EXVSFB/Impulse Gundam: Difference between revisions

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== Combos ==
== Combos ==
=== Normal Combos ===
=== Normal Combos ===
* There's no cancel proration on →BC or →<span style="color:Crimson">8AC</span>
* There ''is'' cancel proration on →<span style="color:SeaGreen">2AC</span>
* Remember that you '''cannot''' cancel into any AC from BC
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* There's no cancel proration on →BC or →<span style="color:Crimson">8AC</span>
* There ''is'' cancel proration on →<span style="color:SeaGreen">2AC</span>
* Remember that you '''cannot''' cancel into any AC from BC
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Revision as of 15:13, 18 September 2014

EXVSFB Impulse.png

Impulse Gundam

Pilot: Shinn Asuka

Cost: 2500

Durability: 620

MA Mode: No

Equip Change: Yes (Force Silhouette ↔ Sword SilhouetteBlast Silhouette)

Dustloop Thread: Impulse Gundam Discussion

JP Wiki: Impulse Force Silhouette Sword Silhouette Blast Silhouette

Introduction

Impulse is an all-around suit that plays mostly at mid-to-close range. The principle mechanic of Impulse is changing your Silhouette Packs to alter what aspect of combat you want to temporarily specialize in:

Force Silhouette is your default and standard operating pack that gives you the most mobility of the three options. Your BR reload is slightly slower than average, and you have few armaments to support it, but you have great evasion both in your mobility and also Sub and BC.

Blast Silhouette is your long-range bombardment pack, but its armaments are quite weak compared to your other two modes.

Sword Silhouette is your close-range melee assault pack. It's overall mobility is not as good as FI, but its closing ability, and quick and drastic range of motion during combos is top-notch for dealing damage quickly and reliably.

Movesets

FI Moveset
Ranged Name Ammo Damage Reload/Charge Down Value Proration Notes
[A] Main Beam Rifle 8 75 1 ammo/4s 2.0 70% Cost-standard damage and ammo, but slightly slower reload rate
[CSa] BR Reflector Shot -- 90 1.5 2.0 x2 -30% x2 Shield hit does 50 damage
[AB] Sub Separation Attack 1 70/119 9s 2.0 x2 -30% x2 Can rapid fire 2 shots. Makes you briefly become yellow-lock.
[AC] 4AC Blast Silhouette Pack

2AC →BI "Kerberos" Shot

6AC Sword Silhouette Pack

--

(2)

--

--

150

--

--

(1 ammo/8s)?

--

--

(3.0 x2)

--

--

(-30% x2)

--

Switches to Blast Silhouette Pack.

Switches to BI mode and shoots "Kerberos". Shares ammo BI [A]

Switches to Sword Silhouette Pack.

Melee

(Input)

Name Damage Down Value Proration Notes
5BB Beam Saber Combo 118 ?? ?? Non-ukemi Down
5BBB →Double Slash 156 < 3.0 60%
5BB~8B →Jump-back Issen 148 2.5~2.7 ??
4/6BB Slash→Upper 126 2.5~2.7? 65%
8BB Stab→Knockaway 117 2.5~2.7 65%
2B(→BC) Shield Upper→Jumping Slash 75(141) ??(3.4) 82%(62%)
BD8BB Slash→Issen 125 2.5~2.7 65%
[BC] Jumping Slash 80 > 1.7 80%
8AC →SI "Excalibur" Attack 94 1.0 80% Switches to SI mode, leaping forward stabbing with "Excalibur"
BI Moveset
Ranged Name Ammo Damage Reload/Charge Down Value Proration Notes
[A] Main "Kerberos" Beam Cannon 2 150 1 ammo/8s 3.0 x2 -30% x2
[CSa] "Kerberos" Channeled Shot -- 20~120 3s 0.25/hit -5%/hit
[AB] Sub "Deluge" Railgun 2 130 2 ammo/10s 2.0? x2 -20% x2
[AC] 5AC Force Silhouette Pack

2AC →BI "Kerberos" Shot

6AC Sword Silhouette Pack

--

(2)

--

--

150

--

--

(1 ammo/8s)

--

--

(3.0 x2)

--

--

(-30% x2)

--

.

