EXVSFB/00 QanT: Difference between revisions

From Dustloop Wiki
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(Input)
(Input)
! Name
! Name
! Total Damage
! GNSV Damage
 
! <span style="color:DarkTurquoise">GNBS Damage</span>
<span style="color:DarkTurquoise">(BS)</span>
! Total Proration
! Total Proration
! Total Down
! Total Down
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| 5BBBB
| 5BBBB
| GN Sword V
| GN Sword V
| 210<span style="color:DarkTurquoise"> '''(225)'''</span>
| 210
| <span style="color:DarkTurquoise"> '''225'''</span>
| 43%
| 43%
| 3.1
| 3.1
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5BB~2BB
5BB~2BB
| →Upper→Last Shooting
| →Upper→Last Shooting
| 169<span style="color:DarkTurquoise"> '''(174)'''</span>
| 169
 
203
| <span style="color:DarkTurquoise"> '''174


203<span style="color:DarkTurquoise"> '''(212)'''</span>
212'''</span>
| 32%
| 32%


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5BB~2B~A
5BB~2B~A
| →Upper→GN Sword Bits
| →Upper→GN Sword Bits
| 202<span style="color:DarkTurquoise"> '''(---)'''</span>
| 202
 
224
| <span style="color:DarkTurquoise"> '''---'''</span>


224<span style="color:DarkTurquoise"> '''(---)'''</span>
<span style="color:DarkTurquoise"> '''---'''</span>
| 32%
| 32%


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| 5BBB~8BB
| 5BBB~8BB
| →Kick combo
| →Kick combo
| 235<span style="color:DarkTurquoise"> '''(247)'''</span>
| 235
| <span style="color:DarkTurquoise"> '''247'''</span>
| 31%
| 31%
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| 3.3
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| 4/6BBB
| 4/6BBB
| Side slash combo
| Side slash combo
| 173<span style="color:DarkTurquoise"> '''(186)'''</span>
| 173
| <span style="color:DarkTurquoise"> '''186'''</span>
| 53%
| 53%
| 3.0
| 3.0
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4/6BB~2BB
4/6BB~2BB
| →Upper→Last Shooting
| →Upper→Last Shooting
| 169<span style="color:DarkTurquoise"> '''(174)'''</span>
| 169


203<span style="color:DarkTurquoise"> '''(212)'''</span>
203
| <span style="color:DarkTurquoise"> '''174'''</span>
 
<span style="color:DarkTurquoise"> '''212'''</span>
| 32%
| 32%


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4/6BB~2B~A
4/6BB~2B~A
| →Upper→GN Sword Bits
| →Upper→GN Sword Bits
| 202<span style="color:DarkTurquoise"> '''(---)'''</span>
| 202


224<span style="color:DarkTurquoise"> '''(---)'''</span>
224
| <span style="color:DarkTurquoise"> '''---'''</span>
 
<span style="color:DarkTurquoise"> '''---'''</span>
| 32%
| 32%


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| 4/6BB~8BB
| 4/6BB~8BB
| →3-slash Issen
| →3-slash Issen
| 205<span style="color:DarkTurquoise"> '''(---)'''</span>
| 205
| <span style="color:DarkTurquoise"> '''---'''</span>
| 38%
| 38%
| 3.2
| 3.2
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| 8B
| 8B
| (GNSV) Stab
| (GNSV) Stab
<span style="color:DarkTurquoise"> '''(GNBS) Impale→Throw
| 76
| 76
| --
| 80%
| 2.0
|-
| <span style="color:DarkTurquoise"> '''8BB'''</span>
| Stab→Throw
| --
| <span style="color:DarkTurquoise"> '''80'''</span>


<span style="color:DarkTurquoise"> '''152'''</span>
<span style="color:DarkTurquoise"> '''152'''</span>
| 80%
| 80%


<span style="color:DarkTurquoise"> '''65%'''</span>
65%
| 2.0
| 1.7


<span style="color:DarkTurquoise"> '''2.7'''</span>
2.7
|
| Special Down
|-
|-
| 2B
| 2B
| Leaping cut
| Leaping cut
| 95<span style="color:DarkTurquoise"> '''(100)'''</span>
| 95
| <span style="color:DarkTurquoise"> '''100'''</span>
| 80%
| 80%
| 1.7
| 1.7
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| BD8BBB
| BD8BBB
| Issen x3
| Issen x3
| 178<span style="color:DarkTurquoise"> '''(191)'''</span>
| 178
| <span style="color:DarkTurquoise"> '''191'''</span>
| 53%
| 53%
| 3.0
| 3.0
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| Trans-Am Issen
| Trans-Am Issen
| <span style="color:Red">262</span>/<span style="color:Blue">242</span>
| <span style="color:Red">262</span>/<span style="color:Blue">242</span>
 
| <span style="color:DarkTurquoise">'''287/266'''</span>
<span style="color:DarkTurquoise">'''(287/266)'''</span>
| 19%
| 19%
| 5.22
| 5.22

Revision as of 14:22, 22 October 2014

EXVSFB Quanta.png

GNT-0000 00 Qan[T]

Pilot: Setsuna F. Seiei

Cost: 3000

Durability: 600

Red Lock Range: 6.5 (close-range) / 6.9 (close-range) / 7.2 (mid-range)

MA Mode: No

Equip Change: Yes (Trans-Am Burst)

Dustloop Thread: QuanT Discusson

JP Wiki: Quanta Quanta (Combos and Tactics)

Common Nicknames: Quanta (JP name), QuanT, 00Q

Introduction

...


Changes from EXVS

Movesets

Quanta Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main GN Sword V Rifle 5 75 1 ammo/4s 2.0 Cost-standard BR damage but below-average ammo and reload.

Cancels into Sub

[CSb] Quantum Burst -- -- 1.5s? 1.0? Does a Pressure blast and changes to Quantum Burst Mode. Restores 100hp.

One use/life. Cannot change back.

