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== EX Burst ==
== EX Burst ==
''"kore ijou, boku ni sasenaidekure!"''
''"mou yamerunda!!"''
* Reload Times: BR (1 ammo/?s), CSa (2.5s charge), Sub (5s), AC (6s), BC (4s)


=== EX Attack ===
=== EX Attack ===

Revision as of 04:56, 21 October 2014

ZGMF-X10A Freedom Gundam

Pilot: Kira Yamato (CE71)

Cost: 2500

Durability: 600

Red Lock Range: 7.5 (mid-range)

MA Mode: No

Equip Change: No

Dustloop Thread: Freedom Discussion Thread

JP Wiki: Freedom (Moveset) Freedom (Combos, Tactics, & Discussion)

Common Nickanmes:

Introduction

Kira Yamato's mobile suit in the latter section of Gundam SEED.


High-mobility, high-firepower, all-purpose 2500 suit.

Slightly below-average durability for a 2500 (600 compared to the average of 620).

BD speed, duration and turning radius are top of the line amongst 2500 cost suits, similar overall mobility to The O.


With an above average BR (80 damage), a powerful Sub (140 damage), and a high-powered AC gerobi with excellent muzzle correction and projectile speed, you have a lot of tools to dominate the neutral game.

Your melees are also quite excellent and above-average for an all-purpose suit, with 6B standing out as an excellent in overall performance.

BC is an amazing combo tool thanks to its excellent BC~B Issen follow-up for both cut-resistant and damage efficiency purposes. BC itself can be used as a last-ditch evasion effort in overheat since it doesn't require boost.


Aside from having slightly lower health, your main weaknesses are a lack of any moves with high guidance, and a limited ammo pool with long reloads on your Sub and AC.

Overall, Freedom's a well-rounded suit with great all-around attributes, but can be considered a jack-of-all-trades, master-of-none, similar to Sinanju. Unlike other specialized 2500s, you don't have the tools to stand up against an opposing 3000 front by yourself, and you can run out of ammo very quickly if you're even the slightest bit wasteful as a back suit.

The key to victory is playing a steady, consistent neutral game.


In conclusion, a very straightforward suit that is highly-recommended for beginners alongside Virsago due to its ease of use and cost. Just be stringent with ammo and be aware of your long reload times and lack of strong-guidance options at range.

Moveset

Ranged Name Ammo Damage Reload/Charge Notes
[A] Main Beam Rifle 8 80 1 ammo/3s 2.0 Standard BR, above-average damage
[CSa] Justice Gundam Assist -- 50 3s 0.6 Rush/assault-type assist

Low tracking

[AB] Sub Plasma Beam Cannon 2 140(70/hit) 10s 1.0 x2 High power, wide beam

Shares ammo/reload with 2Sub

[2AB] 2Sub Xiphias Railgun (2) 90(45/hit) (10s) 1.0 x2 Excellent startup and projectile speed

Shares ammo/reload with Sub

[AC] HiMAT Full Burst 1 204 Gerobi type of attack

Excellent muzzle correction and projectile speed

[BC] Lateral Barrel Roll 1 -- ?s -- Barrel roll to either side

Does not cut tracking, but has many cancel routes

Melee (Input) Name Total Damage Total Proration Total Down Notes
5BBB Slash x2 → Kick 168 3-hit combo with good range
5BB~2B →Somersault Issen 142 Special high launched Down
6BB Slash → Upper 116 Freedom's main melee

Excellent range and startup

8B Stab 167
2B Twin Saber Thrust 140
BD8B Issen 104 2-hit Issen
[BC]~B →Issen 123 Excellent combo tool

Cancel Routes

[A] BR → Sub/2Sub (proration), AC, BC, 2B

[CSa] → BC

[AB] Subs → BC

[AC] → BC

[BC] → BR, CSa, Sub, AC, 2B

Melee (even on whiff) → BC

Ranged Moveset Details

Overview

[Main] Beam Rifle

Standard BR with excellent damage and standard reload time.

