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Revision as of 13:36, 28 July 2014
RX-0 Unicorn Gundam
Pilot: Banagher Links
Cost: 3000
Durability: 700
MA Mode: No
Equip Change: Yes (NT-D)
Dustloop Thread: Unicorn Gundam General Discussion
JP Wiki: Unicorn Mode NT-D Mode and Tactics
Common Nicknames: UC, Uni
Introduction
Unicorn Gundam plays as an all-purpose MS varying on what state it is in.
Unicorn Mode is best suited for and performs strongly in mid-range neutral game. It carries a distinctly powerful BR compared to others and it is active reload. It has an assist amekyan with a fantastic range of motion, and also a very quick and powerful BR→BZ cancel route for quickly downing opponents. Plays a little heavier than other MS but still has very respectable mobility despite this. The one thing you will find lacking though is melee presence.
NT-D Mode changes Unicorn into a full-frontal assault MS. Your powerful BR is exchanged for a quick-firing beam gatling MG, and your BZ for a fast-traveling stun. The fantastic assist amekyan is retained. Moreover, you gain a considerable buff to mobility and speed, and fierce melee options.
Changes from EXVS |
---|
|
Movesets
Unicorn Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Beam Magnum | 5 | 95 | (manual) | 2.0 | Stronger than most BRs. Thicker beam and slower outbreak that other BRs.
Cancels into Sub |
[CSa] | Beam Gatling | - | 13~148 | 1.5s | 0.3 | MG with Beam properties. 3hit staggers
Can manually move shots with control stick |
[AB] Sub | Hyper Bazooka | 3 | 104 | 7s | 2.0+0.5 | |
[AC] | Jegan-D Assist | 2 | 94 | 1 ammo/7s
(+1s CD after use) |
1.0 x2 | Strong stagger. Cancels into BR and Sub
BR cancel freefall amekyan. |
[BC] | NT-D | 100
(23s) |
- | 30s | - | Cannot exit early. No CD before reload starts.
Cancel camera changing by holding down (2BC). |
Melee
(Input) |
Name | Damage | Down Value | Notes |
---|---|---|---|---|
5BBB | Beam Saber | 164 | 3.0 | |
5B~8BB | → Double kick → Crescent kick | 170 | 3.6 | DK launches, CK beatdown |
4/6BB | Shield hit → Tornado kick | 124 | 2.8 | Knockaway |
4/6B~2B | Shield hit → Shield uppercut | 131 | 3.0 | Launched knockaway |
8BB | Corkscrew kicks | 145 | 2.7 | Launched short knockaway |
2BBB | Horn attack → Crescent kick | 173 | 3.2 | Launch → Beatdown |
2BB~8B | Horn attack → Grab and throw | 182 | 2.7 | Launched knockaway |
BD8B~B | Shoulder tackle → Grab and throw | 171 | 3.0 | Launched knockaway → Launched knockaway |
NT-D Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Beam Gatlng | 20 | 15~159 | 5s | 0.3 | 3hit staggers.
Cancels into Sub and BC. |
[AB] Sub | Beam Tonfa Blast | - | 70 | 0.5 | Weak stun. Cancels into Grab-and-launch melee followup. | |
[AC] | Jegan-D Assst | 2 | 94 | 1 ammo/7s
(+1s CD after use) |
1.0 | Strong stagger. Cancels into MG and Sub.
MG cancel freefall amekyan. |
[BC] | Psychommu Jack | 1 | 60 | 1.5s | 2.0 | Stun.
