Tallgeese III

Model Number:OZ-00MS2B Pilot: Zechs Merquise
Cost: 2500 Hp: 620 Transform: X Form Change: X

A Mobile Suit that was developed together with the Tallgeese II. It was equipped with an assortment of powerful ranged armaments, and a Heat Rod reminiscent of Zech’s previous Mobile Suit, the Gundam Epyon.

Ability Summary

Ranged Armament Ammo DMG Notes
Main Mega Beam Cannon  7 80 Slow startup but the projectile is large and fast.
Charged Main Mega Beam Cannon (Rapid Fire) 75 ~ 158 Barrel rolls toward the input direction while firing 3 shots.
Special Shooting Mega Beam Cannon (Maximum Output) 1 24 ~ 223 Slow startup but strong muzzle correction gerobi.
Special Melee Taurus Summon 2 70 Taurus fires a single BR shot that stuns on hit.
2B Quick Fall TG3 quickly plummets towards the ground.
2B~8B Quick Rise TG3 quickly rises upwards. 
Special Movement Super Vernier Input a direction and the boost button at the same time (e.g. 4C) to dash quickly in that direction while rising upwards. 
Burst Attack Mega Beam Cannon (Limit-breaking Output) 314(S)/280(F & E) Big damage gerobi.
Melee Input DMG Notes
AB 5AB 50 Lashes out straight with the Heat Rod.
4/6AB 85 Lashes the Heat Rod horizontally.
2AB 80 Lashes upwards with the Heat Rod.
5B 5BBB 172 Shooting guard property.
8B 8BB 130 2-stage combo.
4/6B 4/6BBB 173 Fast combo.
CC8B CC8BBBB 210 Low down value 3-stage combo. 

Cancel Routes:

A: *AB, BC, AC, 2B

CSA, AC, BC: 2B

5B, 8B, 4/6B, CC8B: 2B

5B, 4/6B, CC8B: *AB

5AB (on hit): A, BC, AC, 5B, 8B, 4/6B, 2B

*AB (on hit): All other AB (only during Burst)

Overview

Tallgeese III’s (TG3) most defining feature is its unique Super Vernier (SV) dash maneuver. While the maneuver is very quick and useful in its own right, it comes at the cost of making it more difficult to perform even a simple boost dash or fuwastep. TG3’s weapons may not be very unorthodox or difficult to use, but learning to move effectively with TG3 requires a great deal of practice.

While TG3 may be lacking in projectiles that track well, it can be a force to be reckoned with during Burst, and once you have mastered its movement it can be a tricky opponent to pin down.   

About Super Vernier

Pressing the jump (C) button at the same time as any direction (e.g. 4C) will make TG3 perform the Super Vernier dash. Here are the key differentiating points between the SV dash and a regular Boost Dash:

  • Has a faster initial velocity than a Boost Dash
  • You can hold the C button to continue the SV dash, but after the initial burst of acceleration the dashing speed of SV is slower than Boost Dashing.
  • SV also makes you rise upwards while dashing.
  • SV forces you to face the opponent, even if you are dashing backwards away from them.
  • At the end of the SV dash there is a period of rigidity where TG3 stands still.
  • Repeatedly SV dashing as quickly as possible you can dash up to 8 times, doing the same with BD you can do it 7 times.
  • When canceling into Main, depending on your angle of fire the firing motion changes.
  • You cannot sidestep or shield immediately after a SV dash.
  • Cancel proration applies when using SV to link ranged attacks into each other.
  • Using SV on wakeup cancels your wakeup invulnerability.

Because SV forces you to face the enemy while dashing, it makes it easy for you to both evade and intercept incoming attacks while SV dashing. Because SV starts out fast and then gradually decelerates, you can move much faster by repeatedly SV dashing instead of continuing one long SV dash. Note that in order to SV dash repeatedly you need to return the lever to the neutral position before inputting the follow-up SV dash input (e.g. you cannot hold 4 on the lever and just press C repeatedly, you must enter 4C, 4C, 4C, each time). 

Here are some of the best times to use SV:

  • Pushing in on enemies by repeatedly using 8SV~Main
  • Aligning your axis with the enemy with 4/6SV
  • Evading while firing your Main in angle by using a SV zunda, repeating 2SV~A and AB
  • Linking melee combos

IMPORTANT: Using SV and BD together

If you input a regular BD with a directional input while using TG3, you will first perform a SV before the BD comes out. That’s because the game reads boost dash inputs like 4CC as 4C>C. You absolutely do not want this, as it consumes extra boost (this “maneuver” costs ¼ of your boost gauge every time you do it) and is the furthest thing from efficient movement. 

