EXVSFB/Master Gundam: Difference between revisions

From Dustloop Wiki
mNo edit summary
Line 961: Line 961:


=== Countermeasures ===
=== Countermeasures ===
[http://www4.atwiki.jp/arcgundamexvsfuvo/pages/118.html#id_270ce08c JP Wiki Link]


== Combos ==
== Combos ==

Revision as of 09:39, 27 February 2015

EXVSFB Master.png

GF13-001NHII Master Gundam

Pilot: Tohofuhai Asia

Cost: 3000

Durability: 750

Red Lock Range:

Number of BDs:

MA Mode: No

Equip Change: No

Dustloop Discussion Thread: Master Discussion Thread

JP Wiki: Master Gundam

Common Nicknames:

JP Shorthand:

Introduction

Master Gundam continues in his 3000 role from vanilla, being one of the few dedicated pure melee suits in the game.

Fuunsaiki assist has now been added to his arsenal.

His BD speed, duration, and turning radius are all top class amongst 3000s, but he still suffers from his awkward BD jump like all Mobile Fighters.


The Full Boost system changes have made Master's job harder in comparison to vanilla.

As a Mobile Fighter, he can't take advantage of fuwasteps as easily as conventional suits, and the increased viability of fuwasteps also makes it harder to connect with his melees.

With the decreased emphasis on Burst, gaining 3 half-bursts per game is a lot less reliable now.

He has great bonuses in Burst due to being a G Gundam suit, but suffers from a short duration in Assault Burst, or a low damage modifier in Blast.

With the changes to shield mechanics, increased boost consumption on rainbow steps, and the fact that many suits now have superarmor Burst Attacks to be cautious of, it can feel like the system changes were a tragic misfortune for you.


Even though the game changes haven't been kind to you, your basic nature as an immense melee threat hasn't changed. You can end games instantly once you get in on your opponents.

Though some of your tools have been changed, each of your tools is still vital to your success. Your Main, AC, and precious 6B have been slightly nerfed, but these have been more than compensated with buffs to your Sub, 8B, and new BC.

Overall, your inherent performance is still as amazing as in vanilla, but pure-melee suits have been hindered by the Full Boost system changes.


As a result, you're more reliant on your partner in comparison to vanilla to get your offense started, so a strong partner is highly recommended.

A good ability to read your opponent and exploiting their habits and weaknesses is key to utilizing Master to its fullest.

Changes from EXVS

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Darkness Shot 10 15-120 Shoots ? dark orbs from the palm which do a flareup stun on hit
[CSb] Sekiha Tenkyouken -- 100

150

210

?s/level Charges up to 3 times
[5AB] Sub

[4/6AB] Sub

Master Cloth -- 20

100

-- [5AB] shoots the cloth straight forward, grabbing the enemy and has melee followups

[4/6AB] does a horizontal cross with the cloth

[AC] Juuni Ouhouha 1 15-81 After a brief startup animation launches up to 6 chibi Masters at the target, each one that lands doing a weak stun

Recall the chibis by inputting AC again

[5BC] Fuunsaiki Assist 1 48 Fuunsaiki rushes toward and crashes into the target
Melee

(Input)

Name Total Damage Total Proration Total Down Reach Notes
5BBBB Punch Combo 221
5B~A

5BB~A

5BBB~A

→Master Cloth Reel
5B~4/6BBB

5BB~4/6BBB

5BBB~4/6BBB

224

244

263

--
5B~8B

5BB~8B

5BBB~8B

→Drunken Fist Combo 261

270

279

-- Forced Down
5B~2B

5BB~2B

5BBB~2B

→Double Kick
5B~2B~C~B x7

5BB~2B~C~B x7

5BBB~2B~C~B x7

→→Melee Assault
4/6BBB
4/6BB~8B
4/6BB~2B
8B/BD8B
2B
[8BC] Darkness Finger
[2BC] Choukyuu Haou Den'eidan

Cancel Routes

Ranged Attack Details

Overview

[A] Main - Darkness Shot

Vernier and fire a small purple sphere.

