Line 153: | Line 153: | ||
|- | |- | ||
| [A] Main | | [A] Main | ||
| | | Head Vulcan | ||
| | | 120 | ||
| | | ??? | ||
| | | 4.5s | ||
| 2 | | 0.2 | ||
| | | Fires up to 20 rounds at a time. Must be facing enemy. | ||
|- | |- | ||
| [AB] Sub | | [AB] Sub | ||
| | | Debris Kick | ||
| | | 2(4) | ||
| 90 (5/2AB) | |||
| 1 ammo/3s | |||
| | | 1.7 | ||
| | | 5/2AB kick debris at enemy, pushing you slightly backwards. | ||
| | 8/4/6AB kick off debris in input direction as an evasive/movement action | ||
4/6AB | |||
|- | |- | ||
| [AC] | | [AC] | ||
Line 181: | Line 175: | ||
| 5s | | 5s | ||
| 3.0 | | 3.0 | ||
| Fast reload time compared to other assists, easy to use | | Fast reload time compared to other assists, easy to use. Shares ammo/reload with HWM. | ||
|- | |- | ||
| [BC] | | [BC] | ||
Line 189: | Line 183: | ||
| - | | - | ||
| - | | - | ||
| Change to | | Change to Heavy Weapons Mode. Quick change and can be canceled into. | ||
Consumes a small amount of boost though. | Consumes a small amount of boost though. | ||
|- | |- | ||
Line 203: | Line 197: | ||
! Notes | ! Notes | ||
|- | |- | ||
| | | 5bbbb | ||
| | | Cut → Uppercut → Smackdown | ||
| | | 221 | ||
| 3. | | 3.6 | ||
| | | | ||
|- | |- | ||
| 5bb | | 5bb~8b | ||
| → | | Cut → Kick | ||
| | | 185 | ||
| | | 3.1 | ||
| Animation time is slightly long and bazooka stand-still is easy to interrupt. | | Animation time is slightly long and bazooka stand-still is easy to interrupt. | ||
|- | |- | ||
| | | 8bb | ||
| | | Serial Stabs → Psycho-crusher | ||
| | | 182 | ||
| | | | ||
| | | First part does small launch. | ||
|- | |- | ||
| 6bb | | 6bb | ||
| | | Torso Cut → Spinning Slash | ||
| | | 151 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| 2b | | 2b | ||
| | | Two-Strike Uppercut | ||
| | | 88 | ||
| | | | ||
| | | | ||
|- | |- | ||
| BDb | | BDb | ||
| | | Spinning Issen → Cut-back Spinning Cut | ||
| | | 157 | ||
| | | | ||
| | | | ||
|- | |- | ||
|} | |} | ||
Line 259: | Line 245: | ||
| Cuts tracking on startup. Same motion as 4/6AB but spins more times. Can control direction of spin with control stick. | | Cuts tracking on startup. 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. | Because of length of time, it can be rather easily interrupted, even with the varying motion. | ||
Converts back to HWM. | |||
|} | |} | ||
Revision as of 15:00, 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 hit does a small launch, third hit a 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 Barrage | 171(A)/154(B) | Fires 7 shots. Cuts tracking on startup. 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. |
Sinanju High Mobility Mode Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Head Vulcan | 120 | ??? | 4.5s | 0.2 | Fires up to 20 rounds at a time. Must be facing enemy. |
[AB] Sub | Debris Kick | 2(4) | 90 (5/2AB) | 1 ammo/3s | 1.7 | 5/2AB kick debris at enemy, pushing you slightly backwards.
8/4/6AB kick off debris in input direction as an evasive/movement action |
[AC] | Angelo's Geara Zulu Assist | 1 | 110 | 5s | 3.0 | Fast reload time compared to other assists, easy to use. Shares ammo/reload with HWM. |
[BC] | Mode Change | - | - | - | - | Change to Heavy Weapons Mode. Quick change and can be canceled into.
Consumes a small amount of boost though. |
Melee
(Input) |
Name | Damage | Down Value | Notes |
---|---|---|---|---|
5bbbb | Cut → Uppercut → Smackdown | 221 | 3.6 | |
5bb~8b | Cut → Kick | 185 | 3.1 | Animation time is slightly long and bazooka stand-still is easy to interrupt. |
8bb | Serial Stabs → Psycho-crusher | 182 | First part does small launch. | |
6bb | Torso Cut → Spinning Slash | 151 | ||
2b | Two-Strike Uppercut | 88 | ||
BDb | Spinning Issen → Cut-back Spinning Cut | 157 |
Burst Super | Damage | Notes |
---|---|---|
Beam Rifle Spinning Barrage | 171(A)/154(B) | Cuts tracking on startup. 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. Converts back to HWM. |
Cancel Routes
Heavy Weapons Mode
[A] Main → 5/4/6AB, AC, BC
[5AB] Sub → 5AB, AC; 4/6AB (via [A])
[4/6AB] Sub → 4/6AB
[AC] → A (Amekyan), 5/4/6AB
[BC] → (HMM)5/4/6AB
[5/2/8/4/6B] → 2B
High Mobility Mode
[5/2/8/4/6AB] Sub → 5/2/8/4/6AB, AC, BC; B (from 8Sub only)
[AC] → 5/2/8/4/6AB, BC
[BC] → (HWM)5/4/6AB
[5/2/8/4/6B] → 5/2/8/4/6AB, BC, 2B
General Info / Strategy
Tactics
Partner Considerations
Heavy Weapons Mode Moveset Details
High Mobility Mode Moveset Details
Heavy Weapons Mode 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) |
High Mobility Mode 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