SD GUNDAM BATTLE ALLIANCE

SD GUNDAM BATTLE ALLIANCE

50 ratings
Mobile Suit Stats and Action Damage
By Sill
A place where you can find the level 1 and level 80 stats of a suit, the particularities of their move-set and how to calculate how much damage they will deal with attacks, along with some tips or tricks on how to use them more effectively.

I'm going to wait until all DLC are released to try and compile changes to the game, as there was also a very potent patch for All-Rounders and Infighters recently. Hopefully, not much has changed, but with the new additions those two classes will end up with dramatically different playstyles.
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The Foreword (Followed by math)
Hey, wanted to thank you for looking at this- And if you see I screwed up or have tips or tricks for a mobile suit I didn't use enough to figure out, feel free to drop them.

To get started, let me first introduce you to how Damage seems to work in SDGBA;
Your machine has a Melee and Ranged stat, and each attack has a value it is multiplied by when attacking. You subtract the armor value of your enemies, and viola! Damage!

But it's more complex than that, though it is arguably pretty simple in scope, and that's fine by me. In essence, each 100 in a stat is a 1x multiplier to the damage of an attack. If you have 355 Melee, you take the value for the melee attack (Lets say 46) and multiply it by 3.55. You should hit for 163 or 164, depending on the games rounding and a bit less after defense, which is percentage based.

Now, the fun part. Know those "[Subweapon] Attack" parts? What about "[Beam] Melee Attack"? The game multiplies these together to get your new total, so stacking them if you can is stronger than it looks. Lets say you have to choose between a part that gives 100 Melee, or 15% bonus damage to your attacks. You have 500 Melee. On a base 46 power attack, you will do 230, or 276 with the extra 100. But that 230 becomes 264.5 with the percentage part. It doesn't seem worth it, until you factor in these can generate on your Melee/Ranged parts. Say you got both the 100 and 15%- You hit for 317.4. While basic attacks might fade off at this point, Subweapon attacks do not.

Subweapon Attack and your chosen type attack percentage part can stack- A Hyper Bazooka shell that normally does base 90 with 500 ranged would deal 450. You have a 15% and a 20% bonus from parts to it from two separate effects- it now deals 621. Doesn't seem like much more of an improvement, despite being a 38% effect over a 35% one... But wait, there's more!

You can stack these parts hard. Say somehow you got 4 parts for a total of 60% Beam and 60% Subweapon. 450 base damage Hyper Bazooka shell would go from dealing 621 to 1152.

A Back Attack adds 30%, and an Aerial adds 20%. Aerial Back Attacks add 50%, and Backstabber adds an additional 20%. Stack that on top of it, which is multiplied against your full total from the previous multiplication. 1958 damage or so. Physical attacks do a little bit less total damage to compensate for no strong I-Field or armor effects that neutralize them completely, I think. Don't judge Physical Damage Dealing MS harshly for it.

But enough about that, on to the mobile suits and their kits.

If your mobile suit isn't on here, that's because this is a work in progress and it takes time to do these. I'll get to it!
GM (Standard)
Mobile Suit: GM
Type: All-Rounder

Stats at Lv1 > 80;
HP: 320 > 1787
Boost: 100 > 170
Melee: 133 > 574
Ranged: 106 > 455

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Beam Melee [33]
Heavy Attack: 6x Physical Ranged [4 per hit], Beam Melee [25.5]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Spray Gun, Beam Ranged [15]
Sub Weapon 1: Beam Saber Rush, 3x Beam Melee [10, 10, 42]
Sub Weapon 2: Beam Spray Gun (Rapid Fire), x3 Beam Ranged [33.5 per hit]
Special Attack: Hybrid Ranged [678ish]

Special Notes:
Both Sub Weapons raise shield for guarding during their animations.
SPA has some splash radius.
Zaku II Type F
Mobile Suit: Zaku II Type F
Type: All-Rounder

Stats at Lv1 > 80;
HP: 316 > 1769
Boost: 100 > 170
Melee: 183 > 568
Ranged: 114 > 459

Moveset;
Melee Combo: 2 hits, Physical Melee [29] > Physical Melee [31.25]
Heavy Attack: Physical Melee [37.5]
Counter Attack: Physical Melee [135]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Zaku Machine Gun, x10 Physical Ranged [2.5 per hit]
Sub Weapon 1: Cracker Toss, Physical Ranged [67.66]
Sub Weapon 2: Zaku Bazooka, Physical Ranged [85.5]
Special Attack: 3x Physical Melee, 1x Physical Ranged [618ish]

Special Notes:
Machine Gun allows farming SPA's quickly, which does a rather high amount of damage.
SPA has splash damage on final shot.
Guntank
Mobile Suit: Guntank
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 234 > 1310
Boost: 100 > 170
Melee: 110 > 471
Ranged: 143 > 615

Moveset;
Melee Combo: 2 Hits, Physical Melee [29] > Physical Melee [31]
Heavy Attack: Physical Melee [40]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Ranged [34]
Down Smash: Physical Melee [43.5]
Spin Attack: x2 Physical Melee [8.75] [26]
Main Ranged: Quadruple Bop Missile, x8 Physical Ranged [3.75 per hit]
Sub Weapon 1: 120mm Low-Recoil Cannon (Right), Physical Ranged [63]
Sub Weapon 2: 120mm Low-Recoil Cannon (Left), Physical Ranged [63]
Special Attack: Physical Ranged [370]

Special Notes:
Main Ranged greatly speeds up SPA recharge rate, but SPA is rather weak.
SPA has large splash radius.
Counter Attack has a high chance to Back Attack.
Guncannon
Mobile Suit: Guncannon
Type: All-Rounder

Stats at Lv1 > 80;
HP: 353 > 1778
Boost: 100 > 170
Melee: 149 > 577
Ranged: 120 > 466

Moveset;
Melee Combo: 2 Hits, Physical Melee [28.75] > Physical Melee [31.25]
Heavy Attack: Physical Melee [39]
Counter Attack: Physical Melee [134.75]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: x2 Physical Melee [8.75] [26]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Hand Grenade (Throw), Physical Ranged [67.25]
Sub Weapon 2: 240mm Cannon, x2 Physical Ranged [56 per hit]
Special Attack: Physical Ranged [645.25]

Special Notes:
SPA has decent splash radius, and is easily aimed at alternate targets during animation.
Spin attack starts small and is rather slow to expand, if stylish.
Gundam RX-78-2
Mobile Suit: Gundam RX-78-2
Type: All-Rounder

Stats at Lv1 > 80;
HP: 408 > 1869
Boost: 120 > 210
Melee: 171 > 603
Ranged: 136 > 478

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Beam Melee [43.5]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Beam Javelin, x6 Beam Melee, Beam Melee [6.5 per hit] [32.5]
Sub Weapon 2: Hyper Bazooka, Physical Ranged [94.5]
Special Attack: Physical Ranged [647.5]

Special Notes:
Heavy Attack can function as a dodge.
SPA Has some splash radius.
Dom
Mobile Suit: Dom
Type: Infighter

Stats at Lv1 > 80;
HP: 450 > 2268
Boost: 130 > 220
Melee: 180 > 698
Ranged: 100 > 388

Moveset;
Melee Combo: 3 Hits, Physical Melee [28.75] > Physical Melee [31.25] > Physical Melee [34.5]
Heavy Attack: Physical Melee [43.25]
Counter Attack: Physical Melee [135]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: 2x Physical Melee [17.25 per hit]
Main Ranged: Giant Bazooka, Physical Ranged [27]
Sub Weapon 1: Diffuse Beam Cannon, Beam Ranged [80]
Sub Weapon 2: Double Sledgehammer, Physical Melee [97]
Special Attack: Physical Melee [371]

Special Notes:
SPA damage varies based on number of Back Attacks in the attack.
Diffuse Beam Cannon stuns target.
Double Sledgehammer knocks target down.
Z'Gok (Char)
Mobile Suit: Z'Gok (Char)
Type: Infighter

Stats at Lv1 > 80;
HP: 466 > 2134
Boost: 135 > 230
Melee: 206 > 726
Ranged: 113 > 395

Moveset;
Melee Combo: 3 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75]
Heavy Attack: x3 Physical Melee [17.5 per hit]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: x2 Physical Melee, Physical Melee [4.5 per hit] [26]
Main Ranged: Mega Particle Cannon, Beam Ranged[30.25]
Sub Weapon 1: Throw, Physical Melee Grab, Physical Melee [29] [43.5]
Sub Weapon 2: 240mm Missile, x6 Physical Ranged [23.75 per hit]
Special Attack: Physical Melee [356.25]

Special Notes:
Has +1 Repair Kit Stock innately.
Grab will only perform second hit on broken or grunt targets.
Spin Attack starts small and gets larger.
Missiles have slight homing and fast speed.
Gelgoog (Char)
Mobile Suit: Gelgoog (Char)
Type: All-Rounder

Stats at Lv1 > 80;
HP: 351 > 1766
Boost: 125 > 220
Melee: 154 > 595
Ranged: 124 > 478

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Beam Melee [27] > Beam Melee [45]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [46]
Spin Attack: Beam Melee[36]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Beam Naginata (Throw), x5 Beam Melee [11 per hit]
Sub Weapon 2: Giant Bazooka, Physical Ranged [90]
Special Attack: x42 Beam Ranged [15.75 per hit]

Special Notes:
Has +1 Repair Kit Stock innately.
SPA tracks target locked enemies and chooses a new target afterwards.
SPA lands approximately half its attacks as Back Attacks.
Heavy Melee has a grab like animation and a very long lag time, but can be jump canceled out of at the beginning of the second swing.
Gundam Ground Type
Mobile Suit: Gundam Ground Type
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 264 > 1330
Boost: 100 > 185
Melee: 127 > 490
Ranged: 162 > 628

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Physical Melee [31.25]
Heavy Attack: Up to x2 Physical Melee [17.25 per hit], Physical Melee [40.25]
Counter Attack: [135]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Beam Melee [36]
Main Ranged: 100mm Machine Gun, x12 Physical Ranged [4.5 per hit]
Sub Weapon 1: 6-Tube Missile Launcher, x6 Physical Ranged [11.25 per hit]
Sub Weapon 2: 180mm Cannon, Physical Ranged [152.25]
Special Attack: Physical Ranged [367.25]

Special Notes:
6-Tube Missile Launcher is a lock on type weapon, and can hit up to 6 different targets.
SPA creates a large explosion in front of the unit.
180mm Cannon has considerable splash radius.
Gundam Ez8
Mobile Suit: Gundam Ez8
Type: All-Rounder

Stats at Lv1 > 80;
HP: 371 > 1869
Boost: 125 > 220
Melee: 153 > 594
Ranged: 122 > 471

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Physical Melee [47.5]
Counter Attack: [135]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Beam Melee [36]
Main Ranged: 100mm Machine Gun, x8 Physical Ranged [4.5 per hit]
Sub Weapon 1: Rocket Launcher, Physical Ranged [67.5]
Sub Weapon 2: 180mm Cannon, Physical Ranged [135]
Special Attack: Beam Melee [125], x29 Physical Ranged [16.75] (Total 610.75)

Special Notes:
180mm Cannon has considerable splash radius.
SPA is technically a grab attack. If a Boss is not staggered by the activation or broken they can escape it.
Gouf Custom
Mobile Suit: Gouf Custom
Type: Infighter

Stats at Lv1 > 80;
HP: 439 > 2325
Boost: 130 > 220
Melee: 174 > 709
Ranged: 98 > 398

Moveset;
Melee Combo: 3 Hits, Physical Melee [28.75] > Physical Melee [31] > Physical Melee [34.5]
Heavy Attack: x3 Physical Melee [28.75] [30.25] [33]
Counter Attack: Physical Melee [135]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Physical Melee [34.5]
Main Ranged: Gatling Shield, x6 Physical Ranged [4.5 per hit]
Sub Weapon 1: Leaping Slash, x4 Physical Ranged [7.25 per hit], Physical Melee [46]
Sub Weapon 2: Heat Wire, Physical Melee [76.5]
Special Attack: Physical Melee [354]

Special Notes:
Unless cancelled after the second attack via dashing, the Heavy Attack will leave you vulnerable unless prepared.
3rd attack on Heavy Attack can hit multiple targets and knocks down.
Gundam Alex
Mobile Suit: Gundam Alex
Type: All-Rounder > Infighter

Stats at Lv1 > 80;
HP: 344 > 1821
Boost: 125 > 220
Melee: 143 > 584
Ranged: 117 > 476

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Beam Melee [40.5]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Arm Gatling Gun, x5 Physical Ranged [12.75 per hit]
Sub Weapon 2: Hyper Bazooka, Physical Ranged [97]

