Ultimate Knight Windom Guide

From EditThis.info

Note: This guide is still in that transitional phase where it still largely resembles the old guide. This is because I am not rebuilding the foundation of something this huge from scratch just yet. Pardon our dust. [http://prescriptionmedspharmacyhealth.net 03:45, 8 March 2009 (PDT)

Mech Guide to Ultimate Knight Windom XP

by: Break, Denning, Kein, and the Windom Community

The thread for this wiki is on Turqoise Grotto's forums: http://www.turquoisegrotto.com/forums/index.php?topic=70.msg243#msg243

Finally, we have an IRC channel on Rizon if you want to help out with the project or are simply looking for people to play with - join #windom on irc.rizon.net and find other Windom players there.


General Disclaimer and Introduction; Please Read

Mechs are covered roughly in the order they appear on the mech selection menu, and one-on-one strategies are emphasized over free-for-all and team battle tactics.

Ratings are simply included as a matter of my own opinion, due to there not being a large competitive following for the game; these will be salted out when there's more of a basis for comparison. The tiers, however, are more set.

I have included a movelist for reference, along with my own personal names for the moves, which I will generally use in the guide rather than the official names, simply because I'm more used to calling them by their "nicknames".

Fair warning. For the strategy and pro/con sections, I am simply going off of memory as to what proved effective when I used that particular mech. All I ask for is polite corrections if something proved to be ineffective, or (heaven forbid) completely off the mark. All in all, I try to be accurate, but make no guarantees that this guide is.

This leads me to my next point: in the event that there is disagreement, please, be civil about it. This is intended to be a group effort, after all. Unless the mistake is bloody obvious, don't change things willy-nilly. There's a discussion page and a topic in the MirrorMoon forums for that to be handled in to make sure the changes come out sound.

All information is based on version 1.009 of the game.

First person references refer to Break, the main writer of this guide, though such references will be removed in later updates. Extended input from other people will be labeled as such.

To get a feel for the biases of the writers, their main mechs are listed here in rough order of proficiency (including those of contributing members, who will add them here within their first few edits):

Break: XP SP3, Anthurium, Primula, BlackComb, 2000 SP1, BlackSelena


Denning: BlackComb, Anthurium, BlackSelena, Vista, Vienna

Formless: BlackComb, XP SP2, 2000 SP1

The values of the Weapon Gauge and Energy Gauge were found by hacking into the game, as these values cannot be seen in normal gameplay. The consumption of the Energy Gauge is constant among the mechs no matter the action, but the different weapons consume different amounts from the gauge. The rate of recovery of both of the gauges are the same between the mechs, but it is not a percentage of the gauge that is recovered, so it will take longer for the larger gauges to fill completely. However, it is always an advantage to have a larger gauge. --Guy|Wiser Guy] 20:42, 20 August 2008 (PDT)

General Moveset and Terms

Dashing refers to double-tapping and holding a direction to move quickly for a time.

Flying refers to double-tapping and holding the jump button for an extended "dash."

"Superlaser" usually refers to subweapon 3, for those weapons which actually are lasers. Those that don't fall within this category are usually referred to by some alternate name. Note that Cymbidium's "superlaser" is Subweapon 1.

"Drones" and "drone lasers" refer to Subweapon 2 of Vista, Vienna, XP SP3, and BlackComb, otherwise known as the all-range attack. "Funnels" is also a common nickname for the subweapon.

FFA simply stands for Free For All, in which everyone is pitted against everyone else.

Durability simply represents the amount of lives multiplied by the amount of life points per life, as a representation of how well the mech can stand up to damage as a whole.

Cooldown refers to the time in which a weapon can't be used right after it's fired. Cooldown can be circumvented by charging the attack.

Quick recovering refers to tapping the melee button the instant you hit the ground so you bounce right off it - players more familiar with fighting games generally refer to it as teching. Used well, this puts you right back into escape- or offensive-mode, but this may merely act as a knockdown resetter if the opponent expects it and keeps comboing. Your invincibility time is shorter when quick recovering as compared to when you get knocked down and get up normally, so if you need to escape, it's often best to simply stay down.

Changes From Bootfighter: What's New?

// heavies have lower health, ranged attacks now affect melee knockdowns more, individual mech changes covered in respective sections

// downward firing angle increased

// Anthurium's buster launcher is more accurate (sweeps faster), but less damaging; still a huge threat

A Few Things to Keep in Mind

A few general tips before the guide begins in earnest:

For mechs with effective melee attacks, such as XP SP3, Cymbidium, and BlackSelena, one must learn how to close effectively, whether you have the tools to make this easier or not. High risk, high reward. The best way to do this is to know your angle of approach. Make your approach too forward and you can get intercepted by ranged attacks, or worse, a superlaser; make it too off to the side and you won't make progress. Gauge the situation and adjust this balance accordingly.

Learn to melee cancel. More than anything, this will improve the damage you can reliably pull off with most mechs. It's fairly simple to pull off - simply hit the guard button in the middle of a combo. This will use up a small bit of EX gauge - thus, if the first portion of your combo hits, it should generally build up enough boost such that canceling won't be a problem - 1/3rd of an EX bar is not that hard to gain. Note that canceling without connecting is possible, but requires more gauge to do so, so be careful if you whiff.

NOTE: There is another type of melee cancelling, called the melee sidestep. This is performed by dashing in the middle of a melee strike. It certainly has its advantages over shield cancelling such as making you more mobile and less prone to getting hit. However, it consumes 1 EX bar with each use, so spamming this can be quite costly. One tactic that I like to use is to purposely whiff the first hit of your melee combo and bait your opponent in then immediately sidestep to set up an easy opening for your forward attack (or melee combo for SP3 since that mech has crazy reach). Use this sparinly, as once your opponent catches on they'll start guard tapping to counter. Mix this up with side combos and you'll have your target playing a guessing game the entire match. --[http://prescriptionmedspharmacyhealth.net 15:33, 3 November 2008 (PST)

Side melee attacks are useful. Actually, they're really useful, and throwing canceling in there can really muddy the waters. If your opponent seems adamant on holding their ground while shielding, a side melee attack will set them straight. Be careful, as eventually, they'll adapt by briefly releasing their guard and then activating it again to cover the new attack angle (usually referred to as guard tapping).

Mechs will become downed after a certain amount of hits, depending on the attack - this represents that particular attack or combo's damage cap. Thus, when canceling, you should have a rough idea of when your combo will knock down, so you don't waste attacks. Their down invincibility will kick in eventually, and there's not much you can do about that but position yourself for the next assault.

Anthurium and BlackComb have "fuzzy" guards, which means that the mech is still protected from damage, though melee attacks are not actually stopped by the guard; they will still go through the mech, so being able to guard through the whole combo is important. Anthurium and XP SP-B do not have traditional melee attacks. Anthurium's standard block will recharge her weapon and EX gauge at a noticeable clip, and BlackComb's standard block will deflect lasers towards your current target. Anthurium has an actual frontal block during her superlaser.

Use guard-dashing or back-dashing with very, VERY great care. (Mechs will have one or the other.) Misuse will leave one extremely vulnerable to melee, as it both uses up a good chunk of EX gauge AND resets your knockdown. I've pulled off really long combos against people who relied on this because they kept resetting their knockdown with every attempt to escape. This also applies to a certain extent with ground recovery, though that actually has more applications (such as if you get downed against a melee combo with your sword drawn, and your enemy is in striking range).