Sub [AB] GN Sword Bits 1 146 2.5s 0.9?x6 Sends sword bits to attack enemy (like funnels, but physical attack and damage)

2AB converts GN Sword V into GN Buster Sword (BS)

[AC] Gundam Zabanya Assist 1 141 20s ?? Zabanya appears to fire 3 horizontal side-by-side gerobis simultaneously.
[BC] GN Field 200

(??s)

-- 15s

(+10s CD)

-- GN Field defends against ranged attacks.

Cannot be used while Sword Bits are deployed via Sub. Cannot end early.

Blocking attacks uses up the gauge faster.

Melee

(Input)

Name GNSV Damage GNBS Damage Total Proration Total Down Notes
5BBBB GN Sword V 210 225 43% 3.1
5B~2BB

5BB~2BB

→Upper→Last Shooting 169

203

174

212

32%

17%

4.8

5.1

5B~2B~A

5BB~2B~A

→Upper→GN Sword Bits 202

224

---

---

32%

17%

4.8

5.1

Cannot do with BS or if bits are deployed
5BBB~8BB →Kick combo 235 247 31% 3.3
4/6BBB Side slash combo 173 186 53% 3.0
4/6B~2BB

4/6BB~2BB

→Upper→Last Shooting 169

203

174

212

32%

17%

4.8

5.1

Same as 5B followup
4/6B~2B~A

4/6BB~2B~A

→Upper→GN Sword Bits 202

224

---

---

32%

17%

4.8

5.1

Same as 5B followup

Cannot do with BS or if bits are deployed

4/6BB~8BB →3-slash Issen 205 --- 38% 3.2 Cannot do with BS or if bits are deployed
8B (GNSV) Stab 76 -- 80% 2.0
8BB Stab→Throw -- 80

152

80%

65%

1.7

2.7

Special Down
2B Leaping cut 95 100 80% 1.7 High jump followed by a fast fall
BD8BBB Issen x3 178 191 53% 3.0 Non-umeki Down
BD8BBBBB Trans-Am Issen 262/242 287/266 19% 5.22 Stage 3-4 non-umeki Down. Stage 5 forced Down.

Burst Mode Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main GN Sword V Rifle 6 75 1 ammo/4s 2.0 Ammo completely reloaded upon shift into Burst mode

Cancels into Sub, AC, 8B

8B GN Sword Bits -- 164 -- 0.8? x7 Different motion than Quanta Sub
Sub [AB] Gundam Harute Assist 1 124 12.5s ?? Harute appears firing GN missile battery and forward beam cannons

Cancels into BR (freefall amekyan)

[AC] Gundam Zabanya Assist 1 165 15s ?? Same as Quanta [AC]

Ammo reloaded upon shift into Burst mode

Cancels into BR (freefall amekyan)

[BC] Quantum Leap 1 -- 15s -- Quanitize (same as during Trans-Am Burst) and move in a direction for ~2s
Melee

(Input)

Name Damage Proration Down Value Notes
5BB GN Sword V 116 65% 2.0 First hit cancels into 8B, BC

From second hit use 8BD to followup

4/6BB Side slash combo 112 65% 2.0 First hit cancels into 8B, BC
2B Counter 80 ?? ?? Melee counterattack
[BC]~BBB Quantum Rush 173 55% <3.0

Cancel Routes

Quanta Cancel Routes

[A] BR → Sub

Burst Mode Cancel Routes

[AB] Sub → BR (freefall amekyan)

[AC] → BR (freefall amekyan)

[BC] → BBB

5/4/6B → BC, 8B

Ranged Moveset Details

Quanta Ranged

[A] Main - GN Sword V Rifle

Cost-standard BR damage, but slightly below-average ammo and reload speed. It's important to mix melee with use to extend ammo. It has a kinda narrow angle of fire, but the turn-around shooting motion is decently quick.

[CSb] - Quantum Burst

Changes into Burst Mode, releasing a Pressure blast that stuns enemies in its radius, and restores 100 hp, and also BR and AC ammo.

It's one use/life and you cannot change back to Quanta once transformed. See Info section for more.

[AB] Sub - GN Sword Bits

  • 5/4/6/8Sub - GN Sword Bits

Launches 6 sword bits at the enemy similar to bits/funnels, but physically barraging the enemy for damage. If all 6 hit it will force Down the enemy. Their effective range is a little low compared to other bit/funnel weapons (and also is shorter than your red lock range), but they move, attack, and return quickly. They can be used for mid-range bombardment, but are much more effective short-range.

When sword bits are deployed you cannot use 2Sub or BC.


  • 2Sub - GN Buster Sword (GNBS)

Converts the GN Sword V into the GN Buster Sword, extending its reach, priority, and damage (increases the damage of each hit by +5).

You cannot use normal Sub while in BS mode, but you can use [BC] (though it will change GNBS back to GNSV). See Info section for more.

[AC] Special Shot - Zabanya Assist

Calls Zabanya to fire 3 gerbois from its rifle bits' ◇◇◇ formation.

Zabanya was previously only accessible during Quantum Burst and so is a powerful addition to Quanta's arsenal.

The rifle bits also provide a barrier effect that can block BR shots and even DX's satellite cannon among other gerobis, so it can be very useful for covering landings if needed (although it has a considerably long reload time so cannot be used for this often). Despite being able to block such strong attacks, it's actually quite fragile and can be destroyed by much less damage. The blast is strong enough to remove Crossbone ABC mantles. It has good muzzle correction but a limited field of attack and short hangtime, so some caution must be used regarding enemies going under or above it.

Zabanya's body can actually be slightly moved if pushed (left or right), changing its position of fire.

[BC] Special Melee - GN Field

GN Sword Bits assemble around Quanta, generating an absorption field at any point a ranged attack may hit you.

Can be ended early, but does not reload until completely spent.

Its biggest change is that it lasts twice as long now, but no longer blocks melee. It allows you some safe landings when Zabanya is not available.

Burst Mode Ranged

Activating Quantum Burst completely restores your BR and Zabanya ammo, which is good because you are going to greatly depend on these tools since Quantum Burst loses basically all melee performance compared to normal Quanta.