Can stop numerous Newtype weapons. |
Melee
(Input) |
Name | Damage | Down Value | Notes |
---|---|---|---|---|
5BBBBB | Beam Tonfas | 240 | 4.1 | Early stages cancel into 4/6/8/2B combo lines
Late stages cancel into Sub |
4/6BBB | Beam Tonfas Cross-Slash | 199 | 3.2 | Launched knockaway
Last stage cancels into Sub |
8BBB | 3x Beam Tonfa Stab | 196 | 3.3 | Knockaway |
2B | Upward Slash | 92 | 1.8 | Launch
Cancels into AC and BC |
BD8B | Issen | 86 | 1.5 | Extremely fast chase speed. |
Cancel Routes
Unicorn Cancels
[A] BR → Sub
[AC] → BR (freefall amekyan), Sub
NT-D Cancels
[A] MG → Sub, BC
[AB] Sub → 5B (special melee followup)
[AC] → MG (freefall amekyan), Sub
[5BBBB] → Sub
[5B stage 1/2] → 4/6/8/2B
[5B stage 3/4] → Sub(→5B)
[6BB] → Sub
[2B] → AC, BC
[BDb] → Sub
Ranged Moveset Details
Unicorn Ranged
[A] Main - Beam Magnum
Sometimes abbreviated BM, the Beam Magnum is distinctly stronger than other BRs both in its power and damage, being surpassed only by Wing Zero EW's full-hit BR. This carries a small cost though in that the outbreak of the beam is slower than most other BRs, so you have to adjust your timing for zundas and punishing landings. The beam is moderately thicker than other BRs, and even with the nerfs from EXVS it's still a very accurate and formidable weapon. Cancels into Sub and should be used as such periodically to spread ammo and downs.
[CSa] - Beam Gatling
MG-style weapon but with beam properties. 3hit staggers. The attack has some bend in it and it carries inertia. Also the direction of fire can be modified using the control stick. Can change target while firing and stream of fire will remain on your former target. Bullets disappear at 1.5x red lock range. Very easy to use with melee.
[AB] Sub - Hyper Bazooka
Outbreak is below-average but has good muzzle correction among other BZs. Best used as an aggressive supplement to BR with the cancel route. Because it has the Explosion property it can be used as a very effective counter-measure to the Crossbone Anti-Beam Cloaks. Can be step-amekyaned during Blast Burst.
[AC] Special Shot - Jegan-D Assist
Calls 2x Jegan-Ds on Unicorn's left and right sides which fire 3 shots each simultaneously (so 6 shots in total). Maybe the most important tool in Unicorn mode's arsenal with the changes from EXVS. Has a Strong Stagger property, can cancel into BR and Sub - BR cancel being a freefall amekyan which is vital to Unicorn's movement game.
[BC] Special Melee - NT-D Transform
Transform into NT-D mode. A little bit of inertia is carried through if you do this while moving. Can cancel the forced camera change via 2BC. Lasts 23 seconds and cannot be exited early. No CD before reload begins; takes 30s to reload.
BEWARE: Rozen Zulu's Psycho Jammer ability will immediately end NT-D, which will reload from the point the gauge was at when you were knocked out of NT-D.
NT-D Ranged
[A] Main - Beam Gatling
A MG weapon but with Beam properties. Good accuracy, and benefits greatly from NT-D's increased red lock range. Fires up to 10 shots at a time from either hand's gatling. 3hit to stagger. Cancels into Sub and BC. Narrow angle of fire. Very good area of coverage if paired with BD melee's speed.
[AB] Sub - Beam Tonfa
Discharges a quick beam slice that does a weak stun. Range limit is slightly less than red lock range. Weak guidance and outbreak, but very fast and has decent muzzle correction before outbreak. Can be canceled into from MG and a number of melee stages, but doesn't carry over muzzle correction from cancels. No ammo count, but acts like a boomerang in that it can't be consecutively fired, whether it hits or not.
If it hits you can immediately follow it up into an enhanced version of Unicorns grab/throw followup move.
[AC] Special Shot - Jegan-D Assist
Same as Unicorn mode. Can still freefall amekyan from with MG.
[BC] Special Melee - Psychommu Jack
NT-D's Psychofield goes forward from Unicorn's hand, stunning the enemy. It has a secondary effect in that it will stop a number of Newtype weapons if they are in attack range:
- Will stop: funnels (hi-Nu, Nu, Sazabi, Quebely, etc); dragoons (Strike Freedom, Providence); bits (Cherudim, Quan[T]); fangs (Arche, Throne Drei?); Xi's funnel missiles, INCOMs (Rozen Zulu, Ex-S)
- Will not stop: DX's G-bits, Turn-X separation parts, Zeong's wired hands
- It can stop: Nu's Fin Funnel barrier and Cherudim's shild bits, but only if you hit them right before they assemble. It won't deactivate these shields once they are in use.