Take advantage of maximum firing angles when you can. Most mechs have no means of dealing with enemies directly above or below them, so you can use this blind spot to charge EX gauge into an attack, or pull off an attack with a relatively long execution time (Iris's magic circle is a good example of both). However, downward firing angles in Ultimate Knight are much wider than they are in the previous version, making this strategy less usable than before.

Know which attacks benefit from having gauge poured into it, whether to launch attacks more often (circumventing drone cooldown is one example) or to strike a hell of a lot harder (usually with a superlaser, especially for BlackComb or Anthurium). Almost as important as knowing what to augment is knowing when to do so. It's best to, say, charge up a 5-gauge superlaser when you're being comboed, or when you have the benefit of both distance and cover. Some functions are disabled when charging gauge into an attack; others may stop the charge completely, such as firing off a normal ranged attack while charging a subweapon.

Remember that putting a 1-bar charge into an attack will not increase its power - all it does is allow the attack to take place, regardless of whether or not it's still in cooldown. (This is true for any amount of charge put into the attack, really, though this is basically the only reason you'd use one bar of charge for a weapon.) However, if you don't have enough weapon energy for the attack, the attack will not go off, and any gauge charged into the attack will be lost. This also happens if you release a charge when in an attack, hitstun, or downed animation. Just be careful, watch the weapon gauge, and you'll be fine.

Individual Mechs

Windom XP


KD-05 Whistler WindomXP - "XP" for short.

- missile massacre -


  • Life: 1700
  • Lives: 4
  • Durability: 6800 (highest in the game)
  • Lockon Distance: 800 m
  • Weapon Gauge: 1000
  • Energy Gauge: 1200


  • Ranged Attack: Beam Rifle
    • Damage : 100
  • Melee Attack: Beam Saber

Subweapon 1: Missile ("missile storm")

    • Damage : capped at 180
  • Subweapon 2: MIRV
    • Damage : capped at 180
  • Subweapon 3: Cruise Missile
    • Damage : 150 x 2


Rating: 7/10 in 1v1, 8/10 in FFA and team battles. A good all-round mech with a crap load of missiles.

Pros: Its ability to rain hell on its opponents is not only great at damaging your enemies, but it also its sheer ability to instill fear into its opponents, especially when coupled with the charge gauge.

Its high durability will ensure your continued presence well into the battle. With the XP equipped with a Skyboard, this enables you to quickly fly past the enemy while still allowing you to fire at the given target. (Be warned - it takes practice to pull this maneuver off.)

Cons: Its missiles are ineffective if used in close range combat. Because of this, the user is forced to switch to sword combat, although this can be incredibly risky when fighting faster mechs; this weakness can be somewhat nullified if you use the gear's ability to smash down targets with the beam sabre and either run away or do some damage to your opponent while he's still on the ground. Although the beam sabre might compensate for close combat, the combos available to XP are very limited. Aside from that, every strike has a looooong pose time (almost as long as the SP3's) which can leave you open for subsequent attacks.

Overall, if you feel that supporting your team or bombarding you opponents with missiles is a good thing, this is the mech for you.

--[http://prescriptionmedspharmacyhealth.net Vista=== image003mh1.jpg

KD-08 Longhorn Windom Vista - "Vista" for short.

- eye of the laser storm -


  • Life: 1900
  • Lives: 3
  • Durability: 5700
  • Lockon Distance: 800 m
  • Weapon Gauge: 1000
  • Energy Gauge: 1400


  • Ranged Attack: Beam Rifle
  • Melee Attack: Long Beam Saber
  • Subweapon 1: Guided Plasma Laser
  • Subweapon 2: All Range Attack
  • Subweapon 3: High Intensity Laser


Raing: 7/10 for 1v1 and FFA, 6/10 for team battles.


-Quick 3 hit melee combo
-Spread laser covers a large AOE (Area of Effect)


-Relatively hard to connect all the lasers in Subweapon 1
-Low damage on plasma lasers
-Superlaser has poor accuracy
-Lacks transformation
-No variety in melee combos

Overall, a well rounded mech with limited capabilites at most. --[http://prescriptionmedspharmacyhealth.net 10:20, 26 October 2008 (PDT)



KD-04 Millennium - "Mil" or "Mill" for short.

- twenty-five pissed-off grenades -


  • Life: 1300
  • Lives: 5
  • Durability: 6500
  • Lockon Distance: 800 m
  • Weapon Gauge: 1000
  • Energy Gauge: 1000


  • Ranged Attack: Machine Gun
  • Melee Attack: Saber
  • Subweapon 1: Grenade
  • Subweapon 2: Crazy Ball
  • Subweapon 3: Machine Gun Rapid-Fire


Rating: 5/10 across the board. The most reliable and useful of the grenadiers, though that may not mean much.

Pros: Grenades - they're pretty good weapons that really should be better, considering the mech it's on; even so, they're versatile weapons. High durability. Bullets have their own advantages, such as their higher travel speed, light lockdown properties due to the slight rapid-fire, and the like. Crazy ball is decent at drawing foes out and forcing them to maneuver around threats. Can deal with mechs in cramped spaces with grenades, where accuracy would be a factor for others.

Cons: Crazy ball lasers are iffy, and can be flown through at high speed with little chance of being struck. Grenade throw speed is a bit on the slow side. Bullets don't home. Terrible melee.



KD-03 Type MS-98 - "MS98" or "98" for short.

- blocky cannon fodder -


  • Life: 1100
  • Lives: 6
  • Durability: 6600
  • Lockon Distance: 700 m (tied with Cymbidium for the lowest in the game)
  • Weapon Gauge: 800 (tied with SP3 for the lowest in the game)
  • Energy Gauge: 900 (lowest in the game)


  • Ranged Attack: Machine Gun
  • Melee Attack: Beam Saber
  • Subweapon 1: Grenade
  • Subweapon 2: Grenade (Single Shot)
  • Subweapon 3: Machine Gun Rapid-Fire


Rating: 4/10 in 1v1, 5/10 in FFA and team battles. It has one good attack, but it's one that it has a hard time using. Even Millenium can pave the way for its grenades somewhat.

Pros: Grenades are a good weapon in their own right, and are capable threats. Its bullets travel faster than lasers, and punch through BlackComb's guard. When fired back to back, the bullets have a slight lockdown effect. Best durability out of the grenadiers, and second best durability in the game. Unlike a lot of other mechs, it does well when the opponent is in a cramped space.

Cons: Has a completely useless attack. Everything MS98 can do, Millenium can do better - it really has no advantages over Millenium aside from a smidgeon of durability and a bit of melee power. Has to close in order to use its best attack, and has nothing that really paves the way for it. Bullets don't home.

Windom 2000 SP1


KD-06 Asteroid Windom2000 SP1 - "SP1" or "Speewhun" for short.

- red blur -


  • Life: 1300
  • Lives: 3
  • Durability: 3900 (tied for lowest in the game with Primula)
  • Lockon Distance: 1100 m
  • Weapon Gauge: 1000
  • Energy Gauge: 1700 (highest in the game)


  • Ranged Attack: Thunder Beam Rifle
  • Melee Attack: Twin Beam Saber
  • Subweapon 1: Plasma Spread Laser ("scatter laser")
  • Subweapon 2: Guided Spread Laser ("homing laser", which also refers to Subweapon 1 during plane mode)
  • Subweapon 3: Rail Cannon ("railgun" or "supermissile")


Rating: 9/10 1v1, 6/10 in FFA, 7/10 in team battles. Has the offensive power to count in 1v1, but no staying power in the hectic multi-opponent arena.

