EXVSFB/Hi-Nu Gundam: Difference between revisions

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=== [BC] Special Melee - Psychoframe Activation ===
=== [BC] Special Melee - Psychoframe Activation ===
The Psychoframe begins to resonate, enhancing Hi-Nu's performance:
{| class="wikitable mw-collapsible mw-collapsed"
|-
! Psychoframe Enhancements
|-
|
* Red Lock Range: 7.8→8.7 (equal to WZC range)
* Mobility increased (walk speed, step speed, BD initial velocity and rotation)
* Boost efficiency increased (Steps 6→7 in air, rising consumption decreased, BD 7→8, BD consumption decreased)
* When shielding or staggered a FF will automatically counterattack
* Sub: Ammo completely restored and raised to 18 ammo. Reload 5s→2s for 1 ammo. FF (deployed) fired 2 beams instead of 1.
* [BC]: Changed to zig-zag issen attack
|-
|}
As you can see, among other things Psychoframe tremendously enhances your Fin Funnels - restoring and increasing the ammo, reloading them faster, and allowing them to shoot an extra time. Moreover, in EXVSFB your Sub ammo remains at whatever ammo you have remaining when Psychoframe ends (up to a max of 12) instead of falling to zero like it did in EXVS - a very gracious change. Because of this, you should not hold back from using FF frequently, as Psychoframe greatly adds to the longevity of the armament. On top of this, it's really imperative that you ''use'' the Psychoframe before dying and get the most use out of it as you can, as to not leave attacks (and potential damage) wasted.
Gauge is ''not'' restored by using EX, but its reload rate is hastened.


== Melee Moveset Details ==
== Melee Moveset Details ==

Revision as of 03:13, 11 September 2014

EXVSFB Hi-Nu.png

RX-93-ν2 Hi-ν Gundam

Pilot: Amuro Ray (UC0093)

Cost: 3000

Durability: 680

Red Lock Range: 7.8 (Mid Range) / (8.7) (Long Range)

MA Mode: No

Equip Change: No

Dustloop Thread: Hi-Nu Discussion

JP Wiki: Hi-Nu (EXVSFB)

Introduction

The previous game's first-press-exclusive DLC, Hi-Nu continues its campaign in EXVSFB.

Hi-Nu is an all-purpose suit, sporting great ranged armaments as well as decently performing melee. Compared to other 3000 cost all-purpose suits though, Hi-Nu's gameplan revolves much more around playing further away from the enemy and using your great ranged armaments and ammo stocks (and red lock range?) to move the enemy and control the middle ground.

Hi-Nu lacks any kind of freefall technique that many other units have, and its fall speed overall is somewhat slow, but Hi-Nu sports some of the best pure boost efficiency around.

Changes from EXVS
  • CSa attack added
  • [BC]: After Psychoframe ends you will be left with however many Sub ammo you have remaining (up to 12) instead of ammo falling to 0
  • BD Melee: Adjusted to be more stable

Terminology

  • Sub: Fin Funnels may be referred to by "FF" in this wiki page
  • [AC]: Hyper Bazooka may be referred to by "BZ" in this wiki page

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 8 75 1 ammo/3s 2.0 Cost-standard BR
[CSa] Beam Rifle (High Output) -- 120 2s 5.0 Single-hit forced Down

No cancel proration

[AB] Sub Fin Funnel 12

(18)

30 1 ammo/5s

(1 ammo/2s)

0.9 5Sub holds funnels at neutral alongside Hi-Nu, firing when BR is fired.

Directional-Sub sends funnels to shoot at target.

[AC] New Hyper Bazooka 3 114 5s 1.7+0.3 100/20 shell/explosion damage

62/9 damage if canceled into

[BC] Psychoframe Activation 100

(17s)

- 30s

(+1s CD)

- Enhances Sub (among other things)

Cannot exit early.

