GBO2 RX-0 Banshee: It can combo into heavy attack?!

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  • Опубліковано 3 жов 2024
  • This video contains two recent matches I had with the Banshee on Gundam Battle Operation 2. It is a 700 cost raid with great melee damage, good stuns for close range, high mobility, an NT-D ability that massively buffs stats and a very powerful heavy attack that can be confirmed yourself with the right combo. Its weaknesses would be HP drain when NT-D is active, risky midrange shooting due to long stop to fire and needing to drop to 80% HP to activate NT-D. My opinions on this suit have changed a lot over time. I used to consider it overpowered, but with the shift in direction at 700 cost I now see it as balanced. It is basically the purest manifestation of a melee focused raid, to the detriment of aspects such as midrange ability. I hope that you enjoy watching!
    Its primary ranged weapon is a beam smartgun with 2800 power, 3 seconds cooldown, 70% heat, 13 seconds overheat, 0.5 seconds swap time, 400m range and 70% stagger value. This has low heat, good damage, pierces and instant stuns. It is a pretty great weapon that can combo into your melee or stop to fire beam. The stagger accumulation can be helpful for your vulcans.
    Its primary melee weapon is a beam saber with 2950 power, 2.5 seconds cooldown, 0.77 seconds swap time and 80%/64% combo modifier. This is a pretty standard beam saber in terms of moveset, but it has high damage in combos. It gains a third swing once NT-D activates.
    Its first sub weapon is a head vulcan with 150 power, 40 ammo, 600 RPM, 11 seconds reload, 0.5 seconds swap time, 200m range, 1500 DPS and 6% stagger value. This has long reload time and not much ammo, but it can stagger in just 1.7 seconds and has great DPS.
    Its second sub weapon is a vibro-nail with 3250 (3600) power, 3.5 seconds cooldown, 0.33 seconds swap time, 100% side swing modifier, 160% down swing modifier, 1.5 seconds focus time and 400% heavy attack modifier. This still has high damage before NT-D activates, but it becomes incredibly high once it does activate. NT-D activation causes the weapon to get a larger hitbox, enables the heavy attack, causes normal attacks to bypass buffers and enables heavy staggers on regular hits. The heavy attack can even be combo'd into, provided you do a somewhat tricky dodge roll combo.
    Its third sub weapon is a beam smartgun with 700x5 power, 80% heat, 4 seconds cooldown, 13 seconds overheat, 0.5 seconds swap time, 400m range and 50%x5 stagger value. This stops to fire for an extended period of time, but it fires a highly damaging beam with great stun accumulation and piercing. This can do nice damage vs supports at midrange but the stop to fire makes you quite vulnerable.
    The Banshee has 23000 HP, 24 ballistic/beam resist and 30 melee resist. This is pretty durable considering the size of the MS, but the HP drain in NT-D means it isn't quite as good as it seems. It has LV3 (LV4) Maneuver Armor, LV2 (LV3) Emergency Evasion, LV2 (LV3) Special Leg Buffer and LV1 (LV2) Special Armed Armor VN Buffer for defensive skills. The numbers in brackets refers to the changes when NT-D activates. It has a pretty solid skillset before NT-D even activates, but they all get great upgrades once it does. The buffers make it so that it can be quite durable if shot in the right places, especially since the VN buffer is 50%/60% damage reduction depending on if NT-D is active.
    It also has 135 (140) walk speed, 230 (240) boost speed, 75 thrust and 75 (87) turning speed. It gets absolutely amazing mobility once NT-D turns on but it is no slouch before that. It also gets LV3 Flight Control and LV2 (LV3) Forced Injectors to further increase mobility. It is only really second in terms of mobility to the Sinanju Stein, but even then you could make arguments for either one being faster in their own specific cases.
    The star skill of the Banshee would have to be LV2 NT-D. This can be activated via the touchpad at 80% HP or less and grants the aforementioned skills and stats boosts, but this comes at the cost of losing 30 HP per second. In the case of Banshee specifically, NT-D also causes melee priority to be boosted past high, so it can swing through other raids without clashing.
    Overall I think that while the Banshee is undeniably an absolute monster in close range, the meta of 700 cost means that it won't always have a chance to abuse these abilities to the fullest. 700 cost is full of generals that absolutely hard counter more regular melee raids like Banshee. Moon Gundam, Phenex and Sinanju can all hard counter the Banshee if the players are good enough. It also lacks midrange ability in a meta where fights can often devolve to standoff shooting battles. Despite this, I think that Banshee can wreak havoc if used by a player who can take full advantages of its strengths in close combat. Thanks for watching, and I hope that you enjoyed it!
    Music used:
    Metal Gear Solid 2, Yell Dead Cell (Beta Version)
    Dynasty Warriors Gundam 2, A Good Thing Is Possible

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