Pros: The Thunder Beam Rifle is faster than regular beam rifles and does slightly more damage. It guarantees a hit better than a regular beam rifle. This unit can transform into a plane and can fire its 'superlaser' by using the ranged attack button while transformed. The SP1 can use all of it's weapons, with a few alterations, during plane mode except for it's saber. As a plane, SP1 can avoid fighting any enemy head on, able to constantly fly away, pelt from afar, and fly away again. If caught up close, the twin beam saber is decent for defense and the combo pushes enemies away, allowing for another retreat. The homing laser can be fired when in plane mode as an offensive attack or as an attack as you run away. Also, the homing laser, when fired directly above an enemy, can surround and deal heavy damage against an enemy even if they try to guard. The SP1 sports the best boost time and mobility; hence the nickname.

Cons: Low health. You don't want to get hit too much when using SP1. The scatter laser does its maximum damage either at point blank range or at a distance of about 500m or further, with the homing laser having a similar minimum range problem. Anywhere in between point blank and 500m, not all lasers will hit. The railgun does not track that well vertically and acts more as a weapon to fight against BlackComb.

--[http://prescriptionmedspharmacyhealth.net 19:06, 7 August 2008 (PDT)

// redoing pros and cons, by Break

Pros: Excellent weapon set. Its thunder beam rifle is the most useful in the game due to having high speed, damage, and stun; its plane mode allows for excellent mobility, hit-and-run or keep-away play with homing lasers, and giving it the property of being extremely hard to attack with any sort of reliability - meleers can't catch up to close, and ranged attackers can't land hits unless the angle is just right. Can effectively deal with threats at varied ranges, and can sustain assaults due to its high weapon gauge.

Cons: Range requirements for a few subweapons are fairly specific. Extremely fragile (and possesses the lowest durability in the game), and thus leaves little room for error when playing. Railgun has slightly limited application compared to most superlasers. Melee attacks start knocking the opponent about fairly early, and isn't that comboable as a result. Transforming back to mech mode leaves it open. While in plane mode, it's quite hard to change directions.

The 2000 SP1 is a very solid, popular mech, and for good reasons. Its attacks have some punch and a boatload of reliability, and it has mobility and speed in spades, both of which are highly sought-after qualities in this game. Add that with an attack with great homing ability, a high lockon range, a very useful normal ranged attack and the ability to go even faster while keeping a great mobile attack ability, and you've got one solid mech.

It's fairly easy to tag opponents with the beam rifle. The bolt is faster than normal, and is the second most powerful rifle in the game; thus, it's probably going to be your attack of choice, and can (and should) be abused. The hitstun that this attack causes is golden.

The SP1's two most reliable subweapons, the homing laser and the scatter laser, have a slight problem - they have a minimum range, with the only exception being that the scatter laser works wonderfully at point-blank. The scatter laser diverges quickly after firing, which will increase coverage but decrease damage; depending on the situation, this may be desirable if you need to pin something down, and won't converge again completely until approximately 500 m out. The homing lasers, both in plane mode and mech mode, need some curving time before they can home with any efficacy - this minimum range is about 350 to 400 m.

The scatter laser has decent lockdown ability even when it doesn't converge; past its minimum range or at point-blank, it will probably knock down, but if it connects when neither of those conditions are met, the hitstun makes it possible to link the attack to the railgun. The homing laser should be used if your opponent is behind low cover, and a more accurate approach is called for. It's the closest thing the SP1 has to drones when it comes to drawing an opponent out. It also makes a decent finisher for when your opponent is at critical health. Either of these laser weapons work well with EX gauge, though the SP1 doesn't need it like some other mechs do.

The plane mode is useful for hit-and-run tactics as well as gaining space. The SP1's speed increases noticeably, and the homing laser is useful for deterring pursuit. Simply be careful when you switch out, as you have to release the directional button in order to get back into mech mode: this means you're stopped and somewhat vulnerable. However,

SP1 isn't as good at melee as say, the BlackSelena, though it's decent for what it does. Its melee combo starts knocking the opponent around rather early, so you'll have to cancel right after the first button press (the second saber swing) if you want to aim for the longest combo up-close. Past that, though, its side and forward melee attacks are good, and continuing the combo normally without canceling leads to a decent pushing attack. Although, if you choose not to melee cancel, you can immediately fire a scatter laser after one full melee combo for full knockback damage.

The SP1 only has one serious weakness - its durability. 3900 health doesn't leave very much room for error, and you'll be riding for your life in every moment of the fight. However, most of its other problems can be dealt with, given enough play, such as the minumum range issue and the melee canceling.

Windom BlackComb


KD-07 BlackComb Windom - "BC", "BlackComb", or "OMG WTF IS THIS SHIT" for short.

- panzer -


  • Life: 2000
  • Lives: 2
  • Durability: 4000
  • Lockon Distance: 800 m
  • Weapon Gauge: 1600
  • Energy Gauge: 1300


  • Ranged Attack: Dual Beam Rifle
  • Melee Attack: Twin Anti-warship Beam Laser
  • Subweapon 1: Trap Laser
  • Subweapon 2: All Range Attack ("drones," "drone lasers," or "funnels")
  • Subweapon 3: High Intensity Laser ("superlaser")


Rating: 9.5/10 in 1v1, 9/10 in team battles and FFA. Pretty much shuts down most of the cast with proper application of its shielding, and what it can't reflect, it can easily get away from, like melee attacks and missiles. Not to mention its superlaser...

Pros: Fast, wide and powerful superlaser that also has defensive applications, veritable immunity to laser attacks due to reflection, has the tools to both force enemies out of hiding (drones) and keep them in place (trap laser), most powerful normal ranged attack (though not the most useful), best mid-range game out of all of the mechs, along with the ability to keep it that way. Can use drones as a chasing deterrent as it flies away. Powerful, wide melee.

Cons: Can't block aside from lasers or guard-dashing. Somewhat susceptible to melee if caught in close combat. Cannot use its ability to reflect lasers when fighting mechs like Windom XP Type-B. Durability is a bit on the low side. Can run out of weapon gauge easily if one isn't careful to manage it. Forward melee attack has poor accuracy and a long pose time. Slow melee. Fuzzy guard doesn't actually stop melee attacks.

Of course, the natural instinct is to melee something that can't block, but therein lies the problem. Against a good BlackComb player who knows how to stay on the defensive, getting a shot at melee is tough. Staying back doesn't work, either - it reflects most long range attacks (specifically, lasers), and will absorb the more powerful ones; it has a strong normal ranged attack; it has two moves with are useful for controlling the opponent's positioning, even if one is fairly situational; and it has a killer superlaser. What it can't reflect, it can probably avoid.

The reflection alone would've made BlackComb a fine mech, due to the sheer amount of attacks that it can not only neutralize, but also make into its own. The superlaser, however, puts it over the top. It's a bit comparable to Anthurium's: what it lacks (to a slight extent) in tracking, it makes up for in speed of execution and width. It's a very difficult move to dodge horizontally because of that, and would probably nick most players moving vertically because of the slower speeds involved with that form of movement. It's even fast enough to stop some charges, especially if their sword is already drawn, because it'll be too late to intercept with a ranged attack.

BlackComb enjoys a medium-ranged game, and has the tools to force opponents to stay there. The drones do well to force opponents out of hiding, as well as act as an answer against opponent who tries to chase you as you're running off, and the trap laser can be used when the enemy's engines have run out. It makes a fine setup for the superlaser, because even if the opponent isn't caught, they're either forced to move carefully to get out, or have their mobility pretty much limited. Either situation is favorable, as they both limit evasion against what's to come. As long as the BlackComb can keep the enemy at bay, which will happen to some degree, the BlackComb can basically answer any threat. Overcoming its strengths to pick at its weaknesses is a lot harder than it sounds.

