Strike Gundam

Model Number: GAT-X105 Pilot: Kira Yamato
Cost: 2000 Hp: 580 Transform: X Form Change: O

The Strike was an Earth Alliance prototype designed to adapt to various battlefield conditions. As the only mobile suit from the G Project that was not stolen at Heliopolis, the Strike Gundam took on the heavy role as the Archangle battleship’s main combatant. Using its Striker Packs, it can be outfitted for high mobility combat (Aile Strike), long range assault (Launcher Strike), or melee assaults (Sword Strike). Finally, it can adopt the Integrated Weapons Striker Pack (IWSP), which combines the primary characteristics of the three earlier mentioned packs, to handle different combat situations with a single pack.

Aile Strike Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam Rifle 6 70 Standard BR
Sub “Igelstellung” Vulcans 60 10-101 Fires up to 10 shots at a time
Charged

Melee

Moebius
Zero Assist
152 Good tracking
Special Shooting Striker Pack Change 100 Swaps Striker Packs:
4AC: Launcher6AC: Sword5AC:Stays in Aile2AC for IWSP when the ammo is fully reloaded
Burst Attack ABC ?? (F) / 274 (S/E) Reloads IWSP counter and automatically swaps to IWSP at the end of the combo
Melee Input DMG Notes
5B 5BBB 161 Low damage 
5B~8B~A 187 Launches target before finishing it off with Beam Rifle shots
~BC 5B~BC 182 Armor Schneider melee derivative
5BB~BC 207
8B 8B 80 Cancelable to Main upon hit
4/6B 4/6BB 116 Knocks the target away
4/6B~BC  182 Armor Schneider melee derivative
2B 2B~5B 134 Slash upwards the downwards.  Bounces
2B~BC 182 Armor Schneider melee derivative
2B~8B 171 Bounces target at end of combo. Switches packs to Sword
2B~2B 134 Stuns the target upon hit. Switches packs to IWSP 
2B~A 141 Melee finisher that switches packs to Launcher
2B~2A 141 Melee Finisher that switches packs to Launcher
CC8B CC8BB 171 Has a Shooting Guard during first stage of attack
CC8B~BC 207 Armor Schneider melee derivative
BC BC 75 Bounces the target at end of combo. Switches packs to Sword
BC~5BB 176 Melee Finisher that switches packs to Sword. Bounces target upon hit
BC~2B 139 Stuns the target upon hit. Switches packs to IWSP 
BC~A 146 Melee Finisher that switches packs to Launcher
BC~2A 146 Melee Finisher that switches packs to Launcher

Cancel Routes:

A: AC, BC
AB: A
AC: A
8B: A

Sword Strike Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam Boomerang 1 20 ~ 54 Maximum of 3 hits
Sub Vulcan 60 10~104 Shares ammo with Aile Strike
Charged

Melee

Moebius
Zero
152 Good tracking
Special Shooting Striker Pack Change 100 Swaps Striker Packs:
4AC: Launcher6AC: Sword5AC:Stays in Aile2AC for IWSP when the ammo is fully reloaded
Burst Attack ABC ?? (F) / 274 (S/E) Reloads IWSP counter and automatically swaps to IWSP at the end of the combo

 

Melee Input DMG Notes
5B 5BBB 204 Good Damage
8B 8B 95 Fast stab
4B 4BBB 183 Bounces
2B 2B 10 Anchor-type weapon
CC8B CC8BBB 180 2nd stage onwards will not occur if Beam Boomerang is on cooldown
BC BC 130 The Nicol killer

Cancel Routes:

A: BC

CSB: AC
AB(5 shots or less): A
2B(on hit): AB, all melee attacks except 2B and CC8B
AC: A

Launcher Strike Ability Summary

Ranged Armament Ammo DMG Notes
Main Agni 2 120 Knocks back on hit
Charged Main Agni (Focused) 22~241 Bendable gerobi
Charged

Melee

Moebius
Zero Assist
152 Good tracking
Sub Vulcan 80 10~101 Can only be canceled to Main during the first 5 shots.
Special Melee Anti-ship Vulcan 12~144 Shares ammo with AB. Causes vernier
Melee Gunlauncher 4 59~106 Fires 2 missiles. Cause vernier
Special Shooting Striker Pack Change 100 Swaps Striker Packs:
4AC: Launcher6AC: Sword5AC:Stays in Aile2AC for IWSP when the ammo is fully reloaded
Burst Attack ABC ?? (F) / 274 (S/E) Reloads IWSP counter and automatically swaps to IWSP at the end of the combo

