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== Cancel Routes == | == Cancel Routes == | ||
[A] BR → Sub, AC, BC (turn-around firing freefall | [A] BR → Sub, AC, BC (turn-around firing freefall cancel) | ||
[CSa] → Sub, AC, BC (turn-around firing freefall | [CSa] → Sub, AC, BC (turn-around firing freefall cancel) | ||
5B~BB, 4/6B~BB, 8B~BB, 2B → Sub | 5B~BB, 4/6B~BB, 8B~BB, 2B → Sub |
Revision as of 15:49, 22 October 2014
XM-X2ex Crossbone Gundam X-2 Kai
Pilot: Zambine Chareux
Cost: 2000
Durability: 540
Red Lock Range: 8.5 (long range)
MA Mode: No
Equipment Change: No
Dustloop Thread: Crossbone X2 Discussion
JP Wiki: Crossbone X2
Introduction
X2 is a long-range unit that has been dropped from 2500 in EXVS to the current 2000 cost tier, significantly improving its viability in combat. Despite the cost reduction, X2 has retained its HP, most of its damage, and still has a long red-lock range (third longest red-lock among 2000s, behind Messala and Heavyarms), as well as having overall had its armaments slightly improved.
X2's armaments are somewhat unorthodox, but they are very well balanced. Its BR has slightly above-average strength, it carries a very long-range gerobi beam (an uncommon armament period among 2k suits), and its rechargeable ABC mantle gives it a great amount of effective health, despite being on the low end in base health. Furthermore its stagger/Down 2hit Sub and CSa stun mesh very well with setting up favorable scenarios for your front guard partner. Not one of the 5 top-class 2k suits, but it's fair to say it sits in the next tier down.
Changes from EXVS |
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|
Moveset
Notation | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Beam Rifle | 7 | 75 | 1 ammo/3s | 2.0 | Peculiar angle of fire |
[CSa] | Shot Lancer Dart | -- | 70 | 3s | 1.0 | Stun
From beyond midrange strong vertical tracking |
[AB] Sub | Beam Saber + Beam Zanba Throw | 1 | 91 | 4s | 1.0+1.0 | Single hits do 40/60 damage
Cuts tracking Special Down |
[AC] | Jupiter Empire Buster Launcher | 1 | 195 | 10s | 0.25 x20 | Strong vertical muzzle correction |
[BC] | ABC Mantle | 100
(100 damage) |
-- | 33s | -- | Can be equipped or unequipped as long as ammo remains |
Melee(Input) | Name | Damage | Cumulative Proration | Cumulative Down | Notes |
---|---|---|---|---|---|
5BBB | Beam Zanba | 168 | 53% | 3.0 | |
5BB~2B | →Brand Marker Stabs | 156-198 | 53-44% | 2.36-?? | Kneeling stagger - Down |
4/6BBB | Beam Saber | 168 | 53% | 3.0 | |
8BBB | Double Kick→Stab | 171 | 45% | 3.0 | Last hit is a non-umeki Down that sends enemy spinning to the side |
2B | Zanba Uppercut | 65 | 82% | 1.7 | |
BD8BB | Shot Lancer Stab→Drill | 122 | ?? | ?? |
Cancel Routes
[A] BR → Sub, AC, BC (turn-around firing freefall cancel)
[CSa] → Sub, AC, BC (turn-around firing freefall cancel)
5B~BB, 4/6B~BB, 8B~BB, 2B → Sub
Ranged Moveset Details
Overview
X2 carries a somewhat unorthodox toolkit, but it has high affinity both within itself and with other MS.
[A] Main - Beam Rifle
Slightly above-average strength compared to other 2k cost BRs. Because its held in the left hand it has a slightly unique angle of fire.
