EXVSMB/Sinanju: Difference between revisions

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'''Dustloop Thread:''' TBD
'''Dustloop Thread:''' TBD


'''JP Wiki:''' [http://www54.atwiki.jp/gundamexvsmaxiboost/pages/73.html Sinanju (EXVSFB)]
'''JP Wiki:''' [http://www54.atwiki.jp/gundamexvsmaxiboost/pages/73.html Sinanju (EXVSMB)]


== Introduction ==
== Introduction ==

Revision as of 10:46, 30 October 2014

Sinanju

Pilot: Full Frontal

Cost: 3000

Durability: 720

Red Lock Range:

Number of BDs:

MA Mode: No

Equip Change: No

Dustloop Thread: TBD

JP Wiki: Sinanju (EXVSMB)

Introduction

...

Changes from EXVSFB
  • Cost 2500→3000
  • Mode Swap removed
  • HP 620→720
  • Main: ammo 6→7
  • Sub: ammo 5→4, reload 5s→8s, proration streamlined
  • AC: Down value decreased (→?); reload time 5s→4s, but 2s cooldown added; attribute changed from Down to Stun
  • BC: changed to Debris Kick (previously HMM's Sub). The debris' property has been changed from [melee] to [shot], and its reload property has been changed from [normal] to [when used up].
  • melee~8B Kick derivative: can no longer cancel into from some melee stages?
  • 4/6B: Down value decreased (→?)
  • BD melee: Now a 2-input attack (issen + return slash)

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 7 75 1 ammo/3s 2.0
[5AB] Sub

[4/6AB] Sub

Rocket Bazooka

Rolling Bazooka

4 106

91?

8s 2.5 Both versions can be rapid fired for 2 shots
[AC] Angelo's Geara Zulu Assist 1 90 4s

(+2s CD)

2.0 Stun
[BC] Debris Kick 2 (4) 90 4s 2.0 Moves in an input direction

Shooting barrier property

[4/6BC] cuts tracking

Causes a half-spin umeki Down

Melee (Input) Name Damage Proration Down Value Notes
5BBB Beam Saber 184 Previously Heavy Weapons Mode's 5B

Low damage and slow attack pace

5BB~A →Point-Blank BZ Previously HWM's 5BB~8B
5BB~8B →Beam Tonfas 245 Previously High Mobility Mode's 5B
5B~2B

5BB~2B

→Kick Unchanged from previous game

Non-umeki Down

8BB Forward Combo 163 65%? 3.05? Previously HMM's 8B
8B~2B →Kick 62%? 2.8? Same as 5B~ derivative
4/6BB Side Combo 145 61%? 3.1? Previously HMM's 4/6BB
4/6B~2B →Kick 176 62%? 2.7? Same as 5B~ derivative
2B Debris Slam 99 Previously HWM's BD8B
BD8BB 158 Previously HMM's BD8B

Cancel Routes

[A] Main → 5Sub, 4/6Sub, AC, any-BC

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

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

[any-BC] → AC?, any-BC

[8BC] → Melee

Melee → any-BC

Ranged Moveset Details

Overview

Sinanju carries over its entire armaments set from its previous Heavy Weapons Mode, and it is a formidable collection. A strong BR with plentiful cancel routes, a high-performance BZ, and a still respectfully quick reload-assist that now stuns, and from which it can amekyan freefall. In addition to this, Sinanju has now been blessed with the Debri Kick that was previously only in High Mobility Mode.

With the high performance motion of 4/6Sub, the guidance-cutting of 4/6BC (as well as the mobility from the other directions), an easy-to-use and available amekyan freefall, and the fact that BR cancels into every single one of these options puts Sinanju at the top of the pack for some of the best ranged versatility and mobility in the game.

[A] Main - Beam Rifle

With the increase to 7-ammo Sinanju's Main can be said to be cost-standard, if not high performance with its above-average damage and the aforementioned numerous cancel routes into evasive actions

You just need to be conscious though to use your other ammo options though to extend its life, and not burn it all up with amekyans. With the addition of Debris Kick this should be less of a concern now.

