Gundam Barbatos Lupus

Model Number:ASW-G-08 Pilot: Mikazuki Augus
Cost: 400 Hp: 600 Transform: X Form Change: X

A custom machine crowned with the name of “wolf” in Latin. Lupus is remodeled based on past battle data from Barbatos with emphasis on improving reaction speed and mobility. Furthermore, by adopting curved armor, Lupus is able to fully realize its close combat potential while reducing damage taken to a minimum.

Move Summary

Ranged Armament Ammo DMG Notes
Main 200 mm Gun  5  65 Low damage physical projectile
Charged Main Anti-Ship Lancemace (Throw)  1  153 Thrown projectile, 1 use per life
Sub
200 mm Gun (Rapid fire)  1  30~133 Able to rapid fire up to 3 time
Special Shooting Large Railgun 1  120 Forced Down
Special Melee  Special Movement  –  – Command Dash
Special Melee ~Main Twin Mace Throw
 1  111 Throws 2 maces during dash
Burst Attack Mace combo 316(B)/
278(L)
 A long but very cool-looking melee combo

 

Melee Input DMG Notes
5B 5BBB  237  
8B 8BB  143 Bounces enemy on last hit
4/6B 4/6BBB  167 Kicks enemy away at the end of the combo
2B 2BB  80 A jumping slash
CC8B CC8B  218 Will drag the enemy across a distance.
BC BC~8B  94 Dust down
CSB CSB 207 Stab-grapple, 1 use per life
During Burst
BC

 

5B~BCBBB

 

324/280

 

Only available while in awakened mode. Long but high damage melee combos that is worth doing
5BB~BCBBB 322/277
4B~BCBBB 324/280
4BB~BCBBB 317/273

Cancel Routes:

A: AB, AC, BC,2B
AB: BC
BC: A, AB, AC, *B
5B(B), 4B(B): AC

 

Overview

A mobile suit that has a great amount of weaponry, Lupus is a melee-orientated all rounder with high burst potential and high melee combo damage. Lupus also possesses a good number of cancel routes to make applying pressure on enemies easier while closing in on them. His burst potential comes from his two high performance charged weapons that also provides Lupus with the means to close in on enemies at the same time.

However, Lupus’ low hp of 600 makes it risky to constantly engage in melee combat. His main performance is also subpar compared to his 300 cost predecessor and is fairly unreliable for engaging in a drawn-out range combat.

Details

Ranged Weapons

Main: 200 mm Gun
An average physical projectile that you will use as with any other BR. Damage is not great, and can be erased easily by other projectile.

Charged Main: Anti-Ship Lancemace (Throw)
1 use per life. Lupus throws a lancemace with explosive attached. This attack has superior speed and tracking. On hit, the lancemace will stun the enemy and explode after an instant, causing an untechable down. The explosion will hit nearby enemies and also your allies, so be careful. It will also explode on impact, resulting in occasions where it catches side stepping enemies.
If the Lancemace hits a b
arrier that blocks ranged projectile, it will still explode, and most likely deplete the barrier while dealing some amount of damage.

Sub:  200 mm Gun (Rapid fire)
Lupus will stop and fire 3 pairs of projectiles from its 200 mm gun. Tracking improves after some distance, so use it with your main or dash to hold the tracking lock for the best effect.

Special Shooting:  Large Railgun
Vernier one-hit down shot. Good projectile speed and single-shot damage. With an unreliable main, this will be your primary source of damage in a shooting fight. Being able to cancel into between melee, it is useful in situations where you need to down the enemy fast.

Special Melee: Special Movement
A command dash where the direction of movement depends on the input.

5BC will make Lupus perform backflip which cuts tracking.
4/6BC will dash left or right in a curve towards the enemy.
8BC will dash forward in an arc towards the enemy. Closes in fast but using it too close to the enemy will render you neutral without any follow-up action.
2BC will dash straight away from the enemy. Use it along with 2B for better dodge capability.

Special Melee~Main:  Twin Mace Throw
Only available while Lupus is in special movement and input A. This will cause Lupus to throw 2 maces. 1st mace will stagger the enemy while the 2nd mace will stun the enemy. Hold the down direction while throwing the 2nd mace to do a backflip, if not Lupus will hop in the direction of the Special Movement it was dashing in . Oddly enough it doesn’t receive any Cancel Proration if the Special Movement was cancelled from other moves, so it can serve as a reliable source of raw damage if nothing else hits. 

Melee Set

5BBBB: Swordmace Combo
Decent overall damage and good knockback on last hit, but has low interrupt resistance for a long combo. Stable melee to follow up with derivatives.