[CSa] - Shot Lancer Dart
As already mentioned in the introduction, X2's CSa's guidance has been somewhat nerfed from EXVS, but its travel speed has been buffed and it now carries momentum (and its tracking is still pretty good despite the nerf), making it a more effective weapon overall, and it has become the true lifeline of X2. Great startup, and the dart's animation graphic is small but its collision detection and priority is proportionally big, so it's quite easy to shoot at opponents and them not see it coming and be hit by it. However, the large collision detection means it also carries a high risk of friendly fire.
The strong stun effect it carries has a wide range of applications. On hit following it up with Sub is a good technique for a guaranteed quick Down. It's easily the best setup you have for getting top damage out of your [AC] gerobi. It's a reliable melee intercept tool, especially again when paired with Sub. It's also an excellent tool for setting up attack opportunities for your forward guard partner.
The one caution you must exercise is the stiffness of the attack. However, this can be canceled by [BC] cape canceling (discussed in greater detail below).
[AB] Sub - Beam Saber + Beam Zanba Throw
X2 leaps into the air, spinning and throwing its beam saber followed by its beam zanba, creating 2 separate hit events:
- Beam saber: 40 damage, 1.0 Down, 15% proration, staggers the enemy
- Beam zanba: 60 damage, 1.0 Down, 15% proration, special launched Down.
The startup, attack motion, guidance, and reload rate have all been improved. You can furthermore cancel into it from BR or CSa in order to improve its guidance. The direction of the leaping/spinning action can be horizontally changed with the control stick, and the motion cuts tracking. Similar to CSa though you want to be careful not to cause friendly fire with this attack, especially with the zanba hit.
The attack is particularly good for doing a modified zunda, allowing you to economize BR ammo and boost while producing a launched Down that also has a guidance cut at the end of it.
Also, as seen above, the first two stages of all of your melee attacks except BD melee can be canceled into Sub, and in all of these cases a 2hit from Sub does more damage than doing the full melee attack. Unfortunately, when using it as a full combo finisher, the saber throw tends to Down the opponent, denying you the desired extra damage from the zanba throw, and so doing a melee hit winds up doing more damage than half of a Sub hit. Even doing one less melee hit to get the full-hit Sub typically winds up being a slight drop in damage.
[AC] Special Shot - Jupiter Empire Buster Launcher
Very long range gerobi - an uncommon armament among 2000 cost MS overall. Though X2's lacks damage compared to some others, it's much more accessible than the majority of others:
2000 Cost MS Gerobis | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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As you can see, a fast reloading, very long range gerobi. 13 damage/hit. Its startup, thickness, muzzle correction, channel time, everything has been improved in EXVSFB, making it a much more reliable tool than it was previously. Even better than its stand-alone muzzle correction you can cancel into it from CSa giving it even better guidance, and also a stun before the hit if you are at closer range to the enemy.
It does require using some caution when using though due to your low health and its vernier lock. Equipping cape before firing can help manage some of the risk. You can cut the camera change via 2[AC].
[BC] Special Melee - ABC Mantle ("Cape")
The Anti-Beam Coating (ABC) mantle is a staple feature across the Crossbone series of MS. It has a "gauge" of 100 and blocks any ranged beam attack (meaning it will not block melee beam saber attacks) at the cost of gauge, breaking and disappearing at 0. The amount of gauge removed by an attack is equal to the damage done by the attack. If an attack does more damage than the amount of gauge left on the mantle, it will break the mantle but you will not take any sort of "remaining" damage. So 100 gauge will most typically spare you ~2 BR shots of damage. However, unless you are boosting at the time of impact such that it is only a partial hit, if a gerboi beam hits you, you will be locked into a sort of block stance, the damage will break the mantle, and you will take additional damage from the multi-hit nature of a gerobi beam.
When unequipping the mantle you immediately lose anti-beam priority, but when equipping the mantle the anti-beam priority is slightly delayed (by the time you see the mantle equipped - not while in motion - the priority should be established), so be careful.
