Gundam Wing: Endless Duel/Heavyarms

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Heavyarms
Classification Long Range Attack Mobile Suit
Model number XXXG-01H
Height 16.7
Weight 7.7
Pilot Trowa Barton

Introduction

The XXXG-01H Heavyarms Gundam trades general mobility in for the unique trait of being a zoner and a grappler in Endless Duel. There is competent zoning to be had from this mobile suit, however the command grab with no whiff recovery and longest normal throw range in the game are aspects that simply cannot be overlooked by either player when Heavyarms is on the battlefield.

Strengths Weaknesses
  • 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.
  • Slow.
  • Cannot do air throws/grabs.
  • Can't jump over any suits without using a Boost Jump, even when they are crouching.
  • Combo options are limited.

Special attacks

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
4,4,4 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
4,4,4,4,4,4 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
12,4,4,4 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
[12,4,4,4]x2 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
File:GWED HA qcbW Anim.png
or
12 1 0

No animation if whiffed. Knocks down.

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
File:GWED HA qcbS Anim.png
or
12,2x6 1 0

No animation if whiffed. Knocks down.


Super Attack

Full Fire
フルフアイヤー

+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
7x12 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.


Normal Attacks

Standing Attacks

Stand Weak Punch

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

Special cancelable. Can chain into itself, , c , and c . Can also cancel into super, , , and c . However, it will not combo.

Stand Strong Punch

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

Can be super canceled. Can chain into and c . Hits OTG.

Stand Weak Weapon

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

Super and special cancellable. Chains into c and c . Can chain into , , and c , but doesn't combo. Chip damage.

Stand Strong Weapon

link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
4,4,4 link 20 46 - -7

Super cancelable. Hits OTG. Chip damage.


Crouching Attacks

Crouch Weak Punch

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

Special and super cancelable. Chains into Standing and Crouching versions of , , and . Floats on hit.

Crouch Strong Punch

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

Super cancelable. Chains: , . Hits OTG. Knocks down on hit.

Crouch Weak Weapon

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

Super and special cancelable; chains into c . Can chain into , , and c but doesn't combo. Hits OTG. Chip damage.

Crouch Strong Weapon

+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
4,4,4 link 19 44 +14 -1

Hits OTG. Floats on Hit. Chip damage.


Air Attacks

Air Weak Punch

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

Special cancelable.

Air Strong Punch

link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
14 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
5 link 10 Until ground

Special cancelable. Hits low! Chip Damage.

Air Strong Weapon

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

Special cancelable. Chip damage.


Vulcan Attacks

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 Boost Step
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.
Backward Boost Step
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.
Boost Jump
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.
Air Dash Forward/Backward
8f forward, 9f backwards
Air Dash Up Forward/Backward
17f
Air Dash Up
23f
Forward Dash
26f, Can cancel with any grounded attack at any point.
Backward Dash
24f; Frames 5-21 airborne. In landing stun for 15 frames afterwards.

Combos

WP start
WP, WW, cWW, qcfS
WPx3, WW, qcfS
WP, cWP, SP
WP, cWP, WW, SP
WPx3, cSP, SW, cSW/qcfqcfX
cWP start
cWP, WW, cSW
WW start
WW, cWW, SP
j.SW start
j.SW, j.SP, cWP, SP
qcbX start
qcbS, SWx2
qcbS, SW, qcfqcfX
Vulcan start
(dpS >) v.WP, v.SP, qcfX/qcfqcfX
dpS must be done in Vulcan range. j.dpS also works. Super ender may require corner.

Trivia

In-game stats
  • FGT: 110
  • WEP: 160
  • SPD: 110
  • POW: 140
  • ARM: 140
  • MAT: Gundanium
  • AMS: Gatling Gun*2, Army Knife*1, Beam Gatling Gun*1, Missile*6

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Gundam Wing: Endless Duel
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