One further important note is that this move can be step canceled, making BC>AC→MG an extremely powerful close-range movement route. Strong priority attack.
Melee Moveset Details
Unicorn Melee
5BBB - Beam Saber
Standard 3hit melee doing 60/114/164 damage, 1.7/2.0/3.0 Down, ending in knockaway. Final stage is technically a 2hit (0.5x2 Down), but this is near impossible to see.
5B~8BB - →Double Kick→Crescent Kick
3stage-4hit attack that does 60/92/122/170 damage, 1.7/1.9/2.1/3.6 Down. Forced camera change between kick-up and kick-down stages. Takes longer to end than 5BB, but 5B~8B on its own offers better movement and cut resistance.
4/6BB - Shield Hit→Tornado Kick
2hit attack doing 68/124 damage, 1.8/2.8 Down. Decent swerve, but slow, has bad priority and high Down value on first hit. Furthermore, the knockaway at the end is difficult to followup with other melee. It's best application is for putting side momentum into amekyan. The tornado kick is left→right regardless of if you use 4B or 6B, so you need to 6SC to give yourself the best chance of getting a followup hit.
4/6B~2B - →Shield Uppercut
2hit attack derivative doing 68/131 damage, 1.8/3.0 Down. Uppercut launch puts opponent in a sustained spinning Down state, giving you ample time to prepare your next move.
8BB - Corkscrew Kicks
2stage-3hit attack that does 40/81/145 damage, 1.0/1.7/2.7 Down. Possibly Unicorns best chase ability. Very fast startup, it covers the most ground (slightly more than BDb), is easy to step cancel out of to avoid getting cut, uses a small amount of boost, and then has excellent priority when you arrive at your opponent. Furthermore, unlike many kick attacks in the game, the final hit is very easy to followup because it knocks the opponent slightly upwards instead of far away from you.
2BBB - Horn Attack
3hit attack doing 65/121/173 damage, 1.2/1.7/3.2 Down, lifting the opponent with the first two hits before kicking them back down with the last hit. It's primary function is the incredibly high lift the first two hits can do for locking an enemy out of play.
2BB~8B - →Grab/Throw
Grab/throw derivative does 65/121/182 damage, 1.2/1.7/2.7 Down. Keeps the opponent locked out longer than 2BBB, but also takes longer and is easier to cut.
BD8BB - Shoulder Tackle→Grab/Throw "koko kara deteike~"
Iconic tackle from OVA Episode 1. 2stage-3hit attack doing 94/94/171 damage, 2.0/2.0/3.0 Down (the grab does no damage or Down). Does a brief pause at the start followed by an explosion of speed, but it's very boost-hungry and leaves you considerably exposed while being difficult to quickly step out of to avoid getting cut during your approach.
NT-D Melee
5B - Beam Tonfas
Powerful 5-stage, 8hit attack. Stages 1-2 can directly cancel into 4/6/8/2B. Stages 3-4 can cancel into Sub. A table of these routes and their damage values can be seen below:
NTD 5B Derivations and Details |
---|
|
For the high damage output though it has a very long animation time and so very poor cut resistance. You need to be keenly aware of your surroundings to know if you need to exit the attack chain via BD melee or amekyan.
4/6B - Beam Tonfas Cross-Slash
3-stage, 3hit attack. Cancels into Sub at final stage.
NTD 4/6B Details | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
8B - Beam Tonfa Stabs
3hit stab attack. Very good priority, but basically nonexistent followup capacity. Has merit in that it ends faster than 4/6B for canceling from 5B.
NTD 8B Details | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
2B - Upward Slash
Single strike, multi-hit upward slash from the bottom left side of Unicorn's frame to the upper right side.