Moveset; Chobham Armor
Melee Combo: 3 Hits, Physical Melee [33.50] > Physical Melee [36] > Physical Melee [40]
Heavy Attack: Physical Melee [92.75]
Counter Attack: Physical Melee [155]
Up Smash: Physical Melee [41.5]
Down Smash: Physical Melee [53]
Spin Attack: x2 Physical Melee [6.75] [33.25]
Main Ranged: Head Vulcan, x20 Physical Ranged [6.5 per hit]
Sub Weapon 1: Body Slam, Physical Melee [121.5]
Sub Weapon 2: Hyper Bazooka, Physical Ranged [101.5]

Special Notes:
Arm Gatling Gun can be cancelled into Heavy Attack, and you should always do this.
Heavy Attack can be cancelled into Hyper Bazooka, which can be cancelled into Arm Gatling Gun.
Chobham Armor changes Alex into an Infighter- Role Action effects change to No Stagger as well.
Chobham Armor grants Bonus Hit Points.
Chobham Armor Counter often scores a Back Attack.
GM Sniper II
Mobile Suit: GM Sniper II
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 250 > 1324
Boost: 100 > 170
Melee: 120 > 488
Ranged: 155 > 631

Moveset;
Melee Combo: 2 Hits, Beam Melee [30.25] > Beam Melee [32.5]
Heavy Attack: Physical Melee [36.25]
Counter Attack: Beam Melee [150]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Ranged [43.5]
Spin Attack: Beam Melee [36.25]
Main Ranged: Bullpup Machine Gun, x12 Physical Ranged [4.75 per hit]
Sub Weapon 1: Hyper Bazooka, Physical Ranged [63.25]
Sub Weapon 2: Sniper Rifle, Physical Ranged [94.75]
Special Attack: Beam Ranged [411.25]

Special Notes:
The Down Smash is a ranged attack, and should replace your attacks if you do not use melee parts.
The SPA laser pierces enemies.
Kampfer
Mobile Suit: Kampfer
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 268 > 1350
Boost: 110 > 205
Melee: 129 > 500
Ranged: 165 > 640

Moveset;
Melee Combo: 2 Hits, Physical Melee [29] > Beam Melee [32.75]
Heavy Attack: Physical Melee [40.75]
Counter Attack: Physical Ranged[141.5]
Up Smash: Beam Melee [37.75]
Down Smash: x2 Beam Melee [12.25] [36.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Shotgun, x9 Physical Ranged [3.75 per hit]
Sub Weapon 1: Sturm Faust, x2 Physical Ranged [31.75 per hit]
Sub Weapon 2: Giant Bazooka, x2 Physical Ranged [41.25 per hit]
Special Attack: Physical Ranged [370]

Special Notes:
Shotgun has a 3 round fire sequence- To maximize SPA gains, melee to continue combo before firing again.
Features a Ranged Counter.
Psycho Zaku
Mobile Suit: Psycho Zaku
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 240 > 1341
Boost: 115 > 215
Melee: 117 > 504
Ranged: 153 > 660

Moveset;
Melee Combo: 1 Hit, Physical Melee [29]
Heavy Attack: Physical Melee Grab [26], Physical Melee [34.75]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Zaku Machine Gun, x12 Physical Ranged [4.5 per hit]
Sub Weapon 1: Beam Bazooka, Beam Ranged [75]
Sub Weapon 2: Giant Bazooka, x2 Physical Ranged [49.5 per hit]
Special Attack: Hybrid Ranged [384.75ish]

Special Notes:
Has +1 Repair Stock inately.
Melee attacks are rather slow to come out.
Both Subweapons can be used to glide left or right when firing to dodge attacks.
Giant Bazooka can be cancelled into Beam Bazooka.
Full Armor Gundam (Thunderbolt)
Mobile Suit: Full Armor Gundam (Thunderbolt)
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 304 > 1613
Boost: 105 > 195
Melee: 126 > 510
Ranged: 164 > 667

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Beam Melee [32.5]
Heavy Attack: Physical Melee [46]
Counter Attack: [135]
Up Smash: Beam Melee [37.5]
Down Smash: Physical Melee [46]
Spin Attack: Beam Melee [36]
Main Ranged: Twin Beam Rifle, Beam Ranged [36]
Sub Weapon 1: Large Beam Cannon, Beam Ranged [80]
Sub Weapon 2: 6-Tube Missile Pod, x6 Physical Ranged [15.75 per hit]
Special Attack: Hybrid Ranged [378.25]

Special Notes:
Large Beam Cannon has considerable splash radius.
6-Tube Missile Pod is a lock on weapon, and can target more than one unit at a time.
SPA will benefit more from Physical Ranged boosts than Beam Ranged Boosts.
Gundam GP03S Stamen
Mobile Suit: Gundam GP03S Stamen
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 302 > 1383
Boost: 105 > 195
Melee: 141 > 494
Ranged: 186 > 654

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Beam Melee [32.5]
Heavy Attack: Physical Melee [37.5]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Folding Bazooka, x2 Physical Ranged [33.75 per hit]
Sub Weapon 2: Micro Missile, x14 Physical Ranged [11.25 per hit]
Special Attack: Beam Ranged [411.25]

Special Notes:
Micro Missile is not very accurate.
Folding Bazooka has slightly longer downtime than other bazookas.
Zeta Gundam
Mobile Suit: Zeta Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 384 > 1935
Boost: 125 > 220
Melee: 157 > 608
Ranged: 125 > 485

Moveset;
Melee Combo: 3 Hits, Physical Melee [29] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Beam Melee [40.75]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: [36.25]
Main Ranged: Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Arm Grenade Launcher, x2 Physical Ranged [31.5 per hit]
Sub Weapon 2: Hyper Mega Launcher, Beam Ranged [115]
Special Attack: Physical Melee [576]

Special Notes:
Arm Grenade Launcher can be cancelled into Heavy Melee and vice versa to speed up attacks.
SPA often feels like it misses when it hits due to impressive speed.
Hyper Mega Launcher has considerable splash.
Hyaku Shiki
Mobile Suit: Hyaku Shiki
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 263 > 1390
Boost: 115 > 205
Melee: 123 > 499
Ranged: 161 > 654

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Physical Melee [42]
Counter Attack: Beam Ranged [150]
Up Smash: Physical Melee [36]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Clay Bazooka (Spread), x15 Physical Ranged [4.25 per hit]
Sub Weapon 2: Clay Bazooka, Physical Ranged [90]
Special Attack: Beam Ranged [408]

Special Notes:
Heavy Attack can be cancelled into Clay Bazooka then cancelled into Spread mode.
Nothing seems to cancel out of Clay Bazooka (Spread).
SPA Pierces targets.
Qubeley
Mobile Suit: Qubeley
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 294 > 1482
Boost: 120 > 215
Melee: 133 > 514
Ranged: 177 > 685

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: x2 Beam Melee [21.25 per hit]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [12.25 per hit]
Down Smash: Beam Melee [48]
Spin Attack: x3 Beam Melee [36.75]
Main Ranged: Beam Gun, Beam Ranged [30.25]
Sub Weapon 1: Funnels (Burst Fire), x10 Beam Ranged [8.25 per hit]
Sub Weapon 2: Funnels (Launch), x5 Beam Ranged [28.25 per hit]
Special Attack: x44 Beam Ranged [11.75]

Special Notes:
Funnels (Burst Fire) Tend to score several Back Attacks.
Funnels (Launch) Will score more hits the closer you are to the enemy.
Awakened Adds an additional Melee Attack on basic string: x2 Beam Melee [16.75 per hit]
The-O
Mobile Suit: The-O
Type: Infighter

Stats at Lv1 > 80;
HP: 490 > 2470
Boost: 145 > 240
Melee: 198 > 769
Ranged: 106 > 411

Moveset;
Melee Combo: 4 Hits, Beam Melee [30] > Beam Melee [32.5] > x2 Beam Melee [18 per hit]
Heavy Attack: Beam Melee [33], x2 Beam Melee [15 per hit], Beam Melee [36]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: x2 Beam Melee [18 per hit]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Beam Sword (Throw), x5 Beam Melee [8.25 per hit]
Sub Weapon 2: Beam Rifle (2-Shot), x2 Beam Ranged [77.25] [94.5]

Moveset; Awakened
Melee Combo: 7 Hits, Beam Melee [36] > Beam Melee [39] > x2 Beam Melee [21.75 per hit] > x3 Beam Melee [13.75 per hit]
Heavy Attack: Beam Melee [39.75], x2 Beam Melee [18 per hit], Beam Melee [43.25]
Counter Attack: Beam Melee [180]
Up Smash: Beam Melee [45]
Down Smash: Beam Melee [57.5]
Spin Attack: x2 Beam Melee [21.75 per hit]
Main Ranged: Beam Rifle, Beam Ranged [36]
Sub Weapon 1: Beam Sword (Throw), x5 Beam Melee [10 per hit]
Sub Weapon 2: Beam Rifle (2-Shot), x2 Beam Ranged [91.5] [111.75]

Special Notes:
Beam Rifle (2-Shot) is incredibly hard to land, but both attacks landing do considerably more damage than most other machines sub weapons. The second attack tries for a Back Attack if close enough.
SPA Stuns all nearby enemies and knocks them over, and the buff lasts approximately 65 seconds.
Capable of filling the SPA bar before Awakened runs out.
ZZ Gundam
Mobile Suit: ZZ Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 392 > 1973
Boost: 120 > 210
Melee: 182 > 634
Ranged: 129 > 498

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Beam Melee [43.75]
Counter Attack: [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: [48.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Double Beam Rifle, Beam Ranged [33]
Sub Weapon 21-Tube Missile Launcher, x8 Physical Rangeed [9 per hit]
Sub Weapon 2: High Mega Cannon, x5 Beam Ranged [30 per hit]
Special Attack: x2 Beam Melee [600]

Special Notes:
High Mega Cannon pierces enemies and creates a large splash zone on the first target. If first target is killed, the splash zone is moved to the next target.
21-Tube Missile Launcher locks on, and can target multiple enemies.
Heavy Attack drops you from the air.
Sazabi
Mobile Suit: Sazabi
Type: All-Rounder

Stats at Lv1 > 80;
HP: 353 > 1976
Boost: 130 > 230
Melee: 148 > 634
Ranged: 116 > 499

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Physical Melee [31.25] > Physical Melee [34.5]
Heavy Attack: Physical Melee [37.5]
Counter Attack: x3 Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Physical Melee [46]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Shot Rifle, Beam Ranged [30.25]
Sub Weapon 1: Diffuse Mega Particle Cannon, x5 Beam Ranged [15 per hit]
Sub Weapon 2: Funnels (Launch), x6 Beam Ranged [18.25 per hit]
Special Attack: Full Hybrid [702.5ish]

Special Notes:
Funnels (Launch) will result in about half back attacks.
The SPA is a melee type that varies in damage based on how many funnels land back attacks.
Counter Attack can hit multiple units and chases the target during the animation.
Nu Gundam
Mobile Suit: Nu Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 357 > 1996
Boost: 130 > 230
Melee: 148 > 634
Ranged: 120 > 515

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Physical Melee [31.25] > Beam Melee [36]
Heavy Attack: Beam Melee [40.5]
Counter Attack: Physical Melee [43.25], Physical Ranged [95.75]
Up Smash: Physical Melee [27], Physical Ranged [12]
Down Smash: Beam Melee [48]
Spin Attack: x2 Beam Melee [18 per hit]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: New Hyper Bazooka, Physical Ranged [63]
Sub Weapon 2: Fin Funnels, x6 Beam Ranged [20 per hit]
Special Attack: Full Hybrid [647.75ish]

Special Notes:
Fin Funnels land half their attacks as Back Attacks on average.
Standard melee string is rather fast.
Up Smash starts an Aerial Chain.
SPA is Physical Melee followed by Beam Ranged.
Counter fires with splash damage on second attack.
Hi-Nu Gundam
Mobile Suit: Hi-Nu Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 339 > 1550
Boost: 140 > 240
Melee: 154 > 540
Ranged: 204 > 719

Moveset;
Melee Combo: 4 Hits, Beam Melee [30.25] > Physical Melee [31.25] > Beam Melee [36.25] > Beam Melee [33.75]
Heavy Attack: Physical Melee [26], x5 Physical Ranged [5.5 per hit], Physical Melee [34.75]
Counter Attack: Beam Melee [150.25]
Up Smash: Physical Melee [36.25] > Beam Ranged [12.25]
Down Smash: Physical Melee [48.25]
Spin Attack: x2 Beam Melee [18.25 per hit]
Main Ranged: Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: New Hyper Bazooka, Physical Ranged [67.5]
Sub Weapon 2: Fin Funnels, x12-15 Beam Ranged [9.25 per hit]
Special Attack: Beam Ranged [411.75]

Special Notes:
Fin Funnels vary in number of shots fired depending on how long they take to get into position. Average of 12-15 shots that hit.
Spin attack's second hit is as wide as the first despite looks.
SPA Pierces through the target.
Unicorn Gundam
Mobile Suit: Unicorn Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 367 > 1944
Boost: 125 > 220
Melee: 183 > 651
Ranged: 121 > 490