Although Burst Mode Quanta shifts to a more ranged playstyle, you still are not well equipped at all to fight a shootout; your BR is still low reload and comparatively low ammo, your sword bits have a limited range and an unorthodox startup, and your two assists have long reload timers. In this mode you're likely just trying to extend your team health a little further and do a little more damage before dying - it is not long-term-stable mode.

[A] Main - GN Sword V Rifle

Same as Quanta mode BR with one additional ammo.

The degree of dependence on BR in Burst mode has dropped compared to EXVS, but it's still your lifeline compared to normal Quanta mode. Sword bits vernier and have an unreliable startup, and your two assists have long reloads, so you may live or die based on how well you use BR.

That being said, it's still extremely important you be somewhat conservative of it, as in Burst mode you can amekyan freefall cancel from both of your assists.

[AB] Sub - Harute Assist

Calls Harute to fire 3 beam cannon shots (2 beams/shot, so 6 beams total) in a straight direction while simultaneously firing GN missiles that fire up and back down during its travel path.

Has a small amount of muzzle/path correction mid-flight, but slow movement speed.

It's body offers some amount of shielding, but doesn't actually have shield priority like Zabanya. Because of its body size though it's somewhat unreliable, and moreover, its body is quite frail and can be quickly destroyed, amounting to what is really a waste of the ammo. Still, if Zabanya is on cooldown and you think you need it, the way to employ this tactic is to left-step before using it, putting you square behind Harute's appearance since he normally appears from your left side. With a little bit of skill and luck this can also be employed as a melee intercept, but this should not by any stretch be your aim in using it (especially since you are equipped with a melee counterattack already).

Can freefall amekyan via BR cancel, even if turn-around shooting.

[AC] Special Shot - Zabanya Assist

Same as Quanta [AC], but importantly - the reload is 5s shorter and you can now freefall amekyan via BR cancel.

[BC] Special Melee - Quantum Leap

Essentially works like Trans-Am Burst's Quanatization ability, but only moves towards the opponent you are currently targeting. The movement speed isn't so fast, and the invincibility is spotty sometimes depending on when an attack was fired at you. It doesn't spend boost though, so it has that advantage, as well as a long travel path and reach.

Has a 3-hit melee followup option.

Its best uses then are for avoiding damage or for pulling off a surprise attack. Just smart in your use of it - if you use the ability and then just immediately after coming out of it eat an enemy attack, you honestly just wasted this very precious long reload ability.

8B/BD8B - GN Sword Bits

Same concept as normal Quanta Sub, but move in a different arrangement (EXVS Burst Quanta's 5B). 7 sword bits are deployed, and 1 lone bit strikes the enemy first, launching them into the air, after which the other 6 attack while the target is in a non-ukemi Down state, causing a forced Down:

8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Sword Bit 27 85%? 0.8? Launched non-umeki Down
2-6 Sword Bits 170 -15%? x6 0.8? x6 Down

Their performance suffers in that they not only is their range shorter than your red lock, but they do complete vernier - stopping you only carrying a little prior momentum if you side BD first. Also you cannot cancel into them from BR like you can normal Quanta's Sword Bits.

If you BD during the pose you can cancel the attack. However, if you BD immediately after the attack, you cannot stop the 6 followup hits after the lead Bit for trying to capitalize off of the nice launch and Down state it does. You can get in a melee hit before the 6 trailing Bits do/finish their attack, but they will finish their attack, robbing you of any sort of combo attempt (and doing less damage than if you'd just let them do the attack alone, while simultaneously putting yourself at risk). Even using BR is just a waste of ammo. If you use this attack, you need to just let the Bits do their thing.

If there is any redeeming quality to be found, it's that they can be redeployed as soon as they return to you, and the lead Bit moves a little faster and is easier to hit with than normal Quanta's.

Melee Moveset Details

Quanta Melee

Although as already mentioned Quanta is a strongly melee-based forward guard, the normal GN Sword V's melee performance doesn't notably out-perform all-purpose suits' melees except for the higher damage. It can actually lose to all-purpose melee in a clash maybe surprisingly easily. You do still have an advantage punishing landings though based just on how the game's system works.


When the GN Buster Sword is equipped though via [2AB] melee performance raises dramatically. The startup speed, priority, and and attack range all become top-class, allowing you to with consistent ease better punish landings or win step wars. That being said though, you can't just blindly expect the BS to do the work for you; you still need to learn to read landings very well, for if you make a mistake - especially against another melee suit - you can still be harshly counterattacked.

5B - GN Sword V

4stage/4hit melee attack that has many different derivation routes:

5B Attack Properties
EXVSFB Quanta 5B.jpg

The attack sports decently long reach and is fairly reliable at catching vertical movements by the enemy - more so than 4/6B. Obviously this performance is even further enhanced by GNBS.

It does carry a word of caution though that the attack moves in a very straight line, so you must be sure not to put yourself in the enemy partner's firing vector when using it.

Furthermore, despite what the motion of the final stage might make you think, it is not a bounced Down, and so you will not be able to follow it up with anything other than tagging your opponent on the ground for a small addition of damage.


  • 2B Followup: →Uppercut→Last Shooting/Sword Bits

The upper does a high launch. If you step cancel the Last Shooting though it's awkward to followup; BR and Zabanya can hit from a simple side- or back-step. A back-step must be used to get 5B, 4/6B, and 8B to connect. To get your definitive 2B or BD melee to connect though you must do a back- or side-fuwastep.

The uppercut can further be employed either as a combo-finisher for a high launched Down, or to knock the enemy up and allow you time to retreat if needed.


  • 8B Followup: →Kick Combo

Ends in a knockaway, but it is actually very easy to followup with any number of melee and ranged attacks. ~8BB> in particular is the attack used to construct some of Quanta's highest damage combos. It has a drawback though of having a long execution time, with little movement and so low cut resistance.

