Phantom Gundam

Model Number:EMS-TC02

Pilot: Font Baud

Cost: 2500 Hp: 620 Transform: O Form Change: O (Phantom Light)

One of the “Thousand Custom” prototype unit that is designed to have the capability to go against a thousand enemies at once. It is equipped with an incomplete Minovsky Drive, and is able to enter a cruising mode (Mirage Oiseau), although this function has been intentionally sealed away.

MS Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Butterfly Buster B

7

70

Standard BR.

Charge Main

Flame Sword (Throw)

50

Stuns. Long startup, weak guidance, and low damage.

Sub

Kujaku(Smasher Mode)

2

40 ~ 176

Horizontal wide spread shot with 13 beams. Does less damage when cancelled into.

Special Shooting

Quick Transformation

Transform to MA.

Special Melee

Phantom Light Activation

200

Enters Phantom Light.

While Phantom Light is active:

Special Melee

I-Field Storm (Full Power) 

Blocks incoming ranged attacks with a big I-field. 

During I-Field Storm:

Main

Butterfly Buster-B

Ammo Shared with Main

130

Jumps and fires a single high damage BR.

Melee

Phantom Grab

122

Dashes forward with an I-Field shooting barrier on the fist, grabbing and headbutting the enemy.

Burst Attack

Heat Radiation Face Open

– 

Enters Phantom Light, power down after this runs out.

 

Melee

Input

DMG

Notes

5B 

5BBB

176

Standard 3 hit

8B

8B

146

Grapple

4/6B

4/6BBB

173

 

2B

2B

75

Slashthrough, stuns

CC8B

CC8BBB

167

Bounces

While Phantom Light is active:

5B

5B(B)~BC

216 ~ 240

Flame sword slash, forced down.

4/6B

4/6B~BC

216 ~ 240

Flame sword slash, forced down.

CC8B

CC8B~BB

242

Bust out the flaming sword for a high damage, multi-hit combo.

CC8B~BC

221

 

While Heat Radiation Face Open is active::

CC8B

CC8B~BBBB

294

More hits, more damage

Cancel Routes:

A: AB, 2B, AC, BC

AB: AB, BC, AC

CSA: BC, *B except CC8B

2B on hit: AC

AC: AB, MA-A, MA-B, MA-AC

BC: BC during Phantom Light

BC~A: AC

MA-A: AC, BC

MA-AC: A

MA Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Butterfly Buster B

1

100

Transforms to MS and fires a fat BR, stuns.

Sub

Peacock (Smasher Mode)

2

40 ~ 176

Transforms to MS and fires Sub.
Ammo shared with MS Mode

Special Shooting

Vaulting Shot

1

60~144

Barrel roll sideways and fires 3 BR.

Special Melee

Phantom Light

200

_

Turns on Phantom Light transforms to MS.

Special Melee During
Special Melee

I-Field Storm (Full Power)

Big I-Field. Only in Phantom Light.

 

Melee

Input

DMG

Notes

5B

5B

120

Tackle, multi-hit.

Overview

The Phantom Gundam is a lie- it’s not at all silent or mysterious, and doesn’t respond to the first name ‘Danny’. Instead, it is extremely flashy, and a suit you will definitely feel good winning with.

Phantom is an all-purpose Gundam that does well at all ranges, but is truly terrifying in the close range thanks to its timed power-up, Phantom Light. It plays well as both a front and a back support unit, and has the flexibility to move in and out of the front line when necessary.

There’s not much I can say about its melee and damage potential other than ‘overwhelming’, so instead I would like to point out that Phantom has good acrobatic and movement options in its MA form, and good pressure and punish options from a long range.

While many players may feel tempted to go full-on Dynasty Warrior and slash their way to victory, a patient playstyle that maximizes the amount of time you spend in Phantom Light will yield a higher winrate. Phantom has an answer for almost every situation, so learn all your options and pick your battles wisely, and you’ll find yourself serving as an honorary guide for your enemies’ journey into the afterlife.

MS Mode Ability Details

Ranged Weapons

Main: Butterfly Buster B

Standard Beam Rifle, with a high ammo count (7) for a melee-centric suit. You can cancel into everything you would like to from this.

Charged Main: Flame Sword (Throw)

While this move has a highly valuable stun effect, it has a long startup, and weak damage and tracking. This makes it difficult to use, but is an option when ammo is scarce.

Sub: Peacock (Smasher Mode)

Fires 13 beams in a wide horizontal fan. This move is great for hitting units that are moving horizontally. You can chain this sub into itself to fire a total of 26 shots, but you will have to live with the long cooldown time afterwards. 

This move only gets better the further away you fire it from, as the beams continue to fan out and provide an even bigger hit zone. This move is best used from the ground on enemies dashing horizontally, and can also be used to catch enemies sticking too close together.

Special Shooting: Quick Transformation

Spread your legs and turn into a jet.  Input the following directions to transform into that direction:

2/5: Flies forward

4/6: Flies to the side

This is the move you use for linking into your MA mode attacks. You can chain your offense from MS mode to MA mode and then back to MS mode to stay mobile while attacking.

