Gundam Wing: Endless Duel/Heavyarms: Difference between revisions

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(→‎Move List: Changed Up command icons to Air icons.)
(→‎Movement Data: Removed duplicate special move section.)
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|attack=Forward Blockdash<br />
|attack=Forward Blockdash<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.
}}
}}


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|attack=Backwards Blockdash<br />
|attack=Backwards Blockdash<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled.
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled.
}}
}}


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|attack=Jump<br />
|attack=Jump<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
41f; Frames 1-4 prejump, frames 5-41 airborne. In landing stun for 15 frames afterwards.
41f; Frames 1-4 prejump, frames 5-41 airborne. In landing stun for 15 frames afterwards.
}}
}}


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|attack=Superjump<br />
|attack=Superjump<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
51f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22.
51f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22.
}}
}}


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|attack=Airdash Forwards/Backwards<br />
|attack=Airdash Forwards/Backwards<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
8f forward, 9f backwards
8f forward, 9f backwards
}}
}}


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|attack=Airdash Up-Forwards/Backwards<br />
|attack=Airdash Up-Forwards/Backwards<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
17f
17f
}}
}}


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|attack=Airdash Up<br />
|attack=Airdash Up<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
23f
23f
}}
}}


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|attack=Dash<br />
|attack=Dash<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
26f, Can cancel with any grounded attack at any point.
26f, Can cancel with any grounded attack at any point.
}}
}}


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|attack=Backdash<br />
|attack=Backdash<br />
|data= <div style="text-align: left;">  
|data= <div style="text-align: left;">  
24f; Frames 5-21 airborne.  In landing stun for 15 frames afterwards.
24f; Frames 5-21 airborne.  In landing stun for 15 frames afterwards.
}}
}}
Specials:
Gatling Shot (9-17)-Down, DF, forward + Attack;
Ground only
Heavyarms fires its beam gatling gun.  Light version hits three
times, heavy hits five times.
Homing Missile (16-29)-DP + Attack;
Ground or air
Heavyarms fires missiles from its chest.  All missiles hit twice
each.  Light version fires one missile, heavy fires two.
Gatling Slam (11-19)-Down, DB, back + Attack;
Ground only (throw range)
Heavyarms grabs the opponent and smashes them with the doors on its
chest.  Heavy version is followed by six vulcan shots.
Super:
Full Arsenal (44)-Down, DF, forward, down, DF, forward + Attack;
Ground only
Heavyarms opens its chest, shoulder, and leg doors and bombards the
enemy with massive explosions.  Hits seven times and carries the
enemy upwards.
Notes: Crouching HW fires several small missiles, a good anti-air
move or combo finisher.  Standing HW hits low, good for downed
opponents.


=Move Analysis=
=Move Analysis=

Revision as of 19:44, 1 July 2021

Heavyarms
Classification
Model number
Height
Weight
Pilot

Move List

Standing Light Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 12 10 +2 +2

Special cancelable. Can chain into itself, Standing Light Weapon, Crouching Light Punch, and Crouching Heavy Punch. Can also cancel into super, Standing Heavy Punch, Standing Heavy Weapon, and Crouching Heavy Weapon however it will not combo.


Standing Heavy Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 17 32 KD -14

Can be super canceled. Can chain into Standing Heavy Weapon and Crouching Heavy Weapon. Hits OTG.


Standing Light Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 21 -6 -6

Super and Special cancellable. Chains into Crouching Heavy Punch and Crouching Light Weapon. Can chain into Standing Heavy Punch, Standing Heavy Weapon, and Crouching Heavy Weapon but doesn't combo.


Standing Heavy Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 20 46 - -7

Super Cancellable. Hits OTG. Has a Projectile Hitbox.


Crouching Light Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 27 +5 -8

Special and super cancelable. Chains into Standing and Crouching versions of Heavy Punch, Light Weapon, and Heavy Weapon. Floats on hit.


Crouching Heavy Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 28 KD -9

Can be super canceled. Chains into Standing and Crouching Heavy Weapon. Hits OTG. Knocks down on hit.


Crouching Light Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 21 -6 -6

Can be super and special canceled; chains into Crouching Heavy Punch. Can chain into Standing Heavy Punch, Standing Heavy Weapon, and Crouching Heavy Weapon but doesn't combo. Hits OTG.