Preserves momentum if done on the ground or airborne, so can serve as a brake cancel.

Like an MG, you can hold the button to fire 2~10 shots (you can fire 1 if you cancel fast enough). Your reload time is equivalent to 1 ammo on a BR, so the turnover rate is very good.

The proration on a 1 hit is excellent, so you’ll want to try to cancel it wherever possible.

It's considered special live ammunition because unlike other live ammunition (MGs, BZ) it does not get cancelled out by beams.

Since its a vernier move and you have to BDC it in order to stay safe, similarly to your Sub, beware of the boost consumption.

The total range is longer than your 5Sub, but it is less effective at longer range due to the slow projectile speed.

As with God's Main, your muzzle correction has been nerfed in Full Boost.

It still has decent muzzle correction, but less so than EXVS, similar to God. The range was also reduced slightly.

Unlike in vanilla, where it was good to just throw out if you were within range, it is significantly easier to evade via horizontal movement now.


The enemy also recovers significantly faster from stun due to its change to weak stun in Full Boost.

The obvious use is to follow up from it, but beware the heavy boost consumption since you cannot cancel from your Main, and your main follow ups (5Sub, melee) also require you to BDC or rainbow fuwastep to prevent from being stuck in vernier.

The time you have to follow up is also much shorter, and depending on the distance they may be able to shield or step in time.

One of the main merits is that it does give you an easy way to hit-confirm into your Burst Attack via a simple Main >> ABC provided you are close enough.

It is still one of your main options to punish your opponents’ on-vector movement or if they vernier from a projectile/turnaround shot.

However, with the nerf to the stun, you aren't guaranteed a follow up like you are in vanilla unless you are relatively close and react quickly.

In addition, you cannot rainbow-step cancel it like Sub, so you may get melee'd out of your BDC from even an all-purpose suit if you aren't careful about your range.

It's lower-risk compared to an outright melee, but be aware that it can be difficult to actually follow up.

[AB] Sub - Master Cloth

Attack by sending out the Master Cloth. The performance changes depending on if a direction is held.

Both 5Sub & 6Sub count as melee, and are rainbow step cancellable. 5Sub also destroys any incoming live ammunition.

It’s an incredibly powerful tool at close range, but beware of the boost consumption since it verniers.

  • 5Sub

Extend the Master Cloth straight forward to grab the opponent.

No muzzle correction, but the startup and projectile speed are incredibly fast (fastest of all anchor-type attacks).

Even compared to every single other weapon in the game, it is one of the fastest moves out there.

Range was increased slightly (about one mobile suit’s length) compared to vanilla.

With the increased viability of fuwasteps, this is an important tool for hunting down the opponent.

The buffs 5Sub has received in updates has made it considerably stronger in Full Boost.

On the other hand, proration and down value have both been increased, nerfing the overall damage output.

Furthermore if the opponent has barely any down value remaining sometimes it will hit and do no damage but still wrap them in the pink cloth (commonly called "grandpa's pajamas")

Enemies can now fall out before you can follow up with the kick follow-ups or a melee combo, so you have to rethink your combos from vanilla.

The maximum range is farther than your 6Sub, but is lower than that of Strike Noir’s & Turn X's 2B.

You want to retreat ASAP if you whiff, since it is especially risky to be stuck verniered, especially in close quarters.

Once you hit the enemy, the enemy enters a grab state.

You have a variety of inputs (6/8, 2, B, BC), and will automatically enter the ~6 Giant Swing if no input is detected after 1 sec.

The input must be inputted after the 5Sub hits (you cannot be holding a direction), so you have to hit-confirm into your desired follow-up.

Giant Swing with 6 or 8 input. Continue to hold 6/8 to to continue spinning the opponent, increasing the damage. Boost is consumed throughout.

This follow-up is surprisingly damage-efficient, so it can be usable if your opponent’s partner is completely ignoring you.

