Mobile Suit Gundam: Ex Revue/Gundam

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Overview
Overview

The RX-78-2 Gundam, or just Gundam, is the titular mobile suit and an icon in every sense of the word. Secretly built on Side 7 and Piloted by the Newtype Amuro Ray, the Gundam would turn the tide of the One Year War in the original Mobile Suit Gundam series. In EX Revue, Gundam is a Shoto, an all-rounder with solid options for every situation. Gundam's biggest enemy during a fight can often wind up not being the other player, but rather the player's inputs. With an annoying amount of overlap between special move inputs, it's very easy to accidentally perform the wrong special in a pinch.

Playstyle
Pros Cons
  • Zoning: Gundam has good tools for zoning out opponents with his 236x, 41236x, and large normals.
  • Good Reversal: Gundam's 623x is a great reversal tool allowing him to get out of many situations and also has covers a decent space in front of him.
  • Overlapping Inputs: Gundam suffers greatly from the EX revue's input reader. moves such as 236x, 41236x, and 623x can all be hard to intentionally get when you want them. Even when inputting it by itself can leave you getting things you aren't intending.
Gundam: Amuro Ray
GXER Pilot Amuro Ray.png

Gundam Portrait.png

Jumps: One
Air Throw: No
Pummel Grab: No
Defense: 0


Normals

5A
GEXR Gundam 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
7 Mid 4 4 8 - - Yes

A sword thrust that can cancel into itself.
-Whiffs on crouching characters and Dom & Acguy's walking animations.


cl.B
GEXR Gundam c.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 Mid 6 - - - - Yes

A straight punch.
-A bit more reliable as a poke than 5A.


f.B
GEXR Gundam f.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 Mid 14 9 7 - - Yes

A forward hitting sword slash.


cl.C
GEXR Gundam c.C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
27 Mid - - - - - Yes

Upward sword slash. Not very useful as an anti-air since the hitbox is very close to Gundam's body.


f.C
GEXR Gundam f.C-1.png
GEXR Gundam f.C-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
27 Mid 10 2, 2 23 - - No

Gundam lunges a bit forward before swinging its sword upward.
-Has a quick and large first hitbox while the second hitbox can be somewhat used like an anti-air.


2A
GEXR Gundam 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
7 Mid - - - - - Yes

Another sword thurst, but with larger range then 5B.
-Whiffs on Dom's walking animation.


2B
GEXR Gundam 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 Low - - - - - Yes

A low sweep kick that knocks down.


2C
GEXR Gundam 2C-1.png
GEXR Gundam 2C-2.png
GEXR Gundam 2C-3.png
Very slightly shrunken hitbox
Very slightly shrunken hitbox
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
24 Mid - - - - - Yes

A crouching anti-air.
-Has a similar animation to 623x

Jumping Normals

j.A
GEXR Gundam j.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14 High - - - - - -

Gundam does a aerial kick hitting a bit infront and below him.


j.B
GEXR Gundam j.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 High - - - - - -

Gundam does a aerial kick hitting horizontially.
-Hitbox extends along Gundam's leg.


j.2B
GEXR Gundam j.2B-Spin.gif
Speen
Speen
GEXR Gundam j.2B-1.png
GEXR Gundam j.2C-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
27 High - - - - - -

One of Gundam's most notable approach tools.
-Gundam has no hurtbox while it spins.
-Good for challenging air attacks, but is still vulnerable to anti-airs after the spin.
-Ends in an attack similar to j.C but slightly bigger.


j.C
GEXR Gundam j.C-1.png
GEXR Gundam j.C-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
24 High - - - - - -

An aerial sword slash towards the ground.
-Has two hitboxes: One that hits above Gundam and one long hitbox below that's good for crossups.

