Sharakonta Posted January 24, 2014 Posted January 24, 2014 (edited) This is for all discussion Related to Master Asia and his Master Gundam. The JP Wiki for Master Gundam. http://www4.atwiki.jp/arcgundamexvsfuvo/pages/48.html Does need translating. Move List [A] - Darkness Shot Master Gundam rapidly shoots his hand at the opponent, stuns them in place for a moment, usually long enough to follow up with 6B Depending on range. [CSb] - Sekiha Tenkyoken School of the Undefeated of the East's Secret Technique. Has 3 variations Level 1 Charge small fireball that causes knockdown on hit. Level 2 Larger Fireball does more damage than level 1 Level 3 Fire's a blast of energy in the shape of a giant hand, when it connects with a target it explodes into a giant kanji. The hand continues through struck Gundam's allowing it to hit multiple targets in a line. [AB] - Master Cloth Beam of energy that Master Gundam uses as a whip, Has variations. 5AB Master strikes out in front of him with the Master Cloth grabbing the opponent, spins them around when held. Can input 360's to increase the damage dealt but leaves him open to be hit. 4/6AB Traditional Whip attack that spins Master clockwise to hit the opponent knocking them down. 2AB Master strikes out in front of him like 5AB but instead of spinning them around when held it pulls them back into melee range. [AC] - Juuni Ouhouha Master Gundam moves his right hand in a clockwise motion summoning miniversions of itself, these minimasters will only launch once he is in Red Lock range. They chase after the opponent and once the target is surrounded they will charge him stunning on hit allowing for Master or his partner to hit them. [bC] - Fuun Saiki Master Asia's Beloved steed, charges the opponent knocking them down on hit. Flips Master Gundam into the air. [2BC] - Choukyuu Haou Den'eidan Master Gundam surrounds himself with a torrent of energy and flys forward towards the opponent. Can be rainbow stepped. Use to be his BC. [8BC] - Darkness Finger Master Gundam moves forward, his right hand cloaked in dark energy. Grabs the Opponent on hit, B can be mashed for added damage. 2B - Armored Mode Master Gundam's wings close around him causing any physical hit to be countered by Darkness Finger. Full Boost Changes 720→750 HP BC now summons Fuun Saiki Main shot ranged lowered, stuns less. Neutral whip range improved, startup improved Side whip damage improved (90→100) AC babies cling on opponents less time 8B upper body inv property lengthened, reach improved, startup nerfed, proration improved 6B improved reach, proration nerfed Combos Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel Main combo is 4/6BB>4/6BBB Standard combo for Master Gundam, reach was increased in FB Videos Edited February 2, 2014 by Sharakonta
Sharakonta Posted January 26, 2014 Author Posted January 26, 2014 May as well go ahead and reserve this just in case. *Reserved*
Umareru Posted February 12, 2014 Posted February 12, 2014 I've got a quick question. In the last game, Master (And all G Gundam suits) gained 20% extra damage during their golden Meikyo Shisui EX modes. Is that buff still here in FB? Z and ZZ retained their super armor, so I'm wondering if Meikyo Shisui still has any additional effects.
Sharakonta Posted February 12, 2014 Author Posted February 12, 2014 Actually I haven't checked but I'm pretty sure they do, along with the armor on their moves Sent from the NOL Intelligence Department.
Skillkill107 Posted February 12, 2014 Posted February 12, 2014 It has to do with burst modes now according to Brett's site: For Master Gundam and other Mobile Fighter Suits, and Extreme Gundam XF A Burst: 22% damage, B Burst gives 30% defense - the best bonuses.
Sharakonta Posted February 12, 2014 Author Posted February 12, 2014 Ah thanks Skill I missed seeing that part Sent from the NOL Intelligence Department.
Umareru Posted February 12, 2014 Posted February 12, 2014 wow, nice. Cool that Xf gets the bonuses too. Thanks for the info!
Tari Posted February 22, 2014 Posted February 22, 2014 Didn't realize this wasn't written until now, but if I recall correctly, Master's AB whip doesn't have to be inputted as 2AB to get the reel-in effect. The reel-in is just a followup to the neutral whip. 4/6 followup will spin the opponent and can be rotated for more damage, 2 followup will pull the opponent back to Master, and B followup will do a fast pull into a kick.
Sharakonta Posted February 22, 2014 Author Posted February 22, 2014 I'll get that updated, thanks Tari Sent from the NOL Intelligence Department.
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