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=== Partner Considerations === | === Partner Considerations === | ||
Although it plays somewhat unconventionally, it's still at its core an all-purpose 2000 cost suit and so can pair well with a large number of MS. It does however have considerable difficulty if paired with Mobile Fighter (G Gundam)-style MS, MS that carry a sizable risk of friendly-fire, or MS that need to be constantly followed due to cutting problems. MS that go forward without relying heavily on melee are the most ideal pairing. | Although it plays somewhat unconventionally, it's still at its core an all-purpose 2000 cost suit and so can pair well with a large number of MS. It does however have considerable difficulty if paired with Mobile Fighter (G Gundam)-style MS, MS that carry a sizable risk of friendly-fire, or MS that need to be constantly followed due to cutting problems. MS that go forward without relying heavily on melee are the most ideal pairing. BD1 itself is pretty poor at pressuring and pinning back an enemy, so you want a partner that you can push forward with together, but you can't precisely mimic the fighting of your partner moving forward. During EXAM though you want to push forward aggressively and play a more active roll. If you have the option, choosing a partner that has an advantage against one of your opponents is great. | ||
Revision as of 15:19, 30 July 2014
RX-79BD-1 Blue Destiny Unit 1
Pilot: Yuu Kajima
Cost: 2000
Durability: 600
MA Mode: No
Equip Change: Yes (EXAM System - EX Mode only)
Dustloop Thread:
JP Wiki: Blue Destiny Unit 1 BD-1 (Combos/Tactics)
Common Nicknames: BD1
Introduction
A DLC unit in EXVS, BD1 is one of the very few 2000 cost machine gun units in the game. An all-purpose suit, but its armaments cause it to play a little irregularly compared to other suits. Its mobility is above-average, and it carries a decent MG and wire-guided missiles that allow it to wreak havoc when unanticipated. Furthermore, its unique sliding mechanic and landing technique make it quite a frustration to fight against. It becomes even more ferocious once it activates its EXAM System.
All-in-all, a suit that takes a good bit of playing and getting used to before you will start seeing good results, but very high potential.
Changes from EXVS |
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|
Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Machine Gun | 40 | 15/hit
(17/16/hit) |
Manual | 0.4/hit | 5hit Stagger
10hit does 120 (137/127/hit) damage |
[AB] Sub | Wire-Controlled Missiles | 2 | 102
(113/108/hit) |
5s
?s |
1.0 x2 | Fires 2 wire-guided missiles that will slowly move toward the opponent until you press Sub again, at which point they will detach and launch at high speed toward the target. You can switch targets and missiles will track to their initial target.
1hit does 53 (??/??/hit) |
[AC] | GM Assist
(Throw) |
1 | 51/hit
(128/118) |
6s
?s |
1.0? x3
?? |
Calls a GM to fire 3 shots from beam pistol. 3hit is 133 damage.
Throws the GMs body at the enemy |
[BC] | Special Movement (Slide) | 1 | -- | 5s
?s |
-- | Slides left or right 4 (6) times toward the opponent, depending on direction input. Continue pressing [BC] for additional slides.
First slide cuts tracking. |
Melee
(Input) |
Name | Cumulative Damage | Cumulative Proration | Cumulative Down | Notes |
---|---|---|---|---|---|
5BBB | Beam Saber | 172 | 52% | 3.0 | |
4/6BB(A) | Horizontal Slash
(→Chest Missiles) |
129
(183) |
65%
(22%) |
2.7
(??) |
|
8B | Leaping Slash | 76? | 80% | 2.0? | |
2B(A) | Upper
(→Chest Missiles) |
75
(147) |
82%
(30%) |
1.7
(??) |
|
BD8B | Issen | 80 | 80% | 1.7 | |
5BBB | Punch Combo | 211/195 | |||
5BB~2B | 242/224 | ||||
4/6BBB | Hook | 208/192 | |||
8B | Slam | 158/147 | |||
2BB | Shouryuken | 163/152 | |||
BD8B | Tackle + MG | 207/192 |
Cancel Routes
[A] MG → Sub, AC, BC
[AB] Sub → AC, BC
[AC] → Sub, BC
[BC] → MG, Sub (non-vernier shooting), AC, all melee attacks (except BD melee), EX attack
All Melee → BC
5B (any stage) → Sub
Ranged Moveset Details
[A] Main - NF·GMG-Type.37/100mm Machine Gun
Basic Properties
1-click fires 3 rounds, holding [A] fires up to 10 rounds. 5hit stagger. Bullets have good bending. Manual clip reload and cancels into every other armament (excluding melee). It's possible to Down while canceling into AC (GM Assist). Good performance among other MGs in the game. 牽制や削り・ブースト強要 - a broad utility MG overall. Notably, ミリ殺し能力が高いため、終盤での殺し切りに恩恵を感じることもしばしば。On the other hand, because it requires 5hit to stagger, it's difficult to use for counterattacking or escaping incoming melee. しかし1発1発に短いがヒットストップがあり、in the end when the bullets hit the total working time winds up being longer than a BR shot. Its main strength is said to be its ease of pairing with a partner's crossfire.
