EXVSMB/Gundam Harute

From Dustloop Wiki

GN-011 Gundam Harute

Pilot: Allelujah Haptism & Marie Parfacy

Cost: 3000

Durability: 700

Red Lock Range:

Number of BDs: 7 (8)

MA Mode: Yes

Equip Change: Marute Mode (Low Health Power-Up)

Dustloop Thread:

JP Wiki: Gundam Harute

Common Nicknames:

JP Shorthand:

Introduction

Moveset

(Purple values) indicate cancel proration

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main 1 GN Sword Rifle 10 75 1 ammo/3s 2.0 High ammo and excellent firing angle
[A] Main 2 GN Sword Rifle Max Output 2 35-135 1 ammo/5s 3.0 Fires non-vernier 5hit gerobi similar to WZTV's charged Main
[CSa] GNSR Mode Change -- -- 1.5s -- Switches between the two Main shots
[CSb] GN Scissor Bits -- 15/hit (57)

(81)

2.5s ??/hit Fires 4 Bits to crash into the target

Charge gauge shared with MA Mode

Marute Mode fires 6 Bits and makes it a non-vernier armament

[AB] Sub GN Cannons 2 70/hit (140)

(50/hit (100))

1 ammo/8s ?? Fires 2 beams similar to F91's Sub
[2AB]

Marute Sub

GN Cannons (2) 17-225 (1 ammo/8s) ?? Fires 3 thin gerobis in a manner similar to V2AB's Sub

Consumes 2 ammo

[5AC]

[Dir-AC]

Qan[T] Assist 2 121

120

15s ??

??

[5AC] Quanta quanitizes and does 2 issens, the first doing a Stun and the second a half-spin Down

[Dir-AC] Quanta appears in Trans-Am and sweeps the Trans-Am Sword horizontally

[BC] GN Boosters 1 -- 20s -- Move rapidly in an input direction

Cuts tracking through entire animation it seems

MA Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main GN Cannons 4 75/hit (150) 1 ammo/3s ?? Performance differs from MS Mode
[CSb] GN Scissor Bits -- 15/hit (57)

(81)

2.5s ??/hit Same as MS Mode
[AB] Sub GN Cannons Max Output 1 162 1 ammo/?s Short-range gerobi
[AC] GN Missiles 4 16/hit (158) NONE 0.45/hit One input fires 6 missiles
[Ammo=0 AC] Missile Container Purge 1 10-260 NONE >5.0 Creates an explosion at the point of impact a little smaller than most Nuke explosion ranges

One use per deployment

[After Container Purge AC] GN Sword Rifle 6 80 1 ammo/4s 2.0? Fires at a downward left/right angle, so it will not hit targets that are directly in front of you.
[BC] GN Boosters (1) -- 20s -- Shares ammo with MS Mode, but the movement itself is slightly different
Melee

(Input)

Name Total Damage Total Proration Total Down Reach Notes
5BBB GN Sword Rifle 202 ??% ?? ?? 3-stage 4-hit attack

Spinning Down

5B~8B

5BB~8B

→MA Issen 140

???

65%

??%

??

??

-- Non-umeki Down
5B~2B

5BB~2B

→GNSR Claw Mode 209

???

-- Damage increased by additional B input
8BB Forward Combo 142 65% ?? ?? Bounced Down
8B~2B →GNSR Claw Mode 211 -- Same as 5B followup
4/6BBB Side Combo 171 ??% ?? ??
4/6B~8B →MA Issen 137 65% ?? -- Same as 5B followup
4/6B~2B →GNSR Claw Mode 206 -- Same as 5B followup
2B Uppercut 75 80% ?? ??
2B~A →GN Cannon 171 >5.0 -- Forced Down
BD8BBB Rush Combo 191 50% ?? ?? Special Down
[MA~B] Issen 90 ??% ?? ?? Special Down

Cancel Routes

MS Mode Cancels

[A1] BR → Sub, AC, BC

[A2] Main 2 → Sub, AC, BC

[CSa] → Main (freefall)

