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Kidou Senshi Gundam: Seed Destiny/GZW(Luna)
Gunner Zaku Warrior (Lunamaria) | |
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Pilot | Lunamaria Hawke |
Archetype | Mixup-based Rushdown |
Introduction
One of the many variants of the ZGMF-1000 ZAKU Warrior achieved through use of the Wizard Packs, the Gunner ZAKU Warrior is specialized for artillery strikes.
Lunamaria's GZW is most definitely one of the faster and most combo-heavy melee-based mobile-suits in the game. If she had a guard break she'd be banned. Featuring unreactable mixups, a mid-screen infinite, grenade pressure, a trap of sorts, a guard cancel with I-frames and TODs from anywhere on the screen, her GZW is a ruthless force to be reckoned with....do not reckon with the force....please.
(She also has no PS Armor, which may be both a blessing and a curse.)
Palettes
Movelist
(Cancels will be listed with their automatic inputs to avoid special and motion attack confusion, however, attack/special names will show both versions.)
Short Attacks
5S
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5SS
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6S
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6S > 5S
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6S > 6S
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6SS > 6S
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6SS > 2S
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6SS > 5S First two hits. First two hits. Second Hit. Launcher. Second Hit. Launcher.
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4S
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2S
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1S
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3S First two hits. First two hits. Second Hit. Launcher. Second Hit. Launcher.
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J5S
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J4S
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J2S
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J2S > 2S
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Short Guard Cancel
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Jumping Short Guard Cancel
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Long Attacks
5L
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2L
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J5L
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J2L
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Long Guard Cancel
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Jumping Long Guard Cancel
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Special Attacks
5SP/214S - Advancing Beam Tomahawk
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6SP/236S - Rising Beam Tomahawk Force
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JSP/J236S - Rising Beam Tomahawk Force
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GZW Burst
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[2SP]2SP/[2SP]63214S
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Short Attack Chains
Chains | Notes |
5S/2S > 5S | |
5S/2S > 2S | Low |
5S/2S > 1S | Knockdown |
5S/2S > 4S | |
5S/2S > 3S | Launcher |
6S > 5S | Very very fast Mid |
6S > 1S | Knockdown |
6S > 3S | Launcher |
6S > 4S | Overhead |
6S > 6S | |
6S > 6S/5S > 5S | Launcher |
6S > 6S/5S > 2S | Knockdown |
6S > 6S/5S > 4S | Overhead |
6S > 6S/5S > 6S | Multihit Mid |
Combos
Combos | Notes |
(6TJ.5S > 2S > 6S)xN | Ground Infinite |
6SP/236S (1Hit) xx 2SP > {Crc 8TJ.4S}xN | Ground Infinite |
6TJ.5S > 2Sx4 > 6S >> 6S >> 2S > (2L) | |
[2SP] 6S >> 6S >> 6S(2 hits) xx [2SP]2SP/[2SP]63214S | |
6TJ.5S > 2Sx4 > 6S >> 6S >> 6S xx 5SP/214S | |
6TJ.5S > 2Sx4 > 6S >> 6S >> 5S (2hits) xx 5SP/214S | |
6S > 2S > 6S > 2S > 6S >> 6S >> 5S (2hits) xx 5SP/214S | |
(6TJ.5S > 2S > 6S)xN 6TJ.5S > 2Sx4 > 6S >> 6S >> 6S xx 5SP/214S xx 2SP > 7TJ.4S > [2SP]2SP/[2SP]63214S |
General Strategy
Generally, GZW is going to be using her L buttons a lot in fullscreen neutral. 9J.2L will be used to cover your back while covering some distance as a way to get in. 2L will be applied as a defensive tool, when if the opponent is getting close they must fear the eventual detonation of the grenade or the grenade which forces them to play a lot more carefully. Most of the time the opponent will decide to fly across the stage as a means of avoiding the bomb, 5L does help in this situation. 5L should be used to force the opponent to stay back from a far. Punishing near-ground thruster movement an attempt to move at all due to its almost full-screen range.
At mid-range, GZW will be using her 1S, 2S and J.S quite a bit. 1S is her advancing slide kick and it goes FAR FAR. Both on hit and block, its best to cancel this with a 2L (for oki or for safety). 6TJ.S is the form J.S is going to come in 100% of the time (As an almost instant advancing overhead). Peer this with 6T > 2T2S for an extremely nasty mixup that can go on forever by crouch cancelling your landing lag. There's absolutely no way to react to what comes next in her series of mixups and getting one hit can mean confirming a full combo/infinite. 4S is also an advancing overhead, however its really only good for a quick super confirm. Her makeshift thruster overhead is much faster and less reactable.
GZW can also occasionally make use of her J.2S, an extremely annoying crossup-heavy attack. 2S can be inputted again for a jump cancel on hit or block and for GZW, that just means another terrifying crossup.
At close range, GZW makes use of her 3f 5S alongside J.S and 2S for similar reasons as in mid-range.
GZW will usually make use of 6SP as a close-range anti-air thruster punish. Though she may not get much off of it, it costs no thruster, has a pretty fat hitbox, and depending on how many hits make contact, sends the enemy back fullscreen.
GZW doesn't need to fear being unsafe on block either. Most of her normals are safe/cancellable to make safe. This is unless she uses 5SP or 3S on block. Terrible Idea. Don't do that at all.
For GZW, it may be worth using a burst as a roman-cancel alongside being a burst, as it can amount to some HEAVY damage that would be difficult to obtain in Burst alone. Her super tends to whiff a lot on certain characters or in very specific situations and the most consistent ways for it to properly make contact with the opponent is with a Normal > Beserk combo route. Yes, she can do her infinite anyways, but going for it mightn't be the best option all the time, its fairly difficult. So do keep in mind when/where to use Beserk in your combos.