EXVSFB/Crossbone Gundam X2: Difference between revisions

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* In the following combos "Sub" denotes a full 2hit, otherwise (1hit) will be specified
* In the following combos "Sub" denotes a full 2hit, otherwise (1hit) will be specified
* Remember, there is no cancel proration on →Sub, but there ''is'' on →AC
* Remember, there is no cancel proration on →Sub, but there ''is'' on →AC
* Also remember that 5B and 6B can be used completely interchangeably, except when doing 5BB~2B. Because 6B is the slightly better performing of the two, 6B will be used except for 5BB~2B.


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* 5B and 6B can be used completely interchangeably, except when doing 5BB~2B. Because 6B is the slightly better performing of the two, 6B will be used except for 5BB~2B.


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Revision as of 16:03, 22 October 2014

EXVSFB CrossboneX2.png

XM-X2ex Crossbone Gundam X-2 Kai

Pilot: Zambine Chareux

Cost: 2000

Durability: 540

Red Lock Range: 8.5 (long range)

MA Mode: No

Equipment Change: No

Dustloop Thread: Crossbone X2 Discussion

JP Wiki: Crossbone X2

Introduction

X2 is a long-range unit that has been dropped from 2500 in EXVS to the current 2000 cost tier, significantly improving its viability in combat. Despite the cost reduction, X2 has retained its HP, most of its damage, and still has a long red-lock range (third longest red-lock among 2000s, behind Messala and Heavyarms), as well as having overall had its armaments slightly improved.

X2's armaments are somewhat unorthodox, but they are very well balanced. Its BR has slightly above-average strength, it carries a very long-range gerobi beam (an uncommon armament period among 2k suits), and its rechargeable ABC mantle gives it a great amount of effective health, despite being on the low end in base health. Furthermore its stagger/Down 2hit Sub and CSa stun mesh very well with setting up favorable scenarios for your front guard partner. Not one of the 5 top-class 2k suits, but it's fair to say it sits in the next tier down.

Changes from EXVS
  • Cost 2500→2000
  • 2000 cost adjustments
  • CSa: guidance decreased, charge time 2→3s; travel speed increased, now carries momentum
  • Sub: reload 6s→4s
  • [BC]: reload 40→33s
  • 5B, 8B, 2B: →Sub cancel routes added

Moveset

Notation Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 7 75 1 ammo/3s 2.0 Peculiar angle of fire
[CSa] Shot Lancer Dart -- 70 3s 1.0 Stun

From beyond midrange strong vertical tracking

[AB] Sub Beam Saber + Beam Zanba Throw 1 91 4s 1.0+1.0 Single hits do 40/60 damage

Cuts tracking

Special Down

[AC] Jupiter Empire Buster Launcher 1 195 10s 0.25 x20 Strong vertical muzzle correction
[BC] ABC Mantle 100

(100 damage)

-- 33s -- Can be equipped or unequipped as long as ammo remains

Allows you to freefall cancel out of BR and CSa

Melee(Input) Name Damage Cumulative Proration Cumulative Down Notes
5BBB Beam Zanba 168 53% 3.0
5BB~2B →Brand Marker Stabs 156-198 53-44% 2.36-?? Kneeling stagger - Down
4/6BBB Beam Saber 168 53% 3.0
8BBB Double Kick→Stab 171 45% 3.0 Last hit is a non-umeki Down that sends enemy spinning to the side
2B Zanba Uppercut 65 82% 1.7
BD8BB Shot Lancer Stab→Drill 122 ?? ??

Cancel Routes

[A] BR → Sub, AC, BC (turn-around firing freefall cancel)

[CSa] → Sub, AC, BC (turn-around firing freefall cancel)

5B~BB, 4/6B~BB, 8B~BB, 2B → Sub

Ranged Moveset Details

Overview

X2 carries a somewhat unorthodox toolkit, but it has high affinity both within itself and with other MS.

[A] Main - Beam Rifle

Slightly above-average strength compared to other 2k cost BRs. Because its held in the left hand it has a slightly unique angle of fire.