 

Cancel Routes:

A, CSA, CSB: AC
AB(5 shots or less), BC: A
B: BC
AC: A

IWSP Strike Ability Summary

Ranged Armament Ammo DMG Notes
Main Gatling Gun 60 12~123 Can fire up to 15 shots. Staggers in 4 hits
Sub Railgun 2 65~130 Extremely fast physical projectile with strong tracking. 
Charged

Melee

Moebius
Zero Assist
152 Good tracking.
Special Melee Beam Boomerang 1 35~? Weak stun
Special Shooting Striker Pack Change 100 Swaps Striker Packs:
4AC: Launcher6AC: Sword5AC:Stays in Aile2AC for IWSP when the ammo is fully reloaded
Burst Attack ABC ?? (F) / 274 (S/E) Reloads IWSP counter and automatically swaps to IWSP at the end of the combo

 

 

Melee Input DMG Notes
5B 5BBB 228 3-input, 4-hit combo
8B 8B 131
4B 4BBB 194 3-input 4-hit combo
2B 2B 141 Uppercut
2B~5B 154 Bounces the target. Short input window
CC8B CC8B 80 Slash-through attack that stuns on hit

Cancel Routes:

A: AB, AC, BC
CSB: AB, AC
AB, BC: AC
AC: A
Any melee: AC

Overview:

The Strike Gundam is a highly adaptable mobile suit that can fill in a variety of roles. However, being a jack of all trades truly means it a master of none. With the exception of IWSP, each individual form generally performs worse than a mobile suit that fulfills a dedicated role. In general, Aile Strike is best reserved for high mobility shootouts, Launcher Strike for taking potshots at enemies not preoccupied with you, and Sword Strike is for self-defence and close-range combat. Proper usage of its unique IWSP form is the key to success, due to its great damage potential and high overall performance. Due to the nature of this mobile suit, it exhibits its true value by hitting targets that are not paying attention to it.

Aile Strike:

The Aile Strike has above average mobility for its cost bracket, so it’s able to position itself well and keep up in beam rifle battles. While in this form, constantly pepper the targets with shots from your Beam Rifle, Vulcans, and Moebius Zero assist. While Sword Strike is better overall in terms of self-defence, you’re not completely helpless in the Aile Strike. A~BC is a useful cancel route to take note of and you can even change forms mid-combo if you use one of the various melee derivatives that’s cancelable from BC.

The Aile Strike’s main weakness is that its ranged options are all rather honest tools and it doesn’t have many cheeky tricks that will let you catch the enemy off-guard. The overall damage potential is also low, thus you absolutely have to constantly switch forms to keep up with the damage race.

Sword Strike:

This is the go-to form if you want something with decent close-range performance and damage potential. The Sword Strike is mainly used when you want to intercept an incoming enemy, in self-defence, or as a surprise attack against anyone in close range that’s not looking at you. However, its general mobility and ranged performance is poor, and unlike many other melee units it cannot chase down fleeing enemies. Hence, if you stick in Sword Strike for too long, you will likely be ignored by your enemies, giving them the opportunity to instead exert more pressure on your partner. 

Launcher Strike:

Launcher Strike provides you with a heavier-hitting ranged weapons as opposed to Aile’s Beam Rifle. Usage of Launcher Strike is situational and you can only safely swap into it when your partner is able to collect both locks from your enemies and provide you with enough breathing room to make potshots uninhibited. Out of all of the Strike’s forms this one is the most difficult to find the right timing to use.

In this form the Strike has the worst mobility out of all mobile suits in the 2000 cost bracket and has no melee to speak of, making this easy food for aggressive opponents. Aim to hit your Main and CSA on unsuspecting enemies, and quickly switch into another pack once the opponents look your way.

IWSP:

This is easily Strike Gundam’s strongest form. The high performance Sub railguns form a cornerstone of its toolkit and it’s not an exaggeration to say that victory hinges on how consistently you can land hits with it. However, its great performance means that seasoned players will be wary of it and often take measures to avoid getting hit by it. Thus it really shines in situations where you can catch the enemy by surprise and do quick and dirty damage with it. Furthermore, the IWSP also boasts good melee and medium-close range performance, making it a form that cannot be ignored by the enemy.

