EXVSFB/Unicorn Gundam: Difference between revisions

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[[File:EXVSFB_Unicorn.png|right|620px]]
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== RX-0 Unicorn Gundam ==
== RX-0 Unicorn Gundam ==
'''Pilot:''' Banagher Links
'''Pilot:''' Banagher Links

Revision as of 13:35, 28 July 2014

EXVSFB Unicorn.png

RX-0 Unicorn Gundam

Pilot: Banagher Links

Cost: 3000

Durability: 700

MA Mode: No

Equip Change: Yes (NT-D)

Dustloop Thread: Unicorn Gundam General Discussion

JP Wiki: Unicorn Mode NT-D Mode and Tactics

Common Nicknames: UC, Uni

Introduction

Unicorn Gundam plays as an all-purpose MS varying on what state it is in.


Unicorn Mode is best suited for and performs strongly in mid-range neutral game. It carries a distinctly powerful BR compared to others and it is active reload. It has an assist amekyan with a fantastic range of motion, and also a very quick and powerful BR→BZ cancel route for quickly downing opponents. Plays a little heavier than other MS but still has very respectable mobility despite this. The one thing you will find lacking though is melee presence.

NT-D Mode changes Unicorn into a full-frontal assault MS. Your powerful BR is exchanged for a quick-firing beam gatling MG, and your BZ for a fast-traveling stun. The fantastic assist amekyan is retained. Moreover, you gain a considerable buff to mobility and speed, and fierce melee options.


Changes from EXVS
  • [AC] Jegan-D assist: ammo 4→2, but it now reloads regularly. Faster startup, improved muzzle correction and guidance, gained のけぞり stagger attribute, and gained freefall amekyan route.
  • EX attack power ratings changed and motion greatly improved. Now puts you in NT-D mode or resets its gauge.
  • Slightly improved turning
  • Red-lock range decreased
  • [A] BR muzzle correction, guidance, and bullet speed all decreased
  • [CSa] traveling, bending, shooting all improved
  • [AC]→BR, Sub cancel routes added
  • 5B extension improved
  • Can now use EX attack (as opposed to previously only in NT-D mode)
  • Can now cancel camera change when entering NT-D
  • Some inertia maintained when entering NT-D
  • Length of time NT-D lasts 15→23s
  • [A] MG stagger hit number 4→3hit
  • [BC] Psychommu Jack reload time 3→1.5s
  • BDb speed and extension decreased
  • Numerous cancel routes added

Movesets

Unicorn Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Magnum 5 95 (manual) 2.0 Stronger than most BRs. Thicker beam and slower outbreak that other BRs.

Cancels into Sub

[CSa] Beam Gatling - 13~148 1.5s 0.3 MG with Beam properties. 3hit staggers

Can manually move shots with control stick

[AB] Sub Hyper Bazooka 3 104 7s 2.0+0.5
[AC] Jegan-D Assst 2 94 1 ammo/7s

(+1s CD after use)

1.0 x2 Strong stagger. Cancels into BR and Sub

BR cancel freefall amekyan.

[BC] NT-D 100

(23s)

- 30s - Cannot exit early. No CD before reload starts.

Cancel camera changing by holding down (2BC).

Melee

(Input)

Name Damage Down Value Notes
5BBB Beam Saber 164 3.0
5B~8BB → Double kick → Crescent kick 170 3.6 DK launches, CK beatdown
4/6BB Shield hit → Tornado kick 124 2.8 Knockaway
4/6B~2B Shield hit → Shield uppercut 131 3.0 Launched knockaway
8BB Corkscrew kicks 145 2.7 Launched short knockaway
2BBB Horn attack → Crescent kick 173 3.2 Launch → Beatdown
2BB~8B Horn attack → Grab and throw 182 2.7 Launched knockaway
BD8B~B Shoulder tackle → Grab and throw 171 3.0 Launched knockaway → Launched knockaway

NT-D Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Gatlng 20 15~159 5s 0.3 3hit staggers.

Cancels into Sub and BC.

