EXVSFB/Gundam RX-78: Difference between revisions

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| BR>>6B(1hit)→BC>6B(1hit)→BC||<span style="color:red">226</span>/<span style="color:blue">214</span>||
| BR>>6B(1hit)→BC>6B(1hit)→BC||<span style="color:red">226</span>/<span style="color:blue">214</span>||
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| align="center" style="background:#f0f0f0;"|'''[AC] JV Starter'''
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| JV3>>6B(1hit)→BC>EX||<span style="color:red">356</span>/<span style="color:blue">???</span>||Death combo
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| align="center" style="background:#f0f0f0;"|'''5B Starter'''
| align="center" style="background:#f0f0f0;"|'''5B Starter'''

Revision as of 10:03, 2 September 2014

EXVSFB Gundam.png

RX-78-2 Gundam

Pilot: Amuro Ray (UC 0079)

Cost: 2000

Durability: 620

MA Mode: No

Equip Change: No

Dustloop Forum: X

JP Wiki:Gundam Gundam (Combos and Tactics)

Common Nicknames: Gundam, RX78

Introduction

The Gundam of all Gundams - the origin of the mecha series sensation, and long-time staple of the Gundam VS game series. In the same way that Gundam is the foundation for the anime series, Gundam can also be seen as a foundational suit of the EXVS incarnation of the VS series. Gundam carries essentially all of the fundamental armaments and attacks that other suits in the game employ, and its gameplay is strongly tied to the fundamental gameplay theory of the game. While being essentially a "basic" suit of the game, it uses its tools and performs its role quite well actually, and so can be considered a solid suit for learning how to play the game.


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)
Changes from EXVS
  • [CSa]: Range decreased.
  • [AC]: Motion hastened.
  • [BC]: Core Fighter assist added to neutral-BC and Guntank assist moved to directional-BC. Reload type changed. Guntank's performance decreased.
  • 4/6B: Vertical guidance decreased.
  • 2B: Attack motion changed and hastened.
  • BD8B: Attack changed. Former attack moved to ~BC melee cancel route.
  • EX Attack: First stage's Down value 0.9→0.0

There are some other various changes but across the board performance has been somewhat nerfed from EXVS - most notably Guntank's performance which was previously extremely strong.

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 2s 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

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 (JV1~3)

Throws the beam javelin. Charges two additional levels by continuing to hold BC, at the cost of vernier until you release the javelin, and also being unable to move until you throw it.

Beam Javelin Properties
Charge Level Damage Proration Down Notes
JV1 90 70% 2.0 Weak Stun
JV2 140 70% 2.5 Weak Stun + 3s? slow-footed
JV3 190 70% 3.0 Weak Stun + 6s? slow-footed

It's startup and trajectory are somewhat dull, so you can't expect to hit with it the same as BR or BZ armaments. But, it's infinite ammo, it does 90 damage with just the first stage, has strong muzzle correction, and a wide priority. It also can hit multiple people (though it will only skewer/slow one). The javelin travels in a parabolic arc; it won't reach enemies higher than a certain amount, but depending on red-lock range you can still hit a person that is rising to escape (distance is roughly the range of your BR or BZ plus a little more). The javelin has basically no left/right guidance but it has strong downward-direction guidance on an axis, and so you can use it very effectively for chasing enemy free-falls.

The scenarios in which you want to use JV are fundamentally:

  • Punishing freefalls or vertical rises (particularly amekyan freefalls)
  • Close range after hitting with GT or BZ
  • After the melee~BC derivation.


[BC] Special Melee - Core Fighter (CF)/Guntank (GT) Assists

Assist summons slightly carry over your intertia. Very quick appearance with little rigidity, so you can't BDC them. You can summon CF while GT is currently deployed and vice-versa.

  • 5BC - Core Fighter

Sleggar appears firing the CF's Vulcan guns before crashing into the enemy and exploding (a la Big Zam's final stand). Best used from middle range, fires 5 bullets each from right and left sides (10 total). Depending on distance, CF will fire this barrage a maximum of 3 times (so final total 30 bullets). The vulcan shots have essentially no guidance while CF itself has some degree of guidance. CF itself has priority and health and will be destroyed if hit by an attack. CF's impact is decently strong and does a light launched Down, so you should try as best you can to use it such that it can crash into the opponent. It's spawn point is in front of Gundam, so it can be used to a small degree to fend off melee-range opponents by surprise.

  • 4/6/2/8BC - Guntank

Hayato appears in front of Gundam and fires 2 rounds from its two 180mm cannons (4 shells total). It's guidance is not canceled by enemy side-stepping as per usual, and it adjusts its muzzle correction between the two blasts. Best used for assaulting enemies at critical/empty boost, or are mid-fall.

Melee Moveset Details

5B - Beam Saber

  • 5BBB

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

5BBB Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Slash 65 85% 1.7 Stagger
2 2 Slash 121 65% 2.0 Stagger
3 3 Slash 173 53% 3.0 Down
  • ~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.

