No edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
[[File: | [[File:EXVSFB StrikeFreedom.png|right|580px]] | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
Revision as of 03:50, 30 March 2015
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 | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
4/6B - Side Combo
...
4/6B Attack Properties |
---|
2B - Double Uppercut
...
2B Attack Properties | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
BD Melee - Spinning Issen
...
BD8B Attack Properties | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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
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 |
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%? | |
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 |
---|
|
141028 Update |
---|
|