Messala

Model Number:PMX-000 

Pilot: Paptimus Scirocco

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

Messala

The first unit in the PMX series developed by Paptimus Scirocco. It has huge thrusters that allow it to fly in Jupiter’s gravitational field. Although it has great performance in its Mobile Suit form, its true prowess is displayed while in its Mobile Armor form, which is generations ahead of other suits in its era.

MS Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Mega Particle Cannon

6

90

Slow rate of fire, large projectiles.

Charged Main

Missile Pod

49 ~ 152

9 missiles with small explosion. Hard to hit in close proximity.

Sub

Mega Particle Cannon (Focused)

1 (2)

15 ~ 166

Has 2 ammo during Burst, stuns on hit. High muzzle correction.

Special Shooting

Gabthley Assist

3

15 ~ 145

2 Gabthley will spawn beside Messala and fire 2 sets of 2 thin beam rifle shots which stagger on hit. Vernier upon activation.

Special Melee 

Quick Transformation

Transform to MA mode, cuts tracking.

Burst Attack

Pressure

0

No proration and damage. Stuns in an AOE.

Melee

Input

DMG

Notes

5B

5BBB

169

Standard 3 hit melee

8B

8B

95

Quick startup and priority, will end up behind target

4/6B

4/6B

134

Grapples and uppercuts

4/6B~A

169

Fires missiles instead of uppercut, downs target if all missiles hit

2B

2B

143

Grabs target, carries them up high and flings them away

CC8B

CC8B

95

Launches target up

Cancel Routes:

A: AB, AC, BC, 2B

CSA: AB, AC, BC

2B:AB, AC

AB, BC, some melee: BC

AC: AB, BC

MA Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Mega Particle Cannon

6

90

Lesser startup than MS, improved tracking.

Charged Main

Missile Pod

49 ~ 162

6 missiles with small explosion, no vernier.

Sub

Mega Particle Cannon (Focused)

1 (2)

166

Much lesser startup and better muzzle correction than MS mode’s.

Special Shooting

Gabthley assist

3

45 ~ 145

Summons Gabthley assist, no vernier.

Special Melee 

Quick Transformation

Transform to MS mode. Cuts tracking.

Burst Attack

Pressure

0

No proration and damage. AOE stun.

Melee

Input

DMG

Notes

5/8B

5/8B

100

Tackle. Good damage, Messala’s most deadly combo

2B

2B

143

Same as MS 2B. Grabs target, carries them up high and flings them away

4/6B

4/6B

134

Same as MS 4/6B. Grapples and uppercuts

4/6B~A

169

Same as MS 4/6B~A. Fires missiles instead of uppercut, downs target if all missiles hit

Cancel Routes:

A: AB, AC, BC, MA mode 5B, 4/6B, 2B

AB: BC

AC: AB, BC, MA mode 5B, 4/6B, 2B

Overview

Messala is a tricky unit to use, requiring users to master both its MA and MS forms, as well as learn to use its slower and initially unwieldy Main and Sub. However, it is an amazing MS for laying down cover fire with CSA and AC, in particular CSA which causes small explosions and effectively zones enemies. It also excels in zipping in and out of battle with the MA Form, Hyper Thrusters, and its Quick Transformation that cuts tracking.

While it doesn’t have easy access to big damage combos or a high-damage gerobi, Messala is renowned for its high firepower for a 2000 cost, racking up damage not through single big hits but multiple difficult to avoid medium-damage attacks. 

Overall, it’s a unit that needs to be played with a calm mindset, but able to catch opponents off-guard if played well. Messala masters are able to effortlessly switch between the two forms seamlessly, blending deadly offense with perfect evasion. 

MS Mode Ability Details

Ranged Weapons

Main: Mega Particle Cannon

Fires a pair of beams with a decently wide firing arc. Slow startup and low tracking, but only needs 2 shots to down a target. 

As a tool for catching landings this is more than fit enough for the job. This also cancels into everything you need it to. 

Charged Main: Missile Pod

1.5-second charge time. Fires 8 upward arching missiles in a forward fan, small explosion on impact. Direct hits deal 50 damage, while the secondary explosions do 10 splash damage. Not a great tool in the close range due to its  wide spread. Causes vernier while in MS Form. Charge meter carries over to MA Form.