Freedom is fairly reliant on his BR due to his slow reload on his Sub, so be careful about conserving them. He's got a fairly good ammo supply compared to suits like The O, but don't be wasteful.

[CSa] Justice Gundam Assist

Summons Justice to your left, which launches forward holding twin beam sabers.

Slow startup, long charge time, and poor damage & guidance. Projectile speed is about the same as a BR. Launches high with unforced down on hit. Not a particularly strong or useful CS to do raw. However, since it launches (easy follow up into AC) and has good proration, it does have some use as a combo tool.

POV change, but can be cancelled by holding 2.


[Sub] Plasma Beam Cannon

AKA Balaena. Fires twin adjacent high performance beams

Projectile speed is slower than a standard BR, so be aware it may not combo at far ranges or from backwards BD cancels from BR.


Damage of simultaneous hitting of both beams is excellent (140 damage), making it one of Freedom's primary ranged and melee combo tools.

Overall properties are similar to a buffed version of F91's sub.

Be aware that from 4/6 rainbow steps, you may only hit with one of the beams, resulting in mediocre damage.


Damage when cancelled from BR = 80 (40x2).


[2Sub] Xiphias Railgun

Fires hip-mounted railguns, shares ammo and cancel routes (BR, BC) with Sub.

The projectiles disappear upon reaching green lock. Next-to-no guidance, but excellent projectile speed.


Similar in property to Strike Noir & IWSP, albeit with less guidance.

Due to its excellent muzzle correction and projectile speed, is an excellent close-range interception tool and landing punish. However, it is weak to landing alteration techniques (fuwafuwa, suits with melee jumps, etc.) due to its poor guidance.


Poor proration and VERY poor cancellation damage (50 when cancelled from BR, 25x2). Not a very powerful cancel option from BR, but still usable for a quick down.

Remember it is live ammo, handy to get around ABC cloths.


[AC] HiMAT Full Burst

Freedom's iconic gerobi, fireing 5 adjacent beams. .

A powerful mid-ranged tool thanks to its excellent projectile speed & muzzle correction, a great tool to cut or landing punish with. Be aware it does have a startup though, making it a poor choice at closer ranges.

Each beam actually has different damage values (BR = 12 damage per hit, Plasma Beam Cannons = 18x2 damage per hit, Railguns = 24x2 damage per hit). Max damage is only achieved if all the beams connect, which is fairly likely since they are very close together.

POV change, but can be cancelled by holding 2 or doing it during BC.


When cancelled from BC, it's fired from a stationary upside-down position before spinning back upright. Faster startup than the conventional AC, but the gerobi lasts shorter (does not force down even on full hit).

[BC] Lateral Barrel Roll

Barrel roll to the side in the direction held (4/6, 5BC rolls to the right by default).

Does not cut guidance, but it can be done in overheat.


Notably, firing BR or Sub from BC is done whilst rolling making it much more cut-resistant, unlike normal Sub which fires while vernier'd in place. Freefalls afterwards as well.

BC-cancelled projectiles can be cancelled themselves as normal (i.e. BR → Sub). Be warned that muzzle correction does not seem to be applied to these cancels however.


BC~B follow-up has excellent damage efficiency, and is an overall great combo tool.

Melee Moveset Details

Overview

At first glance, Freedom's melees seem to be low-damage, but damage efficiency is much higher than it first appears through incorporation of Sub & BC~B.

In particular, 6B shines due to its incredible startup. 5B & 6B have decent combo potential, but are not too well-suited for crazy rainbow-step cancel pursuits due to average rush speed.


5BBB - Beam Sabers?

Fairly standard 3-stage 3-hit melee.

