EXVSFB/Gundam RX-78

From Dustloop Wiki

RX-78-2 Gundam

Pilot: Amuro Ray (UC 0079)

Cost: 2000

Durability:

MA Mode: No

Equip Change: No

Dustloop Forum:

JP Wiki:Gundam Gundam (Combos and Tactics)

Common Nicknames:

Introduction

The Gundam of all Gundams - the origin of the mecha series sensation, and long-time staple of the Gundam VS game series.


Changes from EXVS


Terminology

Particularly for differentiation between AC (which is normally a suit's assist button, but here is Javelin) and BC (which is normally a different special attack, but here is your two assists, but also used for a totally different melee cancel), for identifying the various charge levels of AC, and for differentiating between the two different assists, the following terminology will be heavily employed in this wiki page:

  • [AC]: JV1~3 (javelin, charge levels 1~3)
  • [BC]: GT (Guntank) and CF (Core Fighter)

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 7 70 1 ammo/3s 2.0 Cost-standard BR

Has Amuro's unique behind-the-back shooting instead of turn-around

[CSa] Super Napalm -- 95 22 2.0 Throws a grenade then shoots it, causing explosion
[AB] Sub Hyper Bazooka 3 85/99 4s 2.0+0.5
[AC] Beam Javelin -- 90/130/190 0.25/0.50/0.75s? 2.0/2.5/3.0 Has 3 charge levels

Stuns and slows at higher ranks

[5BC]

[4/6/2/8BC]

Sleggar Core Fighter Assist

Hayato Guntank Assist

2 100?

35-126

17s 3.0+1.0

1.8x2

Sleggar fires Core Fighter's MG then crashes into target

Hayato fires 2 rounds from the Guntank's 180mm cannons.

Melee

(Input)

Name Cumulative Damage Cumulative Proration Cumulative Down Notes
5BBB Beam Saber 173 53% 3.0 Standard neutral melee attack.
5BB~8B Beam Saber Power Strike 205 >50% 3.5 3stage/4hit attack derivation.
4/6BB Hyper Hammer 170 62% 2.6 2stage/3hit attack.
8B Stab 90 75% 2.5
2B Melee Counter 80 80% 1.7
BD8B Double Beam Sabers Finish 186 53% 3.2
~BC →Head Stomp (90) (-18%) (1.0) Bounces enemy.

Further cancels into →BR

Cancel Routes

[A] BR→BZ, GT/CF

[AB] BZ→GT/CF

Melee→BC→BR (which can then again →BZ, GT/CF)

Ranged Moveset Details

[A] Main - Beam Rifle (BR)

The standard for 2k BR properties.

It has a particularly interesting property in its “Newtype” behind-the-back firing rather than turn-around firing. Has fast startup speed, but because of its Vernier boost consumption you still want to make it a common practice to use the BR in a front-firing manner.

[CSa] - Super Napalm

Throws a napalm bomb into the distance, then shoots it with the beam rifle. The explosion spreads instantly, but the width has been narrowed some so it’s not as effective for intercepting a rushing enemy. Causes Vernier. The best way to get the biggest effect out of this is to use it from a combo or on an enemy that is currently in midair spin. It’s definitely a close range tool, and takes some practice to learn how to use it best. The explosion causes a stun effect, but it doesn’t last very long at all. In green lock the attack carries some amount of inertia…(something about CF) (something about GT) (something about red-lock range)

The bomb itself unexploded has its own amount of priority, does 10 damage, -5% proration, 0.1 Down, and a stagger effect. Slow travel speed though. This applies for the pre-explosion BR as well which does 65 damage, -35% proration, 2.5 Down, and a different stagger effect.

In summary, the amount of time and Vernier the attack takes needs to be considered. If you want to economize BR you should use Sub to do it, using this attack mostly only in closer range situations.

[AB] Sub - Hyper Bazooka (BZ)

Similar to BR, the standard for BZ weapons in the game. Easy to use, good guidance, fast startup, and can even be canceled into from the Newtype BR firing. When canceling from [A] the damage is reduced but it allows you to save some boost, get a weak stun, or a quick launched Down. (something about BDC and combos). Has a limited effective range (just short of red lock range).

[AC] Special Shooting - Beam Javelin (AC/JV1~3)

.

[BC] Special Melee - Core Fighter/Guntank Assist

  • 5BC - Core Fighter

.

  • 4/6/2/8BC - Guntank

.

Melee Moveset Details

5B - Beam Saber

  • 5BBB

Startup, priority, followup, and guidance all excellent. Gundam's core melee attack.

[Table]

  • ~8B Derivative

Gundam tosses aside his shield and strikes twice holding the beam saber with both hands. The first strike is a small launch, the second hit a knockdown. The first hit can cancel into JV.

[Table]

Using ~BC from the third hit instead of using the full combo is the most common practice as it has better cut resistance and does more damage.

4/6BB - Hyper Hammer

.

8B - Stab

Originates from the first episode of the original series, the attack by which Amuro defeated one of the two Zakus.

Startup and priority are even better than 5B - the attacks priority particularly which is incredibly top-class among other 2000 cost suits' similar attacks. It's a 1hit down, but can still be followed up with the ~BC head stomp cancel. Also...

It's one drawback is that it's difficult to produce high-damage combos out of. A strong attack, but don't form the bad habit of neglecting your 5B and 4/6B options in favor of it.

[Table]

2B - Melee Counter

.

BD Melee - Double Beam Saber Finisher

.

~BC - →Head Stomp

Originates from an iconic scene in which Amuro stepped onto the head of one of the Black Tri Stars' Doms during his fight with them.

Every melee hit except the last hit of 5BBB, the last hit of 5BB~8B, and 2B can cancel into this attack.

EX Burst

EX Attack

Last Shooting

271/250

Melee range attack by which Amuro knocks the opponent high into the sky using beam saber, then performs the iconic Last Shooting.

EX Burst Selection

Assault: +8% Damage, +10% Defense

Blast: +2% Damage, +20% Defense

Info and Tactics

Tactics

Partner Considerations

Combos

Standard Combos

EX Combos

External Links


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