Cancels into AB, AC, and BC.  

Sub: Mega Particle Cannon (Focused)

Fires two gerobis (looks like one). Reloads in 10 seconds. Stuns the target if it doesn’t deal a full clean hit that downs. Has 2 ammo during Burst. For a 2000 cost unit, the startup, muzzle correction, projectile speed, and damage proration on this move are top class. You can cancel out into BC after this move to keep it safe as well.

Because of the relatively small projectile speed and short active duration, you sometimes do not get the full hits on faraway enemies. Finish them off when they’re stunned with a Main shot to score the down. 

This move is one of the many great and important tools in Messala’s kit.

Special Shooting: Gabthley assist

Summons 2 Gabthley (in MA mode) beside Messala which fire 2 thin beams 2 times each. That’s a total of 8 beams, if anyone’s counting. Causes stagger on hit. This move causes vernier, which can make it difficult to do raw, but you can simply cancel it into your BC transformation to keep it safe.

The startup and tracking on this move are pretty great, and you can use this in combination with your Sub to aim for landing catches.

Special Melee: Quick Transformation

Transform to MA mode. Cuts tracking  Hold any direction or the boost button to continue flying in your MA form, if not Messala will just freefall while in MS.

Press the following inputs for different actions:

1)4/6BC: Rolls sideways in that direction while transforming.

2)5BC: Flies upwards and transform.

3)2BC: Somersaults backwards and transform.

The difference between 5BC and 2BC is that 5BC travels directly upwards and much more quickly, while 2BC jumps backwards and is slower.

You can use the 4/6BC for the barrel roll into MS freefall as a movement option. Compared to other MA forms, this movement travels a great distance and has a shorter recovery period.

Melee Set

5BBB: Beam Saber slash

Very standard 3 slash. Fuwastep forward follow up with main. Startup time is pretty good but the travel distance is very short. 

8B: Slash-through

Best melee that Messala has in terms of priority, hitbox size and speed. Use this for melee opening attack, then cancel into 4/6BC~MA-5B twice for more damage. 

4/6B: Grapple>Uppercut

Fast start up but low damage. Opt for the derivative below to finish the combo fast.

4/6B~A: Grapple> Missile

Fire missiles instead of doing the uppercut. Downs the target quickly.

2B: Claw grab> Inazuma Kick!

Does a short hop forward and grabs target, spins directly up and kicks target away. Has low recovery time even if it misses. 

Good cut resistance thanks to the upward rise, so you can use this in your combos if you want to reduce your chances of getting cut. However, this doesn’t travel very far when used on enemies below you, and the tracking on the grab is non-existent. This can be used on enemies on a similar elevation or higher for better travel distance, allowing you to “pyonkaku” and leap towards higher enemies. 

CC8B: Roundhouse Kick

Dashes forward slowly before kicking. Too slow to use by itself, instead use it as part of a combo due to its good proration. Untechable also. However MA mode 5B is superior in most respects.

MA Mode Ability Details

MA Mode is a must-use for Messala to survive on the battlefield. A lot of your weapons are greatly powered up during MA mode, and it’s safe to switch between the forms because you cut tracking on each transformation. All of the MS mode’s weaknesses are covered during MA mode, but this mode does come with drawbacks. You lose the ability to fuwastep, your melee attacks are one pace slower, and you can only fire your Main towards enemies in the general direction of the nose of your plane, spacecraft, whatever this is. 

So while MA mode is not a straight MS mode upgrade, once again it must be stressed that you are meant to be using both forms. All your weapon ammo is shared by your MA and MS modes.

Ranged Weapons

Main: Mega Particle Cannon

Beams will fire from the direction Messala is facing. Beam size is smaller than MS form, but has better tracking and speed. Tracks well against targets below Messala. You can fire this repeatedly, but be careful about spending all your ammo. Your Main reloads 0.5 seconds faster during MA mode. 

Charged Main: Missile Pod

0.75-second charge time, faster than in MS mode. Fires 8 missiles in the direction Messala is facing, small explosion on impact. Unlike MS, these missiles fires on the same horizontal plane instead of arching upwards. As the missiles are fired from each side of Messala, they need to be fired towards the target to home. If not, they will just fly forward and explode.

