EXVSFB/Gundam F91: Difference between revisions

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=== [BC] Metal Peel-Off Effect (MEPE) ===
=== [BC] Metal Peel-Off Effect (MEPE) ===
Activates F91's MEPE feature, which reloads and increases your VSBR ammo (and also makes it do more damage) and constantly cuts tracking while in operation (like WZTV's Zero System). It also gives you an increase in mobility, but doesn't change your number of boost dashes or boost consumption amount. You can cancel the camera change by pressing 2[BC].
Some warnings: 1) if you ''are'' hit while in MEPE you will take 1.5x damage and knocking you out of MEPE. The gauge will pause at the number it was at when you were hit and will begin rebuilding from there after a 4s cooldown. 2) any stiffness you incur from an attack will ''stop the guidance-cutting'' effect until the stiffness has worn off.
For more refer to the later info section on MEPE.


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

Revision as of 10:19, 1 August 2014

Gundam F91

Pilot: Seabook Arno

Cost: 2000

Durability: 540

MA Mode: No

Equipment Change: No

Dustloop Thread: F-91 Discussion

JP Wiki: F-91 Gundam

Introduction

F91 is an all-purpose support suit. It's easy to understand and overall is honestly a very good suit for learning the game and/or the support role. Both its ranged and melee are solid, but neither are really stand-out. The positive attributes of the suit are that it has very good ammo stocks and reload rates/options, and it is also very lightweight and mobile. IT's buffed CSa is now a good source for Downing an opponent, and its Sub is an excellent Down tool. Activating MEPE only raises all of these attributes and allows you to push forward a little more aggressively.

The downside of the suit is that it has the lowest health pool in its class, and so its very easy to overcost your front guard partner if you are not careful with your health conservation or get caught isolated. Also, while its ranged options are plentiful they are not particularly powerful, excluding Sub.

Changes from EXVS
  • Durability 520→540
  • New cancel routes added: AC→BC(MEPE), CSa(3rd shot)→BC(MEPE)
  • Sub: overall cancel proration improved. MEPE damage 140→170 and 4/6Sub attack added.
  • CSa: start-up, momentum preservation, bullet speed, and guidance buffed
  • CSb: recovery improved and shield travel speed improved
  • BC (MEPE): overall mobility during MEPE improved
  • 6B: reach nerfed
  • 2B~A / 2BB~A: no longer consume [A] ammo
  • BD8B: start-up nerfed
  • New EX Burst Attack

Moveset

  • Orange text indicates MEPE-only
Notation Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 7 70 3.0s 2.0 Cost-standard BR
[CSa] Beam Launcher -- 122 2.5s 5.1 Lauches 3 blasts that do 45 damage/hit, 1.7 Down/hit
[CSb] Shield Throw -- 57 2.0s 1.0 Cuts assist tracking
[AB] Sub VSBR 1 (2) 140 (170) 4.0s 5.0 (2.5 x 2) Very reliable Down tool. Go-to combo finisher.

Does 100 (50 x2) damage if canceled into from BR

[4/6AB] Sub VSBR

Separate Shots

2 80/152 4s 2.0/6.0 Fires 2 Shots, but one after another instead of simultaneously.

Single hit stuns, full hit Downs.

Does not have cancel proration that normal Sub has

[AC] Vigna Ghina Assist 3 95 NONE 5.1 Fires 3 shots doing ?? damage/hit 1.7 Down/hit

Only reloads by EX

Cannot amekyan

[BC] MEPE 100

(~6s)

-- 20s

(from 0)

-- Reloads Sub ammo. Afterimages cut tracking.

If you are hit you will take 1.5x damage and gauge will stop at its current number and reload from there.

4s CD before reload begins.

Melee(Input) Name Damage Cumulative Proration Cumulative Down Notes
5BBB Beam Saber 173 53% 3.0
5BB~8B →Spinning Slash 178 53% 2.9 Last hit is a non-umeki Down that sends enemy spinning to the side
4/6BBB Horizontal Slashes 167 53% 3.0
4/6B~8B 121 68% 3.0 Fast operation time
8BB 167 50% 3.0 Last hit is a non-umeki Down that sends enemy spinning to the side
2BB Double Uppercut 135 51% 2.5 Dust cloud Down
2B~A

2BB~A

→Backflip BR 112/145

161/182

66%/??%

41%/??%

3.0/6.0

3.5/6.5

Fires 2 BR shots (does not consume [A] ammo)
2BBB Triple Uppercut 177 27% 3.7 Special Down
BD8B Bug Cutter 11-134 ?? 5.0? Dust cloud Down
[BC] Shield Slash 123 60% 0.8? Can guard projectiles and negate melee on start-up

Cancel Routes

[A] BR → Sub

[CSa] (final shot) → BC

[AC] → BC

Melee (EX-only) → Sub

Ranged Moveset Details

[Main] Beam Rifle

Cost-standard properties across the board BR. Can shoot while moving. Mix with CSa and Sub to extend ammo pool and availability.

[CSa] Beam Launcher (BL)

Extremely useful armament as it allows you to Down enemies, generally barrage the battlefield, and to conserve and extend BR ammo. Carries pre-attack momentum. Muzzle correction is taken from the first shot and applied to the two that follow it, making it most effective at mid-range. If you are more close range you want to combine it with a fuwastep. Good proration rate that when combined with Sub can put out ~200 damage.