Though ~2 follow-up is generally superior, you can rainbow-step cancel it into melee stably if the opponent has a sufficient difference of elevation from you (above or below).

It's not completely useless in Full Boost, but is very situational.


2 input to reel in the opponent for a follow up into melee. This will be your primary follow-up option from 5Sub.

The stagger is sufficient to combo into melee without cancels. It functions basically identically to vanilla.


~B follow-up is a reel in into a quick kick.

Useful in combos.


~BC follow-up draws the opponent into a flurry of kicks (lightning legs). The damage is good for such low down value, and you will not get forced down even on full hits (down value is only 2.0).

There is no POV change, but it uses a lot of boost and has no cut-resistance due to lack of inherent movement and fairly long combo time.


5Sub Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Master Cloth 20 (-5%) 20 (-5%) 0.1 Grab
~6/8 follow-up Giant Swing 118~206 (??%) 24 X 5 → 110 (??%) 0.1 → 2.0 Down
~2 follow-up Reel In 20 (-5%) 0 (0%) 0.1 Stagger
~B follow-up Kick 115 (??%) 100 (??%) 1.7 Down
~BC follow-up Lightning Legs ??? (??%) ??? (??%) 2.0 (0.15 X 9) Down
  • 6Sub

Swing the Master Cloth from left to right. Non-passive down.

Startup & range are similar but slightly worse than that of X1’s 6Sub, but it covers a near 360 degree radius.

Besides the difference in range, the biggest difference is that Master’s whip generates an untechable down, and thus cannot be combo’d.


This basically reduces the risk of losing close-range encounters to non-existent. It is especially easy to use since the opponent cannot tech and punish if you’re at low boost.

The damage on this has been buffed, and it now outdamages 5Sub as a combo tool in many circumstances due to 5Sub’s increased proration.

Outside of being used defensively, it has great use in efficient combos thanks to its damage efficiency as a 100 damage, single-hit down.


6Sub Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Cleave 100 (-20%) 100 (-20%) 2 Special down

[AC] Special Shot - Juuni Ouhouhai

Up to 6 Chibi Masters are summoned depending on how long AC is held for, and fly towards the opponent for a pseudo-all-range attack once you enter red lock.

POV change once you summon the chibis, which cannot be cancelled. The only way to cancel the POV is if there is a wall directly in front of you.

On hit, the chibis latch onto the opponent, staggering them. While they are still latched on, a 2nd AC input will cause Master to undergo an animation, causing them to stun the opponent.

There is a short cooldown after the reload empties.


The stagger on the chibi Masters has been shortened (3.5 → 2.5~2s), so you can no longer wait for the down value to dissipate for a free reset, like you could in vanilla.

Also, in combos with the chibi Masters as well in normal usage they have no cut correction (unlike in previous GvG games), so in EXVS they are primarily a tool for denial (space control/forcing movement)

You’ll generally want to throw it out while you and your partner are in the neutral game, in a safe position like you would a gerobi. Due to its long duration it can friendly fire your partner if they’re attempting to go for melee and lead to a unnecessary punish on your partner.


You’ll generally want to just use it right when you spawn, since it’s available. The turnover rate is slow enough that it doesn’t make a difference.

With Master’s playstyle and the long reload time, it is unlikely you’ll get more than 2 AC’s per life. It’s a good tool for simply forcing movement and disrupting the enemy formation.

As a general rule, use it in a safe position if you have it. Just be aware of the long windup time, since its you’re vulnerable for a similar amount of time as a non-cancelled gerobi.

[CSb] Sekiha Tenkyoken

The final hidden technique of the School of the Undefeated of the East. Damage, projectile size increase with level, but your startup, projectile speed, and guidance are actually nerfed with higher levels.

CSB will travel through enemies and is not destroyed by beams like normal live ammunition. Be warned that Master Asia yells “Sekiha Tenkyoken” quite audibly, so the opponent will often be aware of you firing it.