Sub: Mega Particle Cannon (Focused)

Much less startup and extremely good muzzle correction. Shares ammo with MS Mode. Often only one side of the gerobi will hit, resulting in a stun. If both gerobi beams land, a full hit it will result in a Forced Down. Has 2 ammo during Burst.

For Messala who is weaker in the close range, this move is a lifeline. As long as you have boost remaining you can BC transform out of this to keep it safe. Try not to get caught in close range while this move is on reload- run with all your might against melee suits.

Special Shooting: Gabthley assist

Same as when in MS Mode but does not cause vernier, therefore it is recommended to perform this action in MA mode.

Special Melee: Quick Transformation

Transform back to MS mode. Cuts tracking.

Press the following inputs for different actions:

1)4/6BC: Barrel roll in the direction while transforming back.

2)2/5/8BC: Transforms and moves directly downwards and lands. Cannot Suzakyan

Melee Set

Only 5B and 8B are different while in MA Form, the rest are all the same moves as in MS Form. All of Messala’s melee in MA also immediately transforms it back to MS, allowing you to side step out. 

5/8B: Tackle

Fast and simple tackle attack. Decent proration and damage, but rarely usable in all the runnin’ and gunnin’ that Messala does. Used for the 300+ damage combo. 

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A>>CC8B~8BC~5B(MA)

 

 

A(MA)~5B(MA)~4/6BC~5B(MA)

   

AB(MA)>>CC8B~8BC~

5B(MA)~4/6BC~5B(MA)

 

Actually quite troublesome to do for the damage, not that you’ll be in range to CC8B often.

Melee

5BB>8B(5hits)~4/6BC

~5B(MA)~4/6BC~5B(MA)

 

 

8B(5hits)~4/6BC~5B(MA)

~4/6BC~5B(MA)~4/6BC

~5B(MA)

 

 

4/6BB>8B(1hit)~4/6BC~5B(MA)

~4/6BC~5B(MA)

 

 

CC8B~8BC~5B(MA)

~4/6BC~5B(MA)~4/6BC~5B(MA)

 

 

Burst Attack>>5B(MA)

~4/6BC~5B(MA)~4/6BC~5B(MA)~

~4/6BC~5B(MA)

 

As you can see, every melee combo is just BC~5B(MA) for tons of damage




Strategies

  • Messala’s main has a slight lag when firing. Be careful when trying to Zunda. Because two projectiles are fired per Main shot, and you only need 3 projectiles to down an enemy, often times a 2-hit Zunda is enough to down an enemy. 
  • The gerobi is very good, and is one of your only melee intercept attacks. Its performance is even better in MA mode, so you can use it in conjunction with form switching to alternate between evasion and offense.
  • Messala’s main strength lies in its MA mode, mastering it will unleash the true potential of this suit. Get comfortable with switching between the two forms constantly.
  • Due to the unique ‘no proration, no down value, no damage’ of the Pressure, you could easily land just about any attack for full damage after the Pressure hits. especially good if your ally with a long and higher damaging combo is nearby to capitalise..
  • Messala as with other MA suits, does not perform well when your opponent is directly below you. Controlling your altitude is important for you to evade shots and hitting your weapons. 
  • A useful trick for 2B:  As it does not have a Battou animation, it will attempt to grab the enemy regardless of your distance. You can release CSA during the peak of 2B, after the missiles have been fired, input 5BC immediately. This maneuver will cause Messala to obtain a higher altitude with minimal boost usage. 

Burst considerations

F Burst

While Messala can capitalize on this burst by using its pressure and its MA mode melee combo for extremely high damage, it can be risky and not necessarily what you would want to do as a support or a back unit.

E Burst

Recommended burst for support, easily able to obtain the double burst in the back role, you can achieve 2 pressure activations. Furthermore, your speed and defense is increased, making this ideal for surviving.

S burst

Recommended burst if you want to significantly increase your damage output or if you’re confident in surviving and being able to burst 2 times in a single game. Allows you to take barraging the enemy to the next level.