[AB] Sub Beam Tonfa Blast - 70 0.5 Weak stun. Cancels into Grab-and-launch melee followup.
[AC] Jegan-D Assst 2 94 1 ammo/7s

(+1s CD after use)

1.0 Strong stagger. Cancels into MG and Sub.

MG cancel freefall amekyan.

[BC] Psychommu Jack 1 60 1.5s 2.0 Stun.

Can stop numerous Newtype weapons.

Melee

(Input)

Name Damage Down Value Notes
5BBBBB Beam Tonfas 240 4.1 Early stages cancel into 4/6/8/2B combo lines

Late stages cancel into Sub

4/6BBB Beam Tonfas Cross-Slash 199 3.2 Launched knockaway

Last stage cancels into Sub

8BBB 3x Beam Tonfa Stab 196 3.3 Knockaway
2B Upward Slash 92 1.8 Launch

Cancels into AC and BC

BD8B Issen 86 1.5 Extremely fast chase speed.

Cancel Routes

Unicorn Cancels

[A] BR → Sub

[AC] → BR (freefall amekyan), Sub


NT-D Cancels

[A] MG → Sub, BC

[AB] Sub → 5B (special melee followup)

[AC] → MG (freefall amekyan), Sub

[5BBBB] → Sub

[5B stage 1/2] → 4/6/8/2B

[5B stage 3/4] → Sub(→5B)

[6BB] → Sub

[2B] → AC, BC

[BDb] → Sub

Ranged Moveset Details

Unicorn Ranged

[A] Main - Beam Magnum

Sometimes abbreviated BM, the Beam Magnum is distinctly stronger than other BRs both in its power and damage, being surpassed only by Wing Zero EW's full-hit BR. This carries a small cost though in that the outbreak of the beam is slower than most other BRs, so you have to adjust your timing for zundas and punishing landings. The beam is moderately thicker than other BRs, and even with the nerfs from EXVS it's still a very accurate and formidable weapon. Cancels into Sub and should be used as such periodically to spread ammo and downs.

[CSa] - Beam Gatling

MG-style weapon but with beam properties. 3hit staggers. The attack has some bend in it and it carries inertia. Also the direction of fire can be modified using the control stick. Can change target while firing and stream of fire will remain on your former target. Bullets disappear at 1.5x red lock range. Very easy to use with melee.

[AB] Sub - Hyper Bazooka

Outbreak is below-average but has good muzzle correction among other BZs. Best used as an aggressive supplement to BR with the cancel route. Because it has the Explosion property it can be used as a very effective counter-measure to the Crossbone Anti-Beam Cloaks. Can be step-amekyaned during Blast Burst.

[AC] Special Shot - Jegan-D Assist

Calls 2x Jegan-Ds on Unicorn's left and right sides which fire 3 shots each simultaneously (so 6 shots in total). Maybe the most important tool in Unicorn mode's arsenal with the changes from EXVS. Has a Strong Stagger property, can cancel into BR and Sub - BR cancel being a freefall amekyan which is vital to Unicorn's movement game.

[BC] Special Melee - NT-D Transform

Transform into NT-D mode. A little bit of inertia is carried through if you do this while moving. Can cancel the forced camera change via 2BC. Lasts 23 seconds and cannot be exited early. No CD before reload begins; takes 30s to reload.

BEWARE: Rozen Zulu's Psycho Jammer ability will immediately end NT-D, which will reload from the point the gauge was at when you were knocked out of NT-D.

NT-D Ranged

[A] Main - Beam Gatling

A MG weapon but with Beam properties. Good accuracy, and benefits greatly from NT-D's increased red lock range. Fires up to 10 shots at a time from either hand's gatling. 3hit to stagger. Cancels into Sub and BC. Narrow angle of fire. Very good area of coverage if paired with BD melee's speed.

[AB] Sub - Beam Tonfa

Discharges a quick beam slice that does a weak stun. Range limit is slightly less than red lock range. Weak guidance and outbreak, but very fast and has decent muzzle correction before outbreak. Can be canceled into from MG and a number of melee stages, but doesn't carry over muzzle correction from cancels. No ammo count, but acts like a boomerang in that it can't be consecutively fired, whether it hits or not.

