V2 Gundam

Model Number: LM314V21

Pilot: Uso Ewin

Cost: 3000 Hp: 650 Transform: X Form Change: O

V2

The League Militaire’s flagship model. The Minovsky Drive on its back allows it to move at near light speed. In addition, it can condense the surrounding Minovsky particles to form a beam shield for defense.

V2 Gundam Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

5

70

Average BR

Charged Main

Beam Rifle (High Output)

110

Instant Knockdown

Charged Melee

V Dash Gundam

_ 15 ~ 134

5CSB: V Dash Gundam fires a gerobi. 

Gunblaster Summon

61

*CSB: Gunblaster charges at the enemy, stabbing it upon contact

Sub

Multiple Launcher

2

104

Can be used to freefall

Special Shooting

Form Change

100

Changes forms.
5AB: V2 Normal
4AB: V2 Buster
6AB: V2 Assault
2AB: V2 Assault Buster (Requires 100 V2AB ammo)

Burst Attack

Wings Of Light

313(F)/291(E & S)

Wings of Light blocks ranged damage

Melee

Input

DMG

Notes

5B

5BBB

236

Wings of Light, 3 hits

8B

8BB

136

 Can be cancelled into 2B on first hit

4/6B

4/6BB

138

Quick stabs. Can be cancelled into 2B on first hit.

2B

2BBB

172

Uppercut into double slash

2B~A

170

Combo into bazooka shot

CC8B

CC8B

80

Charges at the enemy with a shooting barrier

BC

BC

105

Leaps at an arc towards the enemy and slashes in a V-shape

Cancel Routes:

A: AB, AC, BC

CSA: AC, BC

AB: AC

8B or 4/6B(After hit): 2B

AC: 2B(of that form)

V2 Assault Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Mega Beam Rifle

6

95

Knockback on hit

Charged Main

VSBR

60 ~ 120

Instant Knockdown

Charged Melee

V Dash Gundam

_ 15 ~ 134

5CSB: V Dash Gundam fires a gerobi. 

Gunblaster Summon

61

*CSB: Gunblaster charges at the enemy, stabbing it upon contact

Sub

Mega Beam Rifle (High Output)

1

36 ~ 168

Does not reach full map distance

Special Shooting

Form Change

100

Able to change form to Normal, Assault, Buster or Assault Buster

Special Melee

V Beam

2

70

Stuns opponent upon hit. Fires from the position of the shield.

Burst Attack

Wings Of Light (Maximum Output)

316(F)/266(E & S)

Wings of Light blocks ranged damage

Melee

Input

DMG

Notes

5B

5BB

158

 

8B

8BB

136

Can be cancelled into BC(wings of light) on first hit.

2B

2B

30

Deploys a shield. Shield will block most attacks, and will stagger enemies if they run into it. Can rainbow-step

Cancel Routes:

A: AB, AC, BC, 2B

CSA: AC

AB: AC

5B, at any point of 8B: AC

2B: AC

BC: AC

AC: 2B(of that form)

V2 Buster Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Mega Beam Cannon

3

125

Verniers. Knockback on hit

Charged Main

Micro Missile Pod

39 ~ 164

Fires 6 missiles

Charged Melee

V Dash Gundam

_ 15 ~ 134

5CSB: V Dash Gundam fires a gerobi. 

Gunblaster Summon

61

*CSB: Gunblaster charges at the enemy, stabbing it upon contact

Sub

Mega Beam Cannon

1

19 ~ 227

Will cause explosion upon contact with terrain

Special Shooting

Form Change

100

Changes forms.
5AB: V2 Normal
4AB: V2 Buster
6AB: V2 Assault
2AB: V2 Assault Buster (Requires 100 V2AB ammo)

Special Melee

Spread Beam Pod

1

34 ~ 220

Shotgun-type armament. Damage varies based on distance

2B

Micro Missile Pod (Purge)

1

39 ~ 159

Purges two Micro Missile Pods which explode 

Burst Attack

Wings Of Light (Maximum Output)

316(F)/266(E & S)

