MikelAL93 Posted August 22, 2014 Posted August 22, 2014 Discuss information, questions, etc. about the Banshee Norn here!Unit: RX-0(N) Unicorn Gundam 02 Banshee NornPilot: Riddhe MarcenasDurability: 700Banshee Norn @ JP Wiki Movelist[A] Beam MagnumDamage: 90Standard beam rifle shot. Can be refilled by pressing A.Max ammo of 5. Can be charged.[CSa] Mega CannonDamage: 227Bendable Gerobi. 3 second charge[CSb] Revolving Launcher: NapalmDamage: 95Weak stun. Fast bullet speed. 3 second charge. Can be cancelled into 5AB.[AB] Revolving LauncherDamage values: 149 (5[AB]), 35-140 (4/6[AB]), 138 (8[AB])Comes in three variants depending on the direction you input while you press AB at the same time. They can also be cancelled into each other:5[AB]: MGaAP - Time-delayed explosion. Has one round of ammo and six second cooldown timer.4/6[AB]: BOP Missile - Fan-like spread shot. Has two rounds of ammo and eight second cooldown timer.8[AB]: Microhide Bomb - Has one round of ammo and seven second cooldown timer.[2B] Beam JitteDamage: 120Melee counter.[8B] Shield TackleDamage: 181Has shield priority when shot at.[AC] Barrel RollCannot be used during overheat. Has melee follow up derivative.[bC] Armed Armor DEDamage: 117Stabs opponent's cockpit with shield[NB] Beam SaberDamage: 219Standard beam saber attack.Deals four hits. Can be charged.
Skillkill107 Posted August 26, 2014 Posted August 26, 2014 https://www.youtube.com/watch?v=0a7-nBy6yuI Video reference for Maxi. Judging from the clones only damage and HP should change in the port 4/6b melee should do three hits for 178 unless the values change in the port, though your neutral melee makes the assumption they didn't so I'll roll with that assumption. Should update and note the neutral melee ground bounces when it finishes.
RX-0 Banshee Posted August 27, 2014 Posted August 27, 2014 Just some observations after playing around with Banshee Norn: 1. The last hit of the 5BBBB string leaves Banshee Norn stuck in the pose for a second, so he's wide open for punishment/counter-attacks (not to mention the last hit seems SLOW coming out). 2. If you do the 4/6BBB by itself (i.e. not as part of a chain combo or follow up attack), the last hit will knock the opponent straight up fairly high; this makes it hard to follow up with anything. 3. When doing the 4/6BBB as part of a chain (5BBB>4/6BBB), the last hit will knock the opponent away at an angle and can be followed-up with [bC] IF you're fast enough or in a corner. 4. It's fairly easy to chain Banshee Norn's Extreme Burst attack [ABC] from 5BBB, 4/6BBB, and 8BBB. It's even possible to catch an opponent from [bC] if you're in the corner and you're fast enough. 5. Banshee Norn's Extreme Burst attack is a long auto-combo (similar to Crossbone X1 kai) that leaves it wide open to punishment, although it has start-up invulnerability (i.e it can take a few beam shots and still connect). 6. 2B pushes the opponent back, but leaves it open to attack because the animation is fairly long. It should either be followed-up with [AC] or cancelled out of for safety. 7. [bC] has slight super armor during the attack (you can take a few beam shots before being knocked out of it). *DEBATEABLE* 8. 5[AB] is great for getting through barrier buffs (i.e. GunEZ's Shike Team barrier or Gyan's shield barrier, but NOT funnel-type or shield bit barriers) and setting up combos. I'll add more if I find anything noteworthy... EDIT: Changed "Zunda" to "Fuwa Step".
akai_GO Posted August 27, 2014 Posted August 27, 2014 Edit: Scratch that. Both 8B and 6B launch from the 3rd stage, I don't know what I was thinking. But 8B does get you slightly more damage even though they prorate at the same rate. It does, however, Down faster (I don't know the exact values yet, but 5BB>8BBB downs the opponent, while 5BB>6BBB does not). Update: the two have the same proration values but 8B has a final Down value of 3.0 while 6B is 2.9, so in that combo the 6B version just barely doesn't down (0.1 point remaining). It also has that great shield priority, but the startup of the priority can be a little slow. Also, the JP wiki says something about leaving some space between MGaAP shots to allow for some muzzle correction, but I'm not sure how you're supposed to somehow manually do that. It seems to just fire on its own...