[CSa] - Shot Lancer Dart

As already mentioned in the introduction, X2's CSa's guidance has been somewhat nerfed from EXVS, but its travel speed has been buffed and it now carries momentum (and its tracking is still pretty good despite the nerf), making it a more effective weapon overall, and it has become the true lifeline of X2. Great startup, and the dart's animation graphic is small but its collision detection and priority is proportionally big, so it's quite easy to shoot at opponents and them not see it coming and be hit by it. However, the large collision detection means it also carries a high risk of friendly fire.

The strong stun effect it carries has a wide range of applications. On hit following it up with Sub is a good technique for a guaranteed quick Down. It's easily the best setup you have for getting top damage out of your [AC] gerobi. It's a reliable melee intercept tool, especially again when paired with Sub. It's also an excellent tool for setting up attack opportunities for your forward guard partner.


The one caution you must exercise is the stiffness of the attack. However, this can be canceled by [BC] cape canceling (discussed in greater detail below).

[AB] Sub - Beam Saber + Beam Zanba Throw

X2 leaps into the air, spinning and throwing its beam saber followed by its beam zanba, creating 2 separate hit events:

  • Beam saber: 40 damage, 1.0 Down, 15% proration, staggers the enemy
  • Beam zanba: 60 damage, 1.0 Down, 15% proration, special launched Down.

The startup, attack motion, guidance, and reload rate have all been improved. You can furthermore cancel into it from BR or CSa in order to improve its guidance. The direction of the leaping/spinning action can be horizontally changed with the control stick, and the motion cuts tracking. Similar to CSa though you want to be careful not to cause friendly fire with this attack, especially with the zanba hit.

The attack is particularly good for doing a modified zunda, allowing you to economize BR ammo and boost while producing a launched Down that also has a guidance cut at the end of it.

Also, as seen above, the first two stages of all of your melee attacks except BD melee can be canceled into Sub, and in all of these cases a 2hit from Sub does more damage than doing the full melee attack. Unfortunately, when using it as a full combo finisher, the saber throw tends to Down the opponent, denying you the desired extra damage from the zanba throw, and so doing a melee hit winds up doing more damage than half of a Sub hit. Even doing one less melee hit to get the full-hit Sub typically winds up being a slight drop in damage.

[AC] Special Shot - Jupiter Empire Buster Launcher

Very long range gerobi - an uncommon armament among 2000 cost MS overall. Though X2's lacks damage compared to some others, it's much more accessible than the majority of others:

2000 Cost MS Gerobis
Suit Button Available every Max Damage Notes
Zeong AC 11s 194 Thin beam
Hyaku Shiki AC (hold)

AC (detach)

20s 303

261

Bendable


Messala Sub 12s 166 Medium-thickness beam

One extra ammo during EX Burst

Hambrabi CSa 3s 159 Thin beam
Mk II Super Gundam Sub

CSb

??s

5s?

200

135

Only available during Super Gundam, so long CD must be considered

Can shoot while moving

Sumo Sub

8/2AC

5s

10s

119

123

Quickly whips around body (non-standard use)

Short range, actually fired by assist (non-standard)

Launcher Strike CSa 3.2s 241 Bendable
Gunner Zaku CSa 2.5s 231 Bendable
Rozen Zulu CSa 2s 40 Thin beam with very short range

Sweeps across the body (non-standard use)

Kshatriya AC 10s 235 Short range
X2 AC 10s 195 Medium-thickness beam

As you can see, a fast reloading, very long range gerobi. 13 damage/hit. Its startup, thickness, muzzle correction, channel time, everything has been improved in EXVSFB, making it a much more reliable tool than it was previously. Even better than its stand-alone muzzle correction you can cancel into it from CSa giving it even better guidance, and also a stun before the hit if you are at closer range to the enemy.

It does require using some caution when using though due to your low health and its vernier lock. Equipping cape before firing can help manage some of the risk. You can cut the camera change via 2[AC].

[BC] Special Melee - ABC Mantle ("Cape")

The Anti-Beam Coating (ABC) mantle is a staple feature across the Crossbone series of MS. It has a "gauge" of 100 and blocks any ranged beam attack (meaning it will not block melee beam saber attacks) at the cost of gauge, breaking and disappearing at 0. The amount of gauge removed by an attack is equal to the damage done by the attack. If an attack does more damage than the amount of gauge left on the mantle, it will break the mantle but you will not take any sort of "remaining" damage. So 100 gauge will most typically spare you ~2 BR shots of damage. However, unless you are boosting at the time of impact such that it is only a partial hit, if a gerboi beam hits you, you will be locked into a sort of block stance, the damage will break the mantle, and you will take additional damage from the multi-hit nature of a gerobi beam.

