Gundam Kyrios

Model Number:GN-003 Pilot: Allelujah · Haptism
Cost: 300 Hp: 540 Transform: O Form Change: X

One of Celestial Being’s 3rd generation Gundams, which comes with the unique ability to transform into a high-speed fighter. It specializes in sneak attacks and hit-and-run tactics, and as such does not come equipped with any high firepower weaponry. 

Move Summary

MS Form

Ranged Armament Ammo DMG Notes
Main GN Beam Submachine Gun  80 15~120 Beam type machine gun
Sub
Hand missile unit  1 124/153 5AB: Fire 3 missiles from one hand

2AB: Fires a barrage of missiles from both hands

Special Shooting Rapid transformation & missile  1 50~  Transform into MA Form and fire one volley of missile
Burst Attack GN beam saber & GN shield combo 319(B)/272(L)
Good cut resistance, final hit is long knockup.

 

Melee Input DMG Notes
5B 5BBB 178 Standard 3 hit melee
8B 8BB 122 Bound Down
4/6B 4/6BB 128  
2B 2B 85 Knockup, spinning down
CC8B CC8BBB 125 Great for enemies on the same horizontal plane as you
BC GN shield (Slashthrough) 75 Knockup. Do a Step backwards if you want to follow up with machinegun.
During Burst
5B 5B~8BBB 192(B)/164(L) Additional melee derivative,Damage varies depending on type of gear used
5BB~8BBB 235(B)/201(L) Additional melee derivative,Damage varies depending on type of gear used
4/6B 4/6B~8BBB 186(B)/159(L) Additional melee derivative,Damage varies depending on type of gear used
CC8B CC8BBB 262(B)/225(L) Lots of flying around while meeleing
BC BC~BBBBB 172~243(B)/147~208(L) BC changes from slashthrough into a GN Shield (Vicegrip), press B up to 6 times for additional damage
BC~A(Anytime during BBBBB input) Additional shooting derivative

 

Cancel Routes:

A: AB, BC, AC
*B: BC
BC: AB

MA Form

[showhide type= “2”]

Ranged Armament Ammo DMG Notes
Main GN Beam Submachine Gun 80 15~120 Shares ammo with MS Form
Sub
Container purge
1 50 Drops container directly below
Special Shooting GN Missile
2 26~  Fires missiles in a high arc
Special Melee  GN shield (slashthrough)
75 Transforms to MS Mode and performs the same action

 

Overview

Gundam Kyrios is one of the few units in the 300 cost roster which is able to spam lots of missiles & submachine gun also able to transform into MA mode to spam even more missiles. This unit excels the most in mid range as all of its weapons are meant to harass and slow down the opponent while creating chance for itself and the partner to deal in damage. 

This unit have decent melee combos especially during burst but due to its low hp of 540 its not very recommended to do melee often. Overall this unit would shine the most when supporting its partner at mid range while spamming all ranged weapons.

 

Details

During MS Mode

[showhide type= “3”]

Ranged Weapons

Main: GN Beam Submachine Gun
Beam type machine gun. Fires 3 shots per button press and can fire up to 10 shots in a row.
The speed and muzzle correction of the beam machine gun is quite decent but it takes about 18 shots to down the opponent with a damage of 156 which is kinda hard to do as you are only able to fire up to 10 shots in a row max.

Hence its recommended to use Striker or AB to follow up after using your main to hit the target or you can also use BC to follow up if you are close enough. And it is also best to fire only 6 to 8 shots per boost while chasing the opponent so that you can conserve your ammo.

Sub: Hand missile unit
This weapon have 2 types of input:

1)5AB: Fire a set of 6 missiles from one hand. Most recommended to use as a follow up after hitting with Main.
2)2AB: Fires a barrage of missiles from both hands, good tracking but slow speed hence recommended to use at mid range for better hitrate.

Special Shooting: Rapid transformation & missile
Transform into MA Form and fire one volley of missile. Missiles is separate ammo count from the MA Form. Input direction to dictate which direction to transform and fly. Can be used while overheat so its recommended to use this move when you are attempting to escape.

Melee Set

During Normal

5BBB: Triple Slash
Standard 3 hit combo.

8BB: Stab>Kick down
Stabs and kick the opponent down to the ground. Bounce the opponent upon hit on terrain.

4/6BB: Kick>Horizontal slash
Average 2 hit combo. After the update Ver 1.06, it is more easy to do follow ups after the last hit of the combo. Recommended to do 4BB>4BB or 4BB>5BBB for decent melee damage.

