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Revision as of 03:50, 30 March 2015

EXVSFB StrikeFreedom.png

ZGMF-X20A Strike Freedom Gundam

Pilot: Kira Yamato

Cost: 3000

Durability: 600

Red Lock Range: 7.8 (Mid-Range)

Number of BDs:

MA Mode: No

Equip Change: No

Dustloop Thread: [No Strike Freedom Thread]

JP Wiki: Strike Freedom (EXVSFB)

Common Nickames: SF

JP Shorthand: ストフリ

Introduction

...

Changes from EXVS

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 12 75 1ammo/3s 2.0 Excellent ammo capacity and wide range of firing angles.
[CSa]

[MCS]

Coupled Long Rifle

Dual Rapid-Firing BR

-- 130

108 (45/hit)

2s 5.0

2.0 x4

Relatively short charge duration with excellent projectile speed and tracking. Causes knockdown.

Fires 4 rapid shots at both enemy units simultaneously. Causes knockdown.

[AB] Sub

[+5AC]

High MAT Full Burst

+Super Dragoons

1 181

154~160

20s 5.0 Fires quickly, but the width of the beam is relatively narrow.

The width can be expanded when Super Dragoon [AC] is activated in neutral mode surrounding the player.

[AC] Super Dragoons 16 128 (24/1hit) 1 ammo/3s -- [5AC] the Dragoons surround SF, firing along with your next Main or Sub

[4/6AC] the Dragoons fly toward the target and shoot

[BC] Backflip -- -- -- -- [4/6BC] will move slightly left or right; [2BC] can be used to fastfall while airborne

Consumes ??% of Boost

Cuts enemy tracking

Can be used to switch from Multi-CSa targeting to singular CSa targeting.

Melee

(Input)

Name Total Damage Total Proration Total Down Value Notes
5BBBB Beam Sabers 201 20% 4.3 Below-average for 3k 4-stage attacks
5BB~8B

5BBB~8B

→Issen 160

201

40%

20%

2.5

2.8

5BB~2B

5BBB~2B

→Heel Drop 175

205

40%

20%

4.0

4.3

4/6BB Side Combo 137 50% 3.5 Second stage is 3hit
4/6B~8B →Issen 129 60% 2.2 Same as 5B followup
4/6B~2B →Heel Drop 137 60% 3.7 Same as 5B followup
8B Kira Kick 75 80% 1.7
2B Uppercut 76 82% 1.7 2hit attack
BD8B Spinning Issen 104 80% 1.8 2hit attack
[BC]~BB Backflip Issen→Kick 148 59% 2.8 Dustcloud Down

Cancel Routes

[A] BR → AC, BC

[AB] Sub → BC (this works with AC+AB Full Burst as well)

[BC] → BR, Sub

Melee → BC

Ranged Moveset Details

Overview

[A] Main - MA-M21KF High Energy Beam Rifle

[CSa] - Long Rifle/BR Rapid-Fire

[CSa] - Long Rifle

...


[MCSa] - BR Rapid-Fire

...

[AB] Subweapon - HiMAT/Full Burst Mode

Normal Sub - HiMAT Mode

...


[AC+Sub] - Full Burst

...

[AC] Special Shot - Super Dragoons

[BC] Special Melee - Backflip

Consumes ??% of Boost

Melee Moveset Details

Overview

5B - MA-M02G "Super Lacerta" Beam Sabers

...

5B Attack Properties

8B - Kira Kick

...

8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Kick 75 80% 1.7 Down

4/6B - Side Combo

...

4/6B Attack Properties

2B - Double Uppercut

...

2B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Uppercut 30 92% 1.0 Stagger
2 Uppercut 76 82% 1.7 Down

BD Melee - Spinning Issen

...

BD8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Issen 50 90% 1.5 Down
2 Issen 104 80% 1.8 Down

EX Burst

EX Burst Quote

EX Attack

EX Attack Quote

METEOR Full Burst

304/272

Ranged attack in which SF docks with the METEOR units and fires all beams in a straight forward direction.

