GUNDAM BREAKER 4

GUNDAM BREAKER 4

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Melee Movesets and You!
By MACROPLASTICS
A (hopefully) easy reference for melee movesets in Gundam Breaker 4
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A short primer on movesets, and this guide in general
While combat can seem shallow at first, it's got quite the fun combo system, if you know it's there. "Two Handed" weapons like Fists, Claws or Greatswords are where it's easiest to see these combos, playing much more akin to older titles with a "Light" and "Heavy" attack button. However, dual wielding weapons have a fun mix and match combo system, you can create your own combo strings. One I've found works well in a whip in one hand for it's pull attack, followed up by a more close range weapon in the other.

This guide will focus on *what* these combos are, allowing for you to pick a weapon class and not have to go through trial and error to find it's combo chains.



Combos will be described in a very simple format

L/R denotes attacking with either the Left hand or Right hand button
↑ denotes that an attack is to be performed while holding the forward key
A/O denotes that an Attack can be performed with either hand, and needs to be comboed into the Other weapon
(h) denotes that an attack button must be held down
(c#) denotes a charge attack, unique to Axes and Greatswords. Charge attacks have 4 levels, and and # will denote what level
When a melee attack is done from range, the mobile suit will usually do a boosting attack to close the distance. This can be used as the lead-in for a combo string, as it does count as an attack for the weapons combo string


EXAMPLES

A > A > A↑
A very simple beam saber string of three attacks, with the forward button being held on the last

L > R(h)
A Melee combo involving a the left attack button, followed by the right attack button being held down.

O > O > A
One handed weapons are side agnostic, meaning they have the same combo independent of what hand they're in. They still require you to use the other weapons attacks to combo into, and this shows an example of that. The "Other" weapon is used to set up the combo, while "Attack" is the weapon in that section of the guide interrupting the other hand's combo with it's own attack. This shows how it's annotated, with "A" always being the weapon featured in that section of the guide

A Note on Attack Canceling
By performing a few different actions, the player can reset their state in a combo chain, allowing them to restart from the begining of a chain. There are even ability stats in the game that boost damage when doing this! "Attack Power: Cancel Combo" will boost the damage of any OP or EX skill used this way.

Canceling is very easy, at any point in your combo use an OP/EX skill or boost, and presto, new combo.



Melee (Fists) Moveset
Melee, my favorite weapon type. It's combos include a variety of grabs, punches and kicks

GROUND MOVES

Light String
L > L > L > L > L >L
5th attack is an uppercut that applies knockdown, while the 6th is a kick against the downed opponent

Heavy String
R > R > R > R
3rd attack is a spinning kick that applies knockback and knockdown. 4th attack launches you into the air, before doing a meteor kick into the downed opponent

Meteor Kick
R↑(h)
L > L > L > L > L > R
Can be done either with a held forward Right attack, or an R at the end of a string of 5 Ls
While a launcher for most other weapon types, this instead launches YOU! Your MS leaps into the air (the initial leap deals no damage, unlike a similar attack in the heavy string), before crashing down on the opponent.

Uppercut Launcher
L > L↑(h)
A hefty uppercut to the opponents chin, sending them up and backwards into the air. As Melee's solo R↑ doesn't launch, this is a great opener.

Kick Launcher
L > R↑(h)
A heavier version of the Uppercut, with added knockback and airtime

Closer
L from a distance
A simple dash forward and punch. Can easily lead into the launcher

Spin Kick
L > R
A large, sweeping kick with knockdown and knockback

Headbutt
L > L > R
A forward rush headbutt, knocking the opponent back

High Kick
L > L > L > R
A high angle kick that sends opponents spinning through the air

Ground Slam
L > L > L > L > R
A larger, more powerful version of spin kick. The MS slams it's fists into the ground, creating a massive AoE shockwave.


Flurry Attack
(Any L Combo String position) > L(h) or R(h)

At any point in the light string (Before the 6th attack) just hold down an attack key and the MS will launch a flurry of blows. The attack changes depending on the button. L gives a rush attack as the MS launches forwards and delivers rapid bunches, while R holds the MS in place as they dish out a dozen high kicks

Batista Bomb!
R(h)
Just hold R. Your opponent needs to be in very close range, and not moving, but in return for holding down a single button, you grab them, lift them sky high and slam them back down. Very funny on any weirdly shaped MS























AIR MOVES

Aerial Light String
L > L > L > L > L
4th attack is a kick with high knockback, with 5 being a followup kick

Aerial Heavy String
R > R > R
Just a pair of punches followed by a meteor kick that takes you and the opponent back to the ground

Aerial Grab
R(h)
A tricky move to pull off, as it's low range and slow to come out. Grabbing and spinning an opponent around you midair is it's own reward, though.

