Gundam “Zephyranthes” Full Burnern (GP01-FB)

Model Number:RX-78GP01-Fb

Pilot: Kou Uraki

Cost: 2000 Hp: 540 Transform: X Form Change: X

GP01

The base GP01 equipped with armaments that allows it to maneuver freely in the vacuum of space. Thanks to the Universal Booster Pods mounted on its back, its performance is far and beyond what other suits in the same era are capable of.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam rifle

8

70

High ammo count.

Charged Main

Beam rifle(High Output)

150

Instant knockdown. Very high damage.

Sub

Beam rifle  (Spin shooting)

2

136

4/6 AB: shoots 3 shots while rolling left/right. Links to Main

Special Shooting

GM Cannon II Assist

2

25~120

Summons the GM Custom II to shoot 2 sets of beam cannons

B-Parts Grapple Kick

183

Press AC when AC is reloading. Executes a kick which stuns, into an explosion. Long animation but only mediocre damage. 

Special Melee

Rapid Ascension / Floating / Backflip

Moves according to input.

Burst Attack

Full Burnern rush

279

Shoots 6 BR while dashing quickly in various directions. Can input direction to control direction of dashes.

Melee

Input

DMG

Notes

5B

5BBB

189

 

5BB~8B

185

 

5BBBB

Awake only, does a piledriver at the end of the melee combo.

Instant knockdown.

8B

8B

132

 

8BB

Awake only, does a piledriver at the end of the melee combo.

Instant knockdown.

4B

4BB

121

 

4B~2/8B

165

Does a piledriver at the end of the melee combo. 

Instant knockdown.

4BB~2/8B

200

2B

2B

148

Melee Counter.

CC8B

CC8B

105

 

CSB

CSB

134

Splits into half and rush towards the opponent & stabs.

During this animation, there will be super armor and cuts tracking.

Best to use CSB~CSA.

BC~8B

BC~8B

123

Usable only when floating with BC

BC~2B

BC~2B

125

BC~8BB

BC~8BB

148

Usable only when floating with BC

Awake only, does a piledriver at the end of the melee combo.

Instant knockdown.

Cancel Routes:

A: AB,AC, *BC

CSA: AB, *BC

AB: A, *BC

AC: AB, BC

*BC: all melee except CC8B

*BC: AB,AC, 8/2BC: A

On hit from all melee (except melee derivatives and B-Parts Grapple Kick) : *BC

Overview

GP01 FB has a lot of beam projectiles to offer, almost all of it’s moves are able to link to one another, this results in GP01 FB being able to shoot a lot of projectiles in quick succession at the opponent. While it’s close range game can be weak as it lacks any melee priority. It makes up for having a melee counter which allows it to defend itself from melee suits to a certain extent.

GP01 FB is also able to use it’s CSB to occasionally enter it’s “Torso only” form albeit temporary

Ranged Weapons

Main: Beam Rifle

Average BR. High ammo count.

Charged Main: Beam Rifle (High Output)

Instant knockdown. Very high damage.

Sub: Beam rifle (Spin shooting)

 4/6 AB: shoots 3 shots while rolling left/right.

Special Shooting: GM Custom II Assist / B-Parts Grapple Kick

When AC has ammo, it summons the GM Custom II to shoot 2 sets of beam cannons

Press AC when AC is reloading. Executes a kick which stuns, into an explosion. Long animation but only mediocre damage. 

Special Melee: Rapid Ascension / Floating / Backflip

There are 3 types of input for this movement:

1)5BC: Stays afloat as long as you have boost remaining. Able to boost up and stay afloat on a higher level if input 5BC again.

2)4/6BC: Jumps and spin left/right.

3)2/8BC: Does a backflip.

Melee Set

5BBB

Standard 3 slash combo, no forced PoV, best followed up with CSA, during awake this move will have a 4th input that leads it to a piledriver

5BB~8B

Slashes down and sends the opponent flying down, however it does lower damage than 5BBB and the ability to follow up is low. Therefore this move has no use at the moment.

8B

Does 2 slashes, there’s a forced PoV, the down value is high and downs an opponent if repeated twice

4BB:

Does 2 slashes with no forced PoV, nothing too special about this melee other than it links to 2B which does a piledriver which downs the opponent instantly.

2B:

Melee counter, upon countering the opponent, the opponent will get a stun effect before GP01 proceed to do a counter slash

CC8B:

Does 1 slash while spiraling, the damage and follow up correction is good, example doing CC8B>CC8B~CSA does 278 damage just like that.

CSB:

GP01 splits into half and rush towards the opponent to do a stab. During this animation, there will be super armor and tracking cut. This move is useful as a feint move as upon doing this move there’s a number of super armor frames which will allow the player to mix and match various amount of other moves like using AB at point blank which shoots 3 shots of Beam Rifle, mixing around with CSB makes it really hard for the opponent to predict some straight forward moves.

AC (No ammo)

GP01 kicks and grabs the opponent with its legs before splitting into half and fire a beam rifle which explodes and downs the opponent, while the damage is quite high, it’s animation speed is really slow and would only be used in a 1v1 situation.

During 5BC’s “Float Mode”

BC~8B:

Does a uppercut slash before stunning the opponent with the heat from the chest verniers. In awake only, this move links to the piledriver, while it downs the opponent instantly. It is considered hard to enter float mode just to melee the opponent, therefore this variant of the combo is almost never used.

BC~2B:

Approach in slow speed to grab for a piledriver.

Burst Attack

Full Burnern rush

[Shoots 6 BR while dashing quickly in various directions]

Can input direction to control direction of dashes.

Strategies

  • Use the BC movement and AB often to make your moves less predictable.
  • Do CSB~CSA more often as not only does it have a super armor effect but it also cuts tracking. Even if CSB misses its target, the CSA has a high chance of hitting which is also a heavy damage.
  • Try to do the piledriver melee combo whenever you have the chance since the melee combo isn’t long and it deals a high amount of damage.
  • Mix and match the “Float Mode” flips and rifle shots with CSA which links to AB A for a free fall