EX Burst Selection

Assault Burst: +10% Damage, +5% Defense

Blast Burst: +0% Damage, +15% Defense

Info and Tactics

Tactics

Partner Considerations

3000 Cost

SF will almost always be playing the back role due to its bottom-tier health, unimpressive melee, and plethora of ranged armaments

2500 Cost

Again, depending on your partner, SF may often find itself playing a rear support role here. At 600 HP SF has lower health than even some 2500 costs suits, which should certainly be the first to fall if you are partnered with one. This comp is basically high risk/high performance, but allows just a little more breathing room in a match than when partnered with a 3k.

  • 2.5k's with equivalent health to SF: Banshee, Freedom, Quebely, Cherudim, GP03S. Of these Banshee, Freedom, and GP03S have lower red lock ranges than you and so may at times play more forward than you, but you have better tools for pressing forward (excepting Banshee's NT-D). Quebely and Cherduim will both play behind you with their longer range and ranged toolkits.
  • 2.5k's with less health than SF: X1 (580, though with ABC mantle it has more), Gottratan (580).
  • Infinite Justice: Original series partner combo.

2000 Cost

1000 Cost

Bad affinity. SF is not equipped to prevent enemies from bullying a 1k, especially not without coming under significant risk himself.

Combos

JP FlagIcon.png

means this combo is taken from the JP wiki, and is not totally verified yet.

Normal Combos

Input Damage %Boost Notes
[A] BR Starter
BR>>BR>>BR 158 Zunda
BR>>BR→CS 180 Empowered Zunda
BR→CS 166 Second Impact
BR→5AC (shooting) 137 Forced Down

Can be used to Down while conserving BR ammo

5AC shooting alone does 128 with Forced Down though, so only barely extends the damage

BR(hold A)>>6B~8B>CS 200 You can either back-step to allow CS to finish charging, or fire the second that it does while you are at the apex of the issen distance
BR(hold A)>>BD8B→BC~B(1hit)→CS 217 60% Note that the BC~B issen grinds, so the 1hit means release CS basically as soon as it connects
  • It's wasteful to try to intentionally start a combo with AC, but if you happen to have them on hand here are some options:
Input Damage % Boost Notes
[5AC] Starter
(5AC) 5BBB~8B>AC 225 Using Sub will do 242
  • As a whole, 5BB~8B and 5BBB will set-up basically the same amount of damage in a combo, with 5BB~8B having better cut resistance
  • Doing 5BBB~8B versus 5BB~8B in general seems to add only ~10 damage (more or less) to a combo, so it's up to you if you think you have time for it or not.
  • Unfortunately, the ~8B issen launches the opponent in such a way that it forces you to either step into CS, or just wait until you have floated to the apex of the issen's distance to release it. Because stepping is faster and gives you at least some cut resistance, step canceling will be used in the combos below. This will of course be reflected in the %Boost columns. If you wait to do the cancel route, less boost will be consumed.
Input Damage %Boost Notes
5B Starter
5BB>>BD8B→CS 233 33% Efficient and good cut resistance

Use a side BD for best consistency

→BC can be added after the BD8B to cut tracking, but increases boost consumption

5BB>>BD8B→BC~B(?hit)→CS 236 60% Good movement and damage, but not as boost- or time-efficient as above
5BBB>5BB~8B>CS 230 65% Using the issen at the beginning will force Down on second issen before you can CS
5BBB→BC~B→CS 224 40% Because you can't →BC out of ~8B issen, this is more boost efficient for same amount of damage
5BB~8B>CS 221 Simple and effective

Does same damage as 5BBB but has better cut resistance

Doing the 4th hit issen raises the damage to only 227

5BB~8B>5BBB→CS 230 Same damage as inverse, just depends on where you want to use the issen
5BB~8B>6B~8B>CS 217 20% Forced Down

Doing →CS finisher does 222 damage but loses the issen

5BB~8B>>BD8B→CS 233 45% Good damage and great movement

However, same damage as if you just do 5BB>>, so inefficient

→BC can be added after the BD8B to cut tracking, but you need to immediately after release CS to get it to hit