Aerial Spin Kick
L > R
A large, sweeping kick with knockback

Aerial Headbutt
L > L > R
Like it's grounded version, but in the air

Overhead Slam

L > L > L > R
The MS winds up both hands, for a downwards hammerblow, sending them back towards the ground

Comet Kick!
L > L > L > L > R
It's just meteor kick again, but this time you're already in the air!
Martial Arts
Martial was robbed, my dude. It lost it's fun EX ability interactions from GB3, alot of it's moveset is copied from Melee, and many of it's aerial moves are carbon copies of it's (and melee's) grounded moves. Despite this, it's still flashy, most attacks ending in neat martial arts poses.

GROUND COMBOS

Light String
L > L > L > L > L > L > L > L
A whopping 8 attack string with minimal knockback for clean hits. Even the final hit, having the most knockback of the chain, doesn't even push the opponent

Heavy String
R > R > R > R > R
Oh, that's where all the knockback went! This heavy string comes out *very* fast, dealing a bunch of hits before it's over. The 4th is an uppercut knocks the opponent up very slightly, for the 5th to kick them into the high into the air

Meteor Kick
R↑(h)
While a launcher for most other weapon types, this instead launches YOU! Your MS leaps into the air, before crashing down on the opponent.

Uppercut Launcher
(Any point in the light string) > L↑(h)
A hefty uppercut to the opponents chin, sending them up and backwards into the air. As Melee's solo R↑ doesn't launch, this is a great opener.

Kick Launcher
(Any point in the light string) > R↑(h)
A heavier version of the Uppercut, with added knockback and airtime

Shove Launcher
R(h)
Bit of a slow windup, but launches the opponent at a high angle when it connects. Not a useful launcher due to them being launched far away, but can be comboed with any of the grapple hook option parts

Closer
L from a distance
A simple dash forward into followed by a dropkick. Can easily lead into the launcher

Flying Kick Launcher
L > R
The MS leaps into the air, kicking the opponent and taking them along

Shockwave Punch
L > L > R
A hefty punch knocking, inflicing knockdown.












Divider Punch
L > L > L > R
A pair of punches, one forward and one back. The range is short, so don't expect to hit anything with the punch that lands behind you

Ground Slam
L > L > L > L > R
The MS slams it's fists into the ground, creating a massive AoE shockwave.

Flying Knee
L > L > L > L > L > R
An elbow and knee attack that knocks the opponent skyward

Twin Punch
L > L > L > L > L >L > R
Punch with both fists, sending the opponent flying backwards

Uppercut Combo
L > L > L > L > L > L > L > R
Multiple hits, ending with an uppercut launcher

Flurry Attack
(Any L Combo String position) > L(h) or R(h)

At any point in the light string (Before the 8th attack) just hold down an attack key and the MS will launch a flurry of blows. The attack changes depending on the button. L gives a rush attack as the MS launches forwards and delivers rapid bunches, while R holds the MS in place as they dish out a dozen high kicks



AIR COMBOS


Aerial Light String
L > L > L > L > L > L
Much like it's grounded sibling, this combo has very little knockback, making it perfect for juggling helpless opponents

Aerial Heavy String
R > R > R > R
A series of flying kicks, followed by a meteor slam back to the ground

Aerial Shove
R(h)
Just an airborne version of the ground shove. Super short range, so a bit tricky to hit

Aerial High Kick
L > R
A flying (while you're flying)_kick with minimal knockback, allowing for further combing

Aerial Shockwave Punch
L > L > R
Second verse, same as the first. Low knockback, but it's a bit slow for the animation to end, giving opponents time to fall back to earth

Overhead Slam
L > L > L > R
The MS winds up both hands, for a downwards hammerblow, sending them back towards the ground

Aerial Divider Punch
L > L > L > L > R
Another ground move in the air. Same as the ground version.

Flying Kick
L > L > L > L > L > R
A no frills kick, still with very little knockback
Claws
IN PROGRESS

Claws! A variety of rapid, sweeping attacks that turn you into a rapidly spinning ball of pain! And to top it all off, your heavy is a suplex.
Greatsword
Greatswords (and Hammers) have a pretty slow, but hard hitting moveset, with some showy flips and rolls

GROUND COMBOS

Light String
L > L > L > L > L
3rd attack is a push, while 4/5 are both spins

Heavy String
R > R > R
Every attack in this chain acts as both a closer and source of knockback, allowing you to juggle an opponent a rather large distance. The third hit also knocks an enemy into the air, allowing for further juggling.

Charge Attack
R(c1-4)
Holding down R will start charging your weapon, through 4 levels. These are all color coded in ascending order, from White, Blue, Green and Red

Level 1-2 Charge
R(c1/2)
A spin attack that knocks enemies prone, back and up into the air.
The animation for Lvl 1 and Lvl 2 charge are the same, but Lvl 2 deals about 25% more damage, while launching the enemy much higher and further.

Level 3 Charge
R(c3)
A multihit launcher. Your MS repeatedly backflips, launching the opponent higher with each hit. Pairs well with the downwards smash aerial heavy

Level 4 Charge
R(c4)
Multiple spins, followed by a downwards strike with a metric ton of knockback. Enough so that it will put opponents far out of melee range.

