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 | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | ||||||||||||||||||||||||||||||||||||||||||
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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 |