Besides beam shots, here is a list of things the mantle also will and will not block:
ABC Mantle Properties |
---|
Will Block:
|
X2's ABC mantle though is distinct from that of the other Crossbone units in that it can be taken on or off at will, and it reloads after destruction allowing it to be re-applied. This equip/unequip feature has an added interesting property in that it affects X2's mobility, and also the rate at which it rises and falls. Furthermore, both the equipping and equipping cancel out of BR and CSa results in an amekyan-style freefall cancel ("cape cancel"). All of these properties are extremely important to X2's movement and gameplay. See the relevant Tactics section for more information.
Melee Moveset Details
Overview
As a whole X2's melee is quite underwhelming...low damage, short reach, and not a lot of movement. Its most stand-out feature is the ability to cancel into Sub from many hits.
5BBB - Beam Zanba
Very standard 3-stage, 3-hit attack with a ~2B derivative:
5B Attack Details |
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The first stage swings very vertically, leaving the torso somewhat exposed. The 2B derivative allows you to produce some of your highest melee damage, but it has no cut resistance.
4/6BBB - Beam Saber
Another 3-stage, 3-hit attack that actually has the exact same numerical values as 5BBB:
4/6B Attack Details |
---|
The startup, rush speed, and attack rate are all considerably better than 5BBB though. Its reach and its swerve though are lacking compared to other suits. If you pre-charge CSa you can put into play a couple of surprise attack options out of this attack.
8BBB - Double Kick→Stab
X2 kicks twice then stabs with the shot lancer:
8B Attack Details |
---|
This is X2's strongest priority attack, but the startup, reach, and rush speed are all not great. When used in combos though it has good tracking and is relatively fast. Using the full final stage or doing a CSa cancel during it is the second best melee damage option you have behind 5BB~2B, and it has much better cut resistance.
2B - Zanba Uppercut
Standard uppercut attack
2B Attack Details |
---|
It has an added bonus though that its newly-added →Sub followup produces a very high launched Down.
BD Melee - Shot Lancer Stab→Drill
A 2-stage attack, each of which has a number of micro-hits:
BD8BB Attack Details | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
The Stab→Drill transition is very fast, but, the multi-hit nature of both stages makes it very hard to manage or even calculate proration and Down value when used in combos. It has strong priority, but any hit out of the second stage causes a long knockaway that cannot be followed up with any kind of melee, so it's extremely poor for building combos. Your only hope for doing so is to use an immediate CSa cancel, stunning the enemy before knocking them away.
All-in-all, 8B provides much better options, and also stronger priority, despite its slow approach properties.
EX Burst
"omae wa shindandazo! dame janaika!? shinda shatsu ga detekichaaa!"
"ima koso, subarashiki kizoku shugi no rakuen wo...!"
EX Burst Attack
"Shindenakyaaaaa!!"
"haaahahaha sayounaraaaaa!!"
Batara Assist
262/243
Ranged attack in which X2 summons 3 Batara units to charge the enemy as it fires the Shot Lancer Dart, stunning the opponent. The Bataras grab the stunned enemy, allowing X2 to fire the Buster Launcher, after which they explode.
EX Attack Details | ||||||||||||||||||||||||||||
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The attack overall has astounding range and the opening stage has pretty good startup speed and tracking. Still, it's recommended that you try to hit with CSa Shot Lancer first for a double-layer stun on the enemy to ensure that you get the followup hits of the attack. The second stage Bataras have a guidance separate from the Shot Lancer, but it is also quite good. As long as the Bataras grab the enemy you will hit with Buster Launcher. The attack has basically no Down value before the Buster Launcher, and it's possible to target switch while channeling the gerobi to see the enemy partner's position.
Burst Selection
Assault: +10.6% Damage, +10.4% Defense
Blast: +2.7% Damage, +20% Defense
Assault Burst gives X2 some added damage and aggressive melee pursuit performance and attack speed. However, X2 is a suit seldom in melee range given its long red-lock range and low base health. It also gives you a sizable boost recovery tool.