NTD 2B Details | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
BD8B - Issen
.
NTD BD8B Details | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
→Sub→B Stab-and-Launch
As already mentioned, this route can be canceled into from 5BBB, 5BBBB, 4/6BBB, and BD melee. Very powerful but also very vulnerable to being cut.
NTD →Sub Derivation Details | |||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
EX Burst
EX Attack
Full Armor Unicorn Barrage - "Gundam! ore ni chikara wo kase!"
301/280
Ranged attack using Full Armor Unicorn's double beam gatlings (6 shots), double hyper bazookas (4 shots), and a shield throw followed by a supercharged shot from the beam magnum:
EX Attack Details | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
The attack doesn't have very much target correction between weapons, but the bazooka missiles have very good tracking, and the beam magnum shot has a surprising amount of tracking also. The attack has Super Armor until the beam gatling starts firing, meaning the attack can be interrupted. But its speed and quick midair motions ensure that this doesn't happen too regularly, even if the attack was evaded . You're more likely to miss with the attack than to get hit during it. An interesting point though is if you are interrupted in the last stage - after the shield toss but before the beam magnum shot - the shield will remain stuck at the position it landed and if you shoot it it will still explode and damage anyone nearby.
Even if the attack does miss though, it still has the great advantage of now putting you into NT-D mode at the end, even if your gauge is still charging. You will exit the attack animation at 85 gauge, which gives you 19.5s of NT-D time. If you are already in NT-D when you use the attack your NT-D gauge will be reset (again, exiting the attack animation at 85 gauge)
EX Burst Selection
Assault +8% Damage, +10% Defense
Blast +0% Damage, +20% Defense
Selecting a Burst type strongly comes down to what mode are you typically in when you use your Burst, and what mode do you want to be in when you use your Burst. Assault Burst hinges almost exclusively on aggressive NT-D play for it's incredible movement speed buff and melee damage buff. However, Unicorn mode gets nowhere near as much benefit out of it as NT-D mode. Blast Burst is the safer option of the two. The ability to rainbow step cancel turn-around shot and bazooka in Unicorn mode, along with the faster AC reload for amekyans and overall better boost efficiency is a strong package. Even NT-D is able to benefit from the increased red-lock range. So reiterating, the choice really depends on playstle and when you get and use your Burst - Assault for aggressive NT-D pressuring, or Blast for more focus on neutral game.
Info and Tactics
Tactics
Early game - Unicorn mode
.
Using NT-D Effectively
Partner Considerations
3000 Cost
2500 Cost
2000 Cost
1000 Cost
Notable Matchups
Advantageous Matchups
Troublesome Matchups
- Rozen Zulu
Combos
Unicorn Combos
Input | Damage | Notes |
---|---|---|
BR [A] Starter | ||
BR>>BR>>BR | 186 | |
BR>>BR>>(→)Sub | 184(180) | zunda cancel launch |
BR>>(→)Sub>>BR | 185(172) | BDC version lacks muzzle correction of cancel version |
BR>>AC | 134~147 | |
BR>>5BBB | 187 | Quick finish |
BR>>5BBB(1hit)>BR | 200 | 8SC into BR finisher |
BR>>5BB>BR | 194 | |
BR>>8BB>BR | 206 | |
BR>>6B~2B | 171 | |
BR>>6B~2B(2hit)>BR | 191 | |
BR>>2BBB | 194 | 2BB~8B does 192 |
BR>>2BB>BR | 199 | Launched Down |
BR>>BDbB | 193 | Power, range, and boost consumption all depreciated |
Sub [AB] Starter | ||
Sub>>BR | 139 | Unforced Down |
Sub>>Sub | 164 | |
Sub>>5BB>BR | 191 | |
Sub>>2BBB | 191 |
Input | Damage | Notes |
---|---|---|
[5B] Starter | ||
5BB>BR>>(→)Sub | ???(193) | Cut resistance a heavy consideration. Quick Down with decent damage. |
5BB>5BBB | 206 | |
5B>5BBB>BR | 215 | |
5BBB>BR | 215 | |
5BB>5BB>BR | 213 | |
5BB>2BBB | 213 | |
5BB>8BB>BR | 225 | Comparatively high damage |
6B Starter | ||
6B>BR>>(→)Sub | 184(177) | |
6B>6B>6B | 159 | Cut resistance a heavy consideration
You can step early to get a 4th 6B in but the damage is still 159. |
6B>5BBB>BR | 221 | |
6B~2B>2BB | 215 | |
6B~2B>(8B)B>BR | 224 | First kick will whiff. >Sub finisher will do 220. |
6BB>BR | 140 |
Remember that 8BB is a 3hit attack with the first stage doing 2hit, so 8BB represents the full attack while 8B is just the first to kicks.