[AB] Subweapon - Rocket Bazooka

The availability of this armament has taken a hit compared to Full Boost, but its performance remains intact. High-performance with its ability to 2x rapid fire, and [4/6AB]'s barrel roll motion:

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 has 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.

As seen above, Angelo's reload has been reduced to 4s, but a 2s cooldown has been added. Still, at 6s it's still a very available assist.

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. Although he's been changed to having a stun property, his Down value and proration are both still 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 - Debris Kick

"tsukaeru mono wa tsukau!"

Kicks off of a large piece of rock, dashing in an input direction (neutral/5AB being a backflip the same as 2BC). If you use 5/2BC the rock will actually be kicked toward your target for damage while you do the flip. 4/6AB side dash cuts tracking, and 8BC 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.

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! 5/2BC provide a strong combo finisher option, and 8BC 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.


  • 5/2BC: 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.

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.


  • 4/6BC: 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.


  • 8BC: Forward Dash

Same concept as 4/6BC, 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.

Melee Moveset Details

Overview

In the same way as his ranged toolkit, Sinanju's new melee moveset has sort of inherited the best of both worlds from its previous two movesets, most of it coming from the melee-favoring High Mobility Mode:

Melee Changes from EXVSFB
  • 5B: HWM's 5B
  • 5BB~8B: HWM's same attack
  • ~2B kick: unchanged
  • 8B: HMM's 8B
  • 2B: HWM's BD8B
  • BD8B: HMM's BD8B
  • →Debris Kick unchanged, but is not possible when you are out of ammo.

5BBB - Beam Saber

...

5B Attack Details

8BB - Forward Combo

...

8B Attack Details

4/6BB - Side Combo

....

4/6B Attack Details

2B - Debris Slam

Sinanju attacks with the beam saber, impaling the enemy and them ramming them into a piece of space debris.

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.

BD8BB - 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:

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.

~2B Followup: →Kick

Sinanju does a quick spin into a kick that knocks the enemy away:

~2B Followup Attack Details
Total Damage Total Proration Total Down Notes
+??? -18%? +1.0 Non-umeki Down

Can be used to followup 5B, 5BB, 8B, and 4/6B

The damage seems to have been increased from EXVSFB. This attack becomes much more important when you are out of [BC] ammo.

EX Burst and Overdrive

"naraba wastashi ga, atarashii mirai wo kirihirakou!"

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

EX Attack

  • Rolling Beam Rifle Barrage

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

???

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.

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.

  • The True Power of the Second Coming

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

335/310??

A newly-added melee-range attack:

Overdrive Selection

F Drive

S Drive

Info and Tactics

Tactics

Partner Considerations

3000 Cost

2500 Cost

2000 Cost

1500 Cost

Notable Matchups

Advantageous Matchups

Troublesome Matchups

Combos

Normal Combos

Input Damage Notes
[A] BR Starter
BR>>BR>>BR 158 Fundamental Zunda, but somewhat wasteful given your plethora of cancel route options
BR>>BR>>5Sub

BR>>BR→5Sub

BR>>BR>>AC

BR>>BR→AC

BR>>BR>>2BC

BR>>BR→2BC

BR>>5Sub x2

BR→5Sub x2

BR>>5Sub→6Sub
BR>>6Sub→6Sub

BR→6Sub→6Sub

BR→AC→BR
BR>>BD8BB→BC Close-range ammo economizer
[AB] Sub Starter
Input Damage Notes
5B Starter
5BB>5BB→BC
5BB>5BB~8B
5BB>5BB~2B
5BB~8B>>BD8BB
8B Starter
8B
4/6B Starter
4/6B
2B Starter
2B
BD8B Starter

EX Combos

Input Damage Notes
5B Starter

Unique Character Dialogue

External Links

Gundam Wiki Page


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