This guy comes out today and I get to play around with him for a bit, so posting initial findings here
Gundam Kimaris Trooper
Cost: 2000
HP: 560
Walk type: hover
Main: Machine Gun
12 shots a set, normal stagger at about 3 hits, no hard knock-down even upon full set hit. Staggers well but tracking is otherwise poor. Reloads fast.
Cancels into: Sub (Mines), AC (Charge), BC (Lance Pound)
CSa: Machine Gun Spray
Machine gun spray similar to normal Unicorn CSa, traces moving enemies but rather poorly, and is indeed a fairly inaccurate spray. Seems to cause hard knock-down if full set hits, but this is difficult. Can be aimed with directional input
Cancels into: apparently nothing
CSb: Lance Charge
3-stage-charge, charge time similar to God Gundam's CSa. This is a slow start-up, huge hitbox lance charge with no super armor, but at stage 3 it at least hits for 180 (in one hit!) plus hard knock-down. The gauge resets immediately upon button release, therefore nigh impossible to chain this from a melee combo
Cancels into: apparently nothing, phew
Sub: Mines
Self-defense/oki type explosives similar to Banshee Norn's 2AB, but due to big blast radius it was very common for me to catch myself in the blast tool. Reloads in about 6 seconds
Cancels into: apparently nothing (aside from the CSs, but those aren't cancelling)
AC: Charge
Charges towards the enemy while firing machine gun (about 0.5 second delay). Can cancel into melee and melee re-tracks, good for chasing down
Cancels into: BC (Lance Pound), neutral/2/46/8B (but no BD melee)
BC: Lance Pound
Typical jumping melee similar to Barbatos' 2B, but the hitbox is surprisingly small.
Cancels into: nothing
Melee in next post
MELEE
Neutral B (neutral melee):
Orthodox 3 hit combo, slightly slow
8B (front melee):
2 lance thrust, good hitbox, hard to pick up with combo after second hit
46B (side melee):
Also orthodox 3 hit combo, start-up is slightly faster than you would expect for its size
2B (back melee):
Single lance thrust, seems to cancel into nothing, but apparently good single hit damage
Melee follow-ups:
Neutral / side melee -> 2B: Breakdown
7-hit lance thrust combo in DMC Dante's "BREAKDOWN!" fashion. Good damage, probably in the 230-240 range
Neutral / side melee -> 8B: Iaido
Slash with lance and fly away, good getting away from rescues
So just a shittier Gyan?
>>15014811
>Trooper
>Not Kimaris OG
And you lost me. That and it's not like I'll get to play it so oh well.
>>15014920
The machine gun is definitely more sustainable (range, ammo, reload) and melee has more options both in opening up and damage potential, plus the end game chase-down capability with AC and CSb; but otherwise I agree
>>15014926
exactly, why would they not use space kimaris with booster which is a thousand times cooler
>>15014811
So that was what the chest was for, launching mines at the enemy charging at it, make sense since a lot of MS go into melee combat and nothing stop a charge like a couple of mines and then coming back with it's own lance charge to counter them.
>>15017083
>uuuwaaaaaaaaaaaaaaaaaaaaaaaaaaaa
>>15014811