Skillkill107 Posted August 27, 2014 Posted August 27, 2014 Just some observations after playing around with Banshee Norn: *snip* 1. The delay is based on how much you press the triangle button. As mentioned the elbow strike grinds and can be charged. Beyond that if you landed a neutral melee on most suits you get similar vulnerability. 2.Fuwa step towards the target, it's generally how you follow most launcher attacks. 3.See 2 4.Not...really? The Barrel roll does not cut tracking so if you're exchanging shots in the mid-range it will get you shot more than anything. It works as a mix up but I wouldn't say heavily incorporating it is a very good idea. 5.See 2/You should really not go for Norn ABC from a combo if you can help it. It's main strengths are it's super armor on start up, and it's ability to deal insane damage. The damage proration you would suffer in addition to the duration of the combo would entirely offset this. 6. See 5, also that is not invulnerability you take super armor. You still take full damage on every shot you eat. 7.Agreed. 8. BC does NOT have super armor in any capacity or invulnerability. Perhaps you meant 8b, but trying to BC in hopes of super armor or god mode will just get you killed. 9. Should note that it does not work on any sort of dedicated barrier like fin-funnel barrier, shield bits, or shield sword bits. It does get past those specific barriers and their derivatives however. You're mistaken for the most part, barring a few key points, and cap your observations by comparing apples to oranges. Banshee is a 2.5k and Norn is a 3k, Norn's tools allow it to force damage and attention onto itself while evading and thus maintaining an effective neutral. Banshee is focused on self defense in comparison and while it has more escape and denial options, it cannot bring the same sort of offensive presence due to the limited time it has NTD. Tools such as the 8ab and it's CSb allow it to neutralize approaches, and in a pinch most of it's melee is more than serviceable, with the BC nearly matching Qant 8b for priority. Riddhe's Banshee is a good well rounded suit, that does not excel in any range (It's melee is generally slow, and it's redlock is relatively short and his damage is somewhat lacking for a ranged centric fighter.) but does comfortable work in any range. Edit: Checked it, neutral cannot be charged. I'm bad.
akai_GO Posted August 28, 2014 Posted August 28, 2014 Dustloop Wiki Page Adding other things (will continue to add to this until someone comments after me) 1) There seems to be no cancel proration into Sub weapons. If someone has seen different let me know. 2) The final hit launch of 6B grinds (4hits: full hit 178, immediate step cancel 151). Also, while the full hit definitely leaves 53% in proration, I've done the math numerous times and have gotten values from 89-45% proration when step canceling early o_O 3) The final hit launch of 8B does not grind. 4) MGaAP: As long as you are able to get at least a 2hit out of it (which is very easy to do across all my testing) this winds up being a better combo finisher than [bC]. It takes only a fraction of the time, does more damage, and still has a launch or a very high launch depending on if you 2hit or 3hit with it. Not only is it faster, you can whiff →BOP to freefall out of it if needed. BR→MGaAP is also a better Down tool than BR zunda imo. Only a 4 damage difference, it doesn't require the nuanced timing of Beam Magnum, consumes way less boost, and (again) very high launch. If there's one negative aspect about MGaAP though it's that it prorates extremely harshly (-40%/hit). So even though it's very easy to followup, any followup hit isn't going to do shit for damage. 5) [bC]: Two [bC]s will do more damage than a full hit MGaAP, but this obviously has even poorer cut resistance than just one [bC] and so must be exercised with great caution. If you only have room for one more hit at the end of the combo, and are out of MGaAP, 1x [bC] is your #2 damage dealer, but I still think unless you are sure you won't get cut that BM is the better option. If you get cut before the explosion then not only did you just eat damage, but the grab only does 40 damage (and that's without proration. At the end of a combo it'll only be like 20) - not even half of BM damage.
Itsnameisgundam Posted September 7, 2014 Posted September 7, 2014 how do you exploit amekyan like this? https://vine.co/v/OuYjYt5jt6M
Cosmic Lullaby Posted September 7, 2014 Posted September 7, 2014 You do main *step* side sub -> neutral sub. It looks like you need to press the buttons really fast. edit: Hmmmm it might be Main *step* down sub -> neutral sub I don't have Norn so I am just going off by observation edit2: Okay. My observation was wrong. Here is an explanation by my friend basically, it only works at the angle, he's doing the off angle shot at that specific angle, and inputting the step at the very moment he off angles while simultaneously canceling into sub, causing a freefall state with the step momentum
LukewarmHoliday Posted September 30, 2014 Posted September 30, 2014 I like how I thought this suit was slow when I first played it. I have brought shame to generations of my family. But hey at least I can say it doesn't have a weakness anymore.
Densuo Posted October 2, 2014 Posted October 2, 2014 This suit having Manual Reload br and the blue balls of doom are what's a pain to deal. Suit is really good at punishing Sent from my Nexus 4 using Tapatalk
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