When unequipping the mantle you immediately lose anti-beam priority, but when equipping the mantle the anti-beam priority is slightly delayed (by the time you see the mantle equipped - not while in motion - the priority should be established), so be careful.

Besides beam shots, here is a list of things the mantle also will and will not block:

ABC Mantle Properties

Will Block:

  • Dragon's [AC] flamethrower
  • Freedom/SF's Full Burst beam attack (though these attacks will break the mantle and do followup damage)
  • SF's EX Attack (though it will break the mantle and do followup damage)
  • Stargazer's normal 5/8/2B, and powered-up mode any-B
  • NT-D Unicorn's Psychommu Jack
  • X1 Kai's 2B beam shields
  • Extreme Gundam's EX attack (though it will break the mantle and do followup damage)
  • Extreme Xf's CSa
  • Max Evo Xf's 4/6Sub


Will Not Block:

  • Pressure attacks (The O, Quebely, etc, as well as Extreme Gundams' evolution shockwaves)
  • God's and Master's main and CSa
  • Beam boomerangs (SEED MS, as well as Gelgoog and Altron's)
  • Stargazer's normal 4/6B
  • Exia's beam daggers
  • Nuclear warheads (GP02A, etc - physical attribute attack)
  • Extreme Xf's Main (physical attribute attacks)
  • Max Evo Xf's 5Sub

X2's ABC mantle though is distinct from that of the other Crossbone units in that it can be taken on or off at will, and it reloads after destruction allowing it to be re-applied. This equip/unequip feature has an added interesting property in that it affects X2's mobility, and also the rate at which it rises and falls. Furthermore, both the equipping and equipping cancel out of BR and CSa results in an amekyan-style freefall cancel ("cape cancel"). All of these properties are extremely important to X2's movement and gameplay. See the relevant Tactics section for more information.

Melee Moveset Details

Overview

As a whole X2's melee is quite underwhelming...low damage, short reach, and not a lot of movement. Its most stand-out feature is the ability to cancel into Sub from many hits.

5BBB - Beam Zanba

Very standard 3-stage, 3-hit attack with a ~2B derivative:

5B Attack Details
EXVSFB X2 5B.jpg

The first stage swings very vertically, leaving the torso somewhat exposed. The 2B derivative allows you to produce some of your highest melee damage, but it has no cut resistance.

4/6BBB - Beam Saber

Another 3-stage, 3-hit attack that actually has the exact same numerical values as 5BBB:

4/6B Attack Details
EXVSFB X2 46B.jpg

The startup, rush speed, and attack rate are all considerably better than 5BBB though. Its reach and its swerve though are lacking compared to other suits. If you pre-charge CSa you can put into play a couple of surprise attack options out of this attack.

8BBB - Double Kick→Stab

X2 kicks twice then stabs with the shot lancer:

8B Attack Details
EXVSFB X2 8B.jpg

This is X2's strongest priority attack, but the startup, reach, and rush speed are all not great. When used in combos though it has good tracking and is relatively fast. Using the full final stage or doing a CSa cancel during it is the second best melee damage option you have behind 5BB~2B, and it has much better cut resistance.

2B - Zanba Uppercut

Standard uppercut attack

2B Attack Details
EXVSFB X2 2B.jpg

It has an added bonus though that its newly-added →Sub followup produces a very high launched Down.

BD Melee - Shot Lancer Stab→Drill

A 2-stage attack, each of which has a number of micro-hits:

BD8BB Attack Details
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1-?? Rushing Stab 57 ??% ??
2 ??-?? Drill 122 ??% ??

The Stab→Drill transition is very fast, but, the multi-hit nature of both stages makes it very hard to manage or even calculate proration and Down value when used in combos. It has strong priority, but any hit out of the second stage causes a long knockaway that cannot be followed up with any kind of melee, so it's extremely poor for building combos. Your only hope for doing so is to use an immediate CSa cancel, stunning the enemy before knocking them away.