Shares ammo with [A]

.

[BC] Quadruple Missile Launchers 24 20~133 18s 0.7/hit ??/hit Fires 8 missiles

Ammo shared with B

B Missile Launchers 24 18s 0.7/hit ??/hit Fires 2 missiles. Can fire while moving.

Ammo shared with [BC]

2B "Defiant" Beam Javelin -- 40 -- 0.5 ?? Stun
Melee

(Input)

Name Damage Down Value Proration Notes
8AC →SI "Excalibur" Attack 94 1.0 80%
SI Moveset
Ranged Name Ammo Damage Reload/Charge Down Value Proration Notes
[A] Main Beam Boomerang 1 16 1.5s 0.25? x2 -6% x2
[AB] Sub Beam Rifle 3 60 1 ammo/5s 2.0 70% Can rapid fire up to 3 shots
[AC] 5AC Force Silhouette Pack

4AC Blast Silhouette Pack

2AC →BI "Kerberos" Shot

--

--

2

--

--

(150)

--

--

(1 ammo/8s)?

--

--

(3.0 x2)

--

--

(-30% x2)

.

.

Shares ammo with BI [A]

Melee

(Input)

Name Damage Down Value Proration Notes
5BBB "Excalibur" Anti-Ship Sword 212 3.0 54%
5BB~8B →Issen 192 3.0 54%
4/6BB Side Combo 143 2.7 65%
8B 2-Hand Strike 80 1.7 80%
2B Upper 76 1.7? ??
BD8BBB Issen x2→Stab 174 > 3.0 ??
8AC "Excalibur Strike" 94 1.0 80% Does 58 if canceled into
[BC](→8B) Helicopter Slash→2-Hand Strike 115(175) 1.7?(??) 74%(??%)

Cancel Routes

FI Cancel Routes

[A]→Sub, 9/6/3AC

[CSa]→Sub, any-AC, BC

[AB]→any-AC, BC

[6AC]→A

[4AC]→2B

[8AC]→any-B (except BD and 8AC)

any-B (any stage except BC)→8/2AC

BI Cancel Routes

[A]→Sub, 5/6AC

[AB]→any-AC

[5AC]→Sub

[6AC]→A

[8AC]→any-B (except BD and 8AC)

[BC]→any-AC

2B→5/6AC

SI Moveset

5AC→Sub

4AC→2B

8AC→any-B (except BD and 8AC)

any-B (any stage)→2AC

5B~5BB/6B/2B/BDb→BC

BC (any hit)→8B

Ranged Moveset Details

FI Ranged Details

[A] Main - Beam Rifle

Cost-standard ammo and damage. Reload rate is slightly slower than average. Should supplement ammo and Down using Sub and 2AC.

Cancels into Sub, 9/6/3AC

[CSa] - Reflector Shot

Throws shield and shoots BR shot into it that then reflects in the direction of your target. Does not consume [A] BR ammo. You can affect the direction of the shield throw with 4/6/2/8 inputs. The speed and guidance of the reflected beam is slightly slower than [A] BR, but it hits harder. Carries movement inertia. Even if you BDC the shield throw will still occur.

Cancels into BC and any-AC

[AB] Sub - Separation Shot

Impulse's top and bottom halves separate, firing up to 2 BR shots. Does not consume [A] BR ammo, and can shoot twice despite Sub being only 1 ammo. The instant the separation occurs you become yellow-lock - it doesn't cut tracking, but you will evade the hit and damage of an incoming attack. It can dodge melee hits.

Cancels into BC and any-AC, which should be used in addition to the [A]→ to make the best of its offensive or defensive properties, whichever is more desirable at the time.

[AC] Special Shot - Silhouette Pack Swap

5AC switches you back to FI from other modes.

4AC switches to BI mode. In all modes 4AC allows you to immediately cancel into 2B ("Defiant" javelin throw)

2AC switches to BI mode while simultaneously firing "Kerberos". See more below.

