Model Number:MRC-F20 |
Pilot: Harry Ord |
Cost: 2500 Hp: 650 Transform: O (Skirt) Form Change: X |
The Moon Race’s proud Mobile Suit, designed for close-range combat. While its performance is no different from that of the Silver Sumo, the armor on its head can slide back, revealing a scarred-face underneath.
MS Mode
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Hand Beam Gun |
15 |
70 ~ 156 |
Can be fired repeatedly. Input a direction to change the firing style. |
Charged Main |
Hand Beam Gun (Multi-shot) |
– |
21 ~ 165 |
|
Charged Main(Multi Lock) |
Hand Beam Gun (Multi-shot) |
_ |
37 ~ 150 |
|
Sub |
IF Bunker |
1 |
65 ~ 121 |
Stuns opponent on hit. |
Special Shooting |
Silver Sumo Summon(IF Bunker Gerobi) |
2 |
8 ~ 139 |
5AC: Silver Sumo fires a short-range gerobi. |
Silver Sumo Summon(IF Booster Dash) |
146 |
8AC: Silver Sumo uses the “Universe” attack. |
||
Silver Sumo Summon(IF Bunker Sweep) |
50 ~ 91 |
2AC: Silver Sumo does a sweeping motion with the IF Bunker. |
||
Special Melee |
IF Booster Dash |
1(2) |
182 |
2 ammo during Burst. BC: activates a shooting guard in front of Gold Sumo. B derivative: Gold Sumo charges at the enemy with the IF saber. |
Burst Attack |
Teamwork! |
– |
316(F)/279(E)/286(S) |
Melee |
Input |
DMG |
Notes |
5B |
5BBB |
173 |
|
5B(B)~8B |
133~177 |
Same motion as 8B |
|
5B(B)~2B |
125~170 |
Same motion as 2B |
|
5B(B)~A |
168~202 |
|
|
8B |
8B |
90 |
|
4B |
4BB |
173 |
|
4BB~8BB |
186 |
|
|
2B |
2B |
80 |
|
CC8B |
CC8B |
146 |
Stuns opponent upon hit. |
Cancel Routes:
A: AB, BC
CSA, AB, AC: BC
MA Mode
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Hand Beam Gun |
15 (shared with MS mode) |
35 ~ 67 |
Able to shoot while moving. |
Special Shooting |
Skirt Launch |
– |
111 |
Reverts back to MS mode after launching the skirt. |
Notes: During this mode is active, you are able to use other weapons as well. But you will revert back to MS mode the moment you link into other weapons. |
Cancel Routes:
A: AC
AC: A, AB, AC, BC, 5B, 8B, 4/6B, 2B
Overview
Gold Sumo specializes in disrupting the enemy’s formation, and striking at enemies that ignore it. With its signature “Universe” shooting barrier move that comes out quick and chases enemies very well, it can make enemies uneasy about firing carelessly upon the Gold Sumo. This MS also sports good self defense in the close range, and a high-performing assist in the Silver Sumo.
While the Gold Sumo may be found slightly lacking in damage output and melee performance compared to other 2500 cost units that share its similar role of being a melee-oriented all-rounder, it more than makes up for its deficiencies in sheer pressure and control.
MS Mode Ability Details
Ranged Weapons
Main: Hand Beam Gun
Fires two shots per input, although it only costs one ammo per shot. You can repeatedly press A to continue firing, and if you include a directional input Gold Sumo can fire while moving in different maneuvers. Note that you can only cancel into AB before the 3rd input.
This is a weapon that has as many flaws as it does perks. While it doesn’t track as well as a regular beam rifle shot, being able to fire while moving in an acrobatic fashion has its uses, especially in the close to mid-range. You can do the full sequence even with no boost, allowing you to stay in motion even when in overheat. But do note that if you have boost you will consume a little of it in order to execute the sequence. Also note that the 3rd sequence causes an instant down, which can be useful in situations where you miss the first two shots and hit only the last one.
Charged Main: Hand Beam Gun (High output)
Multi-lock available, but not recommended. This inherits quite a good amount of inertia, so try using it after a boost dash or sidestep. You can throw this out at the mid-long range when out of ammo. Can be cancelled into BC.
Sub: IF Bunker
Gold Sumo swings a huge beam in a wide arc, stunning enemies on hit. Can be sidestep cancelled. While this has a slow startup the actual swinging motion is rather fast, allowing you to catch enemies quite easily in the close range.
You can (and should always) input 2AB in order to avoid the forced PoV change. This is great for catching horizontal movement, and even sports some pretty good muzzle correction so you can hit enemies above or below you pretty easily as well.
Overall, this is a strong move in the close range both in offense and in defense, especially against melee types like Epyon and Master who have an effective range that is shorter than the reach of this move.
Special Shooting: Silver Sumo Summon
Silver Sumo appears and performs one of three possible motions. Reloads 2 ammo every 10 seconds. Note that the Silver Sumo itself has terrible endurance, even a single vulcan can destroy it instantly.
