Arche Gundam (EXVSFB)
- 1 GNW-20000 Arche Gundam
- 2 Introduction
- 3 Moveset
- 4 Cancel Routes
- 5 Ranged Moveset Details
- 6 Melee Moveset Details
- 7 EX Burst
- 8 Info and Tactics
- 9 Combos
- 10 Unique Unit Responses
- 11 External Links
GNW-20000 Arche Gundam
Pilot: Ali al-Saachez
Red Lock Range: 6.8 (Close-Range)
MA Mode: No
Equip Change: No
JP Wiki: Arche (EXVSFB)
One of the new DLC units in the previous title, Arche Gundam's Ali al-Saachez continues his warmongering in Full Boost.
Arche is an almost entirely close-range, melee-centric suit, having only its low ammo-BR and GN Fangs for ranged options.
|Changes from EXVS|
|[A] Main||GN Buster Sword Rifle Mode||3||65-137||4s||2.0||Can rapid fire up to 3 shots|
|[CSa]||GN Fangs (Fusillade)||--||20-111||2.5s||0.3 x7||Laucnhes 7 Fangs that will surround the enemy and attack with beam shots|
|[AB] Sub||GN Fang (BR)||12||20-98||1 ammo/4s||0.2|| GN Fangs fire ranged beams at the target
Can rapid fire up to 6 shots
|[AC]||GN Fang (Dagger)||1||35-95||6s||0.5 x3||3 Fangs launch and directly crash into the target|
|[BC]||Special Movement||--||--||--||--|| [5/8/2BC] Arche does a jumping flip
Can be rainbow stepped
[4/6BC] and [BC]~B are melee commands
Cannot be used in overheat
|Name||Total Damage||Total Proration||Total Down||Notes|
|5BBBBB||GN Buster Sword||232||33%||3.8|
| Special Down
|6BB||GN Beam Sabers||161||68%||2.7||2nd stage does up to 4 kicks|
|6BB~A||→GNBS Rifle Mode||142||??%||>5.56||Forced Down|
|8B||Stab→Knockaway||154||65%||3.7||Single stage 2hit attack|
|2B||Taunt||132||78%||2.7|| Melee counter
|[BC]~B||→Front Flip Slash||196||80%||3.0||10hit grind|
|[4/6BC]||Uppercut||90||80%||1.7|| Non-umeki launched Down
Startup does not cut tracking like [5/8/2BC] does
[A] BR → Sub, AC, BC
[AB] Sub → BR, BC
[AC] → BR, BC
Ranged Moveset Details
Melee Moveset Details
GN Buster Sword Assault
Assault Blast: +17% Damage, +14% Defense
Blast Burst: +4% Damage, +23% Defense
Info and Tactics
Being at its core a suit that lives for sneak attacks, being only to extremely minimally able to contribute to a shooting war, your most desired team comp is one that allows you to act as a forward guard, causing havoc in the enemy's formation. However, because he doesn't have any attention-grabbing armaments, he cannot serve for directing attention to himself well.
High overcost penalty, and there are very few options that allow Arche to really play its game well...
- Turn-X: Performs best in mid-to-close range shooting battles. It also carries decent melee, can punish landings with CS, and most importantly, can force attention onto itself to give you a chance to get in your sneak attacks. It's imperative thought that Turn-X is the first to die because of the high overcost penalty in this comp. You will redeploy overcost at 128 HP, meaning you need to shift to supporting with your Fangs as best as possible, as going in close-range again can quickly become your end. Because Arche is not really built well for this rear support style, it's obviously also imperative that you and Turn-X do a sizeable amount of damage to the enemy by the time you die second, such that the match can be closed quickly.
- Quanta: It's well known that Quanta is a close-range fighter, with a particular knack for hunting and quickly destroying low-cost partner suits. Because of these traits, it commands a large degree of double lock to again allow you to get in for sneak attacks. The drawback here is that you both are equally weak at fighting in a shooting war.
- Freedom: A high firepower, high mobility all-purpose suit.
All around a bad composition for Arche.
Typically according to Cost Theory 1k's are the best match to 2500's, but similar to the 3k problem, there are very few options that are going to be able to both direct attention onto themselves for you to make your sneak approaches, while also being able to extend their lifespan.
- Zudah: Best attention-grabber among 1k's. However, keeping a formation is vital.
- Important: 5BB~8B does not cancel into BC. You must step cancel.
|[A] BR Starter|
|BR x3||136|| Zunda
Rapid fire does same damage as BD between each shot.
|BR→Sub→BR→Sub→BR||143|| Timing requires a little practice in order to properly fire Sub instead of just rapid firing BR
Adds a little bit of damage to your Zunda, but also takes longer before you Down the opponent...
|BR>>5BB~8B>Sub→6BC||189|| You have to do a fuwastep (preferably a side-fuwastep) or the 6BC will not connect
High launched Down
Does 192 without the Sub, but Sub actually makes it a little easier to get the 6BC followup
|BR>>5BB~8B>5BC~B||183||A little easier than the above, but less movement|
|BR→5BC~B||198||Simple, decently fast, and superior damage, but little movement|
|BR>>BD8B→6BC||173||Launched Down that consumes ~50% of your boost|
|BR→6BC→6BC||173||Easy to use with good cut resistance, but consumes ~60% of your boost|
- Sub can be used as a starter for really anything, doing just 0.2 Down and -8% proration. But even with that small amount of proration, the combos performed tend to be just slightly less damaging versions of melee combos that don't use Sub...
