Victory Gundam Hexa

Model Number:LM312V04 Pilot: Marbet Fingerhat
Cost: 2000 Hp: 580 Transform: X Form Change: O

Victory Gundam Hexa shares many similarities to the original Victory Gundam, with only one of the main differences being the improved head unit which houses a more advanced sensor while giving it a ‘rabbit ear’ appearance. 

Victory Gundam Hexa Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam Rifle 7 70 Raises a Beam Shield when firing.
Charged Main Overhang Cannon  205 Fires a Gerobi that verniers. Only available while in burst. 
Sub  Top Limb (Fire) 91 Fires the top half of the Victory Gundam Hexa at the enemy. Transforms into Bottom Fighter mode after firing.
Special Shooting Summon GunEZ 2 135 Summons a GunEZ to fire 3 consecutive beams. 
Special Melee Bottom Limb (Fire) 124 Fires the bottom half of the Victory Gundam Hexa at the enemy. Transforms into Top Fighter mode after firing. 
Burst Attack (ABC) Parts Attack ?? Transforms Victory Gundam Hexa into Core Fighter mode and rapidly fires top and bottom limbs at the opponent. 
Melee Input DMG Notes
5B 5BB 122  
8B 8BB 129
4/6B 4/6BB 107  
2B 2B 70 Victory Gundam Hexa leaps into the air, useful for quickly gaining vertical distance. 
CC8B CC8B 114

Cancel Routes:

A: AB, AC, BC

AB: BC

Top Fighter (TF) Mode Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam Rifle 7 70 Raises a Beam Shield while firing.
Charged Main Overhang Cannon  205 Fires a Gerobi that verniers. Only available while in burst. 
Sub Top Limb (Fire) 91 Transforms into the Core Fighter after firing.
Special Shooting Summon GunEZ 2 135 Summons a GunEZ to fire 3 consecutive beams. 
Special Melee Bottom Limb (Recall) 1 60 Transforms into Victory Gundam Hexa

 

Melee Input DMG Notes
5B 5BBB 160 Same as Victory Gundam Hexa
8B 8B 75 Hard knockdown
4/6B 4/6BB 118 Same as Victory Gundam Hexa
CC8B CC8B 114 Same as Victory Gundam Hexa

Cancel Routes:

A:  AB, AC, BC

Bottom Fighter (BF) Mode Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam Rifle 7 70 Verniers when fired. Can be fired up to 3 times in a row. 
Charged Main Overhang Cannon  205 Fires a Gerobi that verniers. Only available while in burst. 
Sub  Top Limb (Recall) Transforms into the Victory Gundam Hexa
Special Shooting Summon GunEZ 2 135 Summons a GunEZ to fire 3 consecutive beams. 
Special Melee Bottom Rim (Fire) 124 Transform into the Core Fighter after firing.
Melee Input DMG Notes
5B 5BBB 178  
5BB~2B 182
8B 8BB 129 Same as Victory Gundam Hexa
4/6B 4/6BB 134  
2B 2B 70 Same as Victory Gundam Hexa
CC8B CC8B 123 Multiple-part kick combo

Cancel Routes:

A:  AB, AC, BC

Core Fighter (CF) Mode

Ranged Armament Ammo DMG Notes
Main Vulcan 60 Low performance weapon. You’ll almost never find use for this.
Sub Limbs Combine Transforms into the Victory Gundam Hexa
Special Shooting Limbs Combine Transforms into the Victory Gundam Hexa
Special Melee Summon Zoloat 1 60 Summons a Zoloat which fires a beam rifle that stuns

Overview

Similar to the Victory Gundam, Victory Gundam Hexa relies on its ability to spam Top and Bottom limbs with relative safety to support its partner. However, because it does not have access to the Victory Dash power up, it does not have as strong of a comeback factor. Players will also have to keep in mind the suit’s frailty as a 1500 cost, and avoid the pitfall of playing as they would Victory Gundam in order to succeed as Hexa. 

Victory Gundam Hexa Ability Details

Ranged Weapons

Victory Gundam Hexa/Top Fighter Main: Beam Rifle

A standard beam rifle with a 3-second reload time. Victory Gundam raises its beam shield while firing this weapon, which blocks incoming projectiles as a result. This is especially useful while in Shooting Burst, as you can maintain high uptimes for the shield, giving you the ability to pressure opponents safely. 

Bottom Fighter Main: Beam Rifle

Verniers and fires beams from its legs. You can press the A button repeatedly to fire up to 3 times, but there is only muzzle correction on the first shot fired. 

Core Fighter Main: Vulcan

Requires 8 hits to stagger. Fires 6 vulcans per button tap and up to 20 on hold. The Core Fighter fires vulcans in sets of two so the hitbox is rather wide, but you still need to hit 4 sets to stagger an enemy.

The firing angle range is wide, but typically the Core Fighter is used to run away and not engage so there’s no real reason to use this. However you might find a use for this in OH situations or when you’re left with no other options.

