Alright, I’ve been kinda working on this on the side, so here it goes… RX-78!
http://img21.imageshack.us/img21/1987/gundamrx782.jpg
[LEFT]COMMAND NORMALS (****SKILL MOVES)[/LEFT]
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[LEFT]Trample - (in air) dwn+HK[/LEFT]
[LEFT]Causes hard knock down. Hit box allows for cross-ups. Interestingly quite similar to Doctor Doom’s j.S in UMvC3, one of the main differences being that it doesn’t travel indefinitely to the ground. After so many active frames, the attack will cease and RX-78 will continue to fall. If you are very high, the attack does eventually recover, and you are able to perform actions again. If you fly past your opponent and perform a Trample, RX-78 will turn around and dive in the opposite direction, back towards the opponent. The other major distinction is that RX-78’s Trample is completely safe on block, recovering fast enough for you to perform another action or air block. Any successful Trample will set up a Gundam Hammer, or whatever you please. This attack is obviously very useful.[/LEFT]
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[LEFT]**SPECIAL MOVES (****ATTACK COMMANDS) **[/LEFT]
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[LEFT]Beam Rifle - QCF+P[/LEFT]
[LEFT]This is RX-78’s ammo special. The LP version fires a single shot that costs 40 ammo points. The HP version fires three shots and costs 120 ammo points. Usable on the ground or from the air, It fires particle beams that consume any of your opponent’s solid-state projectiles that get in its path. Each shot does respectable damage. I find myself mostly using the LP version, as the HP version doesn’t continue to track well after the first shot, causing misses and wasted ammo. The first shot tracks very well and has a very wide range of possible shot angles. Beam Rifle can be used to end combos, but I feel that there are better ways to finish your combos, and I personally prefer to use LP Beam Rifle for random harassment or to punish solid projectiles. I generally only use the HP version if I need a full screen punish, especially while airborne, but these situations shouldn’t come up often. Safe on block.[/LEFT]
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[LEFT]Shield Uppercut - twd, dwn, twd+P[/LEFT]
[LEFT]I generally avoid using this special. Slow start-up and excessive forward movement keep it from being too effective as anti-air. It does have a few niche uses because it actually has upper body invincibility during its start-up. This allows it to beat out some attacks cleanly (Rose’s Kick & Saber for example) if you can react quickly enough. It also has some use in ending combos, but it’s not anything I try to integrate into my game plan often. It hits four times, the last hit and only the last hit causes a hard knock down. This special is horribly unsafe if guarded. Not a true dragon punch motion, you actually need to hit the directions I’ve listed.[/LEFT]
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[LEFT]Beam Saber (unblockable) - HCB+P[/LEFT]
[LEFT]RX-78’s standard unblockable attack. Damage, start-up, range, recovery–it is average in every way. The saber sweeps in a forward arc from above the suit’s head, netting up to 3 hits. Can potentially anti-air, as the first active frames are directly above.[/LEFT]
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[LEFT]Gundam Javelin (unblockable) - (in air) HCB+P[/LEFT]
[LEFT]RX-78 has an aerial unblockable attack, and this would be it. The start-up is about the same as Beam Saber, but Javelin thrusts a javelin (go figure) downwards at a 45 degree angle. The attack does 3 hits, all active hit boxes in the same spot. RX-78 descends very little during the entire special. I find this to be useful for stopping my jump trajectory with an unblockable attack. It’s also fun to use to hit knocked down opponents. When timed right, repeated use of this special from high up buys enough time for your thrusters to recharge, allowing you to stay airborne indefinitely. Obviously useful.[/LEFT]
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[LEFT]Helmet Hit (unblockable) - QCB+P[/LEFT]
[LEFT]RX-78 lifts slightly and comes down and forward with the beam saber in a stabbing fashion, hitting up to 4 times. When it comes to actually hitting the opponent, this is probably the most useful of RX-78’s unblockables. The start-up is slightly faster than the standard Beam Saber, and the horizontal range is much better, moving forward about half-screen. This attack is great for meaty pressure, forcing your opponent to dodge/shield. It’s also worth noting that the rising start-up of this special can cause some low attacks to whiff under it![/LEFT]
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[LEFT]Vulcans - back, twd+P (rapid tap)[/LEFT]
[LEFT]Tapping punch rapidly once executing this special greatly prolongs the attack. Vulcans have very short range, but RX-78 sweeps them up and down to cover a decent area in front of you. I like to use this special to pressure knocked down opponents, doing minor damage while they are downed, and it lasts long enough to force opponents to block and eat the chip on wake-up. Safe on block.[/LEFT]
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[LEFT]Hammer Punch - HCF+P[/LEFT]
[LEFT]RX-78 swings the Gundam Hammer (not to be confused with the super) straight forward, stopping just short of full-screen status. This special has very niche uses, but I wouldn’t call it useless. There are 4 hits, the final hit being quite delayed, occurring while the hammer falls to the ground. Some opponent’s with lacking ranged attacks can have difficulty punishing this on block because the delayed final hit. However, some opponents can punish it, even on hit! You really have to learn what this works against, and keep it in your pocket for those times you need a long range punish but you don’t want to super (enemy low on current life bar) or use ammo. It’s also worth noting that Hammer Punch can block nearly any projectiles or beams during active frames.[/LEFT]
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[LEFT]Vernier Mode - QCF+thruster[/LEFT]