Input | Damage | Notes |
---|---|---|
8B Starter | ||
8B>5BBB>BR | 236 | |
8B>6BB>Sub | 187 | Use 6SC into 6B, 4SC into Sub |
8B>8BB>BR | 231 | Launched Down
>CSa finisher does 205, >Sub does 229 and a high launched Down Quick, easy to string together, and good damage |
8BB>BR→Sub | 221 | |
8BB>5BBB | 218 | >6BB does 213 and a long knockaway, >6B~2B does 201. |
8BB>5BB>BR | 232 | |
8BB>6B>BR | 217 | Inferior to above |
8BB>8BB | 223 | |
8BB>2BBB | 232 | >2BB~8B does 229 |
8BB>2BB>BR | 236 | |
8BB>BDb~B | 232 | For if you want the grab/throw |
8BB>BDb>BR | 237 | >Sub finisher does 235 |
2B Starter | ||
2BB>BR→Sub | 201 | |
2BB>5B~8BB | 213 | |
2BB>2BB~8B | 218 | |
2BB>5BBB>BR | 231 | |
2BB>2BB>BR | 225 | |
2BB>2BB~8B>>BR | 228 | |
2BB>8BB>BR | 232 | |
2BB>BDb>BR | 223 | Long animation time. Need to delay a second before BDb |
BDb Starter | ||
BDb>5BBB | 217 | |
BDb>8BB>BR | 244 | |
BDb>2BB | 224 |
NT-D Combos
Input | Damage | Notes |
---|---|---|
MG [A] Starter | ||
MG(10hit) | 120 | Unforced Down |
MG(17hit) | 159 | |
MG(5hit)→Sub>>MG(10hit) | 172 | |
MG(5hit)→BC>MG(5hit) | 142 | |
MG(10hit)→BC | 150 | |
MG(n~hit)→Sub>>BDb | 147 | Possible in pursuit |
MG(3hit)>>5BBB>BDb→Sub | 248 | |
MG(3hit)>>5BBBBB | 233 | |
MG(3hit)>>BDb→Sub>(6B)BB>Sub | 241 | First hit of 6B whiffs. |
MG(5hit)>>5BBB>BDb | 219 | |
MG(5hit)>>5BBBBB | 216 | |
MG(5hit)>>BDb→Sub→B | 218 | |
MG(5hit)>>BDb→Sub | 175 | |
Sub [AB] Starter | ||
Sub>>BDb>5BBBBB | 216 | |
Sub>>BDb>5BBBB→Sub | 221 | |
Sub>>BDb6BBB | 216 | |
Sub>>5BBBBB | 206 | Unrecoverable Down |
Sub>>5BBB>>BDb→Sub | 213 | Dependent on number of hits in BDb; full hit will Down. |
Input | Damage | Notes |
---|---|---|
[5B] Starter | ||
5B→2B→AC | 185 | Quick Down with amekyan landing |
5BB→2B→AC | 222 | |
5BBB→Sub→B | 266 | Low cut resistance |
5BBBB→Sub→B | 269 | Same note as above |
5BBB>6BBB | 271 | |
5BB→6BBB | 250 | Overheat-capable alternative |
5BBBBB>>BDb | 262 | Launch |
[4/6B] Starter | ||
6B>6B>6B | 191 | Quick way to put up ~200 damage. If you end with 2B it will launch. |
6B>5B→2B | 198 | Quick launched Down. |
6B>6BBB | 229 | For if you are in a rainbow battle |
6BB>6BBB | 249 | |
6BB>5BBB | 247 | |
6BBB>>BDb→Sub | 269 | |
6BBB>>BDb>BC | 266 | Good damage but above combo is better |
6BB→Sub→B | 238 | Overheat-capable combo |
6B>6B>>BDb | 195 | Low damage but good cut resistance and ends with launched Down |
6BB>6BB>>BDb | 230 | Better damage but takes longer |
[8B] Starter | ||
8BB>8BBB | 245 | Relatively good quick finish |
8BB>6BBB | 258 | Better damage than above but longer |
[2B] Starter | ||
2B→AC→MG | 165 |
NT-D's BDb Issen has incredible speed and is your go-to combo starter, but the way it sends you past your opponent in almost all cases (except →Sub) you need to back-fuwastep to get the followup hit.
