Atlas Gundam

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

7

80

Physical projectile

Charged Main

Railgun (Maximum Ouput) 

 

130

High-speed, one-hit down

Sub 

Railgun (Strafing Shot) 

 

65 per shot, 117 when both hit

Strafe to the left or right while firing the railgun twice

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, 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 10 shots, does not down the enemy even on a full hit. 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 sidestep 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)