All-in-all, 8B provides much better options, and also stronger priority, despite its slow approach properties.

EX Burst

"omae wa shindandazo! dame janaika!? shinda shatsu ga detekichaaa!"

"ima koso, subarashiki kizoku shugi no rakuen wo...!"

EX Burst Attack

"Shindenakyaaaaa!!"

"haaahahaha sayounaraaaaa!!"

Batara Assist

262/243

Ranged attack in which X2 summons 3 Batara units to charge the enemy as it fires the Shot Lancer Dart, stunning the opponent. The Bataras grab the stunned enemy, allowing X2 to fire the Buster Launcher, after which they explode.

EX Attack Details
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Lancer Dart 110/102 ??% ??
2 2 Batara Grab 155/151 ??% ??
3 3 Buster Launcher 262/243 ??% ??

The attack overall has astounding range and the opening stage has pretty good startup speed and tracking. Still, it's recommended that you try to hit with CSa Shot Lancer first for a double-layer stun on the enemy to ensure that you get the followup hits of the attack. The second stage Bataras have a guidance separate from the Shot Lancer, but it is also quite good. As long as the Bataras grab the enemy you will hit with Buster Launcher. The attack has basically no Down value before the Buster Launcher, and it's possible to target switch while channeling the gerobi to see the enemy partner's position.

Burst Selection

Assault: +10.6% Damage, +10.4% Defense

Blast: +2.7% Damage, +20% Defense


Assault Burst gives X2 some added damage and aggressive melee pursuit performance and attack speed. However, X2 is a suit seldom in melee range given its long red-lock range and low base health. Its more relevant utility is the sizable boost recovery amount.

Blast Burst is typically the go-to Burst type for shooter MS, the primary selling point being the blue step ability out of most armaments. However X2 is already able to cape cancel out of both BR and CSa. Blast does give you the ability to step cancel both Sub and AC though. It will hasten your reload times, although X2 doesn't really suffer at all from poor reload times - they are all quite standard for their attack types. So while X2 does reap the rewards of Blast Burst that most suits do, it doesn't necessarily get as much out of it as many other suits do. More notably though, Blast does help considerably with reloading your ABC cape if it is on cooldown. Furthermore, it offers a sizable amount of defense for X2 who has one of the lowest base health pools in its class (even more important if you have no ABC cape at the time).


So ultimately, selecting a Burst type for X2 strongly comes down to do you intend to use it as an offensive cooldown or a defensive cooldown. Considering that though, again, you likely won't find as many opportunities that favor Assault for X2 as you will situations that would benefit from Blast.

Info and Tactics

ABC Mantle and Mobility

  • Cape and Movement Speed

Though the difference in speed between having the cape equipped vs unequipped has been lessened from what it was in EXVS, there is still a difference; X2 moves slightly faster and more agilely when the cape is unequipped. Similarly, X2 rises faster with the cape off, but falls faster with the cape on, so you want to try to equip/unequip accordingly.


  • "Cape Canceling"

Both BR and CSa can be canceled into [BC] (both equipping and unequipping) for an amekyan-style freefall. This works for both on-angle shots and, more importantly, turn-around shots. This trick pairs especially well with CSa which now carries momentum from side step or 4/6B swerve, letting you cape cancel out of these swinging motions with momentum (in addition from bailing you out of the stiffness the attack incurs so you're not floating helpless in the air). You should make a practice of deciding how you want to land before you leap and attack. If you want to be able to guard your landing with cape, then you need to remove it before leaping into the air and using BR/CSa so that your cape cancel will then equip it before your landing. Although, as already pointed out above, removing cape before jumping and equipping it for falling is a practice you should develop period due to how cape affects your rising and falling speeds.

Learning to use this technique is vital for making yourself more difficult to hit and extending your low HP.

Caution: obviously, this cannot be performed if your cape is destroyed and on reload cooldown.

Tactics

While in EXVS X2 was horrendously weak as a high-cost 2500 tier MS with weak attributes, the drop to 2000 cost while almost completely maintaining all of its attributes from its 2500 cost has provided a massive boost in viability to X2, making it a considerably strong suit in the already overall considerably stronger 2000 cost tier in EXVSFB.


