EXVSFB/Arios Gundam: Difference between revisions

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Most inexperienced Arios players tend to say the same complaint about the unit: "Arios has no ammo. I always run out."  It's true that with poor melee, lack of a knockdown sub, and only 6 main shots with slow recharge, you can find yourself in a situation where you are offensively neutered.  The rate of fire for the BR is also slow, which makes applying pressure as you would with most units far more difficult.  However, players with a fundamental understanding of Arios will rarely find themselves in a situation where ammo is an issue.  That's because Arios, despite having apparently multi-purpose tools, is more akin to a specialized ranged unit like Dynames than it is to a balanced unit like Rx-78 or GP01. With Arios, your goal is not necessarily to pressure the opponent or frustrate them in the neutral game, but to be obnoxiously disruptive in a deceptive way.   
Most inexperienced Arios players tend to say the same complaint about the unit: "Arios has no ammo. I always run out."  It's true that with poor melee, lack of a knockdown sub, and only 6 main shots with slow recharge, you can find yourself in a situation where you are offensively neutered.  The rate of fire for the BR is also slow, which makes applying pressure as you would with most units far more difficult.  However, players with a fundamental understanding of Arios will rarely find themselves in a situation where ammo is an issue.  That's because Arios, despite having apparently multi-purpose tools, is more akin to a specialized ranged unit like Dynames than it is to a balanced unit like Rx-78 or GP01. With Arios, your goal is not necessarily to pressure the opponent or frustrate them in the neutral game, but to be obnoxiously disruptive in a deceptive way.   


The first thing to know about Arios is that you don't pressure with your main. Rather, you poke on-angle shots and land-punishes as you would with a specialized ranged unit.  This is not intuitive, though, because unlike most specialized ranged units, Arios' main does not cause knockdown.  Fortunately, Arios has GN Archer as a permanent assist that, if your shots are spaced out correctly, will hit-confirm on your behalf if you manage to hit an opponent.  Thus, you have the freedom to shoot and wait to see if it hits without having to overcommit to a sortie or prepare for an immediate offensive follow-up attack. This not only conserves ammo, but also saves boost and helps keep your fragile suit stay evasive. Shoot; see if it hits. If it hits, Marie will most likely land the second shot and you are given some freedom as to decide which is the best course of action for the third and final knockdown attack.  This the key to keeping your offensive presence strong in regards to conserving ammo while remaining disruptive.  
The first thing to know about Arios is that you don't pressure with your main. Rather, you poke on-angle shots and land-punishes as you would with a specialized ranged unit.  This is not intuitive, though, because unlike most specialized ranged units, Arios' main does not cause knockdown.  Fortunately, Arios has GN Archer as a permanent assist that, if your shots are spaced out correctly, will hit-confirm on your behalf if you manage to hit an opponent.  Thus, you have the freedom to shoot and wait to see if it hits without having to overcommit to a sortie or prepare for an immediate offensive follow-up attack. This not only conserves ammo, but also saves boost and helps keep your fragile suit stay evasive. Shoot; see if it hits. If it hits, Marie will most likely land the second shot and you are given some freedom as to decide which is the best course of action for the third and final knockdown attack.  This is the key to keeping your offensive presence strong in regard to conserving ammo while remaining disruptive.  


So, for example, a standard zunda of [A>>A >>A] will cause a knockdown. However, that's half of your main resources expended. This is not optimal.  With the Marie hit-confirm considered, it is actually sufficient to input [A>>A] to register a knockdown. This, too, is less than ideal because it expends 1/3rd of your slow-recharging main resources.  An ideal ranged knockdown combo actually would end with either bdB (boost dash melee attack) or AB sub beam machine gun.  
So, for example, a standard zunda of [A>>A >>A] will cause a knockdown. However, that's half of your main resources expended. This is not optimal.  With the Marie hit-confirm considered, it is actually sufficient to input [A>>A] to register a knockdown. This, too, is less than ideal because it expends 1/3rd of your slow-recharging main resources.  An ideal ranged knockdown combo actually would end with either bdB (boost dash melee attack) or AB sub beam machine gun.  