Specials

Beam Rifle
236x
GEXR Gundam 236x.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 17 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 18 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 19 Mid - - - - - No

Gundams main way to fill space from midscreen or farther.
-Heavier versions travel further and deal more damage


Beam Saber
623x
GEXR Gundam 623x-Startup.png
First Hitbox
First Hitbox
GEXR Gundam 623x-A.png
A Version
A Version
GEXR Gundam 623x-B.png
B Version
B Version
GEXR Gundam 623x-C.png
C Version
C Version
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 27 Mid - - - - - No

Single hit DP.
-Doesn't go far infront or above of gundam.
-Does more damage then the B version.
-Completely invincible

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 12 Mid - - - - - No

Single hit DP.
-Does less damage than the A version, but with a slightly bigger hitbox and travels further both vertically and horizontally.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 17, 15 Mid - - - - - No

Two hit DP.
-Has the largest hitbox, travels the furthest, and deals the most damage.
-Gundam's typical combo ender.


Double Beam Saber
214x
GEXR Gundam Tatsu-Startup.PNG
Competely invincible on this sprite
Competely invincible on this sprite
GEXR Gundam Tatsu-1.PNG
GEXR Gundam Tatsu-2.PNG
This is a low
This is a low
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 14, 12 Mid, Low - - - - - No

Gundam's "Tatsu" Move. Gundam lacks a hurtbox during the startup dash.
-Hits two times: One blocked Mid, and one blocked Low.
—If only the second hit connects, it will deal the same damage as the first hitbox.
-Travels an extremely short distance before attacking compared to his other versions.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 17, 15 Mid, Low - - - - - No

Same as the A version, but travels about half the screen before attacking

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 19, 17 Mid, Low 17 - - - - No

Same as the A version but travels almost fullscreen before attacking.
-If timed right, the invulnerability frames can dodge fireballs, oki attempts, or pokes.
-Due to how fast Gundam slides across the stage, this move completely whiffs on crouching opponents at any distance other than fullscreen.


Gundam Hammer
41236x
GEXR Gundam Gundam Hammer-1.png
Startup Hitbox
Startup Hitbox
GEXR Gundam Gundam Hammer-2.png
1st, 2nd, and 3rd Ball Hitboxes
1st, 2nd, and 3rd Ball Hitboxes
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 12, 10, 9 Mid - - - - - No

Eater of fireball inputs. Gundam pulls out a flail, hitting with the hilt before whipping the chain and spiked ball.
-All three hits will combo if the startup hitbox connects.
-Startup hitbox whiffs on crouching opponents, making it easily whiff punished at close range.
-If only the ball hitboxes connect, it will deal the first two damage values.
-Uses the 1st Ball Hitbox twice. Easiest to connect both hitboxes.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 14, 12, 11 Mid - - - - - No

Same as the A version but uses the 1st and 2nd Ball Hitboxes.
-Has slightly more range than the A version and launches slightly further.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 19, 17, 15 Mid 17 - - - - No

Same as the a version but uses the 2nd and 3rd Ball Hitboxes.
-Hardest to connect both ball hitboxes due to the smaller hitbox.

Combos/Setups

Type Combo Position Damage Works on: Notes
Combo 5A*4 > 623C Any ? All reduce how many 5A you do depending on range the first hits
Combo Jump-In > 5A*5 > 623C Corner Only ? All The jump-in helps to position you for a extra hit of 5A, but if your midscreen you don't get any more.
Combo 2A*3 > 623C Any ? All The 623C can be tricky to get out do to the input reader. Make sure to reduce how many 2A you do depending on the range you hit the first.
Combo 2A > 5A*3 > 623C Any ? All More involved then the one above but the ender is easier to hit. As always reduce how many hits you do depending on range.
Combo c.C/2C > 214C Any ? All
Combo c.B > 214B Any ? All
Combo j.C > c.C > 214C Any 76 All Holding forward makes connecting the c.C and 214C easier

Colors

Gundam's Colors
General
Hud
Controls
Characters
Acguy
Char's Gelgoog
Char's Zaku
Char's Z'gok
Dolmel
Dom
Gelgoog
Gouf
Guncannon
Gundam
Gyan
Zaku
Z'gok
Zeong