However, a key weakness of the IWSP is its narrow firing angle, so make sure not to accidentally vernier when firing the Gatling Gun Main. While you can mitigate any accidental rigidity with a follow up with the Beam Boomerang, it is better to avoid these situations in the first place. Lastly, some cues to swap out of IWSP include moments after you’ve fired off 1-2 sets of the Railguns or when the Gatling Gun has run out of bullets.

The IWSP Strike can boost dash consecutively a rare 7 times for a 2000 cost unit, and has a loadout consisting of high-performance weapons that fire physical projectiles. Its Sub Railguns excel at catching rigidity in the mid range or closer, and its BC boomerang is great in the close range. These tools can also both be canceled into from the gatling gun Main.

However this unit does not match the Aile Strike in mobility, the Sword Strike in melee capabilities, nor the Launcher strike in damage output. Thus, saying that it is a straight upgrade over all 3 forms would be incorrect. However this is still a unit that does well in mid to close-range combat, and the performance of its sidestep is also very good. This is the Strike’s best form for going on the offensive, making it a very important part of its toolkit.  

Aile Strike Ability Details

Ranged Weapons:

Main: Beam Rifle

A standard Beam Rifle armament. Its general performance is average, though it has low ammo. Has a 3-second reload time per round. An interesting thing to take note is that it will continue reloading even if you have equipped a different Striker Pack (albeit at a much slower 9-second reload time per round). 

As this is the main source of damage for Aile Strike, ammo management is of utmost importance. For self-defence, it’s important that you use it in conjunction with the AB Vulcan weapon. Stagger your enemy with your Vulcans before canceling into the BR Rifle in order to make the most out of your shots. The A~BC cancel route is also useful for close-ranges, making an approach and for conserving ammo as well, so make sure you are aware of this option.

Sub: “Igelstellung” Vulcans

Fires Vulcans that have good tracking. Reloads on empty with a 5-second reload time. Shares ammo with Sword Strike’s Vulcans but not Launcher Strike’s. Fires 5 rounds with a single input and 15 rounds if the input is held. Like most vulcan type weapons, the suit will not vernier if the vulcans are fired off-angle, instead the vulcans will simply fire towards whichever direction the Strike is facing. This is directly cancelable to Main up until the 5th shot. Beyond that, you can tap the AB buttons again and then cancel into Main. 

Damage proration is good even if you cancel it into a BR Zunda. Since this is a weapon with good general performance, make sure to use this frequently to maintain some pressure on your enemies. When charging CSB, it’s better to hold this down and at least exert some ranged pressure over holding B and locking yourself out of melee out entirely. Because of its long active time, it’s especially good against guarding opponents as this keeps them pinned down, allowing you to flank them from another angle instead.

Charged Melee: Moebius Zero

Summons the Moebius Zero as an assist. 3-second charge time. The assist has good tracking, long active time, and good damage proration. As this is overall a good assist with a wide variety of uses, make sure to use this often to make up for Aile Strike’s lack of ranged firepower. 

However, the assist itself has low durability and has a huge dead spot in front of it, so its usefulness in the close-range is limited.

Special Shooting: Swap Striker Packs

Aile Strike Gundam swaps to its other Striker Packs.

4AC: Launcher Strike
6AC: Sword Strike
2AC: IWSP (only if IWSP counter is full)

If you swap into Aile Strike from the other forms you can freefall by immediately canceling into your Main.

Melee Set

Aile Strike overall has poor melee performance, even amongst its peers. To put simply, its melee has poor startup, reach, chase speed, and priority. If for some reason you absolutely have to melee, create an opening or stagger your target first with the Beam RIfle before closing in and hit confirming with your melee. It’s especially important that you steer clear from getting yourself involved in rainbow battles as they will usually not end well for the Aile Strike.

5BBB: Beam Saber Combo

A three-stage melee combo with the Beam Saber. This has decent reach and tracking, but it also has a small hitbox and poor chase speed. While the final stage has a slow animation, the Strike itself moves a lot, so it has decent cut resistance. However, the final hit knocks the target to the ground, making it difficult to follow up.

Cancelable to the ~8B melee derivative from the first stage, and cancelable to the ~BC melee derivative from both the first and second stages. 

5B~8B Derivative: Beam Saber Slash > Kick

Strike Gundam kicks the target upwards after the initial slash. This gives you better cut-resistance due to the fast motion of the kick. Can be further canceled into an ~A derivative.

