EXVSFB/Sinanju: Difference between revisions

From Dustloop Wiki
No edit summary
Line 277: Line 277:
[A] Main → 5Sub, 4/6Sub, AC, BC
[A] Main → 5Sub, 4/6Sub, AC, BC


[5AB] Sub → 5Sub, AC; 4/6Sub (via [A])
[5AB] Sub → AC; 4/6Sub (via [A])
 
[4/6AB] Sub → 4/6Sub


[AC] → A (freefall amekyan), 5Sub, 4/Sub, BC
[AC] → A (freefall amekyan), 5Sub, 4/Sub, BC
Line 333: Line 331:
|}
|}


There is a limit on its range but under normal circumstances its explosion can hit an area about 5 unit-lengths outside of your normal redlock distance. Both versions have muzzle correction on their consecutive fire, so you can use it not only as an offensive tool but to intercept incoming enemies. Compared to other BZ weapons it correction is a little loose, but when pursuing the return is large. (追撃時のリターンが大きい ?)
There is a limit on its range but under normal circumstances its explosion can hit an area about 5 unit-lengths outside of your normal redlock distance. Both versions have muzzle correction on their consecutive fire, so you can use it not only as an offensive tool but to intercept incoming enemies. Compared to other BZ weapons its proration is a little loose, but it nets a large return when used as a combo finisher.


Like other BZ armaments, it stops you in place and while standing can be fired without spending boost.
Like other BZ armaments, it stops you in place and while standing can be fired without spending boost.
Line 366: Line 364:
''"sukoshi osoizo, Angelo!"''
''"sukoshi osoizo, Angelo!"''


Angelo's Geara Zulu appears and fires one shot from his Lange Bruno cannon.
Angelo's Geara Zulu appears and fires one shot from his Lange Bruno cannon - a slightly thick, single-shot beam that downs, and is available in both modes.
It's a single-shot beam that downs, and is available in both modes.
 
Guidance is fair, but the projectile speed and collision detection are exceedingly better than your main shot.
The startup speed is a little slow, the muzzle correction so-so, and its tracking is fair. Its projectile speed and collision detection though are exceedingly better than your BR.
The startup is a little slow and the muzzle correction is so-so, so it's not really suited for short range pressure or getting enemies to self-cut.
 
The assist itself will break after just 1 vulcan shot(?) but the reload is fast so he's very easy to constantly throw out for pressure.
His primary use is for beyond-midrange landing punishes and as followup pressure from your Main and Sub. You can cancel into him from both Main and 5AB with no cancel proration. His Down value and independent proration though are both quite high, so he's much better suited for ''ending'' combos than starting them. He's also not really suited for short range pressure or getting enemies to self-cut, and his ability to take on enemies with Super Armor is weak.


His primary use is for beyond-midrange landing punishes and as followup pressure from your main and sub.
Unfortunately, its body is quite weak as even just 1 vulcan shot will destroy him, but the reload is fast so he's very easy to constantly throw out for pressure and it's not so drastic a loss.
You can cancel into him from A and 5AB, but he doesn't receive any cancel proration.
On the other hand, his down value is very high and his proration is a little bad, so he's more suited for the END of combos, rather than the start.


==== [BC] Special Melee - Mode Change ====
==== [BC] Special Melee - Mode Change ====
Line 406: Line 402:
It consumes ~??% of your boost gauge, and '''can''' be used in overheat. It also '''can''' be rainbow stepped.
It consumes ~??% of your boost gauge, and '''can''' be used in overheat. It also '''can''' be rainbow stepped.


Wonderfully, the ammo continues to reload at normal rate while you are in '''High Mobility Mode'''.
Wonderfully, the ammo continues to reload at normal rate while you are in '''Heavy Weapons Mode'''.


The rock itself is like an assist that can take 1 shot, so you can use it to defend against beam rifles, etc.
The rock itself is like an assist that can take 1 shot, so you can use it to defend against beam rifles, etc.
Line 1,446: Line 1,442:


== Unique Character Dialogue ==
== Unique Character Dialogue ==
=== ===
==== ====
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|-
|-

Revision as of 07:24, 30 October 2014

Xdj2cd.png

Sinanju

Pilot: Full Frontal

Cost: 2500

Durability: 620

Red Lock Range: 8.3 (long-range) / 7.2 (mid-range)

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)

Introduction

Sinanju joins the battle again in Full Boost, representing The Neo-Zeon remnant army "Sleeves" from Gundam Unicorn. Piloted by Full Frontal, heralded as "The Red Comet's Second Coming" in the original show. Sinanju is an all-rounder unit with a variety of weapons that switches between two different modes. To use him well you must be keen at determining the battle situation.

Heavy Weapons Mode (HWM)'s primary feature is its rapidfire bazooka. HWM's redlock is fairly long, and its mobility is on average for 2500 class. HWM's melee tends towards thrusting/piercing attacks, but its hitboxes, damage, and cut resistance are all fairly bad so Sinanju is more of a ranged unit in HWM mode.

High Mobility Mode (HMM) has a lot of boost and his ability to ride inertia is top-class among 2500s. Its ranged options are quite poor, but its melee hitboxes, startup, and priority are all extremely good, so it's fitting to call it a melee unit.


Although both modes have a lot of damage output, compared to units who specialize in either ranged or melee he is somewhat weaker. His number one strength is the flexibility that his mode changes offer him mid-battle, and so you must learn how to read the flow of a battle and make choices that allow you to best employ this strength.

HWM's main and HMM's AB/sub are normal reloads, and you can transform in the middle of various weapons, even in the middle of melee, so he is a natural transformation specialist.

He has two victory poses. His basic pose is his shield axe pose. If he wins while his assist is active, he will pose with sabers while Angelo's Geara Doga kneels next to him.

Changes from EXVS
  • HP 600→620
  • AC: →Sub, BC cancel routes added. Damage 100→110. Beam/hitbox may be larger?
  • HWM and HMM now both have the same amount of proration in burst

Movesets

Heavy Weapons Mode (HWM) Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 6 75 1 ammo/3s 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)

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

4/6AB will barrel roll in the input direction while firing

5AB→A will cancel into 4/6AB action, firing 3 total shots.

[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 from numerous attacks Consumes a small amount of boost though

Melee (Input) Name Damage Proration Down Value Notes
5BBB Beam Saber 164 48% 3.2 Second hit does a small launch, third hit a knock-away
5BB~8B →Point-Blank Bazooka 195 30% 4.6 Animation time is slightly long and bazooka stand-still is easy to interrupt.
4/6BB Side Combo 132 63% 2.8 Good priority but develops somewhat slowly
4/6B~8B →Stab 132 63% 2.8 Takes roughly same amount of time as 6BB
8B Forward Combo 147 65% >=3.0 Launch → Knockaway
2B Uppercut 77 82% 1.8 Startup is somewhat slow
BD8B Debris Slam 135 80% 3.0 Slow and easy to cut, but high Down value.

