EXVSFB/Sinanju: Difference between revisions

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| 147
| 147
| Up to 3.0
| Up to 3.0
| Move is made up of three stages: 1-3hits, 4th hit, 5-9hits. Launch → knock-away
| Move is made up of three stages: 1-3hits, 4th hit, 5-9hits.  
Launch → knock-away
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|-
| 6bb
| 6bb
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| ???
| ???
| 2.8
| 2.8
|  
| Takes roughly same amount of time as 6bb
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|-
| 2b
| 2b
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Because of length of time, it can be rather easily interrupted, even with the varying motion.
Because of length of time, it can be rather easily interrupted, even with the varying motion.
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== Cancel Routes ==
[a] Main → Sub, bc (turnaround freefall BR → bc w/assists out)
[ab] Sub → Sub
CSa/-a melee derivation → Melee, Sub, bc (turnaround freefall CSa/-a melee derivation → bc w/assists out)
== General Info / Strategy ==
== Moveset Details ==
== Combos ==
{| class="wikitable" border="3" style="text-align: left"
|-
!
! Damage
! Notes
|-
! BR Starter
|-
| BR >> BR >> BR
| 158
|
|-
| BR → 5ab
| 137~173
| Damage dependent on distance and size of enemy suit
|-
| BR >> BR → 5ab
| 168
|
|-
| BR → 6ab(2hit)
| 152
|
|}
== Burst Bonuses ==

Revision as of 13:34, 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 HMM 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 Takes roughly same amount of time as 6bb
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 HMM.

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.

Cancel Routes

[a] Main → Sub, bc (turnaround freefall BR → bc w/assists out)

[ab] Sub → Sub

CSa/-a melee derivation → Melee, Sub, bc (turnaround freefall CSa/-a melee derivation → bc w/assists out)

General Info / Strategy

Moveset Details

Combos

Damage Notes
BR Starter
BR >> BR >> BR 158
BR → 5ab 137~173 Damage dependent on distance and size of enemy suit
BR >> BR → 5ab 168
BR → 6ab(2hit) 152

Burst Bonuses