Kidou Senshi Gundam: Seed Destiny/Forbidden

From Mizuumi Wiki
Jump to navigation Jump to search
Forbidden Gundam
Forbidden Profile.png
Pilot Shani Andras
Archetype Unblockable Maniac

Introduction

A second generation GAT-X machine, Forbidden is designed for infiltrating and raiding enemy bases and to fulfil this role.

This absolute monkey is the closest thing to a grappler you'll get in this game. Featuring half screen unblockables/guard breaks, unnecessarily slow but large normals and pretty decent damage, anybody can steer this thing and make you feel bad for pressing 4.

Palettes

P1 and P2 Colors respectively


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
Forbidden 5S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5S - Mid 9 - - - 5S, 2S, 4S, 4S, SP, Beserk, Seed

Unfortunately his fastest short attack and doesn't really do much hitstun. It covers a somewhat large amount of space though.

2S
Forbidden 2S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
2s - Low 19 - - - SP, Beserk, Seed

A disjointed swipe. MAD startup but amazing range as an attempt to compensate. Do not do this up-close you will die. Causes Knockdown.

6S
Forbidden 6S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
2s - Mid - - - - 2S, 5S, 4S, SP, Beserk, Seed

A very very far reaching cut, almost full-screen. Cancelling into anything but 4S and 5SP on block is most definitely a death sentence cause every other short followup is the slowest thing on earth and gets easily beaten by guard cancels. This attack does do a lot of blockstun though, and makes 5SP and 4S followups great for Guard or Guard Cancel mixups. This may be his closest thing to an anti-air.

5S/6S > 5S
Forbidden SS.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5S/6S > 5S - Mid - - - - 2S, 5S, 4S, SP, Beserk, Seed

GODDDDDDDDDDDDDDDDDDDDDD this is such a slow followup. There is absolutely no way to justify doing this on block. Its not an overhead or anything its just straight up bad. Use it after a 6S on hit for a little extra damage before a knockdown or Kali Loops but thats really it. Similar to 6S, has enough blockstun for guard or guard break mixups but your not gonna be doing this block anyways.

5S/6S > 5S > 5S
Forbidden SSS.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5S/6S > 5S > 5S - Low - - - - 2S, 5S, 4S, SP, Beserk, Seed

A faster followup sure but there still isn't much to go how about here. Its a standing low that causes knockdown. It also cancels into '5S/6S > 5S' again, resetting the string. Similar to 6S, has enough blockstun for guard or guard break mixups.

4S
Forbidden 4S.png
Advancing Frames
Advancing Frames
Forbidden 4S3.png
Launcher
Launcher
Forbidden 4S2.png
False visual
False visual
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
4S - UB 21 - - - Jump, Beserk

THIS IS THAT GOOD GOOD. Almost full-screen advancing Guard Break that launches. If this makes contact with the opponent blocking in the corner it can mean a LOT of damage, however it lacks (like most GBs) in the fact you can't really do anything off it on hit. Like most GB's you can use it for guard break wakeup loops.

Something else to be aware of....don't be tricked by its seemingly large vertical range. Its hitbox is actually extremely low to the ground and is based on that of the second image (Launcher). So this is not good for use as an anti-air of sorts.

1S
Forbidden 1S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
1S - UB 18 - - - SP, Beserk, Seed

An alternative unblockable. In comparison to 4S, it has less startup, less horizontal range but more vertical range. The field it creates in front of Forbidden makes it generally safer than advancing toward the enemy fully vulnerable like 4S. It also has less recovery than 4S, which means it can link into a 6S after a GB. This move is pretty disjointed though and has a tendency to whiff up-close. Launches.

JS
Forbidden JS.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
JS - High - - - - SP, Beserk, Seed

A very very slow jumping normal. Its range is good and it wallbounces but its just way too slow. Huge Pro about it though is that its the key to performing Kali loops.

Short-Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - - - - - - -

-

Jumping Short-Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - - - - - - -

-


Long Attacks

5L
Forbidden 5L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5L - Mid - - - - Beserk

Your average non-guard cancellable PS-killing pellets.

J5L
Forbidden J5L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J5L - Mid - - - - Beserk

Your average non-guard cancellable PS-killing pellets. Costs thruster.

6L/J214L
Forbidden 6L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6L - Mid - - - - -

Full-screen bullets. Similar to 5L it destroys PS. Guard Cancellable.

