GBO2 Z'Gok E: Lord of the crabs!
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- Опубліковано 5 жов 2024
- This video contains two matches I had with the Z'Gok E on Gundam Battle Operation 2. It is a 400-550 cost raid with great stun accumulation, great melee damage, pretty good midrange burst damage alongside an incredibly fast claw neutral swing. Its weaknesses include having no instant stagger, having no Forced Injector skill alongside not being that fast when out of the water. I played these matches a while ago when they buffed the Z'Gok E, but I only recently compiled the matches into a video. It has always been one of my favourite sleeper picks, even if it is not that good outside of water heavy maps. I hope that you enjoy watching!
Its primary weapon is an arm beam cannon with 800 power, 25% heat, 12 seconds overheat time, 0.5 seconds switching time, 300m range and 40% stagger value. This overheats quickly if you aren't careful, but it deals good damage and can stagger extremely quickly. It can fire while boosting while you are underwater, making it incredibly powerful under the right conditions.
Its primary melee weapon is a claw with 2400 power, 2 seconds cooldown, 0.5 seconds swapping time, 90% side swing mod, 140% down swing mod and 100/80/64% combo modifier. This is an incredibly powerful melee weapon, it can deal huge amounts of damage if you get the chance to do 2-3 swing combos. It is even more powerful than it first seems as well, since the neutral swing hitbox is somewhat disjointed, having similar reach to a beam saber neutral swing, on top of the neutral swing having between 5-6 frames of start-up time (at 60 FPS) depending on range.
Its first and only sub weapon is a head torpedo launcher with 400 power, 6 ammo, 12 seconds reload, 0.8 seconds swap time, 400m range and 30% stagger value. These deal great damage, stagger quickly and are easy to hit with because of how fast the missiles fly. It is tricky to decide if you want to use them after a beam cannon stun for damage purposes, or if you want to save them for an extra stun when approaching enemies.
The LV1 Z'Gok E has 17000 HP, 13 ballistic/beam resist and 26 melee resist. It has average ranged resistances, but fairly high HP paired with great melee resist. It has a 20% damage reduction head buffer, which is quite useful against certain melee animations, but lacks any buffers for the legs, which makes the suit pretty vulnerable to leg breaker generals. It benefits from having both LV2 Maneuver Armor and LV1 Emergency Evasion.
In terms of mobility it has 130 (133 including ground affinity) walking speed, 200 boosting speed, 60 thrust and 66 (72 including affinity) turning speed. Its mobility is pretty mediocre on land, apart from it having good turning speed, especially since it lacks Forced Injector. However, while underwater, it gets +10% walking speed, turning speed and boosting speed, 146 walking speed and 220 boosting speed is nothing to sneeze at for 400 cost. Furthermore, it gets 95% side strafing speed, but keeps the default 70% back strafing speed.
In conclusion, while I feel that the Z'Gok E has some very unique advantages for a low cost raid, it isn't enough to make it a viable option outside of water heavy maps. As stated earlier, the claw neutral swing starts up in 5 frames, or in about 80 milliseconds. This is absolutely lightning fast, more than twice as fast than most other suits, which have neutral swings that start up in about 12 frames. In theory this makes it dominant in close combat, since it can easily slap you with melee while you have no hope of reacting, only the hope of guessing with a tackle. In practice you could just be stunned before you can close the distance, but if you can close in, they are put into a deadly mix-up where all they can do is guess. This is all from my recent frame data testing which is all available on my Discord server. I think the issue is that this suit is kinda big and easy to stop, while needing to totally rely on stagger accumulation weapons. I think it could get one more buff and it would be, IMO, perfect. Give it 205 boosting speed, LV1 Forced Injector, 8 seconds head missile reload speed and LV2 Leg Buffer. LV2 Forced Injector would be fine starting at 450 cost. This suit is one of my favourites, so I can definitely recommend it, especially if you are on a map like Arctic Base or Military Port. Thanks for watching!
Music used:
Super Monkey Ball, Underwater
Sonic CD, Tidal Tempest Present (JP)
Dynasty Warriors Gundam 2, A Good Thing is Possible
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Crab rave goes hard
🦀🦀🦀
Mobile suit gundam: Crab's counterattack
man why did the gm aqua dominance (baseline dominance with more stuff strapped on) get injectors but not the aquatic MELEE RAID?
The devs maybe felt that, for whatever reason, early aquatic suits didn't deserve forced injectors. We see more modern aquatic suits like Aqua GP01, Kapool and Zee Zulu having it though. Most irredeemably though, Acguy TB has it. So if that little gremlin thing can get it, surely the 100 cost higher Z'Gok E can get it right? Even the 300 cost Z'Gok deserves it.
Thanks for the video! I will try using the crab series too.
Its weird to think that this thing exists in the same cost as metal spider
Only game where you get to be BE the giant enemy crab.
Still say give it the hygogg's canister missile, not sure how helpful that would be but gaining a splash stun is still a upside right?
It would be pretty cool. It would have pretty nutty burst damage against supports if it could just cycle through all of its ranged weapons.
Red comet