6AC switches to SI mode. In all modes 6AC allows you to immediately cancel into [A] ("Flash Edge" boomerang throw)

8AC switches to SI mode by lunging forward and attacking with "Excalibur". See more below.


Your capacity for direct canceling into pack swaps to change on-the-fly if rather limited for 4/6AC, especially compared to Strike Gundam who can switch essentially at will. Because of this you will make much more use of the 2/8AC attacks both for easier quick-swapping and for sneak attacks.


[2AC] →"Kerberos" Blast

Switch to BI mode by firing a blast from "Kerberos" beam cannons. Across all forms this is one of the most important tools in Impulse's arsenal.

You can direct cancel into this attack from BR (via 3AC), CSa, Sub, Sub, BC, and all melee in both FI and SI modes except BC. Meanwhile, your options for canceling into 4AC are limited to CSa and Sub. So not only is 2AC an important tool for sneak "burst" damage and a go-to combo finisher for both FI and SI, it's vital for instantly switching to BI if needed.

As powerful a tool as it is, you have to constantly remember that it shares ammo and properties (ie, 1 ammo/8s reload rate) with BI [A], and conserve it for that reason. If you are out of ammo, the pack swap will still occur, but you won't get the big damage and knockaway that you essentially use the attack for.

BI Ranged Details

[A] Main - "Kerberos" High Energy Beam Cannons

Fires two high energy beams from the left and right side cannons. Startup is reasonably fast, as well as beam travel speed. Guidance however is iffy, similar to Launcher Strike and Gunner Zaku [A] cannons. Forced Down if both beams hit, knockback Down if just one hits. Powerful weapon and Impulse's strongest damage source, but very low ammo count and slow reload rate. Because it shares ammo with 2AC that is the go-to combo ender for the other two modes, it's not good to spend this ammo recklessly from the rear and then switch to one of the other modes and go forward without it.

Cancels into Sub and 4/5/6AC.

[AB] Sub - "Deluge" Railgun

Fires 2 thin, powerful bullets. Only reloads when both ammo have been used, and then has a long reload time. Guidance is weak. Does not do forced Down on 2hit. Speed isn't so great either, but finds use in close-range self-defense or punishing landings more reliably than [A]. All-in-all, not a great tool despite its damage potential.

[AC] Special Shot - Silhouette Pack Swap

Same as FI [AC].

[2AC] →"Kereberos" Blast

Same as FI [2AC].

[BC] Special Melee - Quadruple Missile Launchers

Fires up to 8 missiles at a time (can be cut by BDC). If all 8 hit does forced Down. Has a minimum distance you must be away from the enemy for them to hit because of the travel arc, but at that distance they have very good guidance and can even curve around objects to chase their target to some degree. Plentiful ammo so you can send off a number of them without care, but keep in mind the long reload time once you are out. On top of that, they only reload once spent, so the best practice is to do your bombardment then immediately get back into one of your other two modes.

Cancels into any-AC.

5/4/6/8B - Missile Launchers

Same as [BC] except launches only 2 missiles at a time. Shares ammo with [BC]. Can fire from angle, while moving.

2B - "Defiant" Beam Javelin

Hurls a beam javelin similar to RX-78-2's iconic weapon. Startup, travel speed, guidance, and momentum carry-through are all not great. Despite this, it could very well be your lifeline if caught offguard in BI with no Sub ammo available. Also does a light stun, so has the potential to stun opponents to setup for your partner closing down on them.

Cancels into any-AC. Furthermore, it can be canceled into from 4AC, meaning you can 4AC→2B→4AC(no change)→2B→4AC... if desired.

SI Ranged Details

[A] Main - "Flash Edge" Beam Boomerangs

Boomerang attack. Throws 2 boomerangs forward - similar to Banshee's but a much tighter focus point and further range (~2/3 max red-lock range) - having a forward hit and a return hit (each hit actually doing a total of 4 hits from the two boomerangs - an end total of 8 hits if both the throw and return hit). Quick startup for good priority, making it a solid countermeasure if being pursued.

Downside is its slightly slow reload time after returning to your hands.

[AB] Sub - Beam Rifle

Same as FI [A] but can rapid fire 3 shots.