Neutral Sub: Top Limb (Fire)

Victory Gundam Hexa fires the top half of its body at an opponent, transforming into BF mode. This attack freefalls Victory Gundam, has unlimited ammo and can block incoming projectiles, making it one of Victory Gundam Hexa’s best attacks. Using this attack while in BF mode transforms you back into Victory Gundam Hexa, but because the transformation back has a longer animation, do so only when you know your opponents cannot punish it.

Special Shooting: Summon GunEZ

Summons a GunEZ to fire three consecutive beam rifle shots. Since this move can be cancelled from your main in all 3 forms, you can use this in a zunda to knock opponents down while retaining your current form. 

Special Melee: Bottom Limb (Fire)

Victory Gundam Hexa fires the bottom half of its body at an opponent, transforming into TF mode. Unlike the neutral sub, this attack neither freefalls you nor can it block incoming projectiles. However, this does more damage. Do note also that your boost dash becomes a ground sliding dash when in TF mode. 

Melee Set

Victory Gundam Hexa/ Top Fighter 5B: Beam Saber Combo

A 3-part beam saber slash combo.  Since this melee is difficult to hit confirm, it is usually used as a combo extender after rainbow stepping from another melee or if you managed to land a stun. Note that due to the 3rd part of the combo hitting multiple times, you will be unable to get all the hits if you combo into it from your side melee.

Bottom Fighter 5B: Double Kick into Somersault Combo

A 3-stage combo. This does higher damage than the VG and TF 5B combo, but the final attack is rather slow. 

Bottom Fighter 5B~2B: Heel Drop

A devastating final kick. Causes Bounce Down on hit.

Victory Gundam Hexa/ Bottom Fighter 8B: Kick Combo

A 2-part kicking combo. A relatively good melee to throw out due to its high priority. A safe choice for comboing into if you started with 4/6B.

Top Fighter 8B: Stab 

A multi-hit single part attack. Finishing all the hits will inflict a forced down status on the target.

Victory Gundam Hexa/ Top Fighter 4/6B: Spin Slash

A 2-part combo where Victory Gundam Hexa draws 2 beam sabers and proceeds to spin with them. Due to the high knockback on the final hit of this move, it can be difficult to continue your combo afterwards, so you may want to consider cancelling beforehand. 

Bottom Fighter 4/6B: Spin Kick

Victory Gundam Hexa  throws a spin kick at the target twice. This move has great range and can easily be cancelled into other melee attacks. However, it has low melee priority so be sure to use it sparingly. 

Victory Gundam Hexa/ Bottom Fighter 2B: Hop

Victory Gundam Hexa jumps into the air and stomps downwards after. Can be cancelled right before the stomp to gain vertical distance. If you land this attack on an opponent you are currently locked on to, Victory Gundam Hexa will do a backflip after the attack. However, if you land this attack on an opponent you are not locked on to or an ally, Victory Gundam Hexa  will instead go towards the ground. 

Victory Gundam Hexa/ Top Fighter CC8B: Propeller Attack

Victory Gundam Hexa rotates its arms rapidly while holding beam sabers before crashing into an opponent. A good melee to throw out because of its high priority. Its low overall power is substantiated by the forced down it inflicts upon completion of the combo. 

Bottom Fighter CC8B: Drop Kick

Victory Gundam Hexa drop kicks the target. This attack is single stage, but does multiple hits. Because of this, it has high down value and can down an opponent after just a single beam rifle shot. 

Burst Attack

Parts Attack

Transforms into a core fighter and deploys both Top Limb and Bottom limb beside you. Pressing an attack button while in this form fires a Top/Bottom limb at the target. The firing speed and tracking of this move is good, but because there are literally no evasive measures you can take while in this form, you should only throw this move out if you have a good read on your opponent. Additionally, any hit you take will instantly transform you back to Victory Gundam Hexa, thereby ending the Burst Attack. 

Strategies: 

  • As you basically have unlimited ammo on your sub weapon, feel free to pepper your opponents with Main > Sub loops in the neutral game. However, keep in mind that because you have lower boost as a 1500 cost, it is important to not overextend yourself. 
  • Main > Sub not only freefalls you, but it also can protect you from incoming projectiles if you get the timing right, making it a relatively safe sequence to ‘spam’. 
  • Make full use of the vertical distance gained via the first part of 2B. You can use this on wakeup as a way to escape okizeme or even to keep your opponent guessing during your own okizeme. Get creative!
  • Avoid firing both Top and Bottom limbs if possible. Going into Core Fighter mode increases the damage you take from opponents, while providing no real benefits. Also,  transforming back into Victory Gundam Hexa  leaves you open to enemy fire due to the accompanying transformation sequence.
  • When you activate Burst, Victory Gundam Hexa gains access to a Gerobi CSA in all 3 forms. While it has only decent tracking, it is the armament that deals the highest damage, so don’t forget to use it if you see an opportunity.