Blast Burst is typically the go-to Burst type for shooter MS, the primary selling point being the blue step ability out of most armaments. However X2 is already able to cape cancel out of both BR and CSa. Blast does give you the ability to step cancel both Sub and AC though. It will hasten your reload times, although X2 doesn't really suffer at all from poor reload times - they are all quite standard for their attack types. So while X2 does reap the rewards of Blast Burst that most suits do, it doesn't necessarily get as much out of it as many other suits do. More notably though, Blast does though help considerably with reloading your ABC cape if it is on cooldown. Furthermore, it offers a sizeable amount of defense for X2 who has one of the lowest base health pools in its class (even more important if you have no ABC cape at the time).
So ultimately, selecting a Burst type for X2 strongly comes down to do you intend to use it as an offensive cooldown or a defensive cooldown. Considering that though, again, you likely won't find as many opportunities that favor Assault for X2 as you will situations that would benefit from Blast.
Info and Tactics
ABC Mantle and Mobility
- Cape and Movement Speed
Though the difference in speed between having the cape equipped vs unequipped has been lessened from what it was in EXVS, there is still a difference; X2 moves slightly faster and more agilely when the cape is unequipped. Similarly, X2 rises faster with the cape off, but falls faster with the cape on, so you want to try to equip/unequip accordingly.
- "Cape Canceling"
Both BR and CSa can be canceled into [BC] (both equipping and unequipping) for an amekyan-style freefall. This works for both on-angle shots and, more importantly, turn-around shots. This trick pairs especially well with CSa which now carries momentum from side step or 4/6B swerve, letting you cape cancel out of these swinging motions with momentum (in addition from bailing you out of the stiffness the attack incurs so you're not floating helpless in the air). You should make a practice of deciding how you want to land before you leap and attack. If you want to be able to guard your landing with cape, then you need to remove it before leaping into the air and using BR/CSa so that your cape cancel will then equip it before your landing. Although, as already pointed out above, removing cape before jumping and equipping it for falling is a practice you should develop period due to how cape affects your rising and falling speeds.
Learning to use this technique is vital for making yourself more difficult to hit and extending your low HP.
Caution: obviously, this cannot be performed if your cape is destroyed and on reload cooldown.
Tactics
While in EXVS X2 was horrendously weak as a high-cost 2500 tier MS with weak attributes, the drop to 2000 cost while almost completely maintaining all of its attributes from its 2500 cost has provided a massive boost in viability to X2, making it a considerably strong suit in the already overall considerably stronger 2000 cost tier in EXVSFB.
X2 boasts a tremendously long red-lock range from which it aggravates enemies with its diverse set of armaments, supporting a front guard MS. The gameplan for X2 is fundamentally using your excellent range to coordinate with your partner from a distance, providing setups with your CSa, consistent Downs with your Sub, managing and maintaining your space and range from enemies, and using your ABC mantle to regulate your mobility and landings to make you harder to hit.
Regarding said armaments, its BR is mostly standard - slightly stronger than other 2k tier BRs. The Shot Lancer Dart CSa is X2's primary tool. The dart is small and hard to see, but has terrific range and guidance, decent travel speed, and a surprisingly large hit confirm box, making it a very effective surprise attack tool, which then stuns opponents on hit giving either you or your partner a multitude of options of how to strike next. Your Sub attack is a very long range, quick 2-hit special Down. Because it can be canceled into from CSa, inheriting its guidance and immediately following its stun attribute, this is a very effective combination for fast, reliable Down. More over, the attack cuts tracking, allowing you to lay down a couple of BR shots, or your CSa stun and then cut any attack that may be coming from the enemy's partner. Rounding out your armaments is the Buster Launcher long-range gerobi - an already uncommon armament in the 2k tier that has top-class startup, range, and availability, giving you a high damage source that many other 2k suits lack. Again, this attack can be canceled into out of CSa - another extremely potent combination if you are in range that the dart hits first.
