Model Number:LM312V04 | Pilot: Uso Ewin |
Cost: 2000 Hp: 580 Transform: X Form Change: O |
The first Mobile Suit to sport a Minovsky Flight System, which allowed the unit to hover in mid-air at all altitudes. Utilizing the Core Block System which allows for a Core Fighter to quickly switch out parts in battle alongside the Overhang Pack, Victory Gundam is well-equipped to outgun enemies in a firefight.
Victory Gundam Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Beam Rifle | 8 | 70 | Raises a Beam Shield when firing. |
Neutral Sub (5AB) | Top Limb (Fire) | – | 91 | Fires the top half of the Victory Gundam at the enemy. Transforms into Bottom Fighter mode after firing. |
Directional Sub (*AB) | Bottom Limb (Fire) | – | 124 | Fires the bottom half of the Victory Gundam at the enemy. Transforms into Top Fighter mode after firing. |
Special Shooting | Pack Change (V Dash Gundam) | 100 | – | Transforms into the Victory Dash Gundam until the timer reaches 0. |
Special Melee | Summon Zoloat | 1 | 60 | Summons a Zoloat which fires a beam rifle that stuns. |
NeutralBurst Attack (5ABC) | Beam Smart Gun + Overhang Cannons (Full Power) | – | 291 (S) /258 (F & E) | Fires a large gerobi at the target. Victory Gundam transforms into Victory Dash upon using this attack. |
Back Burst Attack (2ABC) | Parts Attack | – | 117-156 (S) / 104-138 (F & E) | Transforms Victory Gundam into Core Fighter mode and rapidly fires top and bottom limbs at the opponent. |
Melee | Input | DMG | Notes |
5B | 5BBB | 160 | |
8B | 8BB | 120 | |
4/6B | 4/6BB | 118 | |
2B | 2B | 60 | Victory Gundam leaps into the air, useful for quickly gaining vertical distance. |
CC8B | CC8B | 114 |
Cancel Routes:
A: *AB, AB, AC, BC
AB: *AB, AC BC
*AB: AB, AC BC
Top Fighter (TF) Mode
Ranged | Armament | Ammo | DMG | Notes |
Main | Beam Rifle | 8 | 70 | Raises a Beam Shield while firing. |
Neutral Sub (5AB) | Top Limb (Fire) | – | 91 | Transforms into the Core Fighter after firing. |
Directional Sub (*AB) | Bottom Limb (Recall) | – | – | Transforms into the Victory Gundam. |
Special Shooting | Pack Change (V Dash Gundam) | 100 | – | Transforms into the Victory Dash Gundam until the timer reaches 0. |
Special Melee | Summon Zoloat | 1 | 60 | Summons a Zoloat which fires a beam rifle that stuns. |
Melee | Input | DMG | Notes |
5B | 5BBB | 160 | Same as Victory Gundam |
8B | 8B | 94 | Hard knockdown |
4/6B | 4/6BB | 118 | Same as Victory Gundam |
CC8B | CC8B | 114 | Same as Victory Gundam |
Cancel Routes:
A: *AB, AB, AC, BC
Bottom Fighter (BF) Mode
Ranged | Armament | Ammo | DMG | Notes |
Main | Beam Rifle | 8 | 70 | Verniers when fired. Can be fired up to 3 times in a row. |
Neutral Sub (5AB) | Top Limb (Recall) | – | – | Transforms into the Victory Gundam |
Directional Sub (*AB) | Bottom Limb (Fire) | – | 124 | Transforms into the Core Fighter after firing. |
Special Shooting | Pack Change (V Dash Gundam) | 100 | – | Transforms into the Victory Dash Gundam until the timer reaches 0. |
Special Melee | Summon Zoloat | 1 | 60 | Summons a Zoloat which fires a beam rifle that stuns. |
Melee | Input | DMG | Notes |
5B | 5BBB | 178 | |
5BB~2B | 185 | Bounce Down | |
8B | 8BB | 129 | Same as Victory Gundam |
4/6B | 4/6BB | 134 | |
2B | 2B | 70 | Same as Victory Gundam |
CC8B | CC8B | 123 |
Cancel Routes:
A: *AB, AB, AC, BC
Core Fighter (CF) Mode
Ranged | Armament | Ammo | DMG | Notes |
Main | Vulcan | 60 | 10~82 | Low performance weapon. You’ll almost never find use for this. |
Sub | Limbs Combine | – | – | Transforms into the Victory Gundam |
Special Shooting | Pack Change (V Dash Gundam) | 100 | – | Transforms into the Victory Dash Gundam until the timer reaches 0. |
Special Melee | Summon Zoloat | 1 | 60 | Summons a Zoloat which fires a beam rifle that stuns. |
Victory Dash Gundam Ability Summary
Ranged | Armament | Ammo | DMG | Notes |
Main | Beam Smart Gun | 7 | 80 | High damage beam rifle, with a large hitbox |
Charged Main | Overhang Cannon (Gerobi) | – | 18~168 | Fires a Gerobi that verniers. |