5B~8B~A Derivative: Beam Saber Slash > Kick > Beam Rifle Shots

The Strike Gundam shoots three BR shots while retreating backwards. This move looks really cool. If the full combo is completed, this will inflict Forced Down on the target and also put some distance between you and the target. The Beam Rifle shots do not consume any ammo, so you do not have to worry about ammo issues when using this combo.

~BC Derivative: Armor Schneider Finisher

Strike Gundam purges its Aile Striker and performs a series of melee hits with the Armor Schneider Knives. Can be canceled from:

  • 1st and 2nd stage of 5B melee
  • 1st stage of 4B
  • 1st stage of 2B
  • 1st stage of CC8B

Damage proration is fairly low and completing this inflicts Dust Down on the target, so you can follow up with another combo quite easily.

8B: Flying Kick

Strike Gundam performs a Flying Kick. While this has the best overall performance out of Aile Strike’s melee attacks, it is still somewhat lackluster. While you can cancel to Main after connecting a hit with this, landing a hit with the Beam Rifle is wonky at best, so just use this move with the intent to freefall rather than dealing damage itself.

4/6BB: Slash Left > Slash Right

While this melee has some wraparound, the general performance (priority, startup, overall damage) is poor. It’s not recommended that you use this—in most cases, CC8B will bring about better results.

2BB: Slash Up > Downwards Smash

A two-stage melee attack where Strike does an uppercut before slamming the target down with its Beam Saber. While it has some decent priority, overall performance-wise this still pales in comparison to other mobile suits. Since the cancel options are near similar to BC which has better overall performance, this melee option isn’t often used.

2B~8BB Derivative: Slash Up > Sword Pack Change > Smash

The preferred derivative from 2B. This move incorporates the Striker Sword Pack change into the melee attack and ends the combo with Strike in its Sword form. While the damage proration is rather high, this end of the combo causes the target to bounce, so it’s relatively easy to follow up on.

2B~2B Derivative: Slash Up > IWSP Pack Change > Issen

Melee derivative that changes the Strike to the IWSP form mid-combo, but is usable only if the gauge for IWSP is full. While it stuns the target, the Down value inflicted is high, limiting its damage potential. You can use this if for some reason you want a non-vernier option to change into the IWSP, but the situations allowing you to do so are rather rare.

2B~A Derivative: Slash Up > Launcher Pack Change > Agni Stab > Point-Blank Shot

Strike Gundam changes to the Launcher Strike mid-combo and pierces the target with the Agni’s muzzle before firing point-blank. This does not inflict Forced Down on the target. While this does not consume any Agni ammo, there is a noticeable delay before Launcher Strike fires off a shot, so it has low cut-resistance overall. If you’re worried about being interrupted, do a rainbow step and fire off an Agni Main instead. Doing this will deal more damage as well as inflict a Forced Down on your target.

2B~2A Derivative: Slash Up > Launcher Pack Change > Stomp into Agni Stab > Point-Blank Shot

A similar derivative to the above except Launcher Strike drives the target to the ground before firing at point-blank. The damage inflicted is identical to the derivative above, but since the shot is angled downwards, it leaves very little opportunity for a follow-up. Due to the long delay before the Strike fires off the Agni Launcher, the move also does not offer much cut-resistance.

CC8BB: Shield Bash > Slash > Kick

One of Aile Strike’s safer melee options. The shield bash and slash are 1 input, the kick being the 2nd. Overall a better option than 5B, as the first stage also has Shooting Guard. While it can block most ranged projectiles (including Gerobis), it will not block explosives, boomerangs, and melee assists. However, there is a noticeable delay in its startup so keep that in mind.

BC: Somersaulting Slash

Strike performs a backflip and slashes through the target. While it is mediocre by itself, it can be used for intercepting a target after canceling from Main. This move shares the same derivatives as 2B, allowing you to swap Packs mid-combo. However, the Sword Strike derivative does not require an 8B input, simply inputting BC~5B will suffice.

Burst Attack: Striker Pack Combo

Same Burst Attack for all forms.

Strike does a combo attack that incorporates all its Striker packs before finishing off the combo with a spinning slash with the IWSP. Automatically swaps packs to IWSP upon completion, and refills IWSP counter to 100. 

The Burst Attack animation is long but is rather cut-resistant. Like most melee Burst attacks, the first stage has super armor. The dash-in speed and tracking are also respectable so it is ok to use this raw. However, vertical tracking for this move is weak, so make sure to use this only on targets that are at the same altitude. Additionally, as the stage involving Launcher Strike counts as a ranged attack, this combo will be interrupted if you use it against any suits that have an active Beam barrier.

