akai_GO Posted April 9, 2014 Posted April 9, 2014 GAT-X105+ Strike Gundam Gundam SEED Pilot: Kira "Jesus" Yamato Health: 600 (common for 2000 cost tier) x MA transform | ○ mode change FB Tier Rank: B ☆☆ JP Wiki Page Dustloop English Wiki CHANGES FROM EXVS Health increase Reloads ammo of all forms simultaneously Mobility improved EX Attack gained Launcher Strike guidance improved [CSa] can be moved and channels longer Red-lock range increased [AC] effectiveness range increased Sword Strike [A] range decreased [8B] damage improved [6B] buffed I.W.S.P. [A] ammo increased 45→60 [bC] changed to light stun 2B given automatic follow-up attack AILE STRIKER PACK WEAPONS [A] 57mm High-Energy Beam Rifle 70 damage | 6 ammo | reload time: 3s/shot | down value: 2.0 | muzzle correction: 70%? [AB] (Sub) Igelstellung 75mm CIWS (Vulcan) 5~54 damage | 60 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: 95%?/hit Fires up to 15 shots. Ammo shared with Sword Strike. Does not have turn-around firing. [AC] Striker Pack Change 4AC Launcher Strike | 6AC Sword Strike | 2AC I.W.S.P. I.W.S.P: Counts down from 100 (15s). 15s cooldown, 15s reload time (from 0) [bC] Beam Saber Uppercut Combos to follow [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) BASIC MELEE [5B] BBB 157 B8B→A 158~176 Consumes BR ammo. Possible to rapid-fire 3 shots. 8B 75 Strong priority. 4/6BB 116 [2B] 2BB 134 Strong priority. 2B→8BB 167 →Sword Strike 2B→5A/2A 127 →Launcher Strike. 5A shoots up, 2A pins to ground and shoots. [CC8B] (BDb) BDb 80 Somersault cuts tracking. BDb→8BB 177 →Sword Strike BDb→5A/2A 137 →Launcher Strike. 5A shoots up, 2A pins to ground and shoots. [bC] BC 75 BC→BB 172 →Sword Strike BC→5A/2A 132 →Launcher Strike. 5A shoots up, 2A pins to ground and shoots. NOTABLE COMBOS 225 BCB→5AC>>BC A(launch)>A →Launcher Strike. 216 BCB>>BDbB→4AC A →Launcher Strike. Stun-and-gun. 206 4BB>>B8B>8B transition immediately before BDC input. Possible on level ground/air, but not on hills/elevation differences 203 4BB>>BBB Same notes as above. 198 B8B>>4BB>A LAUNCHER STRIKER PACK WEAPONS [A] "Agni" 320mm Hyper Impulse Beam Cannon 110 damage | 2 ammo | reload time: 6s/shot | down value: 4.0 | muzzle correction: 60%? Large beam. Knocks down on hit. [CSa] "Agni" Channeled Shot 22~240 damage | charge time: 4s | channel time: ~2s | down value: 5.0 (0.25x20hits) | muzzle correction: 10% (-5%x20hits) Gerobi. Can slowly, slightly move position of beam while channeling 350mm Gun Launchers 59~116 damage | 6 ammo | reload time: 5s | down value: 1.5/hit | muzzle correction: 80%/shot Can launch up to 2 missiles at a time. There is a minimum distance required for these and if an enemy is too close they will travel right over their head. [AB] (Sub) Igelstellung 75mm CIWS (Vulcan) 5~54 damage | 85 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: 95%/hit Fires up to 15 shots. Shares ammo with AC. Does not have turn-around firing. [AC] Striker Pack Change 8/5AC Aile Strike | 6AC Sword Strike | 2AC I.W.S.P. I.W.S.P: Counts down from 100 (15s). 15s cooldown, 15s reload time (from 0) [bC] 120mm Anti-Ship Vulcan 6~106 damage | 85 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: 98%/hit Fires up to 20 shots. Shares ammo with AB. Does have turn-around firing. [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) NOTABLE COMBOS 184 BB→CSa 176 A>>A Limited if opponent is higher than you. 172 BB>>A SWORD STRIKER PACK WEAPONS [A] "MIDAS MESSER" BEAM BOOMERANG 20 damage/hit* | 1 ammo | reload time: 1.5s** | down value: 0.5/hit | muzzle correction: -10% *If you manage to hit with the boomerang at its max distance it will hit twice (the throw hit and the return hit). Difficult to measure and judge though. **1.5s from the time that it returns to you. If you throw it, then boost away, it will take longer to return to you and so take longer before you can use it again. [AB] (Sub) Igelstellung 75mm CIWS (Vulcan) 5~54 damage | 60 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: -5%/hit Fires up to 15 shots. Ammo shared with Aile Strike. Does not have turn-around firing. [AC] Striker Pack Change 8/5AC Aile Strike | 4AC Launcher Strike | 2AC I.W.S.P. I.W.S.P: Counts down from 100 (15s). 15s cooldown, 15s reload time (from 0) [bC] NICOL KILL STRIKE 125 damage [2B] "PANZER EISEN" ROCKET ANCHOR 10 damage | down value: 0.1 | muzzle correction: -10% Pulls target to you. Invaluable for combo setup to avoid having your approaches rainbow stepped. [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) BASIC MELEE 5BBB 183 8B 90 Strong priority. 4/6BB 183 Size of enemy can affect number of hits BDb 169 Second hit (boomerang) stuns, allowing you to step to a new combo or Striker Pack, or escape. NOTABLE COMBOS 253 BBB>8B>8B 252 BBB(final hit)→BC(1hit)>4AC A →Launcher Strike. 