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

High Mobility Mode (HMM) Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Head Vulcan 120 25 (5hit)

78 (20hit)

4.5s 0.2/hit Fires 5 rounds at a time, up to 20 rounds at a time

4hit strong stagger

Must be facing enemy to hit

[AB] Sub Debris Kick 2(4) 90 (5/2AB) 1 ammo/3s 1.7 5/2AB kick debris at enemy, pushing you slightly backwards

8/4/6AB kick off debris in input direction as an evasive/movement action

Cuts tracking

[AC] Angelo's Geara Zulu Assist 1 110 5s 3.0 Shares ammo/reload with HWM.
[BC] Mode Change - - - - Change to Heavy Weapons Mode.
Melee

(Input)

Name Damage Proration Down Value Notes
5BBBB Beam Tonfas 228 44% 3.6
5BB~8B →Kick 185 58% 3.1 Bounced Down
4/6BB Side Combo 151 61% 3.1
8BB Forward Combo 182 65% 3.05 First part does small launch.
2B Uppercut 88 82% 1.7
BD8B Rush Combo 157 66% 2.7 Excellent startup, reach, speed, and cut resistance

Cancel Routes

HWM Cancel Routes

[A] Main → 5Sub, 4/6Sub, AC, BC

[5AB] Sub → AC; 4/6Sub (via [A])

[AC] → A (freefall amekyan), 5Sub, 4/Sub, BC

[BC] → (HMM) Sub

Any melee → BC

HMM Cancel Routes

Any Sub → any Sub, AC, BC; melee (from 8Sub only)

[AC] → any Sub, BC

[BC] → (HWM) 5Sub, 4/6Sub

Any melee → Sub, BC

Ranged Moveset Details

HWM Ranged

[A] Main - Beam Rifle

It's what you'd expect from a BR in his cost range but for an all-purpose unit the ammo is a little low. You must make sure to be conscious about your ammo as it can be easy to spend quickly with frequent Amekyan and Zunda-style combos for Down.

One distinct blessing it has is it continues to reload at the same rate while you are in HMM.

[AB] Sub - Rocket Bazooka

A high-ammo BZ armament with standard reload time, and also a barrel roll motion when performed via 4/6B:

Sub Attack Details
Input Hit Total Damage →Damage Total Proration Total Down Notes
5AB Projectile 90 62 -15% 2.0 Can rapid fire 2 ammo, and cancel into 4/6AB
Explosion 107 79 -20% 2.5
4/6AB Projectile 75 52 -20% 2.0 Can rapid fire 2 ammo, spinning either in the same direction or reverse
Explosion 91 68 -30% 2.5

There is a limit on its range but under normal circumstances its explosion can hit an area about 5 unit-lengths outside of your normal redlock distance. Both versions have muzzle correction on their consecutive fire, so you can use it not only as an offensive tool but to intercept incoming enemies. Compared to other BZ weapons its proration is a little loose, but it nets a large return when used as a combo finisher.

Like other BZ armaments, it stops you in place and while standing can be fired without spending boost.

As a side note, if you use it between the startup of a midair BR and landing, it will be treated as a "Before-landing cancel" and the damage proration from cancelling will be applied to it. (need verif. on this section)

Amekyan → Land → 4/6AB is a powerful attack motion that you should seek to employ, just remember the damage drop from cancel proration seen in the table.


Regarding the rapid fire nature of the attack, from 5AB a second shot can be fired by holding AB. Pressing A during the attack will cause you to do the 4/6AB barrel roll motion. However, this actually not technically a cancel into 4/6AB (which you certainly can do), as this second shot can also be canceled into 4/6AB (which, can also rapid fire 2 shots, allowing you to fire a maximum of 4 shots). Firing 4/5 of your ammo is rather wasteful, as only 2 hits are needed to force Down an opponent, but it does provide an extremely fast and formidable barrage that will force a lot of movement out of the enemy thanks to the muzzle correction between each shot.


  • 5AB: Straight Shot

This is the standard BZ armament shooting style. It has the same startup speed as a BR shot and strong guidance, but the projectile speed is somewhat slower than 4/6AB. The muzzle correction is also somewhat weak, so it is often used as a fast-starting counterattack into a combo for 200+ damage.

If in the air, the first shot will consume will consume ~1/20th of your boost gauge, but the rapid-fire second shot will consume no boost.


  • 4/6AB: Barrel Roll

If you input 4/6AB, or press A while doing 5AB, you will do a right-direction barrel roll (unless you specifically input left) while shooting.

It does not cut guidance, but the high speed movement and rolling motion you can still avoid a wide variety of ordinary attacks.

It consumes ~??% of your boost.

The projectile has faster travel speed compared to 5AB, but poorer tracking. It still has strong muzzle correction though, and you roll while firing horizontally to your target's position. For a BZ the firing interval for 1-2 shots is short, so if you fire close to the ground (assuming you have boost) you can also have time for a jump or a step. Also, after you finish firing the first shot you can ride the inertia to land (the second shot loses inertia and is a straight fall downwards). If you get the timing right, alongside 4/6B it can be a strong option for short-ranged interception.

If used during overheat the rolling motion is decreased. Depending on how you time it you might be able to avoid a BR shot, but you must be careful because your inability to cancel coupled with the overheat landing stiffness creates a huge opening for your opponents.

[AC] Special Shot - Angelo's Geara Zulu Assist

"sukoshi osoizo, Angelo!"

Angelo's Geara Zulu appears and fires one shot from his Lange Bruno cannon - a slightly thick, single-shot beam that downs, and is available in both modes.

The startup speed is a little slow, the muzzle correction so-so, and its tracking is fair. Its projectile speed and collision detection though are exceedingly better than your BR.

His primary use is for beyond-midrange landing punishes and as followup pressure from your Main and Sub. You can cancel into him from both Main and 5AB with no cancel proration. His Down value and independent proration though are both quite high, so he's much better suited for ending combos than starting them. He's also not really suited for short range pressure or getting enemies to self-cut, and his ability to take on enemies with Super Armor is weak.

Unfortunately, its body is quite weak as even just 1 vulcan shot will destroy him, but the reload is fast so he's very easy to constantly throw out for pressure and it's not so drastic a loss.

[BC] Special Melee - Mode Change

Changes to High Mobility Mode

The true strength of this ability is its ability to be canceled into from both Main and any melee hit. After the mode change you can also immediately cancel into Sub (which cuts tracking) or melee.

When you're overheating you can swap to High Mobility mode and do an 8AB or 4/6AB to delay landing. While in HMM your beam rifle will continue to reload and considering your high-efficency 5AB in HMM there is some merit to swapping to HMM even in a ranged firefight.

On that note, switching to HWM from HMM has slightly less stiffness than switching from HWM to HMM. (need verif.) You can quickly pile up attacks against your enemy and using your debris for shielding and avoidance is very useful so it's very important you don't neglect it.

HMM Ranged

[A] Main - Head Vulcan

Low accuracy and must be facing enemy. Primary use is for just laying down fire during your approach, as hits can stagger opponents and Down if enough hit.

It fires 5 rounds at a time, and can rapid fire up to 20 rounds, with 25hit causing a forced Down. Has a strong stagger attribute.

The firing curve is very good, and looking at it as a movement-constraining weapon it's adequate enough to be proud of. You can only cancel into AB when you first begin firing, so the easiest way to handle canceling is to rapidfire tap the fire button and then cancel. (need verif.)

