EXVSFB/Strike Rouge Ootori: Difference between revisions

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== Melee Moveset Details ==
== Melee Moveset Details ==
Overall SRO's melee employs strong hits using the large "Schwert Gewehr" 15.78m anti-ship sword. With these attacks though SRO has considerable difficulty following up many of the attacks and extending combos. The Armor Schneider and CIWS followups help somewhat with this, but have worrisome or even low cut resistance. The beam launcher also is sort of your life-line combo finisher, but it can be inconsistent in hitting depending on how you position SRO.
=== 5BBB - Anti-Ship Sword ===
=== 5BBB - Anti-Ship Sword ===
3-stage, 3-hit attack with 2 finisher options, as well as 2 melee derivatives:
3-stage, 3-hit attack with 2 finisher options, as well as 2 melee derivatives:
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The knockaway distance and angle of the last hit of the standard chain makes it such that if you forward-fuwastep you can hit the enemy with BR, but basically nothing else (at least not before the enemy hits the ground).  
 
The ~8B uppercut is the much more desirable attack for followup attacks; you still need to forward-fuwastep or BD melee into it though to get a good hit because it still does a bit of a knockaway from you.
 
Using 5BB~[BC]B lets you get more damage than ~8B for essentially the same amount of proration and Down, but as already mentioned the cut resistance is a serious concern comparatively, and you also have to be certain to cancel before the forced down final hit.


=== 4/6BB - Side Combo ===
=== 4/6BB - Side Combo ===
...
2-stage, 2-hit combo ending in a high vertical launch:


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The attack speed is really quick, and so is probably your best cut resistance attack. Because of the high Down value though you can only get a max of 4 hits out of this attack, really crippling its potential. But still, very easy to connect with other attacks: using fuwastep will let you hit with BR, using back-step or (more stable) ''opposite'' direction side-step (if you use 4BB, then use right-step after). If you use an immediate left-step you can whiff 2B to get the followup derivative attack without requiring you hit with a high-Down Stage 1 attack first.


=== 8B - Stab ===
=== 8B - Stab ===
...
Single-hit stab:


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SRO's strongest priority attack, but even then its not so great. Furthermore you won't be following it up with anything unless you have a wall to bounce an opponent off of.
 
It is the only melee attack SRO has that ''does not'' cancel into the Armor Schneider and CIWS followups.


=== BD Melee - Issen→Slash/Knockdown ===
=== BD Melee - Issen→Slash/Knockdown ===
...
3-stage, 3-hit attack:


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The final overhead slash knocks the enemy to the ground at a high speed, so once again, you can't really followup with anything and instead should usually step cancel after the second hit (or use one of the followup derivatives).


=== ~A - →"Igelstellung" CIWS (Vulcans) ===
=== ~A - →"Igelstellung" CIWS (Vulcans) ===
SRO does a quick single stab with the Armor Schneider combat knife, then boosts up and backwards from the enemy while firing CIWS head vulcans:
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| align="center" style="background:#f0f0f0;"|'''Notes'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
|-
| 1||1||Armor Schneider Stab||40||-15%||??||Kneeling Stagger
| 1||1||Armor Schneider Stab||40||-14%||+0.8||Stagger
|-
|-
| 2||2-4||CIWS||57-132?||-21-33?%||??||Full hit Downs target
| 2||2-4||CIWS||57-132?||-21-33?%||+??||Stagger→Forced Down
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The CIWS fire automatically as long as the first stab hits. <span style="background:yellow">If stab doesn't hit (like from 2B)?...</span>
 
There's not a lot of practical moments you will use this attack. It's faster than the [BC] derivative if you want a faster forced down with better cut resistance, and aren't as focused on dealing damage with it.


