GBO2 Galbaldy Alpha: 400 cost knockdown king!

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Let's Play
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This video is a recent quick match I had with the LV1 Galbaldy Alpha on Gundam Battle Operation 2. It is a 400 cost general with a lightning fast downswing, high mobility and two instant staggers. It suffers from a stun rifle with dreadful heat rate and overheat time, being relatively squishy compared to its size and having no Maneuver Armor skill. This suit has always been sorta good in some situations in my opinion since it can easily knockdown enemies with its poking high priority downswing, though the fragility, lack of stun resist and poor beam rifle has always held it back. In this match I was basically able to keep knocking the enemy down to create an advantage for my team, so I hope that you enjoy watching!

The Galbaldy Alpha can choose between the Act Zaku machine gun, Gelgoog beam rifle or its own beam rifle for primary weapons. Its own beam rifle has 1700 power, 3.5 seconds cooldown, 95% heat, 20 seconds overheat, 0.77 seconds swap, 350m range and 10% stagger value. This staggers in one shot and has nice power, though the heat rate means your cooldown between shots effectively ranges from 9 seconds to 9.5 seconds, with overheating not really being a viable option due to the 20 seconds overheat time. This means you will often need to look for chances to surprise enemies with your downswing rather than initiating with a stun all the time, which can be doable if you knockdown one enemy with your stun then target swap to another and raw melee while they are fighting someone else.
Its primary melee weapon is a beam saber with 1900 power, 2.5 seconds cooldown, 0.77 seconds swap and 120% downswing modifier. The downswing modifier is 120% instead of the usual 130%, but in return you have high priority and what is likely the fastest downswing in the entire game. It shares the same animation as the side swing for the Gyan, so converting a stun into a knockdown is incredibly easy. The speed of the downswing is so great and its range good enough for you to potentially surprise enemies with a downswing in the open. This is really what makes the Galbaldy Alpha what it is so make sure to abuse it as much as possible.
Its first sub weapon is a sturmfaust with 2400 power, 1 ammo, 15 seconds reload, 3 seconds swap, 200m range and 80% stagger value. This has the highest power of regular sturmfausts so using this to combo into beam rifle then melee can output some pretty nasty damage. Though it has long swapping time and has a lengthy discard animation that prevents easily comboing to melee from this alone, so try to combo it into your beam rifle to close the distance before melee.

The Galbaldy Alpha has 14000 HP, 7 ballistic resist, 18 beam resist and 17 melee resist. HP is average for this cost but since the Galbaldy is larger than the rest of 400 cost, you are likely to take more hits than usual as well so be aware of this fragility. You also have low ballistic resistance so ballistic heavy generals or supports can easily take you out. You have a 15% reduction leg buffer but this is standard for large suits like this. This means that you won't really be hard frontlining on account of your lack of durability, instead using your mobility to weave in and out to create opportunities for teammates witht that downswing.
It also has 130 walk speed, 210 boost speed, 60 thrust and 60 turning speed. This is incredible mobility and more so on par with 450-500 cost generals rather than 400 cost ones. This makes it easy to outmaneuver the slower generals in this cost range and navigate around the map. It also has the relatively rare skills LV1 Forced Injector and LV2 Emergency Evasion.

Overall I think that while the uniquely powerful downswing and high mobility of the Galbaldy Alpha gives it a lot of utility, I don't think it is quite enough for 400 cost any longer. Its large size makes it easy to wall out with stuns and easy to stun in close range combat, so giving it LV1 Maneuver Armor could be a good buff. It also has a pretty weak beam rifle so buffing the heat rate on that to something like 85% would also enhance its stun output and give it more opportunities to consistently downswing as a result. So ultimately I wouldn't call it good in this current 400 cost environment, but it still can offer a lot for the team if you are crafty with that downswing. I will still be hoping for buffs though. Thanks for watching and I hope that you enjoyed it!

Music used:
Shin Megami Tensei III, Dante Battle
Dynasty Warriors Gundam 2, A Good Thing Is Possible

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Tags:
ゲルググ
GBO2
Gundam
Gundam Battle Operation 2
Mobile Suit Gundam
バトオペ2
Gundam Unicorn
Gelgoog
Mass Production Gelgoog
Mass-Production Gelgoog
MP Gelgoog
Gyan
Gundam Gyan
GBO2 Gyan
Gundam Gelgoog
GBO2 Gelgoog
Galbaldy Alpha
GBO2 Galbaldy Alpha
Gundam Galbaldy Alpha
ガルバルディα



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