EXVSFB/Turn A Gundam: Difference between revisions

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| Instant
| Instant
| 2.1
| 2.1
| Vernier, but preserves some momentum
| Vernier, but preserves some momentum. Can zunda. Cancellable into '''Sub'''.
 
Can zunda
 
Cancellable into '''Sub'''


(!) Brake cancel (2BC > Main)
(!) Brake cancel (2BC > Main)
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| 2.5s
| 2.5s
|  
|  
| Flies upward and fires a spread, long stun
| Flies upward and fires a spread, long stun. Disjointed hitbox.
 
Requires terrain obstruction for maximum damage (impractical).
Disjointed hitbox
|-
|-
| [CSb]  
| [CSb]  
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Vernier, but preserves a lot of momentum, consumes boost while firing
Vernier, but preserves a lot of momentum, consumes boost while firing


2 animations: 1-handed shooting (moving vertically i.e. jumping)and 2-handed shooting (moving horizontally i.e. BDing)
2 animations: 1-handed shooting (moving vertically i.e. jumping )and 2-handed shooting (moving horizontally i.e. BDing)


1-handed: faster startup, worse muzzle correction
1-handed: faster startup, worse muzzle correction
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| 3.5s/2 ammo
| 3.5s/2 ammo
| 6.0, 3.0/5.0
| 6.0, 3.0/5.0
| Summons Sochie (1st Kapool) and Miashei (2nd Kapool)
| Summons Sochie (1st Kapool) and Miashei (2nd Kapool).
 
Can summon both assists consecutively.
Can summon both assists consecutively


'''[5AC]'''
'''[5AC]'''
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'''[6/8/2AC]'''
'''[6/8/2AC]'''


Kapool runs and tackles the opponent
Kapool runs and tackles the opponent, used for limited landings


Useless against airborne opponents (Kapool is grounded)
Useless against airborne opponents (Kapool is grounded)
Used for limited landings


Sochie = 1 hit, launches
Sochie = 1 hit, launches
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{| class="wikitable" border="1" style="text-align: center"
{| class="wikitable" border="1" style="text-align: center"
|-
|-
! Melee
! Melee (Input)
(Input)
! Name
! Name
! Total Damage
! Total Damage
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Mainly for attempting to avoid punish in overheat
Mainly for attempting to avoid punish in overheat
|-
|-
| BDb
| BD8b
| Spinning Saber Assault
| Spinning Saber Assault
| 141
| 141
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| Turn A’s new main melee and mobility option
| Turn A’s new main melee and mobility option


Forced down, fairly cut-resistant
Forced down, fairly cut-resistant. Cancellable from almost all melees
 
Cancellable from almost all melees


Initial jump and downwards momentum allows for changed landing timings
Initial jump and downwards momentum allows for changed landing timings
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| Charges straight at opponent and tackles them
| Charges straight at opponent and tackles them


Very far distance covered, but slow and easy to step/shield, so don’t do it raw
Very far distance covered, but slow and easy to step/shield, avoid doing it raw


Superarmor
Superarmor

Revision as of 18:11, 10 September 2014

WIKI PAGE UNDER CONSTRUCTION. UNTIL COMPLETION PLEASE CONSULT:

https://docs.google.com/document/d/17jpatBSu8SFo7tXW6HPOe3SbuGwoUrHpQilLca6PfsU

IF YOU WANT TO TRANSPOSE THE DATA FROM THAT DOCUMENT, PLEASE DO


∀ (Turn-A) Gundam

Pilot: Rolan Cehack

Cost: 3000

Durability: 750

MA Mode: No

Equip Change: No

Dustloop Thread: ∀ Discussion

JP Wiki: ∀ Gundam

Introduction

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Gundam Hammer 1 113 Instant 2.1 Vernier, but preserves some momentum. Can zunda. Cancellable into Sub.

(!) Brake cancel (2BC > Main)

[5/6/2CSa] Beam Rifle (Gerobi) -- 165 2.5s 5.0? Low damage gerobi, preserves some prior momentum

Punish option if out of Main range and out of Sub ammo

[8CSa] Abdominal Beam Cannon -- 86? 2.5s Flies upward and fires a spread, long stun. Disjointed hitbox.

Requires terrain obstruction for maximum damage (impractical).

[CSb] Nuke (1) 352 3s 5.1? Throws a nuke, usable only once per life
[AB] Sub Beam Rifle (Triple Fire) 1 147 (3 hit) 4s/1 ammo 6.0 70 damage per hit

Vernier, but preserves a lot of momentum, consumes boost while firing

2 animations: 1-handed shooting (moving vertically i.e. jumping )and 2-handed shooting (moving horizontally i.e. BDing)

1-handed: faster startup, worse muzzle correction

2-handed: better muzzle correction, slower startup

Cancellable from Main

[AC] Kapool Assist 2 16, 90/129 3.5s/2 ammo 6.0, 3.0/5.0 Summons Sochie (1st Kapool) and Miashei (2nd Kapool).

Can summon both assists consecutively.

[5AC]

Fires 3 missiles, 60 damage each

Average muzzle correction, but decent guidance

Identical between Sochie and Mashei

[6/8/2AC]

Kapool runs and tackles the opponent, used for limited landings

Useless against airborne opponents (Kapool is grounded)

Sochie = 1 hit, launches

Miashei = 5 hit combo, forced down

Melee (Input) Name Total Damage Total Proration Total Down Notes
5bbb Dual Beam Saber Combo 185 Fairly fast, but not cut-resistant
5bb-8bb → Upper → Spinning Slashes 217 Slow, not worth the increased damage
5bb-a → Abdominal Beam Cannon 180
8bb Chop → Kick 141 2.8? Not very cut-resistant, but ends fast

Turn A’s fastest 5BC cancel, quite efficient

8b-2b → Spinning Slash 148 2.6? Identical to 5b-8b derivation
6bb Overlaid Slash → Stun Slash 135 2.6 Turn A’s main melee option alongside 2BC

Very good curve and range

Stuns

6b-a → Abdominal Beam Cannon 139
2b Hammer Spin 90 2.5? Spins hammer directly in front, blocks projectiles

Rainbow step cancellable

Mainly for attempting to avoid punish in overheat

BD8b Spinning Saber Assault 141 5.0 Large boost consumption, overall bad melee option
5BC Overhead Throw 152 3.0 Cancellable from almost all melees

One of Turn A’s most common combo enders

8BCbb Shield Attack → Cleave 168 2.4 Charges with shield out, blocks non-explosive projectiles (explosions get around the shield); gimmicky

Not very cut resistant, but good reach

2BCbbb Jump Thrust → Stab → Kick Combo 196 5.5+ Turn A’s new main melee and mobility option

Forced down, fairly cut-resistant. Cancellable from almost all melees

Initial jump and downwards momentum allows for changed landing timings

(!) Brake cancel (2BC > Main)

Be aware you can still be hit by weapons with good muzzle correction during the jump (i.e. boomerangs, certain gerobis)

EX Burst Attack Damage Notes
Moonlight Butterfly 300(A)/250(B) Charges straight at opponent and tackles them

Very far distance covered, but slow and easy to step/shield, avoid doing it raw

Superarmor

Does not consume boost while moving (only matters in Assault Burst)

Cancel Routes

Ranged Moveset Details

Melee Moveset Details

EX Burst

EX Attack

Moonlight Butterly

300/250

Burst Selection

Assault Blast: +20% Damage, +15% Defense

Blast Burst: +0% Damage, +30% Defense

Info and Tactics

Tactics

Partner Considerations

Combos

Standard Combos

EX Combos

External Links


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