Weapons and Movement Terminology

They say knowledge is power, and Gundam Versus certainly is no exception to this. Below you will find a simple guide to button notations as well as a glossary of commonly used weapon/movement terminology.

If you’re looking for terms related to the game’s system in general, head over to Game System Terminology.



Like many other fighting games, Gundam Versus uses a 6 button setup. They are referred to as A, B, C, D, Striker and Boost Dive. Please refer to the Button Layout Guide for details.


Writing Combos

Combos are an important part of any fighting game, and so being able to read combos is also important. Based on the way attacks are written, you can determine when and how to perform the next attack in the combo.

  • Step Cancels
    Step cancels is the performing of a Step during a melee. Step cancels are separated by right angle brackets (>).

    • Example: 5BB > 66 > 5BB = Neutral Melee for 2 hits, side step to cancel the animation of the third hit, and melee for two more hits.
  • Boost Dash Cancel
    Boost Dash Cancels are performed by tapping Boost twice in quick succession. Boost Dash Cancels are indicated by two right angle brackets (>>)

    • Example: A >> A >> A = Main, boost dash, main, boost dash, main
  • Cancel route and Melee derivatives
    Occasionally you’ll need to press one button immediately after another to perform special attacks. These are commonly called Cancel Routes, and are written using a tilde (~) between the attack buttons.

    • Example: 5BB~8B = Neutral melee for 2 hits and then immediately input front melee.
    • Example: A~ABPress A then AB immediately.
  • Cancel routes
    You will see a compilation of  Cancel routes being written in the Move Summary. The colon “:” here serves the same purpose as ~, but colons are only used in the Move Summary section due to having multiple commas originating from the same moves (like how A can cancel into AB, AC etc). Commas between moves indicates ‘either or’.

    • Example: A: AB, AC, BC, 2B = A cancel into AB, AC, BC or 2B
    • Example: 5B, 4B, CC8B: BC = 4B or 4B or CC8B can cancel into BC
  • Melee derivative routes
    You will see Melee derivative routes being written like this 5B(B) ~BC in the Melee Set section. 5B(B) ~BC means during the 1st and 2nd hit of 5B, you can cancel into BC. Moves in brackets indicate it’s an optional choice, but if it’s not in brackets, it means it has to be canceled from that move.

    • Example: 5BBB~ BC = You can cancel into BC only from the 3rd hit of 5B
    • Example: 5B(BBB) ~ BC = You can cancel into BC anytime during the 1st to 4th press of 5B
    • Example: 5BB, 4/6B~ BC = You can cancel into BC only from the 2nd hit of 5B, or 1st hit of 4/6B

Directional input

In addition to using numpad notation , we use * to represent “any directional input”.

  • *AB represents pressing AB with any directional input, except leaving it at neutral.


Commonly used terms

Below you will find terms that players frequently use to describe certain things in Gundam Versus coupled with explanations.