[5BBB] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Slash 60 (80%) 60 (-20%) 1.7 Stagger
-2nd stage Slash 116 (65%) 70 (-15%) 2.0 (0.3) Stagger
--3rd stage Kick 168 (53%) 80 (-12%) 3.0 (1.0) Down
-~2B follow-up Issen 142 (35%) 15 (-10%) X 3 2.45 (0.15X3) Special down

Decent priority, but slightly below-average startup. Overall good combo tool for an all-purpose suit.

~2B follow-up sends opponent skyward in a high launch. Low down value, but very poor proration. Primarily for keeping an opponent down'd for a longer period of time for double-lock opportunities.

6BB -

Freedom's main melee, with excellent priority, range, and curve.

Startup on the 6B is amazing and incredibly good at close range, will beat out melees like Quanta BDb when you are adjacent.

Damage is equivalent to 2 hits of the 5B combo, but the down value on the 2nd hit is high (forced down with a 6BB > 6BB combo).

Since the 2nd hit launches, it can lead to BC~B or other melees with a BD cancel.

An overall excellent melee and a key close-range tool for Freedom. Take advantage of its priority and curve to beat out other all-purpose suits at close range if they are attempting to counter-melee or fire BRs while retreating.

[6BB] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Slash 60 (80%) 60 (-20%) 1.7 Stagger
-2nd stage Sword Upper 116 (65%) 70 (-15%) 2.7 (1.0) Down

8B - Stab

Reproduction of the beam saber thrust that killed Stella in SEED Destiny. Single stage multi-hit grab-type melee.

[8B] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st hit Thrust 60 (90%) 60 (-10%) 1.7 Grab
2nd~4th hit Thrust 99 (75%) 15X3 (-5%X3) 2.0 (0.1X3) Grab
5th hit Thrust Away 167 (63%) 90 (-12%) 3.0 (1.0) Down

Excellent priority and startup, but poor reach and travel speed. A useful tool at very close-range in melee clashes alongside 6B.

Altitude is required to follow up from the final 5th hit. To combo when closer to the ground, you can cancel anywhere during the 1~4th hits (the grab portion), but it requires a very strictly-timed BD cancel.

Damage is good, but no cut-resistance.

2B - Stab

Destroyed the Providence in SEED's final battle.

[2B] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st hit Stab 60 (80%) 60 (-20%) 1.7 Grab
2nd hit Kick 140 (65%) 100 (-15%) 2.7 (1.0) Down

Excellent priority, but due to the pose and rising altitude on startup, it's not reliable to do raw. The starting jump/pose also has high boost consumption to boot.

Cancellable from BR & BC. Not very used since the long pose time usually gives the enemy enough time to block.

Can maybe be used as an altitude-alteration gimmick...?

BD Melee - Issen

2-hit Issen, similar properties to Strike Freedom's BD melee:

[BDB] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st hit Issen 50 (90%) 50 (-10%) 1.5 Down
2nd hit Issen 104 (80%) 60 (-10%) 1.8 (0.3) Down

Excellent proration and good range.

Freedom's best close-range punish option alongside 6B, great combo damage, speed, and cut-resistance.

Primarily hit-confirmed into from BRs, or done as a sneak attack/landing punish/close range cut. Not a good option to do raw in close-range confrontations.

Fastest possible backwards rainbow step > Sub is stable for combo purposes.

[BC]~B -

Melee follow-up from BC barrel roll, a buffed version of BD melee:

[BC~B] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st hit Issen 60 (90%) 60 (-10%) 1.5 Down
2nd hit Issen 123 (80%) 70 (-10%) 1.8 (0.3) Down

Excellent damage efficiency due to low down value and great proration, puts out >250 damage when used as a combo tool.

Remember that the BC roll does NOT cut guidance, so be warned that cut resistance isn't as high as it looks.

Timing on the BC~B can also be fairly tight.

EX Burst

"kore ijou, boku ni sasenaidekure!"

"mou yamerunda!!"

