(→Combos) |
|||
Line 8: | Line 8: | ||
'''MA Mode:''' No | '''MA Mode:''' No | ||
'''Equip Change:''' Yes (High Mobility Mode | '''Equip Change:''' Yes (High Mobility Mode ↔ Heavy Weapons Mode) | ||
'''Dustloop Thread:''' [http://www.dustloop.com/forums/index.php?/topic/8189-fb-sinanju-general-discussion-press-sub-to-do-a-barrel-roll/ Sinanju General Discussion] | '''Dustloop Thread:''' [http://www.dustloop.com/forums/index.php?/topic/8189-fb-sinanju-general-discussion-press-sub-to-do-a-barrel-roll/ Sinanju General Discussion] |
Revision as of 02:49, 24 April 2014
Sinanju
Pilot: Full Frontal
Cost: 2500
Durability: 620
MA Mode: No
Equip Change: Yes (High Mobility Mode ↔ Heavy Weapons Mode)
Dustloop Thread: Sinanju General Discussion
JP Wiki: Sinanju (Tactics) (Heavy Weapons Mode) (High Mobility Mode)
Sinanju Heavy Weapons Mode Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Beam Rifle | 6 | 75 | 1 ammo/3 sec | 2.0 | Standard BR with average reload speed, but ammo is a little sparse.
Has numerous cancel routes. Continues to reload during HMM at same speed. |
[AB] Sub | Rocket Bazooka | 5 | 107 (5AB)
91 (4/6AB) |
5 sec/5 ammo | 2.0+0.5 | 5AB straight-forward shot that travels a little slower than 4/6AB but is stronger.
Canceling with [a] will cancel into 4/6AB action, firing 3 total shots. 4/6AB Barrel roll in the input direction while firing. |
[AC] | Angelo's Geara Zulu Assist | 1 | 110 | 5s | 3.0 | Fast reload time compared to other assists, easy to use, and can Amekyan from. |
[BC] | Mode Change | - | - | - | - | Change to High Mobility Mode. Quick change and can be canceled into.
Consumes a small amount of boost though. |
Melee
(Input) |
Name | Damage | Down Value | Notes |
---|---|---|---|---|
5bbb | Beam Saber | 164 | 3.2 | Second does a small launch, third hit knock-away |
5bb-8b | → Shield+Bazooka Combo | ??? | 4.6 | Animation time is slightly long and bazooka stand-still is easy to interrupt. |
8b | Saber Uppercut → Mowdown | 147 | Up to 3.0 | Move is made up of three stages: 1-3hits, 4th hit, 5-9hits.
Launch → knock-away |
6bb | Side Slash → Spinning Slash | 132 | 2.8 | Good priority but develops somewhat slowly |
6b-8b | Side Slash → Stab | ??? | 2.8 | Takes roughly same amount of time as 6bb |
2b | Shield Uppercut | 77 | 1.8 | Startup is somewhat slow |
BDb | Stab → Debris Slam | 135 | 3.0 | Slow and easy to cut, but high Down value.
Can be used as a set-up for more safely changing to HMM. |
Burst Super | Damage | Notes |
---|---|---|
Beam Rifle Spinning Shot | 171(A)/154(B) | Cuts guidance initially. Same motion as 4/6AB but spins more times. Can control direction of spin with control stick.
Because of length of time, it can be rather easily interrupted, even with the varying motion. |
Cancel Routes
Heavy Weapons Mode
[A] Main → Sub, AC, BC
[5AB] Sub → 5Sub, 4/BSub (via [A]), AC
[4/6AB] Sub → 4/6Sub
[AC] → A (Amekyan)
[BC] → (HMM)Sub
directional B → 2B
High Mobility Mode
[AB] Sub → Sub, AC, BC, B (from 8Sub)
[AC] → Sub, BC
[BC] → (HWM)Sub
directional B → Sub, 2B, BC
General Info / Strategy
Moveset Details
Combos
Damage | Notes | |
---|---|---|
BR Starter | ||
BR →(>>) 5Sub >> BR | 168 (187) | (Damage) if boost dash cancel is used instead of direct cancel |
BR →(>>) 5Sub >> AC | 185 (204) |
Burst Bonuses
Assault Burst: +9% damage, +?% defense
Blast Burst: +0% damage, +20% defense