If it hits you can immediately follow it up into an enhanced version of Unicorns grab/throw followup move.

[AC] Special Shot - Jegan-D Assist

Same as Unicorn mode. Can still freefall amekyan from with MG.

[BC] Special Melee - Psychommu Jack

NT-D's Psychofield goes forward from Unicorn's hand, stunning the enemy. It has a secondary effect in that it will stop a number of Newtype weapons if they are in attack range:

  • Will stop: funnels (hi-Nu, Nu, Sazabi, Quebely, etc); dragoons (Strike Freedom, Providence); bits (Cherudim, Quan[T]); fangs (Arche, Throne Drei?); Xi's funnel missiles, INCOMs (Rozen Zulu, Ex-S)
  • Will not stop: DX's G-bits, Turn-X separation parts, Zeong's wired hands
  • It can stop: Nu's Fin Funnel barrier and Cherudim's shild bits, but only if you hit them right before they assemble. It won't deactivate these shields once they are in use.

One further important note is that this move can be step canceled, making BC>AC→MG an extremely powerful close-range movement route. Strong priority attack.

Melee Moveset Details

Unicorn Melee

5BBB - Beam Saber

Standard 3hit melee doing 60/114/164 damage, 1.7/2.0/3.0 Down, ending in knockaway. Final stage is technically a 2hit (0.5x2 Down), but this is near impossible to see.

5B~8BB - →Double Kick→Crescent Kick

3stage-4hit attack that does 60/92/122/170 damage, 1.7/1.9/2.1/3.6 Down. Forced camera change between kick-up and kick-down stages. Takes longer to end than 5BB, but 5B~8B on its own offers better movement and cut resistance.

4/6BB - Shield Hit→Tornado Kick

2hit attack doing 68/124 damage, 1.8/2.8 Down. Decent swerve, but slow, has bad priority and high Down value on first hit. Furthermore, the knockaway at the end is difficult to followup with other melee. It's best application is for putting side momentum into amekyan. The tornado kick is left→right regardless of if you use 4B or 6B, so you need to 6SC to give yourself the best chance of getting a followup hit.

4/6B~2B - →Shield Uppercut

2hit attack derivative doing 68/131 damage, 1.8/3.0 Down. Uppercut launch puts opponent in a sustained spinning Down state, giving you ample time to prepare your next move.

8BB - Corkscrew Kicks

2stage-3hit attack that does 40/81/145 damage, 1.0/1.7/2.7 Down. Possibly Unicorns best chase ability. Very fast startup, it covers the most ground (slightly more than BDb), is easy to step cancel out of to avoid getting cut, uses a small amount of boost, and then has excellent priority when you arrive at your opponent. Furthermore, unlike many kick attacks in the game, the final hit is very easy to followup because it knocks the opponent slightly upwards instead of far away from you.

2BBB - Horn Attack

3hit attack doing 65/121/173 damage, 1.2/1.7/3.2 Down, lifting the opponent with the first two hits before kicking them back down with the last hit. It's primary function is the incredibly high lift the first two hits can do for locking an enemy out of play.

2BB~8B - →Grab/Throw

Grab/throw derivative does 65/121/182 damage, 1.2/1.7/2.7 Down. Keeps the opponent locked out longer than 2BBB, but also takes longer and is easier to cut.

BD8BB - Shoulder Tackle→Grab/Throw "koko kara deteike~"

Iconic tackle from OVA Episode 1. 2stage-3hit attack doing 94/94/171 damage, 2.0/2.0/3.0 Down (the grab does no damage or Down). Does a brief pause at the start followed by an explosion of speed, but it's very boost-hungry and leaves you considerably exposed while being difficult to quickly step out of to avoid getting cut during your approach.

NT-D Melee

5B - Beam Tonfas

Powerful 5-stage, 8hit attack. Stages 1-2 can directly cancel into 4/6/8/2B. Stages 3-4 can cancel into Sub. A table of these routes and their damage values can be seen below:

NTD 5B Derivations and Details
  • Note that values in dark orange represent figures that have reached the Down or proration limits and so do not extend as far as the normally would
EXVSFB Unicorn NTD 5B.jpg

For the high damage output though it has a very long animation time and so very poor cut resistance. You need to be keenly aware of your surroundings to know if you need to exit the attack chain via BD melee or amekyan.