=== ~[BC]~BB - →Kick-up→Armor Schneider ===
=== ~[BC]~BB - →Kick-up→Armor Schneider ===
SRO does a backflip kick, launching the enemy, then charges in to stab with both Armor Schneider combat knives, then knocking the target away:
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| 1||1||Backflip Kick||??||??%||??||Launch
| 1||1||Backflip Kick||50||-14%||+0.9?||Launch
|-
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| 2||2||Slash||??||??%||??||
| 2||2||AS Stab||90?||-0%||+0.0||Weak Stun
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| 3||3||Slash||???||??%||??||
| 3||3||Knockaway||171?||??%||+>2.4||Forced Down
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The step-in speed is faster than the CIWS derivative, and it does better damage, but the overall attack time is longer and slower. Opposite of the CIWS derivative you must input each button for each successive attack (yes, even the final knockaway hit) The weak stun on each hit of the multi-hit second stage makes it easy to followup with any attack after a step cancel. The backflip kick has quite strong priority, capable of beating even God Gundam's 5B and Banshee's 6B.
 
As seen in the tables above, if you open with 5B you can use 5B~BC for a launch that does basically the same amount of Down and proration as 6BB (although the launch height is not as high).


== EX Burst ==
== EX Burst ==

Revision as of 16:41, 1 September 2014

EXVSFB StrikeRougeOotori.png

MBF-02+EW454F Strike Rouge Ootori

Pilot: Cagalli Yula Athha

Cost: 2000

Durability: 580 (Tier 2)

Red Lock Range: 7.5 (Mid-Range)

MA Mode: No

Equip Change: No

Dustloop Thread:

JP Wiki: Strike Ootori (EXVSFB)

Common Nicknames: Ootori, SRO

Introduction

Strike Rouge Ootori is a DLC unit released in the 8th batch of DLC on 14/08/27.


SRO is probably best described as a 2000 cost Perfect Strike Gundam. But since Perfect Strike is only available in Maxi Boost, it's more relevant to describe it as Strike Gundam without having to switch weapon packs to access your premier armaments (some people might more simply describe it as a 2000 cost Freedom).

That being said, SRO carries a plentiful amount of weapons, many of which are quite strong and allow it to quickly Down an opponent, making it an excellent rear support unit. It carries a slightly-above-average BR, a split Beam Launcher/Railgun Sub, a bendable gerobi CS, and also a number of small missiles for bombarding enemies. It also carries the very long "Schwert Gewehr" Anti-Ship sword which can be either hurled at enemies as an additional no-ammo ranged armament or for self-defense and hand-to-hand combat.


Terminology

  • CSa: To distinguish between the two versions of CSa "CSa" and "XCSa" will be used on this wiki page.
  • [AB] Sub: To distinguish between the beam launcher and railgun armaments both operated by Sub, "BL" and "RG" will be used on this wiki page.
  • [BC]: To distinguish between the two behaviors of the Murasame assist, "5BC" and "BC" will be used on this wiki page.
  • Melee followups: To make these easier to write and distinguish between the two, ~[BC]BB will be written as "~AS" (Armor Schneider) and ~A will be written as "~CIWS"

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 7 75 1 ammo/3s 2.0
[CSa] Beam Launcher (Channeled) -- 211

(20 x20)

3s 5.0

(0.25 x20)

Bendable Gerobi
[CSa] Full Burst -- 206/183 2.5s 5.0
5/4/6/8[AB] Sub Beam Launcher (BL) 2 120 1 ammo/10s >3.0 Shares ammo with Railgun
2[AB] Sub Railgun (RG) (2) 90 (1 ammo/10s) 3.0 Shares ammo with Beam Launcher
[AC] Small Missiles 6 64 5s 1.0 x2 1 shot fires 2 missiles (one from each wing). Can rapid fire up to 6 shots.
5[BC] Murasame Defensive Formation 1 -- 22s -- 3 Murasame appear in front of SRO, acting as a defensive barrier for 32s (or until all destroyed; similar to Gun-EZ's [BC])
4/6/8/2[BC] Murasame Attack Formation (1) 156 (22s) 2.0 x3 2 Murasame and 1 ??? appear, firing beam cannons

2 Murasame remain on each side of SRO for 17.5s, providing supplemental fire (similar to Sazabi/DX's assists)

Has turn-around firing freefall cancel (also similar to Sazabi/DX)

2B Anti-Ship Sword Throw -- 80 -- 3.0 Stun. Has [A] and [BC] followups
Melee

(Input)