Your melee output isn't so great, and when coupled with your low base hp, your gameplan largely does not revolve around using it. If an enemy is approaching into melee range your first instinct should be to use your Sub or CSa to hold off the enemy and allow you to retreat and keep your advantageous space between the two of you.
Wrapping it all up (unintentional pun) is the ABC mantle/cape the Crossbone series dons. Not only is it clearly a great tool for extending your low base HP, but X2's unique equip/uneqip functionality of its cape is a vital point of its gameplay, using the cape to manage your mobility and landings, and to cancel CSa stiffness without using BD.
Partner Considerations
X2 is a high-survivability/low-HP MS. As pointed out above, your partner and how you integrate with them is very important to your success as X2. Thankfully though, X2's toolkit allows it to match well with a very broad list of partners. That being said, a forward guard partner that can force enemies to target them and can protect you while you stick close behind them is most ideal. Remember though: you absolutely must not friendly-fire with CSa.
3000 Cost
Most ideal and much more viable now with X2's cost reduction. Given X2's long range, ABC mantle, and good survivability and stagger/stun tools, it can mesh well with almost any 3k suit.
2500 Cost
Even less cost-over punishment than a 3k partner. Most ideal is still a suit that capitalizes well off of X2's covering specialty and stagger/stun setups.
- Melee-centric suits: DSH, GP02A, Susanoo, God, Xenon
- Suits that are able to play forward and take care of themselves well: Banshee, The-O, Sinanju, Impulse, X-DV?
2000 Cost
No cost-over risk, but firepower is likely to be low. Depending on your partner you may need to play more forward, making and keeping a firm neutral line while trying to gauge and punish enemy boost patterns. Some good matches would be
- 2k suits that also have good, self-sufficient survivability tools/performance: Hambrabi, Delta Plus, Heavyarms, Dynamas
- Top damage output 2k suits: Hyaku Shiki, Exia,
1000 Cost
Because this will require X2 to play a much more direct roll in the battle with its low base health, and because while X2 is good at covering a partner it's not very strong at saving a partner or commanding enemy attention, this is not a good comp to try to build. If you wind up paired with a 1k in shuffle, it will truly test how good you are with CSa/Sub lock-down and cape juggling for maximum maneuverability.
Notable Matchups
Advantageous Matchups
- F91: Has zero physical ammo attacks to try to shoot through your ABC mantle. It also lacks any truly strong damage attacks, while having the same weak base HP as you do and only it's Zero System-like MEPE cooldown to try and extend that small HP. A full hit from your Buster Launcher will take out 36% of its HP in one blow, and with your greatly superior red lock range and CSa or Sub, this is not too difficult to do. Its melee performance is pretty much the same as yours, maybe slightly better, but you have much better self-defense tools, and the mobility of your suits is very comparable.
- Quebely Mk II/GunEZ: Use exclusively beam armaments and are low HP 1k suits. With your superior range, CSa, and AC, you should make quick work of them before they can have any significant effect on you.
Troublesome Matchups
- WZC: Put simply, WZC's main is a hard counter to X2. It has long range, and a full hit from WZC's main does 130 damage, which completely annihilates your ABC mantle, and is 24% of your health pool if unmitigated. More than this, it can completely overtake your Sub and CSa attacks you rely so heavily on for self-defense. Getting into a high-stakes rainbow war is about the best you can hope to do 1-on-1.
- Gyan: Foremost, every attack other than its CSa is physical ammo and so completely ignores your ABC mantle, going straight at your weak base health. Its [AC] stun and Sub oki tool both also go unmitigated by cape. Conversely, it carries an "ABC" shield that blocks all of your ranged attacks and melee attacks. If this doesn't seem bad enough its closing and melee performance is significantly better than yours, and it has many simple combos that do well over 200 damage, some doing as much as 260 - 43~48% of your HP. You must rely on your partner to help you with this suit, and must prioritize trying to break its shield so that you can have some effect against it.