Cannot cancel camera change

Melee

(Input)

Name Total Damage Total Proration Total Down Notes
5BBB Beam Saber 173 53% 3.0
4/6BB Side Combo 171 53% 3.0?
8BB Punch Combo 218 43% 4.3 Good damage, poor reach
2B Spinning Slash 80 82% 1.7 Weak Stun
2B~A →Forearm MG 164? 64%? 5.3? Forced Down
BD8BBB Issen x2→Stab 189 41% 3.2 Good reach, cut resistance, and damage
[BC] Zig-Zag Issen 80 80% 2.0 Special Down

Cancel Routes

[A] BR → Sub?, AC, 2B, BC (during Psychoframe)

[CSa] → Sub, AC, 2B, BC (during Psychoframe)

5B~BB/6B~BB/8B~BB(2hit) → BZ

Ranged Moveset Details

[A] Main - Beam Rifle

Cost-standard BR (though ammo might be considered just slightly low for a ranged-focused MS). Mixed with FF, BZ, and the new CSa you are much less dependent on it than in EXVS and its ammo can be stretched even further across a battle.

[CSa] - Beam Rifle (High Output)

Truly the Godsend addition to Hi-Nu in this game.

Vernier (though it does carry momentum and can shoot while gliding), single-hit high-damage Forced Down. The muzzle correction, bullet speed, and tracking are all great; it's useful for punishing landings, and also as a strong combo finisher, and so you should weave in this attack frequently (though certainly you must not become one-dimensional in your use of it).

As seen above it has a rare quality of being able to also cancel into all other armaments except BR, as well as 2B, facilitating using it with a variety of options. Although, you must take caution that while you are holding CSa, you cannot use Sub or BZ, drastically decreasing your overall attack output.

Of particular note is the →2B cancel route; while using it will use some boost it will also take you out of the internal stiffness from using CS via a wide leaping motion, greatly reducing your vulnerability after use without using BD.

[AB] Sub - Fin Funnels

Top-damage funnel armament with 2 distinct behaviors. Furthermore, Hi-Nu carries a high ammo count on this armament allowing sustained usage over a battle.

  • 5Sub: Standby

By holding Sub up to the max of Hi-Nu's funnels will launch and standby, 3 on each side. The funnels will fire sequentially (rather than simultaneously) the next time you fire your BR.

The angle-of-fire and muzzle correction aren't awful, but the shooting speed and beam density are poor and so you cannot put too much faith in this. You typically can't expect to get a Down out of this formation, and its best application maybe is for okizeme.


During Psychoframe...


  • 4/6/8/2Sub: Deployment

Again by continuing to hold Sub up to a max of 6 Fin Funnels will deploy and fly toward the target, attacking from the direction you input.

[AC] Special Shot - New Hyper Bazooka

Standard over-the-shoulder BZ armament. While its startup is average, its power, bullet speed, and tracking are all excellent - a high performance BZ armament. Among all other BZ-carrying MS in the game Hi-Nu is the only one that can claim 100/20 shell/explosion damages (with the Down values being somewhat altered in recognition of this). Combined with the BR and CSa cancel routes for ease-of-use (although its performance drops when canceled into), it is truly an overall formidable tool in Hi-Nu's arsenal.

[BC] Special Melee - Psychoframe Activation

The Psychoframe begins to resonate, enhancing Hi-Nu's performance:

Psychoframe Enhancements
  • Red Lock Range: 7.8→8.7 (equal to WZC range)
  • Mobility increased (walk speed, step speed, BD initial velocity and rotation)
  • Boost efficiency increased (Steps 6→7 in air, rising consumption decreased, BD 7→8, BD consumption decreased)
  • When shielding or staggered a FF will automatically counterattack
  • Sub: Ammo completely restored and raised to 18 ammo. Reload 5s→2s for 1 ammo. FF (deployed) fired 2 beams instead of 1.
  • [BC]: Changed to zig-zag issen attack

As you can see, among other things Psychoframe tremendously enhances your Fin Funnels - restoring and increasing the ammo, reloading them faster, and allowing them to shoot an extra time. Moreover, in EXVSFB your Sub ammo remains at whatever ammo you have remaining when Psychoframe ends (up to a max of 12) instead of falling to zero like it did in EXVS - a very gracious change. Because of this, you should not hold back from using FF frequently, as Psychoframe greatly adds to the longevity of the armament. On top of this, it's really imperative that you use the Psychoframe before dying and get the most use out of it as you can, as to not leave attacks (and potential damage) wasted.