However, it’s not mandatory that you use this Burst Attack. Sword Strike can get similar or even higher damage values just by performing a melee combo while in Burst, However, you can use this if you want to lock your target in a lengthy melee animation. 

You can also use this Burst Attack to catch a careless enemy by surprise if you’re in Launcher Strike. However, a common practice by players is to swap forms to Sword Strike when they see an opponent coming, so it is unlikely that such situations will happen.

If you’re already in IWSP, this Burst Attack provides an opportunity to extend the active period of your IWSP. 

Sword Strike Ability Details

Ranged Weapons:

Main: “Midas Messer” Beam Boomerang

A standard boomerang armament that hits up to a maximum of 3 times. Has a 1-second reload time after returning.

Sub: “Igelstellung” Vulcans

Identical performance to the one Aile Strike has, and has shared ammo with Aile and Launcher. Reloads on empty with a 5-second reload time. While you can hit confirm with the beam boomerang ,if you stagger the target with this, don’t hesitate to follow up with a melee attack if the opportunity presents itself. Keep an eye on the ammo count as you’ll rely on this a lot, especially if you are caught in a ranged battle while you are in Sword Strike.

Charged Melee: Moebius Zero

Exactly the same assist Aile Strike has with identical performance. It’s an important tool to take note of as this assist as it helps mitigate Sword Strike’s lack of ranged armaments. Since the Vulcan requires an AB input, you can also use this as a Second Impact follow-up from the it.

Special Shooting: Striker Pack Change

Sword Strike Gundam swaps to its other Striker Packs.

4AC: Launcher Strike
5AC: Aile Strike
2AC: IWSP (only if the IWSP counter is full)

If you swap into Aile Strike from the other forms you can do a freefall cancel by immediately firing your Main.

Melee Set

5BBB: Anti-Ship Sword “Schwert Gewehr”

Three-input, four-stage melee with the ASS (hehe).

While the startup speed is average, this has a decent-sized hitbox and good damage potential. Since the animation is long and not cut-resistant, make sure to switch targets during the combo to keep an eye on your victim’s partner.

8B: Anti-Ship Sword Thrust

Sword Strike does a penetrating thrust with its ASS (hehe*2).

Since the Sword Strike only does the actual sword thrust at close range, it will lose in clashes against melee moves that have very fast startup. Although it does high damage for a single hit, its awkward startup animation makes it less than ideal for melee clashes.

4/6BBB: Anti-Ship Sword Horizontal Strikes

A three-stage melee combo with the ASS that ends with the target bounced. The hitbox size is average but the startup speed is excellent, as is its rush speed and reach. This melee also has a good wraparound curve allowing you dodge BR shots if timed right. Pretty much Sword Strike’s go-to melee for most cases.

2B: “Panzer Eizen” Rocket Anchor

Sword Strike fires off the Rocket Anchor and pulls the target towards it. If it connects, it can be followed up with any of the above combos or beam boomerang. While the projectile technically counts as a Ranged attack, you can still Rainbow Step from it. Thus, while you will not trigger any melee counters with it, this attack will still be blocked by any moves that have Shooting Guards. The startup speed on this is mediocre, but this anchor has a great range. As the Anchor inflicts a Stun status before reeling the target in, any stunned target that is hit by this will just fall to the ground instead. You can use this tool to catch landings or intercept an enemy’s melee. Additionally, you can also perform a freefall by canceling into AB after the hit connects.

CC8BB: Slash > Midas Messer > Stab

While the startup speed on this is great, the hitbox is decently-sized, the reach is not bad, and the chase speed is rather lackluster, so don’t rely on this for chases. If you fired off a Beam Boomerang and it has yet to return, only the first stage of this melee will occur. In such cases, follow-up with BC or rainbow-step instead.

BC: Anti-Ship Sword “Schwert Gewehr”  Cleave

This kills the Nicol who loved to play the piano. Can be directly canceled from any stage of 5B, the first and 2nd stage of 4/6B, and from 2B.

This move not only does great damage for a single hit, but it also launches the target in an untechable Down state. As it can be canceled from most melee moves as well as Main, it is best used as a combo-finisher. This is especially true in the case of the 5B melee string. If you see your victim’s partner out to interrupt you, you can quickly input this to end the combo quickly.

Burst Attack: Striker Pack Combo

Same Burst Attack for all forms.