Wings of Light with shooting barrier

Melee

Input

DMG

Notes

5B

5BB

158

Same as Assault’s, 2 hits

8B

8BB

136

Same as V2’s 8B

8BB~A

192 Consume’s ammo of BC

Cancel Routes:

A: AB, AC, BC, 2B

CSA: AC

BC: AC

2B: AC

AC: 2B(of that form)

5B, at any point of 8B: AC

V2 Assault Buster Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Mega Beam Rifle

6

120

Instant knockdown and high damage

Charged Main

Micro Missile Pod

39 ~ 164

Fires 6 missiles

Charged Melee

V Dash Gundam

_ 15 ~ 134

5CSB: V Dash Gundam fires a gerobi. 

Gunblaster Summon

61

*CSB: Gunblaster charges at the enemy, stabbing it upon contact

Sub

Full Burst

1

35 ~ 262

High damage, fast startup, fast damage-dealing speed

Special Shooting

Form Change

100

Changes forms.
5AB: V2 Normal
4AB: V2 Buster
6AB: V2 Assault
2AB: V2 Assault Buster (Requires 100 V2AB ammo)

Special Melee

Spread Beam Pod

2

34 ~ 220

Spread shot to the front.

Burst Attack

Wings Of Light

313(F)/291(E & S)

 

Melee

Input

DMG

Notes

5B

5BBB

236

Wings of Light

8B

8BB

136

Same as Regular V2’s 8B

8B~A

192-240

Spray Beam Pod. Consumes ammo of BC

4/6B

4/6BB

138

Same as Regular V2’s 4B

4/6B~A

228

Spray Beam Pod. Consumes ammo of BC

2B

2B

30

Deploys a shield. Same as assault

CC8B

CC8BBB

206

Charges at the enemy with a shooting barrier 

CC8B(B)~A

216 ~ 248

Costs Special Melee ammo to perform.

Cancel Routes:

A:AB,AC,BC,2B

CSA: AC, BC

AB: AC

2B:AC

BC:AC

AC: 2B(of that form)

5B, 8B, 4/6B, CC8B(Any hit): AC

~A(melee derivative): AC

Overview

The V2 Gundam is a high-cost unit which possesses multiple forms, giving it the widest range of armaments among all Mobile Suits. The V2 Gundam has a total of 4 forms which are the V2 Assault, V2 Buster, V2 Assault Buster, and the V2 Gundam itself.

Each of the forms have different uses and purpose:

1)The Normal V2 Gundam has regular weapons, and excels at staying in motion with good mobility.

2) The V2 Assault Gundam has many weapons to down the opponent quickly, and excels at self-defense.

3) The V2 Buster shines best at mid to far range, with its array of high-damage moves which are more difficult to avoid.

4) The V2 Assault Buster combines the strong points of each form, and as a result becomes possibly the best (even if only for a short while) Mobile Suit in the game. 

Mastering V2 means knowing how to use each of its separate forms effectively. Overwhelm the enemy with your varied armaments, and then blast them into oblivion with Assault Buster!

V2 Gundam Ability Details

This is your high-speed form, and probably the most basic and easy to use. This form excels at staying in the front line as an agile target, chasing down fleeing enemies, and running away from big threats.

Your damage output is mediocre and your ammo is severely limited, but you can use csB to supplement these issues. If you’re out of options in the close range or if you’re getting smothered by a strong melee opponent, V2 Assault is a good switch option.

Ranged Weapons

Main: Beam Rifle

An average BR with very low ammo as compared to other units in the same cost.

Recommended to switch form if no ammo is left.

Charged Main: Beam Rifle (High Output)

Verniers, and fires a single shot from the Beam Rifle which instantly downs the opponent on hit. The beam travel speed is extremely fast. Does not down when used in Burst.

If you feel like you need V2’s speed, but don’t have any ammo left, this is a decent option. You can cancel into this from the BC jump maneuver, allowing you to reposition or gain the high ground before firing. 

Charged Melee: V Dash Gundam/ Gunblaster Summon

Summon either V Dash Gundam who fires a gerobi, or Gunblaster who charges at the enemy.