4/6B - Side Combo

3stage/3hit attack that also has a number of derivation routes:

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

With the GNSV this is considered an all-purpose-common melee; the startup isn't bad per-say, but it will lose out to other suits' 6B attacks.

By equipping the GNBS or just by using one of the followups though this can be made into an excellent attack set. From EXVS the GNBS version of this attack has had its vertical tracking, reach, and rush speed all fiercely enhanced, and is able to hit enemies from all manners of directions.


  • 2B Followup: →Uppercut→Last Shooting/Sword Bits

Same as the 5B~2B followup.


  • 8B derivation: →Slash x2→Issen

Issen ending leaves room for another 1~2 and is easy to follow up with melee or ranged as long as you manage to correct your direction back to your opponent.

8B - Stab

Standard stab attack

8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Stab 76 (16x5) 80% 2.0 (0.4x5) 5hit grind. Down.

Good priority, and is in fact Quanta's strongest priority attack. The startup though is a little slower than some other suits' Stab type attacks. It's also difficult to followup. So while not ideal as a combo part, it's worthwhile to learn some 8B starter combos for situations where you absolutely cannot afford to lose a clash and need to rely on this. 封印安定にするにはもったいないがリターンは低め。

If you play other Setsuna suits, beware that the float condition is not the same as 00R and Exia's stab attacks, and is - again - much more difficult to followup.

8B - Stab→Throw

When the GN Buster Sword is equipped Quanta's 8B stab becomes a single hit (no grind) with an automatic throw followup:

8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Stab 80 80% 1.7 Grab
2 Throw 152 65% 2.7 Special Down

Retains the priority and attack range that it had in EXVS. The extra reach above GNSV's 8B should be sufficient to beat Master's 5Sub. During EX it gains a tremendous speed buff, becoming a game-top-tier attack with regard to priority.

It's possible realitively consistent to step cancel just before the throw for combos, but it definitely merits some practice for learning the timing.

Worth noting also is that if you end a combo with it and the first stage causes a forced Down, it will result in a freefall. Compared to 2B, the landing here has a slightly different stiffness associated with it that can be minimized, and so there's a subtle difference between using the two in combat.

2B - Jumping Slash

Quanta leaps high in the air, doing a front flip, falling vertical slash:

2B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Jumping Slash 95 (100) 80% 1.7 Down

This is Quanta's go-to combo finisher. More than just a flashy attack, the quick speed and large range of motion provides top-class resistance at the end of a combo when you're often most vulnerable to being cut, on top of being a single-hit (no grind!) attack - so you don't lose out on the high damage (which itself is Quanta's highest damage first stage hit among any of its melee by 20 points or more). Moreover, the movement has been buffed from EXVS to be easier to use and more consistent now.


While it's your go-to combo finisher, like similar moves, it can also be powerfully employed as a movement and approach tool, capable of wildly disrupting the camera of an enemy targeting you when you are close, and being respectably boost-efficient (consuming ??% boost).


It also has landing priority, and extremely high performance in this aspect.


One caution you must note though is that it does not cut enemy tracking, and so can possibly lose to ranged attacks that have strong vertical tracking. Also, 思ったほどは出した高度から下降できない事等がある。 特に下降高度の問題はコンボの〆選択を考える際に重要なので気を付ける必要がある。具体的には大体BD格3段分と少し、程度の下降に留まる。(something about altitude and falling)

BD Melee - Issens

"koko wa, ore no kyori da!!"

The Setsuna-standard multiple issen BD melee attack:

BD8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Issen 70 (75) 80% 1.7 Down
2 2 Issen 126 (135) 65% 2.0 Down
3 3 Issen 178 (191) 53% 3.0 Side-spin Non-umeki Down

The extremely fast attack pace and wide motion makes this attack one of the most cut-resistant in the whole game. Even if you are near obstacles or walls the attack has very reliable performance. Has notably strong left-side priority, so when hunting low-cost suits (or just in general) you should try to keep this in mind and position your approaches such that they will try to use their right-step to avoid or flank you.

Trans-Am BD Melee - Issens

"tsurunuke!!"

As with all other Setsuna suits, Trans-Am provides direct upgrades to your BD melee attack, adding extra issen hits:

Trans-Am BD8B Attack Properties
Stage Hit# Attack GNSV Damage GNBS Damage Total Proration Total Down Notes
1 1 Issen 79/73 84/78 80% 1.53 Down
2 2 Issen 142/131 152/130 65% 1.8 Down
3 3 Issen 183/168 196/181 53% 1.89 Side-spin Non-umeki Down
4 4 Issen 222/204 238/220 43% 1.98 Side-spin Non-umeki Down
5 5 Stab 262/242 287/266 19% 5.22 12hit grind. (Forced) Down.

The advantages of this attack should speak for themselves. Normal Quanta's BD melee is already a top-class attack, and Trans-Am just elevates that performance all-around. Up through the first 4 stages especially, doing well over 200 damage for less than 2.0 Down value is insanely good, with the proration rate being standard.

Compared to EXVS the performance of the first 4 stages is unchanged, but the final stage stab has had its movement considerably reduced.


The drawback here is the long attack time (~?s for the full attack, ~?s if you use a >2B finisher), which can eat a considerable amount of your Burst gauge (especially if you are using a typical half-burst in Assault).

Furthermore, you must be vigilant to not just keep furiously button mashing during the attack, resulting in you accidentally releasing Burst Mode. This is an unforgivable mistake. 仮に発動すると耐久値が限界ギリギリならまだしも1落ち直後に使ったら目も当てられない。キャンセルできたとしても、BSにしていた場合は動作に入った時点で通常に戻る。

Burst Mode Melee

Contrary to the style of play in normal mode, Quanta's Burst mode severely diminishes your melee abilities. You have only two 2-stage melees, a melee counterattack, and a melee derivative out of your long reload Quantum Leap to work with. Quantum Burst is simply much more geared toward ranged gameplay, which is unsurprising given that you usually burst at low health. However, if the mentality of the enemy becomes to ignore you once you shift in to QB, then it can be important to learn how to best employ your limited options to try and sneak attack enemies.