5BB~8B>BD8B→BC~B 217 50% Great cut resistance, but low damage

You can try to →BC out of BD8B early and →CS out of BC~B early for extra damage, but it's extremely inconsistent

JP FlagIcon.png
5BBB~8B>(5B)BBB~8B>(5B)B~8B>CS
259 ??% Whiff combo

Transition is right step supposedly

4/6B Starter
6B>>BD8B→CS 225 33%
6B>>BD8B→BC~B(2hit)→CS 241 55%?
6B→BC~BB→CS 230 47%?
JP FlagIcon.png
6B~8B>>2B(2nd hit only)>>BD8B→CS
244 ??% Whiff combo??
6B~8B>>BD8B→CS 241 45%?
  • You need a wall to be able to followup any 8B attack
Input Damage %Boost Notes
8B Starter
8B→CS 179 20%? If you release fast enough can hit without a wall
2B Starter
2B(1hit)>>BD8B>>BD8B→CS 265 65%?
2B(1hit)BD8B→BC~B→CS 250 60%? A little easier to do but a drop in damage
2B(1hit)→BC~B>>BD8B→CS 244 55%? Inefficient compared to just doing CS after BC~B
2B>>BD8B→CS 242 45%
2B→BC~BB→CS 248 55%?
BD8B Starter
BD8B→BC~BB→CS 269
BD8B>>BD8B→CS 264
BD8BB>>BD8BB>2B(1hit)→CS 271 82.5%

(measured)

BC8BB>>BC8BB→BC~B(2hit)→CS 280 79%

(measured)

Death combo
[BC]~B Starter
BC~B>>BD8B→CS 243
BC~BB→CS 225

EX Combos

Input Damage Notes
[ABC] EX ???/??? Damage Reference
5B Starter
5B

Unique Combat Dialogue

EXVSMB Changes

Changes from EXVSFB
  • HP 600→680
  • BD speed increased
  • Boost consumption improved: #BD 7→8, BC consumes less boost, etc
  • Vertical movement speed slightly improved
  • Red lock range increased
  • Main: damage 75→80
  • CSa: Muzzle correction improved (particularly horizontal)
  • MCSa: damage 108(45/hit)→132(55/hit)
  • Sub: reload 20→15s
  • AC: reload 3→2.5s, tracking improved, beam speed improved, standby time 7→10s, can immediately do Sub Full Burst after standby
  • BC: motion speed increased, ~B followup now...?
  • 4/6B: damage 137→165. Hits 1-3 stagger, hit 4 float condition changed such that CS can now be used for followup
  • 2B: damage 76→130, proration changed. Hit 2 changed to non-umeki Down, and no knocks slightly away (can't connect with →BC~B anymore?)
  • During EX CSb added that lets you equip METEOR
141028 Update
  • Mobility increased
  • Main: →Sub cancel route added
  • CSa: now carries momentum through. →AC cancel route added.
  • MCSa: bullet speed increased. now carries momentum through. →AC cancel route added.
  • AC+Sub (full burst): dragoon beam damage increased (1hit 17→19. total damage 118→129).
  • 5AC (stand-by dragoons): after shooting the dragoons return to the wing binder faster now. →BC cancel route added.
  • Directional-AC (all-range dragoons): →BC cancel route added.
  • 4/6BC: amount of movement increased (so I guess this means moves more sideways?)
  • [BC]~B melee attack: followup performance increased
  • 4/6B: 4th stage hit's float condition changed to be easier to followup.
  • 8B: damage 75→85. startup speed and followup performance improved. on-hit float condition changed to be easier to followup.
  • BD melee: followup performance increased.
  • [melee]~8B followup (kick): proration lowered. on-hit float condition changed to be easier to followup.
  • [melee]~2B followup (heel drop): damage 90→100. Hit effect changed such that it can now be followed up (so this probably means it's a bounced Down now).

External Links

Original Google Doc

Gundam Wiki Page


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