4/6B - Beam Tonfas Cross-Slash

3-stage, 3hit attack. Cancels into Sub at final stage.

NTD 4/6B Details
Stage Cumulative Damage Proration Cumulative Down Notes
X-Slash 80 80% 1.8 Down
X-Slash 141 64% 2.2 Down
Upper 199 52% 3.2 Special Down

8B - Beam Tonfa Stabs

3hit stab attack. Very good priority, but basically nonexistent followup capacity. Has merit in that it ends faster than 4/6B for canceling from 5B.

NTD 8B Details
Stage Cumulative Damage Proration Cumulative Down Notes
Stab 82 80% 2.0 Stagger
Stab 146 65% 2.3 Down
Stab 196 53% 3.3 Down

2B - Upward Slash

Single strike, multi-hit upward slash from the bottom left side of Unicorn's frame to the upper right side.

NTD 2B Details
Stage Cumulative Damage Proration Cumulative Down Notes
Upper 92 82% 1.8 Half-spin Down

BD8B - Issen

.

NTD BD8B Details
Stage Cumulative Damage Proration Cumulative Down Notes
Issen 86 85% 1.5 Special Down

→Sub→B Stab-and-Launch

As already mentioned, this route can be canceled into from 5BBB, 5BBBB, 4/6BBB, and BD melee. Very powerful but also very vulnerable to being cut.

NTD →Sub Derivation Details
Stage Cumulative Damage Proration Cumulative Down Notes
Tonfa Throw 70 70% 0.5 Weak stun
Lift 152 50% 1.7 Down
Impale 157 49% 1.7 Grip
Blast 216 ??% > 5.5 Forced Down. Long, high launch.

EX Burst

EX Attack

Full Armor Unicorn Barrage - "Gundam! ore ni chikara wo kase!"

301/280

Ranged attack using Full Armor Unicorn's double beam gatlings (6 shots), double hyper bazookas (4 shots), and a shield throw followed by a supercharged shot from the beam magnum:

EX Attack Details
Stage Cumulative Damage Proration Cumulative Down Notes
MG 122/112 76% 1.08 Stagger
BZ(3hit) 229/212 46% 2.16 Stun
BZ(final hit) 277/258 26% 2.88% Stun
Shield Throw 283/264 16% 3.06 Stagger
BR (explosion) 301/280 ?% >8.06

The attack doesn't have very much target correction between weapons, but the bazooka missiles have very good tracking, and the beam magnum shot has a surprising amount of tracking also. The attack has Super Armor until the beam gatling starts firing, meaning the attack can be interrupted. But its speed and quick midair motions ensure that this doesn't happen too regularly, even if the attack was evaded . You're more likely to miss with the attack than to get hit during it. An interesting point though is if you are interrupted in the last stage - after the shield toss but before the beam magnum shot - the shield will remain stuck at the position it landed and if you shoot it it will still explode and damage anyone nearby.

Even if the attack does miss though, it still has the great advantage of now putting you into NT-D mode at the end, even if your gauge is still charging. You will exit the attack animation at 85 gauge, which gives you 19.5s of NT-D time. If you are already in NT-D when you use the attack your NT-D gauge will be reset (again, exiting the attack animation at 85 gauge)

EX Burst Selection

Assault +8% Damage, +10% Defense

Blast +0% Damage, +20% Defense

Selecting a Burst type strongly comes down to what mode are you typically in when you use your Burst, and what mode do you want to be in when you use your Burst. Assault Burst hinges almost exclusively on aggressive NT-D play for it's incredible movement speed buff and melee damage buff. However, Unicorn mode gets nowhere near as much benefit out of it as NT-D mode. Blast Burst is the safer option of the two. The ability to rainbow step cancel turn-around shot and bazooka in Unicorn mode, along with the faster AC reload for amekyans and overall better boost efficiency is a strong package. Even NT-D is able to benefit from the increased red-lock range. So reiterating, the choice really depends on playstle and when you get and use your Burst - Assault for aggressive NT-D pressuring, or Blast for more focus on neutral game.