Gauge is not restored by using EX, but its reload rate is hastened.

Melee Moveset Details

5BBB - Beam Saber

...

5B Attack Properties
EXVSFB HiNu 5B.jpg

...

6BBB - Side Combo

...

6B Attack Properties
EXVSFB HiNu 46B.jpg

...

8BB - Punch Combo

...

8B Attack Properties
EXVSFB HiNu 8B.jpg

...

2B - Spinning Slash (→Forearm MG)

2B Attack Properties
EXVSFB HiNu 2B.jpg

...

BD8B - Issens

...

BD8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Issen 75 80% 1.7 Down
2 2 Issen 131 65% 2.0 Down
3 3 Stab 189 41% 3.2 12hit grind. Down

...

[BC] - Zig-Zag Issen

...

[BC] Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Horizontal Slash 80 80% 2.0 Stagger

EX Burst

EX Attack

Hyper Mega Bazooka Launcher

314/291

A very long range attack in which Hi-Nu becomes surrounded by the FF Barrier while firing a huge, powerful gerobi from the HMBL.

Burst Selection

Assault Blast: +??% Damage, +??% Defense

Blast Burst: +??% Damage, +??% Defense

Info and Tactics

Tactics

Partner Considerations

Comparison to Nu Gundam

Nu/Hi-Nu Comparison

Maybe just leave this in the discussion thread...but check to make sure they match.


[Nu Gundam info]/[Hi-Nu info]

Movesets

  • BR: identical
  • CSa: identical
  • Sub (Funnel): 12 ammo, 27 damage/hit, 1 ammo/7s, faster startup and travel speed. 12(18) ammo, 30 damage/hit, 1 ammo/5s, can send funnels or hold them at neutral beside you.
  • [AC] (BZ): 104 damage, 6s reload, 2.5 Down, does a backflip motion while firing to add some cut resistance. 114 damage, 5s reload, 2.0 Down, faster firing performance.
  • [BC]: Fin Funnel Barrier. Psychoframe Resonance.
  • Cancel Routes:
  • EX Attack: FF Last Shooting. Hyper Mega Bazooka Launcher


FF Barrier vs Psychoframe Resonance

...


Melee Comparison

...


EX Burst Attacks

...

Combos

  • Your bread-and-butter combo starters are
  1. BR
  2. BD8B
  3. 6B
  • For any given combo there is basically 3 choices you have for a finisher:
  1. CSa: Your "exclamation point" finisher and #1 choice. Max damage, and a long knockaway, forced Down. It does leave you with some stiffness though, so you should strongly consider using →2B immediately afterwards to help with cut resistance.
  2. BZ: Does a little less damage (~10 or so usually) than CSa, but does a launched Down if that is your desire. CSa charges fast enough though that you should almost never need to use this instead of CSa. Also, you can make a combo slightly shorter and use 2B→CS and get an even higher launched Down.
  3. 2B: Reduced damage compared to the other 2, but it is honestly the one trick Hi-Nu has that acts something like a fast freefall, behaving similar to Red Frames "Final Cutter" tactic.

Standard Combos

Input Damage Notes
[A] BR Starter
BR>>BR>>BR 158 Zunda
BR>>BR→CS 176
BR>>BR>>(→)BZ 168(155)
BR>>(→)CS 159(159) Second Impact
BR>>(→)BZ>>BR 172(148)
BR→BZ→CS 161 0 boost attack

Using BR>>BZ causes 189 damage

BR>>(→)BZ>>BZ 183(154)
BR→2B~A 156 Can be used as a counterattack or a close-range zunda
BR→2B→CS 194
BR→2B>BZ 183 Launched Down
BR→2B>2B 173 Strongest melee followup, and fast attack speed
BR>>BD8BB→CS(→2B) 205 BnB BR starter combo

(Adding →2B allows you to drop faster)