Because of its easy-to-use manual reload capacity, if you have free time its fine to just scatter MG across the field. However, recalling the already mentioned difficult 5hit stagger, 適当に撃って当るのを待つだけだと簡単にダメージレースで負けてしまう。 Using it in coordination with your partner's attack, your vernier AC, or with your BD melee in wait-and-see fashion is an important tactic.
Reckless turn-around firing is a strict no-no. Use a straight turn or a rising turn to re-position yourself to face the target.
Ammo Management
Although this particular MG is blessed with manual clip reload, ...
[AB] Sub - Wire-Controlled Missiles
.
[AC] Special Shot - GM Assist
.
[BC] Special Melee - Slide
Brake and sliding special movement. Slides 4 (6) times either left or right depending on input, slightly toward the position of your (initial) target by continuing to press BC. If you do not input any direction, it will slide right automatically. The first slide will cut tracking. As already seen, it has a tremendous range of use, being able to cancel into it from any attack, and from it cancel into essentially every attack. Noteworthy: both MG and Sub can be used without interrupting the motion. Particularly, Sub becomes a non-vernier attack during the slide.
Its greatest utility though lies in reducing landing stiffness, especially in moments where you are close to overheat. The techniques for applying this are discussed in the tactics section.
Take caution though, you cannot use this if you are overheat.
Melee Moveset Details
BD1 Melee Details
5BBB - Beam Saber
Mostly a very standard 3-stage/3-hit 5B attack, with an added utility that you can cancel into Sub from any stage:
5B Attack Details |
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|
Startup and rush speed are slow. Its a kinda rigid attack with very little movement, but has superior damage output and efficiency compared to many other basic-level 5BBB attacks. The final knockaway is a little hard-hitting so to followup the attack you need to forward dash for best consistency.
4/6BB(A) - Horizontal Slash Combo
...
4/6B Attack Details |
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|
...
8B - Leaping Stab
...
8B Attack Details | ||||||||||||||
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|
...
2B(A) - Uppercut
...
2B Attack Details |
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...
BD Melee - Issen
...
BD8B Attack Details | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
EXAM Melee Details
5BB~ - Punch Combo
...
5B Attack Details |
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[Table] |
...
4/6BBB - Hook→
...
4/6B Attack Details |
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[Table] |
...
8B - Slam
...
8B Attack Details | |||||||||||||||||||||
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|
...
2BB - Shouryuken
...
2BB Attack Details | |||||||||||||||||||||
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|
...
BD Melee - Tackle + Machine Gun
...
BD8B Attack Details | |||||||||||||||||||||||||||||||||||
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...
EX Burst
Ex Burst Attack
EXAM Rampage
287/267
Melee-range combo in which BD1 attacks with all its armaments:
EX Attack Details | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
EX Burst Selection
Assault: +10?% Damage, +15?% Defense
Blast: +5?% Damage, +25?% Defense
EXAM System
"EXAM System, standby"
BD1 takes on a beast-like disposition, hunching over and its main camera and vernier becoming a red color. While mostly just an aesthetic change, there are a few distinct changes that occur to the suit as well:
- [AC] now throws the GM's whole body at an opponent rather than just have a GM shoot from range.
- Melee moveset is largely changed to become faster, easier to chain, and more damaging.
- Furthermore, you can directly change into different melee attack lines without boosting.
- Mobility and speed are greatly increased (similar to Trans-Am effect)
BD1 becomes a top-class suit when its EXAM system is activated. Simply put, your melee becomes incredibly enhanced, but saying it is BD1's true strength is difficult.
Info and Tactics
Tactics
[BC] Techniques
There are 3 primary techniques by which [BC] is often applied:
- Landing and Boost Recovery
The general rule of Gundam VS is the more boost you use, the greater stiffness you have upon landing. BD1's [BC] allows you to in a way overturn that rule, being almost unreasonably good from an enemy's standpoint. It's easy to understand the benefit of this technique to save you from impending overheat stiffness, but can also be used when you have a little boost remaining. Irrelevant to the enemy's distance you can do a landing cancel.