Sub | Overhang Cannon | 2 | 130 | Downs opponent on hit. |
Special Shooting | Overhang Pack (Fire) | – | 134 | Transforms into the Victory Gundam. |
Special Melee | Summon Zoloat | 1 | 60 | Summons a Zoloat which fires a beam rifle that stuns. |
Melee | Input | DMG | Notes |
5B | 5BBB | 173 | |
8B | 8BB | 134 | |
4/6B | 4/6BB | 128 | |
2B | 2B | 80 | |
CC8B | CC8BB | 152 | Spinning Down |
Cancel Routes:
A: *AB, AB, AC, BC
Overview
Victory Gundam presents itself as a support suit whose main strength is its ability to spam projectiles with relative safety. It can also temporarily power itself up by equipping the V Dash pack. Victory Gundam is one of the few suits blessed with a spammable Main~Sub that free falls when used, which makes catching its landing difficult for the opponents. General gameplay for Victory consists of annoying the opponent with Main~Sub and pushing for damage with the V Dash equipment when an opportunity presents itself.
Because Victory Gundam plays differently in his V Dash form, we have written separate explanations for each form in the Strategies section below.
Victory Gundam Ability Details
Ranged Weapons
Victory Gundam/ Top Fighter Main: Beam Rifle
A standard beam rifle on a 3-second reload. Victory Gundam raises his 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 hold down the A button or press it repeatedly to fire up to 3 times, but there is only muzzle correction on the first shot.
Core Fighter Main: Vulcan
Requires 8 hits to stagger. Fires 6 vulcans per button tap, 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 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’s best attacks. Using this attack while in BF mode transforms you back into Victory Gundam, but because the transformation back to Victory Gundam has a longer animation, do so only when you know your opponents cannot punish it.
Directional Sub: Bottom Limb (Fire)
Victory Gundam 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.
Special Shooting: Pack Change (V Dash Gundam)
Transforms into the V Dash Gundam. Using this move refills all your main ammo. After exiting V-dash this powerup goes on a 10 second cooldown, before taking another 13 seconds to reload fully.
Special Melee: Summon Zoloat
Summons a Zoloat that fires a stun inflicting beam at the target. Takes 4-seconds to reload 1 ammo. Can be used as the 2nd or 3rd hit in a zunda to conserve ammo. The advantage you have using this over your sub firing as a zunda is that summoning Zoloat does not require you to purge your top or bottom half, which can put you at a disadvantage in certain situations.
Melee Set
Victory Gundam/ 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 landed a stun. Note that because the 3rd part of the combo hits many times, you will be unable to get all the hits if you combo into it from your side melee.
Bottom Fighter 5B: Triple Kick Combo
A 3-stage combo. This does higher damage than the VG and TF 5B combo, but the final attack is rather slow. You can cancel into either Sub after the last hit.
Bottom Fighter 5B~2B: Heel Drop
A devastating final kick. Causes Bounce Down on hit.
Victory Gundam/ 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/ Top Fighter 4/6B: Spin Slash
A 2-part combo where Victory Gundam 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 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/ Bottom Fighter 2B: Hop
Victory Gundam 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 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 will instead go towards the ground.
Victory Gundam/ Top Fighter CC8B: Propeller Attack
Victory Gundam 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 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
[Neutral Burst Attack]
Beam Smart Gun + Overhang Cannons (Full Power)
Fires a high-damage gerobi with a large hit box. Using this move also transforms you into Victory Dash Gundam with full ammunition, but because gerobi burst attacks are non-cancellable and take a long time to finish, exercise caution when firing it.