[AC] Special Shot - Silhouette Pack Swap

Same as FI [AC].

[2AC] →"Kerberos" Blast

Same as FI [2AC].

Melee Moveset Details

FI Melee Details

5BB~ - Beam Saber

Somewhat interesting attack in that 5BB is the base attack, and has ~B and ~8B followup options (rather than 5BBB be the base attack):

4/6BB - Side Attack

Nothing flashy 2-hit side attack ending with a knockaway. Does 70/126 damage, 80%/65% proration, ??/2.5~2.7 Down. Good startup and priority. Not too difficult to followup.

8BB - Stab→Knockaway

Standard stab attack that ends with with a spinning knockaway slash. The initial stab is is a multihit. The knockaway has a slight lift to it, making it possible to followup (compared to most stab attacks that don't have this attribute), but still difficult. Honestly, it's substantially better to 8B→8AC→ than to do 8BB and try to follow it up. As typical, strong priority, but has a slow startup.

2B - Shield Upper

Typical upper attack with an added edge that it cancels into BC allowing you to do a quick dribble combo. If you 8SC during the BC knockdown the enemy will bounce up to be perfectly even with you to do one more attack of your choosing - 2AC, BC, or 8AC being the best options (8AC will actually allow you to add another attack after it, but it transfers a lot of momentum through the attack, so you need to again 8SC a little early to give yourself a chance of getting the last hit).

Besides →BC, →2AC and →8AC remain strong options as well, →2AC giving a high launched down. The →8AC cancel easily connects, but as mentioned above, it carries a lot of momentum through from the two attacks, and you need to 8SC early to be able to connect with your desired finisher.

BD Melee - Slash→Issen

Quick attack with good cut resistance. Does 65/125 damage, 80%/65% proration, ??/2.5~2.7 Down - almost exactly the same values as 4/6B. The slash hit must connect to get the followup issen. If performing the →8AC followup, you need to wait until you've reached the max sliding distance of the issen or else you will go under the opponent and miss.

[BC] Special Melee - Jumping Slash

High, quick leap followed by a hard comedown slash that bounces the enemy high. Does a camera change that cannot be canceled. As previously mentioned, you want to do a step cancel when you start the comedown motion so that when you exit the animation and camera angle change, the enemy should be perfectly level with you for easier followup attacks. Other than that, the attack itself has pretty good self-correction - even with the wild camera switching BC>BC>BC is not at all difficult to do.

As with other similar attacks, the jump slash has benefits beyond just attacking in that it will disrupt your opponents camera when you are close to them, making you harder to hit. Given its range and speed it's an invaluable evasion and mobility tool.

One point you need to be wary of though is its boost consumption.

8AC - →SI "Excalibur" Rush

Slow attack speed, but strong priority. Considering SI's melee is vastly superior in speed and damage to FI's, in most cases you should seek to quickly cancel any FI melee into this route, especially if you do not have ammo available for a →2AC finisher. Not only can every FI attack except BC cancel into this, but 8AC directly cancels into any SI melee except BD8B, making it an extremely versatile transformation route and attack.

SI Melee Details

5B - "Excalibur" Ant-Ship Twin Swords

Very quick attack tempo with two attack routes:

5BBB: does 73/142/215 damage, 80%/66%/54% proration, 1.8/2.0/3.0 Down.

5BB~8B: does 73/142/192 damage, 80%/66%/54% proration, 1.8/2.0/3.0 Down.

The tradeoff for the damage reduction at the end ~8B is the quick issen for elevated cut resistance in combos. Both attacks don't have much cut resistance, but given the attack pace and ability to →BC cancel or >>BD8B (great cut resistance) at any point, cut resistance isn't too high a concern here overall. As can be clearly seen, very high damage potential.

4/6BB - Side Attack

Splits twin swords into two halves for a standard 2hit knockaway side attack that does 75/143 damage, 80%/65% proration, 1.7/2.7 Down.