5BB~8B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Slash 65 85% 1.7 Stagger
2 2 Slash 121 65% 2.0 Stagger
3 3 Upper 165 50% 2.5 Launched Down
4 Knockdown 205 ??% 3.5 Down

Using ~BC head stomp 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

Gundam spins the hyper hammer twice before throwing it forward.

4/6B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Hammer Spin 48 90% 1.7 Stagger
2 Hammer Spin 92 80% 2.0 Stagger
2 3 Hammer Throw 170 62% 2.6 Down

Its use is fundamentally different from using 5B...

It has a slightly longer stagger time compared to other typical 4/6B attacks. It's startup is a little slow, but its clash priority is pretty good.


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.

8B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Stab 90 75% 2.5 Down


2B - Melee Counter

Originates from Gundams fight with Ramba Ral's Gouf in the tv version.

Gundam holds its shield in front of itself, temporarily blocking all ranged attacks (which causes the attack to automatically convert to a normal shield, holding as long as a ranged attack string persists), and counterattacking any melee attacks that land. The shield hold consumes a small amount of boost, however it only stays deployed for a small amount of time (rather than normal shield that holds as long as you have boost). You cannot move while holding the shield forward.

The startup speed is slightly reduced from the EXVS version so it's not so easy to put up guard/counterattack melee strikes as they are about to hit you (you have to somewhat premeditate an incoming attack to use it). The counterattack can stun enemies that have Super Armor. Can still be used if in overheat.

2B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 0 Parry 0 0% 0.0 Stun
2 1 Counter 80 80% 1.7 Down


BD Melee - Double Beam Saber Finisher

Gundam's best followup-capable and rush speed attack. First stage startup is faster than 5B's first stage.

Changes from EXVS
BD8B Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 RH Slash 65 80% 1.7 Stagger
2 2 RH Slash 121 65% 2.0 Stagger
3 3 LH Stab 186 53% 3.2 Down

~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.

→BC Attack Properties
Stage Hit # Attack Stacking Damage Stacking Proration Stacking Down Notes
1 1 Head Stomp 90 82% 1.0 Bounce

The attack can then further cancel into BR (Newtype Shooting), expending 1 BR ammo.

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


Gundam has strengths in both Burst types and so your selection strongly rides on your preference of use:

Assault Burst is for strengthening your melee damage and reducing your boost consumption while attacking. The lowered proration of Assault Burst pairs notably well with your ~BC head stomp which already does fantastic damage in combos.

Blast Burst doesn't provide the upfront damage of Assault, but because it lets you step cancel all of Gundam's ranged armaments it allows you to lay down a tenacious barrage of fire with very good boost efficiency.


Given that Gundam's HP is in the second rank tier of 2000 cost suits, you will build up EX gauge quite easily.

Info and Tactics

Tactics

RX-78-2 is somewhat like the test bed for most of the other MS in the game - he carries all the core armaments and attacks of the game, and its gameplay strongly adheres to fundamental theory of the game. That's not to say though that Gundam's use of these tools and its overall performance are average - it actually is quite good.


Overall Gundam acts mostly and preferably as a mid-range support unit for a higher cost suit. While Guntank and JV might have long range use, you're robbing yourself of your damage potential and other attacks by not playing in a closer position.


Gundam's ranged game is centered around using standard BR and BR→BZ Down attacks, as well as using Guntank without reservation to punish enemy landings, given the nice reload rates on the armaments. A considerably strength of Gundam is even in overheat using his BR→BZ or BR→JV cancel routes to Down an enemy. A little bit of technique is involved in using the javelin and it's various charge levels well. Notably, cancel proration is not applied if you use JV2 or JV3. If you hit an enemy with BR→BZ and it seems like they do not intend to ukemi recover, by all means you should throw a JV2, providing good damage and making them slow-footed on recovery.


Gundam's melee game centers strongly on its standard 5B string. It's startup is slow, but it can produce combos that deal fiendishly strong damage for a 2k cost suit. Moreover, using the ~BC cancel followup you gain some very good cut resistance in your combos. 8B and BD8B can compenste the slow startup of 5B. However, when playing a rear guard you can't be overzealous for getting strong melee in - 180 damage combo during which you take no damage is better than a potential 280 damage combo that results in you eating a zunda. Your 2B counterattack is very user-friendly, but also pretty easy for an enemy to read and step cancel their current attack and then take advantage of your temporary vulnerability. Using CF or BR→BZ→JV is much more difficult for an enemy to read than some of your melee.


Caution: the one fundamental technique Gundam does not have is any kind of amekyan/freefall cancel to bail himself out of altitude. As important as playing close to the ground is typically in the game for landings and boost recovery, it is that much more vitally important for Gundam to not be caught floundering in the air low on boost.


Don't over-commit yourself to an attack, and don't be caught unprepared - play coolly and consistently and you will get some strong performance out of Gundam.