  • Reload Times: BR (1 ammo/?s), CSa (2.5s charge), Sub (5s), AC (6s), BC (4s)

EX Attack

Freedom & Justice Combination Assault

3-stage combo:

[ABC] Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Issen 83/75 (85%) 82.5/75 (-15%) 0 (0) Stun
2nd stage Issen 154/139 (76%) 82.5/75 (-9%) 0 (0) Stun
3rd stage Full Burst 290?/260 (?) Down

No cut-resistance during the 3rd stage gerobi. Very poor damage efficiency due to the multi-hit property, and very likely to get cut in an actual combo due to the long duration. Awkward to use, and often unnecessary since BD8B/BC~B combos into Sub often deal similar damage (>300 damage).

EX Burst Selection

Assault Burst: +5% Damage, +10% Defense

Blast Burst: +0% Damage, + 15% Defense


Your Burst Attack is poor overall, so it's not very important when considering Assault or Blast.

Assault Burst extends the range and speed of your 6B, and improves overall melee damage thanks to the damage buff and improved proration values. It also increases your BD melee range, allowing for easier BR>>BD8B hit confirms from ranges you wouldn't be able to otherwise.


Blast Burst is advantageous burst option at range thanks to improved BD efficiency & red lock range. Not suited for pumping out fast damage, but the safer option for slowly turning a drawn-out firefight in your favour. Incredible utility thanks to being able to blue step BR, CSA, Sub/2Sub & AC.

Info and Tactics

Tactics

An excellent all-purpose suit equipped with the winning combination of high firepower and mobility. Freedom handles itself very well in the standard neutral game dogfights, but be aware of the long-reload times of your Sub/AC and your long charge time on your CSA.

Furthermore, due to lacking a weapon with very strong guidance, Freedom has a somewhat one-dimensional approach and must wait for conventional landing/on-vector punishes.

Freedom has a kick-ass melee suite (6B, BDB) for an all-purpose suit, making it threatening at all ranges; the definition of "all-purpose".


Its well-rounded attributes let it perform admirably as a front (with a 1000 partner) or back suit (with a 3000 partner).

Be warned that your self-defense on a 2.5k-1k comp is shaky, you have to play very safe in your front role.

Take advantage of your solid ranged tools (BR, both Subs, AC), and remember your excellent muzzle correction on AC for landing punishes & cut purposes.


You can usually out-prioritize and beat out other all-purpose suits in straight melee confrontations with 6B, and you have a host of cut-resistant combo tools. Combos like 6BB > BR (forward/back rainbow fuwa) or 6BB → BC~B > Sub are a great combination of damage & cut-resistance.

BD8B is a great combo option from BR hit confirms thanks to its range and power.

Remember BC does not cut guidance, so do not throw it out against wide/high-guidance moves and hope to dodge. though it can serve as a last-ditch effort to avoid in overheat.


Abuse your mobility against slower/weaker suits, and be aware that your durability is slightly low.

Partner Considerations

As a versatile suit, Freedom can play both roles competently. However, to take full advantage of your high powered Sub and AC and their excellent muzzle correction, playing a back role with a 3k is recommended to draw the enemy's attention.

3000

The strongest suit combination, but very severe overcost (120 HP on respawn assuming you die 2nd). You'll be primarily playing the back role, but can seamlessly shift to the front temporarily for health management purposes. Achieving 2 half-bursts is possible on the 2nd life if you play well.

2500

Smaller impact from overcost (240 HP on OC respawn), and much easier to get 2 half bursts compared to the 3k-2.5k comp. Still, weaker and less-competitive comp than a 3k partner.

2000

Impact of cost over even less (360 HP), but an overall underpowered cost composition.

1000

2.5k-1k double front team. Can avoid overcost altogether with proper play.