Moveset;
Melee Combo: Beam Melee [30.25] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Beam Melee [42.25]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Beam Magnum, Beam Ranged [36]
Sub Weapon 1: Beam Gatling Gun, x6 Beam Ranged [11.75 per hit]
Sub Weapon 2: Hyper Bazooka, Physical Ranged [97]
Special Attack: Beam Melee [600]

Special Notes:
Heavy Attack also functions as a dodge.
Hyper Bazooka has longer end lag than other Bazooka, but you can cancel into Heavy Attack.
Beam Gatling Gun cancels into Up Smash, and it is highly recommended you do this to avoid its atrocious end lag.
Banshee
Mobile Suit: Banshee
Type: Infighter

Stats at Lv1 > 80;
HP: 475 > 2393
Boost: 135 > 230
Melee: 196 > 760
Ranged: 109 > 420

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Beam Melee [32.5] > Physical Melee [17.5], Beam Melee [18.25]
Heavy Attack: Physical Melee [39]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Armed Armor BS, Beam Ranged [30]
Sub Weapon 1: Armed Armor BS (Irradiate), x4 Beam Ranged [26.5 per hit]
Sub Weapon 2: Armed Armor VN, Physical Melee Grab [43.25], Physical Melee [53]
Special Attack: Physical Melee [355.25]

Special Notes:
Armed Armor BS (Irradiate) pierces enemies and has very strong stagger, holding enemies in place.
As with all grabs, if the target is not a grunt or broken, the second part will not activate.
Main Ranged has very limited shots for no good reason.
Sinanju
Mobile Suit: Sinanju
Type: Infighter

Stats at Lv1 > 80;
HP: 491 > 2470
Boost: 145 > 240
Melee: 197 > 761
Ranged: 110 > 427

Moveset;
Melee Combo: Beam Melee [30] > Beam Melee [32.5] > Physical Melee [34.5]
Heavy Attack: Beam Melee [27], Beam Melee [36]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Beam Naginata (Charge), x4 Beam Melee [8.25 per hit], Beam Melee [32.5]
Sub Weapon 2: Rocket Bazooka, Physical Ranged [118.75]
Special Attack: Full Hybrid [523.5]

Special Notes:
Heavy Attack when close enough usually phases you behind the target.
Beam Naginata (Charge) will carry off directly hit targets if they are broken or grunts.
SPA is oddly powerful for an Infighter, but has no tracking and very long range, but a very short dash range to start the attack.
Full Armor Unicorn Gundam
Mobile Suit: Full Armor Unicorn Gundam
Type: Sharpshooter > Infighter

Stats at Lv1 > 80;
HP: 303 > 1528
Boost: 110 > 205
Melee: 134 > 519
Ranged: 180 > 698

Moveset;
Melee Combo: 2 Hits, Physical Melee [28.75] > Physical Melee [31]
Heavy Attack: Physical Melee [41.75]
Counter Attack: Physical Melee [134.5]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Physical Melee [34.5]
Main Ranged: Beam Gatling Gun, x24 Beam Ranged [3.25 per hit]
Sub Weapon 1: Triple Missile Launcher, x6 Physical Ranged [10.75 per hit]
Sub Weapon 2: Hyper Bazooka, x2 Physical Ranged [46.25 per hit]
Special Attack: Hybrid Ranged Transformation [397.75]

Moveset; Awakened
Melee Combo: 5 Hits, Physical Melee [38.25] > x2 Physical Melee [20.75 per hit] > Physical Melee [46] > Physical Melee [43]
Heavy Attack: Physical Melee [55.5]
Counter Attack: Physical Melee [179.25]
Up Smash: Physical Melee [48]
Down Smash: Physical Melee [61.25]
Spin Attack: Physical Melee [46]
Main Ranged: Shield Funnels, x9 Beam Ranged [7.25 per hit]
Sub Weapon 1: Melee Combo, x2 Physical Melee [41.5 per hit]
Sub Weapon 2: Psycho-Field, Physical Melee [99.5]

Special Notes:
Both Subweapons can cancel into one another.
Charges its own SPA incredibly fast. With Energy Gain and Minds Eye can maintain 100% Awakened uptime as long as enemies are present.
Awakened form increases HP and becomes an Infighter.
Psycho Field brings targets to you.
Banshee Norn
Mobile Suit: Banshee Norn
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 300 > 1512
Boost: 100 > 185
Melee: 135 > 524
Ranged: 182 > 705

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > x2 Beam Melee [16.25 per hit]
Heavy Attack: Physical Melee [40.5]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Physical Melee [46.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Beam Magnum, Beam Ranged [40]
Sub Weapon 1: Revolving Launcher, Physical Ranged [72]
Sub Weapon 2: Armed Armor DE (Mega Cannon) [107.25]
Special Attack: Beam Ranged [411.25]

Special Notes:
SPA Pierces enemies.
Armed Armor DE has significant splash radius.
Both Subweapons can cancel into one another.
Armed Armor DE can cancel into Heavy which can cancel into Revolving Launcher back into Armed Armor DE.
Kshatriya
Mobile Suit: Kshatriya
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 326 > 1490
Boost: 115 > 205
Melee: 147 > 514
Ranged: 194 > 681

Moveset;
Melee Combo: 7 Hits, Beam Melee [30] > x2 Beam Melee [16.25 per hit] > x4 Beam Melee [9 per hit]
Heavy Attack: Physical Melee [38.75]
Counter Attack: Beam Ranged [30], Physical Melee [51.25], Physical Melee [56.5]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Beam Ranged [36]
Main Ranged: Beam Gun, Beam Ranged [30]
Sub Weapon 1: Mega Particle Cannon, x2 Beam Ranged [35 per hit]
Sub Weapon 2: Funnels, x9 Beam Ranged [9 per hit]
Special Attack: Beam Ranged [463.5ish]

Special Notes:
Is affectionately known as the "Angry Bell Pepper".
All Funnels attempt to back attack the target.
Mega Particle Cannon pierces enemies.
SPA causes much more damage the closer you are to the attacked target.
Gundam F91
Mobile Suit: Gundam F91
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 257 > 1439
Boost: 110 > 205
Melee: 122 > 525
Ranged: 158 > 680

Moveset;
Melee Combo: Beam Melee [30.25] > Beam Melee [32.5]
Heavy Attack: x5 Beam Melee [14.5 per hit]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Beam Launcher, Beam Ranged [70.5]
Sub Weapon 2: V.S.B.R., Beam Ranged [110.75]

Moveset; M.E.P.E Mode
Melee Combo: Beam Melee [33] > Beam Melee [35.75] > x2 Beam Melee [20 per hit]
Heavy Attack: x5 Beam Melee [16 per hit]
Counter Attack: Beam Melee [165]
Up Smash: Beam Melee [41.25]
Down Smash: Beam Melee [53]
Spin Attack: Beam Melee [39.75]
Main Ranged: Beam Rifle, Beam Ranged [32.5]
Sub Weapon 1: Beam Launcher, Beam Ranged [75.5]
Sub Weapon 2: Twin V.S.B.R., Beam Ranged [237.5]

Special Notes:
MEPE Mode sometimes causes attacks to miss you without a perfect dodge/dash.
Twin VSBR is one of the hardest, if not hardest hitting weapons in the game that reloads.
The Beam Launcher can be cancelled into a Heavy Attack.
Full Armor ZZ Gundam
Mobile Suit: Full Armor ZZ Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 293 > 1475
Boost: 100 > 185
Melee: 131 > 509
Ranged: 178 > 688

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Beam Melee [32.5]
Heavy Attack: Physical Melee Grab [20.25], Physical Melee [23]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Physical Melee [46]
Spin Attack: Beam Melee [36]
Main Ranged: Double Beam Rifle, Beam Ranged [36]
Sub Weapon 1: 18-Tube Missile Launcher, x8 Physical Ranged [8 per hit]
Sub Weapon 2: High Mega Cannon, x5 Beam Ranged [36 per hit]
Special Attack: Hybrid Ranged [412.5]

Special Notes:
18-Tube Missile Launcher can lock on to multiple targets.
High Mega Cannon pierces and has substantial splash radius. The Splash radius will move to the next target if the first is killed during the attack.
SPA benefits more from Beam Ranged.
Despite firing two beams from the Main Ranged, it only hits once.
Burning Gundam (God Gundam)
Mobile Suit: Burning Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 449 > 2514
Boost: 160 > 265
Melee: 180 > 776
Ranged: 99 > 426

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75] > Physical Melee [32.5]
Heavy Attack: x4 Physical Melee [101.5]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Burning Slash, Beam Ranged [30]
Sub Weapon 1: Burning Slash Typhoon, x3 Beam Melee [14.25 per hit], Beam Melee [28.25]
Sub Weapon 2: Erupting Burning Finger, Physical Melee [159]
Special Attack: Physical Melee [356.25]

Moveset; Hyper Mode
Melee Combo: 4 Hits, Physical Melee [30.25] > Physical Melee [32.75] > Physical Melee [36.5] > Physical Melee [34] > x2 Physical Melee [19.75 per hit]
Heavy Attack: x4 Physical Melee [106]
Counter Attack: Physical Melee [142]
Up Smash: Physical Melee [38]
Down Smash: Physical Melee [48.5]
Spin Attack: Physical Melee [36.5]
Main Ranged: Burning Slash, Beam Ranged [31.25]
Sub Weapon 1: Burning Slash Typhoon, x3 Beam Melee [14.75 per hit], Beam Melee [29.5]
Sub Weapon 2: Erupting Burning Finger, Physical Melee [166.5]

Special Notes:
When the Burning Slash is out of ammo, he still swings his beam saber but deals no damage.
Spin Attack is rather unique, and seems to knock targets farther away.
SPA lasts approximately 65 seconds, but does not increase attack power as much as other MS with mode changes for some reason.
Boost does not recharge during Burning Slash unlike most other beam rifles, making combo attempts more difficult.
Counter turns you into a tornado, which is cool.
Burning Slash Typhoon cuts destroyed targets in half.
Wing Gundam Zero
Mobile Suit: Wing Gundam Zero
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 258 > 1440
Boost: 120 > 215
Melee: 120 > 515
Ranged: 157 > 674

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Physical Melee [40.5]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Physical Melee [46.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: Twin Buster Rifle, Beam Ranged [36]
Sub Weapon 1: Twin Buster Rifle (High Output), Beam Ranged [80]
Sub Weapon 2: Twin Buster Rifle (Irradiate), x6 Beam Ranged [24.5 per hit]
Special Attack: Beam Ranged [410]

Special Notes:
SPA spins in circles and hits everything in the room.
Twin Buster Rifle (High Output) has considerable splash radius.
Twin Buster Rifle (Irradiate) pierces enemies.
Gundam Epyon
Mobile Suit: Gundam Epyon
Type: Infighter

Stats at Lv1 > 80;
HP: 528 > 2417
Boost: 160 > 255
Melee: 214 > 752
Ranged: 119 > 416

Moveset;
Melee Combo: 7 Hits, Beam Melee [30.25] > Beam Melee [16.25], Physical Melee [15.75] > Beam Melee [36.25] > Physical Melee [32.5] > x2 Beam Melee [19.75 per hit]
Heavy Attack: x4 Physical Melee [14.5 per hit]
Counter Attack: Beam Melee [150.5]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Beam Sword (Ranged), Beam Ranged [30.25]
Sub Weapon 1: Heat Rod (Grab), x2 Physical Melee [29 per hit]
Sub Weapon 2: Heat Rod (Cut Down), x2 Physical Melee [38.5 per hit]
Special Attack: Beam Melee [371]

Special Notes:
Heat Rod (Grab) has somewhat shorter range than it appears to have and does not go up or down. It also does not appear to be a grab, instead a knockdown in place attack.
When the Beam Sword (Ranged) is out of ammo, he still swings his beam saber but deals no damage. This also does not charge boost gauge when being used like beam rifles, making continuing a combo more difficult.
Has enough base hits that a SPA based build can be considered.
Main string combo is very boost intensive, a single hit to heavy saves some boost for the same amount of hits.
Gundam Double X
Mobile Suit: Gundam Double X
Type: All-Rounder

Stats at Lv1 > 80;
HP: 390 > 1963
Boost: 125 > 220
Melee: 160 > 620
Ranged: 129 > 500

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Physical Melee [36.25]
Counter Attack: Beam Melee [150.5]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: Beam Melee [36.25]
Main Ranged: DX Buster Rifle, Beam Ranged [30.25]
Sub Weapon 1: Breast Launchers, x6 Physical Ranged [10.75 per hit]
Sub Weapon 2: G-Hammer, x4 Physical Melee [30.25 per hit]
Special Attack: Beam Ranged [805]