Often used to follow boomerangs because they will halt the long knockaway of the attack, keeping the enemy close to you and allowing you to step into an extra attack. Note: At close range this is really only stable if using >>4B after the boomerangs. Using >>6B will still often result in a knockaway due to how direction of the attack, launch, and boomerang return path. That, or it will end with the boomerangs knocking the enemy behind you. At mid-range using 6B becomes more stable, but 4B is still more consistent.

8B - 2-Hand Strike

Separates the twin sword into two halves delivering a powerful from-overhead 2-handed strike that does 80 damage, 80% proration, and 1.7 Down, ending with a hard bounce of the enemy similar to FI [BC].

Aside from bounce combos, this attack finds maybe its best strength in being canceled into from BC.

2B - Upper

2hit upper attack. Typical use is launching and canceling into BC. Take caution: there is a very small window after the second hit that you can still →BC, after which it will not work.

BD Melee - Issen x2→Stab

Similar to Destiny Gundam's BD melee. Very high closing speed, followup potential, and cut resistance, but rather weak priority. Stab hit does a forced camera change.

Does 70/126/174 damage, 80%/65%/??% proration, 1.7/2.0/>3.0 Down.

[BC] Special Melee - Helicopter Slash

Multihit attack:

Stage Hit# Damage Proration Down
1st 1 10 98% 0.15
2 20 96% 0.30
3 30 94% 0.45
4 40 92% 0.60
5 49 90% 0.75
6 58 88% 0.90
7 67 86% 1.05
8 76 84% 1.20
2nd 9 115 74% 1.70

Holding the twin swords in one hand, spinning the hand, Impulse lifts the enemy into the sky. The attack can at any hit be canceled into →8B or →2AC. Quick attack that can wrack up damage quickly. Also consumes vernier very quickly if used repetitively.

[8AC] →SI "Excalibur" Rush

Same as FI [8AC].

EX Burst

EX Attack

"Excalibur" Final Rush

271/246

Attack used to defeat Freedom Gundam in SEED Destiny. An essentially melee-range attack:

  • FI mode will throw its shield at the opponent, stunning them, then leap backwards in the air switching to SI, then rush into the opponent with "Excalibur", ending in an explosion. You will end the attack back in FI mode.
  • BI mode will throw the "Defiant" javelin before the leap-back/change→rush. You will end the attack back in BI.
  • SI mode will throw the backpack at the enemy before the leap-back/change→rush. You will end the attack still in SI mode, having done the entire attack in SI mode.

Movement is quick, but it's a very easy-to-miss-with attack given its limited range and ease of side-stepping it. If the throw hit misses Impulse will still do the leap-back into SI mode and rush. If you are interrupted before the leap-back you will remain in the mode you were in when you started the attack. If you are interrupted during the rush you will be returned the the mode you were in when you started the attack.

EX Burst Selection

Damage +?%, Defense +?%

Damage +?%, Defense +?%

Info and Tactics

Tactics

While on the surface it may seem that the natural thing to do is use all 3 of your packs often over the course of the battle, this is not the case. It's recommended that you divide your time spent in modes as 50/40/10%. Even if supporting a 3k unit, spending a lot of time in BI mode can be hazardous to your win chance. Blast has poor self-defense and a high risk of leaving your partner susceptible to double-lock and going unaided during it. Your primary focus is moving around the field supporting from FI mode, periodically switching into SI or BI depending on battle situations and openings and then back to FI.


Early Game

As already iterated multiple times, you're going to typically start a match in FI or SI for mobility, using your 2AC attack for sneak-attack "burst" damage.


Late Game

Still in FI mode, be mindful of your limited BR ammo and reload speeds, and use CSa and 2AC to economize it. Make extra good use of your Sub and BC evasive properties to prolong your survivability.


  • SI mode: Particularly, make good use of SI's boomerang in oki situations.

Partner Considerations

3000 Cost

  • FC/00/V2: Mode change power-up combinations. Time your assault with their power modes, and protect them using SI mode when in their weaker modes
  • WZTV/Quanta/DX/Turn-X/Destiny: All-purpose, persistent pressure combos. Support from behind using "Kerberos"/CS/BC and FI mode (keeping in mind though the limitations of BI mode and keeping a strong focus on FI). If the opportunity to sneak attack with SI mode presents itself certainly take it.