BR>>BD8BB>2B 191 Fastfall finisher
  • FF can be used as a starter for many combos, though its not exactly a consistent or efficient way of doing things
Input Damage Notes
[AB] FF Starter
FF x2>>BR→BZ 171
FF x1-5→CS 138-180
[AC] BZ Starter
BZ>>BR→BZ 180 BR→BZ has to be cancel or else the shell will fire over the enemy
BZ→CS 186
BZ>>BZ>>BZ 200 High launch, but unwise use of ammo
BZ>>2B→CS 213
BZ>>BD8BB→CS(→2B) 217
BZ>>BD8BB>2B 207
Input Damage Notes
5B Starter
5BB>5BBB 220 Simple, decent damage, but better options
5BB>6BB→CS 230 Launched Down
5BB>8BB(2hit)→CS 242
4/6B Starter
6B>6BBB→CS 242
6BB>6BB→CS 221 BnB 6B starter combo

High launched Down

6BB>6BB>>BD8B 215 Can use >2B for 216 and a fast fall finish
6BB>(8B)B→CS 265? Calculated damage value

Transition should be forward step with longest delay

6BB>8BB(2hit)→CS 240
6BB>2B→CS 224 You can do 2B~A(1hit)>>AC for 226 damage, but it's needlessly complicated comparatively
6BB>BD8BB→CS 236 Adding the last stage of BD8B only adds 1~2 damage

6B BnB #2

6BBB→CS 235 Damage efficient but questionable cut resistance

Release CS as soon as kick connects

  • It's really difficult to find situations to use 8B. While it can put out high damage, its reach is abysmal and its cut resistance poor. Furthermore, 8BB(1hit) does the same amount of damage and proration as BD8BB, which has far superior reach and cut resistance. If you somehow get a safe 8B opening, there's a few ways to capitalize on it:
Input Damage Notes
8B Starter
8BB(2hit)→CS 240
8BB(2hit)>2B→CS 261 High launched Down
8BB(2hit)BD8BB→CS 262 Need to release CS immediately after second issen or it will shoot over enemy
8BB→CS 271 Death combo

Release CS immediately as third punch connects

Very simple, but also very poor reach and cut resistance.

8BB>(→)BZ 262(247) Good damage, but a waste of an opportunity by not using CS
2B Starter
2B~A(?hit)>>BZ 215
2B→CS 179
2B>8BB(2hit)→CS 264 Fast execution time, high damage, but requires very close range and has low cut resistance
2B>>BD8BBB(?hit)→CS 254 You can skip the last hit of BD melee for 243 damage
  • Use any direction step except forward-step into 2B
Input Damage Notes
BD8B Starter
BD8B→CS 171 If you want an immediate Down or think you don't have time for BD8BB
BD8B>6BBB→CS 242
BD8B>8BB(2hit)→CS 247
BD8B>2B>BZ 201 Quick launched Down
BD8BB→CS 209
BD8BB>6BB→CS 240 Launched Down

Easier to hit with than >2B→

BD8BB>8BB(2hit)→CS 252
BD8BB>2B→CS 240 High launched down

Release CS immediately or it will shoot under target

BD8BB>BD8B→CS 234
BD8BB>BD8BB→CS(→2B) 248 BnB BD melee combo
BD8BB>BD8BB>BZ 242 For if you want the launched Down of BZ
BD8BB>BD8BB>2B 236 Quickfall finish
BD8BB>BD8BB>BD8B 235 Setsuna combo

Excellent cut resistance, but really no reason to use it instead of other finishers

BD8BB>BD8BB>BC 236
BD8BB>BC→CS 237 Need to leave a brief delay before releasing CS
BD8BBB→CS 239 Damage and boost-efficient, but sacrifices some cut resistance
[BC] Starter
[BC]→CS 176 Very high launch
[BC]>>BD8BB→CS 236 Fast, good cut resistance, but hard to hit consistently with first stage [BC]

EX Combos

Input Damage Notes
[ABC] EX 314/291 Damage Reference
[A] BR Starter
BR>>6BBB→CS 227/???
BR>>BD8B>2B→CS 224/???
6B Starter
6BBB>BD8BB→CS 277/257
8B Starter
8B ???/???
2B Starter
2B>EX 290/269
BD8B Starter
???/???
???/???
???/???
???/???
[BC] Starter
[BC]>EX 277/???

External Links


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