Is it invincible or unstoppable? No, and I'm not trying to give off the impression that it is. However, it's very easy to make a case for BlackComb being the best mech in the game, due to some pretty serious balance issues.

Windom XP-B


KD-05 Whistler Type-B WindomXP - "XP-B" or "Bees" for short.

- itano circus -


  • Life: 1600
  • Lives: 4
  • Durability: 6400
  • Lockon Distance: 1000 m
  • Weapon Gauge: 1300
  • Energy Gauge: 1000


  • Ranged Attack: Bazooka
  • 'Melee' Attack: Cannon (plus directional variations)
  • Subweapon 1: Missile ("missile storm")
  • Subweapon 2: MIRV
  • Subweapon 3: Cruise Missile


Ratings: 6/10 for 1v1, 8.5/10 for team battles, 7/10 for FFA. Provides excellent cover fire with MIRVs and missile storms, but can't really pin down mechs by itself.

Pros: Great at providing supporting fire from afar with all of its missiles. The missile spam can wreck havoc on the enemy. Its cruise missile cannot be blocked because the splash will still damage the enemy and knock them down. Can ride shield to fly a short distance away at a decent speed. The anti-aircraft cannon can be used to engage enemies that are locked on and flying above the unit and is one of the only units other than Anthurium that can engage enemies flying above. High durability. The Cannon provides a quick knockdown to escape close combat.

Cons: Has no sword for close combat. The cannon fired in normal mode reacts slowly to fire the first shot. The quick-shot cannon fires only one shot and has a fairly long cooldown, making the unit very vulnerable when the enemy gets close. It cannot boost far because the energy drains fast even when riding the shield. This unit should be kept mostly at a distance, firing missiles into the combat area.

--[http://prescriptionmedspharmacyhealth.net 18:50, 7 August 2008 (PDT)

The Type-B tries to excel at fighting in ranged combat, as weapons 2, 3, 4 are all designed to deal with opponents from a distance. Its cannon melee attack is somewhat useful in the distance, but its mostly for dealing with the opponents who want to fight up close and personal. This by itself is not a bad thing, after all, the Anthurium follows a similar policy.

It is in this mindset, however, is where you can find the killing blow for this mech: If the opponent wants to run in and fight you in close range, you're going to fight the opponent in close range. The 1000 energy gauge means that the only opponent that the Type-B can reliably outrun is the MS-98. The shield transformation allows for a faster flight than a mech that can't transform, but since you need to bob and weave to dodge a pursuing opponent's weapon fire, and they can run straight towards you since you can't fire back while transformed, or stopping while flying, you cannot get away from your opponent.

Weapons 2, 3, 4, are completely useless in close range, the cannon attack can be unreliable at times, and the bazooka can be negated by laser fire...It is a sitting duck once your opponent has closed the gap. The only thing the Type-B can do well is counterattack, as it can really take advantage of openings, and the homing property of the missles allow for a good deal of error. Using weapon 2 to hit a descending opponent is a good strategy, and if the opponent messes up on the melee attack, the cannon can come into play.

So the concept of this mech in 1v1 is to take advantage of the openings and mistakes of the opponent. This is never a good idea, as you have to successfully defend yourself first before you can return fire, and a smart opponent doesn't make mistakes often. --Guy|Wiser Guy] 10:16, 21 August 2008 (PDT)

Linux Iris

KD-08 Linux Iris - "Iris" for short.

- magical girl -


  • Life: 1500
  • Lives: 3
  • Durability: 4500
  • Lockon Distance: 1100 m
  • Weapon Gauge: 1500
  • Energy Gauge: 1600


  • Ranged Attack: Fireball
  • Melee Attack: Halberd
  • Subweapon 1: Mid-Ranged Guided Laser ("homing laser")
  • Subweapon 2: Summon Crystal ("crystals")
  • Subweapon 3: Magic Circle


Rating: 7/10 for 1v1, theoretically 8/10 in team battles, 7/10 in FFA. She's not suited to dueling and the frantic nature of FFA due to the preparation time it takes for her to be effective, but she provides the only "support" in the traditional gaming sense of the word in Bootfighter, not to mention how well she does with cover fire.

Pros: Accurate laser attack with low cooldown, fireball has good stopping power, powerful magic circle. Crystals en masse - especially when used with a five-bar charge - make for an excellent, pressing offense that deters approach. One of the best mechs for stalling.

Cons: A bit lacking in durability. Her best tricks, namely the magic circle and crystal swarm, require a bit of advanced planning and cover to make sure they work. Ranged attack is a bit on the slow side, and is linear. A sitting duck in melee. No control over crystals.

Playing as an effective Iris means that you have to use your cover to the best of your ability, as the crystals and magic circle take a fair bit of time to summon. This means you're going to be running away a lot, especially when Iris's subpar melee abilities are taken into consideration. However, her selection at range is decent, if not consistently threatening - the homing lasers are quite accurate and can connect at high ranges, while her fireballs possess good stopping power, if not a whole lot of speed. At higher ranges, the homing lasers are probably the safer choice, and can be abused like a normal attack due to their low cooldown, but if you're on the move, the fireballs will have to do, preferably with some crystal support.

Behind cover, Iris can drop uncharged magic circles to deter approaches, and summon some crystals to slow approaches further. The selection of crystals is somewhat random, though none are flat-out terrible. Particularly favorable are the distinctly-shaped healing crystals, which gives Iris a bit of incentive to stay safe behind cover, as well as the ones that fire the lockdown-inducing green beams and the ones that chase the opponent and drop thunderbolts.

Note that getting hit while magic circles are out will cancel them; the canceling can be a bit spotty at times, and may only be possible for a certain amount of time after the summoning, or during the summoning animation. Compounding this problem further is that the circles have an effective range of about 500 m, so counting on them to deal reliable damage is a bit of a waste. Once the circles are out, though, run, as the resulting laser storm will probably level any destructible cover in the area.

Then comes Iris's main source of damage - the magic circle using 5 bars of EX gauge. One can either do several 1-bar circles one after the other (resulting in a better spread but higher summoning time and less focused damage) or a normal circle followed by one with 5 bars of gauge poured into it (resulting in vice versa). Now comes the tough part - locking them into the effective range of the circles with fireballs, crystal support, and homing lasers - and therefore leaving your cover - while keeping yourself safe from attacks so that the circles don't get canceled. If any BlackCombs choose to reflect the magic circle beams, punch a hole in their guard with fireballs, and let the lasers do their work from there. Building up the gauge for another such effort will take some time, and may not even happen, so be ready to get on the defensive again.

For a more direct approach, the entire gauge can be poured into her crystals instead. This has the wonderful advantage of supplementing her offense through no further action on her part. On a full five-bar charge, the crystals attack incredibly often, and makes approach almost impossible. Toss fireballs around to further muddy the waters as the storm of crystals does its work - it's likely to lock down the opponent. If you're lucky, the healing crystal will give you some staying power even as you're working on your offense. This does not deal as much raw damage as a connecting full-charge magic circle, but is much easier to pull off, more consistent, much more annoying for the opponent, and requires a lesser amount of risk and adjustments to her core strategy.

Careful readers might have noted the uneasy "theoretically" worked into Iris's team rating. This is because even though Iris is suited to mass destruction, opponents are all too aware of this. Practically everyone is afraid of the magic circle (and it being the most telegraphed move in the game doesn't help), and will do damn near anything to stop it. Thus, Iris has a giant target on her back throughout the entire match, and it's extremely difficult to bring her full potential into play as a result. Having cover fire and combat support is pretty much essential to be an effective Iris in multi-mech battles.