The one drawback you want to keep in mind about it is the small amount of vernier it costs. Even a small amount, when facing down a 3k enemy you're putting yourself at an even greater boost disadvantage than you started at.

[CSb] Shield Throw

F91 tosses its beam shield off to the right where it floats and slowly moves, attracting enemy assists to shoot it instead (dummy balloon armament), exploding (30 damage, -10% proration) on hit. Because both the number of suits with assists and the frequency of use of assists (for amekyan, etc) has increased in the game, the worth of this and other dummy balloon type attacks has also risen. If you are the rear support (your typical role) there's no real penalty for tossing these around the field. Can be rainbow stepped.

[Sub] VSBR

  • 5Sub

...

  • 4/6Sub

[AC] Vigna Ghina Assist

Calls Cecily in her Vigna Ghina to support, appearing and doing a barrel roll while firing 3 BR shots. The muzzle correction re-adjusts for each shot, but because it's a quick, rapid fire attack this doesn't really add much benefit to its overall tracking, as an enemy can just side step after the second or even last shot has been fired. Carries pre-attack momentum and can also be called while sliding following a step cancel. If you are in a situation where you are fleeing a high cost suit - and especially if near over heat - you want to preemptively use this assist and combine it with a landing shield.

It has two glaring drawbacks though compared to other assists: 1) it cannot be [A]-canceled for a freefall amekyan. 2) it only reloads by EX. Therefore, its vitally important that you think carefully about how you decide to use this tool.

[BC] Metal Peel-Off Effect (MEPE)

Activates F91's MEPE feature, which reloads and increases your VSBR ammo (and also makes it do more damage) and constantly cuts tracking while in operation (like WZTV's Zero System). It also gives you an increase in mobility, but doesn't change your number of boost dashes or boost consumption amount. You can cancel the camera change by pressing 2[BC].

Some warnings: 1) if you are hit while in MEPE you will take 1.5x damage and knocking you out of MEPE. The gauge will pause at the number it was at when you were hit and will begin rebuilding from there after a 4s cooldown. 2) any stiffness you incur from an attack will stop the guidance-cutting effect until the stiffness has worn off.

For more refer to the later info section on MEPE.

Melee Moveset Details

  • Upfront one notable detail, as seen above, during EX many melee can be canceled into VSBR without cancel proration penalty.

5B - Beam Saber

...

5B Attack Details

[Table]

4/6B - Horizontal Slashes

F91 slashes left-right-left horizontally:

4/6B Attack Details

[Table]

8B -

...

8B Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 Horizontal Slash 70 80% 1.7 Stagger
2 2 X-Slash 115 65% 2.0 Stagger
3 ??? 167 50% 3.0 Non-umeki Down

2B - Uppercuts

F91 does a series of uppercuts, which can branch into a backflip BR finisher:

2B Attack Details
EXVSFB F91 2B.jpg

BD Melee - Bug Cutter

Taking its name from the attack Seabook used to mow through the swarm of Bugs attacking the colony in the F91 movie, F91 takes a beam saber in each hand and spins them rapidly, similar to helicopter blades, along its left and right sides:

BD8B Attack Details

[Table]

[BC] - Shield Slash

...

2B Attack Details

[Table]

EX Burst

EX Burst Attack

Full Arms Barrage

264/241

Ranged attack in which F91 attacks with all of its primary armaments while very quickly darting left and right with afterimages.

EX Attack Details
Stage Hit# Attack Cumulative Damage Stacking Proration Cumulative Down Notes
1 1 BR ???/79 80% 0.5?
2 2 BL ???/139 60% 1.0?
3 3 BR ???/184 40% 1.5?
4 4 BL ???/214 20% 2.0?
5 5 BR ???/229 10% 2.5? Kneeling Stagger
6 6 VSBR 264/241 10% >5.0 Forced Down

Cuts tracking, has great speed and motion, and allows some amount of variable direction input. It also has Super Armor until the first shot is fired. If you plan to use the attack following melee you want to aim for a combo down value of 2.0 before using the attack to get the most out of it due to each shot having its own amount of Down as well.

Burst Selection

Assault: +?% Damage, +?% Defense

Blast: +?% Damage, +?% Defense

Info and Tactics

Tactics

MEPE Usage

Partner Considerations

Combos

Standard Combos

  • Combos involving the use of Sub will be written as >>Damage/>>Damage above (→Damage/→Damage) to denote the damage differences between BDC/cancel and Standard/MEPE
Input Damage Notes
BR Starter
BR>>BR >>BR 147 Zunda
BR>>(→)Sub 189/???

(140/168)

BR>>BR>>(→)Sub 187/???

(159/175)

BR>>6B>Sub 200
CSa Starter
CSa(1hit)>>
4/6Sub Starter
6Sub(1hit)>>5BB>Sub 282
5B Starter
5BB>Sub 213/233
5BB>5BB>Sub 238/???
5BB>5BBB 220
4/6B Starter
6BB>6Sub(1hit)>>Sub 267
6BB>5BB>Sub 238/???
8B Starter
8BB>6B>Sub 242/???
2B Starter
2B
BD8B Starter
BD8B
[BC] Starter
[BC]

EX Combos

  • Remember during EX Sub can be canceled into with not cancel proration penalty

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Input Damage Notes