You can only shoot directly in front of your unit, and because using it won't turn your unit around, you need make sure you're facing the unit you want to hit when you start using it. It has no guidance, so when you're firing in order for it to hit you need to closely match your enemy's movement axis.

[AB] Sub - Debris Kick

"tsukaeru mono wa tsukau! (I'll use whatever can be used!)"

Kicks off of a large piece of rock, dashing in an input direction (neutral/5AB being a backflip the same as 2AB). If you use 5/2AB the rock will actually be kicked toward your target for damage while you do the flip. 4/6AB side dash cuts tracking, and 8AB can be used a kind of command dash, which can then cancel into any melee attack (except BD melee, of course).

It consumes ~??% of your boost gauge, and can be used in overheat. It also can be rainbow stepped.

Wonderfully, the ammo continues to reload at normal rate while you are in Heavy Weapons Mode.

The rock itself is like an assist that can take 1 shot, so you can use it to defend against beam rifles, etc. For multi-beam weapons like ZZ's Main, both shots can be absorbed, but if the angle is bad, one side of the shot can wind up making it through and hitting you.

Furthermore, it can canceled into from almost any melee hit, spending no ammo! 5/2AB provide a strong combo finisher option, and 8AB especially can be used very handily to allow you to followup some final stage hits you otherwise would normally not be able to followup, making it an invaluable combo tool.


It's very rare, but sometimes you will receive an attack just before Sinanju does the motion to step off the debris and the debris will remain floating in the air. When this happens it still has collision capacity, and so you can use it to defend against an opponent's melee or shot before it disappears after a short time.


During EX Burst the ammo is increased to 4. However, you need to be aware that it acts somewhat differently compared to outside of Burst. Outside of Burst you can do a melee cancel anytime after the AB input by letting go of the B button, but during burst you cannot cancel until just before the motion completes (need verif. on this section). Also, there are many cases when the movement speed increase will NOT shoot you straight into your enemy, so when you're using it to close distance in burst combos you need to be careful.


In summary, a powerful tool that has a wide variety of usages from dodging attacks, to changing up landings and approaches, to melee combos, and so you should strive to use it in every best possible way.


  • 5/2Sub: Backflip

You kick backwards off some debris, sending it flying towards your target.

The kicked debris' velocity is slow, but the guidance is strong and the hitbox is large. The vertical guidance in particular is exceptionally strong, to the point where you can even hit enemies freefalling from high in the air, if you shoot from some distance away. However, it has no vertical muzzle correction, and at certain distances if a height difference exists it will simply receive no guidance. Two caution points: In combos it makes you float, and it's easy to accidentally cancel into it before you finish a combo. The target gets knocked up in a half-spin down, and various followup attacks are possible. The nonrecoverable time on the down has been increased so it's easy to follow up with your vulcan, etc.

If you are in HMM and playing a midrange game, it's good to throw this out along with your vulcans to control distance. This attack is a big nuisance for opponents who don't see it coming or opponents who fail to cut the guidance on it. But be careful because in this case it might actually be a hindrance to your partner, as it can erase their shots.


  • 4/6AB: Side Dash

Using the debris as a stepping stone you fly rapidly in the input direction.

This debris also has a hitbox and although it's difficult to do so it can also hit your opponent. There is just a short moment between the startup and the actual debris kickoff so it is possible for you to use the debris to intercept an opponent's attack.

Using it cuts guidance, so you can use it to delay the inevitable (悪あがき) and as a method of avoiding ranged cuts.

The startup is subtly slow and the rock appears in the middle of the screen before you kick off it, so if your timing is off the debris can actually be destroyed before you kick off it.


  • 8AB: Forward Dash

Same concept as 4/6AB, but leaps forward.

As mentioned above, when canceled into this can act as a kind of command dash that lets you pull off some followups and combos you you normally would not be able to using just step inputs. You can also use it for varying your speed during approaches, and also for economizing boost during approach, midair combos, or when chasing.

The debris drops downward after being kicked. If it hits an enemy it does not knock them up and simply downs them.

[AC] Special Shot - Angelo's Geara Zulu Assist

Same as HWM.

Aside from the slow startup, he's right in line with shooting assists that other melee units have. It's good for landing punishes and shredding ABC mantles, and it can be used in a large number of combos such as 5AB→AC.

However be aware that this ability alone is not enough to offset your loss of ranged firepower in HMM so take advantage of it without wasting it.

[BC] Special Melee - Mode Change

Switches back to Heavy Weapons mode.

Similar to the opposite direction, can be canceled into from almost any melee hit. Also, Debris Kick Sub still reloads while you are in HWM.

Melee Moveset Details

HWM Melee

All of HWM's base melee routes are sluggish and low-performance. As soon as you land a hit you want to switch modes or do a followup.

5BB~ - Beam Saber

...

HWM 5B Attack Details
EXVSFB Sinanju HWM 5B.jpg

From the second hit you can do an 8B followup and on the shield-axe pierce you can do a BZ followup. Your sub is treated differently and does not consume ammo, and it's impossible to cancel into AC. The firing is treated as a regular ranged attack, and can disrupt Deathscythe's shroud etc., and is also step-cancellable. This 5B->8B followup is notable in that you cannot mode change in any part of it, so be careful.

On the 1st or second hits you can do a 2B followup and kick them flying into the air. Non-recoverable down. You can do the 2B followup from the first or second hit of your 5B, but for the former you should input it slightly before the hit, and for the latter you should delay the input a little bit.

4/6BB - Beam Naginata

...

HWM 4/6B Attack Details
EXVSFB Sinanju HWM 46B.jpg

HMW's principle short-range melee. The priority is good and the attack range is wide, so it's very easy to use to counterattack and to pierce enemies. However the startup, hitbox, and rush forward is not very good, so it's not recommended for you to use it frequently. The second stage hit blows the opponent downwards so it's hard to use it for combos. What you want to do is cancel after the first hit and go into something else.

From the first stage you can go into an 8B or 2B followup.

8B followup is a sabre thrust. It changes your camera POV and is somewhat easy to use because you float a little bit.

2B followup is a slamming kick.

8B - Naginata Uppercut

...

HWM 8B Attack Details
EXVSFB Sinanju HWM 8B.jpg

This is HWM's best combo damage extender but it's not good as a combo starter because it's very slow and hard to use.

The 4th hit and 9th hit can go into a 2B followup. ただし突きからの後派生は壁際でない限りは覚醒中ですら入らないので注意。 (something about not being able to do it while you're near a wall in burst?)

You can only mode change on the 9th hit.

2B~ - Shield Uppercut

Standard single-hit uppercut:

HWM 2B Attack Details
EXVSFB Sinanju HWM 2B.jpg

The startup is extremely slow, but it has good reach, damage, and proration, making it a great combo tool but poor opener.

BD Melee - Debris Slam

Sabre thrust into a debris slam. Changes your camera POV.

HWM BD8B Attack Details
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Stab 30 95% 0.5 Grab/Down
2 Debris Slam 135 80% 3.0 Down

If there is a wall or obstacle that blocks the debris, they will still be hit but the damage is reduced.

The hitbox is not especially great and the startup/initial rush in the first stage are not good either. The movements are very slow and delayed and it's not a very convenient move because you can only mode change on the last hit.