This move is shared across all forms. V Dash Gundam’s gerobi is great for okizeme or as a space controlling tool, and Gunblaster doesn’t track too terribly so it can be used as a mid-ranged tool. 

While V2 doesn’t really have ammo issues due to its multiple forms and multiple Charged Mains, sometimes you really do want to stay in only a single form, in which case this can be a good ammo supplement. 

Most V2 forms do not have moves that track exceptionally well, so Gunblaster is a welcomed addition to your arsenal.

Sub: Multiple Launcher

Fires an average-tracking bazooka that does not cause vernier if fired facing front.

Best to use it as a follow up after hitting with BR. Explosive warhead type armaments like this are great against shooting barriers, so use it raw if you think your opponent is about to charge at you with a shooting guard or ABC mantle. 

A~AB is a great freefall option when facing away from the enemy. You can also force a freefall when front-facing by using BC>A~AB. 

Special Shooting: Form Change

The V2 Gundam is able to change to 3 other forms:

AC:Normal

6AC: Assault

4AC: Buster

2AC: Assault Buster

You are able to change to one of these forms mentioned above anytime, but take note that you can only change to Assault Buster when the ammo is at 100.

Melee Set

5BBB: Wings Of Light

V2 somersaults backwards before charging at the enemy with its signature move. This move does quite a significant amount of damage, and has decent horizontal movement that can make you hard to pick off mid-combo by an enemy.

The Wings of Light also has really good horizontal tracking and dash speed after the somersault, and is hard to sidestep given the huge wingspan. the second and third hit also do not consume any boost, so it is quite boost-economical.

However, despite all these good points, it is still a risky move as it has a long startup, and its relatively easy to just shoot the V2 as it flies in a straight line towards you. The good news is that this move is also available as a melee derivative (BC), from 8B, 4B, and 2B.

8BB: Spinning slashes

V2 spins around with its beam saber and executes two slashes. This move is inferior in every way to 2B.

4BB: Double thrust

V2 stabs twice with its beam sabers. This melee move dashes in a nice arc towards the enemy, and has really good startup speed. Although its damage is low, you can cancel this from the first hit into BC (WoL) for decent damage.

2BBB: Rising Slash

Launch the enemy and execute two slashes in the air. Can be cancelled into BC, or A after the first hit. 2B~A fires bazookas at the enemy and downs them quickly, so use this if you want to end a combo quick.

CC8B: Shield Bash

Dashes forward with its shield, and stabs with the beam saber. Does not travel too far and has a bit of a startup, but you get a shooting barrier, so that’s cool.

BC: Sign of the V

Leaps towards the enemy, and executes two slashes in the shape of a V.

This move can be cancelled into from A, and can be used to create tricky movements when combined with sidesteps and freefalls with A~AB. However, be careful about using this move while in green lock, and V2 will only execute the jump motion when out of range.

This move has a bit of a startup, and should not be relied upon for starting a combo or landing hits. However, it is useful as a pyonkaku and as a combo finisher.

Burst Attack

Wings Of Light (Combo)

Your Burst attack during Normal mode and Assault Buster. V2 executes a series of hits using its Wings of Light.

This move does a chunk of damage, and can be combo’d into easily.

V2 Assault Gundam Ability Details

Both your speed and boost efficiency drop when switching into this form from the normal V2. However, your armaments make you suited for dishing out good damage, and maintaining a strong defense. This form does well against hyper-aggressive enemies, thanks to its 2B and BC. 

It’s quite hard to decide when to use V2 or V2 Assault, because sometimes it’s hard to pick between defense and speed. Perhaps it simply comes down to player preference. Experiment and find out which form you prefer using as your default front! 

Ranged Weapons

Main: Mega Beam Rifle

Fires a big sized BR shot with high damage, and causes knockback on hit.

This is part of why V2 Assault is your defensive form. Landing even a single hit knocks the enemy back, giving you ample time to reposition yourself or run away. 