[CSb] → BC

[AB] Sub → BC

[AC] → BC

[BC] → Main 1/2 (freefall)

MA Mode Cancels

[A] Main → Sub, AC, BC

[CSb] → BC

[AB] Sub → AC, BC

[AC] (all) → BC

Ranged Moveset Details

MS Mode Ranged Details

[A] Main - GN Sword Rifle

The GNSR actually has 2 different forms it can switch between:

Normal Mode

3000 Cost-standard BR that boasts a wide angle-of-fire and high ammo count.


Max Output

A vernier-less gerobi beam similar in nature to WZTV's charged Main. Distinctly different though is that it has two ammo and a normal reload type, giving it great longevity of use.

[CSa] - GN Sword Rifle Mode Change

Simply switches back and forth between the two GNSR modes.

Remember that both change directions can immediately cancel into a Main shot that will result in a freefall. Shield cancel as well.

[CSb] - Scissor Bits

Fires 4 scissor bits that will go and crash into the target.

Range and target following performance are inferior to standard Funnel armaments, being more in line with Quanta's 5Sub. Due to their small size though, if you don't hear Allelujah announce their release they're very hard to see coming.


The "hidden" worth of the armament though is that in Marute Mode the attack becomes non-vernier, which will allow you to freefall out of a number of situations you otherwise wouldn't be able to from a lack of cancel routes for Main 2 (turn-around BR, Assist, etc), making it invaluable for self-defense in your low health state. It can even be used to erase the internal stiffness of transforming into Marute Mode. The 2.5s charge time is a little rough, but because it's attached to your melee button you can still fire away with Main and Setsuna while hanging onto it for a while.

[AB] Subweapon - GN Cannons

Fires 2 powerful Down beams similar to F91's VSBRs.

[2AB] Sub 2 - GN Cannons

Fires 3 thin gerobi beams similar in style to V2ABs Sub.

A peculiar nuance about this armament though is it requires you to have 2 ammo to use it; if you are sitting on just 1 it won't fire.

[AC] Special Shot - Qan[T] Assist

Calls on Setsuna to perform one of two different attacks:

[5AC]: Issens

Quanta performs two issens, quanitizing before each one:

5AC Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Issen 65 80% ?? Stun
2 2 Issen 121 ??% ?? Half-Spin Down

When Quanta quanitizes it avoids any damage that would otherwise destroy other assists. Furthermore, the attack pace is quite fast, and so its good at catching opponents by surprise.

However, f the first attack is side-stepped or has its tracking otherwise cut, the second attack will not take place.


[4/6AC]: Trans-Am Sword

Quanta appears in Trans-Am and swings the Trans-Am Sword left or right, similar to 00R's 4/6 EX Attack.

Again, the attack pace is decently quick, possibly good enough to be employed like a Whip armament for self-defense or okizeme attacks.

[BC] Special Melee - GN Boosters

Does a brief startup animation before launching at high speed in an input direction.

Consumes ??% of Boost and moreover cuts tracking through the entire animation. With a plethora of cancel routes into it, and →Main freefall cancels, it's an extremely potent evasion armament.

The sole drawback of it of course is the harsh 20s reload, so when you use it you'd better make it worthwhile.

MA Mode Ranged Details

[MA-A] Main - GN Cannons

Fires 2 beams with similar performance to WZTV's MA Main.

[MA-AB] Subweapon - GN Cannons Max Output

Fires 2 short-range gerobi beams.

[MA-AC] GN Missile Container

Harute's Missle Container is a very unique armament that goes through a purge progression of different attacks. The GN Missiles and their Container can only be used once per deployment, and after they have been exhausted Harute will have only the GNSR.

GN Missiles

One button input launches 6 missiles high into the air, at which point they seem to disappear and their tracking kicks in. They then re-appear over the target and rain down on them. Th attack actually has 2-phase tracking such that even if the enemy side steps the first missiles the second half will still bend and hit them. The travel speed also is really very fast and has considerable range. You will also see there that they have the Funnel property of reliably chasing down their target even if you fire them from green lock (although their effective reach is still only within your red lock range).

