|Model Number:FA-78||Pilot: Io Fleming|
|Cost: 400 Hp: 600 Transform: X Form Change: X|
A custom unit built for battles in the Thunderbolt Sector which is filled with debris. On top of various physical and beam weapons on both arms and backpack, it has a total of 4 shields, hence the suit’s name.
|Main||Twin Barrel Beam Rifle||8||75||Fires two BR per input
|Sub||Rocket Launcher||2||30-120||Shoots out 5 missiles per input|
|Special Shooting||Armor Missile Pod||1||25-137||Shoots a barrage of missiles|
|Special Melee||Special Movement||1||–||Armament change while using special movement & gets shooting guard from the front and sides|
|When using Special Movement,|
|Main||Large Beam Cannon||1||120||One shot beam
|Sub||Large Beam Cannon (High Output)||1||221||Fires a Gerobi
|Special Shooting||6 Missile Pod||1||111/117||Missiles explodes one after another, knocks target up.
After reaching max range: Causes a wall of small explosions
|Burst Attacking||“Lets….settle this!”||–||317(B)/283(L)||Melee combo|
|5BB~A||258||Best damage source|
|When in special Movement|
|5B||5BBB||164||Shooting barrier from the front during the initial charging animation|
|8B||8B||100||Hits opponent high in air. instant knockdown. Wide attack hitbox|
The full Armor Gundam is an all rounder unit which have multiple missile weapons. As a 400 cost unit, its weapons are quite average with the exceptions of having a special movement with shooting guard and gives more different weapon options and access to other melee combos.
This unit excels in being a back role unit, using all its ranged weapon to control the crowd and does a surprise attack with its special movement while the opponent is not looking. But as this unit have no CSA, it is very important to do ammo management.
Main: Twin Barrel Beam Rifle
Fires out 2 BR per ammo. Average performance with high ammo.
Sub: Rocket Launcher
Shoots out 5 missiles per input.1 missile is around 30 damage.
Have decent tracking if used in mid range. Good to use as follow up after hitting with BR.
Special Shooting: Armor Missile Pod
Shoots a barrage of missiles while remaining stationary. One missile hit is around 25 damage and staggers the opponent upon hit.
Have decent tracking if used in mid range. Do not use this weapon if the opponent is close to you as you have a high chance of getting punished.
Special Melee: Special Movement
Armament change while using special movement. During the dash, FAG gets shooting guard from the front and sides. During the attack animation of any of the derivatives below, FAG will still have shooting guard at his sides and attacks coming from diagonally forward.
During the dash animation, there will be 3 new inputs:
1) A (Large Beam Cannon): Fires an one shot beam.
2) *AB (Large Beam Cannon (High Output)): Fires a huge gerobi with a short startup time. Best used to do landing punishment.
3) *AC (6 Missile Pod): Fires out 3 missiles. On direct hit with target, the missiles will explode one after another and knocks the target up. After the missiles reaches the max range, it will causes a wall of small explosions. Also causes a flame (weak) stun to the opponent upon hit. Recommended to use this input more often for oki.
A standard 3 hit combo. Able to follow up with other melee combos after doing a rainbow step cancel to the front.
5B(B)~2B: Slash>Kick>Stab>Fires BR at point blank
Downs the opponent at the end of combo. Avoid using this combo on units with barriers as the BR will be blocked.
5BB~A: Slash>Kick>Shield Tackle>Flies up and fires missiles at point blank
Best damage output out of melee combo. Able to rainbow step cancel while using the shield tackle. The missiles will also be blocked by barriers.
8B: Shield Tackle
A normal tackle attack which hits the opponent up to the air.
4/6BBB: Triple Slash
A standard 3 hit combo.
4/6B(B)~2B: Slash>Slash>Stab>Fires BR at point blank
Alike to 5B(B)~2B combo.
2BB: Horizontal Slash>Uppercut
A 2 hit combo which hits the opponent up to the air after 2nd hit.
CC8B: Slash through
Stuns the opponent upon hit. A good tool to start up your melee combo.
When in Special Movement (BC),
5BBB: Shield tackle>Stab>Uppercut
A standard 3 hit combo. Has Shooting Guard during the Shield tackle animation.
Hits the opponent up to the air while causing the opponent to be in down state. Recommended to use this input for a quick finish and delay if needed.
A 2 hit combo. Take note that if you do not score a down with this melee combo, there is a chance that the opponent will recover quick and punish you.
1) “Lets….settle this!”
ABC input. Melee combo. The initial hit stuns for a very long time. so even if your target has a barrier, the final melee hit will still hit on time, but the overall damage is greatly reduced.
2ABC input. Each series of shots tracks individually. Has shooting guard on the sides and diagonally forward (wherever the shields are, there is shooting guard property)
- Use A~AB input often to conserve main ammo.
- Use AC at mid range before engaging to serve as a backup for you.
- Pick the correct weapon during different situations while using special movement. Best to use 8B while in close range and use AC while in mid range.
|5BBB~BC~8B||227||Launches target to buy time|
- AC: Easier to follow up on hit
- AC: Reload time reduced (-1 sec)
- BC: Can be step cancelled
- BC: Reload time reduced (-0.5 sec)
- BC~AB: Has improved muzzle correction
- BC~AC: Tracking increased