The following are ways that you can boost dash normally:

  1. Input CC without the directional input. Obviously this will only allow you to dash towards the direction you’re already facing, so you cannot use this all the time. But this is by far the easiest way to BD.
  2. Input the direction and hold it (0.8 seconds minimum) before inputting CC. You can use this in cases where you hold the directional input while freefalling, and then when you touch the ground you just need to input CC to dash off. However the 0.8-second “charge” time makes this method too unwieldy for use in most cases.
  3. Input the direction on the second C, e.g. C~4C. This is the most feasible method for boost dashing and it can be used in pretty much any scenario, making this your best option. I would even go so far as to say that if you want to play TG3, you need to learn this maneuver and apply it every time you boost dash. However, as you would expect this takes quite a bit of practice to get used to. 
  4. Press BC twice. If you are out of BC ammo you can input a direction followed by BC twice to boost dash. But once again this method cannot be used in most situations due to it costing BC ammo.
  5. Guard with 28, then BC cancel. Easy to do, but once again you cannot expect to guard every time you boost dash. 

Once again, to recap: a lot of these are situational, only #3 can be used at any time but it requires a lot of practice to execute properly every time you BD.

IMPORTANT #2: Using Fuwastep and SV together

Just like with the BD, SV makes fuwastepping impossible through normal means. Here are some workarounds:

  1. Sidestep cancel a melee attack (rainbow step) and then input C to Fuwastep. Easy to do but requires you to input a melee attack every time, causing a slight time lag as well.
  2. Sidestep cancel your Sub (rainbow step) and then input C to Fuwastep. Variant of the above. Unlike the above, you can do this even in green lock because there is no Battou (drawing) animation. 
  3. Blue Step. S Burst Only. 
  4. Fuwa from SV. No tracking cut, but if you execute a quick SV and then jump at the right timing you can perform a pseudo fuwastep.
  5. Sidestep and then Main, followed by a jump. Easy input and usable in most situations, but costs Main ammo to perform. 
  6. Step into Fuwa. Sidestep in one direction then during that animation input a fuwastep in a different direction (e.g. sidestep left then fuwastep right). Slightly slow-footed method.
  7. Main to Fuwa. After firing a Main shot, wait roughly 0.2 seconds before fuwastepping. Similar to method 5, also costs Main ammo.

Ranged Weapons

Main: Mega Beam Cannon

A Beam Rifle shot with a large projectile and high damage. The reload time is standard at 3 seconds. 

As far as BRs go, this one is really good. The projectile also travels very fast and tracks well. Chances are if you’re going toe-to-toe with another MS in a BR dogfight, you’re going to have a slight edge. 

You can fire this repeatedly by using the standard BD cancel Zunda, or with SV. Using SV allows you to constantly face the enemy, and dash in a variety of directions quickly. Because SV makes you rise upwards each time you use it, it’s common to end the sequence with the 2B quick fall to land rapidly.

8SV Zunda is great for chasing down enemies, and if you can align your axis with the enemy effectively this can be very hard for it to dodge. This is TG3’s best tool for going on the aggressive. 

2SV Zunda is great for self defense. While most MSes have to fire out of angle every time they boost dash backwards and zunda, TG3 faces front the whole time, leading to less rigidity and a faster fire rate. The distance you travel is also much greater, so even enemies like Master who try to spam melee moves and sidesteps to close in will fight it very difficult to ever close the gap. Be warned that enemies like Qan[T] who simply give up on melee and fire a Beam Rifle straight down the middle may catch you if all you do is spam 2SV.

4/6SV is faster than boost dashing sideways so it’s great for aligning your axis with the enemy, or staying evasive while firing. If an enemy is using horizontal BD zundas to combat your horizontal SV zundas, you have a clean advantage. Mix 2SV zundas in to keep your movement erratic and hard to read.

Charged Main: Mega Beam Cannon (Rapid Fire)

2.5-second charge time. Depending on your directional input, TG3 somersaults left or right while firing 3 shots from its Mega Beam Cannon. The speed and tracking of each shot is on the same level as your Main, but the startup is slower and the muzzle correction is weaker. In other words, the times where you would hit your CSA are the very same as the ones where you would hit your Main. Only the first shot has muzzle correction and tracking, the remaining two simply follow the trajectory of the first shot. 

While you will be wanting to use this to supplement your Main ammo pool, note that using this move and then boost dash canceling out of it will cost nearly 50% of your boost gauge. If you want to use this move, try and use it at long range so you can cancel out and be less at risk of getting punished.

Special Shooting: Mega Beam Cannon (Maximum Output)

12-second reload. Fires a gigantic gerobi that causes an explosion when making contact with terrain.. There is a forced PoV switch on this move that you can overwrite by inputting 2AC to fire this weapon. If you cancel into this move each hit does 20 damage for a total of 182 damage. The explosion does 20 damage per hit. 

The beam speed and startup of this move is slow, but the reload is fast. The muzzle correction is also good, so SVing forward to fire this is a good setup. Just note that if you cancel into this move from SV then damage proration will be applied. 

You can use this in the same way you would most gerobis, including just covering a wide AOE and trapping enemies.   

Special Melee: Taurus Summon

A white Taurus appears to fire a single beam that stuns on hit. Reloads on empty, takes 13 seconds to reload two ammo. The rigidity after using this move is little and the stun duration is long, so even in Overheat you may have time to land, refill your boost, and then finish the combo. In the midrange you want to aim for melee combos off the stun, of course. You can cancel into 2B to freefall after using this. 