218~237 BBB(final 1hit)→BC 224 BB>BB→BC ??? BBB→BC Strong cut resistance 204 BB→BC Quick finish 200~224 4BB>4BB→BC 191 4BB→BC Quick finish INTEGRATED WEAPONS STRIKER PACK (I.W.S.P.) WEAPONS [A] 30mm GATLING GUN ? damage | 60 ammo | reload time: ?s | 4-hit stagger. [AB] (Sub) 115mm RAILGUN 65 damage/hit | 2 ammo | reload time: ?s | down value: ? | muzzle correction: 30% (15%x2) Downs on hit. [AC] Striker Pack Change 5/8AC Aile Strike | 4AC Launcher Strike | 6AC Sword Strike Can exit I.W.S.P. at any time to stop gauge and allow it to refill to 100. If gauge falls to zero will return to Striker Pack you were in before activating. 15s cooldown before reload begins. [bC] "MIDAS MESSER" BEAM BOOMERANG 35 damage/hit* | reload time: 1.5s** | down value: 0.8 | muzzle correction: 90% Weak stun on hit. If both strikes hit stun will continue. *Same note as Sword Strike **Same note as Sword Strike [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) BASIC MELEE BBBB 222 8B 131 4/6BBB 194 2B 141 2BB 154 Bound? If you don't input quickly will not perform. BDb 80 Stun. NOTABLE COMBOS Most of these involve using EX which will be presented in the next part... 284 2BB>Sub>>Sub It's recommended you transition before the rainbow step? 266 BBBB>Sub Best damage:execution time 5B combo
akai_GO Posted April 9, 2014 Author Posted April 9, 2014 EX BURST Assault Bonus: +10% Dmg / +5% Def Blast Bonus: +0% Dmg / +15% Def EX Attack: Strike Pack Combo 274/245 Combo attack using all 4 Strike Pack modes. Activating EX does not reset I.W.S.P. cooldown. However if you successfully complete the EX attack though you will be placed in I.W.S.P. mode with ~85 gauge (12.75 sec) left on it when you exit the attack animation (like Unicorn's EX->NT-D transform). If you are already in I.W.S.P. mode when you use the EX attack and complete the combo, it will reset the I.W.S.P. gauge (again exiting the animation at ~85 gauge). If you are interrupted at any point in the combo you will be put in whichever mode you were in when the combo was broken. If you miss with the attack you will be put in Aile Strike mode. The choice between Assault or Blast Burst type seems fairly open to preference with this suit. What's maybe more important to consider when activating EX on Strike is which form you're currently in - you should plan what you intend to do with your EX and switch to the appropriate form before using it. Most notably here though is that if possible you should aim to use EX with I.W.S.P. as it can do around 300 damage with some combos while under EX. Similarly noteworthy, the wiki says Launcher doesn't really provide much while under EX, and you should try to avoid using it for Launcher. Given these two main points, the scale might lean toward Assault Burst here. Also considering that Strike's EX attack requires you to be basically in melee range to hit with it Assault will provide a little more freedom for trying to use it since if it misses you will still have some EX gauge to do some damage with. The general rule of aiming for 2 half bursts holds. EX BURST COMBOS (I.W.S.P. /Assault) 306~333? BBBB>EX 315 BBBB>>BDb>EX BDb will send you past the target and leave them stunned, allowing EX to hit. 311 A→(Activate)BC>>BBB>EX 305 BBBB>Sub>>Sub In addition to these the wiki says that the EX attack can be canceled into a melee combo from the end of the Sword Strike phase (so actually in I.W.S.P. during the combo), but I haven't been able to perform and confirm this yet: 353 EX→BBBB>Sub>>Sub CANCEL ROUTES **As far as I can tell you can cancel any ability in any stance to any direction of AC. Aile A→BC *Fundamental route given its ease of use. Sub→A EX→B?? BC~5B, 5A, 2A 2B~8B, 5A, 2A BDb~8B, 5A, 2A Launcher B→CSa BC→A, CSa *Important route Sword A→BC any direction-B→BC I.W.S.P. A→BC, Sub?? *Important route TACTICS TACTICS Strike Gundam is the perfect example of the phrase "Jack of all trades, master of none" in this game. A hybrid suit designed around changing your Strike Packs to suit to moment at hand. Default Aile Strike is your balanced stance, Sword your preferred melee stance, Launcher long-range bombardment stance, and I.W.S.P. is a cooldown intended to give you access to all of three parameters at once. Red-lock range is Sword < Aile < I.W.S.P. < Launcher, with ~2 steps being between each level. Aile Strike is the base form, but is nothing special. It's best used to fill in BR shots when out of Launcher ammo, or for when you need to stay alive thanks to it's rather good mobility and speed. However, you're going to spend most of your time playing support in Panzer Launcher Strike mode. Main BR moves slow but Downs on hit. Missiles have good range and tracking. Switching to Launcher reloads and slightly increases Vulcan ammo from Aile/Sword mode. As shown, although it shares ammo with Vulcan, unlike the vulcan the [bC] anti-ship Vulcan will turn you around to face the enemy, and can fire more rounds at a time and for more damage. Sword Strike is your go-to mode if you want to pressure but don't have I.W.S.P. available. 