Kidou Senshi Gundam: Seed Destiny/Force Impulse

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Force Impulse Gundam
GSD Force Impulse Profile.png
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

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
GSD Force Impulse 5S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5S - Mid - - - - 5S, 2S, 6S, 6L, SP, Beserk, Seed

Your average 5S.

2S
GSD Force Impulse 2S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
2S - Low - - - - Self, SS, 6L, SP, Beserk, Seed

A neat fast low kick. Air UB.

6S
GSD Force Impulse 6S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - Mid - - - - SP, Beserk, Seed

An advancing shield smack. Has good range and is fairly active;

6S/2S > 5S
GSD Force Impulse SSS.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6/2SS - Mid - - - - 6L, SP, Beserk, Seed

A nice little kick to the face. Nothing special about it.

6/2SS > 6S
GSD Force Impulse 6SS6S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6/2SS6S - Mid - - - - 6L, SP, Beserk, Seed

Another cross slash that causes wallbounce.

6/2SS > 5S
GSD Force Impulse 3S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6/2SS5S - Mid - - - - 6L, SP, Jump, Beserk, Seed

An advancing launcher similar to 3S.

6S/2S > 2S
GSD Force Impulse 1S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S/2S > 2S - Low - - - - 4S, 6L, SP, Beserk, Seed

A very very far reaching low similar to 1S. Causes knockdown and is Air UB. Good for beginning 5SP UB loops.

6/2SS > 2S
GSD Force Impulse 1S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6/2SS2S - Low - - - - 6L, SP, Beserk, Seed

1S.

1S
GSD Force Impulse 1S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
1S - Low - - - - 6L, SP, Beserk, Seed

A very very very far reaching slice that knocks down the opponent and is air ub.

3S
GSD Force Impulse 3S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
3S - Mid - - - - 6L, Jump, SP, Beserk, Seed

An advancing Launcher. Due to him using his anti-armor knife, it reduces PS a lot more than any of his other normals.

J5S
GSD Force Impulse J5S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J5S - High - - - - SP, J.6L

Your good ol' jumping kick. Good for fast thruster mixups.

J4S
GSD Force Impulse J4S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J4S - High - - - - SP, J.6L

A wallbouncing high kick.

J2S
GSD Force Impulse J2S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J2S - High - - - - SP, J.6L

A downward slash in the air. Great range but slow startup compared to J5S.

J3S
GSD Force Impulse J3S.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J3S - High - - - - SP, J.6L

A multihitting 'dive kick' of sorts but with his sword revealed.

Short Guard Cancel
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6S - Mid - - - - SP, 6L

1S

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

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Long Attacks

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

Your average PS-killer pellets. Non-guardcancellable.

6L/236L
GSD Force Impulse 6L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5L - Mid - - - - Beserk

Your average crouchable full screen laser. Costs PS bar

J5L
GSD Force Impulse J5L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J5L - Mid - - - - Beserk

Your average PS-killer pellets. Non-guardcancellable.

6L/236L
GSD Force Impulse 6L.png
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
J6L - Mid - - - - Beserk

Airborne 6L. Costs PS.

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

6L

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

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Special Attacks

6SP>S/236S>S - Beam Saber Crash
GSD Force Impulse 6SP.png
Advancing Frames
Advancing Frames
GSD Force Impulse 6SP2.png
Slash followup
Slash followup
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SP - Mid - - - - Beserk

force Impulse rushes toward the opponent with a hitbox and no collision box. Because of this it allows him to go behind the enemy. On the opponent's wakeup, timing this meaty right can allow for an unblockable meaty crossup. From which can be followed up with S to send the opponent flying in the other direction for a chance at another unblockable meaty attack. Use this to your advantage on block as its pretty much a sudo-guard break attack.

Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
S - Mid - - - - Beserk

A slash-followup that can be pressed at any point while Force Impulse is advancing. Causes Wallbounce. If done behind the opponent he will turn around and slash. And if performed fast enough, the slash will be unblockable.

5SP/ 2Sx2 - Saber Spike Double
GSD Force Impulse 5SP.png
This is performed twice
This is performed twice
GSD Force Impulse 5SP2.png
Recovery Frame of each cut.
Recovery Frame of each cut.
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
5SP - Mid - - - - Beserk

FI slashes upward twice while rising. A DP/Anti-air for force impulse. I know what you're thinking...the hell is that manual input on the side there. Well you see, I'm thinking the same thing as well. You cannot do this special raw on manual unless you're buffering it airborne till you hit the floor. On the ground you have to buffer the input by doing a normal first.

J5SP>S/J236S>S - Beam Saber Crash
GSD Force Impulse 6SP.png
Advancing Frames
Advancing Frames
GSD Force Impulse 6SP2.png
Slash followup
Slash followup
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
6SP - Mid - - - - Beserk

Force Impulse rushes toward the opponent with a hitbox and no collision box. Because of this it allows him to go behind the enemy. This move can also be done infinitely in the air with the right timing as it costs on thruster to perform.

Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
S - Mid - - - - Beserk

A slash-followup that can be pressed at any point while Force Impulse is advancing. Causes Wallbounce. If done behind the opponent, unlike its grounded counterpart, Force Impulse will not turn around.

Force Impulse Burst
GSD Force Impulse Burst.PNG
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
Beserk Mode - - - - - - -

Beserk Mode

[2SP]2SP/[2SP]63214S
GSD Force Impulse 2SP2SP.PNG
Version Damage Guard Startup Duration Hit Adv Block Adv Cancel
[2SP]2SP - Mid - - - - -

An extremely far reaching slash. Very difficult to hit on airborne opponents, requires a very very tight restand.

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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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)