Info and Tactics

Tactics

Early game - Unicorn mode

.


Using NT-D Effectively

Partner Considerations

3000 Cost


2500 Cost


2000 Cost


1000 Cost

Notable Matchups

Advantageous Matchups


Troublesome Matchups

  • Rozen Zulu

Combos

Unicorn Combos

Input Damage Notes
BR [A] Starter
BR>>BR>>BR 186
BR>>BR>>(→)Sub 184(180) zunda cancel launch
BR>>(→)Sub>>BR 185(172) BDC version lacks muzzle correction of cancel version
BR>>AC 134~147
BR>>5BBB 187 Quick finish
BR>>5BBB(1hit)>BR 200 8SC into BR finisher
BR>>5BB>BR 194
BR>>8BB>BR 206
BR>>6B~2B 171
BR>>6B~2B(2hit)>BR 191
BR>>2BBB 194 2BB~8B does 192
BR>>2BB>BR 199 Launched Down
BR>>BDbB 193 Power, range, and boost consumption all depreciated
Sub [AB] Starter
Sub>>BR 139 Unforced Down
Sub>>Sub 164
Sub>>5BB>BR 191
Sub>>2BBB 191
Input Damage Notes
[5B] Starter
5BB>BR>>(→)Sub ???(193) Cut resistance a heavy consideration. Quick Down with decent damage.
5BB>5BBB 206
5B>5BBB>BR 215
5BBB>BR 215
5BB>5BB>BR 213
5BB>2BBB 213
5BB>8BB>BR 225 Comparatively high damage
6B Starter
6B>BR>>(→)Sub 184(177)
6B>6B>6B 159 Cut resistance a heavy consideration

You can step early to get a 4th 6B in but the damage is still 159.

6B>5BBB>BR 221
6B~2B>2BB 215
6B~2B>(8B)B>BR 224 First kick will whiff. >Sub finisher will do 220.
6BB>BR 140

Remember that 8BB is a 3hit attack with the first stage doing 2hit, so 8BB represents the full attack while 8B is just the first to kicks.

Input Damage Notes
8B Starter
8B>5BBB>BR 236
8B>6BB>Sub 187 Use 6SC into 6B, 4SC into Sub
8B>8BB>BR 231 Launched Down

>CSa finisher does 205, >Sub does 229 and a high launched Down

Quick, easy to string together, and good damage

8BB>BR→Sub 221
8BB>5BBB 218 >6BB does 213 and a long knockaway, >6B~2B does 201.
8BB>5BB>BR 232
8BB>6B>BR 217 Inferior to above
8BB>8BB 223
8BB>2BBB 232 >2BB~8B does 229
8BB>2BB>BR 236
8BB>BDb~B 232 For if you want the grab/throw
8BB>BDb>BR 237 >Sub finisher does 235
2B Starter
2BB>BR→Sub 201
2BB>5B~8BB 213
2BB>2BB~8B 218
2BB>5BBB>BR 231
2BB>2BB>BR 225
2BB>2BB~8B>>BR 228
2BB>8BB>BR 232
2BB>BDb>BR 223 Long animation time. Need to delay a second before BDb
BDb Starter
BDb>5BBB 217
BDb>8BB>BR 244
BDb>2BB 224

