5BB~8B~BC 

206

The BC is just to down the enemy and put you in a freefall state. 

A(4 hits)>>AC>>CC8BB

179

 

*AB>>5BB~8B~BC(mash full hits)

232

Best damage off the stun assist

*AB>>AC>>4/6BBB

192

 

AC>>5BB~8B~A

191

 

AC>>BC(mash full hits)>BC 

203

Freefall ender

Melee

5BB~8B>2B~A

239

Flame stun ender. Useful for down value reset setups

8BBBB>BC(mash full hits)

280

Big damage

4BBB(1 hit)>4BBB

240

 

4BBB(1 hit)>BC(mash full hits)

249

 

CC8BB>CC8BB

229

BnB

CC8BB>2B~A

243

Down value reset setup

BC (mash full hits)>BC (full hits)

264

 

F Burst Only

8BBB>2B~A

300

Down value reset combo. You can choose to finish the combo with your Burst Attack for 350 damage

Strategies

  • Use your Assists and Main to pepper the enemy with shots, while gradually closing the distance. Once in close range you can throw your AC into the mix and look for opportunities to hit a melee combo.
  • It’s very difficult for Sandrock to get in, and it’s not particularly strong at okizeme. Instead of opting to down the enemy, you can end a combo with 2B~A to stun the enemy, causing them to slowly regain down value and once again be in position for another melee combo. Visit our terminology page to learn more about down value resets.
  • Your Zero System can be used once per life, so you’ll most likely get to use it twice per match. You can use it during your Burst to become even more dangerous, or use it anytime to setup an optimal situation. Activating Zero System after the aforementioned down value reset combo can be a nasty situation for an enemy to deal with, potentially allowing you to deal over 500 damage in a matter of seconds.
  • F burst is the best option for Sandrock as it powers up your already good melee, and allows you to cancel from your ranged options into your melee. E burst isn’t bad either if you want survivability. Avoid S like the plague.
  • Sandrock teams best with 3000 cost units that have high firepower and strong self defense, like Master or 00 Seven Sword.