Altron Gundam

Model Number:XXXG-01S2

Pilot: Chang Wufei

Cost: 2500 Hp: 650 Transform: X Form Change: X

Customised by all 5 professors together, Altron Gundam was dubbed the “Twin-Headed Dragon” which specialises in melee combat. Armed with Dragon Fangs on both arms and a Beam Trident, it is unrivaled in close-mid range combat.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Dragon Fang

1

95

Strikes with a single Dragon Fang, Forced Down.

Charged Main

Double Dragon Fang

120/100

Multi-lock available. The single-lock version strikes with both hands at a single target for greater damage than your Main, at the trade-off of having less sliding momentum.

Sub

Double-barreled Beam Cannon

5

75

Fires a beam rifle shot from Altron’s tail.

Special Shooting

Twin Beam Trident (Throw)

1

9-74

AC: Throws the beam trident forward like a boomerang.

4/6AC: Throws the beam trident in a curve towards the input direction, stunning the opponent.

Burst Attack

I SHALL BE THE ONE TO DECIDE WHAT IS JUSTICE!

298?

I am the hand of justice! Long combo with superarmor startup, and no cut resistance. Poke them super hard.

Melee

Input

DMG

Notes

5B

5BBB

187

 

5B(B)~A

127-181

You may input A during any portion of the 4B or 5B combos to stun the enemy with fire from the Dragon Fang.

8B

8B

80

Shield tackle. If you are shot from the front while performing this move, you will enter a blocking state with your shield.

4/6B

4/6BBB

176

 

 

4/6B~A

122-167

Dragon Fire melee route

2B

2B

85

Jump up and slash downwards with the Twin Beam Trident. Bounces the enemy on hit.

CC8B

CC8B

129

Stabs the enemy

BC

BC

50

Grabs the enemy with a Dragon Fang and Altron is pulled forward. On hit, can be followed up with B or A.

BC~B

152

Kicks the enemy twice, with the fury of a million dragons. Puts the enemy in a special down state.

BC~A

188

Scratches the enemy many times, with the fury of a billion dragons. High damage but long combo time and near zero cut resistance.

Cancel Routes:

AB: AC. BC

5B, 4B (before last hit), CC8B: BC

Overview

A higher cost version of the Dragon Gundam that has a higher potential for aerial combat. It’s inevitable to compare these two units, but both of them have their own distinct traits.

Altron comes with good mobility coupled with a great pyonkaku, and the ability to strike from unusual angles with his CSA Dragon Fangs. It also has a Beam Rifle that shoots from its tail allowing for Altron to fire at enemies even while on the backpedal, and a boomerang with a wide-hitting hitbox in the mid to close-range. Although when compared to Dragon the Altron Gundam is not as competent in the close range, it still has the tricks it needs to go toe-to-toe with many tough opponents.

Altron specializes in scoring quick downs and keeping the enemy locked in a losing 1 on 1 situation. However, without scoring melee hits you won’t be dealing significant damage, and it’s not uncommon to eat a single big attack and have the tables turned on you in an instant. 

Altron does have more HP than your average 2500 cost unit, even outstripping some 3000 cost units, so that does help provide you with more opportunities to score big damage. Find the right range that Altron is most comfortable in, and strike true with your Dragon Fangs.

Ranged Weapons

Main: Dragon Fang

Strike with a single Dragon Fang. Maintains a slight amount of momentum before stopping to attack. The dragon head will devour any attacks (even beams, but not gerobis) that it comes in contact with. One-hit down.

This is a great tool in mid-range, and being able to score a down means you can set up an okizeme situation for more damage. 

Note that this and the CSA Dragon Fangs can cut through certain barriers, like Zabanya’s, Excellia’s, or 00 Qant’s shields, once they are under the required HP amount. For example, as long as the barriers have less than 95 damage, your Main will be able to destroy the barriers as well as strike the enemy behind it in a single hit. 

Charged Main: Double Dragon Fang

Multi-lock available. The single-lock version strikes with both hands at a single target for greater damage than your Main, at the trade-off of having less sliding momentum, and a longer startup. It also has about 1.2 times the range of your Main.

This has better muzzle correction than your Main as well, and a better hitbox since you’re using both hands. And with a 1.5 second charge time, this is a great tool to use for catching landings or chasing down fleeing opponents. 

Do note that holding down CSA does come with risks, namely you won’t be able to use your faster A, the further hitting AB, or the wider-hitting AC for self defense. So this is not a tool that you want to charging up at all times.

The multi-lock version strikes each enemy with one Dragon Fang, doing 100 damage to each. To cancel the multi-lock, initiate a melee attack. 

Sub: Double-barreled Beam Cannon

Fires a beam rifle shot from Altron’s tail. Causes no vernier, and cannot be shot out of angle. However, it is ineffective at shooting enemies above and below you due to the angle at which it is fired.

This has no startup animation, so it can catch opponents off guard when you fire this while facing away from them. You can poke with this tool and then hit them with the Dragon Fang once they’ve been staggered, or go into a melee combo.

Special Shooting: Twin Beam Trident (Throw)

There are 3 types of inputs for this weapon:

1)AC: Throws the beam trident forward like a boomerang. This has a big hitbox, and will return to you after a short duration meaning you can hit enemies on the way out and on the way back as well. This is a good tool for the mid range for catching horizontal movement. 