NT-D Combos

Input Damage Notes
MG [A] Starter
MG(10hit) 120 Unforced Down
MG(17hit) 159
MG(5hit)→Sub>>MG(10hit) 172
MG(5hit)→BC>MG(5hit) 142
MG(10hit)→BC 150
MG(n~hit)→Sub>>BDb 147 Possible in pursuit
MG(3hit)>>5BBB>BDb→Sub 248
MG(3hit)>>5BBBBB 233
MG(3hit)>>BDb→Sub>(6B)BB>Sub 241 First hit of 6B whiffs.
MG(5hit)>>5BBB>BDb 219
MG(5hit)>>5BBBBB 216
MG(5hit)>>BDb→Sub→B 218
MG(5hit)>>BDb→Sub 175
Sub [AB] Starter
Sub>>BDb>5BBBBB 216
Sub>>BDb>5BBBB→Sub 221
Sub>>BDb6BBB 216
Sub>>5BBBBB 206 Unrecoverable Down
Sub>>5BBB>>BDb→Sub 213 Dependent on number of hits in BDb; full hit will Down.
Input Damage Notes
[5B] Starter
5B→2B→AC 185 Quick Down with amekyan landing
5BB→2B→AC 222
5BBB→Sub→B 266 Low cut resistance
5BBBB→Sub→B 269 Same note as above
5BBB>6BBB 271
5BB→6BBB 250 Overheat-capable alternative
5BBBBB>>BDb 262 Launch
[4/6B] Starter
6B>6B>6B 191 Quick way to put up ~200 damage. If you end with 2B it will launch.
6B>5B→2B 198 Quick launched Down.
6B>6BBB 229 For if you are in a rainbow battle
6BB>6BBB 249
6BB>5BBB 247
6BBB>>BDb→Sub 269
6BBB>>BDb>BC 266 Good damage but above combo is better
6BB→Sub→B 238 Overheat-capable combo
6B>6B>>BDb 195 Low damage but good cut resistance and ends with launched Down
6BB>6BB>>BDb 230 Better damage but takes longer
[8B] Starter
8BB>8BBB 245 Relatively good quick finish
8BB>6BBB 258 Better damage than above but longer
[2B] Starter
2B→AC→MG 165

NT-D's BDb Issen has incredible speed and is your go-to combo starter, but the way it sends you past your opponent in almost all cases (except →Sub) you need to back-fuwastep to get the followup hit.

Input Damage Notes
[BDb] Starter
BDb→Sub→B 253 Long animation time but can do in overheat
BDb>5BBBBB 265
BDb>5BBB>BDb 270 Faster and higher damage than above combo but very boost-hungry
BDb>5B→2B 214 Short and consumes little boost
BDb>5BB→2B 248
BDb>5BBB 244 >2B finisher does 276
BDb>5BB>AC→MG 193 Amekyan quick-fall escape
BDb>5BBB→Sub→B 278
BDb>5BBBB→Sub 274 Post-correction main power combo. High altitude and damage. Bad cut resistance though.
BDb>5BBBB→Sub→B 278
BDb(1hit)>5BBB→Sub→B(stab)>>BDb >276
BDb(2hit)>5BBB→Sub→B 281
BDb>6BB>>BDb 243
BDb>6BBB>Sub 266
BDb>(6B)BB>>BDb>(6B)BB 317
BDb>8BB>>BDb 253 Faster than using 6BB in the center and better damage
BDb>>BDb→Sub→B 277
[BC] Starter
BC>5B→2B 160
BC>5BB→2B 182
BC>5BBB→Sub 196
BC>5BBBB→Sub 197
BC>5BBBBB 189
BC>6BB 184 Quicker than above
BC>5BBB>>BDb 188 Launch
BC>6BB>>BDb 172
BC>2B→AC 148 Amekyan landing
BC>>BDb 120 Adding →Sub does 159, >>BDb 163
BC>MG(10hit) 135 2CS from BC
BC>AC→MG 119

EX Combos

Most efficient >EX combos and all EX mode-only combos that don't end in >EX:

Input Damage Notes
Unicorn EX Combos
8B>EX 301/277
BDb>EX 314/290
BR>5BBB>BR 222/205
5BBB>5BBB 251/232 Needs some altitude for consistency. Use 8SC.
5BBB>5BB>BR 256/237
5BBB>5BBB(1hit)>BR 258/239
5BB>5BBB>BR 242/224
8BB>8BB>BR 265/243
2BB>2BB>2BB ???/???
2BB>2BB>2BB~8B 255/234
NT-D EX Combos
BDb>EX 330/304 6SC out of Issen hit
6BBB>>6BBB 301/276
BDb>5BBBBB>>BDb 315/285
BDb>5BBB>>BDb 304/280
BDb>5BBB→Sub→B 312/288

External Links

Horibuna niconico replay archives (Unicorn)


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