Freedom General Discussion Threrad
JP wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/59.html
Basic Suit Information
Official Name: ZGMF-X10A Freedom Gundam
Cost: 2500
HP: 600
Shorthand Guide:
BR = Beam Rifle = [A]
Sub = [AB]
Gerobi = [AC]
Flip = Barrel Roll = [bC]
BD melee = Boost Dash Melee = CC8B
Move List
[A] - Beam Rifle
Ammo Count - 8
3 second reload
80 Damage
Basic Beam Rifle
[CSa] - Justice Gundam Summon
50 Damage
Charge Time - 3 seconds
Summons Justice. Goes towards the target and does a melee attack in MA mode. If it hits, the target flips into the air. Poor Guidance. Can hold 2 before releasing the move to stop the camera change
[AB] - Baleena Plasma Cannon
Ammo Count - 2
10 second reload
140 Damage [70 per beam]
2 Large plasma beams. Somewhat slow, but very powerful.
[2AB] - Xiphias Rail Cannon
Ammo Count - 2
10 second reload
Shares ammo count with AB
90 Damage [45 per shot]
2 fast traveling shots. Barely any guidance, can go through mantles. Short range, will disappear around his green lock range.
[AC] - Hi-MAT Full Burst
Ammo Count - 1
12 second reload
204 Damage
Freedom's gerobi. Has excellent muzzle correction. Hold 2 before using this to stop the camera change
[bC] - Barrel Roll
Ammo Count - 1
8 second reload
DOES NOT CUT TRACKING Just like it says. Its a barrel roll.
Normally goes to the right if you don't input 4/6. Holding 4/6 allows him to roll twice and can be cancelled into A, AB, 2AB, AC, and into certain melee follow ups. Inputting AC during this will cause him to fire his gerobi upside down; it also lasts much shorter.
5B melee follow-up - performs his Boost Dash melee animation
2B melee follow-up - same as his normal 2B melee
[ABC] - Combination Attack
Freedom's Burst Attack
Freedom summons Justice, melee the opponent and they both fire a gerobi.
Melees and Melee Cancel Routes
[5B] [up to 3x]
Freedom swings his beam saber twice and ends in a kick
[5BB->2B]
Swings his beam saber twice, does a backflip and does Issen
[4/6B] [up to 2x]
Very strong melee tool
Swings his beam saber once, the second hit sends his opponent upward slightly.
[8B]
Stabs
[2B]
Combines both his beam sabers and does a stab
[CC8B] (BD Melee)
Dashes up to the opponent and does Issen
Cancel Routes
A->AB, 2AB, BC, 2B
AB->BC
2AB->BC
AC->BC
BC->A, AB, 2AB, AC, B, 2B
Melees->BC
Basic Combos
Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel. Commas represent an option between the moves listed.
A>>A>>A
Basic BR Zunda
A>>A->AB, 2AB
Variation of one above. Helps to conserve BR ammo.
4/6BB>4/6BB, AB
Basic melee combo
CC8B,4/6BB>5BB>AB
High damage melee combo. Sometimes hard to get the 5BB after the 4/6BB because of height.
For a full list of combos, you can check the combo page on Freedom's JP wiki http://www4.atwiki.jp/arcgundamexvsfuvo/pages/146.html
Strategy and Tips
Copied from Brett's Guide
As stated, Freedom is probably the most beginner friendly suits in the game in order to learn the fundamentals. However as a 2.5k, learning to manage your health is very important. When partnered with a 3k suit, you only come back with 120 health, assuming you didn't over cost your partner. One simple BR zunda can kill you once you respawn. This suit doesn't have any amekyans, so it is a pretty honest suit in terms of learning how to punish, move, and evade. Since this suit doesn't have any amekyans, it's very important to stay on-angle with this suit, although that can be said with any suit. If you find yourself doing an off-angle BR, you can directly cancel it into 2B and rainbow step jump to make it somewhat safe; be careful though as this takes up a significant portion of your boost. You can cancel into BC as well. If you do any other move off-angle, you can cancel into BC, but again be careful of your boost gauge. Although you can do BC when you're out of boost, the opponent may read your boost and be able to punish you. However the best thing to do is to always be on-angle whenever you shoot.
Always think about why you are shooting, make sure it has a purpose other than this MIGHT hit the opponent. Freedom may have an 8 count BR but if you just keep shooting, you'll find yourself down to 0 count in no time. Like it said above, Freedom's [AB] and [AC] have long reload times. It may be tempting to always cancel his BR into Sub, but make sure you have the ammo for it or you will be firing nothing and you could get punished for it.
For the burst type, I've seen Freedom players choose Blast Burst due to it being able to last longer and being able to Blue Step your shots. I don't think I've seen a Freedom choose Assault Burst.
Cost Consideration and Partners
3000
A good composition for Freedom. Naturally, you will want to be playing back in this comp. Cutting for your partner, managing your health, and punishing landings are your main goal. As the back player you need be aware of your health and your partners health, as well as the position of your opponents on the map.
Best Partners: Wing TV (who doesn't want to be paired with top tier?), Reborns, Unicorn, Qan [T]
1000
Another good composition for Freedom. You will want to give the 1k 3.5 lives. If the 1k dies first, try to die second so you don't respawn overcosted. Freedom can play front, but it's not ideal for him due to his ammo problems and can be generally outplayed by the top tier suits.
Best Partners: To be added
2500
Not an ideal comp but can work well. Your role will most likely depend on what suit your partner chooses. You might have to play front, back, or even have a double front mentality.
2000
Another bad comp. Any comps are winnable but you may want to avoid this. Again due to other suits being able to outplay/overpower you and your partner.
Videos
Sazabi/Delta Plus vs Unicorn/Freedom