X2 boasts a tremendously long red-lock range from which it aggravates enemies with its diverse set of armaments, supporting a front guard MS. The gameplan for X2 is fundamentally using your excellent range to coordinate with your partner from a distance, providing setups with your CSa, consistent Downs with your Sub, managing and maintaining your space and range from enemies, and using your ABC mantle to regulate your mobility and landings to make you harder to hit.


Regarding said armaments, its BR is mostly standard - slightly stronger than other 2k tier BRs. The Shot Lancer Dart CSa is X2's primary tool. The dart is small and hard to see, but has terrific range and guidance, decent travel speed, and a surprisingly large hit confirm box, making it a very effective surprise attack tool, which then stuns opponents on hit giving either you or your partner a multitude of options of how to strike next. Your Sub attack is a very long range, quick 2-hit special Down. Because it can be canceled into from CSa, inheriting its guidance and immediately following its stun attribute, this is a very effective combination for fast, reliable Down. More over, the attack cuts tracking, allowing you to lay down a couple of BR shots, or your CSa stun and then cut any attack that may be coming from the enemy's partner. Rounding out your armaments is the Buster Launcher long-range gerobi - an already uncommon armament in the 2k tier that has top-class startup, range, and availability, giving you a high damage source that many other 2k suits lack. Again, this attack can be canceled into out of CSa - another extremely potent combination if you are in range that the dart hits first.


Your melee output isn't so great, and when coupled with your low base hp, your gameplan largely does not revolve around using it. If an enemy is approaching into melee range your first instinct should be to use your Sub or CSa to hold off the enemy and allow you to retreat and keep your advantageous space between the two of you.


Wrapping it all up (unintentional pun) is the ABC mantle/cape the Crossbone series dons. Not only is it clearly a great tool for extending your low base HP, but X2's unique equip/uneqip functionality of its cape is a vital point of its gameplay, using the cape to manage your mobility and landings, and to cancel CSa stiffness without using BD.

Partner Considerations

X2 is a high-survivability/low-HP MS. As pointed out above, your partner and how you integrate with them is very important to your success as X2. Thankfully though, X2's toolkit allows it to match well with a very broad list of partners. That being said, a forward guard partner that can force enemies to target them and can protect you while you stick close behind them is most ideal. Remember though: you absolutely must not friendly-fire with CSa.

3000 Cost

Most ideal and much more viable now with X2's cost reduction. Given X2's long range, ABC mantle, and good survivability and stagger/stun tools, it can mesh well with almost any 3k suit.

2500 Cost

Even less cost-over punishment than a 3k partner. Most ideal is still a suit that capitalizes well off of X2's covering specialty and stagger/stun setups.

  • Melee-centric suits: DSH, GP02A, Susanoo, God, Xenon
  • Suits that are able to play forward and take care of themselves well: Banshee, The-O, Sinanju, Impulse, X-DV?

2000 Cost

No cost-over risk, but firepower is likely to be low. Depending on your partner you may need to play more forward, making and keeping a firm neutral line while trying to gauge and punish enemy boost patterns. Some good matches would be

  • 2k suits that also have good, self-sufficient survivability tools/performance: Hambrabi, Delta Plus, Heavyarms, Dynamas
  • Top damage output 2k suits: Hyaku Shiki, Exia,

1000 Cost

Because this will require X2 to play a much more direct roll in the battle with its low base health, and because while X2 is good at covering a partner it's not very strong at saving a partner or commanding enemy attention, this is not a good comp to try to build. If you wind up paired with a 1k in shuffle, it will truly test how good you are with CSa/Sub lock-down and cape juggling for maximum maneuverability.

Notable Matchups

Advantageous Matchups

  • F91: Has zero physical ammo attacks to try to shoot through your ABC mantle. It also lacks any truly strong damage attacks, while having the same weak base HP as you do and only it's Zero System-like MEPE cooldown to try and extend that small HP. A full hit from your Buster Launcher will take out 36% of its HP in one blow, and with your greatly superior red lock range and CSa or Sub, this is not too difficult to do. Its melee performance is pretty much the same as yours, maybe slightly better, but you have much better self-defense tools, and the mobility of your suits is very comparable.
  • Quebely Mk II/GunEZ: Use exclusively beam armaments and are low HP 1k suits. With your superior range, CSa, and AC, you should make quick work of them before they can have any significant effect on you.