On the other hand, the first hit has a low down value and the second hit is strong, so you can use it as a combo finisher to increase damage. If you're aiming to get high damage out of a mode change combo, you can combo into this from HMM.

~2B Followup -

Sinanju swings around and delivers a kick. This acts as a common followup route to all of HWM's melees. In HWM you don't really do that much damage in melee, so there are many cases where you can use this to terminate a combo quickly and escape. Can be cancelled into 5AB and 46AB. However without a wall, anything except 5AB will not hit the target to down them. 4AB lacks altitude so it's hard to land, so the safest AB followup is 5AB (and hold it for two shots)

[I don't know that I agree with this section, I tested and found it fairly simple to land both, but may need more practical testing -adn]

HMM Melee

All of HMM's melees are excellent. In every stage of every melee you can mode change or use your AB, so you can ad-lib combos as you please.

5B- Beam Tonfas

...

HMM 5B Attack Details
EXVSFB Sinanju HMM 5B.jpg

Priority, startup, and hitbox are all excellent. The vertical tracking in particular is very strong. The movement is straight line as per usual for a neutral melee, so its use as an intercept tool is weak, and although it's a very strong melee the length of the entire 5B combo route is very long so its cut resistance is low. The proration up until the 3rd stage is very loose so doing a rainbow step or BD melee combo from that point can do a lot of damage.

From the 2nd stage you can do a 8B followup kick, and it's been changed to a bounce down in Full Boost so it's easier to followup reliably now.

Anytime during stages 1~3 you can do a 2B followup into the iconic Char Kick, and it's an unrecoverable down. For the 8B followup, if the enemy has down value remaining they will be kicked downwards into a bounce down state which can be followed up, but if their down value is maxed out they will be kicked upwards.

Doing a cancel into 5AB during the 8B followup can blow enemies a considerable distance away assuming no walls, but if there is uneven terrain or hills be careful because the debris can break and the attack will fail.

4/6BB - Side Combo

...

HMM 4/6B Attack Details
EXVSFB Sinanju HMM 46B.jpg

This is a first-class melee with excellent hitbox, startup, priority and wraparound. You do a slash and then a spinning slash while ascending. There is a camera change from the 2nd hit onwards, but the overall combo time is short so it won't last too long. The spinning slash does 4+ hits and when it's over there is a small flash that you can use to know when the melee is over. (?)

8B - Forward Combo

両手のサーベルで突きを5回繰り出した後にサイコクラッシャー。

HMM 8B Attack Details
EXVSFB Sinanju HMM 8B.jpg

2段目からカメラ変更あり。あまり動かない。 突きの5hit目でやや相手を打ち上げる。2段目は受身不可ダウン。それなりに長いが入力は2回。 高いダメージと緩い補正が最大の特徴。初段性能は全体的に横格に劣るが、発生や判定は格闘機相応に強い。 また、単に初段キャンセルからのコンボを横格闘と比較した場合、21ダメージが上昇する。 他の格闘と同様に、各段のヒット後にサブC可能。2段目サブCはヒットと同時にキャンセルでコンボが成立する。 横Nと同様に出しきりからNサブに繋げられるが、あちらよりタイミングがシビア。

発生、判定、伸びはシナンジュの格闘で最も強く、至近距離ならデスヘルの横とも相打ち取れるほど。 信頼してよい性能を持ってるので、前サブからのキャンセルでは回り込みのなくなる横よりも前格がおすすめ。

A覚限定で、前N>NNや前N>前N、横N>前Nが初段スカしコンボとしてつながるようになり(繋ぎは前ステ)、300~350オーバーの驚異的な火力を叩き出す。  ※ただし壁までの距離が必要。さらに前N>前Nは細いキャラには安定しにくい。

2B - Uppercut

Single stage, 2-hit uppercut:

HMM 2B Attack Details
EXVSFB Sinanju HMM 2B.jpg

1hit目は地上で出すと拾えないくらい打ち上げが弱い。 発生と出しきる時間が早いので、コンボを早く終わらせたい場合に重宝する。 出し切りから更に後派生でシャア蹴り、受身不可ダウン。

BD Melee - Rush Combo

Sinanju quickly cuts through the target with an issen, stunning them, then kicks off of a piece of debris to come back and attack the target from behind with a spinning slash:

HMM BD8B Attack Details
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Right Tonfa 40 95% 0.85 Stagger
2 Reverse Left Tonfa Issen 81 80% 1.7 Non-umeki Down
3 Right Tonfa 119 76% 1.8 Down
4 Reverse Left Tonfa 157 66% 2.7 Non-umeki Down

Take note that this is a single stage attack with 4 hits.

Startup, reach, rush speed, and proration rate are all excellent, on top of having high cut resistance. BD格という都合上闇射ち向き。覚醒中はさらに高くなる。 前作と異なり、地上や障害物付近でもデブリが壊れくなった為、往復発動が確定するようになった。 しかし、状況次第では全段ヒットが安定せず、動作が速くなったためカス当たりが増えた。これも覚醒中はさらに速くなるために起こりやすくなる。 さらにコンボの繋げ方によっては敵がデブリに突っ込んでダウンすることも。 総じて、性能は非常に優秀であるが安定性にかけるという格闘であるため、安定する時しない時を把握しておく必要がある。

EX Burst

"naraba wastashi ga, atarashii mirai wo kirihirakou!"

"watashi ga akai suisei nara, koko de shirizoku koto wa sumai yo!"

EX Attack

"kore ga hikari wo mita mono no omoi to shire!"

"kore ha, Newtype wo hitei shita jinrui e no mukui da!"

Rolling Beam Rifle Barrage

271/248

Fires 7 shots with HWM beam rifle, spinning between each shot with the same motion as HWM 4/6Sub.

The BR shots fire a little faster than normal BR, similar to a rapid-fire BR speed. The direction of the spin can be changed using the control stick. The initial starting motion cuts tracking, but tracking is not cut during the rest of the move. In fact, due to the length of time the ability takes, as well as the fixed altitude it sits at, it can be interrupted with relative ease, despite even the quick motion. It seems that muzzle correction only occurs on the first shot. You should also be aware that if your target uses a tracking-cutting ability, all the BR shots that fire after that will be off-target.

When you finish firing you will carry some momentum and fall downwards, in B Burst you will likely end up in an overheat landing, but in A Burst if your burst is still active you'll be able to keep moving. In the case of A burst your EX attack is very easy to throw out because it cuts tracking and consumes no boost (?). However because the EX attack lasts a long time you should consider if you should really use it, and if you'll get anything out of it.

If you are in HMM when you use the attack it will return you to HWM.


All-in-all, an attack good for punishing landings, winning a struggle, intercepting melee, or use as a combo part - a number of positive uses. The damage output is nothing to scoff at, and so when used wisely can really be a momentum-swinger in a match.

Burst Selection

Assault Burst: +9% Damage, +10% Defense

Blast Burst: +0% Damage, +20% Defense

Both Assault and Blast Burst types can offer advantages depending on what your attack style preference is for EX - High Mobility or Heavy Weapons, respectively.


Assault Burst

Assault makes HMM's melee extremely fast and strong, and gives you a large boost gauge replenishment, so it gives you strong pressure potential. It also strengthens HWM's 5AB to the point where you can get 280+ damage out of it. Although Assault gives you the chance to make the game-deciding play, the burst time is very short so if you burst defensively to run away it's inferior to Blast.