Special Notes:
SPA is one of the hardest hitting in the game, has considerable splash, and pierces enemies.
G-Hammer hits more the closer you are when you activate the attack.
Using G-Hammer in the air causes you to slowly descend.
Freedom Gundam
Mobile Suit: Freedom Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 349 > 1759
Boost: 125 > 220
Melee: 155 > 601
Ranged: 127 > 490

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Physical Melee [29.25], x2 Beam Melee [21 per hit]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: Lupus Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Xiphias Rail Cannons, x2 Physical Ranged [31.5 per hit]
Sub Weapon 2: Balaena Plasma Beam Cannons, x2 Beam Ranged [54.75 per hit]
Special Attack: Hybrid Ranged [668]

Special Notes:
Heavy Attack drops you from the air and tends to Back Attack/Aerial on last two hits.
Heavy Attack is a grab that knocks into the air and brings back down if it fully connects.
SPA is more Beam Ranged based, and pierces enemies.
Justice Gundam
Mobile Suit: Justice Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 451 > 2274
Boost: 135 > 230
Melee: 192 > 745
Ranged: 107 > 412

Moveset;
Melee Combo: 3 Hits, Physical Melee [28.75] > Beam Melee [31] > Beam Melee [36]
Heavy Attack: x2 Physical Melee [23 per hit]
Counter Attack: Beam Melee [149.25]
Up Smash: Beam Melee [37.5]
Down Smash: Physical Melee [46]
Spin Attack: Beam Melee [36]
Main Ranged: Lupus Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Bassel Beam Boomerangs, 7x Beam Melee [5 per hit]
Sub Weapon 2: Fortis Beam Cannon, Beam Ranged [165]
Special Attack: Hybrid Melee [381.25]

Special Notes:
Fortis Beam Cannon has considerable splash radius and does very high damage for an Infighter.
Bassel Beam Boomerangs are terribly weak for a subweapon.
Basic string has a very strange long end lag animation you should boost/walk out of. Flashy, but that's it.
Providence Gundam
Mobile Suit: Providence Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 253 > 1341
Boost: 115 > 205
Melee: 124 > 504
Ranged: 162 > 660

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.75] > Beam Melee [36.25]
Heavy Attack: Beam Melee [24.25], Beam Melee [27.25]
Counter Attack: Beam Melee [150.75]
Up Smash: Beam Melee [37.75]
Down Smash: Physical Melee [46.5]
Spin Attack: x2 Beam Melee [18.25]
Main Ranged: Judicium Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: DRAGOON System (Barrage), x15 Beam Ranged [5.25 per hit]
Sub Weapon 2: DRAGOON System (Launch), x15-18 Beam Ranged [6.25 per hit]
Special Attack: Beam Ranged [412.5]

Special Notes:
DRAGOON System (Barrage) is a melee shotgun type of funnel attack, and should be used at close range for any results.
DRAGOON System (Launch) lasts for a duration, so the number of hits will vary- Half the hits tend to be Back Attacks.
SPA Pierces enemies and lifts the MS into the air for the attack.
Crossbone Gundam X1
Mobile Suit: Crossbone Gundam X1
Type: Infighter

Stats at Lv1 > 80;
HP: 502 > 2527
Boost: 145 > 240
Melee: 199 > 773
Ranged: 111 > 430

Moveset;
Melee Combo: 5 Hits, Beam Melee [30.25] > x2 Beam Melee [16.25 per hit] > Beam Melee [36.25] > Beam Melee [33.75]
Heavy Attack: x2 Beam Melee [18.25 per hit], Beam Melee [21.25]
Counter Attack: Beam Melee [150.5]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [36.25], Beam Melee [12.25]
Spin Attack: Beam Melee [12.25], Beam Melee [4.75 per hit], Beam Melee [15.25]
Main Ranged: Zanbuster, Beam Ranged [30.25]
Sub Weapon 1: Beam Shield (Throw), x2 Beam Melee [25.25 per hot]
Sub Weapon 2: Grenade Launcher, Physical Melee [96.75]
Special Attack: Hybrid Melee [367.25]

Special Notes:
Basic attack string consumed relatively low boost to use.
Basic String to Heavy to Spin is a respectable 12 hit Combo to speed up SPA gains.
Grenade Launcher is a bit slow to fire fore a Bazooka.
If you can do so, Boost to Spin repeated can score a ton of hits due to its low damage along with the infighter Role Action. When you become low on boost, fire the beam rifle to maintain combo till it recovers.
Crossbone Gundam X2
Mobile Suit: Crossbone Gundam X2
Type: All-Rounder

Stats at Lv1 > 80;
HP: 380 > 2016
Boost: 110 > 205
Melee: 157 > 640
Ranged: 124 > 504

Moveset;
Melee Combo: 4 Hits, x2 Physical Melee [14.5 per hit] > x2 Physical Melee [15.5 per hit]
Heavy Attack: Physical Melee [44.5]
Counter Attack: Physical Melee [134.5]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Physical Melee [34.5]
Main Ranged: Shot Lancer (Heavy Machine Gun), x5 Physical Ranged [16.25 per hit]
Sub Weapon 1: Shot Lancer (Fire), Physical Melee [37], Physical Melee [30.25]
Sub Weapon 2: Shot Lancer (Rush), Physical Melee [46.5], Physical Melee [61.75]
Special Attack: Beam Ranged [718]

Special Notes:
Shot Lancer (Rush) appears to be a grab. Unless the target is broken or a grunt, the second attack will not activate.
The Main Ranged seems to do incredibly high damage, and has a very high ammo cap for it. The base power of a full clip is 325. This is offset by the reload time being nearly doubled of others.
Base attack string is fast, but the dash distance is rather short.
Heavy Attack cancels into both Subweapons, and (Rush) Cancels into (Fire).
SPA Pierces targets.
V2 Assault Buster Gundam
Mobile Suit: V2 Assault Buster Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 273 > 1528
Boost: 115 > 215
Melee: 124 > 530
Ranged: 164 > 705

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Beam Melee [32.5]
Heavy Attack: Physical Melee [27] > x2 Physical Melee [15 per hit], Physical Melee [18]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Physical Melee [11.5], Physical Melee [34.5]
Spin Attack: Beam Melee [36]
Main Ranged: Mega Beam Rifle, Beam Ranged [36]
Sub Weapon 1: Spray Beam Pod, x9 Beam Ranged [8.5 per hit]
Sub Weapon 2: Mega Beam Cannon, Beam Ranged [129.75]
Special Attack: Beam Ranged [410.75]

Special Notes:
Spray Beam Pod is a shotgun, so it will deal much higher damage close up.
Heavy attack has a very long dash attached to it, and a second input for a knockdown.
Heavy Attack can be used again to cancel the dash, but it cannot be canceled into the shotgun without using the second part of the attack, sadly.
SPA is weird and slow, but should allow to swap targets to hit multiple.
G-Self (Perfect Pack)
Mobile Suit: G-Self (Perfect Pack)
Type: All-Rounder

Stats at Lv1 > 80;
HP: 364 > 2036
Boost: 130 > 230
Melee: 152 > 653
Ranged: 120 > 515

Moveset;
Melee Combo: 6 Hits, Beam Melee [15.25] Physical Melee [14.5] > Beam Melee [16.5] Physical Melee [15.75] > x2 Beam Melee [18.25 per hit]
Heavy Attack: x2 Physical Melee [17.5 per hit], Physical Melee [20.5]
Counter Attack: Beam Melee [150.75]
Up Smash: Beam Melee [37.75]
Down Smash: Physical Melee [46.5]
Spin Attack: Beam Melee [36.25]
Main Ranged: Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Assault Mode, x2 Beam Ranged [40.25 per hit]
Sub Weapon 2: Omnidirectional Laser, Beam Ranged [121.5]
Special Attack: Physical Ranged [741]

Special Notes:
Assault Mode is very inaccurate, it delays its shot and tracking enough to miss if the target moves or stops moving before it fires. This weapon is very frustrating.
Omnidirectional Laser's range is much less than it appears to be.
SPA has a slow creeping shotgun like effect- Use at close range for best results. The Range is about half the lock on distance before it does nothing.
Both Subweapons have minor movements associated with them, but not enough to dodge attacks.
Turn A Gundam
Mobile Suit: Turn A Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 371 > 2077
Boost: 120 > 210
Melee: 151 > 647
Ranged: 121 > 520

Moveset;
Melee Combo: 5 Hits, x2 Beam Melee [15.25] > x2 Beam Melee [16.25] > Beam Melee [36.25]
Heavy Attack: Physical Melee [40.5]
Counter Attack: Beam Melee [150.25]
Up Smash: Physical Melee [36.25]
Down Smash: x2 Beam Melee [24.25 per hit]
Spin Attack: Beam Melee [36.25]
Main Ranged: Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Gundam Hammer, x2 Physical Melee [18 per hit], Physical Melee [36]
Sub Weapon 2: Nuclear Missile, Physical Ranged [165], x20 Physical Ranged [8 per hit]
Special Attack: Physical Ranged [723.25]

Special Notes:
Nuclear Missile is more of a grenade, lets be fair. Its total base Power is 325, but only against the impacted target. Has incredibly large splash radius.
SPA hits all targets in a dash, but attempts to grab the first unit it runs into.
Turn A's overall kit is very adept at charging the SPA meter. Energy Gain and Mind's Eye are recommended.
Turn X Gundam
Mobile Suit: Turn X Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 505 > 2545
Boost: 145 > 240
Melee: 207 > 800
Ranged: 112 > 432

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.75] > Beam Melee [36.25]
Heavy Attack: x5 Physical Melee [13.25 per hit]
Counter Attack: Beam Melee [150.75]
Up Smash: Beam Melee [37.75]
Down Smash: Physical Melee [21.25], Physical Melee [27.25]
Spin Attack: x2 Beam Melee [18.25 per hit]
Main Ranged: Triple Beam Projection System, Beam Ranged [30.25]
Sub Weapon 1: Bazooka, Physical Ranged [72]
Sub Weapon 2: Fusion Destruction Manipulator, Physical Melee [122.75]
Special Attack: Physical Melee [357.75]

Special Notes:
Triple Beam Projection System is a fancy set of words for low ammo Beam Rifle.
Fusion Destruction Manipulator is a fancy set of words for Shining Finger. As a Grab, if the unit is not broken or a grunt, it will not do damage. It deals a large amount of balancer damage.
Heavy Attack hits more the closer you are to the target.
SPA spins around but stands still, making it a very close ranged AOE in front of the unit.
Counter attack is a straight dash, and can hit additional targets.
Master Gundam
Mobile Suit: Master Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 448 > 2508
Boost: 160 > 265
Melee: 186 > 800
Ranged: 99 > 427

Moveset;
Melee Combo: 6 Hits, Physical Melee [29] > Physical Melee [31.25] > x3 Physical Melee [11.75 per hit] > Physical Melee [32.5]
Heavy Attack: Physical Melee [42]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [11.75], Physical Melee [24.5]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Darkness Shot, Beam Ranged [30.25]
Sub Weapon 1: Juni Ohopai Daishahei, x6 Physical Melee [9.75 per hit]
Sub Weapon 2: Darkness Finger, Physical Melee [158.5]
Special Attack: Physical Melee [355.25]

Moveset; Hyper Mode
Melee Combo: 7 Hits, Physical Melee [31.75] > Physical Melee [34.25] > x3 Physical Melee [12.75 per hit] > Physical Melee [35.5] > Physical Melee [41.25]
Heavy Attack: Physical Melee [46]
Counter Attack: Physical Melee [148.5]
Up Smash: Physical Melee [12.75], Physical Melee [27]
Down Smash: Physical Melee [50.75]
Spin Attack: Physical Melee [38.25]
Main Ranged: Darkness Shot, Beam Ranged [33.25]
Sub Weapon 1: Juni Ohopai Daishahei, x6 Physical Melee [10.75 per hit]
Sub Weapon 2: Darkness Finger, Physical Melee [158.5]

Special Notes:
Heavy Attack tries to run through the target and get behind them. It does not cancel into either Subweapon, sadly.
Juni Ohopai Daishahei when used at close range is a grab that helps all shots it the target.
Juni Ohopai Daishahei can be cancelled into Darkness Finger.
Hyper Mode lasts approximately 65 seconds.
Counter attack turns you into an Energy Tornado and rushes forward, which can hit more than the intended target.
Gundam Astray Gold Frame Amatsu Mina
Mobile Suit: Gundam Astray Gold Frame Amatsu Mina
Type: Infighter

Stats at Lv1 > 80;
HP: 495 > 2495
Boost: 145 > 240
Melee: 198 > 769
Ranged: 106 > 411

