Gottrlatan

Model Number:ZMT-S33S  

Pilot: Katejina Loos  

Cost: 2500 Hp: 620 Transform: O (Mega Beam Cannon Dock)  Form Change: X

A mobile suit developed in the Zanscare Empire’s research laboratory. Equipped with a foldable Mega Beam Cannon, it is able to provide long range suppressive fire. It also excels in close range combat using its beam tonfa. 

MS Form Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

7

70

 

Charged Main

Micromissiles

~104 Fires 6 missiles

Charged Melee

Micromissiles (scattered)

  Input 2/8 to fire missiles close/far

Sub

Mega Beam Cannon (Focused/ Dispered)

2

~221/~165

AB: Fires a gerobi and some missiles towards the target.

2AB: Fires a gerobi which splits in a fan shape, causing explosions on impact with terrain.

Special Shooting

Rig Contio Summon

2

100/68

5AC: Rig Contio fires its beam launcher, spread beam

2AC: Rig Contio charges at the enemy, stuns

Burst Attack

Mega Beam Cannon (Maximum output)

 

Fires a gerobi at target with a large explosion radius

Melee

Input

DMG

Notes

5B

5BBB

167

Fast animation

5B(B)~8B

137~180

Swings the Mega Cannon in a wide arc for the last hit, untechable.

8B

8BBB

171

Bounce down on last hit.

4/6BB

4/6BBB

166

Fast animation

4/6BB~2B

168

Launcher

4/6B(B)~8B

132~175

Swings the Mega Cannon in a wide arc for the last hit.

2B

2B

85

Pyonkaku. Has landing property

BC

BC~BB

220

Has shielding property during the initial dashing animation

CC8B

CC8BB

131

Good chase distance

MA Form Ability Summary

No change for all ranged attacks. Gottrlatan only moves slightly faster in this form, and you lose the ability to guard.

Melee

Input

DMG

Notes

5B

5B

90

Swings the Mega Cannon around, high damage

Cancel Routes:

A: AB, AC, BC, 2B

CSA, CSB, AB: AB. 2B

AC: 2B,BC

(While in MA mode)

A: AB

Overview

 Gottrlatan is an all-rounder MS with a preference for shooting. The main attraction in its kit is its gerobis, which can be used to hit opponents in unusual situations. You have many unique ways of setting up these situations thanks to your 2B pyonkaku, which allows you to stay mobile and evasive until you are in the right position to land a good hit. 

Gottrlatan’s wide-hitting attacks allow it to not only aim for pinpoint hits like other MSes, but also simply cover a wide area and wait for opponents to wander in. Be careful because this might also lead to friendly-fire situations. But against MSes that enjoy horizontal movement or running on the ground (Hildolfr, for example), Gottrlatan can be an absolute threat.

MS Mode Ability Details

Ranged Weapons

Main: Beam Rifle

Average BR.

Charged Main:  Micromissiles

Releases Micromissiles that explode on impact. While this has poor muzzle correction and tracking, Gottrlatan slides a significant distance carrying over prior inertia before firing, allowing you to stay mobile while releasing this. That’s a big reason to use this move, coupled with the fact that you can cancel into your Sub or 2B pyonkaku. 

Charged Melee:  Micromissiles (Scattered)

Fires six Micromissiles in a wide fan formation that explode after travelling a short distance. Can be cancelled into Sub or 2B like the CSA.

Holding the lever in 8 or 2 changes the missile release patterns. In general, this is a move you use to cover a wide area in front of you. Be careful of hitting teammates with this.

Sub:  Mega Beam Cannon (Focus/Disperse)

There are two ways to fire the Mega Beam Cannon:

5AB: Fires a gerobi at the target. While this move has average or even below-average performance across the board, much like your CSA you inherit a lot of inertia before firing this move, meaning you can fire this in a lot of situations that other gerobis can not be. You also can cancel this directly into your 2B pyonkaku at any time,making this a low-risk, high-reward move. One downside is that this gerobi has a short active time, so you might not get a full hit on far away targets.  

2AB: Fires a gerobi which splits in a fan shape, explosion on impact with terrain. This has absolutely no muzzle correction and poor tracking, meaning that it’s hard to hit enemies above or below you. However, this move has amazing horizontal coverage, allowing you to easily catch any enemies moving sideways. 

This is Gottrlatan’s signature move, allowing it to punish enemies for moving in ways that would normally be considered textbook, such as swivelling or simply boost dashing. This is a strong okizeme tool as well.

While Gottrlatan uses the V2’s Mega Beam Shield to split the beam, there is no actual shooting guard on the shield.   

Special Shooting:  Rig Contio Summon

Calls upon Cronicle Asher in the Rig Contio to perform one of two actions.