Special Melee: Phantom Light Activation

The Phantom Gundam’s signature move. Set yourself and your sword ablaze, giving you greater movement speed and a full body I-Field during the activation period. You also gain several new moves. Phantom Light is active for 15 seconds, and takes 25 seconds to reload. There is no cooldown.

Once activated, a countdown timer will appear, and once the timer counts down to 0 this mode will deactivate. Much like Nu Gundam’s barrier, any hits absorbed will cause the countdown timer to decrease quicker, giving you less time in this powered-up form.

Also of important note is that getting hit by an explosive round like a bazooka or missile will cause you damage, but unlike GVS you will not disengage Phantom Light. A gerobi will still shred through your PL in a heartbeat and damage you in the next, so be careful of those weapons as well. 

Even physical weapons with no explosive warheads, like Altron’s dragon fangs and Turn A’s hammer will not stop you during Phantom Light. 

While Phantom Light is active, you gain additional moves:

1) I-Field Storm (Full Power)

Say no to damage with this gigantic I-Field barrier that blocks all frontal attacks. You might ask, why would a suit with full-body beam invincibility still need to guard? There are two main reasons: 1, successfully guarding attacks in this state will not consume your Phantom Light gauge, and 2, there are two derivatives that can be used from this mode.

2) I-Field Storm Butterfly Buster-B

Shooting derivative during the I-Field Storm. Depending on your left, right or neutral input, you will jump diagonally in either direction, or jump backwards and fire a single high damage BR shot. This shot consumes ammo from your main, and instantly downs the enemy.

You can directly cancel this into AC, allowing you to run away in MA mode should things look dicey. This move is also a strong option for covering your landing, as it can be done even in overheat, allowing you to gain some necessary mobility in a pinch while also throwing out a projectile

This can also be used to catch landings, as the projectile is relatively fast and the tracking is decent enough. Overall this is a legitimate option for offense, defense, or just a casual tool for the neutral. .

3) I-Field Storm Phantom Grab

Dashes toward an enemy, with an I-Field effect applied on the fist. Upon making contact, Phantom will grab the enemy and headbutt it, causing it to bounce off the ground.

The I-field acts as a shooting guard and will block everything except explosive warheads, but right before Phantom grabs the enemy it disengages the I-field, so be mindful of that small window of opportunity an opponent can exploit. 

The actual grab animation has a very good startup and hitbox, allowing it to beat most melee moves in priority. Couple that with the shooting barrier and you have a move that beats both ranged and melee attacks. 

The one weakness of this move is that the chase speed is not particularly fast, so a smart opponent that chooses to simply turn tail and run will beat it out. But if you use this in conjunction with your CC8B with high chase speed, that weakness is eliminated.

Burst Attack

Heat Radiation Face Open

[Enter Phantom Light but with a countdown timer starting at 300 instead of the regular 200]

This mode lasts much longer than the usual Phantom Light.  During this mode, the Phantom’s face opens and the flame effects are even larger. One key difference between the burst Phantom Light and the vanilla one is that your CC8B melee is even more powerful during the burst version.

After this effect ends, Phantom will enter a cooldown state where the unit’s performance will be decreased slightly, and the Phantom Light ammo will be swapped to the cooldown ammo. Cooldown lasts 12 seconds, only after which Phantom Light will start recharging normally from 0 ammo, making it a total of 37 seconds before you get to use your next Phantom Light. There is also a visual effect showing your suit’s weakened state (white smoke coming from your suit), so enemies will be aware you are weaker. Unlike usual Burst timed power ups, using Heat Radiation Face Open will cause your Phantom Light to reload from 0 ammo after the effect ends.

While having a means to gain even more time in PL is a godsend to Phantom, it also means that your burst usage and timing needs to be perfected, allowing you to get the most out of this move. 

Melee Set

5BBB: Butterfly Blaster Saber Slash

The usual 3 hit slash, last hit is a multi-hit, making follow up damage a bit less than 4/6B. This can be cancelled into 2B or BC during Phantom Light.

8B: Stab> Launch

Phantom plunges his mighty weapon into the enemy, and demonstrates his strong pull-out game. Fuwa to the left or back into main to follow up. Overall, a good high speed stab attack that will out-prioritize most enemy 4/6B melee attacks. Be warned that if you cancel out during the pull-out animation, you will not be able to follow-up on this attack unless you are airborne.

4/6BBB: Horizontal slash

Another standard 3-hit combo, but unlike 5B the last hit is a single hit. A very good 4/6B melee attack with high priority and speed. Like 5B, this can be cancelled into 2B or BC during Phantom Light.

This move is average all across the board for a 2.5k all-rounder unit. 

2B: Slash-through

Light stun. Very good reach and travel distance, and best used as a cancel route from your Main in the close range. 

CC8B: Uplash> Overhead slash

Bounces on last hit. Even outside of Phantom Light, CC8B is a legit option and strong overall tool. 