J6L/j214L
Forbidden J6L.png
Machine Gun
Machine Gun
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J6L - Mid - - - - -

A 3-bullet spread. Costs a lot of thruster.

Long-Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6L - - - - - - -

-

Jumping Long-Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6L - - - - - - -

-


Special Attacks

5SP/236L - Hresvelgr Plasma Induction Cannon
Forbidden SP.png
Mutlihit pre-beam.
Mutlihit pre-beam.
Forbidden SP2.png
5 followup
5 followup
Forbidden SP3.png
8 followup
8 followup
Forbidden SP4.png
2 followup
2 followup
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5SP - Mid - - - - -

Great Special. Bendable and Startup is good for beating guard cancels when Forbidden really shouldn't be able to. Costs PS. Launches.

J5SP/J236L - Hresvelgr Plasma Induction Cannon
Forbidden JSP.png
Mutlihit pre-beam.
Mutlihit pre-beam.
Forbidden JSP2.png
5 followup
5 followup
Forbidden JSP3.png
8 followup
8 followup
Forbidden JSP4.png
2 followup
2 followup
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J5SP - Mid - - - - -

Great Special. Bendable and Startup is good for beating guard cancels when Forbidden really shouldn't be able to. Costs PS and a lot of thruster. Launches

6SP/46S - Nidhoggr Heavy Scythe Run
Forbidden 6SP.png
Feinted 5SP
Feinted 5SP
Forbidden 6SP2.png
Advancing Armored Frames
Advancing Armored Frames
Forbidden 6SP3.png
Unblockable Cut
Unblockable Cut
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SP - UB - - - - -

Almost a feint 5SP of sorts. Goes full-screen and is unblockable. Advancement is armored, can be used to stuff out guard cancels. Costs PS.

J6SP/J46S - Nidhoggr Heavy Scythe Run
Forbidden 6SP.png
Feinted 5SP
Feinted 5SP
Forbidden 6SP2.png
Advancing Armored Frames
Advancing Armored Frames
Forbidden 6SP3.png
Unblockable Cut
Unblockable Cut
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J6SP - UB - - - - -

Almost a feint 5SP of sorts. Goes full-screen and is unblockable. Advancement is armored, can be used to stuff out guard cancels. Costs PS and a lot of thruster.

[2SP]2SP/[2SP]63214S
Forbidden 2SP2SP.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
[2SP]2SP - - - - - - -

The most notable thing about it is that it initiates the cutscene even on block which can catch unknowing opponents who'd want to guard cancel.

Short Attack Chains

5S > 2S/4S/6S

6S > 2S

6S > 4S

6S > 5S > 2S/4S

6S > 5S > 5S > 5S >......


Combos

5SP/236L > 6S/4S

5SP/236L > 6L/214L from full-screen

(5SP/236L > 8TJ.5S)xN - KALI LOOP. Corner-Only. Can be begun with 6S, 6SS or 5S. Burst Version does incredible Damage but GOD the scaling can get freakish very fast.


5S > 2S - Knockdown. Go for guard break loops on wakeup with 4S.


6S > 5S > 2S - Knockdown. Go for guard break loops on wakeup with 4S.


6S > S xx 2SP > 6S > S xx {2SP}2SP/{2SP}63214S. - Super Confirm

- MIXUP -

[On Block] 6S > 4S/5SP/5S >........ - You can do his 6S > 5S > 5S.... string for however long you want, but the opponent isn't required to respect it. They can guard cancel it easily as the followups are extremely slow. This is where 4S and 5SP come in. If they guard cancel, a 5SP would punish it and you may or may not subsequently do Kali Loops off of said prediction. If they keep guarding, a surprise 4S will break their shield WHILE they're in blockstun (they can't escape) and similar to 5SP can lead to loops potentially. Its a pretty scary situation to put the opponent in.


- WAKEUP GUARD BREAK LOOPS - Very self-explanitory. You meaty the a 4S on the opponent's wakeup. If they block, they get looped/knocked down. The plan is to force them to take a hit anyways. You can't followup a 4S on Hit so you want them to keep blocking.

General Strategy

-


General
Controls
System
Gundams
Abyss
Aegis
Astray Gold Frame AM
Blast Impulse
Blitz
Buster
BZP
Calamity
CGue
Chaos
Duel
Forbidden
Force Impulse
Freedom
Gaia
Astray Red Frame
GZW(Luna)
Justice
Providence
Raider
Savior
Strike
Strike(Mu)
Strike Rouge
Sword Impulse
SZP
GZW(Dearka)