One of the best cancel routes V2 has is in Assault and Assault Buster- A~2B. Fire your Main and instantly deploy your shield. It’s extremely safe and beats out almost every melee attempt and most ranged ones, too. 

Charged Main: VSBR

Fires a wide beam with decent tracking. Causes instant knockdown on hit.

Your go-to move when you need to stay in Assault, but have run out of Main Ammo.

Charged Melee: V-Dash Gundam/Gunblaster Summon

Same across all forms. Refer to the V2 Normal move list for the full description.

Sub: Mega Beam Rifle (High Output)

Fires a rather narrow gerobi with fast startup speed. This gerobi does not travel the full map distance- once you enter green lock, the damage you deal decreases the further back you go. 

The narrow-ness of the gerobi is very apparent. It’s quite easy to miss perfectly-timed hits, even at close or mid range. This weapon is best used as a close-range landing punish, or cancelled into from your main as a defensive last-resort of sorts.

One advantage is that, compared to other gerobis, the damage dealt is near instant. This means that it’s very effective for killing opponents who are low on health but have a full burst stocked up. They’ll take so much damage so quickly they won’t have time to burst out of the attack.

Special Shooting: Form Change

The V2 Gundam is able to change to 3 other forms:

AC:Normal

6AC: Assault

4AC: Buster

2AC: Assault Buster(Only Able to change when ammo is at 100.)

You are able to change to one of these forms mentioned above anytime, but take note that you can only change to Assault Buster when the ammo is at 100.

Special Melee: V Beam

Fires a V beam and stuns the opponent upon hit. This move has the three most desired factors of a self defense move- it has a fast startup, good muzzle correction, and a fast startup.

However, this move has a few weaknesses and quirks. The most instantly apparent weakness is that the V travels forward relatively slowly, and continues to slow down the further it travels. It might be best to think of this move as a shotgun that is best used in close quarters on advancing enemies. 

The two weird quirks of this move are: 1) When the V hits an obstacle, it does not destroy it. Instead, the V will simply stop at the obstacle, and linger for its remaining duration. 2) Because this attack is deployed from the Mega Beam Shield, if your MBS is deployed, the V will be released from wherever your shield is. This sounds like it can create interesting interactions or traps, but the attack has zero tracking and muzzle correction. In other words, if your shield is deployed, don’t use this move.

Melee Set

4/5/6B: Wings of Light

The same as V2’s Wings of Light, except you execute two slashes instead of three. After the second hit you can sidestep and follow-up with other attacks. One particularly good option is with the BC, which leaves the enemy stunned in the air. You can either follow that up for 221 damage, or let his down value reset and hit him hard for even more punishment.

8B/CC8B: Double Slash

Same as V2’s lackluster 8B. 

2B: Beam Shield

Yet another V2 signature move. Can be rainbow stepped. It has two stages, that have different behaviors and properties:

On hit prior to full deployment,

After inputting 2B, you will notice the shield continue to expand. You will see a ‘snap’ animation, which indicates that the shield has been fully deployed. 

If you are hit with a ranged attack from the front before the ‘snap’, you will guard the attack as if you had input 28, the standard guard. Just like with a normal guard, you will gain a 10% defense buff if hit during this state, and you gain burst meter.

If hit with a melee attack before the ‘snap’, you will counter the attack and stun the enemy. Unlike other melee counters you will not automatically follow-up with an attack, so be sure to hit them hard and score a knockdown.

Fully deployed,

The Mega Beam Shield is placed , where it will float for about 5 seconds. You can not have more than 1 shield out at a time: inputting 2B while the MBS is out will make you perform V2’s 8B (meh) melee.

As one would expect, the shield blocks various (but not all) ranged attacks. In addition, if an enemy rushes into the shield (or dashes into it unwittingly) it will be staggered, and take 30 damage. What a humiliating way to end a match!

V2 can safely pass through the shield as if it’s a ghost, but both teammates and enemies may not.

As if the shield wasn’t great enough, it can be sidestep-cancelled. You can deploy the shield and then sidestep or fuwastep if necessary. 