5AC: Chest Beam Gun to Variable Beam Launcher

The Rig Contio fires a beam machine gun-like weapon at the enemy, before finishing with a single, high power shot from the Variable Beam Launcher. Because it’s a machine-gun type weapon, enemies can’t cut tracking on this easily as each pellet tracks anew. This makes it a great tool for close to mid-range combat, acting as a support for the Gottrlatan’s shenanigans.

2AC: Assault

Rig Contio charges at the enemy, stunning on hit. This assist is also special in that it explodes when hit, causing damage to anyone close by. Note that not only ranged attacks set off the explosion- if hit by a melee move it’ll explode too, so be careful about hitting this with a follow-up melee attack in the close range.

This is one of Gottrlatan’s few moves that has some tracking, so it’s quite important. However, the tracking is not the best out there. It’s pretty fast but also has a slow startup, so this is more of a mid-range tool than close-range. This is not suitable for self defense against melee.

Burst Attack:  Mega Beam Cannon (Maximum output)

Fires a gerobi at target with a large explosion radius.

Melee Set

5B: Beam Tonfa 3-hit combo

Standard combo. Has some derivatives.

5B~8B: Mega Beam Cannon Spin

Similar move to your MA Mode 5B. Gottrlatan slams into the enemy with the Mega Beam Cannon. Causes an untechable down state. 4/6B also has this derivative available.

8B: Somersault Combo

3-hit combo with a very fast startup. Arguably Gottrlatan’s best melee (excluding 2B). This is your main melee move for intercepting incoming melee attacks. 

4/6B: Another 3-hit Beam Tonfa Combo

Sorry about the name, but there’s no other way to describe these. 

Nice wide hitbox on the first hit, with above average dash speed. On hit this moves quickly, and has pretty good cut resistance, and leaves the enemy in an untechable state. On top of having 4B~8B as a derivative, you also have this derivative available:

4/6B~2B: Launch

Single-hit finisher. Higher damage than 4/6B~8B.

2B: Pyonkaku

This Pyonkaku has a unique jump arc and timing, but it’s one of the best Pyonkakus out there because it can be cancelled from all of your shooting attacks. This allows you to keep everything rather safe by simply leaping away if the situation looks dicey. This move is critical to Gottrlatan’s kit, both in offense and defense.

CC8B: Slash-through

Gottrlatan charges at the enemy. Travels further than most of Gottrlatan’s other melee moves.

Special Melee: Beam Shield Attack

Gottrlatan charges at the enemy with its Beam Shield. As you’d expect, this has shooting guard properties in the front. On hit you do a full combo which does good damage but has poor cut resistance.

One of the best things about this move is that it can be cancelled into from your Main, so you can bust this out in a close-quarters shooting battle and catch enemies off-guard. This has pretty good vertical tracking, so it’s easy to hit enemies above or below you. Jab with your Main and look for openings where you can land this. 

MA Mode Ability Details

*Ranged weapons are the same as with MS mode, except you are riding on the booster the entire time. Do note that you cannot guard while in MA mode. Your melee attack during this mode is the same motion as 5B~8B. 

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A>>A>>A

147

Zunda

A~5AB

175

No cancel proration makes this a good option.

A~5BCBBB

196

Great in the close range

A>>CC8BB>2B

185

Higher cut resistance than the above

Melee

8BB>8BBB

225

BnB

8BBB>5B~8B

236

BnB #2

4/6BBB>A

204

Quick combo

4/6BB~2B>4/6B~8B

230

Best damage off 4/6B

CC8BB~5BB~8B

231

 

CC8BB>4/6BB~2B

216

 

2B>BCBBB>A

219

 

2B>4/6BBB>A

205

Less damage than the above, but faster

BCBBB>5B~8B

266

Your highest damage combo

Strategies

  • Gottrlatan is most effective in the mid-range. Ideally you want to be in the range where you can take full advantage of your 2AB and CSB. Your AC assist is also most potent in the mid-range.
  • Because Gottrlatan’s weapons (aside from its Main) have long reload timings, you need to conserve your ammunition carefully. 
  • While Gottrlatan has a lot of ways to stay mobile, it’s still weak to being double locked because many of its moves still require it to stay still for short durations before firing. If you find yourself getting double locked, stop trying to attack and just move around. Let your teammate attack freely and hopefully hit something, or wait for the opponent to give up on hitting you.
  • Gottrlatan does well in 1v1 situations thanks to its great assist and good melee. However, don’t go full Rambo if you’re playing with a 3000 cost partner, lest you overcost him.
  • Gottrlatan’s biggest weakness is that it tends to lose out in the damage race, as even though it has gerobis they don’t do that much damage. This is why it’s doubly important to focus on not taking damage so that you can stay ahead in the damage race.
  • Gottrlatan actually does well with all 3 Bursts. F powers up your BC shooting guard melee and gives you a strong comeback factor to get even on damage. S allows you to sidestep your multiple ranged attacks and pressure the enemy. E is the go-to if you’re playing the support role, giving you much needed survivability. Pick whichever you feel best suits your playstyle.