EXVSFB/Zeta Gundam (Roux): Difference between revisions

From Dustloop Wiki
Line 20: Line 20:




She is simply put "Kamille's Zeta with 2000 cost properties". The core abilities, ammo counts, and melee movesets are all almost entirely the same between the two. Choosing Roux's Zeta is essentially choosing to have more team health available from a 2000 partner over the stronger damage potential of a 2500 cost partner.
She is, simply put, Kamille's Zeta with 2000 cost properties. The core abilities, ammo counts, and melee movesets are all almost entirely the same between the two. Choosing Roux's Zeta is essentially choosing to have more team health available from a 2000 partner over the stronger damage potential of a 2500 cost partner.




It plays as mid-range (compared to Kamille's long-range) support unit. Just like Kamille's, Roux's Zeta can transform into waverider mode, but it does not have the simplified quick transform (QT) that Messala and Hambrabi have. Zeta can only QT out of melee or CSa.
It plays as a mid-range (compared to Kamille's long-range) support unit. Just like Kamille's, Roux's Zeta can transform into waverider mode, but it does not have the simplified quick transform (QT) that Messala and Hambrabi have. Zeta can only QT out of melee or CSa.


== Moveset ==
== Moveset ==

Revision as of 14:16, 18 April 2015

EXVSFB Zeta Roux.png

MSZ-006 Zeta Gundam (Roux)

Pilot: Roux Louka

Cost: 2000

Durability: 560

MA Mode: Yes

Equip Change: No

Dustloop Thread: Roux Zeta

JP Wiki: Zeta Gundam (Roux)

Introduction

Roux's Zeta is a DLC unit that was released in the 3rd batch of DLC on 14/03/05.


She is, simply put, Kamille's Zeta with 2000 cost properties. The core abilities, ammo counts, and melee movesets are all almost entirely the same between the two. Choosing Roux's Zeta is essentially choosing to have more team health available from a 2000 partner over the stronger damage potential of a 2500 cost partner.


It plays as a mid-range (compared to Kamille's long-range) support unit. Just like Kamille's, Roux's Zeta can transform into waverider mode, but it does not have the simplified quick transform (QT) that Messala and Hambrabi have. Zeta can only QT out of melee or CSa.

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam Rifle 6 70 Manual Reload 2.0 Can fire up to 3 shots without BDC between each. (Press [A] 3x)
[CSa] Dummy balloon -- 73 2s 2.6 Causes Assist shots to track to it. Will explode if it hits opponent.

Can cancel into BC for quick-transform to Waverider

[AB] Sub Grenade Launcher 2 67-114 7.5s 1.5
[AC] Hyper Mega Launcher (HML) 1 130 10.5s >5.0
[BC] Beam Confuse 1 123 4.5s 2.2
[2B] Beam Rifle Saber Throw -- 65 -- 0.5 Cancels into Sub for freefall
Melee

(Input)

Name Damage Down Value Notes
5BBB Beam Saber 174 3.0 Straight-forward melee attack combo
5BB~8BBB →Upper→Serial Strikes 196 3.95 Launches and hits multiple times
4/6BB Shield Punch 120 2.3
4/6B~A →BR Rapid Fire 108-150 3.3-6.5 Rapid fire up to 3 BR shots
4/6BB~Sub →Rocket Launcher 183 Freefall shooting
4/6BB~AC →HML Saber Uppercut 140 2.7
8BB Stab→Beatdown 129 2.6 Launch→Beatdown.

Bounces opponent.

BD8B Shield Attack→Kick 132 2.8 Knockaway
BD8B~AC →HML Saber Uppercut 119-147 1.6-2.8
MA Attacks Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Beam rifle (6) (70) -- (2.0) Ammo and properties shared with MS mode [A]

Cannot reload ammo while in MA mode

Must be facing enemy to hit.

[AB] Sub Beam Gun 5 50(25) 1.5s 2.0 Damage depends on if both or just one beam hits.

Can rapid fire up to 5 shots.

[AC] HML (1) (130) (10.5s) (>5.0) Ammo and properties shared with MS mode [AC]
B Long beam saber -- 80 -- 2.0
B~AC → HML saber uppercut -- 160 -- 3.0
BC Waverider crash -- 50-113 -- 0.1-2.1 Move is actually impact → small explosion (stun)
BC~A

BC~Sub

BC~AC

BC~B

→Beam Rifle

→Beam Gun

→HML

→Drill

-- 104

158

167

80-120

-- 5.1?