Name Total Damage Total Proration Total Down Notes
5BBB Anti-Ship Sword 179 53% 3.2 Long Knockaway

Stage 1-2 has [A] and [BC] followups

5BB~8B →Uppercut 170 53% 3.0 Launched Knockaway
4/6BB Side Combo 121 65% 2.7 Stage 1 has [A] and [BC] followups
8B Stab 90 80% 1.7
BD8BBB Issen→Spinning Slash→Overhead Slash 186 53% 3.3? Stage 1-2 has [A] and [BC] followups?
~[A] →"Igelstellung" CIWS (Vulcan) +120 74% >=2.5 Last hit forced Down
~[BC]~BB →Kick-Up→Armor Schneider +176 ??%

(86% before last hit)

>=2.4 Last hit forced Down

Cancel Routes

[A] BR → BL, RG, AC, BC

[BC] → BR (freefall cancel)?

Any melee (except 8B and final stage hits) → ~A, ~BC followup attacks

Ranged Moveset Details

[A] Main - Beam Rifle

Slightly above-average BR with regard to its ammo and damage. Although SR carries a number of shooting armaments this is its sole non-vernier armament. However, it's still encourage to widely mix it with your other armaments to extend its ammo pool and to also keep opponents guessing which attack might come next. Because it can cancel into all other armaments this style of attacking is even easier to do. Also note that it can be used to freefall cancel from [BC]?

[CSa] - Beam Launcher (Gerobi) / Full Burst

Very unique, SRO's CSa changes behavior between normal mode and EX Burst:

  • Beam Launcher

Bendable gerobi beam in the same style as Launcher Strike, Blast Impulse, Gunner Zaku, etc's CSa's. Excellent rear support role armament as long as you are mindful of friendly fire risk and don't fire into your partner's attack vector.

Caution: Its startup animation is rather drawn-out and slow, and the point at which the muzzle correction locks in can cause you to misfire with this quite easily. This is especially true if you are aiming at enemies that are falling, where you have to learn how to release A at a point that basically has the attack animation ending at the same time the ending is landing, otherwise you will fire overhead every time.


  • Full Burst

Simultaneously fires BL, RG, Missile Pods, and CIWS in the same style as Freedom/SF's Sub. Strong startup.

Although the missile pods are held on the wings, the attack animation fires them in a manner similar to V2AB's CSa or Efreet's main?

5/4/6/8[AB] Sub - Beam Launcher / Railgun

One ammo pool is split between two armaments in the same fashion as Freedom's Sub:

  • 5/4/6/8[AB]: Beam Launcher

Thick, single-hit Down beam similar to Launcher Strike, Blast Impulse, or GZW's main. Unexpectedly fast startup.

A great asset of the armament though compared to Impulse and especially Strike is that it can be used without having to switch weapon packs, allowing it to be integrated into melee combos. When you are concerned about being cut it is particularly useful.


  • 2[AB]: Railgun

Standard fast-traveling, strong physical shot. It is though unique from other railguns in the game in that it only fires 1 bullet instead of the typical 2. This gives it less inconsistent damage, but also less priority.


When deciding between using BL or Railgun...

[AC] Special Shot - Small Missiles

Wide range, vernier barrage armament. 1 shot fires 2 missiles (1 from each wing). Can rapid fire up to 6 shots. Although the missiles start from the wing points they converge into a center hit point on the target.

Overall, definitely SRO's weakest armament. Besides being vernier, it carries basically no momentum, has slow startup, and very little horizontal guidance or muzzle correction (although its vertical guidance is decent). Single hit merely staggers the target, so you have to hit with at least 3 shots to get a Down out of it.

Stepping into melee...? It has independent left/right priority.

[BC] Special Melee - Murasame Assist

Single ammo/reload assist that has two different behaviors:

  • 5[BC]: Defensive Formation

3 Murasame units appear in front of SRO, acting as a defensive shield (similar to Gun-EZ's [BC]).


  • 4/6/8/2[BC]: Attack Formation

1 Murasame unit rushes the target for a stab attack while 2 others appear on each side of SRO, remaining for 20s and providing supplemental fire along with SRO's attacks (similar to Sazabi/DX's assists).

