GVS/GP03

From Dustloop Wiki
RX-78GP03S Gundam GP03 Stamen
GVS GP03 Portrait.png
Main Pilot: Kou Uraki
Cost: 400

Durability: 620

MA Mode: No

Equip Change: No

Introduction

Ranged Weapons

[Main Shot]

Folding Bazooka
Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
76 10 Empty 6 seconds / 10 ammo Physical and Explosive Down 2.5 x 2 -20% and -10% x 2

A regular bazooka. Pressing the button once will fire 2 bazooka shots and you are able to boost dash cancel before the second shot comes out. Since there is an explosive part to the bazooka shot, it's able to break through guard and projectile guards attacks.

  • Can cancel into Sub and Special Melee.

[CSa]

Beam Rifle
Version Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
Neutral 137 - Charge 2.5 seconds Beam Stagger 2.0? / 1 shot -

One of GP03's best weapons. It fires 3 beam rifle shots in a row and it does not vernier you. The projectile speed and guidance is very good. Using this in conjunction with Step Dive is effective way to get out of sticky situations.

Version Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
Down 140 - Charge 2.5 seconds Beam Down 5.0? -

Fires a beam shot that does good damage and knockdowns in one shot. This move is generally used as a melee combo ender but you can also use this to finish your partner's combo to add in that extra damage. Using it while in green lock to get a lucky hit is an okay option but don't hope for it to hit most of the time.

  • Inputting 1, 2, or 3 will perform the move.

[Sub Shot]

Missile Pods
Version Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
Neutral 75 / 1 missile 2 Empty 9 seconds / 2 ammo Physical Down 1hit 2.0 1hit 70%

Fires 2 sets of 3 missiles that fan out. You would want to use this version because it usually catches people boosting to the side.

Version Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
Directional 40 / 1 missile 2 Empty 9 seconds / 2 ammo Physical Stagger 1hit 0.5 1hit 80%

Fires 12 micro missiles. This version is okay but not as great as the neutral version. One of the micro missiles will catch people sometimes but you won't be able to get the confirm.

[Special Shot]

Mega Beam Cannon
Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
235 1 Empty 15 seconds Beam Down 0.5 x 10 50% (-5% x 10)

Summons a mega beam cannon from the right and fires a thick gerobi. The muzzle correction and damage are excellent.

[Special Melee]

Chain Mine
Damage Ammo Reload Type Reload Time Attack Type Attack Attribute Down Value Proration
40 2 Empty 13 seconds / 2 ammo Explosive Down 2.0? 80%?

Throws a wire while somersaulting in a direction. It does not cut guidance and cannot be step cancelled. This is generally used as a movement tool but can also be used for self-defense. If used at the right height, you can instantly recover your boost. Pressing main during the somersault will fire a bazooka but it cannot be cancelled into another Chain Mine. The main followup can be really good as a last second evasive maneuver.

  • Can cancel into any melee and Special Melee.

Melees

[Neutral Melee]

Neutral Melee Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value Individual Down Value Attribute
1st Stage 60 (%) (%)
2nd Stage 108 (%) (%)
3rd Stage 182 (%) (%)
Main Followup 184 (%) (%)

[Forward Melee]

Forward Melee Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value Individual Down Value Attribute
1st Stage 94 (%) (%)

[Side Melee]

Side Melee Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value Individual Down Value Attribute
1st Stage 49 (%) (%)
2nd Stage 151 (%) (%)

[Down Melee]

Down Melee Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value Individual Down Value Attribute
1st Stage 60 (%) (%)
2nd Stage 154 (%) (%)

[Boost Dash Melee]

BD Melee Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value Individual Down Value Attribute
1st Stage 70 (%) (%)
2nd Stage 150 (%) (%)

Awakening Attack

Point Blank Mega Beam Cannon

Blaze Gear = 282 / Lightning Gear = 263


Combos

Notation: >> = Boost Dash Cancel, > = Step Cancel, → or -> = Direct Cancel, ~ = Followup

Input Damage Notes
Main Starter
??
Neutral Melee Starter
??
Forward Melee Starter
??
Side Melee Starter
??
Down Melee Starter
??
BD Melee Starter
??
During Awakening
??

Tactics

Awakening Consideration

  • Blaze Gear
  • Lightning Gear

Striker Consideration

Partner Consideration

500

400

300

200

External Links


Gundam Versuse
200 Cost Suits
300 Cost Suits
400 Cost Suits
500 Cost Suits
System Explanations

HUDControlsStrikersAwakening Data


GVS NotationMovement/CancelingOffenseDefenseDamageAttack Attributes