It's safe to say that Assault favors HMM. If you're paired with a low-firepower unit Assault is very useful. It also helps out your burst attack because even after firing it your burst will still be active so you can move quickly.

Blast Burst

Blast gives you a long burst time, allows you to continue boost dashing and gives you defensive damage correction. Because Blast allows you to blue step moves that are normally vernier, it makes HWM's bazooka and assist even easier to use.

Because of the firepower and universal down value reduction on Blast, you can get 250+ damage out of HWM's 5AB. Blast, as you would expect, is inferior to Assault in terms of improving your firepower.

Although HMM's firepower is lower in Blast, it drastically improves your ability to run away. In this case, Blast definitely favors HWM. When paired with a 3000 cost this is the best choice for improving your team stability.

Info and Tactics

Tactics

Sinanju's principal feature is his ability to flexibly change his playstyle depending on his opponent, ally, and the battle situation. For example, if the player prefers to play ranged units, and engages ranged unit opponents only using Sinanju's ranged tools, then there is no point to using Sinanju. Sinanju is a unit that adapts to the player's needs, rather than making the player adapt to Sinanju's needs. That said, bear in mind that Sinanju's wide variety of playstyles allow each player to take advantage of their various strengths.

Due to HWM's abundance of simple firepower, his ability to down enemies is high, and he can even down enemies while he is overheating. Throwing his AB into a firefight is also very useful. His BZ has a lot of ammo and many cancel routes so it has a lot of potential to put out a heavy offensive barrage, but be careful with it because you don't want to waste it all and then not have it when you need it. Use it carefully to down enemies in order to create a favorable situation for yourself in the neutral game.

HMM has excellent mobility and strong melee. However, his melee is highly telegraphed and easy to counter so in order to take advantage of his melee strength you want to sneak attack enemies with high damage combos. That said, while you're throwing out your melees you need to be aware of what's going around you, so while you're meleeing one enemy you might change your lock to check what the other is doing. In many situations you can also take advantage of HMM's high speed movement to run away or evade lots of ranged fire. If you run around swinging your melee like mad you're just going to get intercepted so be careful.

換装により様々な状況に対応できる一方で、重高共に武装がシンプルであり押し付け性能のある武装がないということで、他の本職の機体に比べるとその点では劣る。 しかし、本職の機体はその強みを生かせる距離で戦おうとするが、こちらはそれに付き合う必要はない、相手の苦手な距離で戦果をあげればいいしあげることが出来る。そこがシナンジュの強みである。じゃんけん無視の押し付け武装も使えなければどうということはない。 また、重でダウンをとり高で張り付くなど本職の機体では手間な部分を自機で補える点は利点と言える。さらに重高共に自機にロックを向けさせる術があるため無視されにくいし、無視されるなら無視したことを後悔させてやることも出来る。どの距離からも存在感をアピールしていこう。

相手はどう戦いたいのか、相方を活かすにはどう動くべきなのかを常に考えながら、換装を駆使して、臨機応変かつ丁寧に戦おう。


Heavy Weapons Mode Tactics

射撃構成がシンプルなので、出来ることも自ずと万能機らしいシンプルなものになる。 BRの弾数が少ないので、無駄な連射は控えたい。また、換装前にはバズーカのリロードを待つか2,3発残しておきたい。 とにかく、メインの依存度が高いので換装した後の咄嗟のタイミングでダウンを奪いたい時にサブがないとつらい目に合う。 その場合はメインからの換装→サブなどの柔軟かつ豊富なキャンセルルートを活かそう。

何れの武装も自ら攻めに行く様な性質ではない為、重装備だけでは安定しないケースが多く、 この機体の真価を発揮するには高機動モードも使いこなす必要がある。丁寧に立ち回り、相方追っている相手をダウンさせ張り付かせる、弾幕をしこたま送り込み自機にロックを向けさせる、ダウンをとり続けるなど相方が動きやすい状況を作れるよう心がけよう。

押し付け性能の高い武装こそないが、相手や相方の機体、戦況によっては重装備モード単体でも十二分な射撃力、高密度な弾幕、奪ダウン力からそれなりの戦果は上げられる。 しかし、ロック取りや、逃げる際には機動力不足は否めず、サブのリロードも相まってプレッシャーを掛けづらいので適切な高機動への換装が重要。 戦況を適切に見極めて柔軟な換装を心がけたい。

High Mobility Mode Tactics

HMM has excellent mobility and self defense tools that help accent Sinanju's melee. 前サブによる接近と格闘の伸びのおかげで格闘が確定する間合いは広く、強襲をかけるには十分な性能を持つ。 しかし、格闘の布石になる射撃がバルカン1発で壊れるNサブと誘導しないメインしか無い。 このためどうしても始動が格闘生当てに偏ってしまいがちで、被弾やカットのリスクは他の機体以上に考慮しなければならない。 生当てした場合は格闘機のセオリー通り、柔軟かつ冷静なコンボ選択を心がけよう。

そもそも、この形態になったからといって格闘をぶんぶん振りに行くものではない。 機動力を生かした自衛や特射による堅実な着地取り、前に出てロックを集めることを意識した方が良い場合もある。 バルカンやNサブも射撃として当てられない武装ではないので、使わないというのはもったいない。 重装備の弾幕に混ぜられれば、より相手も対処し辛いだろう。

A覚醒時は強力なワンチャン性能を手に入れ、一気に戦況を覆す火力をもつ。

ただ重装備モードと同じく(かそれ以上に)この形態一つで戦い抜く、というのはつらいものがある。 もちろんこれだけで戦うことは不可能ではないが、相方への負担は非常に大きなものになってしまう。 換装機の強みである柔軟性を生かし、重装備と使い分けよう。

Partner Considerations

Being maybe the best form-changing 2500 unit, Sinanju's high flexibility and maneuverability make him a suitable match for most any suit, with a few different approaches:

  1. Primarily staying in rear guard position in HWM. If you wind up getting focused switch to HMM for self-defense or aggressive counterattack.
  2. This approach focuses on high self-defense but gives up aggressive attacking, and so requires delicate, supportive fighting. You can pick Assault Burst for HMM to pick up some extra damage, but the focus is just hanging back and peppering with BR/BZ/Assist and staying out of the fray.
  3. Self-defense is each players own responsibility. Assist partner and go forward in HMM when partner's cooldown isn't available.
  4. Sinanju will take the front position. Take caution to let your partner get isolated. Make heavy use of your cancels, rolling abilities, and assist. Because the firepower of your team will likely be lacking making good use of your EX Burst is essential.
  5. Partner will play forward using melee mostly, but you still need to pull attention to allow your partner to get in range and use their attacks. Switching into HMM to grab attention but avoid damage is important.

3000 Cost

Most ideal partnering, but being cost-over end-game can be very risky here.