Input | Damage | Notes |
---|---|---|
[BDb] Starter | ||
BDb→Sub→B | 253 | Long animation time but can do in overheat |
BDb>5BBBBB | 265 | |
BDb>5BBB>BDb | 270 | Faster and higher damage than above combo but very boost-hungry |
BDb>5B→2B | 214 | Short and consumes little boost |
BDb>5BB→2B | 248 | |
BDb>5BBB | 244 | >2B finisher does 276 |
BDb>5BB>AC→MG | 193 | Amekyan quick-fall escape |
BDb>5BBB→Sub→B | 278 | |
BDb>5BBBB→Sub | 274 | Post-correction main power combo. High altitude and damage. Bad cut resistance though. |
BDb>5BBBB→Sub→B | 278 | |
BDb(1hit)>5BBB→Sub→B(stab)>>BDb | >276 | |
BDb(2hit)>5BBB→Sub→B | 281 | |
BDb>6BB>>BDb | 243 | |
BDb>6BBB>Sub | 266 | |
BDb>(6B)BB>>BDb>(6B)BB | 317 | |
BDb>8BB>>BDb | 253 | Faster than using 6BB in the center and better damage |
BDb>>BDb→Sub→B | 277 | |
[BC] Starter | ||
BC>5B→2B | 160 | |
BC>5BB→2B | 182 | |
BC>5BBB→Sub | 196 | |
BC>5BBBB→Sub | 197 | |
BC>5BBBBB | 189 | |
BC>6BB | 184 | Quicker than above |
BC>5BBB>>BDb | 188 | Launch |
BC>6BB>>BDb | 172 | |
BC>2B→AC | 148 | Amekyan landing |
BC>>BDb | 120 | Adding →Sub does 159, >>BDb 163 |
BC>MG(10hit) | 135 | 2CS from BC |
BC>AC→MG | 119 |
EX Combos
Most efficient >EX combos and all EX mode-only combos that don't end in >EX:
Input | Damage | Notes |
---|---|---|
Unicorn EX Combos | ||
8B>EX | 301/277 | |
BDb>EX | 314/290 | |
BR>5BBB>BR | 222/205 | |
5BBB>5BBB | 251/232 | Needs some altitude for consistency. Use 8SC. |
5BBB>5BB>BR | 256/237 | |
5BBB>5BBB(1hit)>BR | 258/239 | |
5BB>5BBB>BR | 242/224 | |
8BB>8BB>BR | 265/243 | |
2BB>2BB>2BB | ???/??? | |
2BB>2BB>2BB~8B | 255/234 | |
NT-D EX Combos | ||
BDb>EX | 330/304 | 6SC out of Issen hit |
6BBB>>6BBB | 301/276 | |
BDb>5BBBBB>>BDb | 315/285 | |
BDb>5BBB>>BDb | 304/280 | |
BDb>5BBB→Sub→B | 312/288 |
External Links
Horibuna niconico replay archives (Unicorn)