Mobile Suit Gundam: Ex Revue/Gundam: Difference between revisions
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|guard=Mid | |guard=Mid | ||
|description=A sword thrust that can cancel into itself.<br>-Whiffs on crouching characters and Dom & Acguy's walking animations. | |description=A sword thrust that can cancel into itself.<br>-Whiffs on crouching characters and Dom & Acguy's walking animations. | ||
}} | |||
}} | |||
{{MoveData | |||
|input=cl.B | |||
|image=GEXR_Gundam_cl.B.PNG | |||
|caption= | |||
|data= | |||
{{AttackData-RE | |||
|damage=19 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|special cancel=Yes | |||
|guard=Mid | |||
|description=A straight punch. </br>-A bit more reliable as a poke than 5A. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|input=cl. | |input=cl.C | ||
|image=GEXR_Gundam_cl. | |image=GEXR_Gundam_cl.C.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RE | {{AttackData-RE | ||
|damage= | |damage=27 | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|special cancel=Yes | |special cancel=Yes | ||
|guard=Mid | |guard=Mid | ||
|description= | |description=Upward sword slash. Not very useful as an anti-air since the hitbox is very close to Gundam's body. | ||
}} | }} | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|description=Gundam lunges a bit forward before swinging its sword upward. </br>-Has a quick and large first hitbox while the second hitbox can be somewhat used like an anti-air. | |description=Gundam lunges a bit forward before swinging its sword upward. </br>-Has a quick and large first hitbox while the second hitbox can be somewhat used like an anti-air. | ||
}} | }} | ||
}} | }} |
Revision as of 07:31, 3 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 the original Mobile Suit Gundam series. 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 |
|
|
Normals
5A
|
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cl.B
|
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f.B
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cl.C
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f.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 |
---|
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 |