If there's one saving grace to be found in Burst mode's melee, it's that the first stage of both 5B and 4/6B can cancel into both 8B and [BC] for either a forced Down or combo damage, respectively.

5B - GN Sword V

Extremely simple 2-hit attack:

5B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Slash 65 80% 1.7 Stagger
2 2 Uppercut 116 65% 2.0 Down

Feels basically like normal mode's 5BB, but does lower damage and a slightly lift at the end. The lift is sufficient enough for followup with either forward-step or forward-BD, but is extremely inconsistent because both of these options can often wind up doing the 8B Sword Bits attack, which, because of its startup properties, won't even hit the enemy before they ground out...so practicing and learning the timing is vital if you plan to spend a lot of time playing the suit. Otherwise you may wind up frustrated by a number of dropped combos.

4/6B - Side Combo

Two simple horizontal slashes:

4/6B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Horizontal Slash 65 80% 1.7 Stagger
2 2 Horizontal Slash 112 65% 2.0 Down

First stage performance is basically the same as normal mode's.

While it has basically the exact same performance as Burst Mode 5BB, the final hit is a knockaway that cannot be followed up, making it unfit for combos.

2B - Counter

Basic melee counterattack:

2B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Parry 0 100% 0.0 Stun
2 Slash 80 ??% ?? Down

Like other counters, it's possible and even advised that if you successfully catch an enemy attack that you immediately up on success rainbow step into a different melee attack for better damage off of the first stage stun.

[BC]~BBB - Quantum Rush

After performing the Quantum Leap Quanta can immediately cancel into a 3-hit attack:

[BC]~B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Uppercut 65 80% >1.0 Stagger?
2 2 Reverse Slash 121 65% 2.0? Launched Down
3 3 Overhead Slash 173 55% <3.0 Down

Similar damage and proration to Quanta's BD melee issens, but not as good of cut resistance. That being said, it does have respectable cut resistance overall, the second and last stages especially.

Despite the first hit being an uppercut, it actually does not launch the enemy for some reason. The second hit, which quickly wraps around behind the opponent before striking, does. The final hit unfortunately cannot be followed up with anything but BR really, and even that requires altitude because of how forceful the knockdown is.

Not an attack you can rely heavily on because of the long reload on Quantum Leap, but it makes a nice sneak attack option and lets you do something after the Quanitization.

EX Burst

"Trans-Am!!"

"konna koto de wa...!"

"mada da...! mattekure, Quanta!!"

"ima koso taiwa suru!"

EX Attack

"tatakau! ikiru tameni!'

Quanta Sword

321/295

The evolution of 00-Raiser's Raiser Sword. Fires a long gerobi from the GN Sword V straight forward which can then be slightly moved left or right with the control stick.

The damage output isn't quite as good as 00-Raiser's, and it has basically no vertical tracking, so you have to be careful in how (if) you use it. On that note, in normal mode it's very unlikely you should need or even want to use this considering how much damage you can put out just from combos; using your EX attack can be a waste of meter. In QB Mode though this may very well be your final trump card.


WARNING: if you have the GN Sword Bits deployed from any kind of attack (normal Sub, QB 8B), you cannot use this attack.

EX Burst Selection

Assault Burst: +12% Damage, +10% Defense

Blast Burst: +3% Damage, +20% Defense


Assault Burst is suited for boost recovery as well as increasing the damage and performance of your melee.

Blast Burst is suited for using your longer Trans-Am time and better boost efficiency to pressure your enemies.


The Burst type you choose can largely be based upon your preference of playstyle, although it can be argued that (if given the chance, obviously) you can choose a Burst to specifically counter the enemies you will be facing.

That being said, similar to 00-Raiser, Blast Burst tends to be the go-to choice not only for the increased uptime of Trans-Am Burst and boost efficiency, but also now the hastened reload speed of your Zabanya assist.

On top of this, it should be said that it is much more preferable to use your Burst while in normal mode - before Quantum Burst. QB Quanta's pressure game is drastically lower than normal Quanta's, and so using even your defense-favoring Blast Burst in this mode is a huge miss of an opportunity.

Trans-Am Burst

Carryover from the former 00-Raiser Trans-Am Burst system. As with all Trans-Am EX modes you gain greatly increased mobility in addition to the standard benefits of your EX Burst type.

Specifically similar to its predecessor it gains an enhanced BD melee attack that is extremely fast and difficult to cut, and also retains the Quanatization ability - if you are shot at while not currently in an attack animation you will dissipate, completely negating the damaging and become unhittable (yellow-lock) for ~2s after, at the cost of 20% of your EX gauge. You maintain your movement and momentum, but cannot attack during Quanitization. If you input a direction at the time of Quanatization you will reappear in that direction.


If you use Trans-Am while in Burst Mode Quanta will become completely engulfed in GN particles - Quantum Burst Max Output Mode.

Info and Tactics

GN Buster Sword

The GN Buster Sword (GNBS) can be used only during normal mode, and is equipped by using [2AB]. If you use your Sub attack while the GNBS is equipped, the Sword Bits will deploy toward the enemy as normal, switching you back to GNSV.

  • Pros

The GNBS improves the reach, priority, and damage of your melee attacks (+5 damage/hit), while not affecting the proration rates or Down values. Your 8B of note is improved, becoming a single-hit first stage as opposed to a grind, and gaining an automatic throw followup. Moreover, your mobility and your fall speed are also enhanced.

Not only has the GNBS's performance been wholly improved from EXVS, but the addition of Zabanya for protecting your landings makes them now even more easy to access and use.


So these things being considered, it might seem like "why would I not keep GNBS equipped??" Well...


