Model Number:78GP02A |
Pilot: Anavel Gato |
Cost: 2500 Hp: 680 Transform: X Form Change: X |
Built to attack strongholds, this unit is equipped with the Atomic Bazooka, capable of firing nuclear warheads. After completion, it was hailed as “The Mobile Suit with the greatest offensive power”.
Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Vulcan |
120 |
6 ~ 30 |
Staggers the opponent upon 4 hits. |
CSA |
Beam Bazooka |
– |
82 |
Creates a small explosion that knocks the target upwards. |
CSB |
Beam Saber (High Output) |
– |
– |
Enhances all melee and 2B. Beam Saber melee attacks will have bigger hitbox, better proration, and become multi-hit. |
Sub |
Dom Tropen Summon |
1 |
111 |
The Dom charges at the enemy and does a stun slash. |
Xamel Assist(Shooting) |
76 ~ 152 |
The Xamel fires 3 arcing artillery shots. |
||
Special Shooting |
Atomic Bazooka |
1 |
90 ~ 323 |
Nuclear explosion with a huge radius. Has Super-armour until the warhead is fired. |
2B |
Beam Saber (Throw) |
– |
70(75) |
Throws out a saber (physical projectile) which spins horizontally. Can be rainbow stepped. |
Burst Attack |
Atomic Bazooka Combo |
– |
296(F)/274(E)/298(S) |
Stab, kicks target up and fires a nuke into target. Might miss if too near a wall. |
Melee |
Input |
DMG (Enhanced) |
Notes |
5B |
5BBB |
179(201) |
2 slashes into a stab. |
5B~8BB |
221(220) |
Knock up and steps on target. |
|
8B |
8B |
80 |
Kick. Good to use when you need to a quick down without expanding CSB. |
4B |
4BB |
134(149) |
First hit only has average priority. Knocks target up into spinning down, untechable. Enhanced saber causes target to fly up even higher. |
CC8B |
CC8BB |
142 (162) |
Shield bash into a roundhouse slash. Has shooting guard during the shield bash animation. Roundhouse slash knocks target away by default, enhanced saber causes stun instead. |
CC8B~8B |
147 |
Shield smash, bounces. Does not consume Enhance as all attacks are done using the shield. |
|
BC |
5BC |
138 |
A set of three kicks |
8BC |
_ |
Somersault that cuts tracking. |
|
8BC~B |
143 |
Steps on target. First hit has high proration and low down value, can scoop a downed target. Same as 5B~8BB derivative. |
|
4/6BC |
_ |
Side roll that cuts tracking. |
|
4/6BC~B |
85 |
Two step upwards kicks. |
|
BC~2B |
70 (77) |
Throws out a saber (physical projectile) which spins horizontally. Flies to max red lock range and spins for a short while before disappearing. CSB makes it hit 4 times with heavy stagger. During Burst, hits 6 times with better proration. Same as 2B. |
Cancel Routes:
A: *AB, AC, 2B, *BC
CSA, *AB, *B~*BC
2B: *AB, *BC
*BC: *AB, 4/6BC, 8/2BC
4/6BC,2/8BC: 4/6B, CC8B
Overview
GP02 is designed to be a power house. It has a powerful nuclear bomb for the long range, and strong melee combos for close combat. You can cut through an enemy’s life bar like a hot knife through butter if presented the opportunity, although you need to make full use of GP02’s ranged armaments like CSA and Xamel, as well as its movement options with BC.
Ranged Weapons
Main: Vulcan
Flinches on 4 hits. Your head needs to be facing the enemy for the shots to fire at it (use the swivel technique to face the enemy). This has a short range, but has a lot of cancel routes into other options, making it a versatile tool.
Charged Main: Beam Bazooka
Green projectile only explodes upon impact with terrain or at maximum range (roughly GP02’s red lock) , creating a small explosion that knocks up target. Initial projectile will fly straight through enemy units. While this has a long charge time and a slow startup, the projectile is fast and the muzzle correction is good. This is a good move to throw out in the neutral, especially since you will already be charging this move by holding down on A to fire vulcans.
Charged Melee: Beam Saber (High Output)
Enhances all melee and 2B. Beam Saber melee attacks will do more damage, have a bigger hitbox, better proration, and changed to be multi-hit. Enhancement will be used up once GP02 returns to neutral after Beam saber melee or 2B. Beam Saber will be always powered up while in Burst.
CSB will also be referred as “Enhanced” for this page.
Sub: Dom Tropen/Xamel Summon
Summons one of two assists. You cannot have two Dom Tropens summoned simultaneously, but you can summon one Dom Tropen and one Xamel to be on the field at the same time.
5AB: Dom Tropen
Dom Tropen charges at the enemy and slashes. Stuns on hit. Because it’s technically a melee move, it will cut through Quanta’s shield and Nu’s barrier.