There are various applications for this move, such as:

  • Covering your landing
  • Providing a safe space to set up (changing form, firing gerobis, covering the start-up of Wings of Light)
  • Okizeme

Burst Attack

Wings Of Light (Maximum Output)

Has a barrier against ranged attacks. While this move does less damage than V2 and V2AB’s  Burst attack, it’s extremely quick, and does a very respectable 290 damage.

The hitbox of this move is also pretty big, so sometimes a mere sidestep is not enough to avoid it. Overall a good Burst Attack.

V2 Buster Gundam Ability Details

Re-spec your character and remove all points in agility, speed, and defense, and put everything into attack. While being a glass cannon sounds risky, this form is extremely potent if you have a teammate which can front-line for you effectively, and draw enemy attention. If you find yourself teamed with another 3000 cost, a 2500 cost which prefers the front-line, or maybe just a Leeroy Jenkins-type teammate, V2 Buster Gundam could just be what you need to land hard, clean hits from a safe distance.

Ranged Weapons

Main: Mega Beam Cannon

Fires a high-tracking, large shot that knocks back on hit.

While this move comes with a bit of a startup and causes vernier, it’s still an extremely potent option at long range. This weapon is similar to Gunner Zaku and Excelia’s Main, but slightly more sluggish, but with more power. 

Because this move knocks the enemy back, from the right angle and with the right timing you can sometimes hit a 2-hit zunda with this. If you do, it does well over 200 damage. 

Charged Main: Micro Missile Pod

Fires 6 missile pod(3 missiles pod from both left and right side) towards the opponent. 

Do not use this weapon at close range as the missiles will most likely miss the target. However, when used at mid-range, the missiles track excellently, and can be used to set up some big damage when combo’d with your main.

Charged Melee: V-Dash Gundam/Gunblaster Summon

Same across all forms. Refer to the V2 Normal move list for the full description.

Sub: Mega Beam Cannon

Fires a huge gerobi with high power, but slow startup and poor muzzle correction. In other words, it is the complete opposite of Assault’s gerobi.

One thing to note is that the beam is so huge that it’s hard to see what’s going on in front of you, so even simple things like recognizing if you’ve hit or seeing incoming attacks become difficult. Nevertheless, if you hit this, your opponents are going to feel it. 

Special Shooting: Form Change

The V2 Gundam is able to change to 3 other forms:

AC:Normal

6AC: Assault

4AC: Buster

2AC: Assault Buster(Only Able to change when ammo is at 100.)

You are able to change to one of these forms mentioned above anytime, but take note that you can only change to Assault Buster when the ammo is at 100.

Special Melee: Spray Beam Pod

Fires a shotgun-like spread. Covers a wide area at max spread. This is a great self-defense tool at close-range. 

When fired in close proximity, you can do up to 195 damage and instantly down the enemy. You can use this as a last resort against suits charging you with Super Armor.

2B: Micro-Missile Pod Purge

V2 Gundam will fly back abit and drop its Micro Missile Pods on its left and right. This move can’t be rainbow stepped. Although there’s no ammo counter for this move, you cannot do it again until the previous explosions have disappeared. Causes mini explosions upon hit on terrain. Enemies hit by this will be knocked airborne.

Not really recommended to use it as the hit rate for this weapon is quite low. But that just makes this move even more disrespectful.

One actual application for this move is to self-down. If an enemy is coming at you with F or S burst guns blazing ready to hit you hard and fast, you can fly to the top of the map, release 2B, and then use Wings of Light to fly into the explosions, dealing minor damage to yourself but instantly downing you. This buys you a lot of time, perhaps giving you the time you need to charge up that little bit extra V2AB gauge you need to turn the tables.

Melee Set

Exactly the same as Assault’s. 

4/5/6B: Wings of Light

The same as V2’s Wings of Light, except you execute two slashes instead of three. After the second hit you can sidestep and follow-up with other attacks. One particularly good option is with the BC, which leaves the enemy stunned in the air. You can either follow that up for 221 damage, or let his down value reset and hit him hard for even more punishment.

8B/CC8B: Double Slash

Same as V2’s lackluster 8B. 

