V2 Gundam

Model Number: LM314V21 Pilot: Uso Ewin
Cost: 500 Hp: 720 Transform: X Form Change: O

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.

Move Summary

V2 Gundam

Ranged Armament Ammo DMG Notes
Main Beam Rifle 5 70 Average BR
Charged Main Beam Rifle (High Output) 110 Instant Knockdown
Sub Multiple Launcher 2 104 Will not cause Vernier
Special Shooting Form Change 100 Able to change form to Normal, Assault, Buster or Assault Buster
Burst Attack Wings Of Light 333(B)/285(L) Wings of Light block ranged damage

 

Melee Input DMG Notes
5B 5BBB 236 Wings of Light, 3 hits
8B 8B 136  
8B~BC~BB 188 Combo into WoL 
8B~2B 190 Combo into 2B  
4B 4BBB 138 Quick stabs
4B~BC~BB 187 Combo into WoL
4B~2B 190 Combo into 2B 
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
AB: AC
B(After hit): AC
8B/4B/2B first hit: BC

 

V2 Assault

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Ranged Armament Ammo DMG Notes
Main Mega Beam Rifle 6 95 Knockback on hit
Charged Main VSBR 111 Instant Knockdown
Sub Mega Beam Rifle (High Output) 1 168 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
Burst Attack Wings Of Light (Maximum Output) 293(B)/250(L) Wings of Light block ranged damage

 

Melee Input DMG Notes
5B 5BB 158
8B 8B 136
8B~BC~B 179
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
AB: AC
B(After hit): AC
8B(After hit): BC
2B: AC
BC: AC

 

V2 Buster

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Ranged Armament Ammo DMG Notes
Main Mega Beam Cannon 3 125 Verniers. Knockback on hit
Charged Main Micro Missile Pod 39-147  Fires 6 missiles
Sub Mega Beam Cannon 1 227 Will cause explosion upon contact with terrain
Special Shooting Form Change 100 Able to change form to Normal, Assault, Buster or Assault Buster
Special Melee Spread Beam Pod 1 227 Shotgun-type armament. Damage varies based on distance
2B Micro Missile Pod (discard) 39-159 Discards two Micro Missile Pods which explode 
Burst Attack Wings Of Light (Maximum Output) 293(B)/250(L) 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
8B~BC~B 178 WoL follow-up 

 

Cancel Routes:

A: AB,AC
B: AC
2B: AC
First hit of any melee: AC
BC: AC

 

V2 Assault Buster

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Ranged Armament Ammo DMG Notes
Main Mega Beam Rifle 6 120 Instant knockdown and high damage
Charged Main Micro Missile Pod 27-156 Fires 6 missiles
Sub Full Burst 1 223 High damage, fast startup, fast damage-dealing speed
Special Shooting Form Change 100 Able to change form to Normal, Assault, Buster or Assault Buster.
Special Melee Spread Beam Pod 2 78-227 Spread shot to the front.
Burst Attack Wings Of Light 333(B)/285(L)  

 

Melee Input DMG Notes
5B 5BBB 236 Wings of Light
8B 8BB 136 Same as Regular V2’s 8B
8B~BC~BB 188  
4B 4BB 138 Same as Regular V2’s 4B
4B~BC~BB 1788  
2B 2B 30 Deploys a shield.
CC8B CC8B 104 Charges at the enemy with a shooting barrier 
CC8B~B~A 291 Will take special melee ammo.
CC8B~BC~BB 222 Combo into WoL

 

Cancel Routes:

A:AB,AC,BC,2B
B:AC
8B/4B:BC
2B:AC
BC: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!

Details

Normal V2 Gundam

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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, so if you feel like you need a bit more in the offense department in the close-mid range, 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.  

Sub: Multiple Launcher
Fires an average-tracking bazooka without causing 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.

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.

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 boost dives. However, be careful about using this move while in green lock, and V2 will only execute the jump up 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

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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 re-position yourself or run away. 

One important thing to note is that this weapon shares ammo with V2 Assault Buster’s main… sort of. 

If you use all your ammo in Assault and go into Assault Buster, your main ammo will be full.

BUT, if you use all your ammo in Assault Buster and then switch into Assault, your ammo will be whatever was left when used in Assault Buster.

Basically, be careful about switching into Assault directly after Assault Buster.

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.

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 in the 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 first being 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.

There are various applications for this sneaky tactic, such as:

  • Covering your landing. Can be used after a boost dive, a step dive, or just regular falling. 
  • 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

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Respec 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 500 cost, a 400 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. Diving after using this move is highly recommended.

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.

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. 

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 discard
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. It’s not a reliable defensive option in any sense, either. 

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

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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 500 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 GVS. Fatass beam, high damage, high tracking, instantly downs, fast travel speed.. you have it all. In 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. 208 damage for a two-shot zunda sounds fair, right? 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. 

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. If you want to see the true damage output for this move, check out the combo section below. Warning: you might scream a bit. 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

2B: Beam Shield
Same as Assault’s. The only difference is you can follow this up from your Main, which is a great cancel route during shootouts.

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.

 

Recommended Combos

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(>> is Boost Dash Cancel, > is Step cancel, ~ is direct cancel)

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

 

 

 

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