Troublesome Matchups

  • WZC: Put simply, WZC's main is a hard counter to X2. It has long range, and a full hit from WZC's main does 130 damage, which completely annihilates your ABC mantle, and is 24% of your health pool if unmitigated. More than this, it can completely overtake your Sub and CSa attacks you rely so heavily on for self-defense. Getting into a high-stakes rainbow war is about the best you can hope to do 1-on-1.
  • Gyan: Foremost, every attack other than its CSa is physical ammo and so completely ignores your ABC mantle, going straight at your weak base health. Its [AC] stun and Sub oki tool both also go unmitigated by cape. Conversely, it carries an "ABC" shield that blocks all of your ranged attacks and melee attacks. If this doesn't seem bad enough its closing and melee performance is significantly better than yours, and it has many simple combos that do well over 200 damage, some doing as much as 260 - 43~48% of your HP. You must rely on your partner to help you with this suit, and must prioritize trying to break its shield so that you can have some effect against it.
  • Blue Destiny 1: Similar to Gyan, all its armaments except its [AC] assist are physical ammo, and just a lowly 1hit from its MG can destroy your CSa shot. Because its MG is cartridge-reload, BD1 is free to just layer the battlefield in bullets without worry, easily negating your CSa attempts and completely ignoring your mantle. Even if your CSa somehow manages to slip through its MG barrage BD1's [BC] slide simply cuts the projectile's guidance. Your chances of winning a shootout with a competent player of this suit are low, and so once again you will have to depend on your partner. Moreover similar to Gyan, once BD1 enters EXAM mode it will ruthlessly eat through your HP if it gets its hands on you.
  • FAZZ: A little lower on the scale due to its heavy reliance on beam weapons, but still, they are strong beam weapons that will very quickly eat your cape, and then leave you totally exposed to its ferocious high mega cannon or worse, hyper mega cannon. It also carries its CSa missle barrage that will ignore your cape and can keep you staggered so that it can land an easy A→Sub attack that will erase your cape. The one favor you have is its mobility is horrendous, but just make sure to always know where FAZZ is and if you are in its lock-on.
  • Heavyarms/Zaku II (JR/Matsunaga): Not as stand-out problematic as Gyan or BD1, but certainly noteworthy for their purely physical ammo armaments.
  • Epyon/Master/Quanta: While there are certainly a number of tools and play strategies available to keep distance between you and these suits, it goes almost without saying if one of them gets you isolated your HP will be gone in the blink of an eye.

Combos

All-in-all, X2's combo damage output is considerably low compared to other all-purpose suits in the game. It's very un-recommended that you go hunting for chances to use it, given this low output, your long red lock range and great range tools, and of course your low health, and so you're most likely going to be using it as a last-ditch self-defense if CS or Sub are not on hand. That being the case, your goal should be getting a quick Down with good cut resistance; this is best accomplished using some sort of →Sub finisher.


You'll notice in the list of combos that if you can manage to dish out ~200 damage safely, you're doing good for X2. Your MAX damage is going to cap out at just over 220, and getting this generally carries a considerably concern of being cut. So if there's any suit in the game this message applies to: don't think about or even aim for damage. Aim for a fast-ending combo that allows you to quickly flee back to your preferred range.

Noraml Combos

  • In the following combos "Sub" denotes a full 2hit, otherwise (1hit) will be specified
  • Remember, there is no cancel proration on →Sub, but there is on →AC
Input Damage Notes
[A] BR Starter
BR>>BR>>BR 158 Zunda
BR>>BR→CS 156 Does not Down enemy - stuns them instead, but essentially same damage while economizing BR ammo
BR>>BR>>Sub

BR>>BR→Sub

144

144

Zunda #2

First hit of Sub forces Down, so damage drop, but economizes BR ammo and cuts tracking

BR→CS→Sub 155 0 boost attack, but requires pre-charging CS
BR→CS>>AC

BR→CS→AC

159

151

Another 0 boost attack option, but really a waste of AC ammo
BR→Sub 136 Damage reference