2B - Anti-Ship Sword Throw

Throws the Anti-Ship Sword at the enemy, stunning them (weak stun). -30% proration.


See the Melee Details section for the ~[A] and ~[BC] followup attacks' details.

Melee Moveset Details

Overall SRO's melee employs strong hits using the large "Schwert Gewehr" 15.78m anti-ship sword. With these attacks though SRO has considerable difficulty following up many of the attacks and extending combos. The Armor Schneider and CIWS followups help somewhat with this, but have worrisome or even low cut resistance. The beam launcher also is sort of your life-line combo finisher, but it can be inconsistent in hitting depending on how you position SRO.

5BBB - Anti-Ship Sword

3-stage, 3-hit attack with 2 finisher options, as well as 2 melee derivatives:

5B Attack Properties
EXVSFB Ootori 5B.jpg

The knockaway distance and angle of the last hit of the standard chain makes it such that if you forward-fuwastep you can hit the enemy with BR, but basically nothing else (at least not before the enemy hits the ground).

The ~8B uppercut is the much more desirable attack for followup attacks; you still need to forward-fuwastep or BD melee into it though to get a good hit because it still does a bit of a knockaway from you.

Using 5BB~[BC]B lets you get more damage than ~8B for essentially the same amount of proration and Down, but as already mentioned the cut resistance is a serious concern comparatively, and you also have to be certain to cancel before the forced down final hit.

4/6BB - Side Combo

2-stage, 2-hit combo ending in a high vertical launch:

4/6B Attack Properties
EXVSFB Ootori 46B.jpg

The attack speed is really quick, and so is probably your best cut resistance attack. Because of the high Down value though you can only get a max of 4 hits out of this attack, really crippling its potential. But still, very easy to connect with other attacks: using fuwastep will let you hit with BR, using back-step or (more stable) opposite direction side-step (if you use 4BB, then use right-step after). If you use an immediate left-step you can whiff 2B to get the followup derivative attack without requiring you hit with a high-Down Stage 1 attack first.

8B - Stab

Single-hit stab:

8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Stab 90 80% 1.7

SRO's strongest priority attack, but even then its not so great. Furthermore you won't be following it up with anything unless you have a wall to bounce an opponent off of.

It is the only melee attack SRO has that does not cancel into the Armor Schneider and CIWS followups.

BD Melee - Issen→Slash/Knockdown

3-stage, 3-hit attack:

BD8BBB Attack Properties
EXVSFB Ootori BD8B.jpg

The final overhead slash knocks the enemy to the ground at a high speed, so once again, you can't really followup with anything and instead should usually step cancel after the second hit (or use one of the followup derivatives).

~A - →"Igelstellung" CIWS (Vulcans)

SRO does a quick single stab with the Armor Schneider combat knife, then boosts up and backwards from the enemy while firing CIWS head vulcans:

~A Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Armor Schneider Stab 40 -14% +0.8 Stagger
2 2-4 CIWS 57-132? -21-33?% +?? Stagger→Forced Down

The CIWS fire automatically as long as the first stab hits. If stab doesn't hit (like from 2B)?...

There's not a lot of practical moments you will use this attack. It's faster than the [BC] derivative if you want a faster forced down with better cut resistance, and aren't as focused on dealing damage with it.

~[BC]~BB - →Kick-up→Armor Schneider

SRO does a backflip kick, launching the enemy, then charges in to stab with both Armor Schneider combat knives, then knocking the target away:

~[BC] Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Backflip Kick 50 -14% +0.9? Launch
2 2 AS Stab 90? -0% +0.0 Weak Stun
3 3 Knockaway 171? ??% +>2.4 Forced Down

The step-in speed is faster than the CIWS derivative, and it does better damage, but the overall attack time is longer and slower. Opposite of the CIWS derivative you must input each button for each successive attack (yes, even the final knockaway hit) The weak stun on each hit of the multi-hit second stage makes it easy to followup with any attack after a step cancel. The backflip kick has quite strong priority, capable of beating even God Gundam's 5B and Banshee's 6B.