  • Cons

There are a number of attacks you cannot perform while the GNBS is equipped:

  1. The GN Sword Bits ~2B~A followup out of 5B and 4/6B
  2. The 4/6BB~8B followup route.
  3. You cannot use AC while the equipment visual is occurring (meaning until the Bits are all attached to the saber). This becomes important in that if you BD at the beginning of the animation, it may cause the Bits to chase you a short distance before they equip. In Trans-Am especially, because your BD speed is increased it's possible that the Bits will not catch up and equip. It can be used though as soon as the equipment visual is done.
  4. You are not locked out of using [BC] shield bits, but using the attack will switch you back to GNSV.
  5. Similar to [BC], you're not locked out of using Sub, but intentionally not using it just so you can keep GNBS equipped is a somewhat poor management of resources, and gives up some of your ranged viability.

So it's up to you to decide how important these attacks are to your gameplay or the current battle, while keeping in mind the detail about Zabanya.

But more than being able or unable to use certain attacks, what's maybe more important about keeping GNBS equipped is the unspoken message you send to the enemy. When you equip GNBS at the start of a match, it basically screams to your opponent "I'm about to come in for close range and use 4/6B or 8B, and I'm only going to play close range." The opposite is also true, in that when an enemy sees you unequip GNBS it strongly implies that you are about to EX Burst, because you are about to put up Shield Bits Barrier.

Sacrificing your ranged options while also probably showing your gameplan to the enemy both by over-committing to GNBS is a losing combination.

Quantum Burst Mode

Shifting into Quantum Burst mode restores 100hp and completely restores your BR and Zabanya assist ammo. However, it severely diminishes the forceful melee pressure normal Quanta employs, moving you into a much more ranged playstyle.

Because of the health return, you should obviously QB when getting low on health, and absolutely if you relaunch overcosted.

Fundamental Techniques

  • Landing shielding with Zabanya
  • 2B mobility

Tactics

If you are continuing Quanta from EXVS, his tactics have undergone a few major differences due to changes in game mechanics and his moveset:

  1. The previous tactic of using 3 half-bursts is no longer stable. Your aim now should be to go for 1 full burst and 1 half-burst. You must also bear in mind the differences between the now split Burst types between Assault and Blast.
  2. The GNSB Barrier's amount of time has been doubled, but it no longer blocks melee attacks, destroying its previous use.
  3. The addition of Zabanya to normal mode has increased your shooting war cover viability
  4. The addition of some melee attacks to Quantum Burst mode has considerably increased its viability and the safety of using it.


With these points out of the way, the general tactics for Quanta now are as follows:

Partner Considerations

Quanta being an all-purpose melee push-back suit, whoever he is partnered to it's going to be vital that it be the first to fall (excepting Master or X1FC). If you are overcosted though you can at least rely on your above-average self-defense tools in shield bits and Quantum Burst to help draw out your health. Compared to typical forward guard MS, Quanta is able to fight with a considerable level of performance, maybe his greatest strength being not necessarily having to be limited to just close-range (although he certainly performs better here than from range).

そんな、クアンタに絶対的に足りてないのは射撃戦能力。なのでそれを補う機体がベスト。 That being said, because Quanta's greatest strength and combat specialization is hunting and bullying low-cost suits, その間敵の高コストを請け負えるような自衛力や生存力も重視したい。 つまり支援機や射撃機よりも、射撃戦がこなせて自衛力も備わっている所謂“万能機”がオススメ。 If you can get a partner that can support from behind while you attack low-cost suits, this is the most ideal paring.

3000 Cost

This is an extremely high-power team composition with Quanta, but has zero room for error in managing health regulation as 2 deaths is game over. While 3k/3k is never desired, there are some combinations that increase your chance of success, and a couple of combinations you should make special note of:

  • Nu/Hi-Nu: Because of their numerous ranged tools these two suits are maybe your top desired 3k partners for best chance of solid health management over the course of a match. From the start of the match they should cover your approaches with funnels and CS shots for forced Downs. Nu Gundam particularly has an added edge among the two with its FF Barrier that it can use in the period of time it's waiting for you to respawn, or when it needs to play more aggressively with you to turn a match's momentum in your favor.
  • V2: The numerous forced Down tools V2 carries - especially the V2AB 1hit-Down BR - will greatly help in allowing you to play your preferred tactic of hunting and bullying low cost suits, while it also sports strong self-defense with its large Beam Shield.
  • Master/FC: As already mentioned, these are maybe the only suits that you want to yield first death to. Not only does Master have substantially higher health than you, but you are able to use your Quantum Burst to expand your health and fall back to a more ranged style of play at the end of a match. FC has the same amount of health as you, but is maybe more suited for going forward first with his ABC mantle and more limited ranged tools. Beyond these points though, if you wind up in this formation you'll be playing basically a double front style for most of the match, using your aggressive approaches to try and split the enemy's formation so that you can have your way with them.
  • Ex-S?

2500 Cost

The 2500 cost range has a wide range of strengths and specialties to build a team out of. You can generally expect to get high performance out of this team comp, but the overcost penalty is harsh. It's favorable then if you can pick a partner with good self-defense and/or mobility, and are equipped to take care of themselves when overcost at the end of a match.

If partnered with a melee-centric 2500 MS, depending on the situation it's possible to hand over first death to your partner. With Trans-Am and Quantum Burst, even when overcost you can still draw out a lot of performance and health at the end of a match. Still, this is a risky situation with you redeploying at 100 HP, and really requires you to put a lot of faith in your partner, and so is probably not safe in Shuffle.

