Mobile Suit Gundam: Ex Revue/Gundam: Difference between revisions
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Line 280: | Line 280: | ||
|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description= | |description=Gundams main way to fill space from midscreen or farther. </br>-Heavier versions travel further and deal more damage | ||
}} | }} | ||
}} | }} | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description=Single hit DP. | |description=Single hit DP. </br>-Doesn't go far infront or above of gundam. </br>-Does more damage then the B version. | ||
}} | }} | ||
{{AttackData-RE | {{AttackData-RE | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description=Single hit DP. Does less damage than the A version, but | |description=Single hit DP. </br>-Does less damage than the A version, but with a slightly bigger hitbox and travels further both vertically and horizontally. | ||
}} | }} | ||
{{AttackData-RE | {{AttackData-RE | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description=Two hit DP. Has the largest hitbox, travels the furthest, and deals the most damage. | |description=Two hit DP. </br>-Has the largest hitbox, travels the furthest, and deals the most damage. </br>-Gundam's typical combo ender. | ||
}} | }} | ||
}} | }} | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid, Low | |guard=Mid, Low | ||
|description=Gundam's "Tatsu" Move. Gundam lacks a hurtbox during the startup dash. Hits two times: One blocked Mid, and one blocked Low. | |description=Gundam's "Tatsu" Move. Gundam lacks a hurtbox during the startup dash. </br>-Hits two times: One blocked Mid, and one blocked Low. </br> —If only the second hit connects, it will deal the same damage as the first hitbox. <br>-Travels an extremely short distance before attacking compared to his other versions. | ||
}} | }} | ||
{{AttackData-RE | {{AttackData-RE | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid, Low | |guard=Mid, Low | ||
|description= | |description=Same as the A version, but travels about half the screen before attacking | ||
}} | }} | ||
{{AttackData-RE | {{AttackData-RE | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid, Low | |guard=Mid, Low | ||
|description= | |description=Same as the A version but travels almost fullscreen before attacking. </br>-If timed right, the invulnerability frames can dodge fireballs or oki attempts. <br>-Due to how fast Gundam slides across the stage, this move completely whiffs on crouching opponents at any distance other than fullscreen. | ||
}} | }} | ||
}} | }} | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description=Eater of fireball inputs. Gundam pulls out a flail, hitting | |description=Eater of fireball inputs. Gundam pulls out a flail, hitting with the hilt before whipping the chain and spiked ball. </br>-All three hits will combo if the startup hitbox connects. </br>-Startup hitbox whiffs on crouching opponents, making it easily whiff punished at close range. </br>-If only the ball hitboxes connect, it will deal the first two damage values.<br>-Uses the 1st Ball Hitbox twice. Easiest to connect both hitboxes. | ||
}} | }} | ||
{{AttackData-RE | {{AttackData-RE | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description= | |description=Same as the A version but uses the 1st and 2nd Ball Hitboxes. </br>-Has slightly more range than the A version and launches slightly further. | ||
}} | }} | ||
{{AttackData-RE | {{AttackData-RE | ||
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|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description= | |description=Same as the a version but uses the 2nd and 3rd Ball Hitboxes. </br>-Hardest to connect both ball hitboxes due to the smaller hitbox. | ||
}} | }} | ||
}} | }} |
Revision as of 19:02, 2 September 2021
Overview
The RX-78-2 Gundam, or just Gundam, is the titular mobile suit and an icon in every sense of the word. Secretly built on Side 7 and Piloted by the Newtype Amuro Ray, the Gundam would turn the tide of the One Year War. In EX Revue, Gundam is a Shoto, an all-rounder with solid options for every situation. Gundam's biggest enemy during a fight can often wind up not being the other player, but rather the player's inputs. With an annoying amount of overlap between special move inputs, it's very easy to accidentally perform the wrong special in a pinch.
Playstyle
Pros | Cons |
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Normals
5A
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f.B
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cl.B
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f.C
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cl.C
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2A
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2B
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2C
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Jumping Normals
j.A
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j.B
|
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j.2B
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j.C
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Specials
Beam Rifle
236x |
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Beam Saber
623x |
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Double Beam Saber
214x |
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Gundam Hammer
41236x |
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Combos
Combo | Position | Damage | Works on: | Notes |
---|---|---|---|---|
5P*4 > 623C | Any | ? | Any | reduce how many 5p you do depending on range the first hits |
Jump-In > 5P*5 > 623C | Any | ? | Corner | The jump-in helps to position you for a extra hit of 5A, but if your midscreen you don't get any more. |
2A*3 > 623C | Any | ? | Any | The 623C can be tricky to get out do to the input reader. Make sure to reduce how many 2A you do depending on the range you hit the first. |
2A > 5A*3 > 623C | Any | ? | Any | More involved then the one above but the ender is easier to hit. As always reduce how many hits you do depending on range. |
c.C/2C > 214C | Any | ? | any | |
c.B > 214B | Any | ? | any |