Shooting-related Terminology
Term Explanation
Beam An attribute some ranged weapons have. Weapons with the beam attribute when fired, will continue travelling even after hitting a target. This allows the shot to hit multiple targets if they are lined up. Will only disappear if it hits terrain or a barrier.
Physical Projectile An attribute some ranged weapons have. Weapons with the bullet attribute will disappear if they hit an enemy, terrain, or come in contact with other projectiles.  Bullets have destruction values, and some bullets are more durable than others.
Gerobi Refers to any multi hit, large beam attack. Damage is dealt throughout the duration of the attack, corresponding to the number of hits taken by the enemy when hit by the gerobi.
Blast Radius/Explosion An attribute some ranged weapons have. When fired, these weapons create a small explosion. The durations and range of these weapons vary.
Weak Beam A special attribute of some beams. Although these beams do not disappear even if they hit other beams and blasts, they disappear when they hit physical projectiles or an opponent.
Beam Rifle A weapon that many Mobile Suits carry. Usually a single shot with beam attributes, but some suits can fire more.
Bazooka A bazooka is a weapon that has bullet properties. It is slower, and more limited in ammo than a beam rifle. However, it has better tracking and will down the opponent on hit. Grenade launchers fall into this category as well.
Machine Gun A type of bullet weapon. Gatling guns and beam machine guns fall into this category, but not vulcans. The down values, damage and ammo count for these weapons vary with the suit.
Beam Machine Gun A Machine Gun with beam attributes. Since it has beam attributes, bullets will not disappear if they come into contact with beams unlike regular machine guns/gatling guns.
Vulcans Equipped on the head unit of many Mobile Suits. Essentially a weaker machine gun.
Missiles A ranged weapon with the Physical Projectile attribute. Essentially a slower bazooka. Missiles fly in an arc when fired.
High Powered Beam A type of beam weapon that is characterized by its thick shots which down on hit while dealing considerable damage. However, high powered beams are slow to fire, and will kill any inertia your suits may have before being firing.
Beam Shotgun A beam weapon that when fired, spreads pellets across a wide area. Each individual pellet does low damage and down value, but this increases as more pellets hit. As the pellets do not travel far, it is best fired at close range to ensure maximum pellet hits.
Sniper Beam A beam weapon that is faster, but thinner than a High Powered Beam. Usually fired at very high speeds, and have high down values.
Throwing Weapons The act of throwing armed weapons or equipment at opponents. In most cases, these weapons have Physical projectile attributes, can will be destroyed if it takes too much damage (even if the thrown weapon is a beam saber).
Boomerang A throwing weapon that returns to the thrower after travelling a short distance. It penetrates mantles and destroys weapons with the bullet attributes. As it has a wide area of effect, it can be used for both offensive and defensive purposes.
Anchor A weapon that will stun opponents and pull them towards the user if it hits. Has short range, so it is usually used in melee engagements.
Whip Refers to any weapon that blows an opponent sideways (or vertical). Has short range, so it is usually used in melee engagements.
Moving Gerobi A type of gerobi that can be fired while keeping the suit’s inertia. (Wing Zero’s CSa)
In addition to being able to move while shooting, this gerobi has good muzzle correction, making it deadly in medium to close ranges. On the other hand, firing this gerobi while the suit’s back is facing the enemy will cause it to be stuck in the air for a long time, since it has a long firing animation.
Rolling Buster Rolling Buster weapons are characterized by the suit firing two Gerobis towards its front and back before turning in a circular motion. Useful for catching side-stepping enemies.
Nuclear A bullet type weapon that causes a huge explosion when it comes into contact with anything else. (weapons such as GP-02’s special shooting and Turn A’s CSb are Nuclear weapons)
Off Angle Shot Refers to the firing of any ranged weapon while the user is firing from outside of the weapon’s firing arc. Doing so forces the suit to face front before the weapon is fired. Off Angle shot kills any inertia the suit may have had before firing, consumes more boost, and is slower than firing a normal shot. Note that the same suit will have different firing arc on different weapons
Newtype shot Certain suits do not have the disadvantages of turn-around-shooting when using it. This is due to these suits having special animations when they shoot while their back faces the enemy. (E.g. RX78, Hyaku Shiki)
Back main shooting Certain suits fire different main shots when fired while their back faces the enemy.  Using back main shooting consumes 1 main ammo. They share the same disadvantages as turn-around-shooting. (refer to Kshatriya)
Bending shot May refer to

1) Turning a suit in MA mode to adjust the firing angle of its weapons.

2) Any weapon that can be turned while firing. (refer to Launcher Strike’s CSa)

Deployed Gerobi Refers to a Gerobi weapon that can be fired on its own, while the suit is free to perform other actions. (such as Hyaku Shiki’s special shooting, any Gerobi Striker)
Beam Magnum The main weapon of Unicorn and Banshee. Beam magnums fire slower than a regular beam rifle, but have high damage and tracking.
V.S.B.R. Stands for Variable Speed Beam Rifle. Carried by V2 Assault Buster Gundam, V2 Assault Gundam and Gundam F91.
M.E.P.E Stands for Metal Peel-off Effect. A specialty of Gundam F91. While it is active, F91 will create after images when it sidesteps or boost dashes. Attacks directed at F91 will also have their tracking cut.
Pressure A weapon that does 0 damage, but will stun every suit that is caught in its effect radius. (refer to The O’s 2B) Cannot be blocked by shielding, and can only be blocked by a barrier.
Deployed Shield Similar to an Deployed gerobi, except with a shield. The deployed shield will block attacks, but has a limit to how much it can block. Other units that run into the shields will take damage. (refer to V2A’s 2B, F91’s CSB)
CS Stands for Charge Shot, and refers to any weapon that requires the player to hold down either the main (A/square) or melee (B/triangle) buttons to charge it up. Most attacks can be cancelled into charge shots.