2500 Cost

  • Banshee: While Banshee itself doesn't have much for reliable high-damage (ranged) attacks, you can coordinate blasts from your "Kerberos" with the number of stun options it does have to pile up some good damage. Coordinate your SI mode with its NT-D periods for considerable offensive pressure.

2000 Cost

  • Gunner Zaku/Dynamas/Kshatriya/Rozen: dedicated rear guard units that can give you the freedom to pursue and isolate an enemy and wreak havoc with SI mode.

1000 Cost

Combos

Normal Combos

FI Combos
  • There's no cancel proration on →BC or →8AC
  • There is cancel proration on →2AC
  • Remember that you cannot cancel into any AC from BC
Input Damage Notes
[A] BR Starter
BR>>BR>>BR 158
BR>>(→)Sub(2hit) 152(119)
BR>>(→)2AC 180(138) Be aware of your surroundings before switching to BI.
BR>>BR>>(→)2AC 188(164)
BR>>5BBB 184
BR>>5BB~8B>(→)2AC 209(193)
BR>>6BB>BR 188
BR>>2B→BC 170 Bouncing Down during EX mode.
BR>>BD8BB>BR 175 2SC most consistent
BR>>BD8BB>(→)2AC 208(191) 2SC most consistent
BR→8AC→BC→8B 172 Can do in overheat
BR>>(→)8AC→BC→8B 200(182)
BR>>(→)8AC→BC>(→)2AC 228(214)
BR>>BC 131 Bounced Down
BC>>BC>BR 169 High cut resistance
BR>>BC>(→)2AC 206(???)
[CSa] Starter
CSa(shield hit)>>BR>>BR 155
CSa(shield hit)>>8AC→BC>(→)2BC ???(201)
CSa(shield hit)>>2AC 114
CSa(shield hit)>>(→)BC 106(106) Bounced Down
[AB] Sub Starter
Sub(1hit)→BC>8AC→8B 194
Sub(1hit)→BC>2AC 202
Sub(2hit)>>BR 149
Sub(2hit)>>(→)8AC 153(153)
Sub(2hit)>>(→)2AC 179(155)
Sub(2hit)>>(→)BC 151(151) Evade→Down
Input Damage Notes
5B Starter
5BB>5BBB 196
5BB→8AC→5BBB 230
5BB~8B>5BB~8B 218
5BB~8B>>BD8BB 212
5BB~8B>(→)2AC 214(200)
4/6B Starter
6B>5BBB(>BR) 188(215)
6B>5BB~8B(>BR) 183(210)
6BB>5BB~8B 223 8SC most consistent
6BB>6BB 204
6B>6BB>BR 200
6B>2B→BC 180
6BB>>BD8BB 203
6BB>BC→CSa 201
6BB→8AC→5BBB
6B→8AC→(S)5BBB 234
6BB→8AC→5BB~8B
6BB→8AC(no hit)>5BB~8B 235 Just before the 8AC attack hits 8SC into followup
6BB→8AC→BC 234
6BB→8AC→BC(2-3hit)→8B 220?
6BB→8AC(no hit)>BC→8B 207 Just before the 8AC attack hits 8SC into followup
6BB→8AC(no hit)>BC>(→)2BC 260(236) Just before the 8AC attack hits 8SC into followup
6B>BC>2AC 224
6B>(→)2AC 190(???)
8B Starter
2B Starter
BDb Starter
BD8BB>5BB~8B
BD8BB>6BB 203
BD8BB>8BB 195
BD8BB>>BD8BB ???
BD8BB>>(→)2AC 185(???)
BD8BB>BC>BC 213 Very boost hungry.
[BC] Starter
BC→CSa 165
BC>5BB~8B>(→)2AC 220(???)
BC>6BB→CSa ???
BC>6BB>(→)2AC ???(220)
BC>8AC→5BB~8B
BC>8AC→BC→2AC 219
BC>8AC→BC→8B
BC>6AC→5BB~8B>(→)2AC 250
BC>BC>BC 192

BI Combos

Input Damage Notes
[A] Main Starter
A(1hit)>>Sub 167
[AB] Sub Starter
Sub>>A 220 A(1hit) does 175
Sub>>Sub 208
Sub→8AC 208
5/4/6/8B or [BC] Starter
BC(<7hit)>>A 150~220?
Input Damage Notes
2B Starter
2B>>A ???
SI Combos
  • [A] Starter: Damage/proration/Down will vary slightly depending on total number of hits from boomerang.
Input Damage Notes
[A] Main Starter
A>>Sub(2hit) 136 Forced Down
A>>5BBB 207~211 Allows for one more hit.