Burst Attack

Wings Of Light (Maximum Output)

Same as Assault’s. Has a barrier against ranged attacks. While this move does less damage than V2 and V2AB’s  Burst attack, it’s extremely quick, and does a very respectable 290 damage.

The hitbox of this move is also pretty big, so sometimes a mere sidestep is not enough to avoid it. Overall a good Burst Attack.

V2 Assault Buster Gundam Ability Details

How good is V2 Assault Buster? In the time it takes you to read this sentence, I could have dealt you 220 damage. And in the time it takes you to read this paragraph, I could have dealt over 360.

It’s no exaggeration to say that while in this form, you are in control of the best Mobile Suit in the game. Against other 3000 suits, it almost feels like you’re an entire cost bracket higher than they are, and that you are “bullying” them.

However, you are by no means invincible. Against smart enemies that treat you like the high priority threat that you are, you may find it difficult to land your gerobi, or move around freely. In situations like this, you may either exist as a “lock collector” so your teammate can fire at the enemy without fear of retaliation, or switch out of this form and save it for a more opportune time. V2’s other forms are by no means weak, so don’t feel the need to rush in and do as much damage as you can while in this timed form. Let your enemies’ deaths be slow, and excruciating.

Ranged Weapons

Main: Mega Beam Rifle

Probably the best beam rifle in the game. The beam is fat, deals high damage, has high tracking, instantly downs, and has a fast travel speed.. what more do you need?. 

In Shooting Burst, the shot no longer downs in 1 hit, but instead you gain the ability to follow-up with a second hit if done at the right angle. You will be doing well over 200 damage with this, as with S Burst buffs your main alone deals 135 per hit. This move is great for ruining the enemy’s pace, and for setting up situations where they are more susceptible to eating a gerobi.

Charged Main: Micro Missile Pod

Fires 6 missiles (3 missiles from both left and right sides) towards the opponent. Identical to Buster Mode.

Do not use this weapon at close range as the missiles will most likely miss the target. This is great against enemies that choose to run from V2AB. Use the high tracking missiles to control their movement, and punish their landings.

Sub: Full Burst

Fires a beam out of every existing hole. This large-sized gerobi spreads wider the further it travels.

Having said that, this move shines in melee range, as it has superior muzzle correction and startup. You have a limited number of shots of this godlike move, and it’s so godlike that using your burst just to reload this weapon makes perfect sense. Your game plan should revolve around hitting this.

Special Shooting: Form Change

The V2 Gundam is able to change to 3 other forms:

AC:Normal

6AC: Assault

4AC: Buster

2AC: Assault Buster(Only Able to change when ammo is at 100.)

You are able to change to one of these forms mentioned above anytime, but take note that you can only change to Assault Buster when the ammo is at 100.

Special Melee: Spray Beam Pod

Pretty much the same as Buster’s BC, but you get 2 ammo. Either hit this raw for big damage, or use it to stagger the enemy and follow-up with a main. You can also go the other way and cancel from A~BC.

When using Shooting Burst, it’s a good idea to mix BC shots in with your A spam. 

Melee Set

5BBB: Wings of Light

Same as normal V2’s.

8BB: Spinning slashes

Same as V2 normal, only you get a new follow-up in A (Spray Beam Pod).

4BB: Double thrust

Same as V2 normal, only you get a new follow-up in A (Spray Beam Pod).

CC8B: Shield Bash

Charge at the enemy with your shield. As you’d expect, this move has a shooting barrier. Upon hitting the enemy, you will execute two additional slashes. However, what makes this move truly terrifying is that you can follow-up the second hit with an A input, and fire the Spray Beam Pod for over 270 damage.Two things to note: do not use this move against gerobis. Your shield will block the gerobi initially, but once the attack portion initiates you will stop guarding and take damage. Secondly, if you have placed your shield with the 2B input, you will still be able to do this move and reach the same damage output, but you lose the shield property.

2B: Beam Shield

Same as Assault’s. While it is tempting to go full Rambo during AB, be sure to use this move as well to keep your landings safe.