A full hit is a forced Down, but even if you only hit with some of the missiles, the kneeling stagger effect they have makes it very easy to followup with one of your other ranged tools to finish the job, only adding to their great functionality.

Finally, it can be fired simultaneously with Main, Sub, and CSb.

While said to be one of Harute's main armaments, you must bear in mind its sole drawback that it has no reload - not even from EX Burst, and so it's important that you use them effectively, much more so than you would with Arios' GN missiles that you can more or less freely scatter.


Container Purge

Once all of the GN Missiles have been exhausted pressing AC again will drop the Missile Container directly under you, creating a small explosion at the point of impact. It should be noted that the ammo indicator does not actually change from the GN Missiles at this point, so take care not to misfire it.

Compared to other nuke armaments the explosion radius is average, but the startup speed leading to the explosion is much faster, and also the proration rate is extremely good at just -1%/hit (x30 hits), allowing you to sneak in other ranged armaments for high damage before the enemy is forced Down.


GN Sword Rifle

Finally, once the Missile Container has been purged, Harute is left with the GNSR for the remainder of its life.

The beam has ~30°angle-of-fire from both the right and left wing-mounted rifles, firing behind Harute. The tracking isn't bad, but because the firing direction is fixed, you cannot use it to hit enemies that are in front of you.

Can be fired simultaneously with Main and CSb.

[MA-BC] Special Melee - GN Boosters

Shares ammo with MS mode, but does a tailspin during the motion in MA Mode.

Melee Moveset Details

Overview

5B~ GN Sword Rifle

...

8B~ - Forward Combo

...

4/6B~ - Side Combo

...

2B~ - Uppercut

...

BD8B - Rush Combo

...

[MA~B] - Issen

Attacks with the wing-mounted GN Sword Rifles:

EX Burst and Overdrive

EX Burst quotes


Burst modifiers: +?% damage, +?% defense

Reload times: ?

Trans-Am

Harute is of course equipped with the Trans-Am System, which immensely increases its boost speed during EX Burst.

EX Attack

kirihirakunda! mirai wo! ashita wo!!

Cut Through to the Future!

321 Damage

Melee-range attack which knocks the enemy up into the air then attacks with multiple armaments:

EX Attack Details
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Uppercut ?? ??% 0.0 Down
2 ? GN Scissor Bits ??? ??% 0.0 Stun
? GN Scissor Bit ??? ??% 0.0 Stun
3 ? Spinning Slash ??? ??% 0.0
4 ? Beam Salvo 321 ??% 5.0 Forced Down

Overdrive Selection

F Drive

...

S Drive

...

Info and Tactics

Marute Mode

iika, hansha to shikou no yuugou da!

When Harute's HP falls to 280 or less Marute Mode is automatically activated and lasts until you are shot down.

  • Improves mobility
  • CSb fires 2 additional Scissor Bits and can becomes a non-vernier armament
  • 2Sub attack is added

Note that if you are Overcosted with a 2500 Cost or 2000 Cost partner you will redeploy with 117 HP or 234 HP, respectively, and so will redeploy already in Marute Mode.

Tactics

Partner Considerations

3000 Cost

2500 Cost

Overcost Redeploy: 117 HP

2000 Cost

Overcost Redeploy: 234 HP

1500 Cost

Overcost Redeploy: 350 HP

Notable Matchups

Advantageous Matchups

Troublesome Matchups

Countermeasures

Combos

Normal Combos

Input Damage Notes
[A] BR Starter
Input Damage Notes
5B Starter
8B Starter
4/6B Starter
2B Starter
BD Melee Starter

EX Combos

Input Damage Notes
[ABC] EX Damage Reference

Unique Character Dialogue

External Links

EXVSMB Release PV

Gundam Wiki Page


Template:Navbar-EXVSMB