1. Master, Quan[T], DX, Wing (either), Turn-A, Turn-X, Destiny

2. Nu, hi-Nu, Sazabi, Strike Freedom, Unicorn, Reborns, Xi

3. V2, 00, Full Cloth

2500 Cost

1. The O, God, Deathscythe, Arche, Susanoo, X1, GP02, Ex-Xenon

2/4. Zeta, FAZZ, GX-DV, Freedom, IJ, Impulse, Banshee, Ex-Aios

4. Quebely, Gottrlatran, Virsago, Cherudim, Raphael, GP03, Noir, Ex-Eclipse

2000 Cost

4. Gundam, Zeong, Hyaku Shiki, Messala, Hambrabi, F91, Sumo, Forbidden, Providence, Gunner Zaku, Dynamas, Throne Drei, Delta Plus, Kshatriya, GP01, X2, Blue Frame, Stargazer

4/5. Char's Gelgoog, Gyan, Strike, Red Frame, Gold Frame, Blue Destiny, Dragon, Exia

1000 Cost

4. Zaku, Acguy, Gun-EZ, LaGOWE, Quebely MkII, Zuda, Ez8, Victory, Alex

5. Efreet,

Combos

HWM Combos

Input Damage Notes
[A] BR Starter
BR>>BR>>BR 158 Basic Zunda, but implementing cancel routes and other armaments is more recommended
BR>>BR→5/6Sub 185 (204) For when you can't use AC, or want to use 4/6Sub motion
BR>>BR→AC 172
BR>>5Sub>>BR

BR→5Sub>>BR

187

168

BR>>5Sub>>AC

BR→5Sub>>AC

204

185

Can do high damage, fires all shots quickly, and extremely small boost cost.
BR>>6Sub>>BR

BR→6Sub>>BR

168

152

BR>>6Sub>>AC

BR→6Sub>>AC

182

162

BR→AC 152 Fundamental technique. Conserves BR ammo and will cause Down.
BR→AC→BR 152/172/205 Following Amekyan, range and number of hits will vary damage. Extremely small boost cost.
BR>>5BB~2B
BR→5Sub→5Sub→6Sub→6Sub The tracking of the multiple rockets is not so good, but a formidable barrage.
[AB] Sub Starter
5Sub>>BR 163 Unforced Down
5Sub>>BR→AC 208
5Sub>>5Sub

5Sub→5Sub

185

164

5Sub>>6Sub

5Sub→6Sub

172

154

5Sub→AC(→BR) 195 (208/256) Amekyan landing

Damage varies based on how BR hits

5/6Sub>>2B>>BD8B 250 (212) BD using 4/6/7/9 is most stable
6Sub>>BR 144 Unforced Down
6Sub>>BR→AC 208
6Sub>>5Sub 165
6Sub>>5Sub 138 (154)
Input Damage Notes
5B Starter
5BB>5BBB 194
5BB>5BB~8B 200
5BB~8B(1hit)>>5BB~8B 207 After the (1hit) use the fastest step direction
5BB>5BB~2B 195
5BBB>BD8B 227
5BBB→BC→Sub 208 Can do in overheat. Launch.
5BB~8B>>BD8B 206 This move will actually cause Down from the BDb stab before debris impact, whether you BDC 8b or not.
5BB~8B>>AC 237 BDC ahead of time to successfully hit with AC
5BB~8B>>Sub 227 Same as above (Sub version)
4/6B Starter
4/6B→BC→5BB~8B→5Sub 233 Can do in overheat
4/6B>5Sub→AC 210
4/6B~8B>>BD8B Works better if done with altitude
8B Starter
8B>8BB 190 Works better if done with altitude
2B Starters
2B>5Sub→AC 234 Immediate finish. Amekyan landing.
BD8B Starter
BD8B>>BD8B ??? Requires altitude

HMM Combos

Input Damage Notes
[AB] Sub Starter
5Sub→AC 167 Unforced launched Down
Input Damage Notes
5B Starter
5BB>5BBBB 254
5BB>5BB~2B 265 Simple but very effective and recommended above most other combos
5BBB>5BB 246
5BBB>5BBB 266 Side step cancel most stable
5BBB>5BB~8B 269 Same as above (Knock-away version)
5BBB>5BB~2B 269 Same as above. Decreased cut resistance.
5BBB>5BB→5Sub 272 Strong and consistent, but takes a while and consumes a lot of boost
5BBB>5BB>AC 276 Strong and consistent, but cut resistance is somewhat low
5BB~8B→5Sub(→ OR >AC) 238 (269) Stable even in overheat up to AC
5BBB>BD8B 260 Stable except near walls
5BBB>>BD8B(3hit)→BC>>BD8B 278 BDb is the fastest attack out of the →HWM switch
4/6B Starter
6B>5BBB→BC>>BD8B 250 Cancel during the first step of 6B for when you firepower. Unstable around walls.
6B>5BB~8B→5Sub 241 Same as above. Launched Down.
6B>5BB~8B>AC 249 Same as above. Forward step into AC is most stable.
6B>5BBB~A 232 Lower cut resistance than above but stable. Unforced Down during EX.
6B>6BB→5Sub 218
6B>8BB→5Sub 246 High firepower. Ending takes a little getting used to.
6BB→5Sub→AC 241 High firepower and can do in overheat.
6BB→8Sub→2BB 237 High cut resistance and can do in overheat. 2BB can sometimes fail by walls or on hills.
6BB→8Sub→5B(2hit)→5Sub 242
6BB>6B→5Sub 228 Quick ability, high cut resistance. Launched Down. Extremely good efficiency.
6BB>6B>AC 238 Same as above, but no launched Down.
6BB>>BD8B 237 9BDC is most stable
6BB>>BD8B→5Sub 262
6BB>>BD8B>AC 269 Back-step transition to AC
8B Starter
8B>5BBB>AC 264
8BB→5Sub>AC 230~280 Depending on number of hits from 8BB
8BB→8Sub>>BD8B 272 If all hits of 8BB connect...?
2B Starter
2B>2B>AC 231
2B>2B~2B→5Sub 254 Good time efficiency
BD8B Starter
BD8B(2hit)>>5BB~8B→5Sub 226 Launch
BD8B(2hit)>>5BB~8B>AC 274 Use fastest forward-step for last hit
BD8B(2hit)>>5BBB>AC 270 Unstable unless using fastest step direction
BD8B(2hit)>8BB→5Sub 270
BD8B(3hit)>5BBB→BC>>BD8B 284 Transition with forward-step
BD8B→8Sub→2B~2B 255 Also can use: 5Sub (260), AC (269), BD8B (279), depending on situation and preference.
BD8B>6B~2B ??? Transition with left-step
BD8B→8Sub→5BB(4hit)→5Sub 272 High firepower combo that can be done even in overheat. Unstable on hills.

Can substitute 5BB(4hit) for: 5BB~8B (268), AC (279)

BD8B>>BD8B 253 Transition with slightly delayed 8BD. Still, can be inconsistent.
BD8B>6BB 242
BD8B>5BB~8B(→5Sub) 268 (288) Fastest left step at approximately the same time as the 4th hit.