While most charge shots have unlimited ammo, certain charge shots (such as Turn A’s CSb) can only be used once per life, or when the suit activates its gear (X1 Kai’s nuclear CSa). Certain charge shots also have multiple levels of charge, with increasing tracking and damage as the levels rise. (Dynames’ CSa)

Zunda Refers to the act of knocking down an enemy by firing 3 beam rifle shots. (A >> A >> A)
Second Impact The act of releasing a charge shot before it fully charges, then quickly holding down the button again  to resume the charge and fire that weapon at the same time.
Force Reload The act of firing a manually reloadable weapon in order to force a reload. This is usually done when the weapon is low on ammo, so that the suit does not run out of ammo at important junctures later on.
Barrier A type of armament that prevents attacks from damaging the user when active/activated. Barriers usually protect the user from all angles, as opposed to guarding (which only negates attacks the user is facing). There are different type of barriers, and what kind of attacks they guard against as well as the amount of damage they can prevent differs with the barrier.
Bits/Funnels/Dragoons/ Fangs Weapons that can be remotely controlled or fired. Generally deployed in 1 of the following 2 ways:

  1. Weapon is sent towards the enemy and will fire when in range or once it has traveled a certain distance.
  2. Weapon is deployed by the user’s side and will fire only when the user chooses to.
All Range Attack Refers to attacks that surround an enemy before attacking. (For example, Hot Scramble Gundam’s 2AB)
Jammer An armament that when used, will cause the user to turn invisible and will cut tracking of enemy attacks directed at the user. (Deathscythe’s Hyper Jammer and Blitz’s Mirage Colloid are 2 examples)


Melee-related Terminology
 *B Where the * represents:

  1. [4/6] or side melee
  2. [8] or forward melee
  3. [CC8B] or boost dash melee
  4. [2] or back melee
Counter Certain suits have melee inputs that counter an opponent’s melee attack. Upon successfully landing a counter, the user will first stun the enemy before going for a follow up attack. Some suits have counters that can guard against shooting attacks as well (such as Gundam’s 2b).
Moving melee Refers to melee combos that involve the user moving around while performing the combo as opposed to doing so in a stationary position. This type of melee may potentially allow the user to avoid attacks from enemies attempting to disrupt the combo.
Diagonal Slash Common opener for melee attacks. Can be found as the first hit of many 5Bs.
 Thrust Has a longer forward reach than most melee attacks. Commonly found as the opening of many 8Bs.
 Tackle A single hit melee that downs. Usually a 8 or 2B.
Horizontal Slash A melee attack commonly found as the opening of many 4/6Bs. Usually the fastest melee attack a suit has.
Cleave A slash that sends the opponent flying. Usually found as the last hit of a melee attack.
Slash Through A Moving melee attack that cuts through an opponent, and the unit ends up behind it’s original target.
Launch A melee attack that leaves the opponent in the air for a follow up attack.


Evasion-related Terminology
Boost Dash  The most basic of movement techniques, used to cover distance quickly. Performed by pressing the boost button twice in quick succession.
Boost Step Tap any direction key twice in quick succession to perform a Boost Step. Doing do will remove tracking of incoming projectile. Remember that a Boost Step can be only done in 4 directions (left, right, forward, back)
 Ground Dash  Certain suits have boost dashes that when performed while the suit is grounded, will have a running animation instead of a flying one. Suits with this property are usually referred to as Ground running suits
 Super Vernier  Allows the suit to boost dash with only a single press of the boost button. Currently only possessed by Talgeese I.
 Braking Similar to landing, but for units with Ground Dashes. Unlike landing, braking has a slight delay before the boost gauge recovers.
 Hopping Refers to the act of landing multiple times to recover boost before boost dashing again, as opposed to using multiple boost dashes in the span of one boost gauge.
 Step Cancel Commonly used to cancel the delay incurred after sidestepping. Performed by pressing the jump button once during the sidestep.
Fuwa Step Refers performing a sidestep, then a jump immediately at the earliest  possible frame of the sidestep animation. Doing so will allow the suit to inherit the sidestep’s inertia when cancelled, allowing it to travel a fair distance afterwards.
Rainbow Step Refers to sidestepping after a melee attack, also called Red Step. Gets its name from Extreme VS Full Boost, where melee sidesteps were rainbow in color. The step in GVS is now red in colour, but the old name stuck.
Rainbow Cancel Refers to a jump performed after a Rainbow Step. Differs from a step cancel in that a rainbow cancel can be done during any part of the rainbow step for inertia to be fully inherited.
Pyonkaku A melee attack that makes the suit jump upwards and perform a helmbreaker-type attack on the way down. Some examples of suits with this technique are Altron (2B), Exia (2B), Barbatos (2BC), and Kimaris Trooper (2B). Can also be referred to as a jump slash.
Pyonstepdive At the height of a Pyonkaku, rainbow step and dive downwards. The sudden changes in altitude combined with the tracking cut of the step makes you difficult to hit.
Zusakyan The act of performing a Side Step after landing on the ground with a move that has Landing Property (seeing under ‘Weapon Related Terminology’). Doing so will allow you to get the benefit of remove tracking of incoming projectiles, and your unit will remove boost almost immediately after the Side Step.
Escaping Refers to the act of running from enemy attacks without retaliating. Usually performed by the player with lower hp when the team is at risk of losing.