>5.5?

5.1?

1.1-2.6

Cancel Routes

[CSb]→BC (QT)

[Any melee at any stage except 2B]→BC (QT)

[4/6B]→A, AC

[4/6BB]→Sub (freefall)

[2B]→Sub (freefall), AC

[BDb]→AC

[MA-B]→AC

Ranged Moveset Details

[A] Main - Beam Rifle

Compared to other BRs slower startup and worse muzzle correction, but it's strength lies in its rapid fire and manual reload traits. Unreliable close-range.

During MA mode can still be 3x rapid fired, but cannot be reloaded.

[CSa] - Dummy Balloon

Releases a meteorite dummy balloon from the left side that will force enemy assist shots to target it. If an enemy runs into it, the body does 10 damage and the explosion 70. Has no priority for use as a defensive technique (compared to Nu's dummy balloons). Forces a camera change that can be canceled by holding down (2CSa).

Cancels into BC for a quick-transform route.

[AB] Sub - Grenade Launcher

Good muzzle correction; guidance similar to typical BR. Has a fixed effective range before exploding. Does a light launched Down. Following with AC is ideal.

Following up 2B with Sub does a freefall landing.

[AC] Special Shot - Hyper Mega Launcher

.

[BC] Special Melee - Beam Confuse

.

[2B] - Beam Rifle Saber Throw

Hurls the beam rifle saber at the opponent, stunning them.

Melee Moveset Details

Overall Zeta's melee is considerably constrained - its priority is lower than many other suits, and needs to be very close-range with the opponent to have a chance of winning.


5B Melee - Beam Saber

Basic 3hit combo doing 60/116/174 damage, 1.7/2.0/3.0 Down, ending in a standard knockaway. Average chase speed and a relatively quick finish.


The 5BB~8B derivative is generally more preferable though for both its damage and it's greater ease to followup from. The ~8B hit provides a cumulative 162 damage, 2.5 Down. The serial strikes that follow it total up to 196 damage, 3.95 Down. A couple of cautions though: it forces a camera angle change, and its Down value is not decreased by EX Burst.


4/6B Melee - Shield Punch

2hit combo doing 60/120 damage, 1.7/2.3 Down. Startup, priority, and swerve are all rather poor. It has a number of followups/cancel though:


4/6B~A does a cumulative 108/138/150 damage, 3.3/4.9/6.5 Down, consuming up to 3 [A] ammo.

4/6BB→Sub invokes freefall.

4/6B~AC HML saber will be discussed in more detail below, but is generally the preferred option of this melee attack.


8B Melee - Stab → Beatdown

.


BDb Melee -

.


→HML saber derivative

1stage/4hit uppercut using the HML as a beam saber. Adds 27 damage, 1.0 Down, and puts the opponent in a half-spin Down. Vernier attack. Decently easy to followup. Good performance from diagonals. Good proration. All of these make it a very strong combo tool.

Can be canceled into from 4/6B, 2B, BD melee (1st stage), MA~B

MA Moveset Details

EX Burst

EX Burst Attack

Beam Rifle Snipe

193/180

Ranged attack. Zeta hops backwards shooting a fast, thin sniper style beam from the beam rifle similar to Ex-S or Cherudim's sniper beams. Simple forced Down. Has Super Armor up until beam is shot. Very good muzzle correction (especially in the upward direction). Can be comboed into from a wide number of melee attacks.

Damage is extremely diminished from Kamille's Giant Beam Saber.

EX Burst Selection

Assault: +7% Damage, +20% Defense

Blast: +0% Damage, +28% Defense

Info and Tactics

Tactics

Partner Considerations

Differences From Kamille's Zeta

  • Health 620→560
  • Red-lock range redced (Making it play as a mid-range suit as opposed to a long-range)
  • BD speed, number of times, and turning capacity decreased
  • Melee power decreased
  • Weapon reload times: Sub(6→7.5s), AC(8→10.5s), BC(5→4.5s)
  • Decreased damage on Sub, AC, BC, and some melee attacks
  • 2B→Sub cancel is a little slower input and execution
  • Different angle of fire for a number of weapons
  • MA mode has better performance
  • CSb removed
  • No Biosensor Super Armor during EX
  • EX attack is different


All these changes are shown in detail here.

