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Posted

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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

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

B8BA   158~176   Consumes BR ammo. Possible to rapid-fire 3 shots.

 

8B        75   Strong priority.

 

4/6BB   116

 

[2B]

2BB             134   Strong priority.

2B8BB      167   Sword Strike

2B5A/2A   127   Launcher Strike. 5A shoots up, 2A pins to ground and shoots.

 

[CC8B] (BDb)

BDb                 80   Somersault cuts tracking.

BDb8BB     177   Sword Strike

BDb5A/2A   137  Launcher Strike. 5A shoots up, 2A pins to ground and shoots.

 

[bC]

BC                 75

BCBB        172   Sword Strike

BC5A/2A   132   Launcher Strike. 5A shoots up, 2A pins to ground and shoots.

 

NOTABLE COMBOS

225   BCB5AC>>BC A(launch)>A   Launcher Strike.

216   BCB>>BDbB4AC 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 ABDoes have turn-around firing.

 

[ABC] EX Attack: Strike Pack Combo

274 damage (A) | 245 Damage (B)

NOTABLE COMBOS

184   BBCSa

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>BBBC   

???           BBBBC           Strong cut resistance

204           BBBC             Quick finish

200~224   4BB>4BBBC

191           4BBBC           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

Posted

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~8B5A2A

BDb~8B5A2A

 

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>>BD8BB4AC A   Stun-and-gun   (216 dmg)
  • Pseudo-Striker Pack combo 2: BD8BB5AC>>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   :cool:   (??? dmg)
  • Double Striker Pack Combo combo: 2B→BC5AC BCA(don't launch!)>EX   Yo Dawg...  :lol:  (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)

Posted

X9F9zyN.jpg

 

 

:psyduck:

 

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.

  • 3 weeks later...
Posted

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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