2)4/6AC: Throws the beam trident in a curve towards the input direction, stunning the opponent. This is more of a self defense tool, although you need to read the direction your opponent is coming from near perfectly to pull this off. This is a higher-risk move.

Melee Set

5B: 4-stage Trident Combo

Unlike most other MSes, this is your main melee combo due to how underwhelming your 4/6B is. While this doesn’t have the best stats across the board it’s still better than your 4/6B so bust this out when in doubt.

5B or 4/6B~A: Dragon Fire

Altron hops backwards while firing a flamethrower at the enemy, causing flame stun. The stun duration is long enough for you to (at the right height) stun the enemy, land while charging CSA, and then hit the enemy with CSA once you’ve ascertained it’s safe to do so. This is also a good way to put the enemy in a down value reset situation, allowing you to potentially rack up some much-needed damage.

8B: Shield Tackle

Altron charges forward with its shield. If any ranged attacks hit the shield you transition into a traditional guard pose, guarding the attacks normally. This can be useful when landing in overheat. Use this move right before touching the ground to be in a guarded state where you can guard through any enemy ranged attacks. However, watch out for a big punish if the enemy doesn’t fall for this trick and the attack completely whiffs. Perhaps the 2B pyonkaku is a better option?

This has a decent hitbox against melee attacks, but the chase speed and distance is abysmal. 

4/6B: Trident Combo

This is a terrible move for a close-range unit. Every time you execute this move Altron puts away its shield and draws its Trident, giving it a very slow startup and making it impossible for you to win rainbow step wars. 

2B: Pyonkaku

While this pyonkaku does not have landing properties (if you’re too high off the ground when you do this move, you won’t go all the way until you touch the ground), the rising and falling speed are pretty good, and you travel a good distance. You can sidestep right before you land and use AB to cover your landing, although this doesn’t count as a zusakyan and you won’t refill your boost by doing so.

Bounces the enemy on hit, allowing for nice follow-up combos. Overall this is a good tool for giving Altron the ability to move around the field quickly and in an unusual pattern.

CC8B: Stab

Stabs the enemy with the Beam Trident. This travels the furthest out of all of your melee attacks, outside of your Burst Attack. You can also cancel this into BC to follow up. Just watch out for its rather narrow hitbox.

BC: Dragon Fang (Grab)

Unlike Dragon who grabs the enemy with both hands, Altron’s BC grab only launches with one, giving it a much smaller hitbox. Nonetheless, on hit you can perform one of two actions:

BC~A: Dragon Combo

Altron shreds the enemy with multiple quick slashes from its arms. While this has near-zero cut resistance, it does a lot of damage, allowing you to easily cross the 300 damage barrier. 

BC~B: Double Kick

Altron kicks the enemy twice, ending the combo quickly. It leaves the enemy in an untechable state where you can follow-up with another combo if you so choose. This is the safer option compared to BC~A, but at the cost of damage, of course.

Burst Attack

I SHALL BE THE ONE TO DECIDE WHAT IS JUSTICE!

A very long combo with almost zero cut resistance. Super armor on startup, and big damage if you pull this off.

Recommended Combos

Ranged Weapons

Input

DMG

Notes

AB>>A

142

 

AB>>AB>>A

166

Ranged BnB

AB>>AB>>AB

158

Zunda

5AC (2 hits)>>BC~A(before the last hit)~CSA

251

 

Melee

5BB>5BBB

241

 

5BBB~BC~A(before the last hit)~CSA

287

 

5BB~A>>5BB~A

249

Leaves the enemy stunned for down value reset. Or you can hit with A for 259 damage total. 

8B>BC~B~CSA

251

Step forward to connect

8B>BC~A~CSA

272

Same as above

8B>A

156

 

4BB~BC~A(before last hit)>BC~A

280

Long combo that ties up the opponent

2B>BC~B~CSA

256

 

CC8B>BC~A(before last hit)>BC~A

267

 

CC8B(2 hits)>BC~A>BC~A(before last hit)~CSA

297

 

CC8B(1 hit)~BC~A (before last hit)>BC~A>BC~A (before last hit)~CSA

314

Long, looong combo

BC~B>BC~B

243

 

BC~A>BC~A

289

 

BC~A(before last hit)>BC~A>BC~A(before last hit)>BC~A (before last hit)~CSA

339

Huge damage

Strategies

  • Altron fulfills the same role as Dragon as a disruptor in the mid-close range, scoring downs and creating 2 on 1 situations.
  • Look for openings to land your melee combos, but don’t go all in because Altron does not have the best melee priority. Rely more on your shooting tools or BC to start your combos off.
  • 2B is great for offense as well as defense. It’s a key part of Altron’s kit so use it carefully. You can chase aerial enemies using 2B~CSA.
  • To begin with Altron’s melee set is lacking, making F Burst only an average option, although you get big damage if you can pull something off. S allows you to sidestep your Main but that’s about as good as it gets. E gives you more survivability but little extra damage. Overall Altron doesn’t benefit much from Burst as much as other units.
  • Altron does well with 3000 cost units that want to be in 1 on 1 situations, like Master, God, and Wing Zero TV.
  • For 2500 cost partners Altron pairs well with Zeong who has good survivability and ranged capabilities, and Heavyarms for the same reason. Altron and Altron is also a viable pair.
  • Viable partners for Altron in 2000 cost include Dragon and Sandrock who can go on the offense together with Altron.
  • For 1500 cost, LaGOWE is recommended for Altron as a partner as they excel and suck in the same areas.