(fixed error regarding camera change cancel for psychoframe) |
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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
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 |
---|
|
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 |
---|
|
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 |
---|
...
6BBB - Side Combo
...
6B Attack Properties |
---|
...
8BB - Punch Combo
...
8B Attack Properties |
---|
...
2B - Spinning Slash (→Forearm MG)
2B Attack Properties |
---|
...
BD8B - Issens
...
BD8B Attack Properties | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
[BC] - Zig-Zag Issen
...
[BC] Attack Properties | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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.
Movesets
...
...
... |
Combos
- Your bread-and-butter combo starters are
- BR
- BD8B
- 6B
- For any given combo there is basically 3 choices you have for a finisher:
- 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.
- 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.
- 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/??? |