- Blue Destiny 1: Similar to Gyan, all its armaments except its [AC] assist are physical ammo, and just a lowly 1hit from its MG can destroy your CSa shot. Because its MG is cartridge-reload, BD1 is free to just layer the battlefield in bullets without worry, easily negating your CSa attempts and completely ignoring your mantle. Even if your CSa somehow manages to slip through its MG barrage BD1's [BC] slide simply cuts the projectile's guidance. Your chances of winning a shootout with a competent player of this suit are low, and so once again you will have to depend on your partner. Moreover similar to Gyan, once BD1 enters EXAM mode it will ruthlessly eat through your HP if it gets its hands on you.
- FAZZ: A little lower on the scale due to its heavy reliance on beam weapons, but still, they are strong beam weapons that will very quickly eat your cape, and then leave you totally exposed to its ferocious high mega cannon or worse, hyper mega cannon. It also carries its CSa missle barrage that will ignore your cape and can keep you staggered so that it can land an easy A→Sub attack that will erase your cape. The one favor you have is its mobility is horrendous, but just make sure to always know where FAZZ is and if you are in its lock-on.
- Heavyarms/Zaku II (JR/Matsunaga): Not as stand-out problematic as Gyan or BD1, but certainly noteworthy for their purely physical ammo armaments.
- Epyon/Master/Quanta: While there are certainly a number of tools and play strategies available to keep distance between you and these suits, it goes almost without saying if one of them gets you isolated your HP will be gone in the blink of an eye.
Combos
All-in-all, X2's combo damage output is considerably low compared to other all-purpose suits in the game. It's very un-recommended that you go hunting for chances to use it, given this low output, your long red lock range and great range tools, and of course your low health, and so you're most likely going to be using it as a last-ditch self-defense if CS or Sub are not on hand. That being the case, your goal should be getting a quick Down with good cut resistance; this is best accomplished using some sort of →Sub finisher.
You'll notice in the list of combos that if you can manage to dish out ~200 damage safely, you're doing good for X2. Your MAX damage is going to cap out at just over 220, and getting this generally carries a considerably concern of being cut. So if there's any suit in the game this message applies to: don't think about or even aim for damage. Aim for a fast-ending combo that allows you to quickly flee back to your preferred range.
Noraml Combos
- In the following combos "Sub" denotes a full 2hit, otherwise (1hit) will be specified
- Remember, there is no cancel proration on →Sub, but there is on →AC
- Also remember that 5B and 6B can be used completely interchangeably, except when doing 5BB~2B. Because 6B is the slightly better performing of the two, 6B will be used except for 5BB~2B.
Input | Damage | Notes |
---|---|---|
[A] BR Starter | ||
BR>>BR>>BR | 158 | Zunda |
BR>>BR→CS | 156 | Does not Down enemy - stuns them instead, but essentially same damage while economizing BR ammo |
BR>>BR>>Sub
BR>>BR→Sub |
144
144 |
Zunda #2
First hit of Sub forces Down, so damage drop, but economizes BR ammo and cuts tracking |
BR→CS→Sub | 155 | 0 boost attack, but requires pre-charging CS |
BR→CS>>AC
BR→CS→AC |
159
151 |
Another 0 boost attack option, but really a waste of AC ammo |
BR→Sub | 136 | Damage reference
40% Proration and 3.0 Down exist at this point Difficult to follow up yourself. Can add >>BR finisher easiest for 166 |
BR>>AC
BR→AC |
164
146 |
|
BR>>6BB>2B | 175 | If you fear getting cut |
BR>>6BBB | 180 | Slightly better damage |
BR>>2B→Sub | 165 | Puts the enemy in a long, launched spinning Down |
- CS can be used as a starter for really any combo given its stun property, doing -30% proration and 1.0 Down when used as a starter
Input | Damage | Notes |
---|---|---|
[CSa] Starter | ||
CS>>BR>>BR | 153 | Zunda #3 |
CS→Sub>>BR | 161 | |
CS→Sub>>6BB | 169 | Spares your BR ammo and slightly ups damage, but requires pretty close range. |
CS>>AC
CS→AC |
177
153 |
Fundamental
Somewhat sharp decrease in damage from cancel route though, so you should try to use only if necessary |
CS>>5/6BB>8BB | 181 |
- Despite the launch effect, Sub is quite difficult to followup from due to how it also moves you away from the enemy. To counteract this, using [4/6Sub] helps a little, but much more importantly is that you need to BD essentially the moment the zanba leaves your hands. If you wait until it connects, you'll never close the distance gap - even starting from point-blank.