  • Partners you might want to yield first death to: The O? Sinanju? X1? God?
  • Infinite Justice: Top-class high self-defense all-purpose suit. Between its boomerangs, assist, and 2B→BC it also has a number of tools for restricting enemy movements. It's maneuverability is ok, but importantly it is able to keep up with Quanta's behaviors. It has low damage output though, so the brunt of the work will rest on your shoulders.
  • Sinanju: From Heavy Weapons Mode Sinanju is able to support Quanta with some physical ammo that you are completely lacking in. Its BZ can further be used for punishing the landings of enemies that are fleeing from you, and providing launched Downs for you to finish off. This is particularly handy at the start of a match where it can use its top-class mobility and toolkit to keep enemy shots in check. Moreover, while you are forcing attention on to yourself, or if facing a situation that requires more aggression, it can switch to High Mobility Mode for fast sneak attacks and good melee damage. Essentially, because it can change its playstyle through mode changes to match your current pace this is a very good suit to be paired with.
  • Cherudim: Celestial Being combo. Cherudim's role will be similar to HWM Sinanju - punishing enemy landings with its immense red lock range and fast-traveling sniper shot while you stir up chaos and enemy movement. While looking for landings to punish it can offer additional ranged support via its funnel-style rifle bits and GN micro missiles. Finally, its GN shield bits can be used not only to further supplement your GNSB barrier, but the shield bits do act as a melee barrier which has been stripped from the previous incarnation of the GNSB barrier. It's vital though that your partner playing Cherudim have very good spatial awareness and movement during the match, because if you get flanked by the enemy partner and they manage to get to Cherudim he has extremely little to try and fend them off.
  • The O?

2000 Cost

The 2000 cost tier is typically the favored tier for 3k suits seeking more team health security, but the damage output is lower than 2500's typically.

  • Zeong: Reciprocal specialists. Quanta excels at rush-down tactics and melee damage, Zeong excels at ranged play and damage, creating a headache matchup for enemies. Between Quanta's Quantum Burst health extension and Zeong's Revival mode, this is a team that will just refuse to die.
  • F91: While F91 has low damage output, no burst damage, somewhat low self-defense, and bottom-tier health, in spite of these drawbacks it has a considerably good synergy with Quanta. F91 is a lightweight, high-mobility, mid-range bombardment suit that loves to stay tight on the butt of its partner and use its plethora of ranged armaments to provide cover fire. More than just poking with BR, F91 will be able to quickly force Downs with its Sub and CS armaments to cover your approach. F91 in particular will revel in playing behind Quanta which is excellent at forcing attention onto itself and away from F91. While F91's low health is a concerning overcost risk, its small size and Zero System-like MEPE cooldown will aide it in prolonging its health pool.
  • X2: Another low-health suit with interesting perks like F91. X2's high-tracking, hard-to-see CS stun armament will setup plenty of opportunities for you to punish, as well as its launched Down Sub armament which is readily accessible through numerous cancel routes into it and a nice reload speed. X2 has a much longer red lock range than F91 that it will support from though, preferring to stay far from the enemy where it can land damage with its long range gerobi for burst damage. Finally, while its base health is low, its reloadable ABC mantle greatly extends its effective health, as well as substantially increasing its mobility through many freefall cancel routes. Maybe not as optimal as F91, but certainly competitive.
  • Throne Drei: Not necessarily stand-out in its ability to cover fire, while having passable self-defense, but the shining star in Throne Drei's toolkit is the Zero System-like GN Stealth Field that it can bestow on you while it floats in hard-to-reach places. This is a fundamental partner and team play tactic for Quanta.
  • Dynames: Effectively the same tactics as Cherudim, but Dynames gives up its rifle bits and shield bits for more self-defense tools.
  • Kshatriya: As is her modus operandai, Kshatriya's funnel fences can create a nightmare of movement restriction that enemies must try to avoid and navigate while Quanta is allowed to move freely through them, punishing landings or capitalizing off of stuns. As long as the Kshatriya player is able to largely independently manage their movement and self-defense, this can be a formidable combo.
  • Gunner Zaku: Although its Main ammo is low, Gunner Zaku is still a high-end dedicated shooter, using its Main precisely to punish landings and quickly Down opponents during your approaches. Gunner Zaku also sports very solid self-defense.

1000 Cost

Compared to other 3k's, Quanta is not a suit 1k's should be too eager to pair with. Although Quanta is equipped with GN Field and Quantum Burst, because its gameplay centers on boxing in and fighting low cost suits, having a 1k partner die first is a considerable blow (why?)

Combos

Quanta Combos

  • Overall, BD8BB>2B is a extremely common combo piece/finisher, but often adding the >2B instead of finishing the BD melee string only increases the damage by a few points, but greatly increases the boost consumption of the combo. It does however let you land faster, so you need to decide which is better given your surroundings.
  • To followup ~2B uppercuts from 5/6B, you need to side or back fuwa-step first.
Input GNSV Damage GNBS Damage % Boost Notes
[A] BR Starter
BR>>BR>>BR 158 158 Standard Zunda, but is wasteful of your limited ammo
BR>>BR>>BD8B 156 158 Close-range ammo-saver
BR→Sub 167 --- Fundamental ranged BR economizer

There's no cancel proration on the attack, and honestly because of the slow startup of Sub if you don't use the cancel route your target is very likely to just recover and shield or counterattack

(Even with the cancel route the recovery time from BR is still fast enough they can probably shield)

BR>>AC 138 168 Hit confirm for Zabanya. Drops raw damage by just 3 points.
BR>>5B~2BB 181 184
BR>>5BB~2B 179 185
BR>>5BBB~8B(2hit)>2B 204 211
BR>>6BB~8BBB 195 ---
BR>>BD8BBB 187 196 BnB Combo #1

Better than BR x2 for ammo economizing and damage, great cut resistance.

You can end with 2B instead for a quick landing and 192 (201) damage

[AB] Sub Starter
Sub>>BR 171 ---
Input GNSV Damage GNBS Damage % Boost Notes
5B Starter
5B~2B>>BD8BBB 221 232 High launch and juggle
5BB>5BBB>2B 235 239
5BB>>BD8BBB 223 278
5BB~2B>5B~2B 222 233 Extremely high launched Down
5BB~2B>>BD8BB 222 236 Better cut resistance than above

Damage difference and boost consumption differences between this and 5B~2B are really negligible; just depends how much cut resistance you need.