Burst Attack

Wings Of Light (Combo)

Same as V2 Normal’s.

Strategies

  • The general strategy is doing as much damage as Assault Buster, defending yourself and preserving your HP, and then wreaking havoc on the enemy once your V2AB mode is available again.
  • Try and read the enemy movements and tactics to decide on which form to use. For example, if you are in V2 Buster mode and the enemy seems interested in taking you out, switch pre-emptively to V2 Normal or Assault to prepare to defend yourself.
  • Shooting Burst only. Discussion over.
  • Try to synchronize your Burst usage with V2AB. This means either early purging your AB on your first usage, or playing an extemely slow game that allows you to charge it up by the time you have your Burst. As with all 3000 cost units, it’s advisable to burst twice at half gauge, but if that plan fails try and use a full burst on your respawn with a full V2AB gauge.
  • While it is tempting to end the match quickly with AB, remember that the slow cooker game plan works best for V2. The more time you spend in V2, the higher your chance of winning the game. 

Recommended Combos

Normal V2 Gundam

Ranged Weapons

Input

DMG

Notes

A>>A>>A

146

 

A>>(~)AB>>A

162 (142)

Standard

A~BC>A

173

 

A~BC>BC

183

Best damage off a main in close range

AB>>AB

164

Downs

AB>>2BB

194

Best damage off bazooka in close range

Melee

5BBB(before last hit)>CSA

231-274

Crazy damage, but requires good timing to pull of

8BB>8BB

215

Requires a forward step to link 

4B~2BB

190

2B followup. Your BnB from a 4B starter

4B~BCBB

209

 

2B>2BB

221

Standard 2B starter

2BB>AB

222

 

2BB>CSA

233

Best damage from 2B starter

CC8B>CSA

168

Quick combo

CC8B>4B (1hit)~2B

214

If you hit even more than 1 hit of the 4B you won’t get the follow-up

BC>BC>BC

229

Engrave the letter V onto your enemies!

BC>2B>CSA

234

Best damage from BC starter. Cancel out of the BC fast to link

A>Burst Attack

244

Hit confirm into your Burst Attack

BC>BC>BC>Burst Attack

290

Not optimal in any sense. But it sends a message

2B>2B>2B>Burst Attack

332

 

V2 Assault Gundam

Ranged Weapons

Input

DMG

Notes

A>>A

152

Airborne enemies only

BC>>A

137

 

BC>>AB

165

 

BC>>4AC>>BC

194

Switch forms to Buster for big damage 

Melee

5BB>A

211

Simple And Clean

5BB>BC>A

221

Skip the A and you get a Down Reset situation. Recommended BnB

5BB>BC>>4AC>>BC

250-272

Switch to Buster for big damage

8BB>8BB

215

Step forward to link

2B>AB

168

Quick damage option after 2B hit

2B>5BB>>A

212

 

5BB>Burst Attack

278

 

V2 Buster Gundam

Ranged Weapons

Input

DMG

Notes

A>>A

200

Airborne enemies only, must be fired upwards

A>>AB

172

 

A>>8BB

181

Good luck finding a chance to use this

CSA>>A

146-172

More damage the more missiles you hit

Melee

5B>A>>A

227

 

5B>5BB>>A

236

A more reliable and ammo-friendly combo than the above

5BB>BC

238-274

Does more damage the closer you are when firing BC. Cancel earlier to be nearer. Best damage and shortest combo time

V2 Assault Buster Gundam

Ranged Weapons

Input

DMG

Notes

CSA>>A

141-170

More missile hits, more damage

Melee

5BB>CC8B~A

301

High damage, quick combo

8BB>CC8B~A

296

Too bad 8B is a bad starter

4B>CC8B~A

277

 

CC8B>CC8B>CC8B~A

337

Guaranteed to make your opponent’s eyes widen at least 30%

Burst Only

A>>A

208

Fired down up on airborne opponents

5BBB> Burst Attack

355

The ‘Red Bull’. Give ’em wings

CC8B>CC8B>CC8B~A

362

Highest damage you can do. Not too shabby