Kidou Senshi Gundam: Seed Destiny/Force Impulse: Difference between revisions
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|[2SP] J.2S > 5S > 5S > 6S >> 5S >> 5S > J.5S xx J5SP/J.236S >> S > J.5S xx J5SP/.236S >> S > [2SP]2SP/63214S | |[2SP] J.2S > 5S > 5S > 6S >> 5S >> 5S > J.5S xx J5SP/J.236S >> S > J.5S xx J5SP/.236S >> S > [2SP]2SP/63214S | ||
| | |Very Difficult but Safe Super Confirm | ||
|- | |- | ||
|J.3S > 5S > 5S > 6S >> 5S xx 6SP/236S >> S xx 2SP > 6TJ.5S > 5S > 5S > 6S >> 5S >> 5S > J.2S xx J5SP/J.236S >> S > J.5S xx J5SP/.236S >> S > > [2SP]2SP/63214S | |J.3S > 5S > 5S > 6S >> 5S xx 6SP/236S >> S xx 2SP > 6TJ.5S > 5S > 5S > 6S >> 5S >> 5S > J.2S xx J5SP/J.236S >> S > J.5S xx J5SP/.236S >> S > > [2SP]2SP/63214S | ||
| | |Extremely Difficult but Safe Super Confirm (While not in Burst) | ||
|- | |- | ||
|Any Knockdown into {236S/6SP >> S}xN | |Any Knockdown into {236S/6SP >> S}xN |
Revision as of 08:07, 13 August 2021
Force Impulse Gundam | |
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Pilot | Shinn Asuka |
Archetype | All-Rounder/Shoto |
Introduction
The Force Impulse is essentially the game's shoto/all-rounder of sorts sporting a DP (With an impossible/inconvenient manual input) a tatsu (That leads to unblockable okizeme), and your everyday fullscreen laser :D. Unfortunately this character does not have a guard breaking attack, but his terrifying unblockable cross.....forwards? give him the ability to catch you off guard at a moment's notice anyways.
Palettes
Movelist
(Cancels will be listed with their automatic inputs to avoid special and motion attack confusion, however, attack/special names will show both versions.)
Short Attacks
5S
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2S
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6S
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6S/2S > 5S
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6/2SS > 6S
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6/2SS > 5S
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6S/2S > 2S
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6/2SS > 2S
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1S
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3S
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J5S
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J4S
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J2S
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J3S
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Short Guard Cancel
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Jumping Short Guard Cancel
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Long Attacks
5L
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6L/236L
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J5L
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6L/236L
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Long Guard Cancel
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Jumping Long Guard Cancel
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Special Attacks
6SP>S/236S>S - Beam Saber Crash Advancing Frames Advancing Frames Slash followup Slash followup
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5SP/ 2Sx2 - Rising Saber Spike Double This is performed twice This is performed twice Recovery Frame of each cut. Recovery Frame of each cut.
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J5SP>S/J236S>S - Beam Saber Crash Advancing Frames Advancing Frames Slash followup Slash followup
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Force Impulse Burst
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[2SP]2SP/[2SP]63214S
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Short Attack Chains
Chains | Notes |
5S>5S | |
5S/2S > 5S/2S | |
6S/2S > 5S > 6S/5S/2S | Wallbounce/Launch/Knockdown |
6S > 2S | Causes Knockdown |
Combos
Combo | Notes |
5S > 2S >> 5S >> 6S xx 6L/236L | Basic Wallbounce Laser Combo. (Easy Cancel) |
5S > 5S > 6S >> 5S >> 6S xx 6L/236L | Basic Wallbounce Laser Combo. |
5S > 5S > 6S >> 5S >> 6S xx 5SP/2S>2S | Wallbounce Combo (Near Corner). |
J.2S > JSP/J236S | Air Combo |
3S > J.5S/J.2S > J.236S/JSP >> S | Launcher Combo |
6TJ.5S > 5S > 5S > 6S >> 5S >> 5S > J.5S/J.2S > J.236S/JSP >> S | Launcher Combo that ends in a knockdown |
J.2S > 5S > 2S >> 5S > 2S | Easy Knockdown Combo (Easy Cancel) |
J.2S > 5S > 5S > 6S >> 5S >> 2S | Easy Knockdown Combo |
[2SP] 5S > 5S > 2S >> 5S xx [2SP]2SP | Easy Super Confirm |
J.2S > 5S > 5S > 6S >> 5S xx 2SP > 6TJ.5S > 5S > 5S > 6S >> 5S xx [2SP]2SP | Higher Damage Super Confirm |
[2SP] J.2S > 5S > 5S > 6S >> 5S >> 5S > J.5S xx J5SP/J.236S >> S > J.5S xx J5SP/.236S >> S > [2SP]2SP/63214S | Very Difficult but Safe Super Confirm |
J.3S > 5S > 5S > 6S >> 5S xx 6SP/236S >> S xx 2SP > 6TJ.5S > 5S > 5S > 6S >> 5S >> 5S > J.2S xx J5SP/J.236S >> S > J.5S xx J5SP/.236S >> S > > [2SP]2SP/63214S | Extremely Difficult but Safe Super Confirm (While not in Burst) |
Any Knockdown into {236S/6SP >> S}xN | This is a rather difficult infinite - It requires you to meaty the 6SP at a specific time such that you end up making contact with the back of the opponent and it becomes unblockable. The followup knocks them back down, and you are free to repeat this process until they burst. |
General Strategy
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