Linux BlackSelena


KD-07-2 BlackSelena Linux - "BS," "Selena," or "BlackSelena" for short.

- acrobat -


  • Life: 2200
  • Lives: 2
  • Durability: 4400
  • Lockon Distance: 800 m
  • Weapon Gauge: 1500
  • Energy Gauge: 1100


  • Ranged Attack: Beam Rifle
  • Melee Attack: Double Saber
  • Subweapon 1: Shield Smash ("shield bash")
  • Subweapon 2: Sway Shot ("jump shot")
  • Subweapon 3: High Intensity Laser ("superlaser")


Rating: 8/10 across the board. A nice, versatile mech that's usable in many situations.

Pros: Jack of all trades. Effective meleeing ability combined with a solid ranged game means that it's hard to catch the Selena off-guard. She has an answer to meleeing opponents even without her double saber drawn, and can fire off lasers back-to-back fairly quickly with the help of the jump shot, which also knocks down. Superlaser has a couple of associated combos, such as after the last hit in a normal melee combo, or in midair after the jump shot.

Cons: Master of none. Unlike many other mechs, the Selena is hard-pressed to create her own opportunities, as she lacks anything like the penetrating shot or drone lasers to beg foes to open up. More often than not, she has to wait for her chances, rather than being able to make them. Average durability. Weird hitboxes on side melee combo. Each laser in sway shot does 1/2 the damage of a regular laser.

The Selena is a capable mech, who can shoot standard lasers at a higher rate than any other mech in the game thanks to her jump shot. This is far from her only trick, though - the shield bash provides an answer for melee when she doesn't have her double saber drawn (as well as having the ability to punch through a melee combo if you evade or escape - take note that the laser followup doesn't happen unless the shield bash itself connects), and she can link her jump shot to her superlaser quite easily for a reliable, damaging combo, assuming the opponent is near the ground. She can also pull off a decent laser flurry - regular shot to jump shot to regular shot for a combo that even works against opponents that get knocked down. Be warned that if the final regular shot is used, you will have to deal with lengthier landing recovery.

The problem is, that's about all she can set up on her own. All of her attacks are direct, meaning that you have no option that draw out opponents and create opportunities on their own. She either has to wait for her clear shots, or take the fight to the opponent on her own. One such opportunity is dealing with chargers - depending on range, the Selena can use her jump shot or shield bash to answer the threat with speed. If the shield bash misses, you may end up at an odd angle relative to your opponent, making the Selena trickier to pin down for a melee assault for a short time.

In melee, the Selena outranges and outpowers a good amount of the cast, with the notable exception of the XP SP3. Her forward melee attack also comes out quickly, and is easily repeated even without canceling as long as the ending launcher is not used. The forward melee strike makes a wonderful approach, and is easily canceled into a further combo if it connects, and doesn't last too long if it whiffs.



KD-06 Asteroid-0 Windom2K - "2000," "2000 vanilla," or "2K" for short.

- shades of grey -


  • Life: 1250
  • Lives: 4
  • Durability: 5000
  • Lockon Distance: 900 m
  • Weapon Gauge: 900
  • Energy Gauge: 1400


  • Ranged Attack: Beam Rifle
  • Melee Attack: Twin Beam Saber
  • Subweapon 1: Plasma Spread Laser ("scatter laser")
  • Subweapon 2: Missile
  • Subweapon 3: Rail Cannon ("railgun" or "supermissile")


Rating: 6/10 all around. Not bad, but is just generally outshined by SP1 in every aspect but durability.

Pros: Fairly well rounded. Retains the 2000 SP1's mobility and one of its better weapons, while actually having durability to speak of. Melee is better compared to the SP1, as it doesn't knock the opponent around much, making it more comboable. High durability.

Cons: Loses too much compared to the SP1 - in a nutshell, it loses what made the SP1 so amazing, The single cruise missile, while not strictly terrible, is a poor substitute for homing lasers, both in plane and mech form. It lacks the thunder beam rifle, too, meaning tagging opponents is harder.

Linux Cymbidium

KD-08-2 Cymbidium Linux - "Cym" or "Cymmie" for short

- the angel of melee -


  • Life: 1850
  • Lives: 3
  • Durability: 5550
  • Lockon Range: 700 m (tied with 98 for shortest in the game)
  • Weapon Gauge: 1100
  • Energy Gauge: 1100


  • Ranged Attack: Sword Impact
  • Melee Attack: Saber
  • Subweapon 1: Plasma Arrow ("superlaser")
  • Subweapon 2: Leap ("jump")
  • Subweapon 3: Aura Blade ("saberwhip")


Rating: 7/10 for one-on-ones, 3/10 for free-for-alls, 5/10 for team battles. Very deadly when dueling, but loses too much when in firefights. She makes a great distraction, however, and can easily force enemies to pay attention to her.

Pros: One of the best melee threats in the game, with great speed and power in close range. Notable durability. Has the fastest melee knockdown in the game (down+melee).

Cons: Closing can be difficult, has a serious lack of range. Side and normal melee combos (without the Aura Blade buff) are outranged by XP3 and BlackSelena.

Ah, Cymmie. One of my favorite mechs, and one of my least favorite mechs to fight - and judging by the almost schizophrenic changes made to Cymmie's HP, melee power, and boost power with almost every patch from 1.027ish back, it's probably one of YSK's least favorite mechs to balance. Make no mistake, though - Cymmie is a difficult mech in many ways, and a sight to behold if used correctly. Those sleek wings, those sexy curves, those bitchin' heels...

But I digress. Cymmie is one of the deadlier mechs in one-on-one battles, simply because she punishes mistakes so well. If she closes, that life is pretty much gone. The only mechs that she has any real difficulty with in one-on-one are the 2000 series, which can play an almost eternal keep-away game with their plane modes and somewhat reliable attacks combined with their high lockon distance, along with BlackComb, who flat-out counters most of the roster anyway.

Plasma Arrow is extremely situational - generally, one will have to run down the enemy's engines first before this superlaser has a shot at landing. Her normal ranged attack is better suited to halting an immediate threat due to its stopping power, and isn't bad for setting up a melee assault if it knocks down. Jump should probably be used in lieu of normal ascension, as it's faster and doesn't use a lick of engine power. Her saberwhip improves her already impressive melee abilities slightly, adding a noticeable amount to the damage total of a combo and making it slightly easier to slip past blocking. Toss it out when it's safe.

So what's her problem? Versatility. Specifically, range. Cymbidium is locked into close-range battles and doesn't have much of a way about it. Worse yet, she doesn't have the tools to get herself in close easily, like, say, XP SP-3 would with its drones. This is made slightly easier in that Cymmie has no gun to draw to fire off ranged attacks, and so there is no lengthy switching animation to go through in case the closing doesn't turn out well. However, getting away from a Cymmie that's already closed is really difficult - given proper care, the life is lost if that happens. In order to be any good with Cymmie, one has to learn how to close "manually" without support. That's a lot harder than it sounds.

Cym basically can't be used in FFA very well. There's simply going to be too much going on for Cym to do any real damage in melee. Her attacks are too involved for her to complete melee combos, and she's susceptible to superlasers to the back as she's comboing someone to death. However, she makes a great teammate if one needs to charge up a superlaser (or Iris's magic circle, even!) because her style naturally forces opponents to pay attention.

