Gundam Heavyarms (GWED): Difference between revisions

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=Basics=
=Basics=
=Move List=
=Move List=
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=
=Strategy=
=Strategy=

Revision as of 13:12, 7 January 2016

Introduction

Information

Basics

Move List

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

Strategy

Combos

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.

The Bad Slow.

The Good

Fires more vulcan shots than anyone else's at the same magnitude.

The Bad

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