While this isn’t something you can throw out carelessly in the neutral and expect to hit, when used in conjunction with CSA it can create some good openings. It’s also good as a combo part.
2AB: Xamel
Xamel fires three shots, similar to RX-78’s Guntank assist. Because Xamel’s shots arc like an artillery cannon’s, this is a good move to use against opponents that are falling, freefalling, or landing. Overall this is a good tool for the neutral, helping you close in on the enemy.
Special Shooting: Atomic Bazooka
GP02’s namesake weapon. Has super armor on startup. Huge and long explosion. The nuclear warhead can be destroyed, so be careful of incoming projectiles when firing.
This is a good okizeme tool, or something you can throw out if enemies stop paying attention to you.
Melee Moveset
5B: 3-hit combo
While this chases further than 4/6B, it travels straight as an arrow towards the enemy, and has a smaller hitbox than 4/6B.
5B~8B: Shield Bash>Trample
Pretty much the same move as 2/8BC~B.
8B: Dropkick
Fast startup, a good hitbox, and good travel distance. However, this moves forward painfully slowly. Use this in the closest of close encounters.
4/6B: Beam Saber Slashes
2 hits with the beam saber. The second hit leaves the opponent in a spinning down state. The chase speed of this move and its travel distance leaves much to be desired, but the damage and cut resistance is excellent. Although the hitbox and priority are barely at a passable level for 2500 cost melee suits, this is your main melee starter.
CC8B: Shield Bash
Charges forward with the shield. Two-hit combo on hit. This is your second main melee starter. The shield has an active shooting barrier when charging in. Stuns on hit.
While the startup is not so great, this has a great big hitbox in front of you. Just watch out for moves like Exia’s 8B that are disjointed, with hitboxes that extend beyond the suit’s hurtbox.
CC8B~8B: Shield Strike
Bounces the enemy on hit.
Special Melee: Somersault/ Special Movement
All BC will cut tracking at the initial animation. Can be used even in Overheat.
There are 4 types of input for this movement:
1)5BC: Somersaults upwards. Only 5BC cannot be canceled to Striker. The better option for dodging as it gives vertical height.
2)4/6BC: Barrel rolls to the side with a slight curve.
3)8BC: Hops forward. Consumes more boost than 5BC
4)2BC: Hops backward and slightly upwards.
2B: Beam Saber (Throw)
Throws out a saber (physical projectile) which spins horizontally. Flies to max red lock range and spins for a short while before disappearing. CSB makes it hit 4 times with heavy stagger. During Burst, hits 6 times with better proration.
Burst Attack: Atomic Bazooka Combo
Stab, kicks target up and fires a nuke into target. Might miss if too near a wall.
Recommended Combos
Ranged Weapons |
||
Input |
DMG |
Notes |
A 1-9 hits>>4B~8BC~B (1 hit)~8B |
~206-226 |
As usual, 2B derivative combos are long. |
A 1-5 hits>>CC8BB~8BC~B(1 hit)~8B~2B>4/6B |
246 |
|
CSA (secondary explosion only)>>5AB>>2AB |
192 |
|
CSA (secondary explosion only)>>5AB>>AC |
286 |
The dream |
5AB>>AC |
312 |
|
5AB>>2AB |
203 |
|
5AB>>4BB~8BC~B (1 hit)>8B |
287 |
|
Melee |
||
5BB>5B~8BBB |
249 |
|
5BB>4/6BB~8BC~B |
258 |
|
8B>5BB>5AB |
242 |
Dom stun ender. Leads to down value reset shenanigans |
8B>4/6BB~8BC~B (1 hit)>8B |
268 |
|
4BB>4BB~8BC~B |
269 |
BnB |
4BB~8BC~B (1 hit)>4BB |
279 |
BnB2 |
CC8B>4BB~8BC~B |
271 |
|
CC8B~8BC~B (1 hit) > 4BB~8BC~B |
283 |
|
CC8BB~8BC~B (1 hit) 4BB |
295 |
Only when enhanced |
Burst Only |
||
8B>4BB~8BC~B (1 hit)> 4BB~8BC~B |
340 |
|
4BB>4BB>4BB |
345 |
Strategies
- You can feint with your Atomic Bazooka by cancelling out of it before it fires
- Atomic Bazooka is ultimately, a zoning tool. Don’t hope for it to directly hit, instead use it to herd your target into melee range. You can also pressure your opponents to accidentally run into it. You can also use it on a downed target, then fire CSA into the target’s side/back if they are blocking.
- Always try to power up your sword with CSB whenever possible.
- Don’t charge in recklessly- look for openings your partner creates, or use your vulcans, AB, and Atomic Bazooka to stagger or down the enemy, giving you the opportunity to close in.