Special weapon related terms
Revive Currently only Exia has this effect. If Exia dies and his Team cost is 300 or less, Exia will go into Exia Repair. Please refer to  Gundam Exia for more details.
Form Change Refers to units that will switch to an alternate set of weapon loadout (e.g. Strike, AGE-1)
Timed Form Change Refers to units that will switch to an alternate set of weapon loadout, but with a timer (e.g. Unicorn). Unlike the conventional Form Change, Timed Form Change usually does not allow you ‘manually’ end the transformation. You are forced to wait for the transformation to run out.
Timed Power Up  Refers to units that will receive a boost to it’s abilities that only lasts a certain period of time. Its weapon loadout does not change like how Form Change does, but it’s attacks maybe simply deal more damage or have bigger hitboxes (e.g. Crossbone X3’s Safety Removal; Hi-Nu’s Psychoframe Resonance)
Transform Commonly referred to as MA Form. Refers to suits that are able to Transform into Mobile Armor mode like Zeta and Mack Knife, also includes suits like Hyaku Shiki and G-Self which aren’t ‘true’ Mobile Armor forms. They are included for the purpose of this game where the input to entire MA Form is the same ( Boost + Double tap in any directions)


Strategy related terms
Down Reset The act of not finishing your combo and not letting your enemy be downed to do more damage right after their down value resets.
Lock Down The act of using multi stunning attacks, or ending your combo with a high knock up attack so you can chase the other enemy with your partner.

Useful when your target is in Burst (Burst) , or have a Timed Power Up, which wastes their power up duration.

Okizeme The act of predicting your opponent’s tech and aiming for the instant his invincibility ends.
Alert The act of firing dispensable attacks like vulcans towards an enemy to distract them and draw their attention
Shadow Launching a surprise attack when no enemy is focusing on you. Best used with suits that has dashing melee, or attacks with good tracking.  In this game where the camera is fixed towards your target, this is considered an important skill to have.
L Formation A formation where you and your partner (or your homing assist) is at 12 and 3 o’clock formation. Your attacks towards a target will be attacking the target’s side and front, making it difficult to dodge.
Focus Fire Having both you and your partner to chase after the same target .
Lock Down  The act of using multi stunning attacks, or ending your combo with a high knock up attack so you can chase the other enemy with your partner.

Useful when your target is in Burst, or have a Timed Power Up, which wastes their power up duration.

Catch landing Attacking your target just as they are landing. Due to landing recovery, that unit will not be able to move for a short moment, making it the best time to attack.


Weapon Related Terminology
Firing Arc The arc where a specific weapon is able to fire without going off angle. Muzzle correction will also only work if your target is within the Shooting Angle. Note that Firing Arc maybe not be symmetrical (e.g. if the gun is held on the left arm the arc may be wider on the left).

Simply put, it is the area where the unit is able to point it’s gun at.

Off Angle Refers to the firing of any ranged weapon while the user is firing from outside of the weapon’s firing arc. Doing so forces the suit to face front before the weapon is fired. Off Angle shot kills any inertia the suit may have had before firing, consumes more boost, and is slower than firing a normal shot. Note that the same suit will have different firing arc on different weapons
Muzzle Correction Refers to how well the muzzle of a weapon is able to point towards the target before firing. The better the Muzzle Correction, the more quickly and accurate the weapon will point towards the target before firing.
 Start up The lag time in between pressing the command and the move being executed. The faster or lesser the Start up, the more quickly the move will be executed.
 Projectile Speed The speed of which any projectile moves in the game. On the flip side, projectiles with high speed may not be able to track as well as it is moving too fast.
 Tracking How well a weapon will home onto your target. The better the tracking, the easier it will hit the target (assuming  the target did not perform any moves that cuts tracking)
 Hitbox  The area which will register as a hit if it comes into contact with your target. The hitbox maybe not be always accurately represented graphically. (E.g. The dragoons from Providence’s dragoon Net also counts as the hitbox, despite not being the actual laser itself)
 Melee Speed  Refers to how quickly a unit moves during a melee attack
 Reach Refers to how far a unit moves during a melee attack. A melee with long reach would travel a long distance before the attack ends.
Priority Refers to a melee attack’s priority when clashing with another melee attack at the exact same moment. The attack with higher priority will win the clash and continue the attack. As there are no numerical value for priority, it is usually referred to high, average or low priority.
Interrupt Resistance A property describing how much a unit is moving around to prevent its attack string from being interrupted. E.g. Exia’s Trans-AM CC8B moves around very quickly over a great distance, and does very resistant to interrupts.
Landing property Certain moves will cause the unit to land on the ground. This will allow the unit to recover boost more quickly than usual, and use Zusakyan.
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