Adding >8B brings the damage to 231

Adding →2AC brings the damage to 225

A>>5BB~8B>(→)2AC 244(211)
A>>4B>4BB 192
A>>4BB>(→)2AC 185(209) It's difficult to get high damage out of this because of the timing needed.

Step canceling into 2AC will often result in the boomerangs knocking the enemy to the ground before you can hit with it.

→2AC does more reliable damage but still can be diminished from return-path boomerang hits

A>>2AC 176
A>>BC>5BBB(1hit) 217
A>>BD8BBB 186? For if you're low on boost
A>>BD8B>2AC 200
A>>BD8BB→BC→2AC 213
A>>BC→8B 188
A>>BC(8hit)>BC→2AC 223
A>>BC(8hit)>BC→8B 221
  • A number of combos below involving BC will have variable damage based on if you use BC(8hit) or BC(full hit). BC alone or BC→8B indicates the full BC hit. BC(#hit) will be used to denote otherwise.
Input Damage Notes
5B Starter
5BB>5BB>(→)2AC 277(259)
5BB>5BBB 262
5BB>5BB~8B 253
5BB→BC→8B 248
5BBB>>5BB 279 Make sure to note you need to BDC here and not SC. BDC as soon as the knockaway motion hits.
5BBB>>5B>8AC 263
5BBB>>5B>(→)2AC 302(273)
5BBB>8B>8B 284
5BBB>8B>(→)2AC 308(288) Use 8SC to get >2AC to hit.

If 2AC doesn't hit this combo only does 256 damage, so perfect your timing or use the cancel route.

5BBB>8B>BC 264 BC(?hit)→8B (quick-finish) can bring the damage up to 286.

BC(?hit)→2AC (extremely quick-finish) can bring the damage up to 290.

In all cases you're still reducing your damage compared to the above combo and other more efficient options.

5BBB>8AC→8B 288 More efficient than both of the above combos.
5BBB>8AC>BC(no-hit?)→8B 283~298
5BBB>(→)2AC 294(262)
5BBB>BC→8B 272
5BBB>BC>(→)2AC 313(297) 8SC to get 2AC to hit.

Only does 271 if 2AC doesn't hit.

5BB~8B>(→)2AC 274(242)
5BB~8B>BC>(→)2AC 293(277)
4/6B Starter
6B>5BB~8B>(→)2AC 271(251) Relatively high launch. Can target switch at 5B to watch for incoming attacks.
6B>5BBB 222 Unforced Down
6B→BC→8B 209
6B>BC>2AC 247 Using cancel routes instead does 216
6BB>6BB 231
6BB>BC→8B 249
6BB>BC>(→)2AC 277 Very boost hungry but high damage
8B Starter
8B>8B>8B 192
2B Starter
2B→BC(8hit)>BC→8B 249
2B→BC(8hit)>BC>(→)2AC 278(239)
2B→BC→8B 218 Adding >8B brings the damage to 233

Adding >(→)2AC brings the damage to 231(220)

2B→BC>(→)2AC 243(224) Very quick and reliable damage.
2B→BC>8AC 223 Adding >8B to the end brings the damage to 253
2B→BC→BC 235
BD Starter
BD8B>(→)2AC 190(142) Poor damage, just a fast, reliable knockaway Down.
BD8B→BC(8hit)→8B>(→)2AC 216(223) Just a quick-finish bounced Down attack.

>8B finisher instead does 219

>Sub finisher does ???

BD8B→BC(8hit)>BC→8B 219
BD8B→BC>(→)2AC 201(210) Inferior damage but fast Down with good pursuit properties.

