EXVSFB/Blue Destiny: Difference between revisions

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=== <span style="color:FireBrick">EXAM Melee Details</span> ===
=== <span style="color:FireBrick">EXAM Melee Details</span> ===
During EXAM BD1 abandons its beam saber, becoming an all-out brawler. Your attack speed is incredibly increased, and furthermore you can at any stage of your 5B and 4/6B attacks directly switch to another melee line similar to Epyon, Efreet, Unicron NT-D, thus greatly expanding your damage options.
During EXAM BD1 abandons its beam saber, becoming an all-out brawler. Your attack speed is incredibly increased, and furthermore you can at any pre-final stage of your 5B and 4/6B attacks directly switch to another melee line similar to Epyon, Efreet, Unicron NT-D, thus greatly expanding your damage options.
 


'''<span style="color:FireBrick">5BB~ - Punch Combo</span>'''
'''<span style="color:FireBrick">5BB~ - Punch Combo</span>'''
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...
Stronger priority than 4/6B starter but lacks the swerve. You should make the decision of which approach is better depending on your target's status.




'''<span style="color:FireBrick">4/6BBB - Hook→</span>'''
'''<span style="color:FireBrick">4/6BBB - Side Punch Combo</span>'''


...
Similar to 5B but different punch actions. Can branch into other melee strings and attacks similar to 5B as well:


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'''<span style="color:FireBrick">8B - Slam</span>'''
'''<span style="color:FireBrick">8B - Slam</span>'''


...
BD1 grabs the enemy by the head, lifting them over its body then slams them into the ground


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...
Due to the speed of the attack it's difficult to know, but the instant the arm extends it seems to have excellent priority. If you do miss with the grab you will go into a freefall state.




'''<span style="color:FireBrick">2BB - Shouryuken</span>'''
'''<span style="color:FireBrick">2BB - Shouryuken</span>'''


...
Classic straight-up Shouryuken 2hit attack:


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'''<span style="color:FireBrick">BD Melee - Tackle + Machine Gun</span>'''
'''<span style="color:FireBrick">BD Melee - Tackle + Machine Gun</span>'''


...
BD1 rushes into the enemy with a shoulder tackle, knocking them to the ground, then continues to boost forward while pinning them to the ground and firing MG point-blank:


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Revision as of 08:17, 31 July 2014

EXVSFB BlueDestiny1.png

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

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

2s?

1.0? x3

??

Calls a GM to fire 3 shots from beam pistol. 3hit is 133 damage.

Throws the GM's 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.

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

(??)

Quick launched Down
BD8B Issen 80 80% 1.7 Stun
5BBB Punch Combo 211/195
5BB~2B →Gut Punches 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

The GM's health, proration, muzzle correction, and stagger/down performance are bad across the board - among the worst of assists in the whole game. It's reload time is painfully bad. Yet, it winds up being the most stable, standout armament in BD1's collection.

Alone the GM is awful, but through cancel routes and some strategic planning it supports the rest of BD1's armaments quite well. As already seen previously, it cancels from both MG and Sub, and can then cancel into Sub and [BC], thus interacting with every other armament BD1 carries. Also, if you move from red-lock to green-lock while firing MG and cancel into it, it will carry over the red-lock guidance from MG. You can pair it with main to barrage enemies, keeping gerobi users in check or forcing shielding enemies to freeze up in shield stance. You can use it to help land BD melee, and it also meshes well with the 4/6B/2B~A missile derivatives. Because it begins firing immediately after it appears it can be used to self-cut. However, because of its low health and priority it can wind up being destroyed pretty easily before it has a chance to save you.


During EXAM BD1 hurls the entire body of the GM at the enemy. The startup is slow, and the GM travels in a parabolic arc. The overall performance is basically that of a BZ - it hits the enemy and explodes at the point of impact, allowing for easy Down. It has good vertical tracking but questionable horizontal tracking. Furthermore, its reload speed becomes greatly hasted, allowing you to throw a number of them around the field even in the shorter Assault Burst. One caution though is it is also much easier to cancel out of it, so you can wind up spending the ammo and not actually throwing the GM.


[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

As mentioned previously, while nothing flashy, BD1's melee is fairly solid across all its options. Furthermore, while its saber swing speed isn't so great, you can prep attacks with Sub and bait enemies with your melee before delay striking with your missiles. As best you can you want to focus on doing combos that you'll be able to carry out to the last hit.


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
  • Note: the Sub after Stage 3 will fly over the head of the enemy unless there is a wall to knock them into


EXVSFB BlueDestiny1 5B.jpg

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

A 2-stage, 2-slash attack that has a couple of different missile options:

4/6B Attack Details
  • Note: there's no Sub followup option for Stage 2 as this initiates the ~A chest missiles followup


EXVSFB BlueDestiny1 46B.jpg

The second hit launches the enemy upward so its very easy to use with all other melee options in combos. It doesn't have any stand-out drawbacks but you don't want to be over-reliant on it. It's rush speed is slow and is not well-suited for followup attacks. It ends quickly but doesn't move much, so be wary of your surroundings regarding cut resistance.