Crouching Heavy Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 19 44 +14 -1

Hits OTG. Floats on Hit. Projectile Hitbox.


Jumping Light Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground

Special cancelable.


Jumping Heavy Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 11 Until ground

Special cancelable. Knocks down


Jumping Light Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 Until ground

Special cancelable. Hits low!


Jumping Heavy Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 Until ground

Can be special canceled.


Specials

Hyper Gatling
ハイパーガトリング
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 67 total -15 -15

Advantaged based on point blank hit

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 75 total -3 -3

Advantage based on point blank hit


Homing Missile
ホーミングミサイル
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 21; 13 in air 61 total; until ground in air +1 +1

Air-OK, advantage based on point-blank hit

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 21; 13 in air 80 total; unit ground in air +1 +1

Air-OK, advantage based on point-blank hit


Strike Fire
ストライクフアイヤ
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or 1 0

No animation if whiffed. Knocks down.

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or 1 0

No animation if whiffed. Knocks down.


Full Fire
フルフアイヤー
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 15 111 total -1 -8

Hits OTG. Floats on hit. Advantage is variable based on position and distance to corner. Frames 1-14 invincible to strikes and projectiles.


Vulcans
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far link 13 66 total -

Special and Super cancelable. Also chains into Strong vulcans

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far link 13 99 total

Special and Super cancelable.


Movement Data

Forward Blockdash
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.


Backwards Blockdash
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled.


Jump
41f; Frames 1-4 prejump, frames 5-41 airborne. In landing stun for 15 frames afterwards.


Superjump
51f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22.


Airdash Forwards/Backwards
8f forward, 9f backwards


Airdash Up-Forwards/Backwards
17f


Airdash Up
23f


Dash
26f, Can cancel with any grounded attack at any point.


Backdash
24f; Frames 5-21 airborne.  In landing stun for 15 frames afterwards.


Move Analysis

Strategy

Combos

Combos

SWw, CWw, CsP (1+1+1=3) (0/0)
CWP, SWw, Csw (1+1+3=5) (0/0)
SWP, CWP, SWw, Csw (1+1+1+2=5) (0/0)
SWP, SWw, CWw, GQCF+sk (1+1+1+6=9) (100/55)
GQCB+sk, Sswx2 (7+3x2=13) (100/100)
GFDD+sk, SWV, SsV, GQCF+sk (7+6+9+6=28) (309/110)
AFDD+sk, SWV, SsV, GQCF+sk (8+6+9+6=29) (309/100)
SWPx3, CsP, Ssw, GQCFx2+k (1x3+1+3+4=11) (200/95)
GQCB+sk, Ssw, GQCFx2+k (7+3+4=14) (300/150)
GFDD+sk, SWV, SsV, GQCFx2+k (7+6+9+9=31) (309/210)

Up and Down: (While in the air) AsW, Asp, (when on the ground) cwp, Ssp(2+1+1+1=5)
Push-up Smackdown: wp, cwp, sp
Barrage: (Vulcan Range) wp, sp, QCT+sp
Merciless Barrage: (Vulcan Range) wp, sp, QCTx2+sp
Stun-Shot: wpx3, wW, QCT+sp
Death Barrage: (opponent in corner, Vulcan Range) TDD+sp, wp, sp, QCTx2+sp
Stab Smash: wp, cwp, (in close) wW, sp

Basic Strategy

Advanced Strategy

The Good

  • Wicked powerful on its a level of weaponry.
  • Lots of weapons to use (like a mech!)
  • Powerful throw.
  • Its Cannon Strike (tap sp) hits for large damage.
  • Fires more vulcan shots than anyone else's at the same magnitude.

The Bad

  • Slow.
  • Cannot do air throws/grabs.
  • Most moves cannot be done in air.
  • Can't jump over _any_ robots without SJ, even when they are crouching.
  • Most combos don't knock down opponents.
  • Weak at close range combat

Information

FGT: 110
WEP: 160
SPD: 110
POW: 140
ARM: 140
RFN: Gundam Heavyarms
HEI: 16.7
WEI: 7.7
MAT: Gundanium
RN: XXXG-01H

AMS: Gatling Gun*2, Army Knife*1, Beam Gatling Gun*1, Missile*6

IGP: [TROWA] Trowa Barton

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