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Posted (edited)

Unit: RX-79BD-1 GM Blue Destiny Unit 1

HP: 600

Pilot: Yuu Kajima

BD-1 Wiki

Movelist

Weapons

[A] 100mm Machine Gun - 40 Ammo - 15 (1 bullet) ~ 120 (10 bullets) Dmg

Machine Gun. Hold down the button to fire up to 10 shots. 5th hit staggers. Press A again to reload when empty.

[AB] Wire Missle - 2 Ammo - 102 Dmg

Fires a set of explosive missles attached to BD-1 by cables. While attached, the missles move very slowly. Press AB again to cut the wire and cause the missles to home in quickly (You can press AB twice quickly to cause them to fire immediately). Cables will automatically cut if you move too far away from the missles. Cables can be cut freely during all states, including whilst you're being hit. Note that missles have their own personal red lock, so you can fire them in green lock and they can still have guidance if the missle gets close enough to it's own red lock range before cutting the cable. Reloads when empty.

[AC] GM Summon - 1 Ammo - 51 (1 shot) ~ 133 (3 shots) Dmg

A GM appears and fires 3 Beam Rifle shots. Can use sliding AC with this assist by inputting 5C~Any Direction + AC. (Note that the GM is actually holding a machinegun and not a beamrifle...) Reloads when empty.

[bC] Special Movement - 1 Ammo

Cause BD-1 to slide in a diagonal direction. Can repeat up to 4 times, but requires remaning boost to use. Can change the direction of the slide by inputting different directions. Automatically forces you to face your target no matter what. You may fire your machinegun and missles without causing any vernier during this state. Cancels from basically everything. Regular recovery is laggy, but is negated somewhat by landing later in the animation. There is a trick involved with this move where if you use it whilst high enough in the air and land right as BD-1 exits the sliding animation, you will recover all your boost instantly, even if you were in overheat. Reloads when empty.

Melee

[5B] → [5B] → [5B] - 172 Dmg

Slow but hard hitting basic melee chain.

[6/4B] → [6/4B] → [A] - 183 Dmg (129 without the final A)

BD-1's fastest basic melee. Launches the opponent on the second hit, A followup shoots missles to follow the launcher. Missles do not consume ammo.

[8B] - 76 Dmg

A leaping stab attack that carries you to the floor. Knocks the opponent down. Not as good as other similar leaping attacks such as Hyaku Shiki 2b or ZZ 2b.

[2B] → [A] - 147 Dmg (75 without the final A)

Quick launcher. A followup shoots missles to follow the launcher. Missles do not consume ammo.

[CC8B] - 80 Dmg

Issen attack. Has strong gap closing power and lots of momentum afterwards. Stuns the opponent for a considerable time after, but does not auto down (somewhere inbetween light stun and heavy stun)

EXAM System

BD1 activates the EXAM System for its EX Burst. In addition to usual awakening effects, during EXAM, BD1 will gain the following:

- Mobility increased.

- Melee reach increased.

- Entirely new melee movelist

- AC causes you to throw an exploding GM instead of the usual assist.

- BC may be used up to 6 times.

- Like Eypon and Efreet, BD1 can freely cancel into different melee attacks by inputting them during a chain. EG: 5B → 6B → 2B will do the first hit of each chain. Note that you can only cancel before the final hit of each chain (so the first 2 hits of 5B and 6B and the first hit of 6B)

Damage Values in EXAM are listed for Blast Burst only.

[AC] - 1 Ammo - 128 Dmg

Throws a GM, causing an explosion. Reloads when empty.

[5B] → [5B] → [5B] - 195 Dmg

Two punches into a tackle.

[5B] → [5B] → [2B] - 224 Dmg

Two punches into a series of gutpunches with BD-1's shield. High damage, but BD-1 is stationary during the final part of this chain.

[6/4B] → [6/4B] → [6/4B] - 192 Dmg

A quick hook followed by some more punches. This move is REALLY good, it closes distance insanely fast and swerves a lot. It's also easy to followup from.

[8B] - 147 Dmg

BD-1 grabs the opponent's suit by the head and smashes them into the ground. This is actually a two part attack, and as such, if you use it when someone is close to being knocked down via down value, you will actually instantly drop to the floor after the head grab and the opponent will fall away.

[2B] → [2B] - 152 Dmg

SHORYUKEN (literally). Uppercuts them into the sky. Launches.

[CC8B] - 152 Dmg

Tackles the opponent, then slams them into the ground before jumping off them and filling them full of machinegun bullets. This move looks really cool but its quite bad, don't use it.

[ABC (During EXAM)] - 267 Dmg

Attacks with the same animation as non EXAM CC8B. Has superarmor during the first strike. If it hits, BD-1 preforms a ranbu esque attack which attacks with everything in his arsenal one by one before finishing chucking them in the air and blowing them up.

Cancel Routes

This will not list all the possible EXAM Melee cancels.