→8B finisher instead does 204.

BD8BB>5BB→BC 232
BD8BB>5BB~8B 235
BD8BB>6BB 214 Unforced Down
BD8BB>8B>8AC 217 Leaves room for one more hit

Adding >8B brings the damage to 237.

Adding >8AC brings the damage to 227

BD8BB>8B>(→)2AC 246(220) For >8B you can either 4/6SC, or input BD8BBB and 8SC before the BD stab hits. 8SC to get 2AC to hit.
BD8BB>8B→BC→8B 237
BD8BB>>BD8BB>8B 228
BD8BB>>BD8BB>(→)2AC 250(223)
BD8BB>>BD8BB→BC 223 >2B finisher instead does 224 for launch also
BD8BB>>BD8B→BC→8B 231
BD8BB>>BD8BBB 226 Very good cut resistance
BD8BB→BC(8hit)→8B 217
BD8BB→BC(8hit)>(→)2AC 251(223)
BD8BB→BC(8hit)>BC 229
BD8BB→BC(8hit)>BC(8hit)→8B 248
BD8BB→BC(8hit)>BC(8hit)>(→)2AC 264(244) Ends in overheat
BD8BB→BC(8hit)>BC(8hit)>BC 252 Ends in overheat
BD8BB→BC(full hit)→8B 232
BD8BB→BC(full hit)→2AC 236
BD8BB→BC(full hit)>BC 240
BD8BB→BC(full hit)>BC(8hit)→8B 248
BD8BB→BC(full hit)>BC(8hit)>(→)2AC 265(240) Ends in overheat
BD8BB→BC(full hit)>BC(8hit)>BC 232 Ends in overheat
BD8BBB>8B>8B 246 A little difficult to do without walls our buildings to help with the 8B bounce. You need to 8SC as soon as last hit of BD melee connects.
BD8BBB>8B>BD8B 256
BD8BBB>8B>8AC 232
BD8BBB>8B>(→)2AC 272(250)
BD8BBB>8B>BC 226
BD8BBB>>BD8B(B) 205(238) Difficult to do without walls or objects. Last hit impossible without walls or objects.

Given the plethora of other options, not worth pursuing.

BD8BBB→BC→8B 259 Much easier to do than above combo. →BC just before the BD final stab full hits.

The damage varies based on if you use the final hit of the BC or not.

>BC finisher does 241 for high launch

2AC finisher does 261

BD8BBB→2AC 183 You need a wall or an object to bounce the opponent or else this move is flat-out impossible.
BC Starter
BC(8hit)→8B>>BD8BB>8B 245 As mentioned earlier, either 4/6SC or do BD8BBB and 8SC before stab hits

→BC finisher does 224

2AC finisher does 249

BC(8hit)→8B>BC(8hit)→8B 233 Very fast, very drastic dribble

→2AC finisher does 238

BC(8hit)>BC(8hit)>BC(8hit)→8B 262 Extremely high launch, but not much cut resistance in the early stages until you are high.

Ends in overheat

BC(8hit)>BC(8hit)>BC>(→)2AC 272(267) Same note as above
BC(8hit)>BC(8hit)>BC(8hit)>BC 250 Same note as above
BC>5BBB>8B 280 For if you don't have ammo for 2AC.
BC>5BBB>(→)2AC ???(267) Use 4/6/2SC into >5B.
BC>5BB~8B>(→)2AC 295(273) Use 4/6/2SC into >5B. 2SC into >2AC
BC→8B→BC 234
BC>(→)2AC 227(183) Quick launched Down.
BC>BC>BC 250
8AC Starter
8AC→5BBB>BC(?hit)>(→)2AC 303(290) BC(1~2hit). Extremely quick finish. 2SC>2AC as soon as BC hits for 303 damage.
8AC→5BB~8B>(→)2AC 290(270)
8AC→BC→8B 228
8AC→BC(8hit)>BC>(→)2AC 285(254)

EX Combos

Input Damage Notes
FI EX Combos
???/???
BI EX Combos
???/???
SI EX Combos
???/???

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