Moveset;
Melee Combo: 4 Hits, x2 Beam Melee [15 per hit] > Physical Melee [31.25] > Beam Melee [36]
Heavy Attack: Beam Melee [22.5], Beam Melee [25.5]
Counter Attack: x3 Physical Ranged [47 per hit]
Up Smash: Physical Melee [11.5], Physical Melee [24.5]
Down Smash: Physical Melee [46]
Spin Attack: x2 Physical Melee [5.75 per hit], Physical Melee [23]
Main Ranged: Triceros Kai Offensive Shield System (Rifle), Beam Ranged [30]
Sub Weapon 1: Okitsu no Kagami, Beam Melee [19.5], Beam Melee [45.5]
Sub Weapon 2: Maga no Shirahoko, Physical Melee [19.75], Physical Melee [78.25]
Special Attack: Physical Melee [354.75]

Special Notes:
Both Subweapons are grabs. Unless the target is a grunt or broken, there is no second attack.
Maga no Shirahoko's second attack will back attack from the front, and not from behind.
Okitsu no Kagami cancels into Maga no Shirahoko back into Okitsu no Kagami- For when something needs overkill.
SPA holds target in place for about 7 seconds, allowing plenty of time for allies to revive or do extra damage. Hits a small area in front of the unit.
Counterattack teleports behind the target and shoots them three times. Very cool.
Destiny Gundam
Mobile Suit: Destiny Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 372 > 1874
Boost: 125 > 220
Melee: 160 > 620
Ranged: 129 > 500

Moveset;
Melee Combo: Beam Melee [30] > Beam Melee [32.5] > Beam Melee [36]
Heavy Attack: Beam Melee [25.5], Beam Melee [31.5]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [12], Beam Melee [36]
Spin Attack: Beam Melee [36]
Main Ranged: High-Energy Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Flash Edge 2 Beam Boomerang, x6 Beam Melee [8.5 per hit]
Sub Weapon 2: High-Energy Long-Range Beam Cannon, x5 Beam Ranged [29.25 per hit]
Special Attack: Hybrid Melee [595.25]

Special Notes:
High-Energy Long-Range Beam Cannon pierces enemies.
Flash Edge 2 Beam Boomerang has incredibly long end lag. Cancel it into the Subweapon 2 if you can.
SPA has a large explosion at the end for significant splash, but overall feels weaker than other All-Rounders.
For a machine that was supposed to be the best of the best, it sure feels under-represented.
Strike Freedom Gundam
Mobile Suit: Strike Freedom Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 342 > 1916
Boost: 130 > 230
Melee: 148 > 634
Ranged: 119 > 510

Moveset;
Melee Combo: 10 Hits, x4 Beam Melee [7.5 per hit] > x2 Beam Melee [16.25 per hit] > x4 Beam Melee [9 per hit]
Heavy Attack: x3 Beam Melee [12 per hit]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: x2 Beam Melee [18 per hit]
Main Ranged: High-Energy Rifles, x2 Beam Ranged [16.75 per hit]
Sub Weapon 1: Xiphias 3 Rail Cannons, x2 Physical Ranged [31.75 per hit]
Sub Weapon 2: Super DRAGOON Wings (Beam Assault Cannons), x8 Beam Ranged [14 per hit]
Special Attack: Hybrid Ranged [702.25]

Special Notes:
Basic Attack string cuts 1 second off SPA. That's very good, by the way.
Basic Attack string takes a considerable amount of boost to use. That's not very good, sadly.
SPA pierces enemies, but tracks the target from a bit in the air. Too close shoots into the ground. Piercing effect is very wide.
DRAGOONS back attack with approximately half the attacks fired.
Infinite Justice Gundam
Mobile Suit: Infinite Justice Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 422 > 2359
Boost: 135 > 230
Melee: 181 > 780
Ranged: 99 > 425

Moveset;
Melee Combo: 3 Hits, Beam Melee [30] > Beam Melee [32.25] > Beam Melee [36]
Heavy Attack: Beam Melee [27], x2 Beam Melee [16.5 per hit]
Counter Attack: Beam Melee [149.25]
Up Smash: Beam Melee [37.5]
Down Smash: Physical Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: High-Energy Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Shining Edge Beam Boomerang, x4 Beam Melee [13.75]
Sub Weapon 2: Grapple Stinger, Physical Melee Grab [76.5]
Special Attack: Beam Melee [368.75]

Special Notes:
Grapple Stinger grabs the target and brings them to you if they are a grunt or broken.
Does not stand out much, but all of its combos seem to flow into one another well enough to charge SPA.
Legend Gundam
Mobile Suit: Legend Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 274 > 1381
Boost: 115 > 205
Melee: 133 > 514
Ranged: 177 > 687

Moveset;
Melee Combo: 4 Hits, Beam Melee [30] > Beam Melee [32.25] > Beam Melee [18 per hit]
Heavy Attack: Physical Melee [40.25]
Counter Attack: Beam Melee [48], Beam Melee [101.5]
Up Smash: Beam Melee [16.5], Beam Melee [21]
Down Smash: Beam Melee [30], Beam Melee [18]
Spin Attack: x4 Beam Melee [9 per hit]
Main Ranged: High-Energy Beam Rifle, Beam Ranged [30]
Sub Weapon 1: Mobile Assault Beam Cannon, x6 Beam Ranged [11.75 per hit]
Sub Weapon 2: DRAGOON System (Launch), x2 Beam Melee [69.75 per hit]
Special Attack: Beam Combination [386.25]

Special Notes:
Basic attack string is rather slow.
Most standard attacks are multi-hits, allowing for a more melee focused Sharpshooter.
Counter Attack is very slow- If it kills the first target, you may hit a second with it.
Gundam Astray Red Frame Kai
Mobile Suit: Gundam Astray Red Frame Kai
Type: Infighter

Stats at Lv1 > 80;
HP: 493 > 2483
Boost: 145 > 240
Melee: 200 > 776
Ranged: 110 > 425

Moveset;
Melee Combo: 9 Hits, x2 Physical Melee [14.5] > Physical Melee [31.5] > x3 Physical Melee [11.75] > x2 Physical Melee [16.25]
Heavy Attack: Physical Melee [45]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: x4 Physical Melee [8.75 per hit]
Main Ranged: Beam Torch, Beam Ranged [30.25]
Sub Weapon 1: Tactical Arms IIL (Arrow Form), Beam Ranged [80.25]
Sub Weapon 2: Tactical Arms IIL Work Form, Physical Melee Grab [80.25], Physical Melee [34.5]
Special Attack: Hybrid Combination [431.75]

Special Notes:
Standard attack string features a fairly long dash to target.
Heavy Attack phases through behind enemy if close enough.
Final attack of SPA has considerable splash radius.
Heavy attack cancels into both subweapons.
Tactical Arms IIL Work Form is a very slow and short ranged grab.
Gundam Astray Blue Frame Second Revise
Mobile Suit: Gundam Astray Blue Frame Second Revise
Type: All-Rounder

Stats at Lv1 > 80;
HP: 396 > 1996
Boost: 135 > 230
Melee: 162 > 628
Ranged: 129 > 499

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75] > Physical Melee [32.5]
Heavy Attack: Physical Melee [46.25]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: x2 Physical Melee [17.5 per hit]
Main Ranged: Armor Schneider (Throw), Physical Melee [29]
Sub Weapon 1: Tactical Arms II (Gatling Form), x5 Beam Ranged [7.25 per hit], x5 Physical Ranged [6.5 per hit]
Sub Weapon 2: Tactical Arms II (Sword Form), x2 Physical Melee [40.75 per hit], Physical Melee [54.5]
Special Attack: Hybrid Combination [601.25]

Special Notes:
Main Ranged is slow and does not recharge Boost gauge while being used.
Both Subweapons cancel into one another.
Tactical Arms II (Sword Form) appears to be a grab. Unless a grunt unit or broken unit, 2nd/3rd hits will not be executed.
00 Raiser
Mobile Suit: 00 Raiser
Type: Infighter

Stats at Lv1 > 80;
HP: 485 > 2441
Boost: 145 > 240
Melee: 198 > 767
Ranged: 108 > 416

Moveset;
Melee Combo: 8 Hits, x2 Physical Melee [14.5 per hit] > x2 Physical Melee [15.5 per hit] > Physical Melee [17.25 per hit], x2 Physical Melee [16.25 per hit]
Heavy Attack: x7 Physical Melee [8.75 per hit], Physical Melee [11.5]
Counter Attack: Physical Melee [134.5]
Up Smash: Physical Melee [11.5], Physical Melee [24.5]
Down Smash: Physical Melee [46]
Spin Attack: x4 Physical Melee [8.75]
Main Ranged: GN Sword II Rifle Mode, Beam Ranged [30]
Sub Weapon 1: GN Beam Daggers (Throw), Beam Melee [49.75]
Sub Weapon 2: GN Sword II Twin Lance, x5 Physical Melee [17.5 per hit]
Special Attack: Beam Melee [295]

Moveset; Trans-AM
Melee Combo: 6 Hits, Physical Melee [31.75] > Physical Melee [34.25] > Physical Melee [19 per hit], x2 Physical Melee [17.75 per hit]
Heavy Attack: x4 Physical Melee [14.25 per hit], Physical Melee [22.25]
Counter Attack: Physical Melee [148]
Up Smash: Physical Melee [39.5]
Down Smash: Physical Melee [12.75], Physical Melee [38]
Spin Attack: Physical Melee [6.5], Physical Melee [31.75]
Main Ranged: GN Sword II Rifle Mode, Beam Ranged [33]
Sub Weapon 1: GN Beam Daggers (Throw), Beam Melee [54.75]
Sub Weapon 2: GN Sword II Twin Lance, x5 Physical Melee [19.25 per hit]

Special Notes:
Heavy Attack and Main Ranged will get you to Trans-AM in no time flat. Abuse them after a Up Smash.
SPA lasts approximately 65 seconds, and Energy Gain is recommended.
During Trans-AM, This unit's entire moveset changes. While refreshing, this requires learning new strategies and timings.
Both Subweapons can be cancelled by Heavy attack or into Heavy attack.
Trans-AM is easy to maintain, and it automatically reloads your weapons on SPA use.
Special Mode does not generate additional credits on kill.
Cherudim Gundam
Mobile Suit: Cherudim Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 292 > 1467
Boost: 120 > 215
Melee: 129 > 499
Ranged: 169 > 654

Moveset;
Melee Combo: 8 Hits, x2 Beam Ranged [15.25 per hit] > x2 Beam Ranged [16.5 per hit] > x4 Beam Ranged [9.25]
Heavy Attack: Physical Melee [43.5]
Counter Attack: Beam Ranged [150.75]
Up Smash: Physical Melee [37.75]
Down Smash: Beam Ranged [48.25]
Spin Attack: Beam Ranged [36.25]
Main Ranged: GN Sniper Rifle II (Triple Barrel Vulcan Mode), Beam Ranged [30.25]
Sub Weapon 1: GN Shield Bit, x25 Beam Ranged [5.75 per hit]
Sub Weapon 2: GN Sniper Rifle II, Beam Ranged [120.75]
Special Attack: Hybrid Ranged [401]

Moveset; Trans-AM
Melee Combo: 14 Hits, x2 Beam Ranged [16.75 per hit] > x2 Beam Ranged [18 per hit] > x4 Beam Ranged [10] > x2 Beam Ranged [9.5 per hit] > x2 Beam Ranged [21.75]
Heavy Attack: Physical Melee [47.75]
Counter Attack: Beam Ranged [166.25]
Up Smash: Beam Ranged [41.75]
Down Smash: Beam Ranged [53.25]
Spin Attack: Beam Ranged [40]
Main Ranged: GN Sniper Rifle II (Triple Barrel Vulcan Mode), Beam Ranged [33.25]
Sub Weapon 1: GN Shield Bit, x35 Beam Ranged [7 per hit]
Sub Weapon 2: GN Sniper Rifle II, Beam Ranged [133]

Special Notes:
Basic Attack string uses Ranged instead of Melee, which is awesome for a Sharpshooter.
Down Smash uses Ranged and typically lands a back attack as long as you are in front of them.
GN Sniper Rifle II pierces the target.
GN Shield Bit only fire when enemies are close.
SPA pierces and has wide range.
Base form attacks enough to charge SPA quickly, and is surprisingly powerful in Melee for a Sharpshooter.
Counter attack teleports behind the enemy to shoot them.
Trans-Am lasts approximately 65 seconds.
Special Mode does not generate additional credits on kill.
Arios Gundam
Mobile Suit: Arios Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 406 > 1860
Boost: 130 > 230
Melee: 170 > 597
Ranged: 137 > 483

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Beam Melee [39]
Counter Attack: Beam Melee [150.5]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: x2 Beam Melee [18.25 per hit]
Main Ranged: GN Twin Ream Rifle, Beam Ranged [33]
Sub Weapon 1: GN Submachine Guns, x8 Beam Ranged [4.5 per hit], x4 Physical Ranged [8 per hit]
Sub Weapon 2: GN Beam Shield, Beam Melee [26.75], Beam Melee [37.25], Beam Melee [42.75]
Special Attack: Beam Melee [602.25]