8B is the optimum chase ability it seems, with BC having great speed over shorter ground. Beware though: rainbow stepping feels very expensive on boost here. 2B can be a powerful tool for setting up combos - stuns, pulls, and has low Down value. The middle hit of 8BDb also stuns for a longer period of time, should you need it for a mode change or an escape opportunity. I.W.S.P. is meant to be the trump card, and learning how to use it effectively is an extremely important point. You especially want to use this in moments when your team can press an advantage (proactively - not reactively). You should aim to try to use this two full times before dying; if you have a 3k partner - 3 times (according to the wiki). SUGGESTED PARTNERS WIP TIPS AND TRICKS TIPS Aile: BC does basically the same thing as 2B but is faster. I'm not sure, but given the speed I would assume it has equally good priority as 2B, and a good defensive strike. Aile: If you're going to do a Pack transform combo, use BC or 2B over BDb - much easier to connect with. Aile: If an enemy is close enough for you to transform combo, choose Sword Strike to keep yourself melee-ready. If you decide though to transform Launcher, the 5B combo finishes faster than the 2B combo, and also puts more distance between you and the enemy at the end if you are retreating. If you do the Launcher transform combo charge your CSa during the animation - it will be almost done by the time the animation finishes and ready to use when the enemy is starting to get up. Launcher: Start charging CSa from Sub instead of A so you don't needlessly spend and waste A ammo. Even though Aile has the second-shortest red-lock range, don't neglect to switch and use its beam rifle if you are totally out of Launcher ammo, or to better conserve Launcher ammo. Switch to Aile if you need to escape! TRICKS Pseudo-Striker Pack combo 1: BCB>>BD8BB→4AC A Stun-and-gun (216 dmg) Pseudo-Striker Pack combo 2: BD8BB→5AC>>BDbA(launch)>>A (215 dmg) Pseudo-Striker Pack combo 3: BCA(launch)→6BC>>2B>5AC>>BCA(launch) Launch→Pull-back→Launch Double Launcher launch: BCA(launch)→5AC>>BCA(launch) Easier to do than PSPC3 for basically same effect (202 dmg) Pseudo-Striker Pack combo 4: BC→5AC BCA(don't launch!)>2AC>>Sub (??? dmg) Double Striker Pack Combo combo: 2B→BC→5AC BCA(don't launch!)>EX Yo Dawg... (244/227 dmg) VIDEOS It's kinda a pain looking for videos for Strike because you always wind up with results for Strike Freedom and Strike Noir also... EXVS Combo Movie (FB combos are the same as in this video; no changes that I see or can think of) Horibuna Replay Archives (Strike)
akai_GO Posted April 9, 2014 Author Posted April 9, 2014 My summarized thoughts: I like playing suits that give me positional and playstyle options. Strike is a literal "all-purpose suit" with great flexibility in options, but none of the options will truly shine out better than a different suit more dedicated to that specific option (ranged, melee, agility, whatever). Pack-change combos look great but are not really convenient. Vulcan cannons suck. Why so much vulcan cannon on this suit?? But Nicol Kill Strike combos feel great to perform lol. Playing this suit well means constantly quickly identifying the situation at hand and switching to the pack best suited for it. Zoids did it first, shame on you SEED.
akai_GO Posted April 29, 2014 Author Posted April 29, 2014 After working on the wiki some, I decided it might be better to have this as just a commentary rather than a focused point in the OP: Regarding playing as Launcher Strike, it plays basically just like Luna's Gunner Zaku Warrior, except slightly...less. Gunner Zaku's main has 3 ammo instead of 2, does 120 damage vs 110, and its CSa charges in 2.5s compared to Strike's 4s. Reload time on GZ's main is 4.5s/shot compared to Strike's 6s/shot. While Strike's missiles may be more accurate than GZ's hand grenades, two abilities are dedicated to vulcan cannon shooting and are very underwhelming, where Luna has a couple of assists and the great beam tomahawk. Both units have 600HP. GZ feels slightly more agile than Launcher Strike. So yeah, Gunner Zaku, but you have noticeably less room for error with your ammo count and reload times. The reason you'd pick Strike over GZ is if you want the options and benefits of Sword Strike melee and I.W.S.P. overall power that GZ doesn't have. ______________________________________________________________________________________ Also: I've tried to catch them, so there should be few, but if you spot differences in word usage between this and the dustloop wiki (link at top of OP now), the wiki page should be considered the correct version, as that is what I've put more focus into since the project was started, and assume the threads will be more about more specific questions/discussions now
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