Revision as of 20:28, 16 March 2015

Arios Gundam

Pilot: Allelujah Haptism

Cost: 1000

Durability: 300

MA Mode: Yes

Equip Change: No

Dustloop Thread: [1]

JP Wiki: [2]

Introduction

Piloted by Allelujah Haptism, Arios Gundam originally appeared in the second season of "Mobile Suit Gundam 00." It is accompanied by GN Archer (piloted by Soma Peries) as a permanent assist. This is Allelujah's first appearance as a playable character in the VS Series, which means that this is the first time all five of the Celestial Being gundam meisters have been assembled together in one game. In addition to dialogue from Allelujah and Soma, dialogue from their respective alternate personalities of Hallelujah and Marie can also be heard when burst is activated and after the conclusion of a match. Thus, there are essentially 4 distinct characters that can be heard when using Arios.

Arios is a low-cost multi-purpose unit that is best suited for ranged combat due to its sub-par melee and knockdown capabilities. Its red-lock range is similar to that of specialized ranged units, comparable to the range of Dynames. It also has superior mobility for its class.

Arios is accompanied by GN Archer as an assist that remains on the battlefield from the beginning of the match until the conclusion. (This is the first time in the series that a unit has had an assist that doesn't disappear after a set time-limit has passed.)

Arios normally can boost-dash 6 times, although when in burst, that number increases to 7 times. With only 300 HP, its health is low even for a 1k unit. However, Arios has several tools that help improve its survivability. These include a long red-lock range, a sub-fire (AB) that can be cancelled from main (A) and assist (BC), a special transformation (AC) that can be used even in overheat for emergency maneuvers, and its always-present GN Archer assist,

Additionally, although Arios' BR fire-rate and ammo-supply are nothing spectacular, thanks to the Archer's automatic support-fire and multi-beam shooting assist, its offensive presence is sufficient. Like all Celestial Being mobile suits, its burst results in the activation of the Trans Am System, which changes the attributes of the suit noticeably. 。

Conversely, there are many weaknesses with Arios. Its melee ability is below average in every aspect, and because of its lack of an attack that reliably causes an instant knockdown, it has a weak ability to greatly affect the flow of a match on its own. Furthermore, a lack of fire power coupled with its low HP results in a rather unfortunate combination. Therefore, Arios' success depends rather strongly on the composition and synergy of its team. For this reason, it can be a challenging unit to play in Team Shuffle.

Arios' victory pose consists of both units brandishing their beam rifles. As in Vanilla, Arios will only appear in Trans-Am mode if victory is achieved during its Burst Super attack(Press ABC while burst is activated). Simply winning while burst is activated without executing the Burst Super will not cause Arios to appear in Trans-Am mode for its victory pose.

Moveset

Ranged Name Ammo Damage Reload/Charge Notes
[A] Main Twin Beam Rifle 6 70 3 seconds Standard BR; can be cancelled by Sub (AB) and Special MA Transformation (AC)
[AB] Sub Beam Machinegun 40 8~71 5 seconds Can be fired while moving. Off-angle shots will result in a sudden halt of momentum, leaving Arios particularly vulnarable. Sub can be used to cancel both main (A) and assist (BC) when facing the correct angle. A>AB can also be used to execute a fast-fall turnaround when facing away from the target.
[AC] Auto MA Mode Transformation 1 10 seconds Can be used in overheat as an emergency evasive maneuver. Cancels Main(A). As opposed to regular transformation, using AC Transform automatically fires GN Missles.
[BC] GN Archer Multi-Fire Assist 1 90~150 5 seconds Neutral BC causes Archer to stop and fire 3 shots from a single position, with the third shot causing knockdown. 4/6BC causes Archer to fire 2 shots while readjusting her position with each shot. The directional shot has higher accuracy, but obviously less damage. Can be cancelled with Sub (AB).
Melee

(Input)

Name Total Damage Total Proration Total Down Notes
5BBB

Cancel Routes

Ranged Moveset Details

Overview

Melee Moveset Details

Overview

EX Burst

[EX Burst quotes]


Burst modifiers: +?% damage, +?% defense

Reload times: ?

