Full Armor Gundam

Model Number:FA-78  

Pilot: Io Fleming  

Cost: 2500 Hp: 620 Transform: X Form Change: X

A custom unit built for battles in the Thunderbolt Sector which is filled with debris. On top of various physical and beam weapons on both arms and backpack, it has a total of 4 shields, hence the suit’s name.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Twin Barrel Beam Rifle

8

75

Fires two BR per input

Sub

Rocket Launcher

2

30 ~ 120

Shoots out 5 missiles per input

Special Shooting

Armor Missile Pod

1

30 ~ 168

Shoots a barrage of missiles

Special Melee

Special Movement

1

Armament change while using special movement & gets shooting guard from the front and sides

When using Special Movement,

Main

Large Beam Cannon

1

120

One shot beam

Sub

Large Beam Cannon (High Output)

1

20 ~ 211

Fires a Gerobi

Special Shooting

6 Missile Pod

1

30 ~ 111/25 ~ 219

Missiles explodes one after another, knocks target up.

After reaching max range: Causes a wall of small explosions

Burst Attacking

“Let’s…settle this!”

330(F)/315(E)/335(S)

Melee combo

Glissando

260(F & E)/284(S)

Input: 2ABC

 

Melee

Input

DMG

Notes

5B

5BBB

174

 

5B(B)~2B

190 ~ 222

 Forced Down

5BB~A

258

Best damage source

8B

8B

75

 

4/6B

4/6BBB

168

 

4/6B(B)~2B

190 ~ 218

 Similar to 5B derivative. Forced Down.

2B

2BB

139

Cleave

CC8B

CC8B

80

 

When in special Movement

5B

5BBB

164

Shooting barrier from the front during the initial charging animation

8B

8B

100

Hits opponent high in air. instant knockdown. Wide attack hitbox

4/6B

4/6BBB

151

 

 

Cancel Routes:

A: AB, BC, AC

AB, AC, *B(outside of melee derivatives): BC

Overview

The full Armor Gundam is an all-rounder unit with multiple missile-type weapons. As a 2500 cost unit, its weapons are quite orthodox aside from the special options it gains during its dash with a shooting barrier.

This unit is suitable for playing the support role, using all its ranged weapons to control the crowd and launch surprise attacks with its special movement while the opponent is not looking. But as this unit havs no CSA, it is very important to manage your ammo with care.

Ranged Weapons

Main: Twin Barrel Beam Rifle

While it looks like you’re firing two separate beams, they act as a single, thick beam. In every other aspect this is a regular beam rifle. 

Sub: Rocket Launcher

Shoots out 5 missiles per input.1 missile does around 30 damage.

Has decent tracking if used in mid range. Good to use as follow up after hitting with BR. The tracking on this is nothing to write home about and this move causes vernier, but it’s still something you can use fairly often.

Special Shooting: Armor Missile Pod

Shoots a barrage of missiles while remaining stationary. One missile hit does around 25 damage and staggers the opponent upon hit.

Has decent tracking if used in the mid range. Do not use this weapon if the opponent is close to you as you have a high chance of getting punished.

Special Melee: Special Movement

Armament change while using special movement. During the dash, FAG has an active shooting guard from the front and sides. During the attack animation of any of the derivatives below, FAG will still have the shooting guard at his sides and attacks coming from diagonally forward. If you use this move in Green Lock and dash into Red Lock, all of the following attacks will track as if you fired them in Red Lock.

During the dash animation, there will be 3 new inputs:

A (Large Beam Cannon): Fires  a one-shot beam. Can be used to catch landings, but you’ll probably prefer to use the gerobi option instead.

*AB (Large Beam Cannon (High Output)): Fires a huge gerobi with a short startup time. Best used to do landing punishment. 

*AC (6 Missile Pod): Fires out 3 missiles. On direct hit with target, the missiles will explode one after another and knock the target up. After the missiles reaches the max range, they will create a wall of small explosions. Also causes a flame (weak) stun to the opponent upon hit.

This tracks really well and can be difficult for enemies to avoid even if they are paying attention to you. This is your best and most-often used neutral option.

Melee Set

5BBB: Slash>Kick>Slash

A standard 3 hit combo. Able to follow up with other melee combos after doing a rainbow step cancel to the front.

5B(B)~2B: Slash>Kick>Stab>Fires BR at point blank

Downs the opponent at the end of combo. Avoid using this combo on units with barriers as the BR will be blocked.

5BB~A: Slash>Kick>Shield Tackle>Flies up and fires missiles at point blank

Best damage output out of melee combo. Able to rainbow step cancel while using the shield tackle. The missiles will also be blocked by barriers. 

8B: Shield Tackle

A normal tackle attack which hits the opponent up into the air.

4/6BBB: Triple Slash

A standard 3 hit combo.

4/6B(B)~2B: Slash>Slash>Stab>Fires BR at point blank

Similar to the 5B(B)~2B combo.

2BB: Horizontal Slash>Uppercut

A 2 hit combo which hits the opponent up into the air after 2nd hit.

CC8B: Slash-through

Stuns the opponent upon hit. A good tool to start up your melee combo.

When in Special Movement (BC):

5BBB: Shield tackle>Stab>Uppercut

A standard 3 hit combo. Has Shooting Guard during the Shield tackle animation. 

8B: Slash-through

Hits the opponent up into the air. One-hit down. This is great for hitting unsuspecting enemies, or for scoring a last hit to end an opponent/the round.

4BBB: Shield bash>Downward slash

A 2-hit combo. Take note that if you do not score a down with this melee combo, there is a chance that the opponent will recover quick and punish you.

Burst Attack

1) “Let’s.. settle this!”

ABC input. Melee combo.  The initial hit stuns for a very long time. so even if your target has a barrier, the final melee hit will still hit on time, but the overall damage is greatly reduced. 

2) Glissando

2ABC input. Throws everything but the kitchen sink at the enemy. Each series of shots tracks individually. Has shooting guard on the sides and diagonally forward (wherever the shields are, there is shooting guard property)

Strategies

  • FAG as an all-rounder does well as a support, but not as a frontliner. It has a hard time going up against strong 3000 units. You will succeed best with this suit as a support for your 3000 cost partner. Catch enemy landings and use your AC and BC~AC Missile Pods to control enemy movement in the neutral. 
  • E Burst is the go-to for 2500 cost supports. S works pretty well if you are forced into the front position, and allows you to chain your multitude of ranged options together. F is not recommended.  

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A~5BB~A

221

 

Melee

5BBB~BC~8B

227

Launches target to buy time

5BB~5BB~A

248

 

4/6BB>5BB~A

243

 

CC8B>5BB~A

263

High damage