Moveset; Trans-AM
Melee Combo: 4 Hits, Beam Melee [33] > Beam Melee [35.5] > Beam Melee [39.5] > Beam Melee [37]
Heavy Attack: Beam Melee [42.75]
Counter Attack: Beam Melee [164.5]
Up Smash: Beam Melee [41.25]
Down Smash: Beam Melee [52.75]
Spin Attack: x2 Beam Melee [19.75 per hit]
Main Ranged: GN Twin Ream Rifle, Beam Ranged [36.25]
Sub Weapon 1: GN Submachine Guns + GN Missile Containers, x8 Beam Ranged [5 per hit], x4 Physical Ranged [8 per hit]
Sub Weapon 2: GN Beam Shield, Beam Melee [29.25], Beam Melee [40.75], Beam Melee [46.5]

Special Notes:
GN Submachine Guns spray practically harmlessly to the sides in a 180 degree arc. While possible to land more than 8 shots on one target, 8 is the average on one target.
GN Beam Shield is a grab, but will do the rest of the combo even if it does not grab the target.
Heavy Attack can be used as a dodge.
GN Submachine Guns can be cancelled into a Heavy Attack of GN Beam Shield.
GN Beam Shield can be cancelled into GN Submachine Guns.
Trans-Am lasts approximately 65 seconds.
Special Mode does not generate additional credits on kill.
Seravee Gundam
Mobile Suit: Seravee Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 298 > 1363
Boost: 100 > 185
Melee: 141 > 495
Ranged: 184 > 647

Moveset;
Melee Combo: 2 Hits, Beam Melee [30] > Beam Melee [32.25]
Heavy Attack: Beam Melee [12], Physical Melee [34.5]
Counter Attack: Beam Melee [149.25]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: Beam Melee [36]
Main Ranged: GN Bazooka II, Beam Ranged [33]
Sub Weapon 1: GN Bazooka II Double Bazooka Burst Mode, Beam Ranged [79.75]
Sub Weapon 2: GN Cannon, x8 Beam Ranged [17 per hit]
Special Attack: Beam Ranged [428.5]

Moveset; Trans-AM
Melee Combo: 4 Hits, Beam Melee [31.5] > Beam Melee [34] > x2 Beam Melee [19 per hit]
Heavy Attack: Beam Melee [12], Physical Melee [34.5]
Counter Attack: Beam Melee [157.25]
Up Smash: Beam Melee [39.5]
Down Smash: Beam Melee [50.5]
Spin Attack: Beam Melee [37.75]
Main Ranged: GN Bazooka II, Beam Ranged [36.25]
Sub Weapon 1: GN Bazooka II Double Bazooka Burst Mode, Beam Ranged [87.75]
Sub Weapon 2: GN Cannon, x16 Beam Ranged [13 per hit]

Special Notes:
GN Bazooka II DBBM has considerable Splash Radius.
GN Bazooka II DBBM at close range is a grab if the unit is a grunt or broken.
SPA has considerable Splash Radius.
Heavy attack's sub unit has less range than Seravee does, which is weird given it flies in front.
GN Cannon during Trans-AM has considerably more base power than the powerup gives.
Counterattack is terribly cool, and when guarding you can see where your shield is effective.
Trans-AM lasts approximately 65 seconds.
Special Mode does not generate additional credits on kill.
Gundam Exia Repair II
Mobile Suit: Gundam Exia Repair II
Type: Infighter

Stats at Lv1 > 80;
HP: 508 > 2325
Boost: 135 > 230
Melee: 204 > 719
Ranged: 114 > 402

Moveset;
Melee Combo: 4 Hits, Physical Melee [28.75] > Physical Melee [31] > x2 Physical Melee [17.25 per hit]
Heavy Attack: x2 Physical Melee [17.25 per hit], x2 Beam Melee [18 per hit]
Counter Attack: Physical Melee [134.5]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [11.5], Physical Melee [34.5]
Spin Attack: x2 Physical Melee [17.25 per hit]
Main Ranged: GN Sword Kai Rifle Mode, Beam Ranged [30.25]
Sub Weapon 1: GN Sword Kai (Cut Through), Physical Melee [62.25]
Sub Weapon 2: GN Sword Kai (Vertical Spinning Slash), Physical Melee [83.25]
Special Attack: Physical Melee [354]

Special Notes:
Heavy Attack can be used as a dodge, has a long forward dash.
GN Sword Kai (Cut Through) can be used as a dodge.
GN Sword Kai (Vertical Spinning Slash) can be used as a very stylish dodge.
Can be used from the air to hit targets on the ground.
Very Bare bones for its series, but still more useful with its subweapons than most SEED units.
Arche Gundam
Mobile Suit: Arche Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 457 > 2421
Boost: 155 > 250
Melee: 190 > 190
Ranged: 103 > 103

Moveset;
Melee Combo: 4 Hits, Physical Melee [28.75] > Physical Melee [31.25] > Physical Melee [34.5] > Physical Melee [32.25]
Heavy Attack: x2 Beam Melee [22.5 per hit]
Counter Attack: Physical Melee [134.75]
Up Smash: Physical Melee [36]
Down Smash: Beam Melee [12], Beam Melee [36]
Spin Attack: Physical Melee [5.75], Physical Melee [28.75]
Main Ranged: GN Buster Sword Rifle Mode, Beam Ranged [30]
Sub Weapon 1: GN Buster Sword (Slam), Physical Melee [67.25]
Sub Weapon 2: GN Fangs, x6 Beam Ranged [24 per hit]
Special Attack: Hybrid Melee [359.5]

Special Notes:
GN Fangs land half their attacks as back attacks.
Down Smash does not descend to activate, limiting its use above targets.
GN Buster Sword (Slam) can be used on targets below you.
Heavy Attack knocks back, and is strange. Has a somewhat long ranged if slow to activate dash.
SPA is a melee type with rather long range.
Reborns Gundam
Mobile Suit: Reborns Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 297 > 1497
Boost: 115 > 205
Melee: 135 > 524
Ranged: 178 > 688

Moveset;
Melee Combo: Beam Melee [30.25] > Beam Melee [32.5] > Beam Melee [36.25]
Heavy Attack: Beam Melee [19.5], Beam Melee [34.5]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: x2 Beam Melee [18.25 per hit]
Main Ranged: GN Buster Rifle, Beam Ranged [30.25]
Sub Weapon 1: GN Fin Fangs (Launch), x4 Beam Melee [17.5 per hit]
Sub Weapon 2: GN Fin Fangs (Barrage), x4 Beam Ranged [26.25 per hit]
Special Attack: Beam Ranged [411.25]

Moveset; Trans-AM
Melee Combo: Beam Melee [33] > Beam Melee [35.75] > Beam Melee [39.75] > Beam Melee [37]
Heavy Attack: Beam Melee [21.5], Beam Melee [38]
Counter Attack: Beam Melee [165]
Up Smash: Beam Melee [41.25]
Down Smash: Beam Melee [53]
Spin Attack: x2 Beam Melee [20 per hit]
Main Ranged: GN Buster Rifle, Beam Ranged [32.25]
Sub Weapon 1: GN Fin Fangs (Launch), x8 Beam Melee [13.25 per hit]
Sub Weapon 2: GN Fin Fangs (Barrage), x4 Beam Ranged [28.25 per hit]

Special Notes:
Heavy Attack is a grab, but it will try to use the second part of the attack regardless of broken status.
Heavy Attack startup can be used as a dodge, albeit a short one.
GN Fin Fangs (Launch) cancel into GN Fin Fangs (Barrage) or vice versa, but the timing seems to become much tighter the more it is done. Hard to explain without trying it yourself.
GN Fin Fangs (Launch) during Trans-AM seems to have some funnels that deal Beam Damage, but its hard to calculate how many.
Counterattack likes to back attack the target.
Trans-AM lasts approximately 67 seconds.
Special Mode does not generate additional credits on kill.
0 Gundam (Type A.C.D.)
Mobile Suit: 0 Gundam (Type A.C.D.)
Type: All-Rounder

Stats at Lv1 > 80 > 90;
HP: 440 > 2016 > 2208
Boost: 125 > 220 > 225
Melee: 186 > 653 > 681
Ranged: 146 > 515 > 536

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Beam Melee [32.75] > Beam Melee [36.25]
Heavy Attack: Beam Melee [42.25]
Counter Attack: Beam Melee [150.75]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: x2 Beam Melee [18.25 per hit]
Main Ranged: Beam Gun, Beam Ranged [30.25]
Sub Weapon 1: Beam Saber (Rush), Beam Melee [26.75], x8 Beam Melee [5 per hit]
Sub Weapon 2: Beam Gun (High Output), Beam Ranged [102]
Special Attack: Beam Melee [603.5]

Special Notes:
Basic Attack String is somewhat slow.
Heavy Attack can be used as a dodge.
Beam Gun (High Output) has considerable Splash Radius, and can be used as a dodge.
Beam Gun (High Output) when used from the air will likely miss, as it does not fire downwards very far.
Heavy Attack and Subweapons may all cancel into one another and it is recommended.
Beam Saber (Rush) is a grab that will drag the enemy away if they are broken or a grunt.
This machine when used right looks like it is dancing around the battlefield like an idiot. Because it is.
00 Qan[T]
Mobile Suit: 00 Qan[T]
Type: All-Rounder

Stats at Lv1 > 80;
HP: 454 > 2077
Boost: 130 > 230
Melee: 188 > 660
Ranged: 148 > 520

Moveset;
Melee Combo: 3 Hits, Physical Melee [28.75] > Physical Melee [31.25] > Physical Melee [34.5]
Heavy Attack: x7 Physical Melee [8.75], Physical Melee [11.5]
Counter Attack: Physical Melee [134.75]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Physical Melee [14.5], Physical Melee [20.25]
Main Ranged: GN Sword V Rifle Mode, Beam Ranged [30]
Sub Weapon 1: GN Sword V (Dash Slash), Physical Melee [31], Physical Melee [36.25]
Sub Weapon 2: GN Sword Bits, x6 Physical Melee [17 per hit]
Special Attack: Beam Ranged [720]

Moveset; Trans-AM
Melee Combo: 4 Hits, Physical Melee [31.25] > Physical Melee [33.75] > Physical Melee [37.25] > Physical Melee [35]
Heavy Attack: x7 Physical Melee [9.5], Physical Melee [12.5]
Counter Attack: Physical Melee [145.5]
Up Smash: Physical Melee [39]
Down Smash: Physical Melee [49.75]
Spin Attack: Physical Melee [15.75], Physical Melee [21.75]
Main Ranged: GN Sword V & Buster Rifle, Beam Ranged [66]
Sub Weapon 1: GN Sword V (Dash Slash), Physical Melee [33.5], Physical Melee [39.25]
Sub Weapon 2: Raiser Sword, Beam Melee Startup [23], x4 Beam Melee [32.25], Beam Melee [46]

Special Notes:
Heavy attack does very high damage and has a very high hit count for farming SPA.
GN Sword V (Dash Slash) attempts to back attack with the second attack.
GN Sword Bits land half their attacks as back attacks on average.
Raiser Sword deals its Startup hit to any unit too close to the unit, otherwise this will miss.
GN Sword V & Buster Rifle is a single shot that pierces the target.
SPA pierces the target.
Trans-AM lasts approximately 65 seconds.
Special Mode does not generate additional credits on kill.
Gundam Barbatos (6th Form)
Mobile Suit: Gundam Barbatos (6th Form)
Type: Infighter

Stats at Lv1 > 80;
HP: 513 > 2348
Boost: 145 > 240
Melee: 206 > 727
Ranged: 113 > 398

Moveset;
Melee Combo: 3 Hits, Physical Melee [28.75] > Physical Melee [31] > Physical Melee [34.5]
Heavy Attack: Physical Melee [38.75]
Counter Attack: Physical Melee [43], Physical Melee [91.5]
Up Smash: Physical Melee [36]
Down Smash: Physical Melee [46]
Spin Attack: Physical Melee [5.75], Physical Melee [28.75]
Main Ranged: 170mm Autocannon, Physical Ranged [27]
Sub Weapon 1: Wrench Mace (Crush), x5 Physical Melee [7.25 per hit], Physical Melee Grab [25.25], Physical Melee [10.75]
Sub Weapon 2: Wrench Mace (Throw), Physical Melee [40], Physical Melee [49], Physical Melee [44.5]
Special Attack: Physical Melee [364.25]

Special Notes:
Main Ranged does not allow boost to recover when using it.
Wrench Mace (Crush) requires the target to be a grunt of broken to finish the attack.
Wrench Mace (Throw)'s melee attack after is rather short ranged. To get the third hit, use the subweapon button again after the first sword attack.
Gundam Barbatos Lupus
Mobile Suit: Gundam Barbatos Lupus
Type: Infighter