During Phantom Light/Heat Radiation Face Open

CC8B: Uplash> Overhead slash> Twin Flame Slash

Your dashing melee changes during the Phantom Light activation. Phantom charges at the enemy with its flaming sword, unleashing a high damage combo. The dashing speed and reach of the first hit is much much better than the usual one, to the point that it looks and feels like it won’t hit but will still hit anyway. 

Furthermore, under the effects of the Heat Radiation Face Open, you will do an additional finisher at the end of the combo, leading to 300 damage or more.

This move has a big horizontal hitbox, and in addition to the I-Field generated through the Phantom Light, this attack is a deadly addition to your arsenal. Just be careful about the long combo time and overly flashy animation that will draw attention to you.

5B(B), 4/6B(B)~BC: Flame Sword Uppercut

Only use this when you want a quick Forced Down. This BC derivative damage itself is only good if you finish the entire string, so don’t cancel out of the first hit. 

MA Mode Ability Details

Ranged Weapons

Main: Butterfly Buster B

Transforms back into an MS and fires a thick beam rifle shot that stuns the enemy. Because you are cruising and more difficult to hit during MA mode, flying around and waiting for the opportunity to land this shot is an option when playing the neutral game.

Sub: Peacock (Smasher Mode)

Transforms back into a MS and rock out with your Peacock out. Aside from the transformation, this move is the same as your regular sub.

Special Shooting: Vaulting Shot

Barrel roll horizontally while firing three beam rifle shots. Input 4/6 to barrel roll to the left or right. The tracking on the following two shots is somewhat poor, so be careful about using this move in close range where the follow-up shots have a tendency to miss.

Special Melee: Phantom Light / I-Field Storm (Full Power)

Transforms back to MS and activates Phantom Light. If Phantom Light is already active, transforms back to MS and executes I-Field Storm. The two derivatives available during I-Field Storm is the same as those from the MS. 

Melee Set

Melee: Rush Attack

Dashes forward and hits the enemy multiple times until they are downed. Quick startup and pretty wide hitbox. Useful as a self-defense tool against people trying to hit you with melee attacks while you’re flying.

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A>>A>>A

147

Zunda

A~AB

120

When in close range

(during Burst PL) A>>CC8BBBBB

226

 

(during PL) A>>CC8BBBB

206

No boost required

Melee

5BBB>(PL)CC8B~BC

264

Best damage from 5B

8B>5BB~2B

232

Quick and good damage

(PL)8B>5B~BC

250

Fast, high damage

4/6BBB>>(PL)CC8BBB>BC~A

258

 

2B>(PL)CC8BBB>A

257

 

(PL)CC8BBBB>A

267

Standard combo in PL

(PL)CC8BBBB>8B

278

 

(PL)CC8BBBB>>2B>BC~A

289

Timing is strict on the cancel to 2B. Highest damage combo for CC8B.

BC~B>>CC8BBBB

258

PL only

BC~B>>CC8BBBBB

278

Burst PL only

CC8BBBBB(before final hit)x2>>CC8BBBBB

355

Burst PL during F burst only. Fully use your burst gauge and PL to execute the enemy

Strategies

  • The name of the game is extending the amount of time you get to spend with Phantom Light activated. This playstyle is similar to Banshee’s- staying out of danger and playing a safe neutral game until your timed power-up is available, going on the offensive when powered-up, and pulling out when the timer ends.
  • Playing this style means taking less damage, which means more time for Phantom Light to recharge and be used again. Dying completely resets your Phantom Light charge to zero, so even though Phantom Light encourages you to go in hard and do big damage, patient play and smart resource management is the winning low risk, high reward strategy.
  • In the front role, avoiding damage takes precedence over dealing damage at the start of the match. The idea is to ensure that you have as much HP preserved the moment your PL activates to take advantage of it. If you are being aggressively locked, I-Field Storm and its derivatives are better options than charging at the enemy with CC8B. CC8B isn’t the only benefit of Phantom Light- just taking advantage of the full-body I-Field, movement speed boost, and that you present a stronger threat provide enough of a tactical advantage.
  • In the back role, staying safe while punishing landings is relatively easy. Again, aim to preserve your HP until PL activates, and then look for punish opportunities. However, remember not to get too greedy and take too much damage. The idea is to move in and out constantly, retreating the moment the enemy engages you. If your partner dies and your HP is still in the 400+ range, you will then have more freedom to engage the enemy slightly more aggressively. Be patient, and the chance to go postal on their asses will come!
  • When playing the neutral game, options like your main, sub, AC, and all your MA mode moves make for strong options. AC and the Barrel Roll in MA mode are good moves to keep you in motion, so use those if you find yourself being locked down aggressively.
  • Work closely with your teammate and inform him when you’re going in with PL.
  • When teamed with a 3k cost partner, E burst is the standard option for ensuring that you get to use the Burst Attack Phantom Light twice. If you’re fronting, F burst is the best, powering up your already potent melee during  Phantom Light. Don’t bother with S burst, it’s complicated to explain but it actually reduces the amount of time you get to spend in PL overall.