5AC: IF Bunker (Focused)
Silver Sumo stands still and fires its IF Bunker in front of it, causing a short-ranged gerobi. You can input left or right to cause the Silver Sumo to stand on either side of the Gold Sumo when firing this.
This is a good tool when used in a coordinated offense/defense together with the Gold Sumo. You can use this on Okizeme, or to force enemies to move into unfavorable positions. You don’t take damage inside of the gerobi, so you can hide inside it as well to buy some time.
8AC: “Universe”
Silver Sumo does the Gold Sumo’s trademark “Universe” attack. It has a shooting guard in the first sequence, before charging at the enemy. Downs on full hit.
This has really good tracking and can be used to catch enemies who are not paying attention to you.
2AC: IF Bunker
Pretty much the same as the Gold Sumo’s Sub. The advantage of using this version over your Sub is that you don’t have the point of vulnerability when standing still during the startup of the Sub version. It can also be used in set play together with your other attacks, or as an okizeme tool.
Special Melee: IF Booster Dash
BC: Gold Sumo activates an I-field on its hand, while slowly advancing towards the enemy. B derivative: Gold Sumo turns off the I-field and charges at the enemy with a beam saber, shouting “Universe!!!!” really loud.
This move is excellent, and is one of the Gold Sumo’s calling cards. This attack plays well into mind games against veterans, and sports some serious rushing speed that allows you to chase down enemies in the close-range.
Melee Set
5B: 3-stage combo
This has a pretty slow startup, chase speed, and a small hitbox so it’s best used as a combo part.
5B~A: Beam Gun Rapid Fire
Cannot be sidestep cancelled during the firing phase. The damage off this is not particularly great, and you should also be careful about using this on enemies with active barriers or ABC mantles.
5B~8B: Kick
Same move as 8B. Quick ender to the 5B combo.
5B or 4/6B~2B: Uppercut
Same move as 2B.
8B: Kick
Good damage for a single hit. The startup and chase speed on this are middling, though. You can cancel into BC from this to enter your MA mode.
4/6B: Horizontal combo
While this is pretty average for a 2500 cost all-rounder, it’s your best melee move and your weapon of choice in the close-range.
4/6B~8B: Shoulder Tackle
Cancel into this to end your combo quickly.
2B: Uppercut
Puts the enemy in an untechable state. Can be cancelled into BC.
CC8B: Slash-through
Pretty good cut resistance, startup, and chase speed. The hitbox on this is also good.
This together with 4/6B are your main melee moves.
Burst Attack
Teamwork!
Gold Sumo executes a more flashy Universe attack together with its Silver Sumo friends. Super armor on startup, and pretty nice damage even when combo’d into. Overall a good Burst Attack.
MA Mode Ability Details
Ranged Weapons
Main: Hand Beam Gun
Able to shoot while moving.
Special Shooting: Skirt Launch
Reverts back to MS mode after launching the skirt. The skirt explodes on impact, which can break shooting barriers. This has no tracking, but a pretty big hitbox.
Recommended Combos
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>CC8B>8B |
187 |
|
MA Mode A>BC~B(9 hits)>8B>8B |
193 |
|
AB>BC (9 hits)>8B>8B |
250 |
|
AB>8B>8B |
224 |
|
Melee |
||
5BB>5BB~8B |
223 |
|
8B>8B>8B |
204 |
|
4/6BB>4/6BBB |
220 |
|
4/6BB>CC8B>8B |
242 |
|
CC8BB>5BB~8B |
240 |
|
BC(9 hits)>8B>8B>8B |
245 |
Strategies
- Gold Sumo does its best work in the mid to close-range. Loiter in the mid range while poking with your Main and assists, and look for opportunities to get close and deal damage.
- Gold Sumo has a lot of strong okizeme tools in its assists, IF Bunker, and IF Booster Dash. While you don’t deal amazing damage per hit, you can easily rack up more damage through strong okizeme reads.
- Gold Sumo’s MA mode doesn’t have many good tools and isn’t particularly fast- the only move really worth using is the Main and AC. But you can still use the transformation sequence to move forward a good distance before cancelling out of it, giving you some harder to read mobility.
- While Gold Sumo does not have options that cover every situation, it does have tools that answer specific situations. Playing Sumo effectively means making the right reads, and picking the right move based on what you think the opponent is going to do.
- F Burst is the best choice for Gold Sumo, but you’re often going to be forced to pick E Burst when teaming with a 3000 cost. Gold Sumo benefits greatly from F Burst because it gets a bigger attack boost than most other units, and you get 2 ammo stocks of your BC. Try and find an opportunity to use your Burst Attack to deal some big damage.
- Good teammates for the Gold Sumo include the V2 Gundam with its strong ranged presence and high damage output, and melee units like God, Master, and Epyon that can draw attention away from the Gold Sumo, allowing it to act freely.