Edit: Rosslyn

Now, for those of you that use the Cymmie, I am pretty sure you would all find something that is rather neglected in its' style of play, that is, the use of the Ex-Guage, well, the Cymmie doesnt have all the flashy shots and superlasers that the other mechs have, and to be perfectly honest, the plasma arrow isnt the most damaging attack in the game, and the time it takes for it to fire off evenn one shot is just... horrid (Although it DOES have a much shorter delay then most - Ill discuss that later). So, to clear it up, the use of the Cymmies Ex-Guage, there really is just two moves you would need it for, because charging a 5-Bar with the Arrow is going to take too long and not be effective enough =P. Firstly, yes, the Arrow CAN still be charged, a little trick/combo I've found when fighting multiple enemies (Best on open group, too many buildings render this tactic ineffective) is to first use "Jump" then fire off one arrow at the target WHILST charging up a 1~2 bar arrow, if you see the shot contact (i.e. the hp bar going down), then press S immediately then fire off the charged arrow, and to be honest, you could keep repeating it, switching targets on and off, although one might not want to stay in the air too long, you get hit too much that way...

Now, the second attack that could be charged would be the highly neglected Aura Blade, mainly because it (Lv. 0) just does too little damage for it to be effective, BUT, charging a 3, 4, or even 5 bars with it means that you can bring your enemy from the air in just a few slashes (yeah, thats what I said, slashing randomly with the blade will drop them as long as you can see them in your screen), and after that, just combo them to death. Or, alternatively, one could use it as a laser (with that many charges, its pretty powerful) by simply using the forward tap + melee, the Aura Blade acts as a penetrating shot in most cases, and against those people that enjoy using the Blackcomb, the attack doesn't get reflected back, but rather, connects.

...and thats about all, might update sometime later with Gladiator Tutorials...

Linux Anthurium

KD-08-3 Anthurium Linux - "Anth" or "Anthie" for short.

- fareye -


  • Life: 2150
  • Lives: 2
  • Durability: 4300
  • Lockon Range: 1400 m (longest in the game)
  • Weapon Gauge: 2000 (highest in the game)
  • Energy Gauge: 1600


  • Ranged Attack: Beam Rifle
  • "Melee" Attack: Rapid Fire ("missiles") plus directional variations
  • Subweapon 1: Long-Range High-Speed Laser ("quick laser")
  • Subweapon 2: Rail Cannon (penetrating shot) ("railgun")
  • Subweapon 3: Buster Launcher ("superlaser")


Rating: 8/10 in 1v1 and team battles, 7/10 in FFA. Lacking in answers to melee, but incredibly deadly in her element due to her defensive style of play being difficult to stop. Excellent at support. Has trouble dealing with multiple opponents.

Pros: Devilishly effective superlaser. She has a deathly accurate and powerful superlaser when used in the right situation, and it tracks really well. Penetrating shot allows for effective turtling, and is the only mech anywhere near effective at very high ranges. Quick laser is useful for stopping a wiry opponent. Can manage the opponent properly and keep them at her effective range.

Cons: Can't block. No real way of dealing with meleers or anyone that gets too close.

Anthurium makes for an excellent defensive mech. It's pretty easy to spend the first phase of the fight avoiding fighting - simply run away, find a decent bit of cover, and fire away with the penetrating shot. Simply wait for the targeting cursor to dip a bit, indicating a landing (presumably due to engines cutting out), then fire the rail cannon. Anything closer than mid-range should get hit if the timing is on. Use the downtime to run further away and reposition, find cover, rinse, and repeat. Whittle down the enemy's health in this fashion for as long as you can manage, then switch tactics in they ever make it past. For an added obstacle, Anthie can use the same button as the penetrating shot subweapon while flying to fire homing shots a la 2000 SP1. The catch is that these are missiles, but they launch from behind the mech, so you have to turn around to at least about 90 degrees from your opponent so that they can home properly.

At this point, you'll need to rely on your other two subweapons. The quick laser acts as your pinning move - just like it says, it fires a fast-moving, curving pink beam that will likely nail an opponent due to its high speed. Even nicking them for one hit is fine; it will knock down, and give you time to follow up with something else, usually a single normal melee shot as you respace yourself. The best case scenario is that you score a clean strike for multiple hits, giving you time to prepare your next move. In this case, you can default to the strategy above again, or prepare a more direct attack, such as a missile barrage or the superlaser.

The missiles are decently quick but have no homing ability whatsoever - this is covered somewhat by their ability to fire back-to-back, pushing grounded foes back. Simply mash the melee button a few times after the first missile connects to keep things going - the aim will correct itself as the downed enemy is forced further back. It's possible to get off about four missiles or so before the enemy's invincibility frames kick in.

However, these simply cover Anthurium's safer options. She has a high-risk, high reward attack in the form of her Buster Launcher superlaser, which has a few properties that make it stand out:

  • it has fairly good tracking ability in its opening animation, making it easier to catch opponents
  • immunity to laser attacks during the firing animation
  • the ability to curve the laser during the firing animation to compensate for aim that is slightly off the mark
  • the mech will not stay in midair during the attack, but will fall instead

The first and last properties listed are the particularly abusable ones. Not only is it more accurate than most superweapons, it hurts, too: even given a slight charge of 3 bars or so, the Buster Launcher will seriously put a dent in most low-life-total mechs in a single firing, assuming the majority of the hits connect. It comes into its own on a full charge, however, and will kill basically any mech that's even moderately damaged on a direct hit. The superlaser is best used at medium-to-close range, preferably with a healthy bit of deception involved.

For example, one can fly upwards and force the enemy to follow - even better, charge the weapon while doing so. Fall down, and fire away as you plummet. The fall speed will make it difficult to spot the readying animation, and you'll probably score a hit in the process. You can also prepare the firing animation around corners, though that takes a healthy sense of timing to pull off successfully. Note that probably the best time to charge the superlaser is when you're most vulnerable: in the middle of being melee comboed. Let yourself go down, don't quick recover, gain some room with your invincibility frames, and release the weapon when the opponent follows. It's a great way to turn a losing situation into a winning one - making comebacks with the Anthurium not at all uncommon when she has a built-up gauge.

Past the superlaser cheese, however, Anthie still has a couple of tricks up her robotic sleeves. Though she can't block anything with the guard button, holding it down will cause her weapon energy and EX gauge to rise - slowly, at first, then quickly accelerating into a noticeable clip. Considering how much she relies on EX gauge to deal heavy damage, and how easily she burns through the weapon gauge, this is probably your action of choice for when you're behind cover and not throwing rail cannon shots around. She's also one of a couple of mechs that can attack directly above her with the left melee attack, which fires missiles skyward.

Windom Millennium-R

KD-04 Millennium-R - "Mil-R" or "Mill-R" for short.

- cover fire -


  • Life: 1300
  • Lives: 5
  • Durability: 6500
  • Lockon Distance: 800 m
  • Weapon Gauge: 1000
  • Energy Gauge: 1000


  • Ranged Attack: Beam Rifle
  • Melee Attack: Saber
  • Subweapon 1: Grenade
  • Subweapon 2: Crazy Ball
  • Subweapon 3: Beam Rifle Rapid-Fire ("superlaser")

Windom XP SP3


KD-05 Whistler WindomXP SP-3 - "SP3" or "XP SP3" for short.

- overcompensation -


  • Life: 1700
  • Lives: 3
  • Durability: 5100
  • Lockon Distance: 800 m
  • Weapon Gauge: 800 (tied with MS-98 for the lowest in the game)
  • Energy Gauge: 1100


  • Ranged Attack: Beam Rifle
  • Melee Attack: Two-Handed Beam Sword
  • Subweapon 1: Shield Boomerang ("shield throw")
  • Subweapon 2: All-Range Attack ("drones", "funnels", or "drone lasers")
  • Subweapon 3: Beam Rifle Rapid-Fire ("superlaser")


Rating: 9/10 in 1v1, 7/10 in FFA and team battles. A strong melee presence combined with a way to open up for that kind of punishment makes the XP SP3 very useful indeed. It can't take advantage of its excellent (if slightly slow) melee abilities in FFA and team battles, but its drones are excellent for support due to their lockdown abilities.