Combos

Normal Combos

Input Damage Notes
BR Starter
BR >> BR 136 Basic, does not down
BR >> BR >> BR 168 Basic
BR → CSA 115 Unforced down, second impact
BR >> BR → CSA 156 Unforced down, very difficult charge partitioning
BR → (>>) 5Sub 136 (178) BnB, unforced down. Higher damage than BR zunda if BD cancelled
BR >> BR → (>>) 5Sub 168 (192) High damage
BR → (>>) 2Sub 116 (144) BnB, unforced down. When you want a quicker down for withdrawal purposes
BR >> BR → (>>) 2Sub 156 (172) 5Sub is recommended if you can
BR >> 5BBB 185 Basic
BR >> 5BB~2B > BR 178 High launch
BR >> 5BB > 5Sub 207 >200 damage for a BR starter
BR >> 6BB > BR 185 Connect to BR with a 8 fuwastep
BR >> 6BB > 5Sub 207 Connect with a fastest possible 8 step
BR >> 6BB > 2Sub 189 Connect with a fastest possible 8/2 step
BR → 2B ?? Unforced down, last ditch effort in overheat
BR >> BDB > BR 191 If you have no Sub ammo
BR >> BDB > 5Sub 221 BnB, high power for a BR starter and fast
BR → BC~B > 5Sub 234 Practical max damage off BR, high damage though limited range for the BC~B hit confirm
BR → BC~B → CSA >> 5Sub 239 Actual max damage off BR, requires very good charge partitioning
CSA Starter
CSA >> BR 118 Unforced down, difficult to land outside of close range, standard down due to BR ender
CSA >> 5Sub 170 Unforced down, same as above
CSA >> 2Sub 128 Unforced down, easier follow-up compared to 5Sub
CSA >> AC 210 Relatively easy to aim thanks to AC muzzle correction, damage varies depending on AC
CSA >> 5BBB > BR 218 Close range hit confirm, connect BR with 8 fuwastep
CSA >> 5BB > 5Sub >> BR 233 Requires the fastest possible cancels, highly cut-resistant. 217 without the BR ender
CSA >> 5BB → BC~B > 5Sub 247 High damage, but the below combo is usually sufficient and slightly faster
CSA >> 5B → BC~B > 5Sub 243 High damage
CSA >> 6BB > 2Sub 193 Connect 2Sub with the fastest possible 8/2 step
CSA >> 6BB → BC~B 205 If you have low boost
CSA >> BDB >> BDB > 5Sub 268 High damage
CSA >> BDB → BC~B > 5Sub 280 Even higher damage
5B Starter
5BBB > BR 211 Connect with fastest 8 fuwastep
5BB > 5Sub >> BR 236 (216) Requires altitude. BnB, high cut-resistance & fast. Connect with fastest possible BD, damage in () for otg BR if you're too low.
5BB > AC 220 For anti-ABC cloak purposes
5BB > 5BBB 211 Basic
5BB > 5BB > 5Sub 229 8/2 step to guarantee both beams of 5Sub connect
5BB > 6BB > BR 211 8 fuwastep to connect BR
5BB > 6BB > 5Sub 229 Fastest possible 8 step, launch
5BB > 6BB > 2Sub 215 Fastest possible 8/2 step
5BB > 8B Low cut-resistance
5BB → BC~B > 5Sub 258 BnB, 5B max damage candidate
5BB >> BDB > 5Sub 246 BnB, when BC is reloading
5BB~2B > 5BB~2B > CSA 185 Very high launch, long down time. For double-lock opportunities or wasting Burst/timed transformation.
6B Starter
6B > AC 199 Anti-ABC cloak
6B > 5Sub >> BR 212 (182) Requires altitude. BnB, high cut-resistance & fast. Connect with fastest possible BD, damage in () for otg BR if you're too low.
6B > 5BBB > BR 213 Fastest possible 8 fuwastep
6B > 5BB > 5Sub 214 8/2 step to land both beams of 5Sub