A → AB

A → AC

AB → AC

AC → AB

A → BC (requires some boost remaining)

AB → BC (requires some boost remaining)

AC → BC (requires some boost remaining)

Any melee attack → BC (requires some boost remaining)

BC → BC (up to 4 times normally, 6 in EXAM, requires some boost remaining)

BC can cancel into all other attacks and will not cause vernier when using AB missles.

Basic Strategy

Fire your MG a lot. Use boost jumps to safely fire large amounts of bullets to pressure the opponent with, and use jump turning and fuwasteps to stay on angle/maintain distance. Common example would be boosting jumping towards the opponent whilst firing, then fuwastepping backwards to retreat as you land. Because you have unlimited ammo, you should keep up with firing as much as possible.

Missles can be used outside of red lock to a degree because of their own inherant red lock range. A good time to use missles at range are when you have just landed, then step, fire a missle, and boost away. Their traveling speed even when the cable is cut is slower than the average bazooka esque attack, so dont rely on them for long range knockdowns. Missles can be released anytime so you can cut the cable to hit people in situations where they won't expect it, such as when you are being hit or when you are on the floor.

Your assist isn't particularly strong but is your best bet at scoring knockdowns off your machinegun at most ranges, as an MG stagger into Assist is a knockdown and the beam shots travel faster than your missles.

Cutting enemy combos with Blue Destiny can be hard. You might be tempted to use missles but remember the explosion will hit your ally too. Try to avoid using them when possible.

Your slide on angles you automatically and you can fire whilst falling. Use this to your advantage when retreating. Because missles don't cause vernier when using BC, if someone is trying to yolo melee you, you can hit bc and mash missles to retreat whilst firing in their face, which helps to make up for the lack of a quick stun that a BR would offer. Remember that using BC high up is better than close to the ground because you have less recovery, and if high enough, practically none (you can sitll be landing punished since its sometimes very obvious however)

Side melee is your fastest melee in close range but isn't anything special. Maintain your distance. CC8B has great gap closing but the attack isnt particularly fast, but is useful if have to use melee to cut a combo or approach. It's good for combos however because of its speed and great momentum afterwards.

8B can be used as a zusa cancel, where you 8b, then step as you hit the ground, and fire your missles. This will cause you to recover all your boost instantly. Note that unlike many other zusas, if you use the missles, the step leaves you grounded, even in overheat.

A good time to use EXAM is during your regular CC8B. This is because although EXAM melee have great closing potential, your EXAM CC8B is rather poor. If you activate during the CC8B, whilst closing in, you will be able to confirm a combo whilst closing distance very quickly.

EXAM melee very fast, but do not assume that the mode is only for melee. You travel very fast during this mode and fire faster too, so remember to hit your other weapons too.

Blast Burst is considered better for this unit because it extends the amount of time BD-1 can stay in EXAM. Your EX Attack/Super has superarmor on it so its possible to use it as a trump card at close range, but be wary.

Edited by Irysa
Posted (edited)

EXVS BD-1 Combos - Damage values may be sometimes off beacuse of the new version and many combos are somewhat pointless but a useful resource nonetheless.

Reccomended Basic Combos

Terminology

> = Rainbow step (double tapping a direction while performing an action)

≫ = Dash cancel (double tapping boost while holding a direction when performing an action)

→ = Cancel (you can cancel an attack/action into a follow up)


A (at least 5 hits) ≫ A (at least 8 hits) - 141 Dmg
You need at least 5 hits to get a stagger, and need a total of at least 13 hits to secure a knockdown with BD-1's MG alone. This is somewhat difficult to do sometimes, as MG's are more finnicky about securing proper staggers and punishes than a BR, but you make up for it by the very long spread and duration of of your fire.

A (at least 5 hits) → AB - 145 Dmg
5 hits for the stagger, and the missle sub cancel. You need to instantly release the missle for this to work, and it only works at close range due to the missle's somewhat slower than average travel speed. This can be turned into a full down with more mg fire either before or after.

A (at least 5 hits) → AC - 153 Dmg
5 hits for the stagger, and the assist cancel. This works at more ranges because of the better travel speed of the assist. More MG fire is once again more damage.

A (at least 5 hits) ≫ CC8B > A (at least 5 hits) - 149 Dmg
This is generally more stable than attempting to go for neutral melee chain after a MG stun at close range, and you are also relatively safe if you fuwa away whilst firing. You can replace the final MG shots for another CC8B or AB for 173 and 183 Dmg respectively.

6/4B → 6/4B ≫CC8B > AB - 223 Dmg
BD-1's 5B isn't very good and although you always have the option of the bog standard neutral melee x2, step, neutral melee x3, this is somewhat cut resistant and faster. You can either use step missle or bc cancel the CC8B then fire the missles to end the combo. Another CC8B is an option too for 217 Dmg. 8B is also a viable finisher if you want to get to the ground quickly, 199 Dmg.