Input | Damage | Notes |
---|---|---|
[AB] Sub Starter | ||
Sub>>6BBB | 196 | Fundamental close-range combo |
Input | Damage | Notes |
---|---|---|
5B or 4/6B Starter | ||
6B>8BB→Sub | 190 | Ok damage (for X2) with cut resistance and a long knockaway |
6B>8BBB(?hit)→CS | 206 | |
6BB>6BB>2B | 207 | Simple, launched Down
By using >8BB in the middle the damage rises to 211, but the transition into >2B is slower and more awkward |
6BB>6BBB | 211 | 5/6B BnB Combo
Furthermore, does only 5 damage less than >5BB~2B finisher with a much faster ending |
6BB>8BB→Sub | 203 | Cuts tracking, but Sub(1hit) will force Down, so no launch, and lower damage than other options |
6BB>8BBB(immediate cancel)→CS(→BC) | 221 | Should be considered BnB Combo #2 if you have a little extra time
Can charge CS from 0 to full from first hit Only does 213 damage if you don't use CS before full hit (→freefall cancel) |
6BB>2B→Sub | 196 | High launched Down with good cut resistance |
5BB~2B(6hit)>5BB~2B | 223 | Normal mode Death Combo, but 0 cut resistance, and not even that high damage to validate it |
- When following up 8BB it's important that you either side-step or back-step; using a forward-step will put you under the enemy, unable to attack.
Input | Damage | Notes |
---|---|---|
8B Starter | ||
8BB>6BBB | 216 | |
8BB>8BB→CS(→BC) | 217 | |
8BB>8BB→Sub | 208 | Less damage and spends ammo, but cuts enemy tracking at the end |
8BB>8BBB(immediate cancel)→CS(→BC) | 225 | Only does 218 damage if you don't use CS before full hit |
8BBB(immediate cancel)→CS→Sub | 213 | 0 boost combo |
8BBB(immediate cancel)→CS→BC→BR | 215 | Another 0 boost combo with freefall cancel in the middle |
2B Starter | ||
2B→CS→Sub>>BR | 184 | If you don't include CS the combo does 178 |
2B→CS>>(→)AC | 178(166) | Easy AC setup, but somewhat poor damage
Simply side-stepping into AC with no CS will do 185 damage |
2B>6BBB>BR | 224 | Forward-step into BR (even then, still very inconsistent) |
2B>8BB→Sub | 202 | You can do Sub(1hit)>>BR for 206, but it is much more difficult to hit with |
2B>8BBB→CS(→BC) | 217 | Don't cancel early (209 damage) |
BD8B Starter | ||
BD8B(1hit)>6BBB>BR | 210 | Inconsistent finisher |
BD8B(immediate cancel)>8BBB(immediate cancel)→CS→BC→BR | 209? | Based on number of hits, damage will vary considerably, and you may or may not be able to tag the last BR shot... |
Ex Combos
Input | Damage | Notes |
---|---|---|
ABC (EX) | 262/243 | Damage Reference |
BR Starter | ||
BR>> | ???/??? | |
5B or 4/6B Starter | ||
6B | ???/??? | |
8B Starter | ||
8B | ???/??? | |
2B Starter | ||
2B>EX | 259/240 | Hit confirm starter that reduces the attack's damage extremely little, but a dangerous practice as you are much more likely to get cut in most scenarios |