Model Number: RX-78AL |
Pilot: Io Fleming |
Cost: 2500 Hp: 620 Transform: X Form Change: X |
A Gundam type unit that was constructed and tested after the One Year War. It received a lot of attention due to its unique design, armaments, and multiple ball-joints. The thrusters on the Sublegs allows it to fly within Earth’s atmosphere for a short period of time.
Move Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Railgun |
5 |
80 |
Physical projectile |
Charged Main |
Railgun (Maximum Ouput) |
_ |
130 |
High-speed, one-hit down |
Sub |
Railgun (Strafing Shot) |
_ |
65 ~ 117 |
Strafe to the left or right while firing the railgun twice. Can be cancelled with C on the first |
Special Shooting |
Dash (AC) |
1 |
– |
Dashes forward, melee moves performed as cancels from this move have their reach improved. |
Assault Rifle (AC~A) |
– |
17 ~ 124 |
Strafes to the side while firing a machine gun. |
|
Backflip (AC~C) |
– |
– |
Backflips to cut tracking. |
|
Burst Attack |
Groovy Duel |
– |
299 (F)/270 (E)/279(S) |
Combo-type Burst Attack. |
Melee |
Input |
DMG |
Notes |
5B |
5BBB |
170 |
|
5B(B)~8B |
121~167 |
Slashthrough, untechable |
|
5B(B)~2B |
238~253 |
High damage, lockdown |
|
8B |
8BBB |
175 |
High damage |
4/6B |
4/6BBB |
168 |
|
4/6B(B)~8B |
121~168 |
Same as 5B~8B |
|
2B |
2B |
90 |
Counters melee, blocks ranged attacks |
CC8B |
CC8BB |
130 |
Slashthrough then launches |
Special Melee (BC) |
5BC |
126 |
Shooting Guard |
8BC |
125 |
Jump and slash from above |
|
4/6BC |
94 |
Dashes horizontally before charging at the enemy |
Cancel Routes:
A: AB, BC, AC, 2B
CSA: AB, AC, BC
AB (cancels from the first shot only): C backflip derivative (same as AC~A)
AB (cancels can be done after the first shot as well): AB, AC, BC
AC: A derivative, *B except CC8B, BC, C backflip derivative
AC~A: BC, C backflip derivative
C backflip derivative: A
Overview
The newest Gundam piloted by Io Fleming, a man who gives serious Jazz-whoopings. Atlas has a couple of glaring weaknesses right off the bat: it has a low ranged-damage output, and a short red lock range. This means that as a support unit for a 2500 cost, you might find yourself losing out in the damage race even if you are hitting a good number of shots.
However, Atlas shines in other areas that just may validate its purpose on the battlefield. For starters, it has lots of moves that help keep you in motion, making it hard for enemies to read your landing timings. It also has a lot of good tools that allow it to close the distance quickly and safely, allowing for occasional surprise melee attacks. Lastly, Atlas’ weapons are easier to hit than average due to the large projectile sizes, and overall good tracking.
As a whole, Atlas is like an agility-type RPG character that doesn’t do a lot of damage, but does a good job of avoiding damage as well. If you’re a sadist, you might enjoy causing your opponent to get frustrated trying to hit you, while you slowly chip away at his life 🙂
Ranged Weapons
Main: Railgun
Basically, this is a fatter-than-average “beam rifle” shot that’s actually a physical projectile. Being a physical projectile means that you don’t have to worry about ABC mantles, but you DO have to worry about beams erasing your shots. The multiple cancel routes from this move make it an extremely valuable tool. Reloads one shot every 3 seconds.
Charged Main: Railgun (Maximum Ouput)
An easy to hit charged shot thanks to its large size and high travel speed. This is still a physical projectile, so don’t be surprised if it gets erased now and then. Its 2-second charge time makes this something you should be using often. You also get lots of nice cancel routes into other attacks, and you can use this as a combo ender in Overheat.
Sub: Railgun (Strafing Shot)
Strafe sideways while firing the railgun twice. Very boost efficient, as it moves you a great distance for the amount of boost spent.
This is a really good tool for catching landings, as it keeps you in motion while firing multiple shots to try and catch your opponent’s landing more than once. This also has an abundance of cancel routes, meaning you can set up some long sequences to stay continuously in motion. This is also useful in self-defense situations from both ranged and melee attacks. Reloads in 6 seconds on empty.
AC: Dash
Dashes forward towards the target in red lock. In green lock Atlas dashes towards whatever direction it is facing. Takes 7 seconds to reload after use. Any melee performed after this move will have increased reach. Alternatively, there are two other cancel routes to this:
AC~A: Assault Rifle
Strafes sideways while firing the machine gun. Fires a total of 12 shots. This move is similar in movement behavior to your Sub, but it moves you even faster and further. While it has great initial tracking, unlike other machine guns only the first shot tracks, so be careful about having your tracking cut. This move can also be cancelled into any BC, of special note being 8BC which gives you vertical movement.