The charge takes a significant amount of time (3s per level), and Master has the unfortunate side-effect of being unable to utilize his Sub or melees whilst charging.

Lv1 & 2 have become relatively better, thanks to the general guidance nerf to BRs and other similar projectiles.


The projectile speed & guidance are great for Lv1 & 2, and the startup is much shorter, so you spend less time stuck in vernier.

You can follow up from it in limited circumstances due to the knockback, but this requires you to be at quite close range with sufficient altitude.

The overall projectile speed & guidance is akin to most BZs. You’ll often be relying on Lv1 CSB in ranged situations.


The projectile size becomes enormous by Lv3. The startup & projectile speed are both slower now, but the projectile speed has been improved compared to vanilla.

The damage is very good for a single hit (210), on par with most of Master’s quick combos (i.e. 6BB > 6BBB = 220 damage).

That being said, there is next to no guidance, and due to the longer startup and slow projectile speed, it is prone to being shielded or trading.

Be aware that since it’s single hit, it will be eaten by any sort of anti-projectile barrier.

Projectile speed has gone up a little, and it can be used at closer ranges to counter slower superarmor suits like FAZZ, but it’s difficult to use due to its long vernier time.

[5BC] Fuunsaiki Assist

Summons Fuunsaiki to rush at the opponent with a backwards somersault motion. Standard down, launch.

Guidance is improved compared to God’s Sub Fuunsaiki. Fuunsaiki ignores anti-projectile barriers.

Fuunsaiki also has extra durability compared to most rush-type assists, so it won’t get destroyed from a stray bullet.

The attack range is deceptively wide, and it has a high-chance of guard breaking unless the opponent blocks it head-on.


Can be cancelled into from the 1st stages of 5B, 8B, 6B, & 2B.

It can also be used to shift your landing due to the somersault motion, similar to Virsago’s BC brother assist.

However, since you float longer in the air thanks to the flip, it is quite unsafe.

Turnover is good, and you’ll generally want to use it if you have it, either raw or in combos, etc. It’s useful but not super-powerful, so there’s no reason not to use it when it reloads.

Remember that the vernier and somersault can become a disadvantage if you use it raw at too-close ranges.

Melee Properties

Overview

5B~ - Punch Combo →

4-stage, 5 hit melee set. The 1st stage is 2 hits, the 2nd stage has a heavy stagger (kneeling).

The damage has been buffed, so now the 5B set alone does the same amount of damage as a 6BB > 6BBB combo. The attack time isn’t very long either. The reach has also been buffed as well, though the approach is straight forward so it can be easily intercepted.

In particular the damage of the 1st stage 2 hits has been increased from vanilla to 40 each.

You have a wide variety of possible follow-ups with ~8B, ~6B, ~2B, & ~A.


It’s a devastating melee in terms of damage-efficiency.

It can be said that, compared to 6B, it’s useless in terms of 1st stage performance, but very useful as a combo tool.

The 1st stage has been buffed, but keep in mind that with the buffs to 5B and nerfs to 5Sub, damage actually goes down to cancel into 5Sub now.


5B Set Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage (hit1) Near Crusher 40 (-10%) 40 (-10%) 1 Stagger
1st stage (hit2) Near Crusher 76 (-20%) 40 (-20%) 1.7 (0.7) Stagger
2nd stage Palm Strike 132 (-35%) 70 (-15%) 2.0 (0.3) Special stagger (kneeling)
3rd stage Palm Strike 178 (-47%) 70 (-12%) 2.5 (0.5) Down
4th stage Palm Strike 221 (-57%) 80 (-10%) 3.5 (1.0) Down

[8/BDB]

Single hit slide kick. Excellent startup, unlike God’s BDB.

This is both your 8B & BDB. There is no change in performance between the inputs.

It is very easy to follow up from this due to the upwards launch, but if you’re too slow then the opponent can tech.


Similar to The O’s CSB, your 8B has the property of being able to go through projectiles right after the input (there’s ~0.3s window).

