Kidou Senshi Gundam: Seed Destiny/GZW(Luna)

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Gunner Zaku Warrior (Lunamaria)
GZW Profile.png
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

P1 and P2 Colors respectively


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
GZW 5S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5S - Mid 3 - - - 2S, 6S, 1S, 4S, 5L, 2L, SP, Beserk, Seed

Lightning fast melee jab that actually goes pretty far for its speed.

5SS
GZW 5SS.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5S5S - Mid - - - - 2S, 6S, 1S, 4S, 5L, 2L, SP, Beserk, Seed

A second quick jab with slightly less range.

6S
GZW 6S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - Mid 7 - - - 3S, 6S, 1S, 4S, 5L, 2L, SP, Beserk, Seed

This move goes super far and is plus as hell. The ultimate combo extender. although you mightn't wanna use it in neutral its the key to doing long high damage combos for GZW.

6S > 5S
GZW 5SS.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S>5S - Mid - - - - 2S, 6S, 1S, 4S, 5L, 2L, SP, Beserk, Seed

Another very fast jab similar to 5S>5S

6S > 6S
GZW 6S6S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S>6S - Mid - - - - 2S, 6S, 1S, 4S, 5L, 2L, SP, Beserk, Seed

Another far reaching jab.

6SS > 6S
GZW 6SS6S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SS > 6S - Mid - - - - 2L, 5L, SP, Beserk, Seed

Multihit string ender.

6SS > 2S
GZW 1S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SS > 2S - Low - - - - 2L, 5L, SP, Beserk, Seed

Slide Kick similar to 1S. Causes knockdown. Air UB.

6SS > 5S
GZW 3S1.png
First two hits.
First two hits.
GZW 3S2.png
Second Hit. Launcher.
Second Hit. Launcher.
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SS > 5S - Mid - - - - 2L, 5L, SP, Beserk, Seed

Multihit uppercut similar to 3S. Last hit Launches. Techable. First two hits are cancellable.

4S
GZW 4S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
4S - Overhead - - - - None

A half screen overhead roundhouse. Causes wallbounce.

2S
GZW 2S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
2S - Low - - - - 2L, 5L, SP, Beserk, Seed

Average low kick with good range. Air UB.

1S
GZW 1S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
1S - Low - - - - 2L, 5L, SP, Beserk, Seed

Sliding Low kick. Causes knockdown. Air UB.

3S
GZW 3S1.png
First two hits.
First two hits.
GZW 3S2.png
Second Hit. Launcher.
Second Hit. Launcher.
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
3S - Mid 7 - - - 2L, 5L, SP, Beserk, Seed

Multihit uppercut similar to 3S. Last hit Launches. Techable. First two hits are cancellable. An Anti-air of sorts but its air-blockable.

J5S
GZW J5S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J5S - High - - - - J4S, J2S, J2L, J5L, 6SP

A super fast far-reaching kick thats very similar to her 1S and 2S. Can crossup in the corner.

J4S
GZW J4S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J4S - High - - - - -

A wall-bouncing roundhouse.

J2S
GZW J2S2.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J2S - High - - - - -

A dive stomp. Goes straight down. Works sorta like Chun-Li's airborne footstool like kicks. Can crossup under the right circumstances.

J2S > 2S
GZW J2S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J2S > 2S - - - - - - J2L, J5L, 6SP

Followup to the divestomp. She jumps off of the opponent's head and can followup with anything she pleases in the air.

Short Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - Mid - - - - -

An extremely good guard cancel. Though it may not be fast, it features I-frames only a few frames after it begins until its active frames which is unlike most guard cancels. It is also a completely new two part attack.

Jumping Short Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - - - - - - -

-


Long Attacks

5L
GZW 5L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5L - Mid - - - - Beserk

An almost full screen throw of a grenade. Will not explode instantly when it hits the floor. Guard-cancellable. Costs PS.

2L
GZW 2L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
2L - Mid - - - - Beserk

She places a grenade on the floor. If it makes contact with the opponent as it leaves her hand, it will explode. However, after a few frames the grenade will only detonate when 3 seconds have passed and does not react to enemy presence. This grenade is pretty good for keeping up pressure after a string ends. The grenade itself does not go very far but the explosion covers a rather large area. Guard Cancellable. Costs PS.

J5L
GZW J5L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J5L - Mid - - - - Beserk

She throws a grenade almost full-screen (height dependent) similar to 5L. Guard Cancellable. Doesn't cost PS.

J2L
GZW J2L.png
GZW J2L2.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J2L - Mid - - - - -

She does a flip (!!!!) and produces two grenades that don't cover as much space as her neutral longs. Doesn't cost PS.

Long Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6L - Mid - - - - -

-

Jumping Long Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6L - Mid - - - - -

-


Special Attacks

5SP/214S - Advancing Beam Tomahawk
GZW 5SP.png
GZW 5SP2.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5SP - Mid - - - - Beserk

A 3-hit advancing attack made up of two slashes. The second slash wallbounces.

6SP/236S - Rising Beam Tomahawk Force
GZW 6SP3.png
GZW 6SP.png
GZW 6SP2.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SP - Mid - - - - Beserk

A 3-hit rising attack made up of three slashes. The first slash launches and the third one wallbounces. First slash can be Beserk cancelled. Costs PS.

JSP/J236S - Rising Beam Tomahawk Force
GZW 6SP3.png
GZW 6SP.png
GZW 6SP2.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J6SP - Mid - - - - -

A 3-hit rising attack made up of three slashes. The first slash launches and the third slash wallbounces. Can be repeated pretty much forever in the air with the right timing. The third slash has a pretty high hitbox so it may whiff a lot in most cases. Costs PS.

GZW Burst
GZW Burst.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
Beserk Mode. - Mid - - - - -

Regular Beserk Mode.

[2SP]2SP/[2SP]63214S
GZW 2SP2SP.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
[2SP]2SP - Mid - - - - -

Luna throws a shield of grenades in front of her then shoots the opponent out of the sky. Wether the last attack hits or not is very character/position dependent which can make this super seem a little unreliable. Its damage however is incredible.

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.


General
Controls
System
Gundams
Abyss
Aegis
Astray Gold Frame AM
Blast Impulse
Blitz
Buster
BZP
Calamity
CGue
Chaos
Duel
Forbidden
Force Impulse
Freedom
Gaia
Astray Red Frame
GZW(Luna)
Justice
Providence
Raider
Savior
Strike
Strike(Mu)
Strike Rouge
Sword Impulse
SZP
GZW(Dearka)