AC~C: Backflip
Cuts tracking while flipping backwards. Can be cancelled into your Main, which in turn can be cancelled into.. everything else. This is a strong self defense tool that keeps you in motion, and is also used to chain your offense together. One of Atlas’ bread and butters.
Melee Set
5BBB:
Standard 3-stage melee sequence. Has two cancel routes.
5B(B)~8B:
Slashes through the enemy, putting them in an untechable-down state. Good if you need to end your combo early.
5B(B)~2B:
Your big damage combo. While most damaging combos have poor cut resistance, you can actually cancel out of the move before the final explosion, and the move will still do full damage. This means that the combo length is considerably shorter than it looks, so sneaking one of these combos in now and then is not too difficult.
8BBB:
Good damage proration for a melee combo, so useful as a combo starter.
4/6BBB:
Standard side melee. Just like 5B, has melee cancel routes into 8B and 2B.
2B:
Melee counter which also blocks ranged attacks. The shield is huge as well, so this is a great deterrent against melee-crazy enemies. Unlike most other melee counters, there’s no risk of a 50/50 chance they will shoot you instead of trying to strike you, plus you can sidestep cancel this, so mix this in randomly to keep the opponent guessing.
This melee counter is arguably the best in the game, for its size and fast startup. But what truly makes this move amazing is the ability to cancel into it from your Main. You can do a sequence like A~AB~C~A~2B and then sidestep and get another sequence going, staying extremely safe the whole time.
CC8BB:
Standard slash-through. Nothing particularly significant. If you want to close in fast on a far away enemy, use the AC dash instead.
BC: Special Movement
5BC
Shooting guard melee attack. Does not block explosive rounds. The easiest way to follow up after this move is to step forward (88).
8BC
Jumping melee attack (pyonkaku). There is no ground detection on this move, meaning that once you have moved a certain distance, you will slash with your beam sabers even if no one is around.
This pyonkaku is very similar to Epyon’s CC8B, and is useful for closing the distance on enemies thanks to the jump. Given the approach speed, this may actually be better for scoring melee hits with over your 5BC.
4/6BC
Fast horizontal movement before dashing straight at the enemy to attack. While it may be difficult to hit enemies with this move raw, the quick horizontal movement is very useful when sidestepped out of.
If you intend to hit the enemy with this, gauge the range effectively. Do not do this from too close, or you will be extremely easy to hit.
Burst Attack
Groovy Duel
A rather long but damaging combo. As with all burst attacks, you get super armor on startup. Ends with the same slash Atlas did in its debut episode. Pretty cool.
Strategies
- Atlas is an all-purpose suit, and while it has easy-to-hit moves, its lackluster damage output might mean that you will eventually have to abandon the ranged game and try your luck with melee attacks.
- Unusual movements are your real weapons. Use your varied movement options to keep the opponent guessing on when you’re going to land or be vulnerable. If you’re not the primary target, use your movement to close the distance, hit the enemy hard, and then back off.
- Atlas’ tools look very simple at first, but its wide range of cancel routes means your attack or defense efforts are only limited by your imagination. If you find it difficult to remember all its cancel routes, try coming up with your own “formations” like A~AB~AB~4BC>AC~A. Practice these few formations till they become second nature, and then try adding to your repertoire as time goes on.
- E Burst if you’re playing the back role. S Burst is recommended over F if you’re fronting as it makes you even more slippery.
Recommended Combos
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>A>>A |
168 |
Zunda |
A~CSA |
171 |
Second Impact |
A~AB |
152 |
Does less damage than a Zunda, but saves a lot on boost and Main ammo. Standard cancel route. |
A~5BBB |
215 |
Your standard melee combo from a hit Main |
Melee |
||
5BB>5B~2BB |
240 |
Standard combo. Can be done even if you step sideways |
8BB>5B~2BB |
245 |
Best damage from 8B starter |
4B~8B>8BBB |
222 |
Cut resistant |
4B~5B~2BB |
235 |
|
2B>5BB~2BB |
260 |
Combo from a melee counter |
CC8B>8BBB>A |
229 |
|
CC8B>5BB~2BB |
240 |
|
5BC~B>8BBB |
226 |
|
5BC~B>5BB~2BB |
264 |
|
During Burst |
||
A>5BBB>ABC |
328 (F), 298 (E), 301 (S) |
|
5BC~B>8BC~B>ABC |
351 (F),311 (E), 312 (S) |