It can be a great tool for dealing with projectiles, but the timing is very strict and it is dependent on the angle you’re at relative to the opponent. Remember that you also have 5Sub.

If you time it perfectly, you can even go through BRs and single-hit projectiles like Strike Freedom’s CSA, but both the angle & timing are critical.

With the improved viability of fuwasteps in Full Boost, the importance of this melee’s reach & movement to approach the opponent has increased.


8B Set Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Total Down Value)

Attribute
1st stage Slide 85 (-20%) 85 (-20%) 2 Down

[6BBB]

Swing the Master Cloth 3 times. Non-passive down for the 2nd & 3rd stage.

The excellent curve & reach on the 1st stage hasn’t changed much from vanilla, and is still one of Master’s signature tools.

It is very easy to take advantage of the large curve, and since it causes an untechable knockdown it is a very fast & high performance combo starter.


The reach has actually increased in Full Boost.

With the Full Boost system changes to fuwasteps, it is much harder to just approach with raw rainbow-step 6Bs, so go for reads & sneak attacks unless you are certain they are at low boost and you can evade their interception attempt.

The fuwastep changes also allow you to cover a much farther distance with fuwastepping compared to vanilla, so mixing up your 6B approaches with this or retreating with a fuwastep is a lot easier now.


However, since the damage & priority has been nerfed from vanilla, 6B is no longer a tool to rely on unconditionally.

It’s still your mainstay melee for 1st stage performance, particularly its incredible reach & curve, but the damage output is reduced if you utilize it as a combo tool.

Note that the nerfs to 6B’s & 5Sub’s respective damage means that any combo involving both of these has dropped 10~30 damage from vanilla.


6B Set Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Cleave 65 (-20%) 65 (-20%) 1.7 Down
2nd stage Cleave 121 (-35%) 70 (-15%) 2.0 (0.3) Non-passive down
3rd stage Cleave 173 (-47%) 80 (-12%) 3.0 (1.0) Non-passive down
~8B follow-up Continuous Thrust → Slam 217 (-72%) 3.9 Down
~2B follow-up Lift → Explosion 175 (-55%) 4.0 (0 → 2.0) Grab → down

[2B]

Omnidirectional melee counter.

Counter with a Darkness Finger, stuns.

Note that the move properties have changed from vanilla, so you no longer stun if you’re in overheat (it just downs instead).

Like in vanilla, it can be hard to find a good use for this given your own dominance in the close-range & the semi-high proration, but reading your opponent is essential if you want to use this.


2B Set Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Normal Mode 70 (-30%) 70 (-30%) 2 Down

[8BC] Darkness Finger

Darkness Finger whilst dashing straight forward.

The reach is excellent and the startup is fast, and there is superarmor to the front for a short time during the dash.

It can serve as a last resort against incoming ranged attacks. The timing on the superarmor is strict, but try it anyways if you have nothing to lose.

As with most grab-type melees, there’s a freefall effect if the enemy is forced down on the 1st stage grab.


8BC Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
Grab Darkness Finger 40 (-15%) 40 (-15%) 0.5 Down
Mash Grip 40~100 (-15%) 14 X 5 (0% X 5) 0.5 (0) Down
Explosion Explosion 147~207 (??%) 125 (??%) 5.0+ (5.0) Forced down

[2BC] Chokyuu Haou Den'eidan

Jump upwards and rush forward as a yellow-green bullet. Has constant guidance throughout.

There is a hitbox all around the “bullet”, but the strongest priority is in the front, which can beat out other melees.

The hitbox is basically 360 degrees, and it counts as a melee and thus can only be blocked by anti-melee barriers.

The jump upwards was slightly increased, and boost consumption slightly decreased compared to vanilla.

Remember that it is 2BC now, since 5BC is reserved for Fuunsaiki.


2BC Move Total Damage

(Total Proration)

Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
Melon 188 (-40%) 28 (-5%) X 8 2.4 (0.3 X 8) Down

Melee Follow-Up Properties

Note: There are 3 values listed for total damage & total down value since the follow-up can be done after 5B, 5BB, & 5BBB.