8B - Leaping Stab

BD1 leaps into the air and comes drops down doing a single downward stab with the beam saber:

8B Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Stab 76 80% 2.0 Down

Actually a 2hit multi-hit strike. Depending on on the enemy's size and altitude though it can rarely hit more times. Strong guidance, having 180°operating potential. Fair priority. In combo use has high damage but its chase/reach performance is a little sluggish. ヒット後の追撃はダウン追い討ちのみ。

Depending on your altitude the attack certainly can be a grounding tool, allowing you to 8B>ground confirm>side-step>Sub/etc as a boost recovery technique. This is similar too but slightly different in use than doing a [BC] landing, differing in their boost recovery and consumption amounts.


2B(A) - Uppercut

Single strike uppercut launch with a missile derivation:

2B Attack Details
EXVSFB BlueDestiny1 2B.jpg

Actually has maybe the best priority of all of BD1s melee attacks. Its degree of step-in is more than 5B and overall it doesn't perform badly. Its damage though isn't so hot unless paired with the missile derivative. Because you can't do a Sub>BD8B>Sub combo, 2B~A makes a great substitute. It's also effective for when you are unsure how much Down has accumulated on a target (either from friendly fire or from your partner recently) and want to reliable stagger or launched Down. Even in overheat this can be used essentially as a 1hit (+derivation) launched Down, a truly precious tool.


BD Melee - Issen

A little different in style from other issen strikes in the game in that BD1 strikes with the saber from behind the head, tomahawk-style, stunning the enemy:

BD8B Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Issen 80 80% 1.7? Stun

Very good chase and reach performance - a primary damage dealer. Thanks to the length of the stun time even when you have very little boost you can consistently chase with this. If you're close to the ground at time of use it's sufficiently timely from landing. If you are left alone to gain a chance to sneak attack this tool is your lifeline. In direct hand-to-hand matchups though it's performance diminishes - wide wrap-in priority but slow startup that generally loses against other melees. Strong against the right-rear side, but weak against the left-rear side due to the nature of the swing and its priority width. Though weaker when attacking straight forward, it still many times can wind up being the attack you want to use given the great advantage its strong stun gives you if you win the clash. You can learn to be more effective with it by understanding its range and practicing your timing. It's also very often used as a combo finisher due to its chase and reach performance, but can be a little problematic around slopes.

EXAM Melee Details

During EXAM BD1 abandons its beam saber, becoming an all-out brawler. Your attack speed is incredibly increased, and furthermore you can at any pre-final stage of your 5B and 4/6B attacks directly switch to another melee line similar to Epyon, Efreet, Unicron NT-D, thus greatly expanding your damage options.


5BB~ - Punch Combo

A ferociously fast punching combo with a large number of derivation options:

5B Attack Details

[Table]

Stronger priority than 4/6B starter but lacks the swerve. You should make the decision of which approach is better depending on your target's status.


4/6BBB - Side Punch Combo

Similar to 5B but different punch actions. Can branch into other melee strings and attacks similar to 5B as well:

4/6B Attack Details

[Table]

...


8B - Slam

BD1 grabs the enemy by the head, lifting them over its body then slams them into the ground

8B Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Grab 85/79 80% 1.53?
2 Slam 158/147 65?% 2.43? Down

Due to the speed of the attack it's difficult to know, but the instant the arm extends it seems to have excellent priority. If you do miss with the grab you will go into a freefall state.


2BB - Shouryuken

Classic straight-up Shouryuken 2hit attack:

2BB Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Upper 85/79 80?% 1.53?
2 2 Shouryuken 163/152 65?% 2.61? Down

...


BD Melee - Tackle + Machine Gun

BD1 rushes into the enemy with a shoulder tackle, knocking them to the ground, then continues to boost forward while pinning them to the ground and firing MG point-blank:

BD8B Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Tackle 101/84 80% 1.53? Stagger
2 2 Grab 101/93 75% ??
3 3 Throw 122/??? ??% ?? Down
4 4 Machine Gun 207/192 ??% 2.61? Stagger→Down

...

EX Burst

Ex Burst Attack

EXAM Rampage

287/267

Melee-range combo in which BD1 attacks with all its armaments:

EX Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Issen ???/??? ??% ?? Stun
2 2 Punch ???/??? ??% ?? Stagger
3 Punch ???/??? ??% ??
4 Straight Punch ???/??? ??% ??
5 Punch ???/??? ??% ??
6 Gut Punch ???/??? ??% ?? Special Stagger?
7 Upper ???/??? ??% ?? Down
3 8 Chest Missiles ???/??? ??% ?? Down
4 9 GM Throw 287/267 ??% ?? Forced Down

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

External Links


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