Gundam Wing: Endless Duel/Heavyarms

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Revision as of 18:35, 5 July 2021 by ComboKyo (talk | contribs) (Changed buttons, Touched up Strengths and Weaknesses.)
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Heavyarms
Classification
Model number
Height
Weight
Pilot

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

Fires 3 projectiles. Advantage 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

Fires 5 projectiles. Advantage based on point blank hit.


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

Fires 1 missile that explodes for 1-4 hits on contact. 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. Until ground if in air. +1 +1

Fires 2 missile that explodes for 1-4 hits each on contact. 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.


Basics

Stand Weak 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, Stand Weak Weapon, Crouch Weak Punch, and Crouch Strong Punch. Can also cancel into super, Stand Strong Punch, Stand Strong Weapon, and Crouch Strong Weapon however it will not combo.


Stand Strong 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 Stand Strong Weapon and Crouch Strong Weapon. Hits OTG.


Stand Weak 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 Crouch Strong Punch and Crouch Weak Weapon. Can chain into Stand Strong Punch, Stand Strong Weapon, and Crouch Strong Weapon but doesn't combo.


Stand Strong 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.


Crouch Weak 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.


Crouch Strong 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 Crouch Strong Weapon. Hits OTG. Knocks down on hit.


Crouch Weak 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 Crouch Strong Punch. Can chain into Stand Strong Punch, Stand Strong Weapon, and Crouch Strong Weapon but doesn't combo. Hits OTG.


Crouch Strong 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.


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

Special cancelable.


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

Special cancelable. Knocks down


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

Special cancelable. Hits low!


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

Can be special canceled.


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

Cancels into Special and Super Moves. Also chains into Strong vulcans

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

Cancels into Special and Super Moves.


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.


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

Strengths

- High damage potential from range with a succesful Vulcan.
- Crouch cancel juggle infinite from Air Strong Weapon.
- Powerful, long range throw. Land it at max distance and only another Heavyarms can tech the throw.
- Very strong overhead/low mix-up since Air Weak Weapon needs to be blocked low.

Weaknesses

- Slow.
- Cannot do air throws/grabs.
- Can't jump over _any_ mechs without using a Boost Jump, even when they are crouching.
- Weak at close range combat.
- Combo options are limited.

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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