8BB:Uppercut>Slam
The slam will result in a bounce. Delay your follow-up accordingly based on the distance between you and the ground.

4/6BBB: Twin Mace Combo>Stomp
The last hit ends with Lupus doing a somersault backwards and posing, resulting in a longer recovery than usual. Low damage, but fast start-up on first hit to give you the advantage in a melee exchange. Go for the derivatives, never go for this combo, only villains do that.

2B: Helmsplitter
Lupus’s jumping melee with landing properties, causes a bounce. Difficult to deal more damage after 2B hits due to its low proration, so opt for a down and chase the other opponent instead. Useful for Pyon-stepdive.

CC8BBB: Grapple Slash>Uppercut
Drags target across a distance before ending with an uppercut. Step left for a stable follow-up.

5B,4/6B(B)~8B: Katana slashes
8B derivative that is similar to Barbatos’s. Lupus moves forward a good distance during the attack., slashing multiple times. You will need to finish the combo to deal enough damage to warrant the use of this derivative.

5B,4/6B(B)~2B: Twin Mace Drumming
Somsersaults and holds target in place while repeatedly slamming the Twin Mace, finally ending the combo with a 200mm Gun shot. This move does good damage, but the full combo string is extremely long. Press B up to 11 times to continue the drumming. Great move to Lockdown a target to burn out their Burst or Timed Power Up timer, or when your partner is winning in Taiman. 

If you find yourself bored of Gundam Versus, take a break and play Taiko no Tatsujin with this move.

Charged Melee:  Anti-Ship Lancemace
1 use per life. Lupus dashes forward with a lance, stabs target and explodes, has Shooting Guard during the dash. This attack moves extremely quick, and coupled together with a Shooting Guard, makes it a very dangerous attack when used in close range. The effective range is slightly shorter than Lupus’ max red lock. Hitting this attack raw deals 207 damage, enough to kill any overcost unit for teams using a 500/400 or 500/300 set-up.

5B(B), 4B(B)~BC~BBBB Derivative (Burst only): Valkyria Buster Sword combo
Very long combo (about 6 seconds for the full combo) with good interrupt resistance, but only available during Burst. If done in Blaze drive, 5B~BC~BBBB does 324 damage, which is damage that a Burst Attack would deal normally. Be careful not to mash and hold B for too long and accidentally release CSB. 

Burst Attack

Mace combo
Another very long melee combo (~7 seconds), with decent interrupt resistance. The first 2 hits where Lupus dashes around is also prone to be obstructed by buildings and cause Lupus to stop the attack. The final Slamdunk attack does more damage the higher you are.

 

Strategies

  • With one of the highest melee damage combos in the game, Lupus might seem like a great close range combat suit. However, a low hp of 600 for its cost makes it difficult for Lupus to go in and win trades against enemies. Play safe with Lupus while using various ranged options to create an opening for you to go ham.
  • Use the 4/6BC to close in on your enemies. 4/6BC->A can be used to provide ranged pressure to the target while you close in. If you are close enough and double mace connects on the target, you might be able to follow up with melee attacks.
  • Both his charged weapons are great burst damage. Use them when your enemies least expect as they can be easily avoided when enemies are prepared to deal with it.
  • His main is too weak to have any advantage in ranged combat. It is recommended to use it along with a cancel to his AB or AC railguns to provide better range coverage.

Recommended Combos

(>> is Boost Dash Cancel, > is Step cancel, ~ is direct cancel)

Ranged Weapons
Input DMG Notes
A>>5BB~2B ~258 As usual, 2B derivative combos are long.
BC~A (1 HIT)>> 5BBBB> AC 259
Melee
5BBBB>AC 275 Step to the left or back, then AC
5BB~8B>5B~8BB 268
8BB>4/6BBB 236 Short combo
4/6B~8B>5BB~2B 342
4/6B~8B>5BBBB 268
CC8BB>8BB 268 Bounces
Burst Only
CC8BB>5BBB>ABC 385 The usual Burst Attack finisher
BC~A>>CC8BB>ABC 371
5B~BCBB>5B~BCBB>ABC 400 Dream combo
5BBB>4/6BBB 325 Short combo to use to get a down quickly. Use your striker for a down even faster

 

Update Changelog:

04/12/2017-

  • A: Cancel route to 2B added
  • CSA: Projectile is more difficult to destroyed by enemy attacks
  • AB: Damage increased (106>133)
  • AB: Reload time reduced (- 2 sec)
  • AB: Cancel route to BC added
  • AC: Damage increased (110>120)
  • AC: Reload time reduced (-1 sec)
  • BC~A: Projectile speed increased
  • BC~A: Easier to follow up on hit

 

 

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