40% Proration and 3.0 Down exist at this point

Difficult to follow up yourself. Can add >>BR finisher easiest for 166

BR>>AC

BR→AC

164

146

BR>>6BB>2B 175 If you fear getting cut
BR>>6BBB 180 Slightly better damage
BR>>2B→Sub 165 Puts the enemy in a long, launched spinning Down
  • CS can be used as a starter for really any combo given its stun property, doing -30% proration and 1.0 Down when used as a starter
Input Damage Notes
[CSa] Starter
CS>>BR>>BR 153 Zunda #3
CS→Sub>>BR 161
CS→Sub>>6BB 169 Spares your BR ammo and slightly ups damage, but requires pretty close range.
CS>>AC

CS→AC

177

153

Fundamental

Considerable decrease in damage from cancel route though, so you should try to use only if necessary

CS>>5/6BB>8BB 181
  • Despite the launch effect, Sub is quite difficult to followup from due to how it also moves you away from the enemy. To counteract this, using [4/6Sub] helps a little, but much more importantly is that you need to BD essentially the moment the zanba leaves your hands. If you wait until it connects, you'll never close the distance gap - even starting from point-blank.
Input Damage Notes
[AB] Sub Starter
Sub>>6BBB 196 Fundamental close-range combo
  • 5B and 6B can be used completely interchangeably, except when doing 5BB~2B. Because 6B is the slightly better performing of the two, 6B will be used except for 5BB~2B.
Input Damage Notes
5B or 4/6B Starter
6B>8BB→Sub 190 Ok damage (for X2) with cut resistance and a long knockaway
6B>8BBB(?hit)→CS 206
6BB>6BB>2B 207 Simple, launched Down

By using >8BB in the middle the damage rises to 211, but the transition into >2B is slower and more awkward

6BB>6BBB 211 5/6B BnB Combo

Furthermore, does only 5 damage less than >5BB~2B finisher with a much faster ending

6BB>8BB→Sub 203 Cuts tracking, but Sub(1hit) will force Down, so no launch, and lower damage than other options
6BB>8BBB(immediate cancel)→CS(→BC) 221 Should be considered BnB Combo #2 if you have a little extra time

Can charge CS from 0 to full from first hit

Only does 213 damage if you don't use CS before full hit

(→freefall cancel)

6BB>2B→Sub 196 High launched Down with good cut resistance
5BB~2B(6hit)>5BB~2B 223 Normal mode Death Combo, but 0 cut resistance, and not even that high damage to validate it
  • When following up 8BB it's important that you either side-step or back-step; using a forward-step will put you under the enemy, unable to attack.
Input Damage Notes
8B Starter
8BB>6BBB 216
8BB>8BB→CS(→BC) 217
8BB>8BB→Sub 208 Less damage and spends ammo, but cuts enemy tracking at the end
8BB>8BBB(immediate cancel)→CS(→BC) 225 Only does 218 damage if you don't use CS before full hit
8BBB(immediate cancel)→CS→Sub 213 0 boost combo
8BBB(immediate cancel)→CS→BC→BR 215 Another 0 boost combo with freefall cancel in the middle
2B Starter
2B→CS→Sub>>BR 184 If you don't include CS the combo does 178
2B→CS>>(→)AC 178(166) Easy AC setup, but somewhat poor damage

Simply side-stepping into AC with no CS will do 185 damage

2B>6BBB>BR 224 Forward-step into BR (even then, still very inconsistent)
2B>8BB→Sub 202 You can do Sub(1hit)>>BR for 206, but it is much more difficult to hit with
2B>8BBB→CS(→BC) 217 Don't cancel early (209 damage)
BD8B Starter
BD8B(1hit)>6BBB>BR 210 Inconsistent finisher
BD8B(immediate cancel)>8BBB(immediate cancel)→CS→BC→BR 209? Based on number of hits, damage will vary considerably, and you may or may not be able to tag the last BR shot...

Ex Combos

Input Damage Notes
ABC (EX) 262/243 Damage Reference
BR Starter
BR>> ???/???
5B or 4/6B Starter
6B ???/???
8B Starter
8B ???/???
2B Starter
2B>EX 259/240 Hit confirm starter that reduces the attack's damage extremely little, but a dangerous practice as you are much more likely to get cut in most scenarios

Unique Character Dialogue

External Links

Gundam Wiki Page


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