As seen in the tables above, if you open with 5B you can use 5B~BC for a launch that does basically the same amount of Down and proration as 6BB (although the launch height is not as high).

EX Burst

EX Burst Attack

Ootori Separation Combo

307/277

Melee range attack in which SRO does a number of strikes with the Anti-Ship Sword while launching the Ootori Pack into the enemy:

EX Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Slash 56/42? ??% ??
2 Slash 130/95? ??% ??
2 3 Issen 177/160 ??% ?? Launched Down
3 4 Ootori Pack Launch 214/185 ??% ??
4 5 Slash 248/224 ??% ??
6 Slash 269/242 ??% ??
5 7 Uppercut 281/254 ??% ??
6 8 Sword Throw 290/262 ??% ?? Stun
7 9 Explosion 307/277 ??% ??

Little movement, so low cut resistance.

It should be noted that against solid shooting barriers barriers (Nu, DSH, etc) some of the damage from Ootori Pack vulcans and the anti-ship sword throw will be be negated. 52+21 gauge should be removed, respectively, but the overall damage should only drop by 15 points. Barriers that block shooting and melee (Alex, Dynames, Cherudim, etc) will stop the attack outright (72 gauge being removed). Barriers such as SROs, Gun-EZ, God's will not block the damage, even if one of the assist units is destroyed it seems.

EX Burst Selection

Assault: +11% Damage, +4% Defense

Blast: +0% Damage, +15% Defense

Quite unkind modifiers compared even to other 2000 cost suits...the standard considerations apply though for SRO:

Assault Burst will give you a bump to damage and melee attack performance, though it still doesn't alleviate the difficulty of following up her 5BBB, 8B, and BD8BBB. It also gives you the larger boost return.

Blast Burst of course allows you to step cancel out of SRO's numerous vernier shots, as well as regen your ammo faster. It should be noted though that the charge timer of XCSa is the same between both Burst types.

The decrease in Down value on SRO's melee is noticeable and quite welcome, allowing you to usually tack on one extra attack. This is of course best implemented with 6BB and 5BB~8B.

Info and Tactics

Tactics

Partner Considerations

3000 Cost

2500 Cost

2000 Cost

1000 Cost

Comparison to Strike

Below is a list comparing the similar armaments between Strike and Strike Rouge:

Strike/SR Shared Armaments
  • BR: 7 ammo, 75 damage, 1 ammo/3s. 6 ammo, 70 damage, 1 ammo/3s. Available in Aile Strike mode (most mobile mode, but only vulcans as support armament).
  • Beam Launcher: 2 ammo, 130 damage, 1 ammo/10s. Ammo shared with Railgun. 2 ammo, 110 ammo, 1 ammo/6s. Available in Launcher Strike mode (primary mode, but very poor self-defense)
  • Beam Launcher (channeled): ?s charge, ?s channel time, ??-211 damage. 4s charge, 2s channel time, 22-240 damage. Available in Launcher Strike mode.
  • Missiles: 6 ammo, ? damage, 5s reload 6 ammo, 59/116 damage, 5s reload. Available in Launcher Strike. Fires 2 shells at a time, very poor tracking.
  • Railgun: 2 ammo, 90 damage, 1 ammo/10s. Ammo shared with Beam Launcher. Fires only one bullet instead of the typical 2 bullets of other railguns. 2 ammo, 65/130 damage, 5s reload. Available in I.W.S.P. (timed powerup mode with 15s cooldown).
  • Anti-Ship Sword: 2B throws sword at enemy. Weak followup and combo extension performance. Melee derivatives help. Available in Sword Strike mode. 2B is anchor grab. Does more damage with all attacks except BD melee. Noel Strike melee followup better.

Although lacking IWSP, as a whole SRO is able to be much more engaged and effective over the course of the battle in its support role by having access to its beam rifle, beam launcher, gerobi, and railgun all without having to stance dance, live under the burden of awful regen rates in different forms, or suffer with the lack-luster supporting armaments Strike's modes carry. Regarding melee, Sword Strike performs slightly better, and SRO doesn't really perform all that great, but again - its saving grace is that you have access to the anti-ship sword without having to quickly switch forms if you are suddenly under pressure by an enemy. Adding on the 2B sword throw attack, SRO overall has significantly better self-defense while, again, not having to sacrifice firepower to have access to it. All-in-all, SRO is much easier to play with, and less frustrating than Strike.


