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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?/?? | ? |