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
QCF.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png link 13 67 total -15 -15 Projectile.png

Fires 3 projectiles. Advantage based on point blank hit.

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

Fires 5 projectiles. Advantage based on point blank hit.


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

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
SP.png or SW.png link 21; 13 in air 80. Until ground if in air. +1 +1 Projectile.png

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
QCB.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png Throw.png 1 0 Knockdown.png

No animation if whiffed. Knocks down.

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
SP.png or SW.png Throw.png 1 0 Knockdown.png

No animation if whiffed. Knocks down.


Super Attack

Full Fire
フルフアイヤー
QCF.png QCF.png + Any.png
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.


Normal Attacks

Standing Attacks

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 Knockdown.png

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 Projectile.png

Super Cancellable. Hits OTG. Has a Projectile Hitbox.


Crouching Attacks

Crouch Weak Punch
D.png + 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
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 28 KD -9 Knockdown.png

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


Crouch Weak Weapon
D.png + 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
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 19 44 +14 -1 Projectile.png

Hits OTG. Floats on Hit. Projectile Hitbox.


Air Attacks

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

Special cancelable.


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

Special cancelable. Knocks down


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

Can be special canceled.


Vulcan Attacks

Vulcans
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far WP.png 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 SP.png 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

5WP start
5WP > 5WW > 2WW > 236S
5WPx3 > 5WW > 236S
5WP > 2WP > 5SP
5WP > 2WP > 5WW > 5SP
5WPx3 > 2SP > 5SW > 2SW/236236X
2WP start
2WP > 5WW > 2SW
5WW start
5WW > 2WW > 5SP
j.SW start
j.SW > j.SP > 2WP > 5SP
214X start
214S > 5SWx2
214S > 5SW > 236236X
Vulcan start
(623S >) v.WP > v.SP > 236X/236236X
623S must be done in Vulcan range. j.623S 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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