Adding >2B finisher only adds ~4 damage (normal) but greatly increases boost consmption

5BBB>(5BB)B>5BBB~8B(2hit)>2B ??? 289 To get the (5BB) to whiff...?
5BBB>(5BB)B>>BD8B>2B ??? 276 Same note as above
5BBB>5BB~2B 240 256 High launched Down
5BBB>>BD8BBB 244 261 BnB Combo #2?
5BBB~8B(2hit)>(5B)BB>>5BBB>2B ??? 301 To get (5B) to whiff...?
5BBB~8B(2hit)>(5B)BB>>BD8B>2B ??? 294 Same note as above
5BBB~8B(2hit)B>5BBB~8B(2hit)>2B 268 284 High damage but very long attack time and worrisome cut resistance
5BBB~8B(2hit)>5/6BB~2B 252 267 High launched Down
5BBB~8B(2hit)>>BD8BBB 254 270 Adding >2B finisher only increases the damage by a couple points but greatly increases boost consumption

Good damage but long attack time and high cut risk before BD melee

5BBB~8B>BS 8B(1hit) --- 272 Freefall ending
5BBB~8B>2B 265 278 Must forward-step into >2B
5BBB~8B>>BD8B 257 271 More efficient than ~8B(2hit)>>
4/6B Starter
6BB>6BBB 220 236
6BB>5/6BB~2B 219 233 High launched Down
6B>>BD8BBB>2B 231 247
6B~2B>5BBBB 227 240
6BB>>BD8BB>2B 228 243 BnB Combo #3?
6BB>5BBB~8B(2hit)>2B 238 254
6BB~8B>>BD8B>2B 250 ---
6BB~8B>>2B>>2B 260 ---
6BBB>6B~2B --- 249 To get the followup hit must...?
6BBB>6B>2B --- 257 Same note as above
8B Starter
8B> ---
BS 8B Starter
8B(1hit)>8B(1hit)>8B(1hit) --- 192 Transition via forward-step

Has no movement, and is just sort of a joke combo.

8B(1hit)5BBB~8B(2hit)>2B --- 257
8B(1hit)>>BD8BBB>8B(1hit) --- 251
8B(1hit)>6BB~2B>8B --- 237
8B>5BBB>2B --- 273
8B>6BB~2B --- 255
8B>6BB>2B --- 261
8B>8B --- 245
8B>>BD8BB>2B --- 265
  • Basically any 2B starter combo is going to require some altitude
Input GNSV Damage GNBS Damage % Boost Notes
2B Starter
2B>BS 8B --- 218
2B>>BD8BBB>8B --- 271 >8B finisher does only 6 points less than >2B, but saves much more boost while still doing a fastfall

Great damage but impractical in normal combat

BD Melee Starter
BD8BB>5BBB~8B(2hit)>2B 243 259
BD8BBB>5/6B~2B 238 254
BD8BBB>8B --- 264 Freefall ending
BD8BBB>2B>BR 254 269 Timing for BR is extremely difficult
BD8BBB>2B>8B --- 271 Increases the damage by just a little
BD8BBB>2B>>2B 261 277 Need to use a forward BD to get second 2B to connect

It's possible to do with GNSV, but very difficult

BD8BBB>>BD8BB 240 256
BD8BBB>>BD8B>2B 248 264 BnB Combo #4?

Burst Mode Combos

Input Damage Notes
QB (Quanta [BC]) Starter
QB>BR>>5BB 91
QB>8B 85
QB>5BB>BR 104
Input Damage Notes
BR [A] Starter
BR>>BR>>BR 158 Fundamental Zunda, but wasteful of ammo
BR>>8B 147 Forced Down

As long as you are in range, this is much better than Zunda

Adding a second BR before 8B brings the damage to 160, but is still somewhat wasteful

BR>>[BC]~BBB 184 Unforced Down
BR>>5B→8B 171 BR hit confirm but less damage than using the attack without BR
BR>>5BB>5B 173 Inefficient compared to above

>BR finisher will do 179, but wasteful and still inefficient

Input Damage Notes
5B Starter
5/6B>5BB>BR 184
5/6B→8B 182 Just an immediate Down option from melee range
5/6B→[BC]~BBB 190 Unforced Down

Note that no iteration of step canceling this into another attack does more damage than this.

5BB>5BB>BR 210 Unexpectedly high damage
5BB>5BB>5B 205 If you don't want to spend BR ammo
5BB>[BC]~BBB 215 Unforced Down

Aided by altitude or a wall, but not impossible without them

[BC] Starter
[BC]~BB>8B 237 Requires altitude.

Conditions for using are very limited, but high damage.

[BC]~BBB>8B 189 Doesn't require altitude but a huge drop in damage

Trans-Am Combos

  • Most efficient >EX combos and all EX mode-only combos that don't end in >EX:
  • To make the combos with BD melee easier to read, they will be written as BDx#
Input GNSV Damage GNBS Damage % Boost Notes
Quanta EX Combos
BR>>5BBB~8B>2B 240/224 249/243 Max damage BR>> combo
BR>>BD8Bx4>2B 232/215 243/225 BnB EX Combo #1
6BB>BD8Bx4>2B 267/245 288/264
6BBB>6BBB --- 287/273
6BBB>BD8Bx4>2B --- 315/290
8BB>6BB --- 260/245
8BB>8BB>8B(1hit) --- 299/279
8BB>>BD8Bx4>2B --- 312/287
BD8Bx3>>2B>8B(1hit) --- (308/284) Quick, freefall close to the ground for very fast landing
BD8Bx3>>2B>>2B>>2B --- 318/284
BD8Bx4>>5/6BB~2BB 290/266 309/286 Extremely high launch, double lock opportunity
BD8Bx4>5BBB~8B>8B(1hit) --- 328/305 Very long

Freefall finish

BD8Bx4>5BBB~8B>2B 310/286 331/307 Very long
BD8Bx4>>2B>>2B 293/270 313/289
BD8Bx4>>BD8Bx4>2B 301/276 322/298 Very high cut resistance, but very long animation time.
Burst Mode EX Combos
???/??? ---

Unique Character Dialogue

External Links

Horibuna nico EXVSFB replay archives (Quanta)

Gundam Wiki Page


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