2B: Twin slash uppercut
A 2 hit combo which hits the opponent up to the air spinning. Recommended to do 2B~BC for easy follow up.

Take note not to do near the wall as you might miss the 2nd hit of this combo.

CC8BBB: Slash through>Slash up
A 2 hit combo which stuns the opponent upon 1st hit and hits the opponent up to the air on the 2nd hit. Recommended to use just the 1st hit of this combo to stun the opponent and cancel out to do other melee combo.

BC: GN shield (Slashthrough)
Rushes forward and hits the opponent up to the air with the GN shield. This weapon have improved after the update Ver1.06 as the tracking of this weapon have increased and opponents are unable to tech out after being hit.

Best used as a follow up after hitting with other ranged weapons or in the middle of your melee combo.

During Burst

5B~8B: Slash>Consecutive punch combo
Additional melee derivative for 5B melee combo. Executes a consecutive punch combo after the slash.

5BB~8B: Slash>Slash>Consecutive punch combo
Same as 5B~8B melee combo with one additional slash

4/6B~8B: Kick>Consecutive punch combo
Additional melee derivative for 4B melee combo. Executes a consecutive punch combo after the kick.

CC8BBB: Slash through>Slash up>Claw grab>2 horizontal slash
Additional melee derivative for CC8B melee combo. Lots of flying around while meeleing which reduces risk of getting punished. Opponent will be downed after the last hit of this combo.

BC~BBBBB: GN Shield (Vicegrip)
During Burst, the BC will change from slashthrough into a GN Shield (Vicegrip). This weapon have improved after the update Ver1.06 as the tracking of this weapon have increased during burst.
This melee got two types of input after grabbing with the GN Shield(Vicegrip):
1)BC~BBBBB:Grabs and damage the opponent depending on the number of times you press B. Able to press up to 6 times for additional damage before the opponent gets knocked back by the explosion.
2)BC~Press A anytime during BBBBB input: Fires the submachine gun at the opponent after grabbing. Able to press A anytime to fire the submachine gun before reaching the maximum amount of press for B.

Burst Attack

GN beam saber & GN shield combo

Good cut resistance, final hit is  long knockup. Very good for wasting time. 

 

During MA Mode

[showhide type= “4”]

Ranged Weapons

Main: GN Beam Submachine Gun
Fires beam type machine gun directly forward. Fires 5 shots per button press, up to 20 shots. Shares ammo with MS Form.

Sub: Container purge
Drops container directly below and causes an explosion upon hit on terrain. After using this, you will be unable to use AC until you transform out of MA Form. This weapon have improved with the update Ver1.06 as the explosion radius and damage have been increased.

This weapon has no tracking so the hitrate is near to zero if you do not use it properly.

The only way to get a hit with it is to drop the container while your opponent is chasing you. While your opponent is attempting to close in to you, transform into MA mode and release the container while flying in the opposite direction.

Special Shooting: GN Missile
Fires missiles in a high arc. Able to spam this weapon more after the update Ver1.06 since the ammo increased from 1 to 2. Best to use this weapon while in red lock to have better chance of hitting.

Do not expect this weapon to hit regularly as the missiles will take abit of time to travel before reaching the opponent and the missiles files literally everywhere (Only able to hit 1 to 3 missiles on a stationary target).  Instead use this weapon at mid range before going to engage with the opponent personally and hope some of the missiles will hit when the opponent is distracted by you.

Special Melee: GN shield (slashthrough)
Transforms to MS Mode and performs the same action. Good for exiting MA form safely quickly by BC~sidestep boost dive.

 

Strategies

  • Fire only around 6 to 8 shots per boost when you are chasing the opponent in order to conserve ammo. Only fire more shots when its a confirmed hit.
  • Use strikers, AB or BC to follow up after getting hits depending on range.
  • Before engaging the opponent, transform into MA and use AC first to have some “cover fire” while engaging.
  • Only use MA mode in mid range as you won’t be able to hit anything while in far range and you are vulnerable to melee/ranged attacks while in close range.
  • Use AC~AB while flying in the opposite direction of your opponent for self defense.

 

Update Changelog:

03/10/2017-

  • Increased tracking of BC, target cannot tech out of BC after getting hit
  • During Burst: Increased tracking of BC

    During MS Mode:
  • Added cancel route from A~AC
  • Reduced AB reload time (From 7 to 5 sec)
  • Easier to follow up after 4/6B hits

    During MA Mode:
  • Increased explosion radius for AB, increased damage (From 40 to 50), increased proration
  • Increased AC ammo (From 1 to 2)

 

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