[5B~8B Follow-Up]

Execute a 3-hit combo, then rush through the enemy and pose, generating an explosion.

Can be done in overheat for its forced down, and it does good damage with some cut-resistance thanks to the rush portion.

The damage efficiency of the ~2B follow-up can overshadow this, and there is still room for research regarding its compatibility with Den'eidan (2BC).


~8B Follow-Up Move Total Damage (Total Proration) Individual Damage

(Total Proration)

Total Down Value

(Individual Down Value)

Attribute
1st hit Continuous Hammer 104 (25%), 155 (40%), 197 (-52%) 35 (-5%) 1.9, 2.2, 2.7 (0.2) Stagger
2nd hit Continuous Hammer 134 (-35%), 179 (50%), 217 (38%) 40 (-10%) 2.2, 2.5, 3.0 (0.3) Stagger
3rd hit Continuous Hammer 164 (-35%), 202 (65%), 235 (23%) 45 (-15%) 2.7, 3.0, 3.5 (0.5) Down
4th hit Rush 193 (48%), 224 (-67%), 247 (21%) 50 (-2%) 2.7, 3.0, 3.5 (0) Stun
5th hit Explosion 261, 270, 279 150 (-%) 5 Down
[5B~6B Follow-Up]

3-hit combo, blows the opponent away on the last stage in a similar direction & angle as vanilla.


There is some cut-resistance and the combo time is fairly short, but you’ll likely want to rainbow-step cancel it if you have the boost.

The down value is strangely high, so you can force down very quickly with 5BB~6BBB. If you connect with a single Main first, you will down from 5B~6BBB.

Damage efficiency is very good if you do 5B~6BBB > 5Sub~B.


~6B Follow-Up Move Total Damage (Total Proration) Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
1st stage Strike 140 (40%), 184 (-55%), 221 (-67%) 80 (-20%) 3.4, 3.7, 4.2 (1.7) Stagger
2nd stage Kick 188 (-55%), 220 (70%), 248 (-82%) 80 (-15%) 3.7, 4.0, 4.5 (0.3) Stagger
3rd stage Thrust Away 224 (-67%), 244 (-82%), 263 (90%) 80 (-12%) 4.7, 5.0, 5.5 (1.0) Down
[5B~2B Follow-Up]

2-hit kick. After the kicks, you must press C to follow up with a jump before executing the next stages. Be careful about being too slow with the C input after the kicks, since you’ll miss the follow-up otherwise. From there, you enter a unique 7-stage melee combo.

Final stage forces down. The damage & down value of the last kick is unexpectedly high comapred to the rest of the combo.

The jump itself does consume some boost if you have it, but it can still be done in overheat.


The combo time is quite long, but the damage is more than 280 all by itself. It almost kills a 1000 cost suit on its own.

It’s not recommended to go for this in most circumstances, but the ability to +300 damage with a cancel into DF before the last stage is incredibly attractive if you get the opportunity.

Since the cut-resistance is poor it’ll require the opponent’s partner to be suitably distracted or downed, but it can be surprisingly safe at higher altitudes with the extra altitude you gain from the jump.


~2B Follow-Up Move Total Damage (Total Proration) Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
~2B(hit1) Double Up Kick 108 (30%), 158 (-45%), 200 (-57%) 40 (-10%) 2.1, 2.4, 2.9 Down
~2B(hit2) Double Up Kick 142 (40%), 185 (-55%), 221 (-67%) 48 (-10%) 2.7, 3.0, 3.5 Stagger
~C(J) 1st stage Wild Dance 157 (-42%), 197 (-57%), 230 (-69%) 25 (-2%) 2.9, 3.2, 3.7 Stagger
2nd stage Wild Dance 174 (-44%), 210 (-59%), 239 (-71%) 28 (-2%) 3.1, 3.4, 3.9 Stagger
3rd stage Wild Dance 191 (-46%), 223 (-61%), 249 (-73%) 31 (-2%) 3.3, 3.6, 4.1 Stagger
4th stage Wild Dance 209 (-48%), 236 (-63%), 258 (-75%) 33 (-2%) 3.5, 3.8, 4.3 Stagger
5th stage Wild Dance 228 (50%), 249 (65%), 267 (-77%) 36 (-2%) 3.7, 4.0, 4.5 Stagger
6th stage Wild Dance 248 (-52%), 263 (-67%), 276 (-79%) 39 (-2%) 3.9, 4.2, 4.7 Special down
7th stage Wild Dance 287, 290, 293 80 (-%) 5.0+ (5.0) Spin down
[5B~A Follow-Up]