Pros: Wide, damaging melee attacks with excellent reach. Superb drones with great lockdown ability that's also a bit tricky to dodge depending on the firing pattern. Quick superlaser, if a bit lacking in accuracy due to its multiple-single-shot nature. Shield throw acts as a decent interrupt, like the Selena's shield bash.

Cons: The semi-random firing pattern of the drone lasers can lead to misses on mobile opponents, and do not stunlock on glancing hits. Melee is a bit on the slow side, leading to the occasional mid-combo block and counterattack. Side melee attacks are bleh. Melee attacks are involved, making them less viable in FFA due to the vulnerability involved. Is the only mech with drones that can't loose them while flying. Limited options at long range (normal shots and drones are pretty much it), and can't sustain any ranged assaults for long due to its low weapon gauge. Has trouble with mechs that are good at keep-away, such as the SP1. Additionally, it lacks the ability to transform.

An effective, balanced mech, the SP3 gained a sizable amount of power due to his new drones - they fire green lasers now, which deal multiple hits. This boosts the drone damage, adds a lockdown effect on a clean hit while the laser stun take place, and makes it harder to dodge due to the increased speed of green lasers. It's definitely a handy thing to have, as it opens up its melee abilities well. Take note that you can't fly around and loose your drones at the same time like Vista and BlackComb can, so it's not viable as a tool to deter anyone who's chasing after you like it is for those two mechs; this leaves its role chiefly as an offensive supplement.

The shield throw is fairly quick, making it a viable interrupt against charging opponents. It can even be thrown with your sword out; if they're stunned within forward melee or regular melee range, you can, more likely than not, start a combo before they react again. The superlaser can be thrown out as a decent counterattack, as well, due to the fact that you have some room for error - the final shots may hit even if the initial bolts miss. Other than that, the superlaser is bleh.

It's entirely possible to go through a match using drones as your only subweapon, and indeed, this is probably the only thing you'll be pouring gauge into. Whether using one gauge at a time to keep them out, or pouring all of the bars into it so it fires off multiple volleys (capping at 3 volleys on a 5-bar charge), pouring gauge into the drones is an effective use of EX. It's just that good.

Drones even work well against BlackComb, whether they choose to reflect the beams or not. It still acts as an effective lockdown because the enemy won't be moving or attacking - the reflection will generally be ineffective as a form of return fire because the drone lasers have limited range. Loose the drones at medium-close range, preferably from behind cover, move slightly closer and into position, and allow BC to reflect. Try to have your sword out at this time. From here, you have two options, on opposite sides of the risk versus reward spectrum, assuming the drones don't knock it down and give it invincibility frames: you can close and melee, which gives the BC and opportunity to counter if your timing is off but results in great damage, or to shield throw immediately for a free, if somewhat small, hit that results in decent stun and a slight pulling effect.

SP3's melee abilities are also quite notable - hell, it even looks threatening waving that two-handed sword around. It can tag fairly distant enemies with its forward melee attack, which can then be canceled into a normal combo for massive damage. Try to have a rough idea of when the combo will down, though, as the recovery time on its slashes is rather poor without canceling. More than a few opponents will expect an SP3 player to make the first strike in melee because of the power and reach it has. You can take advantage of this for mindgames. Approach, make way, and...

....block just short of your opponent.

If they take the bait, they'll melee, and you'll hear the dull-but-satisfying clunk of their blade against your shield. Don't get used to the deception, however, because opponents may see this coming and side-attack instead.

Does the SP3 have weaknesses? Sure it does, but it's more of a case of it having a lot of minor ones than it having a few large ones. Its shield throw isn't all that great, only seeing use when your sword isn't drawn and you have to stop a forward charge. Its superlaser isn't quite accurate or useful, as it only fires off multiple normal beams in quick succession. The speed of its melee slashes sometimes allows the odd mid-combo block, stopping your offense dead. Its side slashes are also pretty useless, as you spin in a wide path and sometimes push yourself too far out to connect, so be careful, and be ready to cancel if it does connect. The last hit can leave you terribly open, as it has the longest recovery animation, and smacks the opponent towards the ground. If you're close enough to the ground, an opponent with their melee weapon drawn can very easily quick recover and exact their revenge - for this reason, the optimal melee cancel point is after the thrust to avoid tossing the opponent around.

Windom Vienna

- gunslinger -

KD-06 Longhorn Windom Vienna - "Vienna" or "V" for short.




Pros: Excellent mid-range presence, the only viable rangedancer due to being able to switch between melee and ranged modes without delay, quick melee, damaging melee cancel combos when ending them with throws, cartwheel shot.

Cons: Can't work outside of mid range due to drones being the only homing weapon in arsenal being the drones. Melee hitboxes are wonky. Throws will basically never connect on their own. Melee attacks lack a great deal of range, and tend to toss the opponent around early.

Vienna is a mech that's at home both at medium and close range, and its ability to switch through both without delay should be abused whenever possible. Past around 500 m, its guns have a low chance of connecting due to lacking the homing properties of normal lasers, so your only long range option is to loose your drones to open up your opponent's defense. Note that Vienna's drones are unique in that they fire both the pink lasers of Vista's drones and the green lasers of SP3's drones.

Although Vienna's melee is quite fast, its attacks are quite lacking in rage and have odd hitboxes, so it takes a bit more effort to get into its proper melee range compared to, say, Vista. However, due to its throws, its melee combinations are quite powerful. Simply making three neutral attacks, canceling, repeating the three attacks, canceling again, then immediately following up with a throw is a devastating combination. The subweapon 3 throw should be used to end the combination whenever you have it available - the heel drop ending does less damage and has more execution frames, but doesn't run off any subweapon.

Vienna has one main combination at range that works anywhere from point blank up to around 350 m or so - firing a full volley of normal shots, then immediately following it up with the shoulder cannon. The enemy will be stuck in the hitstun from the bullets long enough to make evading or blocking the followup impossible. Try to only do the followup when you've hit confirmed the bullets, as the shoulder cannon has a long recovery time.

The Vienna's cartwheel shot actually has similar uses to the Selena's jump shot, though Vienna's is more for an evasive attack than the Selena's knockdown shot. Take note that the cartwheel shot can't be used while flying - you have to be dashing or walking instead.

Linux Primula

- thunder and brimstone -




Pros: Excellent at long range. Lightning laser causes lots of pain and lots of blockstun on a solid hit. Superlaser has frontal invincibility. Unblockable setups when in fire mode. Can make spirit swarms that autoattack at a lesser rate than Iris's crystals, but with much less setup.

Cons: Sitting duck in melee. Lowest durability in the game, a flaw it shares with SP1. Unblockable setups require her to be closer than she'd prefer. Lightning mode is only good for the stun, thus limiting her selection of viable options somewhat.

KD-08-4 Linux Primula - "Primula", "Prim", or "Primbitch" for short.

Windom Millennium-B

KD-04 Millennium-B - "Mill-B" for short.