[Directional 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, thereby ending the Burst Attack.
Victory Dash Gundam Ability Details
Ranged Weapons
Main: Beam Smart Gun
The Beam Smart Gun has a wider hitbox and does more damage compared to the Beam Rifle of Victory Gundam. Keep in mind however, that unlike Victory Gundam’s beam rifle, the Beam Smart Gun does not have shield properties when firing.
Due to its increased hitbox, the Beam Smart Gun should be your go-to weapon when chasing enemies in Shooting Burst. The Beam Smart Gun reloads at a rate of around 3 seconds per ammo.
Charged Main: Overhang Cannon (Gerobi)
A gerobi that verniers you when fired. Takes about 2.5 seconds to charge. While this move has good tracking and decent damage, it takes quite a while to charge up. This means you will be locked out of your Main, Sub and Special Shooting (your 3 best moves) for the duration of the charge time. You can circumvent this by making use of Second Impact, but you will still have to look for opportunities to land a hit.
Sub: Overhang Cannons
A twin-shot sub weapon that verniers when fired. Forced down if both shots connect. Due to the powerful tracking on this move, it is recommended that you use it as a follow-up from your main. The Overhang Cannons reload at a rate of around 4 seconds per ammo.
Overall a strong move that forms the spine of Victory Dash’s neutral game alongside its main.
Special Melee: Summon Zoloat
The exact same move as when in Victory Gundam. Similarly, this move is used as a zunda-ender to conserve ammo either on your main or sub.
Special Shooting: Overhang Pack (Fire)
Fires the Overhang Pack at an opponent and reverts you back to Victory Gundam, regardless of the remaining ammo on your transformation. Can be cancelled into Neutral Sub, which will then freefall the Victory Gundam. This move does significant damage and tracks well, so remember to use it as auto-transformation (when your transformation timer hits 0) does not trigger this move.
Melee Set
5B: Beam Saber Combo
A 3-part beam saber slash combo. Unlike the combo in Victory Gundam, it is actually easy to confirm a hit on this melee into other attacks such as 5B~backstep~Sub or 5B~backstep~5AC~5AB.
8B: Kick Combo
A 2-part kicking combo Exactly the same as the Victory Gundam one, but does more damage.
4/6B: Spin Slash
A 2-part combo where Victory Dash draws 2 beam sabers and proceeds to spin with them. Exactly the same as the Victory Gundam one, but does more damage.
2B: Hop
Victory Dash jumps into the air and stomps downwards after. Exactly the same as the Victory Gundam one, but does more damage
CC8B: Thrust Attack
Victory Dash thrusts its beam saber at the target. This attack is difficult to combo from as the second part of the attack blows your opponent away at an off angle. If you try to combo off it on the first part with another CC8B, the first part of your combo may end in a single hit due to proration.
Strategies: Victory Gundam
- As you basically have unlimited ammo on your sub weapon, feel free to pepper your opponents with Main > Neutral Sub loops in the neutral game. However, keep in mind that your objective while in this form is to conserve as much HP as possible for when you have access to Victory Dash, Burst, or both.
- Main > Neutral 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 leaves you open to enemy fire due to the accompanying transformation sequence.
- When you activate Burst, Victory Gundam summons 3 GunEZ that protect it from incoming fire for up to3 shots. Combine that with the auto shield that occurs whenever you fire your main to safely chase your opponents.
- If you’re in burst as Victory Gundam and you see an opportunity, you can use 5ABC to transform into Victory Dash again. However, this should be used only if you are sure that opponents are unable to punish.
Strategies: Victory Dash Gundam
- Your main has good tracking and damage in this form and only requires 2 shots to knock an opponent down. Therefore your main goal is to put pressure on your opponents alongside your partner. You will want to coordinate attacks with your partner to get maximum effect from your transformation.
- As with Victory Gundam, Victory Dash also summons the GunEZ when burst is activated. Make use of the summons to really go wild on your opponents, especially in Shooting Burst.
- Main > Sub tracks extremely well, and you can make use of that by leaving a slight delay between your Main and Sub inputs to get the most out of its tracking.
- Always keep an eye out for your transformation timer. AC>5AB is a very powerful tool, so missing out on using it because you weren’t paying attention to the timer can hurt.
- With that said, there is no shame in ending your transformation early if you come across a situation where firing AC>5AB would net you big returns.