Similar to 5Sub~B, reels the opponent in with the Master Cloth and delivers a kick. Consumes boost throughout.

The motion is slightly different from 5Sub~B, there is a flip motion after the kick.

No POV change. Be aware of the down value of the reel in portion, since you can force down before the kick comes out depending on the combo configuration.


It is easier to follow up from compared to 5Sub, since it generates a good amount of knockback.

Also, due to the knockback, the opponent will be downed for a longer period of time when compared to 5Sub, which can make it good for escape purposes.


~A Follow-Up Move Total Damage (Total Proration) Individual Damage

(Individual Proration)

Total Down Value

(Individual Down Value)

Attribute
~A(hit1) Reel In 92 (25%), 145 (40%), 189 (-52%) 20 (-5%) 2.0, 2.3, 2.8 (0.3) Down
~A(hit2) Kick 156 (-35%), 196 (50%), 230 (-62%) 85 (-10%) 3.2, 3.5, 4.0 (1.2) Down

EX Burst

EX Burst Quote

EX Attack

EX Attack Quote

Chokyuu Haou Den'eidan Showdown

???/???

A very powerful Burst Attack like it was in vanilla, over 300 damage when hit-confirmed from Main.

Superarmor throughout.

It’s a multi-hit single-stage attack, but the enemy will be drawn towards the center and sucked upwards by the attack, so it’ll do good damage unless the enemy runs into it right before it ends. (The typhoon itself forces down long before its total duration).

EX Burst Selection

Info and Tactics

Techniques

Tactics

Since your key tools and core concept hasn't changed since vanilla, the majority of the tactics carry over into Full Boost.

Hunt down the lower-cost suit if you can, but regardless your goal is to get into close proximity and utilize your immense damage in Burst to win the damage race.

Assault Burst is often recommended for this purpose; its incredible combo damage and insane melee rush speed buff are extremely strong.

The nerfs you've suffered due to the system changes have added more things you have to factor into your strategy.

The decreased rate of Burst gains on death mean that 3 half-bursts are no longer stable, and the increased viability of defensive bursts give the opponent an opportunity escape from one of your precious combos.

With the increased viability of fuwasteps, the enemy has a movement option to dodge a melee and simultaneously fire on-angle, increasing the risk of just approaching with rainbow-stepped 6Bs.

As a Master player, your goal is to cleverly work around these system changes and cooperate with your partner to force yourself onto the opponent.

Remember that there have been damage buffs and nerfs to your tools from vanilla.

Your 6B & 5Sub have been slightly nerfed in damage, while your 5B and 6Sub has been buffed in damage. Regardless, your BnB combos haven't changed a whole lot, but keep it in mind when you're going for max damage death combos.

Don’t be too one-dimensional with your melee approaches, and keep in mind you have 5Sub as a great combo starter and quick combo tool, and quick efficient combos like 8B>6Sub or DF in the case of low boost/overheat.

The overall system changes and the buffed self-defense of various suits have made your job harder, but you are still Master, who can dominate any all-purpose suit in close ranges. You are the definition of a dedicated melee suit.

Good luck to any opponent that has to try to escape you once you’ve established yourself into melee range.