EX Attack

[EX attack quote]

[Attack Name]

??? Damage

Info and Tactics

Tactics

1: Ammo Conservation

Most inexperienced Arios players tend to say the same complaint about the unit: "Arios has no ammo. I always run out." It's true that with poor melee, lack of a knockdown sub, and only 6 main shots with slow recharge, you can find yourself in a situation where you are offensively neutered. The rate of fire for the BR is also slow, which makes applying pressure as you would with most units far more difficult. However, players with a fundamental understanding of Arios will rarely find themselves in a situation where ammo is an issue. That's because Arios, despite having apparently multi-purpose tools, is more akin to a specialized ranged unit like Dynames than it is to a balanced unit like Rx-78 or GP01. With Arios, your goal is not necessarily to pressure the opponent or frustrate them in the neutral game, but to be obnoxiously disruptive in a deceptive way.

The first thing to know about Arios is that you don't pressure with your main. Rather, you poke on-angle shots and land-punishes as you would with a specialized ranged unit. This is not intuitive, though, because unlike most specialized ranged units, Arios' main does not cause knockdown. Fortunately, Arios has GN Archer as a permanent assist that, if your shots are spaced out correctly, will hit-confirm on your behalf if you manage to hit an opponent. Thus, you have the freedom to shoot and wait to see if it hits without having to overcommit to a sortie or prepare for an immediate offensive follow-up attack. This not only conserves ammo, but also saves boost and helps keep your fragile suit stay evasive. Shoot; see if it hits. If it hits, Marie will most likely land the second shot and you are given some freedom as to decide which is the best course of action for the third and final knockdown attack. This is the key to keeping your offensive presence strong in regard to conserving ammo while remaining disruptive.

So, for example, a standard zunda of [A>>A >>A] will cause a knockdown. However, that's half of your main resources expended. This is not optimal. With the Marie hit-confirm considered, it is actually sufficient to input [A>>A] to register a knockdown. This, too, is less than ideal because it expends 1/3rd of your slow-recharging main resources. An ideal ranged knockdown combo actually would end with either bdB (boost dash melee attack) or AB sub beam machine gun.

Arios bdB has incredible speed and range for a 1k, and it is easily used as a ranged combo-ender thanks to the freedom of having Marie land the second shot on your behalf, which gives you ample time to react appropriately.

As for the AB sub machine gun as a knockdown ender, it is important to note that if 4 sub beam machine gun connect with the opponent, it is tantamount to the down-value of a single br shot. As it is cancelable from main, [AxxAB] while falling on-angle will result in a ranged knockdown for the cost of only 1 main shot. For this reason, practically every main BR shot should be cancelled into AB sub as there is virtually no detriment to doing so.

Many players note that Marie will fire an assist shot every other main BR shot, which means that she will not reliably follow-up every BR that Arios fires. However, this is not entirely accurate. Marie actually has a cool-down period of approximately 3 seconds between instances where she will follow up a BR with a shot of her own. For this reason, if you are patient and poke with Arios' main BR rather than spamming or pressuring with them rapidly, you can reliable depend on Marie to hit-confirm on every shot.

2. Using GN Archer Assist Effectively

Partner Considerations

3000 Cost

2500 Cost

2000 Cost

1000 Cost

Combos

Normal Combos

Input Damage Notes
[A] MG Starter
Input Damage Notes
5B Starter
8B Starter
4/6B Starter
2B Starter
BD Melee Starter

EX Combos

Input Damage Notes
[ABC] EX Damage Reference

Unique Character Dialogue

External Links


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