Stats at Lv1 > 80;
HP: 461 > 2441
Boost: 150 > 250
Melee: 183 > 745
Ranged: 101 > 411

Moveset;
Melee Combo: 3 Hits, Physical Melee [29] > Physical Melee [31.5] > Physical Melee [34.75]
Heavy Attack: Physical Melee [39.25] > x2 Physical Melee [20.5 per hit]
Counter Attack: Physical Melee [43.5], Physical Melee [96]
Up Smash: Physical Melee [11.75], Physical Melee [24.75]
Down Smash: Physical Melee [11.75], Physical Melee [34.75]
Spin Attack: Physical Melee [34.75]
Main Ranged: Arm 200mm Cannon, x2 Physical Ranged [15 per hit]
Sub Weapon 1: Twin Maces (Throw), x2 Physical Melee [29 per hit]
Sub Weapon 2: Nail Stab, Physical Melee [47.5], Physical Melee [14.25], Physical Melee [57]
Special Attack: Physical Melee [357.75]

Special Notes:
Basic sting dash is rather long.
Main Ranged does not allow boost to recover when using it.
Heavy attack does rather high total damage. Second input can be used as a dodge.
Nail Stab is a rather slow Subweapon that keeps the enemy stunned for a rather long time.
Twin Maces (Throw) has long range and recovers quickly.
Gundam Barbatos Lupus Rex
Mobile Suit: Gundam Barbatos Lupus Rex
Type: Infighter

Stats at Lv1 > 80;
HP: 450 > 2520
Boost: 160 > 265
Melee: 182 > 784
Ranged: 99 > 423

Moveset;
Melee Combo: 5 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75] > Physical Melee [32.5] > Physical Melee [37.5]
Heavy Attack: Physical Melee [75]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Arm 200mm Cannon, x2 Physical Ranged [15 per hit]
Sub Weapon 1: Extra Large Mace (Pile Bunker), Physical Melee Grab [26], Physical Melee [31.75]
Sub Weapon 2: Tail Blade, Physical Melee Grab [45.75], Physical Melee [30.5]

Moveset; Alaya-Vijnana Limiter Removed Rage Mode
Melee Combo: 6 Hits, Physical Melee [31] > Physical Melee [33.5] > Physical Melee [37.25] > x2 Physical Melee [17.5] > Physical Melee [40.25]
Heavy Attack: Physical Melee [40.25], Physical Melee [43.5]
Counter Attack: Physical Melee [46.5], Physical Melee [98.75]
Up Smash: Physical Melee [38.75]
Down Smash: x2 Physical Melee [12.5 per hit], Physical Melee [37.25]
Spin Attack: Physical Melee [37.25]
Main Ranged: Arm 200mm Cannon, x2 Physical Ranged [16.5 per hit]
Sub Weapon 1: Tail Blade, Physical Melee [32.75], Physical Melee [39.75]
Sub Weapon 2: Rex Nails (Combo), x5 Physical Melee [19.25], Physical Melee [32]

Special Notes:
SPA is incredibly short, at approximately 40 seconds. Energy Gain changes it to 52 seconds.
Each damage unit during the SPA generates additional loot and money.
Heavy attack blows the target away. Up Smash cancels into Jump into Down Smash into Heavy attack.
Spin attack in base form looks to have increased range, but it is not as big as it looks, sadly.
Extra Large Mace (Pile Bunker) only launches the second attack on grunt or broken targets.
Tail Blade will strike twice even on unbroken targets and cancels into Heavy Attack.
Extra Large Mace (Pile Bunker) cancels into Tail Blade to prevent them from getting too far away.
Tail Blade in Rage Mode has incredibly long range.
Right before Rage Mode ends, you can cancel Subweapons and actions to prolong its duration further.
Rage Mode Counter has some splash radius.
Gundam Gusion Rebake Full City
Mobile Suit: Gundam Gusion Rebake Full City
Type: All-Rounder

Stats at Lv1 > 80;
HP: 493 > 2258
Boost: 125 > 220
Melee: 176 > 617
Ranged: 141 > 493

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [17.5 per hit]
Heavy Attack: Physical Melee [23.25], Physical Melee [43.5]
Counter Attack: Physical Ranged [22.5 per hit], Physical Melee [92.25]
Up Smash: x2 Physical Melee [5.5 per hit], Physical Melee [24.75]
Down Smash: Physical Melee [46.25]
Spin Attack: x2 Physical Melee [17.5 per hit]
Main Ranged: 110mm Rifle, Physical Ranged [30]
Sub Weapon 1: Arm Rocket Cannon, Physical Ranged [72.25]
Sub Weapon 2: 110mm Rifle (Barrage), x2-4 Physical Ranged [104 per hit]
Special Attack: Physical Melee [578.5]

Special Notes:
Has 1 less Repair Kit innately.
Main Ranged requires you to stand still and boost does not recover. Fires quickly. Can float in the air using it.
110mm Rifle (Barrage) fires four shots, but unless the target is massive it will only land 2 on the target unit.
110mm Rifle (Barrage) has incredibly high base damage.
Heavy Attack appears to be a grab. Unless broken or a grunt, the second attack will not happen.
Gundam Bael
Mobile Suit: Gundam Bael
Type: Infighter

Stats at Lv1 > 80;
HP: 503 > 2533
Boost: 145 > 240
Melee: 204 > 790
Ranged: 111 > 429

Moveset;
Melee Combo: 10 Hits, x3 Physical Melee [10 per hit] > x2 Physical Melee [15.75 per hit] > x3 Physical Melee [11.75 per hit] > x2 Physical Melee [16.25]
Heavy Attack: x6 Physical Melee [11.75 per hit]
Counter Attack: Physical Melee [43.25], Physical Melee [92]
Up Smash: Physical Melee [11.75], Physical Melee [24.5]
Down Smash: Physical Melee [46.25]
Spin Attack: x4 Physical Melee [8.75 per hit]
Main Ranged: Railgun, x2 Physical Ranged [15 per hit]
Sub Weapon 1: Bael Swords (Spin Slash), x3 Physical Melee [24 per hit]
Sub Weapon 2: Bael Swords (Stab), Physical Melee [30], Physical Melee [47.75], Physical Melee [41.75]
Special Attack: Physical Melee [352.5]

Special Notes:
Main ranged CAN be used to regain boost and extend combos, unlike most other IBO units.
Basic string is somewhat long, but lands enough hits to begin knocking seconds off the SPA meter.
SPA grab range is very short and a little to the left, which makes it miss more than it should.
Charges its SPA very quickly without much issue- Use basic string into 1 main ranged, repeated.
Bael Swords (Stab) functions as a grab that continues its attacks, and has splash on the final two attacks. It is highly unreliable, though. Somewhat slow as well.
Counter Attack hits everyone near Bael when it starts its attack.
Gundam Kimaris Vidar
Mobile Suit: Gundam Kimaris Vidar
Type: Infighter

Stats at Lv1 > 80;
HP: 456 > 2550
Boost: 145 > 240
Melee: 178 > 763
Ranged: 98 > 418

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75] > Physical Melee [32.5]
Heavy Attack: Physical Melee [31.75], Physical Melee [17.5]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [11.75], Physical Melee [34.75]
Spin Attack: x2 Physical Melee [17.5 per hit]
Main Ranged: 200mm Cannon, Physical Ranged [27]
Sub Weapon 1: Drill Knees, x4 Physical Melee [8.75 per hit], Physical Melee [23.25]
Sub Weapon 2: Dainsleifs (Special KEP Rounds), Physical Ranged [269.5]
Special Attack: Physical Melee [355.75]

Special Notes:
Basic attack string is very slow.
Heavy Attack is a grab, but launches the second attack regardless.
Dainsleif hits incredibly hard, and can be cancelled into from Drill Knees for faster firing.
Both subweapons cancel into one another.
Reginlaze Julia (Final Battle)
Mobile Suit: Reginlaze Julia (Final Battle)
Type: Infighter

Stats at Lv1 > 80;
HP: 412 > 2302
Boost: 130 > 220
Melee: 167 > 716
Ranged: 92 > 394

Moveset;
Melee Combo: 3 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75]
Heavy Attack: x5 Physical Melee [13.5 per hit]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Large Shield (Vulcan), x5 Physical Ranged [5.5 per hit]
Sub Weapon 1: Large Shield (Claw), x7 Physical Melee [5.25], Physical Melee [37]
Sub Weapon 2: Large Shield (Anchor), Physical Melee [75.25]
Special Attack: Physical Melee [357]

Special Notes:
Large Shield (Claw) is a grab, if the target is a grunt or broken they are carried away.
Large Shield (Anchor) is a grab, but does its full damage even without pulling.
SPA lasts a very long time for allies to pound on your target during the stun.
Capable of charging its SPA quickly through main ranged, which also recharges its boost.
Large Shield (Anchor) has a habit of missing a newly knocked down target.
Musha Gundam
Mobile Suit: Musha Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 375 > 2098
Boost: 145 > 235
Melee: 152 > 653
Ranged: 122 > 525

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75] > Physical Melee [32.5]
Heavy Attack: Physical Melee [8.75], Physical Melee [52]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [11.75], Physical Melee [24.5]
Down Smash: Physical Melee [11.75], Physical Melee [34.75]
Spin Attack: x4 Physical Melee [6 per hit], Physical Melee [11.75]
Main Ranged: Tanegashima, Physical Ranged [29.75]
Sub Weapon 1: Naginata Slash, x5 Physical Melee [16.5]
Sub Weapon 2: Way of the Sword, Physical Melee [115.25]
Special Attack: Physical Melee [576.75]

Special Notes:
Main ranged causes you to sit still, and does not recover boost.
Heavy Attack puts your behind the target for Back Attacks.
Naginata Slash cancels into heavy Attack.
Feels very sluggish and clunky, but has some stylish attacks.
Command Gundam
Mobile Suit: Command Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 280 > 1566
Boost: 115 > 205
Melee: 125 > 535
Ranged: 169 > 727

Moveset;
Melee Combo: 4 Hits, Physical Melee [29] > Physical Melee [31.25] > x2 Physical Melee [17.5 per hit]
Heavy Attack: Physical Melee [23.25], Physical Melee [17.5], Physical Melee [26], x7 Physical Ranged [5 per hit]
Counter Attack: x9 Physical Ranged [16 per hit]
Up Smash: Physical Melee [33.75]
Down Smash: Physical Melee [11.75], Physical Melee [34.75]
Spin Attack: Physical Melee [34.75]
Main Ranged: Laser Machine Gun w/ Grenade Launcher, x8 Beam Ranged [6 per hit]
Sub Weapon 1: Heavy Autocannon, x6 Physical Ranged [10.5 per hit]
Sub Weapon 2: 4-Tube Missile Launcher, x4 Physical Ranged [21 per hit]
Special Attack: Hybrid Ranged [402.75]

Special Notes:
Main Ranged has high ammo and damage for its total count, and makes SPA farming easy.
Both Subweapons can cancel into one another.
4-Tube Missile Launcher has minor homing to its attack.
Heavy Attack is a charging grab, grunts and broken units take the extra attacks past the first.
Heavy attack can deal an incredibly high amount of damage once Ranged is pumped up.
Up Smash has considerable splash radius.
SPA will only deal full damage very close up.
Counter sets up a turret to shoot enemies until it runs out of ammo.
Knight Gundam
Mobile Suit: Knight Gundam
Type: Infighter

Stats at Lv1 > 80;
HP: 459 > 2570
Boost: 140 > 230
Melee: 188 > 808
Ranged: 101 > 436

Moveset;
Melee Combo: 6 Hits, Physical Melee [29] > x2 Physical Melee [15.75 per hit] > Physical Melee [34.74] > x2 Physical Melee [16.25 per hit]
Heavy Attack: Physical Melee [33.25], Physical Melee [30.5], Physical Melee [34.75]
Counter Attack: x4 Physical Melee [24.5 per hit], Physical Melee [38]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [11.75], Physical Melee [34.75]
Spin Attack: x4 Physical Melee [8.75 per hit]
Main Ranged: Magic- Maebelfir, Beam Ranged [30.25]
Sub Weapon 1: Electrospear, x4 Physical Melee [8.75], Physical Melee [39.25]
Sub Weapon 2: Knight Sword (Combo Slash), x5 Physical Melee [18 per hit], Physical Melee [29.75]
Special Attack: Physical Melee [356.5]

Special Notes:
Main Ranged requires you to stand still, boost does not recover.
Heavy Attack carries off broken or grunt targets for the rest of the combo.
Heavy attack causes a rather high amount of damage with the full combo, if slowly.
Spin attack is cool and in groups can help you build SPA very quickly.
SPA's final hit has a very large splash radius.
Liu Bei Unicorn Gundam
Mobile Suit: Liu Bei Unicorn Gundam
Type: All-Rounder

Stats at Lv1 > 80;
HP: 367 > 1849
Boost: 120 > 210
Melee: 155 > 598
Ranged: 123 > 476