- Also remember that because of how easily and quickly Sub rapid fires, it takes calculated use to not use too many fangs and drop the damage of the combo even lower.
|[AB] Sub Starter|
|Sub(1hit)→5BC~B>8BB||276||High damage, but without Sub it does 284|
|Sub(1hit)→6BC>5BBBBB||241||(254 without Sub)|
- 5BB~8B performs slightly better than 5BBB so is used more. However, it's tricky to followup and requires using either a side-fuwastep or a back-step.
- Using 5BB~2B is basically pointless. 5BB→BC at the end of a combo will usually also result in Downing the opponent, and will do so with a launched Down, with better damage, and with good cut resistance. The one drawback is it spends boost.
- On that note, using →BC somewhere in the 5B string is almost always better than using the full 5 hits of the attack string.
|5BB>5BBB||233||Doesn't Down the target, but using the full 5B does only 234 damage|
|5BB~8B>BR→6BC||232||Cancel from BR ensures a perfect 6BC connection|
|5BB~8B>Sub(1hit)→6BC||220|| Same principle as above, but can extend damage by 1 more attack
Adding a second 6BC for 240 damage (but huge boost consumption); 5B does 236 damage
|5BB~8B>5BB~8B||239||Back-step most consistent|
|5BB~8B>5BB~2B||232||Not as good as above combo|
|5BB~8B>5BC~B||248|| Fast combo with good damage, but risk of being cut?
Uses ~45% of boost gauge
|5BBBB>8BB||249||Not as good cut resistance as above combo?|
|5BBBB→6BC→6BC||257|| Good damage, but a little inefficient.
Startup cut resistance is worrisome, and consumes ~60% of boost gauge
|5BBBB→5BC~B||260||Only 3 more damage than above combo, but is 5B starter death combo|
- 6BB(1hit) is fast and nets you better damage than using just 6B, but the timing can be a little tight. If you get it wrong you'll likely wind up knocking the opponent into the ground
|6B>5BBBB→6BC||240|| Better damage and cut resistance than →5BC~B
Using 5BBB→ does 225
|6B>5BB~8B>Sub(1hit)→6BC||226||Only does 227 without Sub, and Sub makes the attack more consistent|
|6BB(1hit)>5BBB→6BC||249||Notice: 3 hits from 5B. Using 5BBBB→ only does 246|
|6BB(1hit)>5BB~8B>Sub(1hit)→6BC||238||Can use >BR instead of >Sub to Down opponent and do 232 damage|
|6BB(1hit)>6BB>6BC||260||Requires tight timing or a little bit of altitude to get the last hit before enemy grounds out.|
- 8B is really a poor starter. You can't followup the 8BB because it doesn't bounce the enemy, meaning you have to just do the grab and lift portion, then rainbow step into a different combo string. This startup leaves you considerably vulnerable, and only weakens your followup hits.
|BD8B>5BB~8B>Sub(1hit)→6BC||213|| No Sub does 215
>BR instead of Sub Downs opponent for 211 damage
Also you can use final ~A Fang derivative for 212, and not use BR ammo. But leaves you vulnerable.
|BD8B>5BBBB→6BC||218|| 5BBB→ does 215
Easier than above combo, but maybe less cut resistance?
|BD8B→5BC~B||224|| Best damage you can get out of BD melee
Fast, but worrisome cut risk
Doing BD8BB only brings the damage to 225
|BD8BB>5BBB→BC||217||Probably not worth the negligible extra damage for the extra time the combo requires|
|BD8BB>BD8BB→6BC||205||Good cut resistance but uses ~60% of boost for low damage, so output is not good|
|BD8BB>6BC>6BC||213||Same note as above, with only slightly better damage.|
|5BC~B>>8BB||284|| Normal mode death combo?
[5BC] is difficult to hit with raw. Movement is similar to 2B (counter)
|6BC>AC→5BC~B||262||So-called "AC combo"|
|6BC>5BB~8B>Sub(1hit)→6BC||246||No Sub only brings damage to 247|
|6BC>5BBBB→6BC||256||Consumes ~66%? of boost|
|6BC→6BC→5BC~B||234||Great cut resistance at the start but must be careful at the end|
|6BC→6BC→6BC||216|| Cut resistance is untouchable. However, low damage for ~60% of boost.
Also must remember it doesn't cut ranged tracking
|[ABC] EX||317/284||Damage Reference|
|[A] BR Starter|
- During EX the long knockaway of 6BB is basically removed such that you can side-step immediately into another attack now
|6BC→6BC→6BC→5BC~B||275/244||Does 299/266 if you only use 2x 6BC's prior.|
|6BC→6BC→6BC→6BC||298/264||Consumes ~60% of boost in Blast Burst|