Launcher
R↑(h)
L > L↑(h)
A simple upward slice launching the enemy into the air. The light string version provides less height, but places your MS below the opponent in the air, allowing for easier aerial combos.

Downwards Slam
R↑(h) during a light string
Holding both attack and forward at any point during a string of light attacks to slam the sword down onto the opponent. This will bounce the opponent off the ground, knocking them backwards a fair distance.

Crosscut
L > R
A wide, sweeping attack with a high angle launch after a short lunge forwards

Double Upwards Slice
L > L > R
Two upwards slices, giving a small amount of knockback and opponent airtime

Whirlwind
L > L > L > R
The MS beyblades forward, hitting repeatedly with high knockback

Rapid slice
L > L > L > L > R
An incredibly fast attack with incredible knockback. The strike comes out much faster than the other combo finishers.


AIR COMBOS

Aerial Light String
L > L > L
Just a series of slashes with minimal knockback

Aerial Heavy String
R > R
This is a vertical spin followed by the Double Upward Slice from the ground combos, complete with the shockwave effect around your feet for some reason. The first slice of the double hit rarely connects, unless the opponent is up against a wall

Heavy Slam
R↑(h)
Sends the MS, and your opponent if it hits, back towards the ground with a large slam
Horizontal Slice
L > R
A short, two hit combo that can be repeated infinitely midair with some good positioning.

Aerial Downwards Slice
L > L > R
Sends the opponent back to earth, bouncing off the ground when they impact
Lance
Boasting an incredible reach and some excellent closers, lance is a great mid-range melee. A choice pick if you wanna just swooce up to enemies and run them through.


GROUND MOVES

Basic String
A > A > A > A > A > A
A string of short stabs, ending with heavy horizontal knockback

Bull Rush
A↑(h)
O > O > A

Dash forwards, spearing any opponent in your path! This attack has a few triggers for it. A cover alot of distance, but deal very little knockback, often leading you to overshoot the target.

Gallop on, Rocinante! Justice shall prevail!
A(h)
O > O > O > O > A
A much stronger version of bullrush, and easier to perform. Unlike it's weaker siblings, this attack has a load of knockback, launching the opponent quite far, at a angle that's very easy to follow up with. A fantastic opener for the held version, and a great lead in to aerial combos for the string version.

Closer
A from a distance
Moves the MS a surprisingly short distance for the weapon boasting great range.

Launcher
O > A
A great launcher, acting as a perfect setup for a charged attack, or whatever aerial shenanigans you prefer.

Bull Rush
O > O > A

Spear Backhand
O > O > O > A
The attack with the best knockback is one where you don't even stab the opponent. Just a spin and thwack to send the opponent backwards.

Flurry Attack
A(h) during a the weapon's own combo string
O > O > O > O > O > A
A hailstorm of stabs. Once again, an attack with very little knockback, but great damage. Can be performed on it's own, or as the final attack in the basic combo, given the other weapon has at least 5 attacks in it's basic chain.


Aerial Combos

Basic Aerial Combo
A > A > A > A
Multiple quick stabs, followed by a powerful stab with heavy knockback

Aerial Bull Rush
A↑(h)
A(h)

Pretty much the same as it's grounded counterpart, including the damage/knockback difference on the two versions, just in the air.
Conclusion
I made this guide mainly because I wanted to have the fist moveset written down somewhere, and I figured it might help others enjoy the funniest weapon set in the game. All that's left for the forced two handed weapons is claws, after which it gets a bit complicated. Other weapons will be added soon. If you have any preference on what gets filled in next, feel free to leave a comment!
8 Comments
soulskulptor 27 Oct, 2024 @ 12:46pm 
should be noted that some weapons have unique skills like Super Lacerta Beam Saber's Saber Twinblade. uses the saber moveset save for the the (h) commands
Devil 30 Sep, 2024 @ 5:27am 
Will you be updating Claws anytime soon?
MACROPLASTICS  [author] 10 Sep, 2024 @ 5:47pm 
Oh wow, I tested backwards inputs with a few weapons, and thought they didnt do anything. Thank you!
John ♥♥♥♥♥♥♥ Zoidberg 10 Sep, 2024 @ 2:14pm 
so on great sword i know u can ↓ L during a light string and u will do like a spinning backhand slash
Kenzi 10 Sep, 2024 @ 2:02am 
Claws are fantastic if you like getting high hit/break combos because of how fast the attacks are. Combine it with fast firing long range weapons like machine guns or the builders' part minigun and you can easily maintain a 999 hit combo while stunlocking enemies by constantly blowing their parts off as fast as they get them back. And then combine that with a high "recover HP on hit" ability and you're pretty much invincible as you'll regen health faster than the enemies can damage you.
Knightmare Zero 4 Sep, 2024 @ 10:08pm 
Thanks so much this is very helpful! :praisesun:
⋮⋮⋮ SIEGE 1 Sep, 2024 @ 12:49pm 
this is super useful. i'll be following this to see if you go in-depth on the other weapon types.
TEKHNOIR 31 Aug, 2024 @ 4:11am 
thx !