6B > 6BB > BR 186 Safe basic combo, connect BR with 8 fuwastep
6B > 6BB > 2Sub 192 Connect 2Sub with fastest possible 8/2 step
6B > 6BB > 5Sub 214 Connect 5Sub with fastest possible 8 step, launch
6B → BC~B > 5Sub 241 BnB, can sandwich a CSA in between the BC~B and 5Sub for slightly higher damage and a higher launch
6BB > BR → 5Sub 186 Connect BR with 8 fuwastep
6BB > 5Sub >> (→BC) BR 236 BnB, very fast. Fastest possible 8 BD cancel to connect the BR (unless you're cancelling from BC)
6BB > AC 216 Anti-ABC cloak
6BB > 5BBB 211 Fastest possible 8 step
6BB > 6BB 187 Very fast combo
6BB → BC → AC 200 Forced down overheat combo
6BB >> BDB → CSA 205 Down, high-altitude launch, requires charged CSA beforehand
6BB → BC~B → CSA 217 Down, high-altitude launch, another overheat combo
6BB → BC~B → Sub 258 BnB, high damage, slightly delay your cancel into BC~B
6BB >> BDB > 5Sub 236 BnB, connect the BDB melee with a 4/6 BD
6BB >> BDB(2hit~) >> BDB > 5Sub 260 High power. Connect first BDB with a 4/6 BD, then the second BD with a fastest possible 8 BD
6BB >> BDB(2hit~) → BC~B > 5Sub 270 6B max damage combo candidate, higher difficulty
8B Starter
8B(1hit) > 5BBB > BR Requires altitude, high damage
8B(4hit) > 5BBB Requires altitude, when you're at low boost
8B(1hit) > 5BB > 5Sub Requires altitude, high damage
8B(4hit) > 5BB > 5Sub Requires altitude, lower damage than above
8B(1hit) > 6BB > 2Sub Requires altitude
8B > 6BB Fastest possible 4/6 step
8B > 6B > 5Sub High damage
8B → BC~B > 5Sub Requires a wall, high damage
BDB Starter
BDB > BR → 5Sub 208 Fast combo
BDB > 5Sub 216 Unforced down, ends quickly for >200 damage
BDB > 5Sub → BC → BR 256 Fastest possible cancels
BDB > 5Sub >> (BDB) > Sub 286 Cancel everything with 8 steps/BD cancels
BDB > AC 252 Excellent efficiency
BDB > 5BBB 230 Unforced down
BDB > 5BBB > BR 257 Connect BR with 8 fuwastep
BDB > 5BB > 5Sub 258 Both hits of Sub connect with 8/2 step
BDB > 8B > BR Connect BR with 8 fuwa, high damage
BDB >> BDB > 5Sub 270 BDB BnB, connect the second BDB with 4 BD
BDB → BC~B > 5Sub 285 BD BnB, incredibly damage-efficient
EX Burst Combos Assault/Blast
BR >> 5BBB > BR 223/203 Connect with fastest possible 8 fuwastep
BR >> 5BBB > 2Sub 227/206 Connect with fastest possible 8 step
BR >> BDB >> BDB(1hit) > 5Sub 255/232 High damage
BR >> BDB(1hit) → BC~B > 5Sub 266/242
5BBB >> BDB(2hit~) → BC~B > 5Sub 312/284 High damage, connect BDB with fastest possible 8 BD
5BB > 5BBB > BR 248/225 Connect BR with 8 fuwastep
5BB/6BB > 5BB > 5Sub 270?/?? ?
5B/6B → BC~B > BDB >> 5Sub 300/273 High damage
8B >> BDB(2hit) → BC~B > 5Sub 322/292 High damage, connect BDB with fastest 8 BD
6BB > 6BB > BR 232/211 Fast combo
BDB → BC~B >> BDB > 5Sub 349/317 >300 damage, good cut-resistance but remember it does not cut guidance
BDB >> BDB >> BDB > 5Sub 332/302 >300 damage, connect BDB with 4 BD, heavy boost consumption
BR >> ABC 295?/?? BR starter max damage
5B/6B >> ABC ?? >300 damage?
BDB → BC~B >> BDB > ABC 353?/?? ?

Unique Character Dialogue

External Links


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