In addition, even from high altitudes you can use serial BC to cut tracking as you force yourself toward the ground. This functions particularly well when combined with MG while falling, allowing the motion to be preserved and extended when executed from above a fixed height. Upon landing, sliding and stopping MG will allow you to cover up the stiffness you would normally incur.
More than just a strong evasion tool, it's also an easy-to-use landing shield, and is fit for mid-range battles. Conversely though, at close-range despite having a shield its easy to wind up eating a melee attack. Using it thoughtlessly at close ranges will allow an enemy to reach you even easier.
- Post-Landing Sliding → Beam Saber
Used if either of the enemies are green lock to you. Performed simply by pressing [B] while sliding. There's no altitude limit on the slide, and multi-BC allows you to cut tracking. Before doing the slide change targets and confirm their distance/lock state, and the slide will be able to take on an irregular trajectory. If when you change your lock you see the new target is closer than you expected, →格闘暴発という流れが最悪のパターン。If you do happen to accidentally discharge...
- 8B Slide Canceling → Step-Sub
Strictly speaking it doesn't recover boost, but is used if you accidentally discharge [BC]. If you have boost you can then step cancel and fire Sub (even if you have no ammo). However, while [BC]'s boost consumption is quite reasonable, 8B's is not insignificant. Most simply, a technique used if you misfire [BC] that aims to be boost-efficient.
Partner Considerations
Although it plays somewhat unconventionally, it's still at its core an all-purpose 2000 cost suit and so can pair well with a large number of MS. It does however have considerable difficulty if paired with Mobile Fighter (G Gundam)-style MS, MS that carry a sizable risk of friendly-fire, or MS that need to be constantly followed due to cutting problems. MS that go forward without relying heavily on melee are the most ideal pairing. BD1 itself is pretty poor at pressuring and pinning back an enemy, so you want a partner that you can push forward with together, but you can't precisely mimic the fighting of your partner moving forward. During EXAM though you want to push forward aggressively and play a more active roll. If you have the option, choosing a partner that has an advantage against one of your opponents is great.
3000 Cost
- V2
- Wing/Turn-X
- Xi
- Nu/Hi-Nu
- Sazabi
- Strike Freedom
- Master
- Quanta/Full Cloth/Turn-A
- Destiny
2500 Cost
- X1/Arche/etc
- Zeta
- X-Divider
- Quebely/Raphael/Vissargo/ExEf
- God
- Cherudim: maybe the worst 2500 partner you could run with. While it's nice that you don't really have to worry about friendly-fire, overall putting BD1 into a position where it needs to be the forward guard is not a good formula. Your best bet is to fight in such a way that Cherudim is constantly right behind you in the same line of attack.
2000 Cost
- Heavyarms/Gelgoog/etc: suits with good self-defense. Overall though an inferior comp compared to higher cost partners.
1000 Cost
- Alex/Zaku II/Efreet: you simply do not have the tools to protect a 1k partner if a 2500+ cost enemy comes after them, necessitating your partner have very strong self-defense ability such as these. Alex stands out as the best if you have to have a 1k partner, but a typically bad scenario to be in.
Notable Matchups
Advantageous Matchups
Troublesome Matchups
In general suits that carry powerful beams are a bane to BD1.