- artillery -

Mobile Battleship Genocide

- shadow over the horizon -

  • Life: 100,000 (yes, really)
  • Lives: 1
  • Lockon Distance: really really long

Using the Battleship

  • Up: Increase Elevation
  • Down: Decrease Elevation
  • Boost: Throttle Up
  • Ranged Weapon: Throttle Down / Reverse
  • Melee Weapon: Main Cannons
  • Guard: CIWS (One on the hull)
  • Subweapon 1: CIWS (Two on the sides)
  • Subweapon 2: CIWS (Two on the bottom)
  • Subweapon 3: Vertical Multi-Missiles


To access the Mobile Battleship Genocide, you must select the Windom XP (the first on the list), then hold the UP key while selecting your stage - since Survival and Practice are the only modes that have Stage Select screens, they are the only ones where the ship is available for player use. When the stage begins, you will be in control of the Battleship!

Using the Battleship is nothing like the rest of the available units. For one thing, the Main Cannons are fired with the Melee Attack button and not the Ranged Attack like everyone else - if you're stuck in reverse, you're trying to shoot with the brake button! It should also be noted that the Battleship has no Guard function and cannot charge the EX Meter.

The Main Cannons pack a nice punch, and they also rotate to keep their target in sight. Their main disadvantage is that they can't point straight down, so keep an eye out for anyone under you and hit them with the old ack-ack!

Your missiles will come in handy for engaging targets that are distant (or behind you). They're also pretty powerful, though knocking over someone will obviously keep them from taking full damage.

Finally, the Battleship is bristling with little flak guns meant to keep people from slicing you to pieces. Holding one of the CIWS buttons will unleash a stream of fire from that set of guns that can do a good bit of damage to a careless target. You can use all three sets at once, but it'll drain your Weapon Meter something fierce, and it doesn't recharge quickly. The central gun attached to the Guard button, while only half as shooty as the other sets, has a lower Weapon Meter usage than the ship's recharge rate, so you can constantly fire it and still watch the gauge inch towards the top.

Keep your forward velocity in mind as well. Once your throttle hits a certain speed it'll start draining your Boost Meter. And if that meter hits zero, the ship will reduce to a complete stop and be stuck there until its capacitors recharge completely.

Cons: Negligible

Items Stats

In Ultimate Knight Windom XP (UKWXP) you can earn items in Arcade Mode by destroying the enemy Mecha and collecting the item it drops (it looks like a floating pyramid).

To equip the items you have collected from Arcade Mode you can do so by going to the Robot Garage on the Main Menu, from there you can select which Mecha you want to customize from color to equipping items, you can also view all the items you have in your inventory by going to My Item and you can even discard unwanted items using the Key from there.

The items will be listed from Class S being the strongest to Class D being the weakest.

Also beware that the items stats can have positive or negative effects aswell so take note of the plus sign + or minus sign - it has in the item description while playing UKWXP.



Class S


Class A


Class B


Class C


Class D

  • D Class/Defense

This item lets defensive ability increase

Beam DefensePower +5

Physical DefensePower +5

  • D Class/Generator (Increase Energy Recovery)

This item strengthens a generator

Energy Recovery +5

  • D Class/Generator (Increase Max Energy)

This item strengthens a generator

Max Energy +5

  • D Class/Power (Long-dist)

This item lets offensive ability increase

Long-dist AttackPower +5

  • D Class/Power (Short-dist)

This item lets offensive ability increase

Short-dist AttackPower +5


the Subject of Tiers|Absolutely required reading for those who disagree with tiers.] Please get the misunderstandings out of the way so that actual discussion can be had, as I'm very much tired of seeing people so ready to bash the concept of tiers, yet are totally happy with the ratings for each individual mech above, as they amount to the same damned thing. Thank you. [http://prescriptionmedspharmacyhealth.net 01:24, 26 December 2008 (PST)

Short List

Mostly based on 1v1. These will probably be subject to a ton of debate, not to mention the discussions about the nature of tiers themselves....

Due to the game not being analyzed as deeply as Bootfighter was, there's only three serious tiers for now.

  • Autowin - Battleship Genocide (=P)
  • High: Blackcomb (highest by a rather wide margin), Primula, 2000 SP1, XP SP3
  • Mid: Anthurium, BlackSelena, XP-B, XP, Vienna, Cymmie, Iris, Vista
  • Low: 2000 Vanilla, Millennium, MS-98, Millennium-B, Millennium-R


Autowin Tier:

  • Genocide: Because mechs you can't even select for versus modes are obviously the best. Apparently it was too overpowered for multiplayer, so YSK decided to make it campaign-only.

High Tier:

  • BlackComb: Still a monster. Superlaser is nerfed slightly but still a pain in the ass to dodge, and it still stops beam-oriented tactics dead. Why YSK decided to allow this monstrosity to have a guard (albeit a soft one) and a good melee attack, we'll never know.
  • Primula: This one was a surprise. Prim is nice and versatile with her two-element nature, able to punch guards and apply pressure with fire, while pushing foes back with lightning. And don't get me started on the superlaser....were it not for the heavy HP loss she took in the latest updates, she'd rival Blackcomb.
  • 2000 SP1: Still ever the wiry bastard that people can't pin down.
  • XP SP3: Drones took a reliability hit - the lockdown ability on them is lessened, particularly on glancing hits - but is still the terror in melee that we know and hate.

Middle Tier:

  • Anthurium: Pretty much the long-ranged equivalent of the XP SP3 mixed in with a bit of BlackComb - great options at range, and has the quick laser to pave the way for greater things. The superlaser is even more of a bitch now. Unlike the BlackComb, however, closing against it isn't so difficult.
  • BlackSelena: If nothing else, the mech is extremely well-rounded, and is hard to catch in a situation in which it can't apply a proper response. Pretty much above-average in many respects. Probably the mech that's hurt the worst by the HP nerf the heavies got, though.
  • XP-B: Whoa, what happened here? Missiles got a nice usability boost in this version, knockdown is easier, and a bazooka and quick shot really helps out, as they're harder to cancel out this time around.
  • XP: No longer sporting the best durability in the game, but missile track better now. However, its cousin slightly edges it out this time around due to a lack of a bazooka and quick shot.
  • Vienna: A very technical mech that's hard to bring out the best in. It works at two ranges with the best of them, but wonky melee hitboxes and difficult-to-connect throws keep it from ranking higher.
  • Cymbidium: It has tons of trouble closing, but can do horrible things to people once there. High risk, high reward, painful throws to tack on to the end of already deadly combos, assuming you're not going for her infinite.
  • Iris: Versatile crystals add to her offense through no further action on her part, and are devilishly effective en masse combined with homing lasers and fireballs, though she needs time and space in order to pull off her best tricks.
  • Vista: Oh, how the balanced have fallen. The HP nerf really doesn't help it, and its melee has suffered too much from all of the damage YSK's taken away from it over time. Still has a questionable subweapon and an odd superlaser, too.

Low Tier:

  • 2000 Vanilla: Loses what made the 2000 SP1 so great. It has durability and retains the SP1's mobility at the cost of the SP1's most effective options on offense. // possible mid tier?
  • Millennium: Simply the most effective of the grenadiers, as it has a decent crazy ball combined with solid grenades....but not much else.
  • MS-98: Millennium with a much less useful single grenade, a smidgeon more durability, and a bit more melee power. Low weapon power keeps it from making pressing assaults.
  • Mill-B:
  • Mill-R: Not as bad as it was in Bootfighter, but still not good, either. Nerfed grenades make them that much more of a gamble, and much less effective. The tradeoff for a better form of a mediocre attack plus a beam rifle is not worth it by any measure.

To-Do List

  • maybe switch this to a new wiki with individual pages
  • finish the Selena section
  • more pics
  • get help for the sections that have no strategies in them
  • restructure tier section
  • more cowbell!
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