Strike does a combo attack that incorporates all its Striker packs before finishing off the combo with a spinning slash with the IWSP. Automatically swaps packs to IWSP upon completion, and refills IWSP counter to 100. 

The Burst Attack animation is long but is rather cut-resistant. Like most melee Burst attacks, the first stage has super armor. The dash-in speed and tracking are also respectable so it is ok to use this raw. However, vertical tracking for this move is weak, so make sure to use this only on targets that are at the same altitude. Additionally, as the stage involving Launcher Strike counts as a ranged attack, this combo will be interrupted if you use it against any suits that have an active Beam barrier.

However, it’s not mandatory that you use this Burst Attack. Sword Strike can get similar or even higher damage values just by performing a melee combo while in Burst, However, you can use this if you want to lock your target in a lengthy melee animation. 

You can also use this Burst Attack to catch a careless enemy by surprise if you’re in Launcher Strike. However, a common practice by players is to swap forms to Sword Strike when they see an opponent coming, so it is unlikely that such situations will happen.

If you’re already in IWSP, this Burst Attack provides an opportunity to extend the active period of your IWSP. 

Launcher Strike Ability Details

Ranged Weapons:

Main: Agni Hyper Impulse Cannon

Strike fires a high-power beam with a high Down value. 5.5-second reload time per shot. While firing this causes vernier, the startup speed prior to firing is fast and the hitbox on the projectile is rather large. Furthermore, firing this retains some inertia from the previous movement. Its long reload time is a drawback, but this is mitigated by the fact that it continues reloading even if Strike is in another form. One thing to note is that even though this functions similarly to Gunner Zaku’s Main, the projectile velocity isn’t quite as good nor is its muzzle correction. As a result, it’s not suitable for close range and should be used mainly for medium to long-range engagements.

Due to the long reload time and poor performance in self-defense situations, it’s not recommended that you stay in this form for too long. As this can be canceled into AC, you can fire off the Main before immediately changing into another Striker pack that offers better self defense. One example would be A~BC~A, a form change combo that quickly reverts you to Aile Strike followed by a freefalling Beam Rifle shot.

Charged Main: Agni (Gerobi)

Launcher Strike fires off a gerobi that can be bent. 3-second charge time. However, do take note that if you switch targets during the gerobi’s active time, you will no longer be able to bend the beam. 

The gerobi active time is long and its startup is rather fast, but the projectile speed and muzzle correction is average. 

Sub: “Igelstellung” Vulcan

Identical performance to the one Aile Strike has, shared ammo with Aile and Sword. Reloads on empty with a 5-second reload time. The only difference is that this does not share its ammo counter with Aile and Sword Strike. Directly cancelable to Main up until the 5th shot. Beyond that, all you need to do is stagger the Vulcan input to cancel into Main. 

This is the only ranged tool that does not cause vernier, and you can hit-confirm from this with an Agni shot for a quick Down.

Charged Melee: Moebius Zero

Exactly the same assist Aile Strike has with identical performance. Cancelable to Launcher Strike’s BC. This assist also benefits from Launcher Strike’s longer red lock range and enjoys increased performance as a result. Furthermore, hit confirming this with a shot from the Main deals good damage.

Special Shooting: Striker Pack Change

Launcher Strike Gundam swaps to its other Striker Packs.

6AC: Sword Strike
5AC: Aile Strike
2AC: IWSP (only if IWSP counter is full)

If you swap into Aile Strike from the other forms you can do a freefall cancel by immediately firing your Main.

Special Melee: Anti-Ship Vulcan

Unlike Sub, this ranged armament causes vernier. Share ammo with Sub. Strike fires 10 rounds with a single input and 20 rounds if the input is held. Can be canceled into Main and B (Missiles). Due to the wide-spread of the rounds, you can use this to lay pressure on the enemy. Since this does not require an A input, make sure to rely on this when you’re charging up CSA.

5B: Missile Launcher

Fires 2 missiles from Strike’s Shoulder. Reloads on empty with a 5-second reload time. The 1st missile travels straight while 2nd curves slightly to the right. While the tracking is good, the missiles themselves travel rather slowly. Furthermore, due to the curve of the second missile, it is possible that the projectiles will miss the target. 