Although, granting this comparison to Strike, there are many that say that SRO is much more comparable to a 2k Freedom than to Strike in terms of playstyle:

Comparison to Freedom

Combos

Standard Combos

  • Recall that Sub and 2Sub are represented by "BL" and "RG"
  • ACx# means number of shots fired
  • Recall that ~[BC]BB and ~A followups are represented by "AS" and "CIWS"
Input Damage Notes
[A] BR Starter
BR→CSa 177 Second Impact
BR>>(→)BL 159(138)
BR>>(→)RG 138(121)
BR→ACx1→BL/RG 173/???
BR→ACx2 141
BR>>2B>>BR(>>2B) 161(163?)
BR>>2B>>BL/RG 179/???
BR>>2B~AS(>BL/RG) 185(191/???)
BR>>5/6B~AS(>BL/RG) 200(208/???)
BR>>BD8BB>BL/RG 205/???
BR>>BD8BBB 191
BR>>BR>>BR 158 Zunda
BR>>BR>>(→)BL 176(164) Zunda #2
BR>>BR>>(→)RG 164(156) Zunda #3
BR>>BR>>(→)ACx1
BR>>BR>>2B
[2B] Starter
2B>>BL/RG 164/???
2B>>ACx2 153
2B>>2B 136
2B>>2B~AS(>BL/RG) 190(196/???)
2B>>BD8BBB 196
  • To followup 5BB~8B forward-fuwa is most consistent
Input Damage Notes
[5B] Starter
5BB~AS(kick)>5BB~AS 216
5BB~AS(before last hit)>BL/RG 234/???
5BB>5/6BB>BL/RG 232/??? 5B BnB

If you use 6BB you want to BD under to get BL to hit and get a high launch

5BB>5BB~AS(kick)>BL/RG 229/???
5BB>5BB~AS(before final slash)>BL/RG 239/???
5BB>5BB~AS 236 Doesn't spend BL/RG ammo
5BB>5BBB 222 5B BnB #2
5BB~8B>BL/RG 234/??? Very difficult to hit with
5BB~8B>2B 213
5BB~8B>5B~CIWS 219 Better cut resistance than ~AS
5BB~8B>5B~AS 222 5B BnB #3
5BB~8B>5/6B>BL/RG 245/235
5BB~8B>6BB 229
5BB~8B>>BD8B 208
[4/6B] Starter
6B~AS(before final hit)>BL/RG 213/???
6B>5BB~8B>BL/RG 233/??? Again, very hard to hit with
6BB>(→)CSa 206(206) Step canceling is very inconsistent, so you should use the CS cancel since there is no proration penalty

Using forward-BD will cause a very high launch

6BB>BL/RG 199/???
6BB>ACx2 175 Use immediate right-step to get 3hit from missiles
6BB>5BB~8B 219 6B BnB
6BB>5BB~CIWS 208
6BB>5BB~AS 211 Slightly better cut resistance than >5BB~8B?

6B BnB #2

6BB>5/6B>BL/RG 218/???
6BB>6BB 196 Faster than >5BB~8B double launch
[8B] Starter
8B
[BD8B] Starter
BD8B
BD8BB>BD8BB>BL/RG 250/??? BD8B BnB
BD8BB>>5B~AS(before last hit)>BL/??? 256/???
BD8BB>5B~AS 249 Doesn't spend Sub ammo

Slightly less cut resistance than BD8B BnB?

BD8BB>8B 193 leaves 1 hit
BD8BB>BD8BBB 238

EX Combos

Input Damage Notes
ABC(EX) 307/277 Damage reference
[5B] Starter
5B ???/???
[4/6B] Starter
6BB>(2B)~AS(before last hit)>EX 338/298 Signature combo
6BB>6BB>BL 256/232?
[8B] Starter
8B ???/???
[BD8B] Starter
BD8B> ???/???

Unique Game Dialogue =

External Links

EXVSMB PV


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