EXVSFB/Sinanju: Difference between revisions

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[http://www4.atwiki.jp/arcgundamexvsfuvo/pages/110.html (Heavy Weapons Mode)]
[http://www4.atwiki.jp/arcgundamexvsfuvo/pages/110.html (Heavy Weapons Mode)]
[http://www4.atwiki.jp/arcgundamexvsfuvo/pages/111.html (High Mobility Mode)]
[http://www4.atwiki.jp/arcgundamexvsfuvo/pages/111.html (High Mobility Mode)]
== Sinanju HWM Moveset ==
{| class="wikitable" border="1" style="text-align: center"
|-
! Ranged
! Name
! Ammo
! Damage
! Reload/Charge
! Down Value
! Notes
|-
| [A] Main
| Beam Rifle
| 6
| 75
| 1 ammo/3 sec
| 2.0
| Standard BR with average reload speed, but ammo is a little sparse.
Has numerous cancel routes.
Continues to reload during HMH at same speed.
|-
| [AB] Sub
| Rocket Bazooka
| 5
| 107 (5AB)
91 (4/6AB)
| 5 sec/5 ammo
| 2.0+0.5
| 5AB straight-forward shot that travels a little slower than 4/6AB but is stronger.
Canceling with [a] will cancel into 4/6AB action, firing 3 total shots.
4/6AB Barrel roll in the input direction while firing.
|-
| [AC]
| Angelo's Geara Zulu Assist
| 1
| 110
| 5s
| 3.0
| Fast reload time compared to other assists, easy to use, and can Amekyan from.
|-
| [BC]
| Mode Change
| -
| -
| -
| -
| Change to High Mobility Mode. Quick change and can be canceled into.
Consumes a small amount of boost though.
|-
{| class="wikitable" border="1" style="text-align: center"
|-
! Melee
(Input)
! Name
! Damage
! Down Value
! Notes
|-
| 5bbb
| Beam Saber
| 164
| 3.2
| Second does a small launch, third hit knock-away
|-
| 5bb-8b
| → Shield+Bazooka Combo
| ???
| 4.6
| Animation time is a slightly long and bazooka stand-still is easy to cut.
|-
| 8b
| Saber Uppercut → Mowdown
| 147
| Up to 3.0
| Move is made up of three stages: 1-3hits, 4th hit, 5-9hits. Launch → knock-away
|-
| 6bb
| Side Slash → Spinning Slash
| 132
| 2.8
| Good priority but develops somewhat slowly
|-
| 6b-8b
| Side Slash → Stab
| ???
| 2.8
|
|-
| 2b
| Shield Uppercut
| 77
| 1.8
| Startup is somewhat slow
|-
| BDb
| Stab → Debris Slam
| 135
| 3.0
| Slow and easy to cut, but high Down value.
Can be used as a set-up for more safely changing to HMH.
|-
|}
{| class="wikitable" border="1" style="text-align: center"
|-
! Burst Super
! Damage
! Notes
|-
| Beam Rifle Spinning Shot
| 171(A)/154(B)
| Cuts guidance initially. Same motion as 4/6AB but spins more times. Can control direction of spin with control stick.
Because of length of time, it can be rather easily interrupted, even with the varying motion.
|}

Revision as of 13:22, 23 April 2014

Sinanju

Pilot: Full Frontal

Cost: 2500

Durability: 620

MA Mode: No

Equip Change: Yes (High Mobility Mode <--> Heavy Weapons Mode)

Dustloop Thread: Sinanju General Discussion

JP Wiki: Sinanju (Tactics) (Heavy Weapons Mode) (High Mobility Mode)

Sinanju HWM Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 6 75 1 ammo/3 sec 2.0 Standard BR with average reload speed, but ammo is a little sparse.

Has numerous cancel routes. Continues to reload during HMH at same speed.

[AB] Sub Rocket Bazooka 5 107 (5AB)

91 (4/6AB)

5 sec/5 ammo 2.0+0.5 5AB straight-forward shot that travels a little slower than 4/6AB but is stronger.

Canceling with [a] will cancel into 4/6AB action, firing 3 total shots.

4/6AB Barrel roll in the input direction while firing.

[AC] Angelo's Geara Zulu Assist 1 110 5s 3.0 Fast reload time compared to other assists, easy to use, and can Amekyan from.
[BC] Mode Change - - - - Change to High Mobility Mode. Quick change and can be canceled into.

Consumes a small amount of boost though.

Melee

(Input)

Name Damage Down Value Notes
5bbb Beam Saber 164 3.2 Second does a small launch, third hit knock-away
5bb-8b → Shield+Bazooka Combo ??? 4.6 Animation time is a slightly long and bazooka stand-still is easy to cut.
8b Saber Uppercut → Mowdown 147 Up to 3.0 Move is made up of three stages: 1-3hits, 4th hit, 5-9hits. Launch → knock-away
6bb Side Slash → Spinning Slash 132 2.8 Good priority but develops somewhat slowly
6b-8b Side Slash → Stab ??? 2.8
2b Shield Uppercut 77 1.8 Startup is somewhat slow
BDb Stab → Debris Slam 135 3.0 Slow and easy to cut, but high Down value.

Can be used as a set-up for more safely changing to HMH.


Burst Super Damage Notes
Beam Rifle Spinning Shot 171(A)/154(B) Cuts guidance initially. Same motion as 4/6AB but spins more times. Can control direction of spin with control stick.

Because of length of time, it can be rather easily interrupted, even with the varying motion.