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She is simply put | 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
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 |