Can also use: AC (295), 5BBBB→AC (292, Down)

EX Combos

Input Damage Notes
HWM EX Combos
BR→(>>)5Sub>>BD8B 211(233)/???(???)
5Sub>>5Sub→AC 282/262 Basic but high damage
5Sub>>5Sub→5Sub 269/???
5Sub>>5Sub>>BD8B 296/???
HMM EX Combos
5Sub>5Sub>5Sub>5Sub 218/198 Debris combo
5Sub>5Sub>5Sub>AC 220/200 Debris combo 2
5Sub>5BB~8B>AC 262/238 Good damage despite being a 5Sub startup combo
5BBB>5BB 270/246
5BBB>6B→5Sub 275/251
5BBB>6BB 274/251
5BBB>6B>AC 285/???
5bbb>5bbbb 286/???
5BBB>5BBB~2B 306/279
5BBB>5BBB>5Sub 309/281
5BBB>5BBB>AC 312/284
5BB~8B>5BB 277/253
5BB~8B→5Sub→AC 293/269
5BB~8B>8BB>5BB→5Sub 340/--- Only works in Assault Burst. 5B death combo. Forward-step most stable.
8B>8BB>5BB→5Sub 314/--- Only works in Assault Burst.
8BB>5BBBB>AC 338/--- Only works in Assault Burst. AC hits while opponent is on ground.
8BB>5BB>5BB 307/--- Only works in Assault Burst.
8BB>BB~8B→5Sub 335/--- Only works in Assault Burst.
8BB>5BB~8B>AC 342/--- Only works in Assault Burst.
8BB>5BB~8B→BC>>BD8B 347/--- Only works in Assault Burst.
8BB>8BB→5Sub 338/--- Only works in Assault Burst.
8BB>8BB>5BB→5Sub 352/--- Only works in Assault Burst.
8BB>8BB>5BB 323/--- Only works in Assault Burst.
6B>8BB>5BB→5Sub 291/--- Only works in Assault Burst.
6B>8BB>5BB>AC 296/--- Only works in Assault Burst.
6B>EX(4hit) 248/??? Simple EX setup
6BB→5Sub→AC 263/241
6BB>5BB 244/225
6BB>5BB~8B 271/250
6BB>5BB→5Sub 275/253
6BB>5BB>AC 282/260
6BB>8BB>5BB→5Sub 312/???
6BB>6B→5Sub 254/???
6BB>6BB 251/229
6BB>6B>AC 259/237
BD8B(1hit)>8BB>5BB→5Sub 330/--- Only works in Assault Burst.
BD8B(2hit)>8BB>5BB(3hit)→5Sub 323/--- Only works in Assault Burst.
BD8B(3hit)>>BD8B(3hit)>>BD8B(4hit) 304/277
BD8B(3hit)>>BD8B(3hit)>>BD8B(3hit)→5Sub 316/289
BD8B(3hit)>>BD8B(3hit)>>BD8B(3hit)>ac 321/293
BD8B(4hit)>>BD8B(4hit)→5Sub 308/282
BD8B>8BB>5BBB→5Sub 350/???
BD8B>>BD8B(3hit)→BC>>BD8B 312/286

Unique Character Dialogue

Battle Start

まさか私が出るほどの相手だとはな… 我々を一個の軍として認めてもらわねばな 遠慮はするな! 落とす気でかからないと奴には勝てんぞ! 私をシャアと呼びたいのなら、そう呼んでくれても構わんよ ほぉ、これは都合がいい 出撃するぞ。それまでに調子を整えておいてくれ 急いでくれ。敵は待っていてくれないからな 見せてもらおうか、その機体の性能とやらを! 今の内に機体を暖めておけ 出撃する。離れるなよ! ニュータイプは数では倒せん この力、示させてもらう! 奴に呑まれるなよ! わかっている。君の行動に大勢の命がかかっている 君たちスペースノイドの意思は、器たるこの私が引き継ごう(条件あり?) 私はネオ・ジオンのフル・フロンタル大佐だ。よろしく頼む(初戦) 協力してくれないか。君には、君が思っている以上の価値がある(初戦) 休養は十分取ったか? 出るぞ!(前回と同じプレイヤーと協力) 殺しあった敵と茶は飲めんか。私は、礼儀の話をしているのだよ(前回敵対したプレイヤーと協力) 不確定要素が多い交渉には応じかねる。…と言いたい所だが、やむを得んな(前回敵対したプレイヤーと協力) 結果はあとからついてくる(連勝時) 紛らわしい真似はやめた方が身のためとだけ、言っておこう(敵機属性「仮面」) アムロ、まさかこの機体で、お前と共に出る日が来ようとはな…(僚機アムロ(共通)) まさか…私と赤い彗星が、こうして向き合える時が来るとはな…(僚機シャア(共通)、クワトロ) 来るか、アムロ…(敵機アムロ(共通)) ジオンの赤い彗星か。ふんっ…(敵機シャア(共通)) 認めたくないものだな…若気の至り故の過ちというものは(敵機クワトロ) ええい、旧ネオジオンのファンネル系機は化け物か!?(敵機シャア(サザビー)) ナギナタの違いが、戦力の決定的差でないことを教えてあげよう(敵機シャア(ゲルググ)) さあ、君は私をどの名で呼んでくれるのかな(敵機カミーユ) バ「色々と思うところはありますが、行きますよ」 フ「私には君を受け入れる器がある」(僚機バナージ) フ「どうだ、私という器に入った気持ちは?」 バ「なんだ? この感じは…」(僚機バナージ) フ「ジンネマンの秘蔵っ子、期待しているぞ」 マ「マスターの名を汚さぬよう励みます」(僚機マリーダ(クシャトリヤ)) マ「戻られた赤い彗星の腕前、勉強させていただきます」 フ「私がシャアなら、君とてニュータイプの一人だよ」(僚機マリーダ(クシャトリヤ)) リ「あんたが本当に赤い彗星かどうか…試させてもらう」 フ「よかろう、好きにしてくれ」(僚機リディ) フ「それは、エゥーゴのある大尉が乗った機体に似ているな!」 リ「どうでもいいよ、そんなこと…」(僚機リディ)

Attacking

これが光を見た者の思いと知れ!(覚醒技) これは、ニュータイプを否定した人類への報いだ!(覚醒技) ほう、私を助けたのか(連係成功) これは見事と言わせてもらおう(連係成功) バ「伊達に赤い彗星を名乗っていないな…」 フ「君もその通り名で私を呼ぶか」(連係成功:僚機バナージ) フ「さすがこのシナンジュの後継機、ユニコーンガンダム!」 バ「意外に息が合った…!」(連係成功:僚機バナージ) リ「俺達は、あんたみたいな化け物と戦ってたのか…!」 フ「褒め言葉として受け取っておこう」(連係成功:僚機リディ) クシャトリヤを使いこなしている...! (連係成功:僚機マリーダ(クシャトリヤ)) 何故自ら射線に割り込む!(誤射) 一応、他意はないのだがな(誤射) えぇい! 上手くは行かないものだ!(誤射) 予想以上の成果だ(一定以上のダメージをとる) 直撃を避ける余裕もないか(一定以上のダメージをとる)

Lock-On

捉えた そこだな? 見つけたよ 次は君の番だ 隠れても無駄だ 私が君を殺す…! そこから、君の迷いと恐怖が伝わってくる 君は危険だ...バナージ君(バナージをロック) 君にユニコーンは荷が重かったようだな!(バナージをロック) 人形風情が(うろ覚え、マリーダをロック) 人の総意の器であるこの私が、君を危険だと言っているのだ!(レグナントをロック) 残るは君だけだ!(ロックした敵を撃破で勝利時) これで幕引きだ!(ロックした敵を撃破で勝利時) おそらく、これで決着がつく(ロックした敵を撃破で勝利時) 終わりにする。覚悟したまえ(ロックした敵を撃破で勝利時)