2B: Quick Fall

TG3 spins while quickly plummeting towards the ground. This does not cut tracking, and there is a lot of landing lag after using this move from lower heights leaving you pretty open. However this is still useful for landing, especially after using multiple SVs that leave you high up in the air. You can cancel this move into all Subs and melee attacks except another 2B while falling.

2B~8B Derivative: Quick Rise

Rise up immediately after plummeting down. The rigidity after this move is little, so you can sidestep pretty quickly afterwards. This also has no tracking cut, and you can cancel into SV or your Main afterwards.

Melee Set

Sub: Heat Rod

Compared to many other whip moves such as Epyon’s and X1 Kai’s, this whip is rather slow, but reach-wise the Heat Rod travels as far as Master’s own Sub Cloth. Overall the Heat Rod has slightly below average performance, but it’s easy to do full combos after landing a hit. You can cancel directly on hit into most melee attacks, and there are three whip variations available depending on your directional input. During Burst you can link Heat Rod attacks into other variations (e.g. 4AB~5AB~2AB).

5AB: TG3 lashes out straight with the Heat Rod、stunning the enemy on hit. The muzzle correction on this is not good, so if you want to hit this you either need to catch an enemy landing or align your axis with the enemy. You can cancel this into various attacks on hit, including Main to freefall.

4/6AB: TG3 lashes out horizontally from the left or right, depending on your directional input. It covers a 180-degree range in front of you plus about 30 degrees from the direction you whipped from. The startup of this is rather slow, so if you want to use this to intercept enemy melee try adjusting your timing by starting the attack sooner. 

2AB: TG3 uppercuts with the Heat Rod. This hits on a vertical plane as opposed to 4/6AB’s horizontal, hitting enemies above and below you. This is also useful in combos because it puts enemies in a spinning downed state that makes it easy to follow up after. 

5B: Shooting Guard Melee

TG3 dashes at the enemy with its shield held up front. Shooting guard property on the dash-in. On contact, TG3 will perform a 3-stage Beam Saber combo. Note that there is a moment where TG3 puts down its shield before beginning its attack, so you can still get punished by gerobis or machine guns with continuous fire.

8B: Stab

TG3 impales the enemy and then kicks it away. Low down value on the stab makes this a great combo part for big damage combos. 

4/6B: Beam Saber Slash

Fast startup and good priority which allows you to beat out average melee attacks. The priority of this move is melee-unit level, and the reach and dash-in speed are what you would expect from an all-rounder unit. You can use this to follow up after a hit 4/6AB as well. 

CC8B: Slash-through

A 4-stage slash-through combo. Bounces the enemy on the last hit. This move has low down value and high damage, allowing you to do big damage after hit confirming from a Main or 8B. The combo is rather fast-paced but not cut resistant. 

Burst Attack

Mega Cannon (Limit-breaking Output)

Basically a stronger version of your AC. Super armor on startup. You can use this if the opportunity presents itself, but if you miss you must be ready to eat a big punish.

Recommended Combos

Ranged Weapons
Input DMG Notes
A>>A>>A 168
A~BC~A 169
A~BC>>8BB 189
A>>A~BC 164
A~AC 164 184 if you boost dash cancel.
A>>CC8BBBB>8BB 221 Big damage off a Main.
Melee
4/6AB>4/6BBB 215
4/6AB>>CC8BBBB>8BB 261
5BB>4/6BBB 220
5BB~5AB~4/6BBB 231 Overheat combo
4/6BBB>5AB~A 235 BnB
4/6BBB~5AB~8BB 251
CC8BBBB>8BB 263
CC7BBBB>CC8BBB>8BB 278 Long combo but high damage.

Strategies

    • TG3 is an all-rounded MS with simple tools but complex movement. You probably already know everything you need to use its weapons, but learning how to perform even a simple boost dash or zunda takes a lot of practice. Refer to the earlier sections on how to fuwastep and boost dash normally, and use them in conjunction with your SV. You will not be able to win relying on SV alone.  
    • TG3 can deal a lot of damage very quickly, and it has good melee attacks as well. However it can be difficult to land hits since all of your attacks are projectiles that travel in a straight line and do not track well. Work with your partner to set up opportunities, or simply wait for landing punish opportunities.
    • Your offense pretty much revolves around your Main, so get comfortable hitting those. Try not to simply spam the same rhythmic pattern with SV zundas and 2B landings. SV can easily put you above the enemy where they won’t be able to see you, which you can use to your advantage. You can use your gerobi AC for the explosion to catch enemies below you or look for melee openings.
    • If you’re playing on a standard 3k/2.5k team, E Burst should be your go-to. Otherwise, Both F and S Burst have their uses. Pick whichever you feel better suits your playstyle.
  • Hot take: TG3 is a very different MS in MBON’s sequel, EXVS2. The entire Super Vernier gimmick becomes a simple BC input, with no need to re-learn boost dashing and fuwastepping. Learning these techniques is a non-transferable skill that applies to no other MS in MBON, nor is it something you will need in the follow-up version of this series. But if you are serious about playing TG3 for however long EXVSMBON is with us, then I won’t stand in your way— have at it!