- Wing
- Turn-X
- Funnel suits
- God
Combos
- Combos that employ delayed Sub are denoted as "(Sub)" (deployment) ・・・ "Sub" (hit)
Standard Combos
Input | Damage | Notes |
[A] MG Starter | ||
MG(5hit)>>BD8B>Sub | 168 | Fundamental ranged starter |
MG(5hit)>>BD8B>AC(3hit)→Sub | 183 | Anti-ABC combo. Does 84 damage against mantle. |
MG(5hit)>>BD8B>5B | ||
MG(5hit)>>BD8B>>BD8B | 173 | For if you don't have Sub ammo |
MG(10hit) + Partner's BR | 158 | With 3k cost BR. 2k cost BR does 155. |
MG(13hit) | 141 | BDC or BC cancel |
[AB] Sub Starter | ||
Sub>>MG(8hit) | 168 | Limited at close range? |
Sub>>Sub(>>BD8B) | 145(187) | |
(Sub)>> | ||
[AC] Starter | ||
AC>> |
Input | Damage | Notes |
5B Starter | ||
5BB>5BB→Sub | 214 | |
5BB>5BBB | 212 | Fundamental but long, so if you can look to other options |
5BB>6BB~A | 211 | |
5BB>>BD8B>Sub | 219 | |
5BBB>6B→Sub | 204 | |
5BBB>>BD8B>Sub | 249 | |
5BBB>>BD8B>>BD8B | 247 | For if you don't have Sub ammo |
4/6B Starter | ||
6B→Sub>>Sub | 191 | Not a wise use of ammo |
6B→Sub>>BD8B | 185 | |
6B>6BB~A | 192 | |
6B>6BB>>BD8B | 201 | If you're in a rainbow step war or you think the ~A derivation will get cut |
6BB>5BB→Sub | 227 | |
6BB>5BBB | 215 | Limited along walls |
6BB>>BD8B>Sub | 223 | |
6BB>>BD8B>>BD8B | 217 | |
6BB>(Sub)>>BD8B→BC→Sub | 223 | Cuts tracking and puts you in a fall while forcing Down. Particularly at high altitudes. |
8B Starter | ||
2B Starter | ||
2B>Sub | 163 | Barely better than just using the ~A derivative |
2B>5BB→Sub | 204 | |
2B>5BBB→Sub | 238 | |
2B>5BBB>>BD8B | 236 | |
2B~A>>Sub | 197 | |
2B~A>>AC | 195 | |
2B~A→BC→Sub→Sub | 213 | |
2B~A>>BD8B>Sub | 211 | |
BD8B Starter | ||
BD8B>MG(9hit) | 164 | If you can't do BC→Sub |
BD8B>(Sub)→AC→Sub | 184 | |
BD8B>(sub)>>2B~A→Sub | 214 | |
BD8B>AC | 168 | |
BD8B>AC→Sub>>BD8B | 168 | |
BD8B→BC→Sub→Sub | 205 | |
BD8B>5BB→Sub | 215 | |
BD8B>5BB>6B | 202 | |
BD8B>5BBB→Sub | 216 | |
BD8B>5BBB>BD8B | 234 | |
BD8B>6BB~A | 201 | |
BD8B>6BB>6B | 210 | |
BD8B>6BB>>BD8B | 216 | |
BD8B>2B→BC→Sub | 197~202 | |
BD8B>2B~A>>BD8B | 208 | |
BD8B>>BD8B>>BD8B | 195 | Requires altitude, otherwise enemy grounds out after second hit |
- With the mode change combos below, you can activate EX really even before the hit, the point is that you get the stun from the normal mode BD8B then follow it up with an EXAM mode combo
Input | Damage | Notes |
BD8B→(EX)>5BBB | 249/231 | |
BD8B→(EX)>5BBB→Sub | 261/??? | |
BD8B→(EX)>5BB~6BBB | ||
BD8B→(EX)>5BB~8B | 265/245 | |
BD8B→(EX)>5BB~2B | 268/250 | |
BD8B→(EX)>6B~8B | 243/255 | |
BD8B→(EX)>6BB~8B | 265/245 | |
BD8B→(EX)>6BBB→Sub | ||
BD8B→(EX)>6BBB>8B | 274/254 |
EXAM Combos
Input | Damage | Notes |
ABC(EX) | 287/267 | Damage Reference |
[A] MG Starter | ||
MG(14hit) | 167/156 | |
[AB] Sub Starter | ||
Sub>>5BB~2B | 261/254 | |
Sub>>6BBB>8B | 265/247 | |
Sub>>EX | 260/??? | Sub damage doesn't overcome its proration of EX attack |
[A] AC Starter | ||
AC>> |
Input | Damage | Notes |
5B Starter | ||
5B | ||
4/6B Starter | ||
6BBB>5BBB | 296/274 | |
6BBB>6BB | 277/250 | |
6BBB>6B~8B | 258/246 | |
6BBB>6BB~8B | 293/271 | |
6BBB>6BBB | 289/270 | |
6BBB>6BB>EX | 351/325 | |
6BBB>EX | 320/295 | |
6BBB(1hit)>6BBB(1hit)>EX | ???/??? | |
8B Starter | ||
8B> | ||
2B Starter | ||
2BB>5BB | 251/??? | |
BD8B Starter | ||
BD8B(before MG 5hit)>6BB~8B | ???/~257 | |
BD8B(before MG 5hit)>6BBB>EX | ???/~318 |