[LEFT]For RX-78, this is primarily only used to attempt to swat down vertical runaways: Wing Zero, Deathscythe, another RX-78, etc. trying to run the clock with the life lead. Flight Mode is your best means of catching them. It provides armor against attacks as long as they don’t have knock down or launcher properties, but you cannot block attacks! During Vernier Mode, it is possible to dodge up to 3 times. Lasts approximately 5 seconds, requires full thruster gauge.[/LEFT]
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[LEFT]SUPER (****MEGA SPECIAL ATTACK)[/LEFT]
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[LEFT]Gundam Hammer - QCF + any two attack buttons[/LEFT]
[LEFT]Wow! RX-78 swings the Gundam Hammer in a large sweeping arc from above it over to the ground in front of it. This super does only a single hit for massive damage to targets in the danger zone, causing a hard knock down and potentially combos into itself. Invincible start-up, which is actually somewhat uncommon in this game, but the invincibility wears out before it will hit a grounded opponent. There is a minimum range, keeping suits that are too close safe (the chain has no hit box), as well as a maximum range, but the hit box is rather large. Gundam Hammer is easily one of the better supers in the game, and is one of RX-78’s strongest aspects. The start-up is incredibly fast. The damage is well above average. It’s just awesome! It’s very easy to tag onto the end of many different combos. It’s fairly easy to use as a reaction punish to many things your opponents may do. As mentioned earlier, you get a free Gundam Hammer opportunity from any successful Trample. Gundam Hammer as anti-air is certainly an option. Even if the damage is set very low through handi-cap, a naked Gundam Hammer will go through an entire health bar on all but the most heavily-armored opponents. An interesting way to use this super is with an option select. Using s.HP or cr.HP, which are both decent poking tools, and buffering Gundam Hammer, you can option select for massive damage! Both versions of HP can only be super-cancelled on hit. On block, you needn’t worry about wasting a super. Gundam Hammer is even fast enough to swat opponents trying to get out of their knock down with flight recovery. It’s been called cheap a few times.[/LEFT]
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[LEFT]NOTES[/LEFT]
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[LEFT]-cr.HK is actually RX-78’s overhead, which has rather slow start-up and is unsafe on block, but can be chained into and out of.[/LEFT]
[LEFT]-cr.HP is RX-78’s sweep.[/LEFT]
[LEFT]-s.HK launches far on hit.[/LEFT]
[LEFT]-s.LK launches low on hit. Chains into cr.HK.[/LEFT]
[LEFT]-j.LK remains active indefinitely until you land. It starts up fastest of RX-78’s air normals. It also affects RX-78’s collision boxes, sometimes causing some very ambiguous jump-in situations.[/LEFT]
[LEFT]-j.HK can be used to anti-air, the hit box starts above RX-78’s head.[/LEFT]
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[LEFT]COMBO APPENDIX[/LEFT]
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[LEFT]1.) cr.LP, s.LK, cr.HK, j.LP, j.HP, Trample, land, Gundam Hammer[/LEFT]
This is RX-78’s standard bread and butter combo. While Gundam Hammer is the only way to end it as a true combo, impossible to escape via thruster recovery, there are other follow-up possibilities that can be used if the opponent has too little health for the super to be worthwhile, supers have all been exhausted, or they simply opt to remain in the knock down state. One option is run, cr.LK, cr.HP, after which you have a bit of extra time advantage to do as you please. Another option is run, Vulcans, which is a better option if you basically want to try to force them to block on wake-up. You could also forward jump with Gundam Javelin for some damage and style points, delay slightly for meaty unblockable.
[LEFT] [/LEFT]
[LEFT]2.) cr.LP, cr.LP, cr.LK, cr.HP xx Gundam Hammer[/LEFT]
[LEFT]This simplified combo into super can be used in place of RX-78’s more advanced combos while you’re still getting the hang of the character, or in match-ups where combo 1 doesn’t connect properly (Hygogg for example). Two jabs will ensure your opponent will never be too close, which can cause Gundam Hammer to whiff. The damage is lower, but not by much![/LEFT]
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[LEFT]3.) s.HP/cr.HP xx Gundam Hammer[/LEFT]
[LEFT]A very easy to use option select to turn good poking tools into massive damage! On block, neither version of HP can be super cancelled, so just buffer your super during your poking with HP.[/LEFT]
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[LEFT]4.) j.LP, j.HP, j.HK[/LEFT]
[LEFT]A simple and effective air-to-air combo for moderate damage. Trample in place of j.HK can sometimes work depending on positioning, but I wouldn’t call it reliable.[/LEFT]
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[LEFT]5.) Gundam Hammer, run, Gundam Hammer, run, Gundam Hammer[/LEFT]
[LEFT]This combo is super effective (yes, that was a pun) for pissing off the other guy. Running in between supers isn’t always necessary. I wouldn’t recommend using this sequence after any extended combo unless it will win the fight, but by itself, or after s.HP/cr.HP/Trample, it does too much damage. Way too much…[/LEFT]
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[LEFT]STRENGTHS[/LEFT]
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[LEFT]-incredible super[/LEFT]
[LEFT]-Trample[/LEFT]
[LEFT]-large move list with a lot of utility[/LEFT]
[LEFT]-capable of permanent air time using Gundam Javelin and thrusters[/LEFT]
[LEFT]-fairly strong pokes[/LEFT]
[LEFT]-versatile and effective from virtually any range or position[/LEFT]
[LEFT]-solid ground game and competent air game[/LEFT]
[LEFT]-particle beam-based ammo attack[/LEFT]
[LEFT]-multiple situational unblockables[/LEFT]
[LEFT]-strong combos and damage[/LEFT]
[LEFT]-no terrible match-ups[/LEFT]
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[LEFT]WEAKNESSES[/LEFT]
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[LEFT]-weak high-low game (slow overhead, lackluster low-hitting attacks)[/LEFT]
[LEFT]-weak/unreliable anti-air game[/LEFT]
[LEFT]-difficulty dealing with solid rush down/pressure, no real “get off me” tools.[/LEFT]
[LEFT]-lower armor[/LEFT]