IWSP Strike Ability Details

Ranged Weapons

Main: Gatling Gun Shield

IWSP Strike fires off physical projectiles from its Shield Gatling. Fires 5 rounds per input and 15 rounds if the input is held. Reloads on empty with a 5-second reload time. The general performance is average, so it’s main use is to force boost consumption before following up with Sub or CSB. The firing angle is rather narrow, so make sure not to vernier by accident when using this.

Sub: Railgun

IWSP Strike stands in place to fire its Railguns. This is IWSP Strike’s main source of damage, and how well you perform in battle hinges greatly on how consistently you can land hits with this. Reloads on empty with a 5-second reload time. A great tool overall, especially when used in conjunction with IWSP’s great red lock range. 

You can use this to catch landings, following up from Main, or as a melee combo finisher. Each round fired has its own hitbox. Deals 130 damage if both rounds hit simultaneously, and 121 damage if both rounds hit sequentially. Deals only 80 damage (40×2) if canceled into. 

If your target is high enough up in the air, you can chain this into another Sub shot, dealing a total of 220 damage. This is a quick and great source of damage, so go for it if the opportunity presents itself.

Charged Melee: Moebius Zero

Exactly the same assist as with the other forms. It’s a good option for follow-up with this from IWSP’s Main. If you hit this raw at a certain altitudes, you can also follow up with your sub to deal decent damage.

Special Melee: Beam Boomerang

Strike throws a Beam Boomerang that stuns on hit. The hitbox of the boomerang is small, so aim to use this as a follow-up rather than using this raw. The boomerang only hits once per throw, allowing for better damage proration on your follow-up combos.

The rigidity from throwing the boomerang is short, and at close range you can even wait out the recovery and successfully land a melee combo without having to perform a Boost Dash Cancel.

Special Shooting: Striker Pack Change

Launcher Strike Gundam swaps to its other Striker Packs.

6AC: Sword Strike
5AC: Aile Strike
2AC: IWSP (only if IWSP counter is full, 15-second reload time)

If you swap into Aile Strike from the other forms you can do a freefall cancel by immediately firing your Main. When the IWSP counter runs out, Strike Gundam will automatically revert to the form it was in. If you’ve swapped to IWSP from Launcher Strike, it’s important that you pre-empt the forced form change and opt for Aile Strike or Sword Strike which has better overall self-defense instead. Furthermore, it’s far better to manually swap to a previous form instead of waiting for IWSP to expire if both enemies are far away from you.

Melee Set

The IWSP’s melee combo options are inferior to Sword Strike’s in terms of damage potential, cut resistance, and general first-stage performance. However, it still offers decent performance for a general-purpose suit, and you usually go for a melee after stunning the target with the Beam Boomerang.

5BBB: 9.1m Anti-Ship Sword Combo

3-input, 4-stage combo with a viewpoint change on the last stage. The startup speed and reach are both decent, and its hitbox is decently-sized. While this tracks well, the dash-in speed is fairly mediocre. 

The second stage stuns the target and the final stage puts your victim in an untechable Down, so it’s unlikely that you will receive a counterattack from your target even if your combo gets interrupted. If you’re aiming to do more damage, use this. If your focus is on landing a quick combo, use the 8B melee string instead.

8B: Anti-Ship Sword Grind

A two-hit melee combo that requires only one input. Has a viewpoint change in the second half of this combo. The general performance of this melee combo is good, and it has the fastest startup and rush speed as well as a good hitbox. 

While the first attack has great performance, the second attack of this melee has high damage proration and low cut-resistance. It’s recommended that you forego the second attack and rainbow step to another melee string instead.

4/6BBB: Horizontal Slash > Kick

Strike IWSP does a series of horizontal slashes before kicking the target away. The hitbox size is small, but the melee has a good wraparound curve and dash-in speed. Furthermore, the combo is also cut resistant. However, this does less damage than 5B, cannot be followed up with another melee, and can sometimes whiff mid-combo.

2B: ASS Uppercut Slash

IWSP Strike performs two uppercut slashes with the ASS and launches the target. This is a two-hit melee that requires only one input. However the second attack occurs very quickly, so it’s possible to whiff the input for the ~5B melee derivative. It is best used as part of a combo rather than as a starter as it deals damage extremely quickly. While this does less damage than the melee derivative below, it launches the target, making it suitable for delaying tactics. 