6/4B → 6/4B → A ≫ AC - 209 Dmg
2B → A ≫ AC - 195 Dmg
CC8B > 2B → A ≫ AC - 208 Dmg
These aren't the best combos but are useful because they launch the opponent very high into an untechable knockdown, putting them out of the match for a long time.

5B → 5B → 5B ≫ CC8B > AB - 242 Dmg
Basically your highest damage normal combo if you ever really did have a free moment to do a neutral melee chain. Can end with another CC8B for 240 Dmg.

CC8B > 6/4B → 6/4B ≫ CC8B - 216 Dmg
A good, quick and fairly cut resistant combo to use after closing in with CC8B. If the combo has to be even faster, you can use a 2B to launch instead of 6B chain for 190 Dmg, or if you have space, use 5B chain for 234 Dmg.

Damage Values in EXAM are listed for Blast Burst only.

CC8B, (Activate EXAM) > 6/4B → 6/4B → 6/4B > 8B - 256 Dmg
This is your best EXAM combo from closing with non EXAM'D CC8B without using your super. EXAM combos dont have any real cut resistance but the execute very quickly so it usually makes it worth it to go for this.

CC8B, (Activate EXAM) > 6/4B → 6/4B → 6/4B > ABC - 301 Dmg
Super combo.

(In EXAM) 6/4B → 6/4B → 6/4B > 5B→ 5B → 8B - 271 Dmg
Probably the best most reliable EXAM combo without using super. Makes use of the down value trick with BD-1's EXAM 8B. If done properly, the opponent will go flying and you will land very quickly after you hit 8B.

(In EXAM) 6/4B → 6/4B → 6/4B > 5B → 5B > ABC - 325 Dmg
(In EXAM) 6/4B → 6/4B → 6/4B > 5B → 5B → 2B (3 gut punches) > ABC - 332 Dmg
Super combos. As you can see, the gutpunch combo doesnt really add that much so its not really worth the extra delay usually.

(In EXAM) 5B → 5B → 2B (3 gut punches) > 5B → 5B → 8B - 288 Dmg
High damage EXAM combo that requires the opponent to be relatively elavated to continue the combo after the gutpunches. Easy to cut, so beware.

(In EXAM) 5B → 5B → 2B (3 gut punches) > 5B → 5B → 2B (3 gut punches) > ABC - 342 Dmg
Max damage EXAM combo with super. Again, easy to cut, but DAT DAMAGE.

Edited by Irysa
  • 2 weeks later...
Posted

translations from http://www4.atwiki.jp/arcgundamexvsfuvo/pages/143.html

Tactics (INCOMPLETE)
Full Boost

Blue Destiny

Tactics

This suit excels at mid-range dogfights with its machine gun and sub.

His tools refill quickly as well, so if you match your reload rhythms with your special melee usage, you can threaten opponents outside your effective range.

A reloadable MG and a missile that acts as an incom makes for a suit that easily annoys opponents.

His red-lock range is a bit shorter than RX-78's, and coupled with his poor melee, it makes for a bit of a dilemma.

However, his mobility is quite good, so try to stay at a consistent range.

His melee power improves explosively while in EX burst, and attacks like a mobile fighter.

However, it's not strong enough that you can still go in if the opponent is looking at you.

EXAM combos hurt, but they have bad cut resistance, and no tools to knock down quickly.

Not unlike Transam, Blue Destiny's mobility and machine gun firing speed increases quite a lot during EXAM.

One of this suit's biggest weaknesses is the difficulty of getting knockdowns, and his weapons dealing mediocre damage. Depending on your opponent, your shots can also be eaten by other projectiles.

His ability to cut is also quite low.

His MG has good guidance, but needs 5 hits to stagger, and a single rainbowstep will avoid the barrage.

Even when launched early, sub's travel speed is quite slow, and the GM summon has mediocre guidance as well.

A frontal assault with BD melee will be easily stopped, so being effective will be difficult if your partner is bad at drawing attention.

The best way to deal with these problems is to always be close to your partner. In other words, this is the typical job of a 2k back suit.

MG is actually decent for cutting at mid/close-range.

However, making bad landings in this range is a recipe for disaster, so be careful.

Partner suits for consideration

There are certain parts of of this suit that are inconsistent, but this suit can generally work as well as any other 2k suit in any given comp.

One particular point of notice is that partner suits that need to melee in order to get damage may be difficult to work with, because accidental cuts with sub will be frequent.

It can still work out if you are careful, though.

This suit ideally does not want to rely on melee for aggressing.

Also, since this suit has low stopping power, even if you aggress together with your partner, it is likely you won't be able to successfully mimic your partner's method of attacking.

Your best tools for aggressing are available during burst.

Generally, if Blue Destiny has trouble with the suit as an opponent, he can be a good partner for that suit.

3k partners

Suits that can knockdown quickly, like V2, Wing, and Turn-X make particularly good partners.

If you double-lock together with Master and fire sub carefully, that can also be a good comp.

A suit like Sazabi, who had incredible self-defense, but cannot knock down easily, will likely be hard to cooperate with.

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