Partner Selection

When you consider Master’s overall strategy, there are 2 types of suits he synergizes best with:

  1. Dedicated ranged suits
  2. Melee suits that can work with you to divide the enemy team and engage in 1v1

If you're teamed with an all-purpose suit, depending on their attributes, they'll usually end up playing to either the former or the latter roles depending on their performance.

N matter what mobile suit you're partnered with, dying first as Master is an absolute.

3000 Cost

2500 Cost

2000 Cost

1000 Cost

Notable Matchups

Advantageous Matchups

Troublesome Matchups

Countermeasures

JP Wiki Link

Combos

Normal Combos

If you're connecting with a 5B starter, you'll generally want to end with DF for max damage if you get the opportunity.

5B has an excellent & varied set of follow-ups, with 2B & 8B being generally preferred over the raw 5B set. Remember you can cancel into 6Sub at any stage of the set for a quick down and 360 coverage.

For cut-resistance purposes, you can go into the 5Sub, but remember that with the proration nerf it's a tradeoff between efficiency & damage.

If you really want easy & high damage in Burst, 5B>Main>>ABC is fairly stable due to the superarmor.

Input Damage Notes
Main Starter
Main >> 8B > 6BBB 221
Sub Starter
5Sub > 6BB > 6BBB 222
5Sub~2 → 5BB~A > 5Sub~B 253
5Sub~2 → 5B~8BBBBB 261
5Sub~BC(7hit) > 5BBBB 257 320 in Assault
5Sub~BC(6hit) > 5B~8B 257 323 in Assault
5Sub~BC(8hit) > 6BBB 252 314 in Assault
5Sub~2 → 5B~2B~J~BBBBBB → DF(max) 321
5B Starter
5B~6BBB > 5Sub~B 254 Quick, but ~A follow-up is generally better
5BBB~A > 5Sub~B 266 Immediate damage improvement compared to above
5B~2B~J~BBBBBB → DF(max) 335 5B high damage combo, +10 damage if you regrab
8B (BDB) Starter
8B > 6BBB 215
8B > 6BB → DF(max) 261
8B > 5BBBB 251 Mainstay in Full Boost, 259 with 5Sub~B instead of final stage
8B > DF(max) 248
8B > DF(mash) > 6B → DF(max) 291
6B Starter
6B > 6Sub > 6Sub 205 Cut-resistance combo, connect with 4steps
6BB > 6BBB 220 BnB 1, poor movement and mediocre damage but excellent due to the short combo time
6BBB > 5Sub~B 232 Higher boost consumption than above, but faster & increased damage
6B > 6BBB > 5Sub~B 230 Flagship in Full Boost, strong in rainbow-step wars
6B > 6BBB > DF(1st stage) 209 Freefall combo, 199 if DF OTGs
6B → DF(mash) > 6B → DF(max) 271 High damage, requires altitude of ~0.5 of a suit above ground
6BB > 5B~2B → 5BC 216 Down launch
6BB > 5BBBB 237 Now his BnB 2, longer combo time compared to BnB 1 but improved damage
6BB > 5BBB~A 238 Faster than BnB 2, but more boost consumption
6BB~2B > 8B 214 Slope combo, decent cut resistance
6BB~2B > DF(max) 256 High damage slope combo, large inherent movements, cannot regrab with DF
EX Burst Combos Assault/Blast
6BBB > 6BBB 303/261 +300 damage very quickly, BnB
6B > Main(1hit) >> ABC 341/291 When the above wouldn’t kill, superarmor
6B > 6B > 6Sub > 6Sub 267/229 Cut-resistance combo
5Sub~2 → 6BBB > 6BBB 301/258 5Sub starter high damage
5Sub~BC(8hit) > 6BB → DF(max) 328/293
8B > 5BBBB >> 8B 282/ 8B starter high damage
8B > 6BBB > 5Sub~B 308/
8B > 6BBB > DF(max) 325/281
5BC > 5BBBB >> 8B 320/
5BC >> Main(1hit) >> ABC 351/

EX Combos

External Links


Template:Navbar-EXVSFB