Being Shot

気にするな(誤射) 敵は向こうだ!(誤射) なに、私も避けられなかった(誤射) 助かった。礼を言う(僚機がカット) 貴殿のおかげで難を逃れた(僚機がカット)

Destroyed enemy

なんという脆弱さだ これも戦争だと思ってほしい 君の闘志は称えさせてもらう! 今のは恐怖を感じる時間もなかったはずだ 出直してきたまえ、バナージ君!(対バナージ) まだ楯突くか!人の総意の器であるこの私に…!(対マリーダ(クシャトリヤ)) フ「やる!」 バ「油断はしていませんから大丈夫です」(味方バナージが敵機撃破) ユニコーンを使いこなしている…見事だ(味方バナージが敵機撃墜)


Destroyed

ハハハハハ、それでこそだよ! 私の腕も落ちたものだな… これが、赤い彗星の再来とはな… こんな所で! これで終わったと思わないことだ(マリーダ(クシャトリヤ)に被撃破?) 私が墜ちるというのか…!? まだだ、私がこんな所で...くっ(バナージに被撃破) 安らかに逝ってくれ(僚機被撃破時) すまんな、見ていることしかできなかった(僚機被撃破時) 味方が墜とされたか(僚機被撃破時) 中尉、無事か(僚機被撃破時:僚機マリーダ(クシャトリヤ)) まだ墜ちるには早いぞ、バナージ君!(僚機被撃破時:僚機バナージ) リ「赤い彗星も地に堕ちた、ってね!」(僚機リディ)

Return

変わらぬ者には、それなりの未来を与えておけばいい 過ちを気に病むことは無い。それが大人の特権だ 私個人ではなく、人という総意が語るのだ 器に注がれた意思、スペースノイドの総意が叫んでいる まだまだ、戦いはこれからだよ この程度であれば問題はない

EX Burst

頃合いだな、いくぞ!(覚醒ゲージMAX) この力、使わせてもらう!(覚醒ゲージMAX) ならば私が、新しい未来を切り開こう! ニュータイプを否定した人類への報いだ! 私が赤い彗星なら、ここで退くことはすまいよ ひとまずはここまでか(覚醒終了) しばらくは地道にやらせてもらおう(覚醒終了) ほう、これは…(敵覚醒)

Battle Monologues

ここから先は通さん! と、言っておこうか(開始30秒) 君自身が作り出した魔物が、君を探している(開始30秒) 人の心は謎だよ...(独白) 私という器に注がれた、人の総意に従うだけだよ(独白) 強力なニュータイプは、周囲の人間にも影響を与えるのだ(独白) ひとりの人間が、すべての意思の代弁者にはなれない。器にでもならない限り(独白) 私と同じだ。父の志を継ぐと決めた瞬間から、君の中の可能性が死に始めている(独白) 可能性とは混沌だ。不安定であるがゆえに、破滅にも転じやすい。野放しには出来ないな(独白) 警戒は怠るな(敵不在) 敵影なし! 小休止させてもらう!(敵不在) よし、全隊帰還するぞ(勝利) よくやってくれた、これならば私も鼻が高い(勝利) 身に過ぎた力を示そうとするから、そういう結果になる(勝利) いい腕試しと思わせてもらう!(乱入) この上まだ現れるというのか!(乱入) 接近中の機体がある、どこの所属だ?(シャッフル乱入) どちらの側の機体が来ても、私は別に構わんよ(シャッフル乱入) 狙いはあれか(ターゲット登場) ようやくのお出ましか(ターゲット登場) 勝敗は決した。下手な真似はしないほうがいい(あと1機で勝利) 投降したまえ、今はそれが最善の策だ(あと1機で勝利) この私が落ちると言うのか(あと1機で敗北) まずいな...こちらが押されている(あと1機で敗北) ええい、このままではどうにもならん!(あと1機で敗北) まだだ、まだ終わらんよ!(残り30秒) さて、このまま終わるかな?(残り30秒) 私と共に来い、バナージ君!(自軍優勢時:対バナージ) フ「戦いは経緯ではなく、結果だよ! マーセナス少尉!」 リ「大物のくせに、せこく狙いを付けやがって!」(自軍優勢時:対リディ) フ「来るか、人形!」 マ「その他人から託された妄執、ここで断ち切る!」(敵機クシャトリヤ時、被ロック時?) 時間切れだ。総員、退却の準備を始めろ(タイムアップ)

Winning Match

残念なことだ、君も器になれたものを! 君では私の相手にはならんよ よそ見をする余裕があるのか? 分からん奴め…! これが自明の結果というものだ

Losing Match

人の総意がこの私を否定すると言うのか…! ナンセンスだ…! まさか…こんな可能性がっ…! いいだろう…ならば君が代わりの器となるがいい…!


Result: Win

その力は永続しないし、大局を覆すものにもならない。すなわち、若気の至り! 言ったろう? 君はもう、みんなの中には帰れない 過分な希望は毒になるものだ ニュータイプ...それは若さが生む一過性の力だ 人の心は謎だよ...それこそ制御ができない。 自分自身の心でさえも 主義者は折れやすいものだ。自分を正当化するのに慣れているからな 良い悪いの問題ではない。それが人の世だということだ よし、直ちに追撃に入るぞ! 腕は悪くない。だが、若いな ひとまずの勝利といったところか(辛勝) 御苦労だった。今はゆっくり体を休めてくれ この勝利は、まだ始まりにしか過ぎない ああ、まずまずの結果だ。悪くない! このシナンジュを差し置いてとは…やるな、ガンダム!(僚機バナージ) 成程。ジンネマンが可愛がるのもよくわかる(僚機マリーダ(クシャトリヤ)) 中尉の実力なら当然といえる(僚機マリーダ(クシャトリヤ) ) マーセナス家の不要な恨みを買ったか。まあ仕方あるまい(敵機リディ時) 大したものだな。君は実に強力なニュータイプだ(僚機属性「ニュータイプ」) 失望させてくれる…(敵機マリーダ(クシャトリヤ))

Result: Lose

この戦いは我々の負けだよ、退却する 負けて得るものもある。君たちが無事なら、それでいい こんな光がなんになる…! 一瞬の光がいくら集まったところで…! たまの革命で、入れ替わりを促すのはいい。だがすべての人が人以上になれると思うのは、危険な考えだ じきにわかる。究極の感応を得るということが、どういうことか… 奴は普通じゃない…! 一旦、この場は退かせてもらおう 我々を否定して、君は箱をどう使うつもりなのだ 堪えるんだ…今は堪えてくれ… 新米の前でこれでは、示しがつかんな(僚機マリーダ時で確認) ぐっ…人の器たる私を愚弄するか…!(敵機リディ) 何故だ…旧ネオ・ジオンの遺物に…!(敵機ハマーン、プルツー、マリーダ時)

External Links

Gundam Wiki Page


Template:Navbar-EXVSFB