Combos

Standard Combos

Input Damage Notes
[A] BR Starter
BR x3 126 Does the same damage as BR>BR>BR
BR>>Sub(2hit) 128
BR x2>>AC 138 1x BR ups damage to 148
BR x2>>Sub(1hit) 123 Forced Down. BR x3 turn-around firing?
BR>>5BBB 153
BR>>6B→AC>AC 169
BR>>6B→AC>BR 157
BR>>BDb(1hit)→AC>AC 179
[AB] Sub Starter
Sub(1hit)>>5BBB 172
Sub(1hit)>>BDb(1hit)→AC>AC 202
Sub(2hit)>>BDbB 155 Forced Down with a small launch
Sub(2hit)>>AC 166 (1hit) does 158
[2B] Starter]
2B→AC>AC 199
2B→AC>>BDb(1hit)→AC>AC 211

The final hit of 5BBB does a knockaway, so the ~8B derivative is better for stringing combos.

Input Damage Notes
[5B] Starter
5BB~8B>AC 231 #1 Fundamental.

8SC results in a high launch.

5BB~8B>5BB~8B 231 Launch. For if you don't have AC available for above combo.

Very poor cut resistance.

5BB~8B>>BDb(1hit)→AC>AC 253
[4/6B] Starter
6B>6B>6B 144
6B>5BB~8B>AC 225 Fundamental
6B→AC>AC 218 Possible even opponent juggled above head
6B→AC>6B→AC 206
6B→AC>6B→AC>AC 233 Must SC AC quickly or you will down opponent before last shot.
6B→AC>6B→AC>BC 204-213 Same not as above
6B→AC>>BDb→AC>AC 246
6B→AC→BC(QT)→5B→AC(1hit)→8BC(QT)→5B 227
6B→AC→BC(QT)→5B→AC(1hit)>AC 245
[BDb] Starter
BDb(1hit)→AC>AC 214
BDb(1hit)→AC>>BDb(1hit)→AC>AC 262 Very boost-hungry
BDb(1hit)→AC>>BDb(1hit)→AC>>BDb(1hit)→AC>AC 275
BDb(1hit)→AC→8BC(QT)→5B→AC>AC 272
BDb→AC→8BC(QT)→5B→AC→8BC(QT)→5B 205-225 Possible in overheat. Damage varies based on number of hits from →AC
BDb→AC→8BC(QT)→5B→8BC(QT)→5B 227 Possible in overheat. Better cut resistance than above combo.
BDb→>5BB~8B 228 Light launch
BDb(1hit)→AC>5BB~8B→8BC(QT)→5B 249
[AC] Starter
AC(saber hit only)>>BDb(1hit)→AC>AC 248
AC(saber hit only)>>BDb(1hit)→AC>>BDb(1hit)→AC>AC 284
AC(saber hit only)>>BDb(1hit)→8BC(QT)→5B→AC(3hit)>AC 286 Death combo
Input Damage Notes
MA Mode Starter
MA~B>5BB~8B>AC 245 Fundamental
MA~B>AC 184 4SC into AC
MA~B→AC>AC 238 Possible from overhead
MA~B→AC 204 Possible from overhead
MA~B→AC→8BC(QT)→MA~AC→AC 230
MA~B→AC>>BDb(1hit)→AC>AC 269
MA~B→8BC(QT)→MA~B→8BC(QT)→MA~B 192 Possible in overheat. Unstable on hills.

EX Combos

Input Damage Notes
5BB~8B>EX 277/258 Most efficient MS mode >EX combo.
5BB~8B>5BB~8B>AC 262/244
5BB~8B>5BB~8B→8BC(QT)→5B 257/239
8BB>EX 264/246 Not as good as other >EX options, but 8B has good priority.
8BB→8BC(QT)→5B→AC(3hit)>AC 273/254
BDb→AC>EX 271/254 Second-most efficient MS mode >EX combo

Bdb(1hit) does 267/251

BDb→AC>BC 232/218
BDb(1hit)→AC→8BC(QT)→BC 254/241
BDb(1hit)→AC>>BDb(1hit)→AC>>BCb(1hit)→AC>AC 285/275
6B→AC>6B→AC>6B→AC 258/??? More consistent than above but less damage
MA→AC>EX 288/268 Most efficient >EX combo overall
MA→AC>BC 249/231

External Links

EXVSFB PV


Template:Navbar-EXVSFB