2B~5B Derivative: ASS Uppercut Slash > Slam

Melee derivative where IWSP slams the target on the ground. Like 2B, this has an extremely fast animation and bounces the target, allowing you to easily follow this up with another attack. However, make sure not to use this at higher altitudes if you want to follow up with another attack

CC8B: ASS X-Slash

IWSP Strike does a slash-through with its ASS and stuns the target. As this has good reach and rush speed, this is a good option if you want to do a sneak attack on a target not looking at you. However, it has a slow startup speed, poor priority, and has a narrow hitbox. Thus, it is not recommended that you use this for direct melee clashes.

Since it inflicts high Down value for a single hit, it is also not recommended that you use this as part of a combo. 

Burst Attack: Striker Pack Combo

Same Burst Attack for all forms.

Strike does a combo attack that incorporates all its Striker packs before finishing off the combo with a spinning slash with the IWSP. Automatically swaps packs to IWSP upon completion, and refills IWSP counter to 100. 

The Burst Attack animation is long but is rather cut-resistant. Like most melee Burst attacks, the first stage has super armor. The dash-in speed and tracking are also respectable so it is ok to use this raw. However, vertical tracking for this move is weak, so make sure to use this only on targets that are at the same altitude. Additionally, as the stage involving Launcher Strike counts as a ranged attack, this combo will be interrupted if you use it against any suits that have an active Beam barrier.

However, it’s not mandatory that you use this Burst Attack. Sword Strike can get similar or even higher damage values just by performing a melee combo while in Burst, However, you can use this if you want to lock your target in a lengthy melee animation. 

You can also use this Burst Attack to catch a careless enemy by surprise if you’re in Launcher Strike. However, a common practice by players is to swap forms to Sword Strike when they see an opponent coming, so it is unlikely that such situations will happen.

If you’re already in IWSP, this Burst Attack provides an opportunity to extend the active period of your IWSP. 

Strategies

Aile Strike

  • Aile’s strong point is unsurprisingly its mobility. You can keep up with your vanguard in this and take part in shooting battles. 
  • Barring IWSP, this form has the highest mobility so it’s the form you’ll be spending the most time in.
  • Aile Strike doesn’t have much in terms of ranged armaments, so it is especially important that you summon the Moebius Zero assist frequently.
  • While its self-defense isn’t stellar, Aile Strike does have access to some unorthodox cancel routes like AB~A that your opponent may not even be aware of. Staggering your opponent with the Stagger allows you to fire off the Beam Rifle directly, potentially setting you up to land a quick Down.

Sword Strike

  • This form is mainly used for self-defense or if you have a favorable matchup against a target and can safely take part in two separate 1v1 situations. 
  • Due to the performance of the Vulcans, you can exert some pressure at close range, but the Sword Strike is frankly quite hopeless at chasing down most targets.
  • While its damage potential is high, its lack of ranged options makes it a liability in the long run. While you can still use the Moebius Zero assist to somewhat mitigate this, it will still not be enough. Change to a different pack once the fight extends to the longer ranges.
  • Since Sword Strike’s 5B melee is not cut-resistant, get used to the habit of camera switching mid-combo. If you see your target’s partner making a beeline for you, you can end the combo quickly with BC. 
  • BC deals max damage quickly, so throw this in mid-combo if you prefer a quick damage burst over an extended combo.

Launcher Strike

  • Agni does high damage, but the Launcher Strike has horrible self-defense. Do not spend any more time than you need to in the Launcher Strike. A general rule of thumb is to swap packs the moment you run out of Agni ammo.
  • However, there are some exceptions. If you need to conserve HP at green lock and be as far away as possible, you can still contribute to the team fight by firing off CSA and steering the gerobi towards your target.
  • Whenever possible, make sure you are not in Launcher Strike before switching to IWSP. If your IWSP timer runs out, you’ll automatically revert back to the form you were in prior to entering IWSP.

IWSP

  • The general playstyle is to force boost consumption with Main and set up a situation whereby you can punish your target with your powerful Railguns. If you hit Sub on an airborne target, you can follow this up with another railgun shot to do 222 damage quickly.
  • IWSP’s melee isn’t half bad. If you catch a target with the Beam Boomerang, you can follow up with a melee combo that does decent damage. The general performance of the melee is decent, so do not shy away from a melee if the opportunity presents itself. 
  • Since the ranged armaments all fire off physical projectiles, it’s easy to lose in shootouts with beam-heavy mobile suits. Additionally, IWSP isn’t particularly good at cutting an enemy suit firing a gerobi. 
  • On the other hand, IWSP can easily do direct damage to suits with anti-beam measures like ABC Mantles, and the Gatling Gun can also whittle down barriers quickly.

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