Partner Considerations

While Gundam is certainly capable of some high top-end damage and laying down a steady barrage of fire, it lacks any sort of burst damage or special technique, so these things should be taken into account when looking for a team partner.

  • 3000 Cost
  • 2500 Cost
  • 2000 Cost
  • 1000 Cost

Combos

Standard Combos

Input Damage Notes
[A] BR Starter
BR>>BR 119 Damage reference
BR>>BR>>BR 147
BR>>BR>>(→)BZ 153(139) Cancel version is funadmental. Conserves BR and boost, and gives a launched forced Down. Using BDC simply raises damage a little.
BR>>BZ>>BZ 164 High fire power but need to be wary of its boost consumption
BR>>BR>>(→)AC 153(139) If you don't have BZ ammo available.
BR>>(→)BZ>>BR 159(130) Fundamental. Final BR hits at the apex of the BZ's launch.
BR>>(→)BZ>>BZ ???(135) Slightly higher fire power and stability than above, but again, beware boost consumption.
BR→BZ→AC 122 Overheat attack string. Using BDC's does 165.
BR→AC>>AC2 161
BR>>5BB~8B→BC 191
BR>>5BB~8B>BR 187
BR>>6B(1hit)→BC>AC2 217
BR>>BD8B→BC(→BR) 161(184) Ends quicker than the full BD8B followup
BR>>BD8B→BC>AC2 206
BR>>BD8BB→BC 183? Ends quicker than the full BD8B followup and has an immediate freefall
BR>>BD8BBB 185
[AB] BZ Starter
BZ>>BZ 156
BZ>>BR→BZ 157
BZ>>6B(1hit)→BC>AC2 220
[AC] JV Starter
JV1>>BR 253?
JV2>>BZ 209 BR does 189
JV3>>BR 239 Forced Down
[BC] CF/GT Starter
GT(1hit)>>BR→BZ 150
GT(2hit)>>BR 168
GT(2hit)>>AC2 210
Input Damage Notes
5B Starter
5B>BR→BZ 145
5B→BC(→BR) 137(181)
5B→BC→BR→JV1 197
5B→BC>BZ 197
5B→BC>JV1 193
5B→BC>5B→BC 216
5B→BC>5BB→BC 233
5B→BC>5BBB 230
5B→BC>5BB~8B 219
5B→BC>6B(1hit)→BC(→BR) 214(238)
5B→BC>6B(1hit)→BC>JV1 245?
5B→BC>6B→BC 230
5B>5B→BC(→BR) 171(201)
5B>5BBB>BR 219
5BB→BC→BR 213
5BB→BC>JV 223
5BB→BC>5B→BC 236
5BB~8B(1hit)→BC→BR 233
5BB~8B(1hit)→BC>JV1 239
4/6B Starter
6B(1hit)>BR→BZ
6B(1hit)→BC(→BR)
6B(1hit)→BC>5B→BC(→BR)
6B(1hit)→BC>6B(1hit)→BC(→BR) 220(251)
6B(1hit)→BC>6B(1hit)→BC>JV1 260
6B(1hit)→BC>6B(1hit)→BC>JV2 282 Normal mode death combo
6B(1hit)→BC>6B(1hit)→BC>JV3 304 Calculated damage. Requires very high altitude.
6B(1hit)→BC>6B→BC 241
6B→BC→BR 208
6B→BC>6B 219
6B>6BB>BR 252
6B>6BB>JV1 ???
8B Starter
8B→BC→BR 198
8B→BC>JV1 209
8B→BC>6B(1hit)→BC 229
8B→BC>6B 209
8B→BC>8B 191
2B Starter
2B>BR→BZ 160 Expediently quick Down
2B>5B→BC→BR 216
2B(stun only)>any other combo
BD8B Starter
BD8B→BC>5BBB 230
BD8B→BC>6B(1hit)→BC(→BR) 214(238)
BD8B→BC>6B(1hit)→BC>JV1 245
BD8B→BC>>BD8B→BC 216
BD8B→BC>>BD8BB 233
BD8BB→BC→BR 213
BD8BB→BC>JV1 223
BD8BBB(1~3hit)→BC→BR 259
BD8BBB(1~3hit)→BC>JV1 283

EX Combos

Input Damage Notes
ABC (EX Attack) 271/250 Damage Reference
[A] BR Starter
BR>>6B(1hit)→BC>6B(1hit)→BC 226/214
[AC] JV Starter
JV3>>6B(1hit)→BC>EX 356/??? Death combo
5B Starter
5B ???/???
4/6B Starter
6B(1hit)→BC>6B(1hit)→BC>EX 319/296
6B(1hit)→BC>6B(1hit)→BC>6B(1hit)→BC 295/279
6B(1hit)→BC>6B(1hit)→BC>JV3 332/313
6B(1hit)→BC>JV3 288/272
BD8B Starter
BD8BBB>6B(1hit)→BC>EX 337/319

External Links


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