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== Combos == | == Combos == | ||
=== Normal Combos === | === Normal Combos === | ||
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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
Impulse Gundam
Pilot: Shinn Asuka
Cost: 2500
Durability: 620
MA Mode: No
Equip Change: Yes (Force Silhouette ↔ Sword Silhouette ↔ Blast 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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BI Moveset | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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SI Moveset | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cancel Routes
FI Cancel Routes |
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[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 |
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[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 |
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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 |
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[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.
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 |
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[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 |
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[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 |
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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:
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
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BI Combos
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EX Combos
Input | Damage | Notes |
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FI EX Combos | ||
???/??? | ||
BI EX Combos | ||
???/??? | ||
SI EX Combos | ||
???/??? |