GP02 Gundam Physallis

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
(Slashthrough)

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.
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