Gundam ZZ

Model Number:MSZ-010  

Pilot: Judau Ashta  

Cost: 2500 Hp: 620 Transform: O Form Change: X

A Gundam developed with the intent to “outclass Zeta Gundam”, resulting in ZZ. An AEUG transformable modular mobile suit, it is fitted with multiple generators for the necessary firepower and mobility output. ZZ displayed the true terror in the evolution of Mobile Suits in battles during the Gryps Conflict.

MS Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Double Beam Rifle

8

70

A high ammo beam rifle.

Charged Main

Qubeley MK-II(Ple) Assist

17~119

Sends out funnels, 8 shots simultaneous fire 

Sub

Double Cannon

2

60~120

Fires two beams simultaneously. Knocks back on hit.

Special Shooting

High Mega Cannon

1

17~225

High muzzle correction gerobi

Special Melee

Body Split

1

Derivative input possible.

High Mega Cannon

 

16~237

BC~A:Bendable high power beam.

Hyper Beam Saber

 

130

BC~B: High power single slash, downs on hit.

Recombine

 

BC~C: Recombines and boost ZZ higher in the air

2B

Pressure

0

Super armor, stuns all MS in its effect radius.

Burst Attack

Hyper Beam Saber combination attack

311(F)/271(E & S)

Combination attack

“Lend me your power, and channel it to the Gundam..!”

270(F & E)/289(S)

2ABC:Unleashes pressure, detransforms to Core Fighter(ZZ) before reforming and firing a High Mega Cannon.

Melee

Input

DMG

Notes

5B

5BBB

170

ZZ Gundam does a 3 hit slash combo

8B

8BB

134

ZZ slashes the opponent upwards before slashing through them.

4/6B

4/6BB

189

4 hit slash combo that knocks opponents upwards.

CC8B

CC8BB

125

ZZ slashes twice, the first hit stuns

Cancel Routes:

A: AB, AC, BC

AB:BC

AC:BC

CSA:BC

Any melee:BC

MA Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Double Beam Rifle and Missile Launcher

8

100/126

(if missiles hit)

Shares ammo with MS mode main. Core fighters fire missiles along with the beam.

Charged Main

Qubeley MK-II(Ple) Assist

17~119

Sends out funnels, 8 shots simultaneous fire 

Sub

21 shot missile launcher

2

123-156

ZZ unleashes his missile pod. Damage increases as more missiles hit.

Special Shooting

High Mega Cannon

1

225

Shares effect and ammo with the MS form

Special Melee

Body Split

1

Shares effect and ammo with the MS form

Cancel Routes(G-Fortress):

A:AB, AC, BC

CSA:A, AB, AC, BC

Overview

ZZ , unlike FAZZ  leans towards being a shooting suit with some self defense tools for close range combat, however it truly accels in being an all rounder suit where it can choose to channel missiles, beams, shoot a good muzzle correction High Mega Canno or go mid range and fire it’s Beam Rifle/Double Cannon mix. Because of the amount of ammo ZZ carries, ZZ will always have a presence on the battlefield one way or another.

MS Mode Ability Details

Ranged Weapons

Main: Double Beam Rifle

A high ammo beam rifle.

Charged Main: Qubeley MK-II(Ple) Assist

Summons Qubeley MK-II(Ple) who will in turn summon her funnels and fire 8 shots simultaneously 

Sub: Double Cannon

Fires two beams simultaneously. Knocks back on hit.

Special Shooting: High Mega Cannon

A high power beam, good muzzle correction and damage.

Special Melee: Body Split/Hyper Beam Saber/High Mega Cannon

Gundam ZZ will split into half upon input.

There are two inputs after the body split:

1)AC~A: Bendable high power beam.

2)AC~B:High power single slash, downs on hit.

3)AC~C: Recombines, sends ZZ up higher in the air

Melee Set

5BBB

A standard 3 hit slash combo with a forced PoV switch on the final hit. This is best used as part of a combo for big damage combos. 

It’s possible to do a forward step or forward fuwa step for guaranteed confirm hit of ZZ’s main

8BB

Launch the opponent upwards before proceeding with a slash through, similarly to 5BBB, there’s a forced PoV switch on the final hit, it’s startup is quite good and is able to follow up with another combo if the player is fast enough.

4/6BB

4 hit slash combo that knocks opponents upwards, the first input includes 2 hits with a forced PoV switch again.

The hitbox of this melee is extended due to ZZ’s saber size therefore it’s a melee that can be initiated early for ZZ to swing his sabers with a possible chance to land an early hit, it’s also the go to melee if the player chooses to play ZZ with F burst.

If the player decides to do the body split in this combo, it’s best to follow up from the 2nd input of B. 

CC8BB

2 hit slash combo that stuns on first hit. Has the best chase out of all the melee sets for ZZ, similar case to 4/6BB, the length of ZZ’s saber is long making it possible to hit slightly earlier than intended. There’s a bounce effect upon the last hit of this melee, the bounce is good enough to be followed up with the body split saber slash (BC~B) 

Another note is that the stun doesn’t overwrite each other so it’s possible to do the first input of this melee twice for a double stun effect. If the player decides to do this, it’s preferred to follow up with body split saber slash (BC~B)

Burst Attack

Hyper Beam Saber combination attack

Combination attack

“Lend me your power, and channel it to the Gundam..!”

[Unleashes pressure-> body split into 3 parts-> combine ->  fires a high power beam]

MA Mode Ability Details

Ranged Weapons

Main: Double Beam Rifle and Missile Launcher

Shares ammo with MS mode main. Core Fighters fire missiles along with the beam.

Charged Main: Qubeley MK-II(Ple) Assist

Summons Qubeley MK-II(Ple) who will in turn summon her funnels and fire 8 shots simultaneously 

Sub: 21 shot missile launcher and Missile Launcher

ZZ unleashes his missile pod along with the Core Fighters missiles. Damage increases as more missiles hit.

Special Shooting: High Mega Cannon

Shares effect and ammo with the MS form.

Special Melee:  Body Split

Shares effect and ammo with the MS form.

Strategies

  • Use the MA’s sub whenever possible, the missiles are a good barrage to fend off a melee suit’s approach
  • Only use pressure when needed and always note the suit match up, if the suit you are going to use pressure on has a one shot down or Super Armor, chances are you will get punished upon using pressure. Therefore in that scenario, it’s best to use the MS mode’s A~AB for a quick down or back away from close range situations.
  • Only melee when needed with ZZ, take note that the melee priority for ZZ is not too amazing except the range for 4/6B and CC8B. Reckless melee will result in ZZ getting wrecked. 
  • The High Mega Cannon can be used at close range to utilize the muzzle correction or attempt to snipe landings with the fact that the High Mega Cannon travels pretty fast.
  • It’s not an anime !