Moveset;
Melee Combo: 3 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75]
Heavy Attack: Physical Melee [42]
Counter Attack: Physical Melee [135.5]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [46.25]
Spin Attack: Physical Melee [34.75]
Main Ranged: Dragon Breaker Gun Mode, Beam Ranged [30.25]
Sub Weapon 1: Ryuudan Breaker (Combo Slash), Physical Melee [25.25], x2 Physical Melee [19 per hit]
Sub Weapon 2: Ryuudan Breaker (Dragon Cleaver), x2 Beam Ranged [27.75 per hit], Physical Melee [62]
Special Attack: Physical Melee [577.5]

Special Notes:
Heavy attack jumps behind the target before attacking.
SPA has very large splash radius on second attack.
Both Subweapons cancel into one another.
Ryuudan Breaker (Combo Slash) is a grab, broken or grunt units are carried away.
Sun Jian Gudam Astray
Mobile Suit: Sun Jian Gudam Astray
Type: Infighter

Stats at Lv1 > 80;
HP: 456 > 2298
Boost: 135 > 230
Melee: 190 > 737
Ranged: 105 > 407

Moveset;
Melee Combo: 3 Hits, Physical Melee [29] > Physical Melee [31.25] > Physical Melee [34.75]
Heavy Attack: Physical Melee [14], Physical Melee [10.25], Physical Melee [15]
Counter Attack: Physical Melee [135.25]
Up Smash: Physical Melee [36.25]
Down Smash: Physical Melee [11.75], Physical Melee [34.75]
Spin Attack: Physical Melee [34.75]
Main Ranged: Lion's Mane (Charge), Physical Melee [27.5]
Sub Weapon 1: Melee Combo, x3 Physical Melee [17.5 per hit] Physical Melee [20.25]
Sub Weapon 2: Hollow Relic, x2 Physical Melee [34.75 per hit], Physical Melee [46.25]
Special Attack: Physical Melee [355.5]

Special Notes:
The Main Ranged is not a gun, its a straight shoulder check melee attack that flows into your basic attack string.
Heavy Attack is strangely weak for an infighter, and is a grab. Very slow overall.
Main Ranged can be added to the end of both Subweapons to stay next to target for the next attack.
SPA's second attack has very large splash radius.
Cao Cao Wing Gundam
Mobile Suit: Cao Cao Wing Gundam
Type: Sharpshooter

Stats at Lv1 > 80;
HP: 264 > 1328
Boost: 115 > 205
Melee: 129 > 499
Ranged: 172 > 667

Moveset;
Melee Combo: 6 Hits, x2 Physical Melee [14.5 per hit] > x2 Physical Melee [15.75 per hit] > x2 Physical Melee [17.5 per hit]
Heavy Attack: Physical Melee [32], Physical Melee [34.75]
Counter Attack: Physical Melee [135.75]
Up Smash: x4 Physical Melee [9.25 per hit]
Down Smash: Physical Melee [46.5]
Spin Attack: x4 Physical Melee [8.75 per hit]
Main Ranged: Twin Wing Blades (Slash), Physical Ranged [27.25]
Sub Weapon 1: Twin Wing Blades (Combo Slash), x4 Physical Ranged [17 per hit]
Sub Weapon 2: Twin Wing Blades (Flying Attack), x4 Physical Melee [37.5 per hit]
Special Attack: Physical Ranged [370]

Special Notes:
Main Rained causes you to remain still, does not charge boost.
SPA has very large splash radius.
Twin Wing Blades (Flying Attack) cancels into Twin Wing Blades (Combo Slash).
Despite Main Melee specifying Physical Ranged, it is Physical Melee. Sadness.
Phoenix Gundam
Mobile Suit: Phoenix Gundam
Type: Sharpshooter

Stats at Lv1 > 80 > 90;
HP: 307 > 1543 > 1690
Boost: 120 > 215 > 220
Melee: 135 > 524 > 545
Ranged: 180 > 698 > 727

Moveset;
Melee Combo: 6 Hits, x2 Beam Melee [15.25 per hit] > x2 Beam Melee [16.25 per hit] > x2 Beam Melee [18.25 per hit]
Heavy Attack: Physical Melee [37.5]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [12.25], Beam Melee [25.75]
Down Smash: Physical Melee [46.25]
Spin Attack: x2 Beam Melee [18.25]
Main Ranged: Beam Rifle, x2 Beam Ranged [18.25 per hit]
Sub Weapon 1: Feather Funnel, x12 Beam Ranged [6 per hit]
Sub Weapon 2: Mega Beam Cannon, x8 Beam Ranged [9.75 per hit]
Special Attack: Physical Melee [480]

Special Notes:
Heavy Attack launches target backwards.
Feather Funnels have four shots initially, and you can keep your combo by firing 1-2 shots from main ranged. Charges SPA incredibly fast.
Feather Funnels cannot be launched again until they return.
Mega Beam Cannon pierces the target and has considerable splash radius.
SPA has very high base damage for a Sharpshooter, but is Physical Damage instead of Beam.
GM (Gatheroad)
Mobile Suit: GM (Gatheroad)
Type: All-Rounder

Stats at Lv1 > 80;
HP: 364 > 1833
Boost: 130 > 230
Melee: 152 > 588
Ranged: 122 > 471

Moveset;
Melee Combo: x2 Beam Ranged [15 per hit] > x2 Beam Ranged [16.25 per hit] > x4 Beam Ranged [9 per hit]
Heavy Attack: x4 Beam Ranged [15 per hit]
Counter Attack: Beam Melee [135.25]
Up Smash: Beam Ranged [37.5]
Down Smash: Beam Melee [48.25]
Spin Attack: x2 Beam Ranged [18 per hit]
Main Ranged: Beam Spray Gun x2, x2 Beam Ranged [8.25 per hit]
Sub Weapon 1: Quick Draw, x2 Beam Ranged [42.5 per hit]
Sub Weapon 2: Zero Blossom, x2 Beam Ranged [75 per hit]
Special Attack: Beam Ranged [716.5]

Special Notes:
Has +1 Repair Kit innately.
Basic attack string moves the unit around a fair bit, making attacks miss it, as does the Heavy Attack.
Quick Draw attempts to duck behind the target to shoot them. Can also be used as a dodge.
Zero Blossom is a grab- If the target is not broken or a grunt, they will likely hit you for trying it.
SPA is easily charged by all the rapid hitting attacks from this suit.
SPA hits hard, stuns for a long duration for allies, and is the main feature of this machine.
Unit is smaller than most other MS, and seems to avoid certain attacks by being too small.
Zero Blossom can be used immediately after SPA on the target without fail.
Gundam Latreia
Mobile Suit: Gundam Latreia
Type: All-Rounder

Stats at Lv1 > 80;
HP: 454 > 2077
Boost: 140 > 240
Melee: 188 > 660
Ranged: 148 > 520

Moveset;
Melee Combo: 4 Hits, Beam Melee [30] > Beam Melee [32.5] > Beam Melee [18 per hit]
Heavy Attack: x4 Beam Ranged [18 per hit]
Counter Attack: Beam Melee [150]
Up Smash: Beam Melee [25.5], Beam Ranged [12]
Down Smash: Beam Melee [48]
Spin Attack: x2 Beam Ranged [18 per hit]
Main Ranged: Beam Rapidgun, x2 Beam Ranged [16.5 per hit]
Sub Weapon 1: Quad Mega Launcher, x4 Beam Ranged [20 per hit]
Sub Weapon 2: Zero Blossom, x2 Beam Ranged [78.5 per hit]
Special Attack: Physical Melee [667.5]

Special Notes:
Unit is exceptionally large, and will get hit by attacks other units can avoid easily.
Zero Blossom quantizes to the target. You are invulnerable during, but vulnerable before it activates.
Zero Blossom is a grab- If the target is not broken or a grunt, you will appear behind them and miss most times, and they will likely hit you for it.
Quad Mega Launcher pierces the target.
SPA is very inaccurate, but has considerable splash.
Narrative Gundam C-Packs
Mobile Suit: Narrative Gundam C-Packs
Type: All-Rounder

Stats at Lv1 > 80 > 90;
HP: 458 > 2097 > 2297
Boost: 125 > 220 > 225
Melee: 192 > 673 > 701
Ranged: 148 > 519 > 541

Moveset;
Melee Combo: 3 Hits, Beam Melee [30.25] > Physical Melee [31.25] > Beam Melee [36.25]
Heavy Attack: Physical Melee [43.25] > Beam Ranged [45.25]
Counter Attack: Beam Melee [150.25]
Up Smash: Beam Melee [37.75]
Down Smash: Beam Melee [48.25]
Spin Attack: x2 Beam Melee [18.25 per hit]
Main Ranged: Beam Rifle, Beam Ranged [30.25]
Sub Weapon 1: Shield Missiles, x2 Physical Ranged [31.5 per hit]
Sub Weapon 2: Beam Saber (Dual Wield), x4 Beam Melee [22.75 per hit]
Special Attack: Physical Ranged [648]

Special Notes:
SPA has extremely long range, is wide and tall, and pierces the target. The projectile is slow.
Heavy Attack is a carry away grab if the unit is a grunt or broken.
Shield Missiles cancels into Beam Saber (Dual Wield) into Heavy Attack combo into Shield Missiles.
Basic attack string initial dash is rather short.
Gundam AGE-FX
Mobile Suit: Gundam AGE-FX
Type: All-Rounder

Stats at Lv1 > 80;
HP: 458 > 2097
Boost: 155 > 250
Melee: 189 > 663
Ranged: 150 > 527

Moveset;
Melee Combo: 10 Hits, x2 Beam Melee [15 per hit] > x2 Beam Melee [16.25 per hit] > x2 Beam Melee [18 per hit] > x2 Physical Melee [16.25 per hit] > x2 Beam Melee [19.5 per hit]
Heavy Attack: x8 Physical Melee [5.25 per hit]
Counter Attack: Beam Melee [149.75]
Up Smash: Beam Melee [37.5]
Down Smash: Beam Melee [48]
Spin Attack: x4 Physical Melee [8.75]
Main Ranged: Stungle Rifle, Beam Ranged [30.25]
Sub Weapon 1: Diadal Bazooka, x5 Beam Ranged [15.75]
Sub Weapon 2: C-Funnels, x14 Physical Melee [6.25 per hit]
Special Attack: Beam Melee [598.5]

Special Notes:
Basic melee string is rather slow, but has many hits.
One basic attack into heavy attack is 10 hits, shaving the SPA recharge timer dramatically with repeated use.
Diadal Bazooka pierces targets and has considerable splash radius, but leaves you vulnerable for a long duration to be interrupted. Try jumping first.
C-Funnels only attack from your angle, and will not back attack unless behind the target.
Spin attack is the coolest in the game, fight me about it.
SPA is very fast and its hard to tell if you hit the target at times.
31 Comments
TechnicSky 11 Jul @ 2:24am 
Hey, no worries, just wanted to share my enjoyment and appreciation of your dedication to making such a helpful list with the details and all!
Sill  [author] 5 Jul @ 12:01pm 
@TechnicSky I was basically done with it, but am playing to unlock the machines I don't have and do not have listed here yet. Once I grab all the DLC machines, I'll update the listing a bit. It's already sorted *ROUGHLY* as they are in game, but I could do better if I wasn't lazy about it.
TechnicSky 28 Jun @ 4:53pm 
Hey! Know you might be done with this or just need assistance, but do you think it's possible to sort these based on series and/or how they are in the game? Again, if you need assistance or something I'd gladly help cuz I do enjoy this game a lot on Xbox.
SotiCoto 11 Aug, 2023 @ 8:56am 
Rough. Well, I might as well let you know the Aerial Gundam is OP. Like genuine pay-to-win stuff. In fact it felt a bit too cheap, so I switched over to the Kshatriya when I got the chance.
Sill  [author] 11 Aug, 2023 @ 8:54am 
Honestly I'm still missing several DLC units, life kinda got in the way. I can't afford the DLC for Aerial, apologies
SotiCoto 2 Aug, 2023 @ 2:22pm 
What about the DLC Gundam Aerial?
Sill  [author] 5 Oct, 2022 @ 3:55pm 
Oh, cool. When I get back to playing this I will certainly update that! Thanks!
Stray 5 Oct, 2022 @ 3:04pm 
Oh I didn't notice this, but someone mentioned it on the Forums and thought others knew too
But Barbatos Lupus Special attack can be pressed again for a follow up 2 Hit, Same with Sub 2 press Sub2 button again and it does a 2 hit follow up
Sill  [author] 28 Sep, 2022 @ 9:42am 
I really didn't care for the names of the attacks, Up Smash is the Launching Attack And Down Smash is the spike attack.

Subtle nod to Smash Bros too.
ClemPrime13 27 Sep, 2022 @ 2:53pm 
Uh, what's up smash? Launcher?